Build your adventurer from the ground up. This chapter covers everything about creating a character in D&D 2024 — from ability scores to your final build.
📅 Progression Guide — Levels 1 to 20

D&D 2024 characters progress from level 1 to 20. Most campaigns run from level 1 to levels 10–15, with level 20 being a rare achievement. Here is the full roadmap.
The Five Tiers of Play
| Tier | Levels | Power Level | What You Face |
|---|---|---|---|
| Local Heroes | 1–4 | Learning the game | Wolves, bandits, goblins, small dungeons |
| Heroes of the Realm | 5–10 | Significant regional power | Giants, dragons (young), political foes |
| Masters of the Realm | 11–16 | Shaping nations | Archmages, dragon turtle, demon lords |
| Masters of the World | 17–20 | Near-mythic | Demigods, world-scale threats, avatars |
Level-by-Level Highlights
| Level | Universal Feature | Notable Class Events |
|---|---|---|
| 1 | Class features, background Origin Feat | Every class gets its core identity |
| 2 | — | Most classes gain a subclass OR a key feature |
| 3 | — | Most remaining classes gain their subclass |
| 4 | Ability Score Improvement (ASI) or Feat | +2 to one stat, or +1/+1, or a Feat |
| 5 | — | Fighters get Extra Attack; casters get 3rd-level spells (Fireball!) |
| 6 | — | Many subclasses improve |
| 7 | — | — |
| 8 | ASI or Feat | — |
| 9 | — | Casters get 5th-level spells (Dominate Person, Wall of Force) |
| 10 | — | Proficiency Bonus increases to +4 |
| 11 | — | Some classes get major features (Warlock Mystic Arcanum, Monk Stunning Strike improves) |
| 12 | ASI or Feat | — |
| 13 | — | Casters get 7th-level spells (Plane Shift, Reverse Gravity) |
| 16 | ASI or Feat | Proficiency Bonus +5 |
| 17 | — | Casters get 9th-level spells (Wish, True Resurrection) |
| 19 | Epic Boon | Choose one Epic Boon feat (massive power spike) |
| 20 | Class Capstone | The pinnacle feature unique to each class |
Proficiency Bonus Scaling
| Levels | Proficiency Bonus |
|---|---|
| 1–4 | +2 |
| 5–8 | +3 |
| 9–12 | +4 |
| 13–16 | +5 |
| 17–20 | +6 |
Gaining Levels: XP vs Milestone
XP (Experience Points): Monsters and encounters grant XP. Reach thresholds to level up (300 XP for level 2, 900 for level 3, etc.). Rewards players who engage in combat.
Milestone: The DM decides when the party levels up based on story progress — completing a dungeon, defeating a major villain, finishing an arc. Simpler for the DM, more narrative-driven.
Most published adventures and new DMs use milestone. Most tactical/sandbox players prefer XP.
🧬 Species — Choose Your Heritage

Species in 2024 no longer give ability score bonuses. That comes from your Background. Species now provide purely flavourful and unique mechanical traits. This means you are free to choose any species for any class without mechanical penalty.
PHB 2024 Species
Aasimar — Descended from celestial beings. Gain Healing Hands (heal a target for Proficiency Bonus × d4 HP as a Magic action), Light Bearer (Guidance cantrip), and Celestial Revelation at level 3: transform for 1 minute into a Heavenly (fly speed), Necrotic Shroud (frightened aura), or Radiant Consumption (radiant damage aura) form. Strong for Paladins, Clerics, or any frontliner.
Dragonborn — Draconic heritage. Choose a Draconic Ancestry (Acid, Cold, Fire, Lightning, Poison). Gain Breath Weapon (scaling Dex save AOE), Damage Resistance (matching your ancestry), and Draconic Flight at level 5 (Bonus Action to sprout wings, 60 ft fly speed for 10 minutes). Excellent for Barbarians, Fighters, Sorcerers.
Dwarf — Hardy mountainfolk. Gain Darkvision 120 ft, Dwarven Resilience (Poison resistance + Advantage on Poison saves), Stonecunning (Tremorsense 60 ft underground on History checks, bonus to stonework Perception), and Forge Wise (proficiency in Smith’s Tools or Mason’s Tools). Great for tanks and martial classes.
Elf — Ancient, graceful, magical. All Elves get Darkvision 60 ft, Fey Ancestry (Advantage vs Charmed, immune to magical sleep), Keen Senses (Perception proficiency), Trance (4-hour rest counts as Long Rest). Choose a Lineage:
- High Elf: Proficiency in Perception; one Wizard cantrip; one extra language
- Wood Elf: Speed 35 ft; Mask of the Wild (hide in natural terrain); extra cantrip from a Druid list
- Drow: Darkvision 120 ft; Dancing Lights cantrip → Faerie Fire at level 3 → Darkness at level 5
Gnome — Small, clever, magical. All Gnomes get Darkvision 60 ft, Gnomish Cunning (Advantage on Int, Wis, Cha saves vs magic), Small size. Choose:
- Rock Gnome: Tinker (create small clockwork devices), Proficiency in History
- Forest Gnome: Minor Illusion cantrip, Speak with Animals at will
Goliath — Giant-descended mountainborn. Gain Large-Form (use large creature rules briefly), Powerful Build (counts as one size larger for carrying/pushing), and Giant Ancestry — choose one power based on a giant type:
- Cloud Giant: Misty Step 1×/long rest
- Fire Giant: Searing Smite 1×/long rest
- Frost Giant: Armor of Agathys 1×/long rest
- Hill Giant: Heroism 1×/long rest
- Stone Giant: Bones of Earth (resistance to falling damage + bonus vs knockdown) 1×/long rest
- Storm Giant: Thunderous Smite 1×/long rest
Goliaths are excellent for Barbarians, Fighters, or Paladins.
