Levels 1 to 20

12 classes

Every one off the open 5e rules, every one playable. Each card says what the class is made of, and then says which of its features this game runs — with the level it arrives at — rather than which ones the rulebook lists.

the engine grants it, at that level on the sheet, not yet in the engine

Barbarian

d12 hit die

Primary
Strength
Saves
Strength, Constitution
Armour
Light, Medium, Shields
Weapons
Simple, Martial
Path
Path of the Berserker, at level 3

What the game runs

  • Lv 1 Rage — Shrug off physical damage and hit harder while it lasts.
  • Lv 2 Danger Sense — Advantage on Dexterity saves against anything you can see coming.
  • Lv 2 Reckless Attack — Throw your weight into it — advantage on your Strength attacks, and everyone gets advantage back on you.
  • Lv 5 Extra Attack — Two swings instead of one, every time you take the Attack action.
  • Lv 5 Fast Movement — Ten more feet of speed, so long as you are not in heavy armour.
  • Lv 9 Brutal Critical — Another weapon die on every melee critical — and it stacks with a half-orc's.

Printed on the sheet

  • — Unarmored Defense

Bard

d8 hit die

Primary
Charisma
Saves
Dexterity, Charisma
Armour
Light
Weapons
Simple, Hand Crossbow, Longsword, Rapier, Shortsword
Path
College of Lore, at level 3

What the game runs

  • Lv 1 Spellcasting — Prepared or known spells, with slots that come back when you sleep.

Printed on the sheet

  • — Bardic Inspiration

Cleric

d8 hit die

Primary
Wisdom
Saves
Wisdom, Charisma
Armour
Light, Medium, Shields
Weapons
Simple
Path
Life Domain, at level 1

What the game runs

  • Lv 1 Disciple of Life — Every healing spell you cast carries two extra points, and one more per slot level.
  • Lv 1 Spellcasting — Prepared or known spells, with slots that come back when you sleep.
  • Lv 2 Channel Divinity — Turn the undead, or Preserve Life — five hit points a level, shared out within thirty feet.

Printed on the sheet

  • — Divine Domain

Druid

d8 hit die

Primary
Wisdom
Saves
Intelligence, Wisdom
Armour
Light, Medium, Shields (nonmetal)
Weapons
Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Path
Circle of the Land, at level 2

What the game runs

  • Lv 1 Spellcasting — Prepared or known spells, with slots that come back when you sleep.

Printed on the sheet

  • — Druidic

Fighter

d10 hit die

Primary
Strength or Dexterity
Saves
Strength, Constitution
Armour
All, Shields
Weapons
Simple, Martial
Path
Champion, at level 3

What the game runs

  • Lv 1 Second Wind — Regain 1d10 + your level in hit points, as a bonus action.
  • Lv 2 Action Surge — Take a second full action, once between breathers.
  • Lv 3 Improved Critical — You crit on a 19 as well as a 20.
  • Lv 5 Extra Attack — Two swings instead of one, every time you take the Attack action.

Printed on the sheet

  • — Fighting Style

Monk

d8 hit die

Primary
Dexterity, Wisdom
Saves
Strength, Dexterity
Armour
None
Weapons
Simple, Shortswords
Path
Way of the Open Hand, at level 3

What the game runs

  • Lv 1 Martial Arts — Your fists scale with your level, and let you strike again as a bonus action.
  • Lv 5 Extra Attack — Two swings instead of one, every time you take the Attack action.
  • Lv 7 Evasion — A save that would have halved the damage takes none of it; a failure takes half.
  • Lv 14 Diamond Soul — Proficient in every saving throw, not only your class's two.

Printed on the sheet

  • — Unarmored Defense

Paladin

d10 hit die

Primary
Strength, Charisma
Saves
Wisdom, Charisma
Armour
All, Shields
Weapons
Simple, Martial
Path
Oath of Devotion, at level 3

What the game runs

  • Lv 1 Divine Sense — Fiends and undead within sixty feet cannot hide what they are.
  • Lv 1 Lay on Hands — A pool of healing five points a level deep, spent a point at a time.
  • Lv 1 Spellcasting — Prepared or known spells, with slots that come back when you sleep.
  • Lv 2 Divine Smite — Burn a spell slot on a hit for 2d8 and more, with an extra die against the unclean.
  • Lv 5 Extra Attack — Two swings instead of one, every time you take the Attack action.
  • Lv 11 Improved Divine Smite — Every melee hit carries 1d8 radiant, with no slot spent on it.

Ranger

d10 hit die

Primary
Dexterity, Wisdom
Saves
Strength, Dexterity
Armour
Light, Medium, Shields
Weapons
Simple, Martial
Path
Hunter, at level 3

What the game runs

  • Lv 1 Spellcasting — Prepared or known spells, with slots that come back when you sleep.
  • Lv 3 Colossus Slayer — An extra 1d8, once a turn, against anything already wounded.
  • Lv 5 Extra Attack — Two swings instead of one, every time you take the Attack action.

Rogue

d8 hit die

Primary
Dexterity
Saves
Dexterity, Intelligence
Armour
Light
Weapons
Simple, Hand Crossbow, Longsword, Rapier, Shortsword
Path
Thief, at level 3

What the game runs

  • Lv 1 Cunning Action — Dash or Disengage as a bonus action, every turn.
  • Lv 1 Expertise — Double your proficiency bonus on the skills you are best at.
  • Lv 1 Sneak Attack — Extra dice when you have advantage, or when a friend is already in their face.
  • Lv 3 Fast Hands — Use an item as a bonus action.
  • Lv 5 Uncanny Dodge — Halve the damage of one attack you saw coming.
  • Lv 7 Evasion — A save that would have halved the damage takes none of it; a failure takes half.

Printed on the sheet

  • — Thieves' Cant

Sorcerer

d6 hit die

Primary
Charisma
Saves
Constitution, Charisma
Armour
None
Weapons
Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Path
Draconic Bloodline, at level 1

What the game runs

  • Lv 1 Draconic Resilience — A hit point per level on top, and 13 + Dexterity when you wear no armour.
  • Lv 1 Spellcasting — Prepared or known spells, with slots that come back when you sleep.

Printed on the sheet

  • — Sorcerous Origin

Warlock

d8 hit die

Primary
Charisma
Saves
Wisdom, Charisma
Armour
Light
Weapons
Simple
Path
The Fiend, at level 1

What the game runs

  • Lv 1 Dark Ones Blessing — Drop a foe and the temporary hit points arrive on their own.
  • Lv 1 Spellcasting — Prepared or known spells, with slots that come back when you sleep.

Printed on the sheet

  • — Otherworldly Patron
  • — Pact Magic

Wizard

d6 hit die

Primary
Intelligence
Saves
Intelligence, Wisdom
Armour
None
Weapons
Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Path
School of Evocation, at level 2

What the game runs

  • Lv 1 Arcane Recovery — Take slots back out of a short rest, once a day.
  • Lv 1 Spellcasting — Prepared or known spells, with slots that come back when you sleep.
  • Lv 2 Sculpt Spells — Your allies standing inside your own fireball are simply not in it.

Nothing on this page is a hand-written list. The classes come from the same table the character creator is built from, and the feature lists are read out of the tables the fight itself consults — so a class or a feature added to the game turns up here on its own, and one that was never implemented cannot be advertised as though it were.

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