What dd class should i pick




















They also have access to healing magic for good measure. As far as moral alignments and lore choices go, Paladins also present great opportunities for players interested in more than just combat stats. Those playing as the Paladin class must pledge themselves to various deities and can even be "oathbreakers" to fall under the "evil" alignment. Sorcerers function as a pretty straightforward spellcasting class.

Unlike Wizards, who get their powers from book learning, Sorcerers have magic in their blood. They learn more towards elemental combat with a large variety of combat cantrips and heavy-hitting spells that are easy for most players to understand.

Their Metamagic feature allows for some strategizing without being overwhelming. There are also some fun options for the origin of the character's magic, like the Wild Magic subclass which has the potential for chaotic effects any time a spell is cast. If all a player wants to do is take hits and dish out damage, the Barbarian is probably the class for them. Not only do they have the highest hit point pool of any class, but their Rage ability also grants them resistance to the most common forms of damage.

They're basically designed to pummel the bad guys until they drop. Being such a straightforward class, some new players may also choose to multi-class as barbarians.

There are also Barbarian subclasses that can make the class more complicated and add more options. Players can multiclass a Fighter with literally any other class depending on their stats, which makes multiclassing one an interesting prospect for a character who already has some basic knowledge when it comes to character creation and gameplay. If you have a Fighter with a high Wisdom ability score, for example, he might make a good Fighter-Cleric.

One with a high Charisma could be a Warlock or a Bard. They have access to many fewer spells and have fewer spell slots than the other magical classes. However, those spells hit harder and regenerate faster. Warlocks regain their spell slots on a short rest as opposed to a long one, so they don't have to ration their magic as strictly as a Wizard usually does. In addition, the aesthetic is totally beautiful.

Warlocks sell their souls to some eldritch being in exchange for mystical powers and now they can do stuff like read minds and summon tentacles from another dimension.

Mission status? This is the class for new players and the archetypal choice for the entire game. That's why gear can play an important role with any class, but especially for the Fighter. As they gain levels, Fighters become more resilient, more versatile, and most importantly they gain the ability to hit people more often. We must remember though that while a class will define the mechanics of a character, it should not limit the role-play opportunities.

Although a Barbarian is a classic strength-based character, centred around a power-up called rage, your Barbarian could be soft spoken, violence-averse, or even a Noble.

Once you understand the mechanics of a character, like a trunk of a tree, you can start to envision the role-play and backstory elements that could branch off of that. Barbarians are fierce warriors that rely on strength and chaos. They often reject civilization and thrive when they are thrust into battle. Vikings are a perfect example of Barbarian characters because they are known as ruthless killers who revel in the fight.

These are the characters that will often jump right into a battle without any care or reservation. The main unique feat for Barbarians is their Rage. When a Barbarian enters Rage, they do more damage and become resistant to most mundane martial damage slashing, piercing, bludgeoning.

All they have to do is hit things, then Rage to hit things harder! Bards are eloquent entertainers that aid their allies and bring woe upon their foes. Like many famous Bards e. Jaskier from The Witcher , characters in this class tend to be the talkers of the group. Need someone to squeeze more money out of a client?

Need someone to lie and trick their way out of a sticky situation? The main unique feat for Bards is their Bardic Inspiration.

When a Bard chooses to use their Bardic Inspiration, they can give an extra die what type of die is dependant on their Bard level to their teammate for a limited amount of time. Then the teammate can use the Inspiration Die to add more to an ability check, saving throw, or attack not damage.

Bardic Inspiration is a relatively simple concept for beginner players, and new players always get excited when they learn they can aid their friends in battle. Clerics are religious-based characters, devoted to their gods and their will. Given their devotion to their gods, they are in turn imbued with divine magic.

For clerics, this magic often manifests as healing or support spells for their allies but they are also capable of doing a decent amount of damage. The main unique feat for Clerics is their Channel Divinity. Clerics can channel divine energy directly from their deity, whereas Paladins are granted the ability to channel divinity through their oaths. This divine energy allows Clerics and Paladins to do really cool specific things.

For example, at first level a Cleric can use a Channel Divinity called Turn Undead which is a super-effective to defend against undead creatures. Although figuring out a whole god and religion might be intimidating to some, Clerics are a relatively straightforward and easy class to play.

Want to cast spells? You can! Want to hit stuff with martial weapons? Want to do one super cool thing that none of your friends can do? Channel Divinity! Druids are nature-loving and animal-befriending creatures. Their magical abilities stem from the forces or deities of nature itself.

This means that most of their spells are flavoured for nature, such as Thorn Whip or Mould Earth. Playing a Druid means getting in touch with your tree-hugging side, and revering the natural world as much as a Cleric reveres a god. The main unique feat for Druids is their Wild Shape.

This allows a Druid to change into an animal form, known as a Beast. Because of this, Druids can essentially get temporary hit points each time they Wild Shape. Fighters are precisely trained and deadly, well, fighters. They have weapons and they know how to wield them really, really well. Not only are they good with their weapons, but they are fast with them too. At higher levels, Fighters get extra attacks in addition to their Action Surge , which enables them to do a whole lot of hitting.

The main unique feat for Fighters is their Action Surge. This is basically like catching a second wind. When Fighters activate their Action Surge, they are granted an additional action in that turn. This can come in handy, say, if you want to hit someone but you also want to drink a potion.

For the most part, Fighters are martial characters. This makes them pretty straightforward to play, even at higher levels. When you start out as a Fighter, you hit stuff. These manoeuvres manifest as abilities that enable a monk to better navigate the battlefield and augment their existing attacks. For example, Flurry of Blows allows a monk to perform two unarmed strikes immediately after attacking on their turn.

This trend continues as a monk levels up gradually learning more manoeuvres and building up an impressive collection of combat options, until they gain access to an enormous menu of ways to kick butt. Paladins may seem very similar to clerics and in many ways, they are , but they do have a few unique aspects that set them apart as a class.

In other words, the paladin is what you get if you take a cleric and inject it with five pints of steroids. Rangers are hunters that seek the dankest corners of the natural world crouching around in swampy puddles and squatting amongst the branches of trees, waiting for their prey to just slip into view before striking. Creating a ranger will have you choosing a favoured enemy you have certain advantages when attacking that type of enemy and a favoured terrain you have certain advantages when moving through that environment , alongside your selected fighting style you have certain advantages when using that weapon type.

Which can make for some great customisation especially when it comes time to pick between hunter and beast-master specialisations - yes, you can tame bears - but can also lead to a potentially underwhelming character. The words rogue class and sneak attack are entirely synonymous with each other, with any sneaky individual being able to deal extra damage if their enemy is distracted by their allies. With every level, rogues gain feats that provide benefits both inside and outside of combat, making them a class with a much greater mix of fighting and utilitarian potential.

Additionally, depending on which roguish archetype you decide to specialise in, rogues gain abilities that push them towards either becoming a greater part of the pack or more of a lone wolf. If the answer is still yes then congratulations! However, if you really want to play a sorcerer then there are a ton of amazing customisation options to choose from, especially once you get to third level and gain the ability to apply different effects to your spells.

Sorcerers have the potential to control the entire battlefield, so if near-unlimited power is your jam not literally, mind you then this class is the way to go. However, they also have the potential to be a lot of fun as with each eldritch invocation your warlock learns which are spells you gain from learning other spells , you steadily become able to do more and more horrible things to people.



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