Halfling — Small, lucky, nimble. Gain Lucky (reroll 1s on d20 tests — powerful), Brave (Advantage on saves vs Frightened), Halfling Nimbleness (move through larger creatures’ spaces), Naturally Stealthy (can hide behind larger creatures). Lucky is one of the best passive traits in the game.
Human — Most versatile. Gain Resourceful (get Heroic Inspiration after Long Rest), Skillful (one extra skill proficiency), and Versatile (one extra Origin Feat at level 1). Humans start with more feat power than any other species — great for min-maxing or concept-first play.
Orc — Strong, resilient, driven. Gain Darkvision 120 ft, Adrenaline Rush (Dash as Bonus Action; gain Temp HP equal to Proficiency Bonus + Constitution modifier; usable Proficiency Bonus times per Long Rest), Relentless Endurance (once per Long Rest, drop to 1 HP instead of 0). Outstanding for Barbarians.
Tiefling — Infernal heritage. Gain Darkvision 60 ft, Otherworldly Presence (Thaumaturgy cantrip), and Fiendish Legacy — choose a lineage:
- Abyssal: Chaotic Evil flavour; Mage Hand → Darkness (3rd) → Fly (5th)
- Chthonic: Undead-adjacent; Chill Touch → False Life (3rd) → Ray of Enfeeblement (5th)
- Infernal: Classic devil; Thaumaturgy cantrip (extra), Hellish Rebuke (2nd) → Darkness (3rd)
Species Tier Summary (2024)
| Best For | Top Picks |
|---|---|
| Martial damage | Orc (Adrenaline Rush), Dragonborn (Breath + Flight) |
| Survivability | Dwarf (resistance + darkvision), Halfling (Lucky) |
| Spellcasters | Elf (High for Wizard), Tiefling (free spells) |
| Versatility / builds | Human (extra Origin Feat), Gnome (magic resistance) |
| Flavour/roleplay | Aasimar (transformation), Goliath (giant powers) |
📖 Backgrounds & Origin Feats
Backgrounds define what your character did before becoming an adventurer. In 2024, they are mechanically significant because they give your Ability Score Increases and your free level 1 feat.
PHB 2024 Backgrounds
| Background | +2 to… | +1 to… | Origin Feat | Skills |
|---|---|---|---|---|
| Acolyte | Int or Wis | Any other | Magic Initiate (Divine) | Insight, Religion |
| Artisan | Str or Dex | Any other | Crafter | Investigation, Persuasion |
| Charlatan | Cha | Any other | Skilled | Deception, Sleight of Hand |
| Criminal | Dex | Any other | Alert | Sleight of Hand, Stealth |
| Entertainer | Cha | Any other | Musician | Acrobatics, Performance |
| Farmer | Con | Any other | Tough | Animal Handling, Nature |
| Guard | Str | Any other | Alert | Athletics, Perception |
| Guide | Wis | Any other | Magic Initiate (Primal) | Stealth, Survival |
| Hermit | Con | Any other | Magic Initiate (Primal) | Medicine, Religion |
| Merchant | Cha | Any other | Lucky | Animal Handling, Persuasion |
| Noble | Cha | Any other | Skilled | History, Persuasion |
| Sage | Int | Any other | Magic Initiate (Arcane) | Arcana, History |
| Sailor | Str | Any other | Tavern Brawler | Acrobatics, Perception |
| Scribe | Int | Any other | Skilled | Investigation, Perception |
| Soldier | Str | Any other | Savage Attacker | Athletics, Intimidation |
| Wayfarer | Dex | Any other | Lucky | Insight, Stealth |
Key Origin Feats Explained
Alert (Criminal, Guard): +5 to Initiative. You cannot be Surprised. Other creatures don’t gain Advantage against you from being Hidden before attacking. Excellent for anyone who wants to act first in combat.
Lucky (Merchant, Wayfarer): Gain 3 Luck Points per Long Rest. Spend one to reroll any d20 Test you make OR force a creature to reroll its d20 Test targeting you. Choose either result. One of the strongest feats in the game.
Magic Initiate (Arcane) (Sage): Choose a school (or just pick any Wizard spells). Gain 2 Wizard cantrips and 1 1st-level Wizard spell. You can cast that spell once per Long Rest without a slot (and with a slot if you have one). Free spellcasting for martial classes.
Magic Initiate (Divine) (Acolyte): Same as above but from Cleric or Paladin spell lists. Healing Word + Sacred Flame gives any character self-healing.
Skilled (Charlatan, Noble, Scribe): Gain proficiency in any 3 skills or tools. Excellent for builds needing social skills or extra utility.
