Classes

A barbarian uses the power of their rage to transcend physical limitations, crushing their foes beneath massive weapon swings.
Hit Die: 1d12
Saving Throws: Strength, Constitution
Skills: Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Weapons: Simple weapons, martial weapons
Armor: Light armor, medium armor, shields

Subclasses

Fighters are masters of all things martial. They have spent years honing their skill with weapons, allowing them to effortlessly trip or disarm opponents in the blink of an eye while unleashing a flurry of strikes.
Hit Die: 1d10
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Weapons: Simple weapons, martial weapons
Armor: All armor, shields

Subclasses

A magus has blended arcane study and combat training, allowing them to perfectly interweave swings of a sword with spells, while shielding themselves with their magic.
Hit Die: 1d8
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Performance, and Stealth
Weapons: Simple weapons, martial weapons
Armor: Light armor, medium armor, shields

Subclasses

A paladin is a holy warrior who has sworn themselves in service of an oath. That oath may be to protect those in need, defend law and order, or to enact vengeance on one who has wronged them. They draw divine power from their conviction to their oath.
Hit Die: 1d10
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Weapons: Simple weapons, martial weapons
Armor: All armor, shields

Subclasses

At home in the wilderness, rangers hone their skills, becoming experts in skills such as tracking, and archery. They learn to draw upon the magic of nature much like a druid would, and to combine that nature with martial prowess.
Hit Die: 1d10
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Weapons: Simple weapons, martial weapons
Armor: Light armor, medium armor, shields

Subclasses

Rogues rely on cunning, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a versatility that is the cornerstone of any successful adventuring party.
Hit Die: 1d8
Saving Throws: Dexterity, Intelligence
Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
Weapons: Simple weapons, martial weapons
Armor: Light armor

Subclasses

A warlock seeks out power and secrets of the arcane from powerful magic sources. By making a pact with such an entity, like a devil, or an archfey, they may too learn to draw upon the innate magic of the multiverse as if it were their own.
Hit Die: 1d8
Saving Throws: Choose two from Intelligence, Wisdom, and Charisma
Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.
Weapons: Simple weapons
Armor: Light armor

Subclasses