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What is with these ancient machines?

D&D Class Options

Class and subclass options for Dungeons & Dragons 5e for all published books, Unearthed Arcana, and the Elemental Evil Players Companion.

Class
Subclass
Hit Die
Primary Ability
Secondary Ability
Saving Throw Proficiencies
Armor and Weapon Proficiencies
Source
Artificer
Artificer Specialization
d8
INT
CON or DEX
CON & INT
Light and medium armor, shields, simple weapons, hand crossbows, and heavy crossbows
Alchemist
Use potions to heal allies & damage opponents; gain a homonculus ally.
Archivist
Create and telepathically talk to your personal Siri, and manifest it as a hologram.
Artillerist
Create magical items like Portal turrets, gun wands, and fortifications.
Battle Smith
Ranger-y with support spells and a mechanical pet that acts on your initiative.
Barbarian
Primal Path
d12
STR
CON
STR & CON
Light and medium armor, shields, simple and martial weapons
PHB 46
Path of the Ancestral Guardian
Spectral warriors hinder attacks against others, reduce damage against others, and do some damage.
XGtE 9
Path of the Berserker
High survivability with bonus attacks and counter attacks.
PHB 49
Path of the Storm Herald
TODO
XGtE 10
Path of the Totem Warrior
Spirit animal grants you bonuses while raging.
PHB 50
Path of the Zealot
Battle with the fury of the gods, who grant benefits to damage, resurrection spells targeting you, limited advantage on saving and attack throws, and the ability to inspire others.
XGtE 11
Bard
Bard Colleges
d8
CHA
DEX or STR
DEX & CHA
Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords.
PHB 51
College of Glamour
Use Fey-taught performances to buff allies and charm opponents. You can also command others without casting a spell.
XGtE 14
College of Lore
Insult others to give them penalties; extra knowledge, skills, and spells.
PHB 54
College of Swords
Fighter-y with high mobility, extra attacks, and special flourishes that deal more damage and add to AC, damage multiple enemies, or push opponents away.
XGtE 15
College of Valor
More combat focused; can inspire greater damage or defense.
PHB 55
College of Whispers
Manipulate the minds of others to deal extra damage, frighten others with words, and disguise yourself as fallen humanoids.
XGtE 16
Cleric
Divine Domains
d8
WIS
DEX or STR
WIS & CHA
Light and medium armor, shields, simple weapons
PHB 56
Forge Domain
Give +1 to weapons or armor, gain fire and weapon related spells, channel divinity to “forge” objects, and gain resistance to fire and +1 to AC.
XGtE 18
Grave Domain
Gain power over death, to prevent it, delay it, or to bring it forth.
XGtE 19
Knowledge Domain
Wizard-y with extra languages, skill proficiencies, and doubled proficiency bonuses.
PHB 55
Life Domain
Bonuses to healing, heavy armor
PHB 60
Light Domain
Paladin-y with disadvantage to attackers, banish darkness and deal radiant damage.
PHB 60
Nature Domain
Druid-y with elemental damage manipulation.
PHB 60
Tempest Domain
Fighter-y with damage retribution and thunder/lightning damage benefits. Can fly at high levels.
PHB 61
Trickery Domain
Rogue-y with illusory duplicate of yourself that lets you cast spells from its location and gives advantage on attack rolls when flanking.
PHB 63
War Domain
Barbarian-y with bonus attacks, increased chance to hit, and extra damage.
PHB 63
Druid
Druid Circles
d8
WIS
CON
INT & WIS
Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
PHB 64
Circle of Dreams
Blessings of the Fey allow you to heal others, provide safety during rests, and allow you to teleport yourself or others short distances.
XGtE 22
Circle of the Land
Limited spell slot recovery on short rest, extra spells
PHB 68
Circle of the Moon
Wild shape is bonus action, healing in wild shape, higher CR wild shape forms.
PHB 68
Circle of the Shepherd
Gain a spirit totem that projects beneficial auras to you and your allies. Improved conjuring of beasts.
XGtE 23
Fighter
Martial Archetypes
d10
STR or DEX
CON
STR & CON
All armor, shields, simple and martial weapons
PHB 70
Arcane Archer
Magically imbue some attacks with impressive benefits, imbue arrows with magic and redirect misses.
XGtE 28
Battle Master
Fighting maneuvers offer major combat bonuses
PHB 73
Cavalier
You ride a horse, lock enemies in on yourself, and prevent them from moving away.
XGtE 30
Champion
Increased crit range, add 1/2 proficiency bonus to STR, DEX, CON checks, extra fighting style at high levels.
PHB 72
Eldritch Knight