Tough (Farmer): Gain +2 HP per character level (retroactive). At level 5, that’s +10 HP — significant at low levels for fragile classes.
Crafter (Artisan): Proficiency in 3 Artisan’s Tools. During downtime, create items at half cost. Discount on shop purchases (20%). Niche but useful for crafting-focused players.
Savage Attacker (Soldier): Once per turn, reroll your weapon’s damage dice and use either result. Useful for high-damage weapons (Greataxe, Greatsword).
Tavern Brawler (Sailor): Unarmed Strikes use a d4. Bonus Action to grapple when you hit with an Unarmed Strike. Strong for Monks and grapple-focused builds.
Musician (Entertainer): Proficiency in 3 musical instruments. After a Short Rest, inspire up to Proficiency Bonus creatures with your music, giving each Heroic Inspiration. Strong for Bards.
⚔️ The Twelve Classes

Every class plays differently. Here is a practical guide to all twelve.
🪓 Barbarian
Role: Frontline damage dealer and tank. The toughest body in any party. Hit Dice: d12 (most HP in the game) Armour: Unarmoured (AC = 10 + Dex + Con), Medium Armour, Shields Saves proficiency: Strength, Constitution
How they play: Rage (Bonus Action) for Advantage on Strength attacks, Bonus damage, and Resistance to physical damage. While Raging, they cannot cast spells or concentrate. Pure, primal melee dominance.
2024 Key Features:
- Rage: +2 damage (scales to +4 at level 9), Resistance to Bludgeoning/Piercing/Slashing
- Reckless Attack: Advantage on all Str attacks this turn — but enemies get Advantage against you
- Danger Sense: Advantage on Dexterity saving throws
- Primal Knowledge (level 3): Choose 2 extra skill proficiencies from the Barbarian list
- Brutal Strike (level 9): Sacrifice Reckless Attack for massive damage/debuff combos
Top Subclasses (2024): Berserker (extra attacks, exhaustion reduced), Wild Heart (animal spirits), World Tree, Zealot (can’t die while raging)
Play Barbarian if: You want to hit things hard without thinking about spell slots. Great for beginners.
🎵 Bard
Role: Support, control, utility, and social skills. The Swiss army knife. Hit Dice: d8 Armour: Light, no shields without multiclassing Saves proficiency: Dexterity, Charisma Spellcasting: Full caster, Charisma-based. Known spells from full Bard list.
How they play: Jack of all trades — Bardic Inspiration (d6 → d12, gives allies bonus on any d20 Test), access to almost every skill, decent damage, excellent support and control spells.
2024 Key Features:
- Bardic Inspiration: Bonus Action, give one creature an Inspiration die (usable for 10 minutes). Scales from d6 at level 1 to d12 at level 15.
- Jack of All Trades: Add half Proficiency to ALL skill checks (even those without proficiency)
- Song of Rest: Bonus HP on Short Rest
- Font of Inspiration (level 7): Short Rest recovers all Bardic Inspiration
Top Subclasses: College of Lore (extra spells, Cutting Words debuff), College of Valor (martial Bard), College of Glamour (mass charm, fey magic), College of Spirits (narrative power)
Play Bard if: You want flexibility, social dominance, and to support your whole party.
✝️ Cleric
Role: Primary healer and divine damage dealer. Huge versatility based on domain. Hit Dice: d8 Armour: All armour + shields (the most armoured caster) Saves proficiency: Wisdom, Charisma Spellcasting: Full caster, Wisdom-based. Prepared spells from full Cleric list.
How they play: Prepare spells each Long Rest. Channel Divinity (2× Short Rest) for domain-specific powers. Healing Word (Bonus Action) keeps the party alive while still contributing offensively.
2024 Key Features:
- Divine Order (level 1): Choose Protector (Heavy Armour proficiency) or Thaumaturge (+1 to spell save DC)
- Channel Divinity: Turn Undead (force Undead to flee) + domain power
- Blessed Strikes (level 7): Add 1d8 to weapon attacks or spells once per turn
- Divine Intervention (level 10): Call directly on your god — roughly replicates any Cleric spell you don’t currently have
Top Subclasses (2024): Life (healing king), Tempest (storm damage, lightning), Light (radiant blaster), War (martial + buff), Trickery (stealth + misdirection), Death (if your DM allows)
Play Cleric if: You want divine power, heavy armour, healing utility, and flexibility.
🌿 Druid
Role: Nature-based support and control. Wildly flexible playstyle options. Hit Dice: d8 Armour: Light, Medium (no metal), Shields Saves proficiency: Intelligence, Wisdom Spellcasting: Full caster, Wisdom-based. Prepared from Druid list.
How they play: Prepare spells from the full Druid list. Wild Shape (turns into beasts or elementals depending on Circle) for scouting, melee, or utility. Access to powerful control spells: Spike Growth, Entangle, Call Lightning.
2024 Key Features:
- Wild Shape: Transform into beasts. In 2024, can be used while wearing armour. Circle of the Moon unlocks much stronger forms earlier.
- Wild Companion: Summon a familiar version of your animal form
- Timeless Body (level 18): Age 1 year per 10 years
Top Subclasses: Circle of the Moon (wild shape into elementals, damage dealer), Circle of the Land (expanded spell list, 2× spells per rest), Circle of Stars (healing + ranged power), Circle of Spores (necrotic + fungal themes)
Play Druid if: You want the most varied toolkit in the game, nature magic, and shape-shifting.
