Classes

Class: Artificer
Hit Dice: 1d8
Primary Ability: Intelligence > Dexterity > Constitution
Saves: Constitution, Intelligence
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Perficensies: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Class: Barbarian
Hit Dice: 1d12
Primary Ability: Strength > Constitution
Saves: Strength, Constitution
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Proficiencies: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

Class: Bard
Hit Dice: 1d8
Primary Ability: Charisma > Dexterity
Saves: Dexterity, Charisma
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Proficiencies: Choose any three

Class: Cleric
Hit Dice: 1d8
Primary Ability: Wisdom > Constitution > Strength
Saves: Wisdom, Charisma
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Proficiencies: Choose two from History, Insight, Medicine, Persuasion, Religion

Class: Druid
Hit Dice: 1d8
Primary Ability: Wisdom > Constitution
Saves: Intelligence, Wisdom
Armor: Light armor, medium armor, shields (non-metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Proficiencies: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival

Class: Fighter
Hit Dice: 1d10
Primary Ability: Strength > Constitution (for melee), Dexterity > Constitution (for ranged)
Saves: Strength, Constitution
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Proficiencies: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival

Class: Monk
Hit Dice: 1d8
Primary Ability: Dexterity > Wisdom
Saves: Strength, Dexterity
Armor: None
Weapons: Simple weapons, shortswords
Proficiencies: Choose two from Acrobatics, Athletics, History, Insight, Religion, Stealth

Class: Paladin
Hit Dice: 1d10
Primary Ability: Strength > Charisma > Constitution
Saves: Wisdom, Charisma
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Proficiencies: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion

Class: Ranger
Hit Dice: 1d10
Primary Ability: Dexterity > Wisdom > Constitution
Saves: Strength, Dexterity
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Proficiencies: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival

Class: Rogue
Hit Dice: 1d8
Primary Ability: Dexterity > Intelligence
Saves: Dexterity, Intelligence
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Proficiencies: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth

Class: Sorcerer
Hit Dice: 1d6
Primary Ability: Charisma > Constitution
Saves: Constitution, Charisma
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Proficiencies: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Religion

Class: Warlock
Hit Dice: 1d8
Primary Ability: Charisma > Constitution
Saves: Wisdom, Charisma
Armor: Light armor
Weapons: Simple weapons
Proficiencies: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion

Class: Wizard
Hit Dice: 1d6
Primary Ability: Intelligence > Constitution
Saves: Intelligence, Wisdom
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Proficiencies: Choose two from Arcana, History, Insight, Investigation, Medicine, Religion

Please note that these are the basic features of each class. Each class has subclasses (also called archetypes) that grant additional features and abilities as the character levels up. Additionally, some classes have unique resources, such as spell slots, ki points, or superiority dice, which are used to fuel class-specific abilities.

%d bloggers like this: