Baldur's Gate 3

Baldur's Gate 3

543 ratings
What does each class do? Basic class guide.
By Sophis
Here's a simple guide to check all classes and subclasses' features in one place. Updated with spell progression for all classes.
30
12
4
22
9
7
5
4
2
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Welcome!


Hello and welcome to my first BG3 guide. You might remember me from Pathfinder: Wrath of the Righteous' guides like this one.

This time, I bring you a simple BG3 summary guide so you can check ALL features of every class and subclass in one place, without the need of opening several webpages (like that crappy fextra wiki) to check what each subclass gets at each level. Since this is a beginner-friendly guide, I won't cover advanced topics such as multiclassing. Use Control + F to jump to specific parts of the guide.

If this guide's helped you in any way, feel free to give it a positive rating and/or add it to your favorites! if you see anything wrong, please let me know and I'll be happy to edit it accordingly.

Thanks to my friends Kram and Julia for helping me with the images and formatting. <3
⠀ ⠀ ⠀ ⠀ ⠀ ― BARBARIAN ―
Sturdy and powerful combatants, Barbarians can enter a Rage state in which they deal extra damage on attacks while also receiving resistance to various types of damage. This rage effect can be kept on for the whole battle as long as you hit an enemy or get hit every turn (missing an attack also counts).

The Barbarian also receives the highest amount of health points out of all classes. In addition, they get extra armour class from their Constitution modifier, so you get extra life AND armour in one stat, as long as you are not wearing any armour.

You think violence is the question, not the answer. The answer is yes.

Leveling Progression

Level
Feature
1
You receive Rage and Unarmoured defence (extra armour from your Constitution modifier as explained above).
2
You receive advantage on dexterity saving throws against traps, spells, and surfaces. Receive "Reckless Attack": until your next turn, you have advantage on attack rolls, but enemies also have advantage against you.
3
Choose a subclass.
4
Choose a feat.
5
Receive an extra attack. Your movement speed increases by 1.5m / 5ft while not wearing heavy armour.
7
You receive "Feral Instinct": you gain a +3 bonus to initiative and can't be surprised.
8
Choose a feat.
9
Receive "Brutal Critical": when you land a critical hit, you roll an extra damage die as well as the normal additional critical dice.
11
Receive "Relentless Rage": once per short rest, if you drop to 0 hit point while enraged, you regain 1 hit point instead of being downed.
12
Choose a feat.

Berserker
This subclass is basically an enhancement to the already great offensive capabilities of the Barbarian. Your Rage turns into a Frenzy. During a frenzy, you can make an extra attack as a bonus action on each turn. However, every time you use this extra frenzy attack, you suffer a stacking -1 to your hit chance until your Frenzy ends, so pay attention to your number of stacks.

Leveling Progression

Level
Feature
3
Receive Frenzy, Frenzied Strike (explained above) and "Enraged Throw": pick up an item or creature and throw it at a target, dealing bludgeoning damage and knocking it prone.
6
Receive "Mindless Rage": while frenzied, you cant be charmed or frightened, and the Calm Emotions spell no longer ends your rage.
10
Receive the "Intimidating Presence" ability: apply the Fear condition on an enemy (it makes targets drop everything, become easier to hit, and unable to move). If the target resists this effect, it can't be targeted again until it long rests.
Wildheart
A nature warrior, able to channel animal aspects and choose a bestial heart, receiving different rage bonuses according to the animal heart you pick. Those bonuses include self healing, extra movement speed, bleed attacks, a leap attack, among others, and you can change your heart choice at each level up. Additionally, you can speak to animals at will.

Leveling Progression

Level
Feature
3
Receive "Speak with Animals" and pick a Bestial Heart to enhance your rage effect (bear, eagle, elk, tiger, or wolf).
6
Choose an animal aspect to receive its passive benefits. There are 10 options to choose from, granting all sorts of personal buffs.
8
Difficult terrain no longer slows you down.
10
Choose another animal aspect.
Wild Magic
Every time you enter a rage, you unleash a random magic effect. Most of those effects are self buffs, while others can trigger different AoE effects around you. You can also support the spellcasters in your party by recovering some of their spell slots.

Unpredictable, strong, with a bit of magic support on top, that's basically it.

Leveling Progression

Level
Feature
3
Receive "Rage: Wild Magic" (explained above) and "Magic Awareness": anyone within range adds their proficiency bonus to saving throws against spells.
6
You receive "Bolstering Magic: Boon": you or an ally receive a +1d4 bonus to attack rolls and ability checks. You can also recover one spell slot for a party member: one level 1 spell slot, and one level 2 spell slot.
9
You can recover one level 3 spell slot for a party member.
10
Receive "Unstable Backlash": while enraged, when you take damage or fail a saving throw, you trigger another wild magic effect that replaces the current one.
⠀ ⠀ ⠀ ⠀ ⠀⠀ ⠀ ― BARD ―
The bard is your classic "jack of all trades", offering a lot of build possibilities and group utility. They can cover the lock-picking role of your thief, cast spells (mainly support, buffs and debuffs), use basic armor and weapons, handle all kinds of ability checks, and much more.

Their unique ability buffs party members to enhance their attack rolls, saving throws, or ability checks. Since they are Charisma-based, they also make for a great "face" of the party, being a nice option for a main character to deal with all those persuasion, intimidation, and performance checks.

Leveling Progression

Level
Feature
1
Receive "Bardic Inspiration": a bonus 1d6 for attack rolls, saving throws, or ability checks that you can apply to any ally for a set number of times per rest.
2
Receive "Song of Rest": you play a song to give your party the benefits of a short rest. You also get the "Jack of all trades" feature, which lets you add half your proficiency bonus to any ability check you're not proficient in.
3
Choose a subclass and receive the "Expertise" feature for 2 skills of your choice: you get double proficiency bonus on those checks.
4
Choose a feat.
5
Receive "Font of Inspiration": you regain all your Bardic Inspiration after a short or long rest (instead of just on long rests). The bonus gained from Bardic Inspiration increases to +1d8, and you gain another Bardic Inspiration charge.
6
Receive "Countercharm": you and any allies within 9m have advantage on Saving Throws against being charmed or frightened.
8
Choose a feat. Receive another Bardic Inspiration charge.
10
You get 2 extra Expertise choices. The bonus gained from Bardic Inspiration increases to +1d10. Additionally, you'll be able to pick 2 bonus spells for your spellbook. Those spells are picked from a list that includes some spells from all other classes.
12
Choose a feat.

Spell Progression

Character Level
Spell Level + Slots
1
2 - x - x - x - x - x
2
3 - x - x - x - x - x
3
4 - 2 - x - x - x - x
4
4 - 3 - x - x - x - x
5
4 - 3 - 2 - x - x - x
6
4 - 3 - 3 - x - x - x
7
4 - 3 - 3 - 1 - x - x
8
4 - 3 - 3 - 2 - x - x
9
4 - 3 - 3 - 3 - 1 - x
10
4 - 3 - 3 - 3 - 2 - x
11
4 - 3 - 3 - 3 - 2 - 1
12
4 - 3 - 3 - 3 - 2 - 1
College of Lore

Support-oriented Bard. Focuses on spellcasting and debuffing enemies from afar. You get more spells instead of an extra attack, and a bunch of extra proficiencies to be the designated "skill monkey".


