Choose the way you play

D&D 5e class guide and character templates

Your class is the engine of your character: it shapes what you do on your turn, what you are good at, and how your abilities grow. Open a class below for a plain-language overview, key early features, and a level 3 character template you can copy into Natural Zero.

Build your character now 12 core classes · level 3 templates · 2014 rules
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The class directory

Find your starting point

Open a class to see its role, key abilities, and a level 3 example you can copy and personalize.

BarbarianRage-fuelled front-line warrior d12 Hit DieStrength · Constitution

A barbarian is the one who hears the door splinter, steps through the dust, and decides the danger belongs to them. Rage turns that instinct into extra melee damage and stubborn resilience, while Unarmored Defense lets a tough, fast hero meet trouble without heavy gear.

At level 3, a Primal Path gives the fury a story: a Berserker might chase one more impossible blow, while a Totem Warrior listens for an animal spirit in the noise of battle. You are not only the party’s muscle; you are its refusal to retreat.

BardVersatile performer and support caster d8 Hit DieDexterity · Charisma

A bard walks into a tense room and notices the loose thread: the guard who wants a compliment, the ally who needs confidence, the monster that can be distracted by a perfect verse. Useful spells, broad skills, light armor, and Bardic Inspiration let you turn near-misses into the stories your party survives.

At level 3, a Bard College decides what kind of legend is taking shape. Lore bards collect secrets, Valor bards carry courage into the front line, and every performance can be both a spell and an invitation to play along.

ClericDivine spellcaster with armor and healing d8 Hit DieWisdom · Charisma

A cleric carries a promise into the dark: that someone is listening, that the fallen can rise, and that conviction can stand shoulder to shoulder with a shield. Divine magic lets you wear armor, restore allies, and prepare a new answer each day instead of being trapped by one plan.

Your Divine Domain arrives at level 1, making a Life, Light, or War cleric feel distinct from the first session. The class is about more than healing; it asks what your character believes strongly enough to act on.

DruidNature spellcaster and shape-shifter d8 Hit DieWisdom · Intelligence

A druid hears the weather change before the clouds arrive. Their magic comes from the living world, giving them prepared answers for healing, control, movement, and elemental force, while Druidic and a secretive relationship with nature shape how they see civilization.

At level 2, Wild Shape and a Druid Circle open two very different paths: Circle of the Land remembers every trail, while Circle of the Moon lets the druid become the danger. The class rewards players who like to solve a problem from an unexpected angle.

FighterReliable weapon and armor specialist d10 Hit DieStrength or Dexterity · Constitution

A fighter is the person who studies the doorway, the distance, and the exact moment to step in. Any armor and weapon, a Fighting Style, Second Wind, and later Action Surge make you dependable when the plan breaks and the battle becomes immediate.

At level 3, a Martial Archetype gives that training a voice: a Champion keeps things clean and decisive, a Battle Master wins through maneuvers, and an Eldritch Knight brings spellcraft into the rhythm of the blade.

MonkFast, unarmored martial artist d8 Hit DieDexterity · Wisdom

A monk treats the battlefield like a series of openings: a raised elbow, a loose buckle, a heartbeat of empty space. Speed and discipline become defense and control, while Martial Arts and ki let you strike, slip away, and appear exactly where the fight is weakest.

At level 3, a Monastic Tradition gives the technique its philosophy, from open-hand control to shadowy movement or elemental tricks. Monks feel brilliant when you enjoy movement as much as damage.

PaladinArmored holy warrior and protector d10 Hit DieStrength · Charisma

A paladin is a promise in armor. They bring martial strength and sacred purpose together: Lay on Hands keeps a companion standing, Divine Smite makes a decisive hit ring like a bell, and later auras help everyone nearby endure.

At level 3, a Sacred Oath gives the paladin a code and a choice about what their power protects. Channel Divinity makes that choice visible, whether the oath reaches toward devotion, the wild, or the open road.

RangerWilderness scout and weapon expert d10 Hit DieDexterity or Strength · Wisdom

A ranger knows which birds have gone quiet and which footprints were made to be found. Between civilization and the wild, they combine weapon training with tracking, exploration talent, and a small spell list that turns preparation into an advantage.

At level 3, a Ranger Archetype chooses the shape of that watchfulness: a Hunter studies the perfect quarry, while a Beast Master shares the trail with a loyal companion. The class makes the journey itself part of the adventure.

RogueSkill expert and precision striker d8 Hit DieDexterity · Intelligence

A rogue notices the unguarded window, the nervous lie, and the half-second when an enemy looks away. Expertise makes chosen skills exceptional, Sneak Attack rewards a clean opening, and Cunning Action turns hiding, dashing, or disengaging into part of every plan.

At level 3, a Roguish Archetype tells the world what kind of specialist you are becoming: a thief takes what others cannot reach, an assassin makes one moment final, and an Arcane Trickster turns misdirection into magic.

SorcererInnate magic shaped by personality d6 Hit DieCharisma · Constitution

A sorcerer wakes with lightning under the skin, a voice that bends the room, or a family secret that answers back. Magic is already part of them, so a focused spell list and Metamagic let them reshape a spell in the instant it matters.

A Sorcerous Origin at level 1 gives that power an immediate story, from draconic ancestry to unstable wild magic. The class is a great fit when you want your character’s personality and their magic to be impossible to separate.

WarlockPact caster with customizable magic d8 Hit DieCharisma · Constitution

A warlock carries a secret that answers when called. Their magic comes through an agreement with an Otherworldly Patron; pact slots return on a short rest, and Eldritch Invocations add persistent supernatural tricks that make the bargain visible.

The patron arrives at level 1, so an Archfey, Fiend, or Great Old One immediately becomes a relationship in the story. Every spell can feel like a gift, a debt, or a question your character is trying not to answer.

WizardStudied spellcaster with the broadest toolbox d6 Hit DieIntelligence · Wisdom

A wizard arrives with a spellbook, a theory, and enough curiosity to test both. Building that book over time gives the widest ability to prepare for different adventures; Arcane Recovery and rituals keep clever solutions available when spell slots are precious.

At level 2, an Arcane Tradition focuses the study, from protective abjuration to explosive evocation or careful divination. Wizards reward players who enjoy looking at tomorrow’s problem and preparing for it today.

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