⚔️ Fighter
Role: The most reliable martial damage dealer. Consistent, straightforward, powerful. Hit Dice: d10 Armour: All armour + shields Saves proficiency: Strength, Constitution
How they play: More attacks than anyone — Extra Attack at level 5, third at level 11, fourth at level 20. Action Surge doubles actions once per Short Rest. Battlemaster Manoeuvres (or other subclass) add tactical depth.
2024 Key Features:
- Fighting Style (level 1): Choose one passive bonus (Archery +2 to ranged, Defense +1 AC, Dueling +2 damage, Two-Weapon, Protection, Great Weapon)
- Second Wind: Bonus Action, heal 1d10 + Fighter level HP. Multiple uses per Short Rest at higher levels.
- Action Surge: Extra action once per Short Rest (twice at level 17)
- Extra Attack: 2 attacks at level 5, 3 at level 11, 4 at level 20
- Indomitable (level 9): Reroll a failed saving throw
Top Subclasses: Battle Master (manoeuvre dice for tactical effects, extremely strong), Champion (expanded critical range, passive power), Eldritch Knight (spell + martial), Psi Warrior (psychic damage, telekinetics)
Play Fighter if: You want reliable, consistent damage every round without complexity. Outstanding for beginners.
👊 Monk
Role: Fast, mobile melee striker. Master of unarmed combat. Hit Dice: d8 Armour: Unarmoured only (AC = 10 + Dex + Wis) Saves proficiency: Strength, Dexterity Spellcasting: None (but subclass may add)
How they play: Focus Points (formerly Ki) fuel class features — Flurry of Blows (2 extra punches), Patient Defense (Dodge as Bonus Action), Step of the Wind (Disengage/Dash as Bonus Action). Extremely fast movement. Hits more times per round than most classes.
2024 Key Features:
- Martial Arts: Unarmed Strikes deal 1d6 → 1d10 as you level. Dex applies to attacks and damage. Attack with Unarmed Strike after using a weapon as part of Attack action (Bonus Action).
- Focus Points: Recover on Short Rest. No longer requires spending gold to recover.
- Unarmoured Movement: +10 ft at level 2, scaling to +30 ft at level 18
- Stunning Strike (level 5): Spend 1 Focus Point on a hit to force Con save. On fail: target is Stunned until your next turn (can’t act, auto-fail Str/Dex saves, attacks against it have Advantage)
- Deflect Attacks (level 3): Reduce damage from ranged weapon attacks; if reduced to 0, redirect the projectile
Top Subclasses: Open Hand (shoves and controls enemies), Shadow (Darkness, Silence, teleportation), Drunken Master (chaotic movement), Astral Self (spectral limbs for melee/ranged)
Play Monk if: You want high mobility, no-resource unarmed combat, and many attacks per round.
🛡️ Paladin
Role: Armoured frontliner with burst damage and strong support auras. Hit Dice: d10 Armour: All armour + shields Saves proficiency: Wisdom, Charisma Spellcasting: Half-caster (Charisma-based), prepared from Paladin list
How they play: The ultimate support-martial hybrid. Divine Smite (spend spell slot on hit → 2d8 Radiant + 1d8 per slot level) for burst damage. Lay on Hands for flexible healing. Aura of Protection (Cha modifier to ALL saves for everyone within 10 ft) is the strongest passive aura in the game.
2024 Key Features:
- Divine Smite: Free reaction on a hit — expend a spell slot for 2d8 + 1d8/slot level Radiant damage (3d8 vs Undead/Fiends)
- Lay on Hands: Pool of HP equal to 5 × level. Spend as many as you want per touch.
- Aura of Protection (level 6): Cha modifier (minimum +1) added to ALL saves for you and allies within 10 ft. Huge.
- Aura of Courage (level 10): Allies in 10 ft can’t be Frightened
- Sacred Weapon (level 3): Channel Divinity to make a weapon magical +1 and add Cha to attack rolls for 1 minute
Top Subclasses: Oath of Devotion (holy warrior, Sacred Weapon), Oath of Vengeance (Vow of Enmity for Advantage, high damage), Oath of Glory (support + tanking), Oath of the Ancients (radiant resistance aura)
Play Paladin if: You want to be the party’s protective rock with burst damage when needed.
🏹 Ranger
Role: Wilderness expert and skirmisher. Best damage versus specific enemy types. Hit Dice: d10 Armour: Light, Medium, Shields Saves proficiency: Strength, Dexterity Spellcasting: Half-caster (Wisdom-based), known spells from Ranger list
How they play: Two attacks at level 5. Hunter’s Mark (mark a target, deal +1d6 on all hits against it) is their core damage amplifier. Strong at ranged and skirmish combat. Best outdoors or in environments matching their expertise.
2024 Key Features:
- Favoured Enemy (redesigned): +2 bonus to damage rolls with weapons. Expertise in one skill. Stronger than the 2014 version.
- Deft Explorer: Expertise in Survival and two more skills; speak one extra language
- Hunter’s Mark: 1st-level spell always prepared, can cast once per Long Rest free. Deal +1d6 damage to marked target per hit.