Leveling Progression

Level
Feature
3
Receive the "Cutting Words" reaction ability: apply a 1d6 penalty to Attack Rolls, Ability Checks, and Saving Throws to any creature until the start of your next turn. This penalty increases to 1d8 at level 5, and to 1d10 at level 10. You also receive Arcana, Intimidation, and Sleight of Hand proficiencies.
6
Choose two level 3 spells for your spellbook. Those spells are picked from a list that includes some spells from all other classes.
College of Swords

Do you want your bard to be a melee swashbuckler? This is the choice for you. You can pick a fighting style between Dueling (fighting with one hand free) or Two-Weapon Fighting so you can be a frontline rogue-like support.

Leveling Progression

Level
Feature
3
Pick a fighting style and receive scimitar and medium armour proficiencies. You also get 3 "Flourish" skills, that can be used in melee or at range. Those skills can let you attack two enemies at once, push enemies, or increase your armor class after a hit.
6
Receive an extra attack.
College of Valour
This subclass also specialises in melee combat, but this time you are more of a fighter-bard hybrid since you can use any kind of weapon, allowing you to make a STR bard. You can also use shields and medium armor, so you can be a little more defensive if you want.

Leveling Progression

Level
Feature
3
Receive the "Combat Inspiration" ability: this is similar to bardic inspiration, but it also enhances weapon damage and armour class. This bonus starts at 1d6, growing to 1d8 at level 5, and to 1d10 at level 10.
6
Receive an extra attack.
⠀ ⠀ ⠀ ⠀ ⠀⠀ ⠀ ― CLERIC ―
Normally used as healers, Clerics are great support characters because of their spell variety. They can heal and buff allies while having some offensive spell options for harming enemies (especially undead).

They have to choose a deity to worship, along with one domain (their subclass). While the deity choice is purely used for roleplaying purposes, their domain grants them extra abilities and add different spells to their list, following the "theme" of your chosen domain. Those domain spells are always prepared, meaning that you don't have to worry about not having available slots for them.

I'll organize the domains into 3 groups, according to their foci, including a list of the extra spells each domain gets and other notable features:
  • Spellcasting: Life, Light, Nature
  • Melee combat: Tempest, War
  • Utility/roleplay: Knowledge, Trickery

Leveling Progression

Level
Feature
1
Choose a deity and a domain: Life, Light, Knowledge, Trickery, Nature, Tempest, or War.
2
Receive one Channel Divinity charge. You can use those charges with the "Turn Undead" spell or with another ability determined by your chosen domain.
4
Choose a feat.
5
Receive "Destroy Undead": any undead turned by your Turn Undead spell also receives 4d6 radiant damage.
6
Receive another Channel Divinity charge.
8
Choose a feat.
10
Receive "Divine Intervention": this spell can invoke your deity's aid to receive a boon. However, once used, this can never be used again on that character. Use wisely.
12
Choose a feat.

Spell Progression

Character Level
Spell Level + Slots
1
2 - x - x - x - x - x
2
3 - x - x - x - x - x
3
4 - 2 - x - x - x - x
4
4 - 3 - x - x - x - x
5
4 - 3 - 2 - x - x - x
6
4 - 3 - 3 - x - x - x
7
4 - 3 - 3 - 1 - x - x
8
4 - 3 - 3 - 2 - x - x
9
4 - 3 - 3 - 3 - 1 - x
10
4 - 3 - 3 - 3 - 2 - x
11
4 - 3 - 3 - 3 - 2 - 1
12
4 - 3 - 3 - 3 - 2 - 1

Life, Light & Nature domains
Life
This domain is all about healing, including their Channel Divinity spell. It's the best healer you can get on this game, with nice support spells on top of great AoE healing. They get heavy armour proficiency at level 1 and extra 1d6 radiant damage to their weapon attacks starting at level 8.

Level
Spells
1
Bless, Cure Wounds
3
Lesser Restoration, Aid
5
Revivify, Beacon of Hope
7
Death Ward, Guardian of Faith
9
Mass Cure Wounds, Greater Restoration



Light
Light domain clerics are offensive spellcasters, focusing on fire spells and using light to impose disadvantages on enemies. They can use their Channel Divinity charges to deal radiant damage and dispel darkness around an enemy. At level 8, you can add your wisdom modifier to the damage you deal with cleric cantrips.

Level
Spells
1
Faerie Fire, Burning Hands
3
Flaming Sphere, Scorching Ray
5
Daylight, Fireball
7
Wall of Fire, Guardian of Faith
9
Flame Strike, Destructive Wave



Nature
Another variant of the spellcasting cleric, but more of a crowd controller this time with your druidic nature spells and the ability to charm animals and plants with your Channel Divinity. They also get a free druid cantrip and become proficient in animal handling, nature, or survival. At level 8, you can add 1d8 elemental damage to your weapon damage on melee (fire, cold, or lightning).

Level
Spells
1
Speak with Animals, Animal Friendship
3
Spike Growth, Barkskin
5
Plant Growth, Sleet Storm
7
Dominate Beast, Grasping Vine
9
Insect Plague, Wall of Stone
Tempest & War domains
Tempest
Tempest clerics utilize lightning and thunder spells against their enemies. They can wield any kind of weapon and wear any kind of armor, and can deal extra damage to melee attackers as a reaction, thus pushing them a little more towards melee combat. They can use their Channel Divinity to maximize the damage on their lightning and thunder spells and reactions.

Level
Spells
1
Thunderwave, Fog Cloud
3
Shatter, Gust of Wind
5
Call Lightning, Sleet Storm
7
Ice Storm, Freedom of Movement
9
Insect Plague, Destructive Wave



War
War clerics are martial combat specialists. They're the only cleric who can make 2 weapon attacks per round, by spending an unique resource that is equal to their Wisdom modifier. Along with that, they can also wield any weapon and wear any armour. Their Channel Divinity can be used as a reaction to give a whopping +10 bonus to an attack roll that would otherwise miss. That can be used for themselves or for allies.

Level
Spells
1
Divine Favour, Shield of Faith
3
Magic Weapon, Spiritual Weapon
5
Spirit Guardians, Crusader's Mantle
7
Stoneskin, F. of Movement*
9
Flame Strike, Hold Monster
*Freedom of Movement.
Knowledge & Trickery domains
Knowledge
This domain offers tools for roleplaying, being a master of languages and skill proficiency. Your Channel Divinity can be used to gain proficiency in all skills of a chosen ability. The big deal is that you can swap your chosen proficiencies every time you need something different, like in dialogue or exploration. You can also allocate a +2 expertise bonus on History, Nature, Religion, or Arcana.

