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

Barbarian
Hit Die: d12
Primary Ability: Strength > Dexterity > Constitution
Saves: Strength & Constitution
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Bard
Hit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Skills: Choose any three

Cleric
Hit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Druid
Hit Die: d8
Primary Ability: Wisdom
Saves: Intelligence & Wisdom
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Fighter
Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Monk
Hit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Paladin
Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Ranger
Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Rogue
Hit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Sorcerer
Hit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Warlock
Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma
Armor: Light armor
Weapons: Simple weapons
Tools: None
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Wizard
Hit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion