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d12

You are a... Hit Die:


BARBARIAN

Lightly armored, you are hard to kill and do a lot


of damage when raging.
Most Important Stat: Armor: Skills (choose two):
Strength Light, Medium, Shields ◇ Animal Handling (Wis)
2nd Most Important: Weapons: ◇ Athletics (Str)
Constitution All ◇ Intimidation (Chr)
Dump Stat: Saves: ◇ Nature (Int)
Intelligence Strength, Constitution ◇ Perception (Wis)
◇ Survival (Wis)

Rage! Gear:
◇ A Greataxe
Twice per day, you can enter a rage. While raging, you gain (or any martial melee weapon)
+2 damage and you take half damage from most normal ◇ Two Handaxes
weapons. (or any simple weapon)
◇ An Explorer’s Pack
Unarmored Defense ◇ Four Javelins
Like everyone else, you get to add your Dexterity bonus to
your Armor Class. Unlike everyone else, you also add your
Constitution bonus! This only works while not wearing
armor. Basically your health is your armor! And you can
still use a shield.

d10
You are a... Hit Die:
PALADIN

You are a heavily armored front-line warrior who


eventually gets spells. This is the best class.
Most Important Stat: Armor: Skills (choose two):
Strength All ◇ Athletics (Str)
2nd Most Important: Weapons: ◇ Insight (Wis)
Charisma All ◇ Intimidation (Chr)
Dump Stat: Saves: ◇ Medicine (Wis)
Intelligence Wisdom, Charisma ◇ Persuasion (Chr)
◇ Religion (Int)

Divine Sense Gear:


You concentrate and know if there are any demons or ◇ A Martial Weapon & Shield
(or 2 martial weapons)
undead nearby.
◇ Five Javelins
(or any simple melee weapon)

Lay On Hands* ◇ A Priest’s Pack


(or an Explorer’s Pack)
You can heal up to five damage to yourself or your friends,
◇ Chain Mail
or cure one disease or poison.
◇ Holy Symbol
*Blimey
You are a... Hit Die:
BARD d8

You buff your allies and debuff enemies with


sword, song, and spell.
Most Important Stat: Armor: Skills (choose three):
Charisma Light ◇ Acrobatics (Dex)
◇ Animal Handling (Wis)
2nd Most Important: Weapons:
◇ Deception (Chr)
Dexterity Simple, hand crossbows, ◇ Insight (Wis)
Dump Stat:
longswords, rapiers, ◇ Intimidation (Chr)
Intelligence
shortswords ◇ Investigation (Int)
Saves: ◇ Medicine (Wis)
Dexterity, Charisma ◇ Nature (Int)
◇ Perception (Wis)
◇ Performance (Char)
◇ Persuasion (Chr)
◇ Religion (Int)
Spells ◇ Sleight of Hand (Dex)
You can cast spells! You know 4 first-level spells and can ◇ Stealth (Dex)
cast two spells per day. ◇ Survival (Wis)

Gear:
Bardic Inspiration ◇ A Lute
Though songs and dramatic dialog and probably power (or any musical instrument)

chords you inspire your friends. ◇ A Rapier or Longsword


(or any simple weapon)
As a bonus action, you can give another player a d6. They ◇ A Diplomat or Entertainer’s Pack
can roll this die once and add the result to an attack roll, ◇ Leather Armor
saving throw, or ability check. ◇ Dagger

You are a... Hit Die:


CLERIC d8

You’re pretty good in a fight, and your prayers are


some of the most powerful spells in the game.
Most Important Stat: Armor: Skills (choose two):
Wisdom Light, Medium, Shields ◇ History (Int)
2nd Most Important: Weapons: ◇ Insight (Wis)
Constitution Simple ◇ Medicine (Wis)
Dump Stat: Saves: ◇ Persuasion (Chr)
Intelligence or Charisma Wisdom, Charisma
◇ Religion (Int)

Spells You can cast spells! You know all the first-level cleric spells and can cast two spells per day. Gear:
God* ◇ Mace or Warhammer
(warhammer, if proficient)
The god you serve grants you powers & bonus spells. Which god do you serve? The god of...
Knowledge? You know two more languages and two more skills. Your bonus spells are wizard ◇ Scale Mail or Leather
spells! Armor or Chain Mail
(chain mail, if proficient)
Life? You can wear heavy armor and your healing spells heal 3 more hit points.
◇ Light Crossbow & 20
Light? When an ally is attacked, you can create a flash of light that imposes disadvantage on Bolts
the attacker. (or any simple weapon)
Nature? You can wear heavy armor and gain a nature-oriented skill. Your bonus spells are ◇ A Priest’s Pack
druid spells! (or an Explorer’s Pack)
Tempest? You can use martial weapons and heavy armor. If someone hits you with an attack, ◇ Shield
you can do lightning damage to them! ◇ Holy Symbol
Trickery? You can bless allies to make them stealthier!
War? You can use martial weapons and heavy armor. And you get a second attack each round!
*Most classes specialize at 3rd level, but to help you keep the party alive, the DevTeam gave you your
specialization at 1st level!
You are a... Hit Die:
DRUID d8

You are a powerful and versatile spellcaster who


can eventually change into animals to gain their
senses, movement, and combat strengths.
Most Important Stat: Armor: Skills (choose two):
Wisdom Light, Medium, Shields ◇ Arcana (Int)
2nd Most Important: Weapons: ◇ Animal Handling (Wis)
Constitution Clubs, daggers, darts, javelins, ◇ Insight (Wis)
Dump Stat:
maces, quarterstaffs, scimitars, ◇ Medicine (Wis)
Strength
sickles, slings, spears ◇ Perception (Wis)
Saves: ◇ Religion (Int)
Intelligence, Wisdom ◇ Survival (Wis)

Gear:
Spells ◇ Wooden Shield
(or any simple weapon)
You can cast spells! You know all the first-level druid spells ◇ Scimitar
(or any simple melee weapon)
and can cast two spells per day.
◇ An Explorer’s Pack
◇ Leather Armor
◇ Druidic Focus

You are a... Hit Die:


FIGHTER d10

You are a tough and versatile melee warrior with


consistently high damage output.
Most Important Stat: Armor: Skills (choose two):
Strength or Dexterity All ◇ Acrobatics (Dex)
(depending on what kind of
fighter you want to be) Weapons: ◇ Animal Handling (Wis)
2nd Most Important: All ◇ Athletics (Str)
Constitution Saves: ◇ History (Int)
Dump Stat: Strength, Constitution
◇ Insight (Wis)
Intelligence or Charisma
◇ Intimidation (Chr)
◇ Perception (Wis)
◇ Survival (Wis)
Second Wind
Once per battle you can recover some hit points.

Fighting Style Gear:


What kind of Fighter are you? ◇ A Martial Weapon & Shield
(or two marital weapons)
Archer: +2 to attack rolls with ranged weapons.
◇ Leather Armor or Chain Mail
Defender: +1 bonus to AC while in armor.
Duelist: +2 damage when using a one-handed melee weapon (go Dex and take a ◇ Longbow & 20 Bolts
(or two handaxes)
rapier!)
◇ A Dungeoneer’s Pack
Greatweapon: If you’re wielding a two-handed weapon, you reroll 1s and 2s on your (or an Explorer’s Pack)
damage dice.
Protector: If you’re using a shield, enemies attacking any allies standing next to you
have disadvantage.
Two Weapon: Normally someone attacking with a weapon in each hand only gets
their Strength bonus to one attack. You get your Strength bonus to both attacks!
You are a... Hit Die:
MONK d8

You are a fast, versatile striker.


Most Important Stat: Armor:
Skills (choose two):
Dexterity Psh, who needs armor?
◇ Acrobatics (Dex)
2nd Most Important: Weapons:
◇ Athletics (Str)
Wisdom Fists, simple weapons and
shortswords ◇ History (Int)
Dump Stat: ◇ Insight (Wis)
Intelligence Saves:
◇ Religion (Int)
Strength, Dexterity
◇ Stealth (Dex)

Unarmored Defense Gear:


◇ Shortsword
Like everyone else, you get to add your Dexterity bonus to your (or any simple weapon)
Armor Class. Unlike everyone else, you also add your Wisdom ◇ A Dungeoneer’s Pack
(or an Explorer’s Pack)
bonus! This only works while not wearing armor or shield. Basically
your wisdom is your armor! ◇ 10 Darts

Martial Artist
You can use Dexterity instead of Strength for attack and damage
rolls with your fists and monk weapons. Your Dex makes you harder
to hit and you hit harder with it!
You don’t do much damage with your fists (1d4*) but you get three
attacks per round. That 1d4 increases as you level up.
*Other characters only do 1 damage with their fists.

You are a... Hit Die:


RANGER d10

You are a stealthy hunter.


Most Important Stat: Armor: Skills (choose two):
Dexterity Light, Medium, Shields ◇ Animal Handling (Wis)
2nd Most Important: Weapons: ◇ Athletics (Str)
Constitution All ◇ Insight (Wis)
Dump Stat: Saves: ◇ Investigation (Int)
Charisma Strength, Dexterity ◇ Nature (Int)
◇ Perception (Wis)
◇ Stealth (Dex)
◇ Survival (Wis)
Favored Enemy
Pick a category of monster. You can track them easier and do +2 damage against
them.
Gear:
Natural Explorer ◇ Leather Armor or Scale
Choose one type of terrain. You track better, move faster, and cannot become lost in Mail
that terrain.
◇ Two Shortswords
(or two handaxes)

◇ A Dungeoneer’s Pack
(or an Explorer’s Pack)

◇ Longbow & 20 Arrows


(and a quiver)
You are a... Hit Die:
ROGUE d8

You are a skilled, stealthy striker.


Most Important Stat: Armor:
Skills (choose four):
Dexterity Light
◇ Acrobatics (Dex)
2nd Most Important: Weapons:
◇ Athletics (Str)
Constitution Simple Weapons, hand
crossbows, longswords, rapiers, ◇ Deception (Chr)
Dump Stat: ◇ Insight (Wis)
Strength
and shortswords
◇ Intimidation (Chr)
Saves:
Dexterity, Intelligence ◇ Investigation (Int)
◇ Perception (Wis)
◇ Performance (Chr)
◇ Persuasion (Chr)
Expertise ◇ Sleight of Hand (Dex)
Pick two skills and get +4 to them instead of the normal +2.
◇ Stealth (Dex)

Sneak Attack Gear:


You do an extra d6 damage against creatures you flank or ◇ Rapier
surprise. (or a shortsword)
◇ Shortbow & 20 Arrows
(or a shortsword)
Thieves’ Cant ◇ A Burglar’s Pack
You can talk to other thieves openly and encode secret (or an Explorer’s Pack or a
messages in your speech. Basically Cockney rhyming slang. Dungeoneer’s Pack)

◇ Leather Armor
◇ Two Daggers
◇ Thieves’ Tools

You are a... Hit Die:


SORCERER d6

You are an instinctive spellcaster. You don’t know a


lot of spells, but you have less bookkeeping than a
wizard.
Most Important Stat: Armor: Skills (choose two):
Charisma None! ◇ Arcana (Int)
2nd Most Important: Weapons: ◇ Deception (Chr)
Constitution Daggers, darts, slings, ◇ Insight (Wis)
Dump Stat:
quarterstaffs, light crossbows ◇ Intimidation (Chr)
Intelligence Saves: ◇ Persuasion (Chr)
Constitution, Charisma ◇ Religion (Int)

Spells Gear:
You can cast spells! You know two first-level sorcerer spells and can cast two spells per ◇ Light Crossbow & 20
day. Bolts
(or any simple weapon)
Sorcerous Origin ◇ Component Pouch
How come you innately know magic? (or Arcane Focus)

A DISTANT ANCESTOR OF MINE HAD SEX WITH A DRAGON. ◇ A Dungeoneer’s Pack


(or an Explorer’s Pack)
You gain an extra hit point per level and you have scaly skin granting you +3 AC.
◇ Two Daggers
I AM A MUTANT.
Crazy shit sometimes (rarely) happens when you cast a spell. Your mutant luck grants
you advantage on one roll per day.
You are a... Hit Die:
WARLOCK d8

You made a pact with an alien power. You are a


tough spellcaster who relies on a few high-damage
spells.
Most Important Stat: Armor: Skills (choose two):
Charisma Light ◇ Arcana (Int)
2nd Most Important: Weapons: ◇ Deception (Chr)
Constitution Simple ◇ History (Int)
Dump Stat: Saves: ◇ Intimidation (Chr)
Intelligence Wisdom, Charisma ◇ Investigation (Int)
◇ Nature (Int)

Spells ◇ Religion (Int)

You can cast spells! You know two first-level warlock spells and can
cast one spell per day. You will quickly run out of spells and spend Gear:
most of each battle casting the eldritch blast cantrip. ◇ Light Crossbow & 20
Bolts
(or any simple weapon)
Otherworldly Patron ◇ Component Pouch
What alien power did you make a bargain with to gain your magical (or Arcane Focus)
knowledge? ◇ A Scholar’s Pack
(or an Dungeoneer’s Pack)
POWERFUL DEMON. When you kill an enemy, you gain bonus ◇ Leather Armor
hit points.
◇ Any Simple Weapon
ANCIENT ELF. You can magically charm enemies. ◇ Two Daggers
CTHULHU MONSTER. You have telepathy.

You are a... Hit Die:


WIZARD d6

You are a master of magic. You know more spells


than anyone but have to do some bookkeeping
every morning.
Most Important Stat: Armor: Skills (choose two):
Intelligence None ◇ Arcana (Int)
2nd Most Important: Weapons: ◇ History (Int)
Dexterity Daggers, darts, slings, ◇ Insight (Wis)
Dump Stat:
quarterstaffs, light crossbows ◇ Investigation (Int)
Strength Saves: ◇ Medicine (Int)
Intelligence, Wisdom ◇ Religion (Int)

Spells Gear:
You can cast spells! You have a spellbook with SIX first-level wizard spells in it and ◇ Quarterstaff
you can cast two spells per day. But each morning you have to plan which spells (or dagger)
you’re going to cast that day. ◇ Component Pouch
(or Arcane Focus)

Arcane Recovery ◇ A Scholar’s Pack


(or an Explorer’s Pack)
You can only cast two spells per day, but after a short rest you get one of those spells
back so as long as you keep resting, you can keep casting spells. ◇ Spellbook

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