Level
Spells
1
Command, Sleep
3
Calm Emotions, Hold Person
5
Speak with Dead, Slow
7
Confusion, Otiluke's Resilient Sphere
9
Dominate Person, Telekinesis



Trickery
Masters of deception, Trickery clerics focus on illusion spells, that can offer some good utility for stealth gameplay and deception acts. Their Channel Divinity can be used to summon an illusion to distract your enemies, granting allies advantage on attack rolls against a creature if both the attacker and the illusion are within 3m of that creature.

Level
Spells
1
Disguise Self, Charm Person
3
Mirror Image, Pass Without Trace
5
Bestow Curse, Fear
7
Polymorph, Dimension Door
9
Dominate Person, Seeming
⠀ ⠀ ⠀ ⠀ ⠀ ⠀⠀ ― DRUID ―
Druids are divine spellcasters specialized in nature magic. Their deep bond with animals lets them shapeshift into different kinds of beasts, each with its own special ability and stats. Their spellbook offer some good versatility in crowd control and damage potential. But do remember that you can't cast spells while shifted.

If playing a nature mage that can turn into animals strikes your fancy, the Druid is the right choice for you. Nothing so satisfying than turning into an owlbear to crush your enemies under your feet... I mean, paws.

Leveling Progression

Level
Feature
2
Choose a subclass: Circle of the Moon, Circle of the Land, or Circle of the Spores.
4
Choose a feat. You can now shapeshift into a Deep Rothé.
5
You can make an extra attack while shapeshifted.
6
You can now shapeshift into a Panther and an Owlbear.
8
Choose a feat.
10
You receive another extra attack while shapeshifted. You can now shapeshift into a Dilophosaurus.
12
Choose a feat.

Spell Progression

Character Level
Spell Level + Slots
1
2 - x - x - x - x - x
2
3 - x - x - x - x - x
3
4 - 2 - x - x - x - x
4
4 - 3 - x - x - x - x
5
4 - 3 - 2 - x - x - x
6
4 - 3 - 3 - x - x - x
7
4 - 3 - 3 - 1 - x - x
8
4 - 3 - 3 - 2 - x - x
9
4 - 3 - 3 - 3 - 1 - x
10
4 - 3 - 3 - 3 - 2 - x
11
4 - 3 - 3 - 3 - 2 - 1
12
4 - 3 - 3 - 3 - 2 - 1
Circle of the Land
This subclass gives you a lot of spell choices to be a master of nature and the elements. At specific levels, you can pick a druid circle to receive 2 extra spells each time. Those spells are always prepared (you don't need to waste a slot for them) and some of those choices can give you spells that are not in your spellbook normally. You can pick different circles each time according to your preference.

If you want a full caster Druid, or don't care so much about shapeshifting, this is a good choice for you.

Leveling Progression

Level
Feature
2
Receive "Natural Recovery": once per long rest (and out of combat), you can recover some of your used spell slots.
3
Pick a druid circle to receive two level 2 spells.
5
Pick a druid circle to receive two level 3 spells.
6
Difficult terrain no longer slows you down.
7
Pick a druid circle to receive two level 4 spells.
9
Pick a druid circle to receive two level 5 spells.
10
Receive "Nature's Ward": you can't be charmed or frightened by elemental and fey. Disease and poison also no longer affect you.
Circle of the Moon
This subclass focuses entirely on the shapeshifting capabilities of the Druid, expanding their choice of beasts while giving you tools to keep your transformation for longer. Recommended for players who want to deep dive into the metamorphosis aspect of the class. This is the only subclass that can use shapeshifting as a bonus action and turn into a Myrmidon.

Leveling Progression

Level
Feature
2
You can shapeshift as a bonus action. Receive "Lunar Mend": you can spend a spell slot to regain health points during your wild shape. Additionally, you can shapeshift into a Polar Bear.
4
You can shapeshift into a Dire Raven.
6
Receive "Primal Strike": while in beast form, your attacks count as magical for the purpose of overcoming resistance and immunity to non-magical damage.
8
You can shapeshift into a Sabre-Toothed Tiger.
10
You can shapeshift into an elemental Myrmidon (air, earth, water, fire).

In case you don't know what the hell is a myrmidon, here's an example (taken from the Forgotten Realms wiki[forgottenrealms.fandom.com]):
Circle of the Spores
Another variant of a spellcaster Druid, but this time you're focusing your nature magic into its necrotic side, using spores, fungi, poison, and necrosis. You receive some necromancy spells which are not included on the druid spellbook by default.

Leveling Progression

Level
Feature
2
You can deal 1d4 necrotic damage as a reaction, growing to 1d6 at level 6, and to 1d8 at level 10. Receive "Symbiotic Entity": gain 4 temporary hit points per druid level and deal an additional 1d6 necrotic damage while you have them.
6
Receive "Fungal Infestation: you can raise a mould-encrusted zombie from a corpse.
10
Receive "Spreading Spores": while Symbiotic Entity is active, you can create a cloud of Spreading Spores that deal 2d8 necrotic damage to any creature entering it or starting their turn on it.

Spells Gained

Level
Spells
2
Bone Chill (cantrip)
3
Blindness, Detect Thoughts
5
Animate Dead, Gaseous Form
7
Blight, Confusion
9
Cloudkill, Contagion
⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ― FIGHTER ―
Fighters are pretty basic and straightforward: they excel at martial combat and battlefield control. They can equip any kind of weapon, armor, or shield, so you have plenty of tools to choose from. If you want to do a standard melee warrior, it's hard to go wrong by picking the fighter.

You might think they are weak since they don't have that many flashy skills and generally just attack with weapons, but fighters are really, really strong in what they do. They are the only martial class that gets three attacks per action/turn. With their Action Surge ability, they can get up to six attacks on a single turn at level 11. If that's not strong enough, they get to choose four feats, instead of three. Fighters are unmatched when it comes to martial combat.

Leveling Progression

Level
Feature
1
Choose a fighting style between Archery, Defence, Duelling, Great Weapon Fighting, Protection, or Two-Weapon Fighting. This is just a bonus for that style of combat, but you can always use different weapons at any time.
2
Receive the "Action Surge" feature, which gives you an extra action on that turn, which can be used for an extra attack, spell, or anything under the "actions" category.
3
Choose a subclass.
4
Choose a feat.
5
Receive an extra attack.
6
Choose a feat.
8
Choose a feat.
9
Receive the "Indomitable" feature: Whenever you fail a saving throw, you can roll again, using the new result instead.
11
Receive an extra attack.
12
Choose a feat.

Battle Master
The battle master is all about combat manoeuvers, special abilities that can apply all sorts of disadvantages on enemies, bolster your attack damage, and also buff yourself or allies. They offer a strategic gameplay by picking the right ability at the right time.