Battle caster with spellcasting ability, bond to weapons to avoid being disarmed and summon them.
PHB 74
Samurai
Intensity in battle grants you advantage on attack rolls and temp HP while discipline grants persuasion bonus and proficiency in a saving throw.
XGtE 31
Monk
Monastic Traditions
d8
DEX
WIS
STR & DEX
Simple weapons, shortswords
PHB 76
Way of the Drunken Master
Mimic the jerky, uneasy sways of a drunkard into a combat performance, granting disengage, faster standing, and the ability to redirect missed melee attacks against you.
XGTE 33
Way of the Four Elements
Spend Ki to get various elemental benefits
PHB 80
Way of the Kensei
Channel Ki into weapons to become a more damaging, tank-y Monk.
XGtE 34
Way of the Open Hand
Buff Flurry of Blows attacks, add healing and self-protection.
PHB 79
Way of the Sun Soul
Throw bolts of radiant energy and create cones a of fire to deal damage.
XGtE 35
Paladin
Sacred Oath
d10
STR
CHA
WIS & CHA
All armor, shields, simple and martial weapons
PHB 82
Oath of the Ancients
Nature flavored with Druid-y spells, protective aura against spell damage, restrain enemies, and turn fey and fiends.
PHB 86
Oath of Conquest
Frighten and control opponents.
XGtE 37
Oath of Devotion
Protection spells, channel divinity to increase attack rolls and turn fiends and undead.
PHB 85
Oath of Redemption
Prefer diplomacy to violence, punish violence by reflecting damage, and defend allies by taking damage for them.
XGtE 39
Oath of Vengeance
Frighten enemies and get single target advantages. Batman/avenging angel themed.
PHB 88
Ranger
Archetypes
d10
DEX
WIS
STR & DEX
Light and medium armor, shields, simple and martial weapons
PHB 89
Beast Master
Get a combat animal companion.
PHB 93
Gloom Stalker
Lurk in the dark and ambush enemies for extra attacks and damage.
XGtE 41
Horizon Walker
Manipulate the planes to become ethereal and teleport before attacking, as well as making weapon attacks use force damage and gain bonus damage.
XGtE 42
Hunter
Highly customizable with options for increased damage, additional attacks, and interesting defensive options.
PHB 93
Monster Hunter
Determine creatures strengths and vulnerabilities, designate your prey who you gain advantages against.
XGTE 43
Rogue
Archetypes
d8
DEX
DEX & INT
Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords.
PHB 94
Arcane Trickster
1/3 spellcaster with Mage Hand antics and spell stealing.
PHB 97
Assassin
Massive damage on targets who haven’t attacked yet and disguise/infiltration expertise.
PHB 97
Inquisitive
XGtE 45
Thief
Criminal, treasure hunter, explorer, investigator.
PHB 97
Sorcerer
Sorcerous Origins
d6
CHA
CON
WIS & CON
Daggers, darts, slings, quarterstaffs, light crossbows
PHB 99
Draconic Bloodline
Great Grandmama was a dragon. You get some benefits of that, including flying at medium-high levels.
PHB 102
Wild Magic
Sometimes can’t control magic. Chaos ensues. Limited manipulation of dice rolls.
PHB 103
Warlock
Otherworldly Patron
d8
CHA
CON
WIS & CHA
Light armor, simple weapons
PHB 105
The Archfey
Manipulate the minds of others with charm, frighten, invisibility, and illusion.
PHB 108
The Fiend
Barbarian-y. Benefits to martial style fighting including lots of temporary hit points and damage spells.
PHB 109
The Great Old One
Some telepathic communication and control spells, and some minor defensive boons.
PHB 109
Wizard
Arcane Traditions
d6
INT
CON
INT & WIS
Daggers, darts, slings, quarterstaffs, light crossbows
PHB 112
School of Abjuration
Magically protect yourself and others
PHB 115
School of Conjuration
Magically create objects and creatures.
PHB 116
School of Divination
Roll d20s and optionally use those results in place of another roll. Gain a perception benefit such as Darkvision or see invisibility.
PHB 116
School of Enchantment
Hypnotize creatures, charm creatures to attack others, enchant multiple creatures.
PHB 117
School of Evocation
Control the shape and increase the damage of Evocation spells. Cantrips can damage creatures who save
PHB 117
School of Illusion
Use illusions to avoid damage, change the nature of illusions, and make parts of illusions real for a limited time.
PHB 118
School of Necromancy
Absorb health from foes you kill, buff your animate dead spell, resist necrotic damage, and take control of undead creatures.
PHB 118
School of Transmutation
Alchemy, choice of various benefits through transmuter’s stone, limited polymorph on self, and at high levels raise dead, fully heal (including ailments), and a couple of other things.
PHB 119