Classes

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D&D Classes

Barbarian

A fierce warrior of primitive background who can enter a battle rage
Relying on
Weapons 10/10
Brain 1/10
Magic 2/10
Hit Points 10/10
There are six primal paths:
  • Path of the Berserker: all about the rage
  • Path of the Totem Warrior: accept a spirit animal as a guide, protector and inspiration, e.g. bear, eagle, wolf, elk, tiger
  • Path of the Ancestral Guardian (XGTE): draw from the spirits of your ancestors
  • Path of the Storm Herald (XGTE): learn to use the forces of nature to create powerful magical effects
  • Path of the Zealot (XGTE): channel your rage into display of divine power
  • Path of the Battlerager (SCAG): dwarves only, throw yourself into battle with spiky armor, striking with your body itself

Bard

An inspiring magician whose power echoes the music of creation.
Relying on
Weapons 4/10
Brain 8/10
Magic 8/10
Hit Points 6/10
There are five bard colleges:
  • College of Lore: collect knowledge and share songs to hold audiences spellbound
  • College of Valor: keep alive the memory of great heroes and inspire new generations
  • College of Glamour (XGTE): use magic and eloquence to delight and captivate others
  • College of Swords (XGTE): entertain through daring feats of weapon prowess such as sword swallowing and knife juggling
  • College of Whispers (XGTE): use knowledge and magic to uncover secrets and turn them against each other

Cleric

A champion wielding divine magic serving a higher power.
Relying on
Weapons 7/10
Brain 4/10
Magic 8/10
Hit Points 6/10
There are ten divine domains:
  • Knowledge Domain: study lore, collect tomes, delve into secret places and learn all you can
  • Life Domain: focus on vibrant positive energy that sustains life, healing the sick and wounded
  • Light Domain: infused with radiance, charged with chasing away lies and burning the darkness
  • Nature Domain: revere nature as a whole, hunt evil monstrosities and bless the harvest of the faithful
  • Tempest Domain: inspire fear in the common folk to keep them on the path of righteousness
  • Trickery Domain: steal from the rich, free captives and rely on pranks, deception and theft
  • War Domain: excel in battle, inspire others to fight the good fight or offer acts of violence as prayers
  • Forge Domain (XGTE): search for lost objects and uncover wondrous materials to create potent magic items
  • Grave Domain (XGTE): seek to put wandering spirits to rest and destroy the undead
  • Arcana Domain (SCAG): learn the secrets and potential of magic

Druid

A priest of the Old Faith, wielding the powers of nature and adopting animal forms.
Relying on
Weapons 3/10
Brain 6/10
Magic 9/10
Hit Points 6/10
There are four druid circles:
  • Circle of the Land: safeguard ancient knowledge and rites, your magic is influenced by the land where you were taken into the circle
  • Circle of the Moon: fierce guardians of the wilds, changing into animal forms at will
  • Circle of Dreams (XGTE): have a bond with the feywild, mend wounds and bring joy to downcast hearts
  • Circle of the Shepherd (XGTE): commune with the spirits of beasts and fey, protect animals and fey creatures

Fighter

A master of martial combat, skilled with a variety of weapons and armor.
Weapons 9/10
Brain 6/10
Magic 1/10
Hit Points 8/10
There are six martial archetypes:
  • Champion: focus on development of raw physical power
  • Battle Master: employ martial techniques, you study combat like an academic field
  • Eldritch Knight: combine martial mastery with careful study of magic
  • Arcane Archer: weave elven magic into archery to produce supernatural effects
  • Cavalier: excel at mounted combat, guard those in your charge from harm
  • Samurai: draw on implacable fighting spirit, your resolve is nearly unbreakable

Monk

A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection.
Weapons(Fists) 9/10
Brain 3/10
Magic 5/10
Hit Points 6/10
There are seven different monastic traditions:
  • Way of the Open Hand: ultimate masters of martial arts combat, armed or unarmed
  • Way of Shadow: value stealth and subterfuge, often called ninjas or shadowdancers
  • Way of the Four Elements: you can bend the four elements to your will, using them as extensions of your body
  • Way of the Drunken Master (XGTE): pretend to be drunk by making jerky, unpredictable moves
  • Way of the Kensei (XGTE): train relentlessly with your weapons to the point where the weapon becomes an extension of your body
  • Way of the Sun Soul (XGTE): channel your energy into searing bolts of light
  • Way of the Long Death (SCAG): you are obsessed with the meaning and mechanics of dying and apply your knowledge to yield a deadly fighting style