Their combat tricks can be employed by using charges of "Superiority Dice". Those charges are recovered after a short or long rest. Some of those abilties let you use your standard attack to also trip, taunt, disarm, distract, or push enemies for example, offering more versatility to the basic fighter.

Leveling Progression

Level
Feature
3
Receive 4 Superiority Dice and choose 3 combat manoeuvers.
7
Receive 1 Superiority Die and choose 2 combat manoeuvers.
10
Receive "Improved Combat Superiority": The size of your Superiority Dice increases from 1d8 to 1d10.
11
Choose 2 combat manoeuvers.
Champion
The most notable feature of the Champion is that they are slightly better at scoring a critical hit. The number you need to roll a Critical Hit while attacking is reduced by 1.

That means: instead of only getting a critical hit with an attack roll of 20, you can crit with a roll of 19 or higher, basically doubling your chances. This can also can stack with other similar effects.

If you're not sure about which subclass to pick, or if you want something simpler so you don't have to manage spells or ability charges with rests, this is a good choice for you. It's basically a crit buff to the base class.

Leveling Progression

Level
Feature
3
Receive the "Improved Critical Hit" feature (explained above).
7
Receive the "Remarkable Athlete: Proficiency" feature, which lets you add half of your Proficiency Bonus to any Strength, Dexterity, and Constitution Checks that you are not Proficient in. Additionally, your jump distance is increased by 3m.
10
You can pick another fighting style: Archery, Defence, Duelling, Great Weapon Fighting, Protection, Two-Weapon Fighting.
Eldritch Knight
A wizard-fighter hybrid, that gets all the Fighter features along with the ability to cast up to level 2 spells. Think of a classic battlemage that can excel at weapon fighting while having access to some basic spells.

It's mostly recommended to get some self buffs and utility spells for your fighter since you won't be able to cast high level spells with a pure Eldritch Knight. While you do have some damage spells at your disposal, your hit-chance with those won't be so high without enough points into INT. So, unless you plan on doing some multiclassing or going for a very specific build/item, it's generally a good idea to focus on utility, and not trying to be a full DPS wizard, because you won't be.

Leveling Progression

Level
Feature
3
You can cast level 1 spells. Receive the "Weapon Bond" feature: Ritually bind the weapon in your main hand. The weapon can't be knocked out of your hand, and it automatically returns to you when thrown.
7
You can now cast level 2 spells. Receive the "War Magic" feature: After you cast a cantrip, you can make a weapon attack using a bonus action.
10
Receive the "Eldritch Strike" feature: When you hit a creature with a weapon attack, it has disadvantage on its next saving throw against a spell you cast before the end of your next turn.
⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ― MONK ―
Monks prefer to do the talking with their fists. Powerful melee combatants, they can use their signature ability, Flurry of Blows, to make an extra unarmed attack as soon as level 1. This ability, along with other martial arts techniques from their arsenal, spends Ki points. They can employ most of their techniques by attacking with their fists or with monk weapons (any weapon you are proficient in that is not heavy, i.e., two-handed). Attacks with monk weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher.

Like Barbarians, it is recommended that you don't wear armour on your monk, because they get extra armour points from a different stat, in this case Wisdom. Playing an unarmoured monk like this makes your character super fast and tanky, punching enemies left and right with your extra attacks.

This seems like a lot, but this class is very front-loaded, getting most of their selling points at early levels.

Leveling Progression

Level
Feature
1
After making an attack with a monk weapon or while unarmed, you can make another unarmed attack as a bonus action. You also get everything explained above! lol
2
Your movement speed while unarmoured increases by 3m. You can also dash as a bonus action. This also lets you jump at no cost while active, meaning you can dash and jump on the same turn.
3
Choose a subclass. Receive "Deflect Missiles": you can use a reaction to reduce the damage from a ranged weapon attack. If the damage is reduced to 0, you can use a Ki point to throw the missile back at the attacker.
4
Choose a feat. Receive "Slow Fall": you can use your reaction to gain resistance to falling damage.
5
Receive an extra attack. Receive "Stunning Strike": use a Ki point to deliver an attack that can stun your target.
6
Your movement speed increases further, and your unarmed attacks count as magical for the purpose of overcoming enemies' resistance and immunity to non-magical damage.
7
Receive "Evasion": when a spell or effect would deal half damage on a successful dexterity saving throw, it deals no damage if you succeed, and only half damage if you fail. Additionally, you can instantly remove the Charmed or Frightened effect from yourself.
8
Choose a feat.
9
Difficult terrain doesn't slow you down and you can jump an additional 6m while you are not wearing armour or using a shield.
10
You are immune to poison damage and can't be poisoned or affected by disease.

Ki Progression

Character Level
Ki Points
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
12
13
Way of the Four Elements
You can bend and manipulate the elements to your will. This Monk can deliver crowd control and deadly elemental attacks along with their fists, offering combat versatility to employ different effects with your "fist spells", including some AoE damage.


Leveling Progression

Level
Feature
3
Choose 3 spells. Once per long rest, you can regain half your Ki points (rounded down), while not in combat.
6
Choose another spell.
9
Choose another spell. Receive "Improved Elemental Casting": several of your offensive Four Elements features deal an additional dice of damage or let you target an extra creature.
Way of the Open Hand
This is the unarmed combat specialist. They can employ several new effects with their Flurry of Blows, while also receiving extra elemental damage added to their attacks via their Wisdom modifier. If you want to go wild on the class fantasy, this is the choice for you. Open Hand monks offer arguably the highest damage potential of the class, and are quite simple to play.

Leveling Progression

Level
Feature
3
You can use your Flurry of Blows to also make targets unable to take reactions, to push enemies away, or to knock targets prone.
6
You can infuse your strikes so they deal extra 1d4 + WIS modifier damage. This damage can be radiant, psychic, or necrotic. You also receive "Wholeness of Body": regain half your Ki points and enter a temporary state of wholeness, in which you regain 1 ki point and have an extra bonus action each turn, for 3 turns.
9
Receive "Ki Resonation": you can attack a target and mark it. Then, you can detonate all targets marked so that they explode, dealing 3d6 damage to anyone within 5m of them.
11
Receive "Tranquility": you receive the effect of the Sanctuary spell (you can't be targeted by targeted spells or attacks until you make an attack or cast a spell that affects an enemy creature).
Way of Shadow
This Monk focuses on stealth and subterfuge, employing shadow arts to vanish from sight, teleport all around the battlefield, and strike from the shadows. Think of a kind of rogue, with a little bit of ninja, if you will. I can't explain it better than that, sorry.


Leveling Progression

Level
Feature
3
You can use the "Hide" ability as a bonus action. You can also use your Ki points to create darkness, silence enemies, give someone Darkvision, or to give a +10 bonus to stealth checks to all your party.
5
Receive "Cloak of Shadows": wrap yourself in shadows to become Invisible if you are obscured.
6
Receive "Shadow Step": teleport from shadow to shadow. Afterwards, you have advantage on your next melee attack roll.
11
Receive "Shadow Strike": teleport to a foe from a hidden position, striking them for an extra +3d8 psychic damage.
⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ― PALADIN ―
Your local castery fighter. Paladins offer some nice support capabilities by using Channel Oath charges, casting auras around them, along with huge single target damage potential with their iconic ability, Smite, which adds a lot of extra damage and other effects to their attacks. They can cast up to level 3 spells, wear heavy armour and wield any kind of weapon.