- Extra Attack (level 5)
- Precise Hunter (level 13): Advantage against Heavily Obscured or Invisible targets if you can hear or smell them
Top Subclasses: Hunter (extra features against single targets or hordes), Beast Master (ranger + animal companion), Gloom Stalker (invisible in darkness, excellent ambush), Fey Wanderer (charisma-boosting, crowd control)
Play Ranger if: You want martial flexibility, great scouting, and strong niche damage.
🗡️ Rogue
Role: Single-target burst damage, skill monkey, infiltrator. Hit Dice: d8 Armour: Light only Saves proficiency: Dexterity, Intelligence
How they play: Sneak Attack (+1d6 per 2 Rogue levels) when you have Advantage OR an ally adjacent to the target — once per turn, any hit. Cunning Action: Dash, Disengage, or Hide as a Bonus Action every turn. Expertise in chosen skills.
2024 Key Features:
- Sneak Attack: 1d6 at level 1, scales to 10d6 at level 19. Triggers once per turn on any attack with a Finesse or Ranged weapon if conditions met.
- Expertise: Choose 2 skills at level 1, 2 more at level 6. Double Proficiency Bonus on those skills.
- Uncanny Dodge (level 5): Reaction, halve the damage of one attack you can see
- Evasion (level 7): On Dex saves, take no damage on success (half on failure)
- Reliable Talent (level 11): Minimum 10 on any skill you’re proficient in
Top Subclasses: Thief (Use Object Bonus Action — grab, throw, drink potion; extremely fast fingers), Arcane Trickster (spellcasting + Sneak Attack), Assassin (high burst on surprise rounds), Soulknife (psychic blades, no weapon required)
Play Rogue if: You want the highest skill utility in the game plus burst damage when it counts.
✨ Sorcerer
Role: Blaster and controller. Less spells known but more flexible through Metamagic. Hit Dice: d6 Armour: None Saves proficiency: Constitution, Charisma Spellcasting: Full caster (Charisma-based), limited known spells but free Metamagic
How they play: Fewer spells known than Wizard. Sorcery Points fuel Metamagic (alter spells in ways Wizards can’t — Twin, Quicken, Subtle). Converting Sorcery Points to slots and back gives unique flexibility.
2024 Key Features:
- Innate Sorcery (level 1): 1 minute per Long Rest; Advantage on all Spell Attack Rolls, +1 to Spell Save DC
- Metamagic: Twinned Spell (target two creatures with single-target spells), Quickened Spell (cast a spell as Bonus Action), Subtle Spell (no components — cast in prison, anti-magic areas), Empowered Spell (reroll damage dice)
- Sorcery Points: Fuel Metamagic. Convert to/from slots. Scales with level.
- Sorcerous Restoration (level 5): Regain 4 Sorcery Points on Short Rest
Top Subclasses: Draconic Bloodline (Cha to Charisma-based HP, draconic damage bonus), Wild Magic (wild surge table, dangerous/hilarious), Clockwork Soul (order magic, protection), Aberrant Mind (psychic power, great spell list)
Play Sorcerer if: You want to bend spell rules in ways no other class can and focus on a handful of spells used optimally.
👁️ Warlock
Role: Short rest blaster with unique Eldritch Invocations and Patron powers. Hit Dice: d8 Armour: Light Saves proficiency: Wisdom, Charisma Spellcasting: Pact Magic (few slots, all at highest level, recover on Short Rest), Charisma-based
How they play: 2 spell slots (expanding to 4 by level 17), but recover them on Short Rest. Eldritch Blast (cantrip) is their primary attack — 1d10 Charisma-modified Force damage at range. Invocations customise almost everything. Mystic Arcanum gives one free high-level spell per Long Rest.
2024 Key Features:
- Pact Magic: Slots always at your highest available level. Short Rest recovery. Unique in the game.
- Eldritch Invocations: 2 at level 1, up to 8 by level 12. Hundreds of options — Eldritch Mind (Advantage on Concentration), One With Shadows (invisible in dim light), Mask of Many Faces (unlimited Disguise Self), etc.
- Pact Boon (level 3): Pact of the Blade (summon weapon, Cha to attack/damage), Pact of the Chain (superior familiar), Pact of the Tome (extra cantrips + rituals), Pact of the Talisman (skill bonuses)
- Mystic Arcanum (level 11): Cast one 6th-level spell free per Long Rest (and 7th, 8th, 9th as you level)
Top Subclasses: The Fiend (d10 Temp HP on kills, great spell list — Fireball, Wall of Fire), The Great Old One (telepathy, psychic themes), The Celestial (healing Warlock), The Hexblade (Cha to weapons, great Bladelock)
Play Warlock if: You want a unique economy (short rest recovery) and massive customisation through Invocations.
📚 Wizard
Role: The most versatile caster. Full access to the most powerful spell list in the game. Hit Dice: d6 Armour: None Saves proficiency: Intelligence, Wisdom Spellcasting: Full caster (Intelligence-based), spellbook — prepare from ALL known spells
How they play: Start with 6 spells, add 2 free per level, copy others from scrolls/other spellbooks. Prepare (Int modifier + level) spells each morning. Access to the most powerful spells in the game — Fireball, Counterspell, Wish, Forcecage, Time Stop.