Paladin

A holy warrior bound to a sacred oath.
Weapons 8/10
Brain 3/10
Magic 5/10
Hit Points 8/10
There are six different sacred oaths:
  • Oath of Devotion: called cavaliers or white knights, you are bound to the loftiest ideals of justice, virtue and order
  • Oath of the Ancients: called fey knights or green knights, you love the beautiful and life.giving things of the world
  • Oath of Vengeance: after living through a grievous sin you swore an oath to set right that which has gone wrong
  • Oath of Conquest (XGTE): called knight tyrants or iron mongers, you take your grim orders from the gods of war
  • Oath of Redemption (XGTE): you believe that any person can be redeemed and turn to violence only as a last resort
  • Oath of the Crown (SCAG): sworn to the ideals of civilization, you are a watchful guardian of the walls

Ranger

A warrior who combats threats on the edges of civilization.
Weapons 8/10
Brain 2/10
Magic 5/10
Hit Points 8/10
There are five different ranger archetypes:
  • Hunter: learn specialized techniques for fighting the threats you face
  • Beast Master: work in partnership with an animal as your companion and friend
  • Gloom Stalker (XGTE): at home in the darkest places, seeking to ambush threats before they can reach the broader world
  • Horizon Walker (XGTE): guard the world against threats that originate from other planes
  • Monster Slayer (XGTE): seek out vampires, dragons, evil fey, fiends and other magical threats

Rogue

A scoundrel who uses stealth and trickery to overcome obstacles and enemies.
Weapons 8/10
Brain 6/10
Magic 1/10
Hit Points 6/10
There are seven different roguish archetypes:
  • Thief: burglars and bandits, but also professional treasure seekers and explorers, focused on agility and stealth
  • Assassin: focused on stealth, poison and disguise to eliminate your foes with deadly efficiency
  • Arcane Trickster: enhance stealth with magic, learning tricks of enchantment and illusion
  • Inquisitive (XGTE): you excel at rooting out secrets and unraveling mysteries
  • Mastermind (XGTE): your focus is on people and on spying out the secrets they have
  • Scout (XGTE): skilled in stealth and surviving in the wilderness as scouts far ahead of their group
  • Swashbuckler (XGTE): focus on training with weapons, relying on speed, elegance and charm

Sorcerer

A spellcaster who draws on inherent magic from a gift or bloodline.
Weapons 3/10
Brain 5/10
Magic 10/10
Hit Points 4/10
There are five different sorcerous origins:
  • Draconic Bloodline: your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors
  • Wild Magic: your innate magic comes from the wild forces of chaos that underlie the order of creation
  • Divine Soul (XGTE): your innate magic comes from a blessed soul, gained by having a powerful connection to a divine being
  • Shadow Magic (XGTE): your innate magic comes from the Shadowfell itself
  • Storm Sorcery (XGTE): your innate magic comes from the power of elemental air

Warlock

A wielder of magic that is derived from a bargain with an extraplanar entity.
Weapons 5/10
Brain 3/10
Magic 10/10
Hit Points 6/10
There are six different otherwordly patrons:
  • The Archfey: your patron is a lord or lady of the fey, who holds ancient secrets
  • The Fiend: your patron is an evil fiend from the lower planes of existence
  • The Great Old One: your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality
  • The Celestal (XGTE): your patron is a powerful holy being of the upper planes
  • The Hexblade (XGTE): your patron is a mysterious entity from the Shadowfell, manifesting in sentient magic weapons
  • The Undying (SCAG): your patron has unlocked the secrets to everlasting life, although such a power comes at a price

Wizard

A scholarly magic-user capable of manipulating the structures of reality.
Weapons 1/10
Brain 6/10
Magic 10/10
Hit Points 4/10

There are eight different arcane traditions:

  • School of Abjuration: emphasize magic that blocks, banishes or protects
  • School of Conjuration: favor spells that produce objects and creatures out of thin air
  • School of Divination: master spells of discernment, remote viewing, supernatural knowledge and foresight
  • School of Enchantment: hone the ability to magically entrance and beguile other people and monsters
  • School of Evocation: focus on magic that creates powerful elemental effects
  • School of Illusion: focus on magic that dazzles the senses, befuddles the mind and tricks even the wisest folk
  • School of Necromancy: learn to sap the life force from a creature as your magic destroys its body
  • War Magic (XGTE): specialize on training for war
  • Bladesinging (SCAG): elves only, master a school of sword fighting grounded in tradition of arcane magic

Credits

Written By

TheMessenger

Images

  • Cover, Barbarian, Bard, Fighter, Monk, Ranger, Rogue, Sorcerer, Warlock: Wizards of the Coast
  • Cleric, Druid: Paizo Publishing
  • Paladin: Anna Shin, Ragnarok Online
  • Wizard: Grafit-art, Kingdom of Camelot
 

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