Paladins are a good choice for a main character, offering good roleplaying aspects by following your chosen sacred oath to uphold justice and righteousness along with each oath's personal tenets. You can also ignore those tenets or maybe go against them and see how it goes... if you don't want spoilers, avoid the "Oathbreaker" section.

Leveling Progression

Level
Feature
1
Choose an Oath. Receive "Lay On Hands" (heal a creature or cure it of all diseases and poisons, has its own number of charges), and the "Divine Sense" bonus action: gain advantage on attack rolls against celestials, fiends, and undead.
2
Pick a fighting style between Defence, Duelling, Great Weapon Fighting, and Protection. Receive "Divine Smite": use a spell slot to deal an extra 1d8 radiant damage to fiends and undead. The spell slot is not consumed if you miss the attack.
3
You cannot be affected by disease effects.
4
Choose a feat. Receive an extra Lay on Hands charge.
5
Receive an extra attack.
6
Receive "Aura of Protection": you and nearby allies gain a bonus to saving throws equal to your charisma modifier.
8
Choose a feat.
10
Receive "Aura of Courage": you and any nearby allies can't be frightened. Receive an extra Lay on Hands charge.
11
Melee weapon attacks deal an additional 1-8 radiant damage.
12
Choose a feat.

Spell Progression

Character Level
Spell Level + Slots
1
x - x - x
2
2 - x - x
3
3 - x - x
4
3 - x - x
5
4 - 2 - x
6
4 - 2 - x
7
4 - 3 - x
8
4 - 3 - x
9
4 - 3 - 2
10
4 - 3 - 2
11
4 - 3 - 3
12
4 - 3 - 3
Oath of Devotion
Your typical good guy who protects the party and fights evil, guided by courage, compassion, and duty. Starting at level 1, you can use your Channel Oath charges to grant an ally a vengeful aura that deals 1d4 radiant damage to anyone who hits them with a melee attack.

Leveling Progression

Level
Feature
3
You can use your Channel Oath charges to turn fey or fiend creatures, or to bless your weapon, giving it a higher chance to hit equal to your charisma modifier.
7
Receive "Aura of Devotion": you and any nearby allies can't be charmed.

Level
Oath Spells
3
Protection from Evil and Good, Sanctuary.
5
Lesser Restoration, Silence.
9
Beacon of Hope, Remove Curse.
Oath of the Ancients
The blessed knight in shining armour, using light and nature to protect allies and promote kindness and love. You receive "Healing Radiance", which uses your Channel Oath charges to heal everyone around you for two turns. This is your healer paladin, basically.

Leveling Progression

Level
Feature
3
You can use your Channel Oath charges to turn fey or fiend creatures, or to restrain an enemy (they can't move, miss a lot, and is easy to hit).
7
Receive "Aura of Warding": you and any nearby allies take only half the damage from spells.

Level
Oath Spells
3
Speak with Animals, Ensnaring Strike (Ranged).
5
Misty Step, Moonbeam.
9
Protection from Energy , Plant Growth.
Oath of Vengeance
You are a punisher of evil deeds, who vows to eliminate all traces of villainy from the world. No mercy. Your Channel Oath charges can be used to bless your weapon (or an ally's weapon) to deal additional radiant damage equal to your charisma modifier with a chance to daze the target.

Leveling Progression

Level
Feature
3
You can use your Channel Oath charges to receive advantage on attack rolls against an enemy, or to frighten an enemy.
7
Receive "Relentless Avenger": If you hit an enemy with an opportunity attack, your movement speed increases by 4.5m on your next turn.

Level
Oath Spells
3
Bane, Hunter's Mark.
5
Hold Person, Misty Step.
9
Haste, Protection from Energy.
Oathbreaker (spoilers!)
If you break your oath's tenets, you will turn into an Oathbreaker. The Oathbreaker receives some abilities and spells that deal necrotic damage, while being able to command and turn undead to their will.

While this does obviously suggest a corruption path, and you can very much play it like that if you want, it doesn't necessarily mean that you turn evil. The basic idea is that you broke your oath by prioritizing your personal needs and views over the basic tenets you once swore by. You might have done that because you were tempted by the dark side, of course, but maybe you just didn't agree with the obvious lawful-good options and went through a more neutral or chaotic path instead... So treat it with a little bit of nuance according to your roleplaying choices.

You can become an oathbreaker at any level, gaining all oathbreaker's previous abilities according to your level (you'll only lose the unique features of your previous oath, of course). In case you want to atone for your sins and return to your previous oath, you can talk to the oathbreaker knight in camp and pay 1k gold.


Leveling Progression

Level
Feature
1
You can use your Channel Oath charges to deal necrotic damage to an enemy for 3 turns. That enemy takes 1d4 damage each turn and attack rolls against it have advantage.
3
You can use your Channel Oath charges to control undead or to frighten enemies around you.
7
Receive "Aura of Hate": you and any nearby fiends and undead gain an additional damage dealt with melee weapons equal to your charisma modifier.

Level
Oath Spells
3
Hellish Rebuke, Inflict Wounds.
5
Crown of Madness, Darkness.
9
Bestow Curse, Animate Dead.
⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ― RANGER ―
Rangers are skilled nature scouts and hunters, mastering control over wild beasts and the environment. Although the most common path for a ranger being that of an archer, they can also fight in the frontlines with great success, due to rangers being able to wield any kind of weapon and wear medium armor. Rangers can also cast spells of up to third level (using the Wisdom stat), most of those spells being of the nature theme for good buffs and crowd control.

Leveling Progression

Level
Feature
1
Choose a Favored Enemy and a Natural Explorer environment. Those choices give you access to different spells, proficiencies, or resistances.
2
Choose a fighting style from Archery, Defence, Duelling, or Two-Weapon Fighting.
3
Choose a subclass.
4
Choose a feat.
5
Receive an extra attack.
8
Choose a feat. Difficult terrain no longer slows you down.
10
Choose an additional Favored Enemy and Natural Explorer environment. You can also become invisible and gain a +10 bonus to stealth checks, as long as you stand still.
12
Choose a feat.

Spell Progression

Character Level
Spell Level + Slots
1
x - x - x
2
2 - x - x
3
3 - x - x
4
3 - x - x
5
4 - 2 - x
6
4 - 2 - x
7
4 - 3 - x
8
4 - 3 - x
9
4 - 3 - 2
10
4 - 3 - 2
11
4 - 3 - 3
12
4 - 3 - 3
Beast Master

You can have an animal companion to travel with you and fight by your side. Each animal has its unique abilities and can be used in combat in different ways:

  • Bear: can taunt enemies, knock enemies prone or make enemies drop their weapons;
  • Boar: can charge ahead knocking enemies prone and also enter a rage (similar to barbarians);
  • Spider: can poison enemies, throw webs to slow them down, or trap them in cocoons;
  • Raven: can blind and curse enemies. Also has high mobility to scout high places;
  • Wolf: can make enemies bleed and lunge at targets, knocking them prone.

Be wary that having some animals around you can make npcs run around and scream in fear. It might be wise dismissing them before entering towns and villages.

Leveling Progression

Level
Feature
3
Choose an animal companion.
6
Your proficiency bonus is added to your animal companion's armour class and damage rolls.
7
Your animal companion can dash, disengage, and help as a bonus action.
11
Your animal companion receives an extra attack.
Gloom Stalker

The assassin Ranger, who can ambush enemies from shadows, become invisible in the dark, and disguise yourself as different races and genders.


Leveling Progression

Level
Feature
3
Receive "Dread Ambusher": On the first turn of combat, your movement speed increases by 3m, and you can make an additional attack that deals an additional 1d8 damage. You also gain a +3 bonus to initiative and can use the Hide ability as a bonus action.
7
You gain proficiency in wisdom and intelligence saving throws.
11
When you miss with a weapon attack, you can make another weapon attack for free.

Level
Spells
3
Disguise Self
5
Misty Step
9
Fear


Hunter
The ideal subclass for an experienced ranger, be it melee or ranged, receiving special abilities to deal with multiple enemies at once and also defend themselves against attacks. If you don't care for animal companions or stealth gameplay, this is a great choice for you.

You can choose one of three abilities:
  • Horde Breaker: Target two creatures standing close to each other, attacking them in quick succession;
  • Giant Killer: If a large or bigger creature attacks you, you can use your reaction to make a melee attack;
  • Colossus Slayer: Once per turn, your weapon attack deals an extra 1d8 damage if the target is below its hit point maximum.

Leveling Progression

Level
Feature
3
Choose one of the abilities listed above.
6
Choose 1 Defensive Tactic passive.
11
Receive 2 new abilities: Volley and Whirlwind Attack. The former fires a cascade of arrows in a big AoE circle that strikes multiple enemies and can be used as a regular action, and the latter lets you spin around striking all enemies near you.
⠀ ⠀ ⠀ ⠀ ⠀ ⠀ ― ROGUE ―
Rogues are masters of stealth, with a jack of all trades nature similar to bards, but this time focused on damage potential and uncanny reflexes. Their signature move is the Sneak Attack: once per turn, you deal additional 1d6 damage to any enemy you have advantage against. You need to use a finesse weapon on your main hand to proc this.

Leveling Progression

Level
Feature
1
Receive the Sneak Attack feature (explained above) and add Expertise to 2 skills (you get double proficiency points on those).
2
You can use Hide, Dash, and Disengage as a bonus action.
3
Choose a subclass. Your sneak attack now deals 2d6 damage.
4
Choose a feat.
5
Receive "Uncanny Dodge": when an attack hits you, you can use a reaction to take half the usual damage. Your sneak attack now deals 3d6 damage.
6
Add Expertise to another 2 skills.
7
Your sneak attack now deals 4d6 damage.
8
Choose a feat.
9
Your sneak attack now deals 5d6 damage.
10
Choose a feat.
11
You receive "Reliable Talent": when you make an ability check with a skill you are proficient in, the lowest result you can roll on the die is 10.
12
Choose a feat.
Arcane Trickster
Similar to the Eldritch Knight, this version of the Rogue can cast spells of up to level 2. The same pros and cons apply here: It's mostly recommended to get some self buffs and utility spells for your rogue since you won't be able to cast high level spells with a pure Arcane Trickster, and you also won't have high enough INT to have high hit chance on your offensive spells and debuffs (unless you plan on doing some multiclassing or you're going for a very specific build/item).

Leveling Progression

Level
Feature
3
You can cast level 1 spells. You also receive an improved version of the Mage Hand spell, which makes the summoned hand invisible.
7
You can now cast level 2 spells.
10
Receive "Magical Ambush": while you are hidden, your targets have disadvantage on saving throws against your spells.
Assassin
The assassin is a Dark Brotherhood member swift killer, who specializes in killing enemies out of stealth and then quickly returning to the shadows. It offers a massive burst damage potential. One of their signature abilities lets you restore your actions and bonus actions at the start of combat. With this, you can stealth close to an enemy, deliver a critical hit to start combat, and then have all of your actions available right away to make a full attack.

Leveling Progression

Level
Feature
3
You have advantage on attack rolls against creatures that haven’t taken a turn yet. Attacks against surprised enemies are guaranteed critical hits.
9
You can adopt a new identity, changing your appearance.
Thief
The classic stereotype of a Rogue: an agile and stealthy burglar. In case you don't want to worry about spells or managing stealth gameplay out of combat, this is a simple and effective choice for you. The most notable feature of this class is the fact that you get two bonus actions on every turn. This opens up several combat possibilities, like jumping behind an enemy, shoving them off a cliff, and then going into stealth. Or drinking two potions. Be creative.

Leveling Progression

Level
Feature
3
You gain an extra bonus action every turn, which can be used for an extra off-hand attack or with any other bonus action. You also receive resistance to falling damage.
9
Receive "Supreme Sneak", which is basically the ability to become invisible for 10 turns, once per short rest.
⠀ ⠀ ⠀ ⠀ ⠀⠀ ― SORCERER ―
Sorcerers are Charisma-based spellcasters who receive their magical powers either from their lineage or bloodline, as an expression of their inner self. Their unique mechanic, Sorcery Points, are charges used to either alter the effects of their spells with Metamagic or recover spent spell slots. Sorcery Points are recovered with a long rest.

Metamagic allows you to:
  • avoid hitting allies with your spells;
  • increase the range of your spells;
  • double the duration or applied conditions;
  • target additional enemies with single-target spells;
  • cast two spells in one round;
  • force disadvantage on saving throws; or
  • cast while silenced.

A balanced, optimal usage of metamagic and sorcerer's limited amount of spell slots can be a little overwhelming for new players, who might find wizards easier to get into.

Leveling Progression

Level
Feature
1
Choose a subclass.
2
Gain 2 Sorcery Points (and then another one per level), choose 2 metamagic, and receive the ability to create spells slots or sorcery points by converting either one to the other.
3
Choose 1 metamagic.
4
Choose a feat.
8
Choose a feat.
10
Choose 1 metamagic.
12
Choose a feat.

Spell Progression

Character Level
Spell Level + Slots
1
2 - x - x - x - x - x
2
3 - x - x - x - x - x
3
4 - 2 - x - x - x - x
4
4 - 3 - x - x - x - x
5
4 - 3 - 2 - x - x - x
6
4 - 3 - 3 - x - x - x
7
4 - 3 - 3 - 1 - x - x
8
4 - 3 - 3 - 2 - x - x
9
4 - 3 - 3 - 3 - 1 - x
10
4 - 3 - 3 - 3 - 2 - x
11
4 - 3 - 3 - 3 - 2 - 1
12
4 - 3 - 3 - 3 - 2 - 1
Draconic Bloodline
You get your powers via a powerful dragon ancestor, carrying draconic magic in your blood. You can choose your draconic ancestry, getting a bonus spell of an element determined by the color of the dragon: red (fire), black (acid), blue (lighning), white (cold), green (poison), gold (fire), silver (cold), bronze (lighning), copper (acid), or brass (fire). This choice also alters the colour of the scales that appear on your character.

Leveling Progression

Level
Feature
1
Choose a draconic ancestry. Receive a bonus to your armour class and 1 extra hit point per sorcerer level via your draconic resilience.
6
You now add your charisma modifier to the damage you deal with spells of the elemental type associated to your draconic ancestry. You can also spend 1 sorcery point to gain resistance to that damage type.
11
Receive the ability to use the "Fly" spell.
Storm Sorcery

Pretty self-explanatory, eh. You are a master of thunder and lightning, able to channel the rage of storms against your enemies, and freely fly around the battlefield.


Leveling Progression

Level
Feature
1
Receive "Tempestuous Magic": after you cast a level 1 spell or higher, you can fly as a bonus action until the end of your turn without receiving opportunity attacks.
6
Receive "Heart of the Storm": when you cast a spell of Level 1 or higher that deals thunder or lightning damage, you cause a small, local storm that damages enemies within. You also get resistance against those elements.
11
Receive "Storm's Fury": when you are hit by a melee attack, you deal your sorcerer level in damage to the attacker and potentially push them away.
Wild Magic
Your power comes from ancient forms of chaos. Every time you cast a spell, a random effect might happen. This effect can be beneficial, harmful, or both. This class offers unpredictable moments during fights because you never know what you'll get. It's all about luck.

Leveling Progression

Level
Feature
1
Receive "Tides of Chaos": activate it to gain advantage on your next attack roll, ability check, or saving throw. However, this increases the chance of a Wild Magic effect happening.
6
Receive "Bend Luck": when a creature you can see makes an attack roll, ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4, applying the number rolled as a bonus or penalty (your choice) to the creature's roll.
11
Foes may suffer a Wild Magic surge while casting spells near you.
⠀ ⠀ ⠀ ⠀ ⠀⠀ ― WARLOCK ―
Warlocks are versatile spellcasters bound to powerful otherwordly beings known as Patrons. This connection gives them an extra choice of spells and abilities for their pact. Their spellcasting has some unique features that differs the warlock from other casters. They can only cast 2 spells per rest, regardless of spell level. That means, you don't have separate slots for every spell level as you do on other classes. You can just cast 2 amongst all of your choices.

However, there are 2 main differences: They recover their spell slots on a short rest, instead of only on long rests like other casters (meaning you can cast 6 spells total before having to long rest, just 2 at a time). To compensate for this, warlocks always cast their spells at the highest level possible. Even a level 1 spell will do damage as if it were of their current level.

Warlocks also have the unique cantrip "Eldritch Blast", that can deal up to 3d10 damage at higher levels and can push enemies away, so you have a great spam spell to use every turn.

Leveling Progression

Level
Feature
1
Choose a subclass.
2
Choose 2 Eldritch Invocations, offering different new spells, passives, and enhancements to your Eldritch Blast.
3
Choose a Pact Boon. Pact of the Chain lets you summon a familiar, Pact of the Blade lets you bind your weapon to use your CHA modifier instead of DEX or STR (so you can make a melee warlock), and Pact of the Tome gives you additional free spells if you want to be a full caster.
4
Choose a feat.
5
Choose 1 extra Eldritch Invocation. You receive new boons according to your chosen pact: Pact of the Blade gets an extra attack with their pact weapon, Pact of the Chain gets an extra attack to your familiar, and Pact of the Tome receives the Animate Dead, Haste, and Call Lightning spells.
7
Choose 1 extra Eldritch Invocation.
8
Choose a feat.
9
Choose 1 extra Eldritch Invocation.
11
Receive "Mystic Arcanum": select one of your level 6 spells. Once per long rest you can cast that spell without using a spell slot.
12
Choose a feat.
Archfey

You are bound to a lady or lord of the Fey, being able to pick between different fey-themed spells, mostly of the crowd control variety.


Leveling Progression

Level
Feature
1
Receive "Fey Presence": you can charm or frighten a nearby foe.
6
Receive "Misty Escape": upon taking damage, become invisible. On your next turn, you can cast Misty Step (this will break your invisibility).
10
You cannot be charmed.

Level
Extra choice of Spells
1
Faerie Fire.
2
Calm Emotions, Phantasmal Force.
3
Blink, Plant Growth.
4
Dominate Beast, Greater Invisibility.
5
Dominate Person, Seeming.
The Fiend
Warlocks bound by fiends receive hellish benefits, towards destruction and corruption. You receive extra elemental spell choices, mostly for fire damage (yes, you can cast Fireball). Suits a ranged spellcaster playstyle really well, if that's your plan.

Leveling Progression

Level
Feature
1
Receive "Dark One's Blessing": whenever you reduce a hostile creature to 0 hit points, you receive temporary hit points equal to your charisma modifier + warlock level.
6
Receive "Dark One's Own Luck": call on your patron to change your fate and add a 1d10 to an ability check once per short rest.
10
Choose a damage type and become resistant to it. You can pick a new damage type each short rest.

Level
Extra choice of Spells
1
Burning Hands, Command.
2
Blindness, Scorching Ray.
3
Fireball, Stinking Cloud.
4
Fire Shield, Wall of Fire.
5
Cone of Cold, Flame Strike.

The Great Old One

Warlocks bound to eldritch beings in the Far Realms gain strange powers over entropy and the mind. They can apply disadvantages on enemies and become resistant to psychic damage. Works well for both melee and ranged Warlocks.

Leveling Progression

Level
Feature
1
Receive "Mortal Reminder": when you land a critical hit against a creature, that creature and any nearby enemies are frightened until the end of their next turn.
6
Receive "Entropic Ward": as a reaction, you can impose disadvantage on an attack roll against you. If the attack misses, you gain advantage on your next attack roll against your attacker for 1 turn.
10
When you take psychic damage, your attacker takes the same damage. You also get resistance against psychic damage.

Level
Extra choice of Spells
1
Tasha's Hideous Laughter, Dissonant Whispers.
2
Detect Thoughts, Phantasmal Force.
3
Bestow Curse, Slow.
4
Dominate Beast, Evard's Black Tentacles.
5
Dominate Person, Telekinesis.