2024 Key Features:
- Spellbook: Enormous advantage over Sorcerer — learn almost any Wizard spell
- Arcane Recovery (level 1): Short Rest, recover spell slots worth up to half your level (rounded up)
- Arcane Tradition (subclass): Defines your school of magic or magical style
- Spell Mastery (level 18): Two spells can be cast at 1st/2nd level at will
- Signature Spells (level 20): Two 3rd-level spells always prepared, cast once free per Short Rest
Top Subclasses: Evocation (control blasting, Sculpt Spells protects allies from your Fireball), Conjuration (summon creatures and objects), Abjuration (tanky counterspell Wizard), Chronurgy (time manipulation, Chronal Shift reaction), Scribes (copy any spell from any list into your book)
Play Wizard if: You want the most powerful spell list, the most flexibility, and a high knowledge floor.
Class Comparison at a Glance
| Class | Complexity | Primary Role | Spellcasting |
|---|---|---|---|
| Barbarian | Low | Tank / Damage | None |
| Fighter | Low | Damage / Tank | Optional (EK) |
| Rogue | Medium | Damage / Skills | Optional (AT) |
| Paladin | Medium | Tank / Support | Half |
| Ranger | Medium | Damage / Exploration | Half |
| Monk | Medium | Mobility / Damage | None |
| Cleric | Medium | Support / Tank | Full |
| Druid | High | Control / Support | Full |
| Bard | High | Support / Social | Full |
| Warlock | High | Damage / Utility | Pact |
| Sorcerer | High | Blaster | Full |
| Wizard | Very High | Everything | Full |
📊 Ability Scores & Stats
Your character has six Ability Scores that define every roll you make.
The Six Scores
| Score | Governs | Typical Users |
|---|---|---|
| Strength (Str) | Melee attacks, Athletics, carry weight | Barbarian, Fighter, Paladin |
| Dexterity (Dex) | Ranged attacks, AC (light armour), Stealth, Acrobatics | Rogue, Ranger, Monk |
| Constitution (Con) | HP, Concentration saves | Everyone (more HP = better) |
| Intelligence (Int) | Arcana, History, Investigation, Wizard attacks | Wizard, Artificer |
| Wisdom (Wis) | Perception, Insight, Medicine, Cleric/Druid attacks | Cleric, Druid, Ranger |
| Charisma (Cha) | Persuasion, Deception, Intimidation, social encounters | Bard, Sorcerer, Warlock, Paladin |
Ability Score Modifiers
| Score | Modifier |
|---|---|
| 1 | −5 |
| 2–3 | −4 |
| 4–5 | −3 |
| 6–7 | −2 |
| 8–9 | −1 |
| 10–11 | 0 |
| 12–13 | +1 |
| 14–15 | +2 |
| 16–17 | +3 |
| 18–19 | +4 |
| 20–21 | +5 |
Modifier = (score − 10) / 2, rounded down.
How to Generate Scores (Choose one method)
Standard Array: 15, 14, 13, 12, 10, 8. Assign to stats in any order. Predictable and balanced.
Point Buy: 27 points. All stats start at 8. Spend points to increase: 9 costs 1, 10 costs 2, …, 15 costs 9. Max score of 15 before racial/background bonuses. Full control, no luck.
Rolled: Roll 4d6, drop lowest. Repeat 6 times. Assign. Higher variance — you might roll a 17 or roll terrible stats. Exciting but risky.
Recommendation: Point Buy for competitive or tactical play. Standard Array for beginners. Rolled for traditional, luck-driven play.
Constitution and HP
Your maximum HP at level 1 = Hit Dice maximum + Constitution modifier. Every level after that: roll your Hit Die (or take the average) + Constitution modifier.
A Fighter (d10) with 14 Con (+2) starts with 12 HP at level 1.
Always prioritise Constitution as a secondary stat if you’re on the frontline.
🎯 Skills & Proficiencies
Skill proficiency = add your Proficiency Bonus to that skill’s ability check. Expertise = add double your Proficiency Bonus.
All 18 Skills
| Skill | Ability | Examples |
|---|---|---|
| Acrobatics | Dex | Balance, tumble, escape grapples, tight-rope |
| Animal Handling | Wis | Calm animals, guide mounts, read creature intent |
| Arcana | Int | Identify spells/magic items, lore about magic |
| Athletics | Str | Climb, swim, jump, grapple, shove |
| Deception | Cha | Lie, bluff, maintain a disguise |
| History | Int | Recall historical lore, identify artefacts |
| Insight | Wis | Read body language, detect lies |
| Intimidation | Cha | Threaten, coerce through fear |
| Investigation | Int | Search for clues, examine a crime scene |
| Medicine | Wis | Stabilise dying creature, diagnose illness |
| Nature | Int | Recall lore about nature, terrain, weather |
| Perception | Wis | Notice details, spot hidden things, hear approaching enemies |
| Performance | Cha | Entertain an audience, perform music/drama |
| Persuasion | Cha | Convince through reason, etiquette, good faith |
| Religion | Int | Recall divine lore, identify holy symbols |
| Sleight of Hand | Dex | Pickpocket, conceal objects, card tricks |
| Stealth | Dex | Move silently, hide from detection |
| Survival | Wis | Track prey, forage food, navigate wilderness |
Perception is the most rolled skill in D&D. Always take it if available.
Passive Skills
When no active roll is called for, the DM uses your Passive score: 10 + skill modifier (+ 5 with Advantage, − 5 with Disadvantage).
Passive Perception is the most important: it determines whether you notice hidden creatures, traps, or environmental details without actively looking.
✨ Feats — Full Reference

Feats replace an Ability Score Improvement (ASI) at levels 4, 8, 12, 16, and 19 (Epic Boon). In 2024, all characters also start with a free Origin Feat at level 1 from their Background.
Feat Categories (2024)
Origin Feats (level 1 only, from Background): Alert, Crafter, Healer, Lucky, Magic Initiate (Arcane/Divine/Primal), Musician, Savage Attacker, Skilled, Tavern Brawler, Tough
General Feats (any ASI level): Ability Score Improvement, Actor, Alert (if not taken at 1), Athlete, Charger, Chef, Crossbow Expert, Crusher, Defensive Duelist, Dual Wielder, Durable, Elemental Adept, Fey Touched, Grappler, Great Weapon Master, Heavily Armoured, Heavy Armour Master, Inspiring Leader, Keen Mind, Lightly Armoured, Mage Slayer, Magic Initiate, Martial Weapon Training, Medium Armour Master, Mobile, Moderately Armoured, Mounted Combatant, Observant, Piercer, Poisoner, Polearm Master, Resilient, Ritual Caster, Savage Attacker, Sentinel, Shadow-Touched, Sharpshooter, Shield Master, Skill Expert, Slasher, Speedy, Spell Sniper, Tavern Brawler, Telekinetic, Telepathic, Tough, War Caster, Weapon Master
Fighting Style Feats (Warriors only): Archery, Blind Fighting, Defense, Dueling, Great Weapon Fighting, Interception, Protection, Thrown Weapon Fighting, Two-Weapon Fighting, Unarmed Fighting
Epic Boon Feats (level 19 only): Boon of Combat Prowess, Boon of Dimensional Travel, Boon of Energy Resistance, Boon of Fate, Boon of Fortitude, Boon of Irresistible Offense, Boon of Night Spirit, Boon of Peerless Aim, Boon of Recovery, Boon of Skill, Boon of Speed, Boon of Spell Recall, Boon of the Night Spirit, Boon of Truesight
Top Feats by Role
Melee Damage (Martial)
- Great Weapon Master: Attack with a Heavy weapon — deal extra damage equal to your Proficiency Bonus. No longer requires the -5/+10 tradeoff from 2014.
- Polearm Master: Bonus Action attack with the butt of a polearm. Opportunity Attack when creatures enter your reach.
- Sentinel: On Opportunity Attack, hit = target Speed drops to 0. Also stop Disengage.
- Dual Wielder: Light property no longer required for Two-Weapon Fighting. +1 AC while dual wielding.
Ranged Damage
- Sharpshooter: Ignore cover. Range penalties removed. +Proficiency Bonus to damage.
- Crossbow Expert: Ignore loading. No Disadvantage at close range. Bonus Action attack.
- Spell Sniper: Double spell attack range. Ignore half and three-quarters cover.
Spellcasting
- War Caster: Advantage on Concentration saves. Cast spells as Opportunity Attacks. Somatic components with full hands.
- Resilient (Constitution): Proficiency in Con saves — adds to Concentration checks. Essential for any caster who concentrates.
- Fey Touched: Gain Misty Step (2nd-level teleport) + one Enchantment or Divination spell. Incredible for non-Wizard casters.
- Shadow-Touched: Gain Invisibility + one Illusion or Necromancy spell. Strong stealth-build feat.
- Telekinetic: Shove creatures 5 ft with your mind (Bonus Action). +1 to one mental stat.
Utility / Universal
- Alert: +5 Initiative. No surprise. Enemies don’t get Advantage from being hidden.
- Lucky: 3 Luck Points per Long Rest. Reroll any d20 Test. One of the strongest feats in the game.
- Tough: +2 HP per level. 10 extra HP at level 5. Survivability for any class.
- Mobile: +10 ft speed. No Opportunity Attacks from creatures you attack. Disengage after Dash.
- Skilled: 3 extra skill or tool proficiencies.
- Observant: +5 to Passive Perception and Investigation. Read lips.
🔀 Multiclassing Guide
Multiclassing lets you take levels in more than one class. It is an optional rule (confirm with your DM before building for it) but enables some of the most powerful and flavourful builds.
Requirements
To multiclass into a class, you need a minimum ability score:
| Class | Minimum Score Required |
|---|---|
| Barbarian | Str 13 |
| Bard | Cha 13 |
| Cleric | Wis 13 |
| Druid | Wis 13 |
| Fighter | Str 13 or Dex 13 |
| Monk | Dex 13 and Wis 13 |
| Paladin | Str 13 and Cha 13 |
| Ranger | Dex 13 and Wis 13 |
| Rogue | Dex 13 |
| Sorcerer | Cha 13 |
| Warlock | Cha 13 |
| Wizard | Int 13 |
Multiclass Rules
- Spell Slots: Determined by total spellcaster levels using a combined table (full casters count full levels; half-casters count half; Warlocks are separate).
- Proficiencies: You only gain limited proficiencies from your secondary class (not full starting proficiencies).
- Features: You get class features as you level in that class. You don’t get starting features of your original class again.
- Spells Known: Stay as per each class separately.
Powerful Multiclass Combinations (2024)
Paladin 5–6 / Warlock X (The Bladelock / Hexadin) Take Paladin through level 6 (Aura of Protection) then continue with Hexblade Warlock. Short Rest spell slot recovery from Warlock fuels Paladin’s Divine Smite. One of the strongest builds in the game.
Fighter 1–2 / Wizard X (Bladesinger or Gish) Fighter provides Heavy Armour proficiency and Con save for Concentration. Wizard does all the heavy lifting. Alternatively: Eldritch Knight Fighter dips Wizard for more spells.
Rogue 1–3 / Ranger X (Gloom Scout) Ranger Gloom Stalker + Rogue Assassin gives extraordinary first-round burst: invisible in darkness, bonus attack on surprise, Sneak Attack, Assassinate multiplier.
Cleric 1 / Sorcerer X (Divine Soul Sorcerer) Or just take one level of Cleric (Life Domain for Heavy Armour + Disciple of Life healing) and continue as Sorcerer. Best of healing and blasting.
Barbarian 3 / Fighter X Zealot Barbarian’s Rage bonuses work well with Action Surge and Battle Master Manoeuvres. Very strong damage build.
🏆 Popular Character Builds 2024
These are tried-and-tested builds that perform well from levels 1–10.
1. The Zealot Berserker — Barbarian (Zealot)
Species: Orc | Background: Soldier (Savage Attacker) Stats Priority: Str > Con > Dex
Level 1: Rage + Reckless Attack + Orc Adrenaline Rush = you’re unkillable in melee, deal massive damage, and can sprint as Bonus Action. Level 3 (Zealot): Blessed Strikes add radiant damage on every Rage; Warrior of the Gods means you can’t stay dead while raging.
Why it works: Simple mechanics, extreme durability, strong damage output. Perfect for beginners who want to hit hard and not die.
2. The Hexadin — Paladin 6 / Warlock (Hexblade) X
Species: Human | Background: Noble (Skilled) → eventually Soldier for Str Stats Priority: Cha > Str > Con
Paladin gives Aura of Protection (+Cha to all saves for the party) and Divine Smite. Hexblade Warlock gives Cha to weapon attacks/damage, Eldritch Blast at range, and Short Rest slot recovery to fuel more Smites.
Why it works: The most self-sufficient martial-caster hybrid. Extremely strong saves with Aura of Protection. High burst damage with short rest-recharged Smites.
3. The Arcane Archer — Fighter (Battle Master)
Species: Elf (Wood) | Background: Guide (Magic Initiate Druid for Shillelagh/Speak With Animals as flavour) Stats Priority: Dex > Con
Fighter Battle Master with Archery Fighting Style, Sharpshooter feat. Battle Master Manoeuvres add Precision Attack (never miss with Superiority Dice), Distracting Strike (grants Advantage to next attack), Volley (hit everything in a 10-ft radius at once).
Why it works: Consistent high-accuracy ranged damage with tactical options. Scales very well — at level 11, you’re firing 3 arrows per Attack action.
4. The Tempest Cleric
Species: Dragonborn (Storm) | Background: Acolyte (Magic Initiate Divine) Stats Priority: Wis > Con > Str
Tempest Domain Cleric maximises lightning/thunder damage. Channel Divinity: Destructive Wrath sets any lightning/thunder damage to maximum. Thunderbolt Strike knocks back Large or smaller creatures hit by lightning. Combine with Call Lightning, Thunderwave, Shatter.
Why it works: Excellent AOE damage for a Cleric, strong armour, healing when needed, satisfying flavour.
5. The Shadow Scout — Rogue 3 (Assassin) / Ranger 5 (Gloom Stalker)
Species: Elf (Drow) | Background: Criminal (Alert) Stats Priority: Dex > Wis > Con
Gloom Stalker Ranger in darkness is invisible to Darkvision creatures, gets extra attack on first turn, adds Wis to Initiative. Assassin Rogue gets Advantage against anyone who hasn’t acted yet, and crits auto-maximise damage against surprised targets (Assassinate). Combined: ambush setup kills one target before initiative starts, and no creature with Darkvision can ever see you in darkness.
Why it works: Extraordinary first-round burst, unmatched stealth capability. Requires planning but dominates any ambush scenario.
6. Circle of the Moon Druid
Species: Gnome (Forest) | Background: Hermit (Magic Initiate Primal) Stats Priority: Wis > Con
Circle of the Moon Druids gain powerful Wild Shape forms early. At level 2 they can Wild Shape into a Brown Bear (34 HP, +5/+5 claws). At level 6, they can turn into Air/Fire/Earth/Water Elementals. This effectively doubles their HP each encounter by burning wild shape “charges” before they take damage in their true form.
Why it works: Self-sufficient, extremely durable, can change role mid-encounter (full spellcaster → melee tank). Excellent for new players who want magical flexibility without tracking complex spells.