⠀ ⠀ ⠀ ⠀ ⠀⠀ ― WIZARD ―
Wizards use their intellect to cast spells, which they learn via rigorous research and study of the magical arts. They differ from sorcerers in two unique ways: first, they can add new spells to their spellbook by learning those from scrolls, which can potentially let you learn all spells in the game and switch between them whenever you want, and they get to choose a school of magic to specialize in, gaining specific unique benefits for each one, while making it cheaper to learn spells from scrolls of that school.

Wizards are masters of versatility, being able to switch their prepared spells at any time while out of combat to pick the right tools for each individual encounter.

Leveling Progression

Level
Feature
1
Receive Arcane Recovery, which lets you replenish spell slots while out of combat.
2
Choose a subclass.
3
Arcane Recovery charges increases by 1.
4
Choose a feat.
5
Arcane Recovery charges increases by 1.
7
Arcane Recovery charges increases by 1.
8
Choose a feat.
9
Arcane Recovery charges increases by 1.
11
Arcane Recovery charges increases by 1.
12
Choose a feat.

Spell Progression

Character Level
Spell Level + Slots
1
2 - x - x - x - x - x
2
3 - x - x - x - x - x
3
4 - 2 - x - x - x - x
4
4 - 3 - x - x - x - x
5
4 - 3 - 2 - x - x - x
6
4 - 3 - 3 - x - x - x
7
4 - 3 - 3 - 1 - x - x
8
4 - 3 - 3 - 2 - x - x
9
4 - 3 - 3 - 3 - 1 - x
10
4 - 3 - 3 - 3 - 2 - x
11
4 - 3 - 3 - 3 - 2 - 1
12
4 - 3 - 3 - 3 - 2 - 1
Abjuration, Conjuration, Divination
Abjuration
Abjuration spells summon wards, banish enemies, and nullify magic, suitable for those who wish to defend themselves and others. It helps to give your wizard some tankiness, which is something they severely lack due to not being able to wear armour.


Leveling Progression

Level
Feature
2
Receive "Arcane Ward": each time you cast an abjuration spell, you receive an arcane ward, a shield around you that can block damage equal to the spell level, up to a maximum of twice your wizard level. The ward blocks an amount of damage equal to its intensity, and its intensity decreases by 1. After each long rest, the ward intensity resets, and becomes the same as your wizard level.
6
When a nearby ally takes damage and you have an active arcane ward, you can sacrifice your ward to reduce the damage they take.
10
Each time you take a short rest, the intensity of your arcane ward increases by an amount equal to your wizard level.



Conjuration

The conjuration school focuses on summoning creatures and objects, as well as displacing them around the environment.


Leveling Progression

Level
Feature
2
Receive "Minor Conjuration: Create Water": call forth rain. It extinguishes exposed flames and forms a water surface.
6
Receive "Benign Transposition: Teleport": once per long rest, teleport to a nearby, unoccupied space, or swap places with an ally.
10
Damage taken while you are concentrating on a conjuration spell will not break your concentration.



Divination
Divination specialists can manipulate dice rolls around themselves using "Portent Dice". After each long rest, you gain two random portent dice. During the day, you can use your reaction to change the die of any attack roll or saving throw rolled near you to one of your Portent Dice. Each Portent Die can only be used once.

Leveling Progression

Level
Feature
2
Receive "Portent Dice" (explained above).
6
You have an additional Portent Die. When taking a short rest you regain any spent Portent Dice.
10
Receive the ability to see in the dark, and to see invisible creatures.
Enchantment, Evocation, Necromancy
Enchantment

This school focuses on crowd control, enchanting enemies and bending them to your will.



Leveling Progression

Level
Feature
2
Receive "Hypnotic Gaze": charm and incapacitate a creature. It cannot attack you. It cannot act. You can maintain your Hypnotic Gaze each turn to extend its duration.
6
Receive "Instinctive Charm": charm an enemy attacking you. They will attack a new target if possible as a reaction.
10
You can target 2 creatures with enchantment spells that would normally only target 1 creature.



Evocation

This is about doing huge elemental damage. Your local blaster DPS wizard. The best thing about it is that you can throw your evocation spells without damaging your party.


Leveling Progression

Level
Feature
2
Allied creatures automatically succeed their saving throws and take no damage from your Evocation spells.
6
When a creature succeeds its saving throw against one of your cantrips, it still takes half the cantrip's damage, but suffers no additional effects.
10
You add your Intelligence modifier to damage rolls with any Evocation spells.



Necromancy

If you've ever wanted to be a master of death, controlling an army of undead minions, this is the choice for you.


Leveling Progression

Level
Feature
2
Once per turn, if you kill a creature with a spell, you regain hit points equal to twice the spell slot level used, thrice if it's a Necromancy spell.
6
You receive the Animate Dead spell, which can raise one additional corpse. Creatures created with Animate Dead have additional hit points equal to your wizard level, and your proficiency bonus is added to their damage.
10
You are resistant to necrotic damage, and your hit point maximum cannot be reduced.
Ilusion, Transmutation
Illusion

This school focuses on creating illusions to fool your enemies.



Leveling Progression

Level
Feature
2
You can cast Minor Illusion as a bonus action. You can remain hidden while casting this spell.
6
Receive the "See Invisibility" spell.
10
Once per short or long rest, you can create an illusory duplicate of yourself. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.



Transmutation

You can manipulate and twist matter at will, mastering the art of alchemy and transmutation.


Leveling Progression

Level
Feature
2
You can brew two alchemical solutions instead of one when combining extracts, if you succeed a DC 15 medicine check.
6
Receive "Transmuter's Stone": store some of your transmutation magic in a small stone. A creature carrying the stone gains a benefit of your choice (resistance to an element, darkvision, a movement speed increase, or proficiency in constitution saving throws).
10
You can transform into a blue jay, able to fly. If the blue jay's hit points drop to 0, the target reverts to its original form with its original hit points.
25 Comments
Succubus Nirriti 7 Jul @ 8:56am 
I wanted to know the classes available, im glad to see AntiPaladins are a thing here. <3<3
DrNut 5 Mar @ 1:22pm 
Very concise summary of each class that will help me make party composition decisions going forward. Thanks.
bluemeep 21 Sep, 2023 @ 8:23pm 
This is super handy, thanks!
Dratted 15 Sep, 2023 @ 11:39pm 
Guia perfeito, valeu Sophis!
Sophis  [author] 11 Sep, 2023 @ 7:18am 
@Congo, thank you for the corrections, really helpful! Glad you liked the guide ^-^
Congo 9 Sep, 2023 @ 1:23am 
great guide! thank you so much for making it :dssmile:
Congo 9 Sep, 2023 @ 12:55am 
Also warlock The Great Old One description: "they have can apply"
Congo 9 Sep, 2023 @ 12:40am 
There's a typo in "ranger" description, "sucess" just helping, no offence :gk_smile:
Sophis  [author] 5 Sep, 2023 @ 6:41am 
Thanks for the reminder! I've changed it ^^
NYCAirLancer 4 Sep, 2023 @ 9:44pm 
Fighters get 3 attacks per action normally, not per turn. They get SIX with an action surge past level 11.