Creating the Perfect Dungeons and Dragons Character Part 2: Choosing Your Class

Hello again, adventurer! Remember when we were last together? We did some serious navel-gazing in Part 1, exploring the wild and wooly process of choosing the race for your Dungeons and Dragons character. Today, in Part 2 of this enlightening series, we’re diving headlong into the somewhat orderly chaos: choosing your Dungeons and Dragons class.

Ah yes, the class – the heart and soul of your character; the bread, and butter of your adventuring career; the cheese to your D&D macaroni. It tells us what your character can do on a battlefield and paints a picture of their role within the party, their past, and even their personality. So grab your swords, spellbooks, and your sense of impending doom as we embark on this fantastic journey.

Understanding Classes

So, what the hellfire is a class anyway? When beginning with D&D, a class is like your character’s job but with a higher likelihood of taking hit point damage and considerably fewer coffee breaks. It defines your character’s abilities, spells, weapons, and how many punches they can take before taking a long nap. The class you choose can shape your entire experience of the game, which is slightly less terrifying than it sounds.

Factors to Consider When Choosing Your Class

Let’s delve into some factors that can help guide you in choosing your DND class.

Firstly, consider your interests and play style. Do you get a thrill from being at the frontlines of battle, soaking up damage like a sponge in a mop bucket? A fighter might be your gig. On the other hand, you may prefer to keep your hands clean and throw around arcane energy like confetti at a wizard’s wedding. Magic users, like Wizards or Sorcerers, might be right up your alley.

Next, ponder how your class ties into your character’s backstory. For example, if your character was raised by a clan of wolves, a Druid or Ranger might be fitting (though you might also need to address their table manners). On the other hand, a Rogue could be perfect if they’ve been on the run since they picked the wrong noble’s pocket.

Lastly, keep an eye on your party composition. Sure, a group of five Bards might sound like the makings of a fantastic boy band, but you might run into trouble when you need muscle, and all you’ve got are vicious mockeries and sick lute solos.

Overview of D&D Classes

Let’s introduce the ensemble.

Fighter: The durable and reliable sword-and-board of D&D. They’re as tough as nails, can hit things really hard, and are about as complicated as a tic-tac-toe game. Yet, they’re as reliable and comforting as our signature grilled cheese, The Mac.

Wizard: These are the know-it-alls of the magical world. They’re like that friend who always has random trivia up their sleeves, except the trivia here can blow things up or summon a celestial being on a whim. Remember, when they take damage they’re about as sturdy as a wet paper bag.

Cleric: The holy medics wielding divine power to heal their comrades and smite their foes. They’re the ones who get the call in the middle of the night when someone has done something stupid.

Paladin: Holy warriors who smite first and ask questions later. They live by an oath that gives them powers but ties them to certain behaviors. They’re the D&D equivalent of a knight with a dash of a priest.

Rogue: Masters of stealth, pickpocketing, and backstabbing (literally and figuratively). They’re always ready with a witty comeback, which is why you always count your coins after a conversation.

Ranger: The perfect mix between a fighter and a druid. They’re like the outdoorsy folks who know all the edible plants and can track a raccoon through the forest while blindfolded. They have a close bond with nature and are often chosen by those who prefer long walks on the beach and survivalist reality TV.

Bard: Charming, flamboyant, and as versatile as a Swiss army knife. They use their musical talent to inspire their allies and confuse their enemies. If the party is a rock band, they’re the lead guitarist who manages the band, promotes the tour, and designs the merch.

Sorcerer: Magic users who draw their power from their bloodline rather than from studies. They’re like the reality TV stars of the magic world – didn’t necessarily work for it, but boy, can they put on a show!

Warlock: These folks made a deal with a cosmic entity for their powers. Like Sorcerers, Warlocks have a natural flair for magic, but theirs comes with strings attached to the underworld. And just like any contract, always read the fine print.

Druid: They can turn into animals, summon powerful beasts, and cast nature-based spells. Not to mention they can talk to wildlife and have an affinity for herbalism

Monk: They can punch things really well. They also have a mystical energy known as Ki and often follow a monastic tradition. They’re like that yoga instructor who is too enthusiastic about 5 AM hot yoga classes.

Barbarian: These folks are as tough as they come. They have rage issues but in a good, productive way that benefits society… well, at least the society of their dungeon party.

And remember, we have other classes from various supplements, like the Artificer, Mystic, and others. But we can’t be here all day, now can we?

Class Archetypes/Subclasses

But wait, there’s more! When you thought you had your head around classes, D&D throws you a curveball: subclasses. Subclasses are career specializations. They’re the difference between being a cook and a sushi chef who can make a dragon roll that breathes fire.

You usually choose your subclass a few levels into your adventuring career, so you have time to mull it over, argue with your fellow players, or consult the stars.

Multiclassing

Next stop on our whirlwind tour is the mad, chaotic, beautiful world of multiclassing, the D&D equivalent of having a side hustle. Multiclassing means dipping into another class or two to pick up some extra abilities, like a Fighter who enjoys singing a little ditty while they cleave through enemies. Multiclassing is a fun way to spice up your character, but it can also lead to headaches, like figuring out if your Rogue/Warlock/Bard can sneak attack with Eldritch Blast while performing a lute solo. So enter at your own risk.

However, it’s important to note that multiclassing is an optional rule, kind of like choosing to put pineapple on pizza. Not everyone is going to agree with it. So before you jump into the multidimensional pool of multiclassing, it’s advisable to get a thumbs-up from your Dungeon Master (DM).

Final Thoughts

Alright, folks, we’ve been through a lot today. We’ve traversed the vast, wild landscape of classes, subclasses, and the occasional mid-life crisis of multiclassing. But remember, there’s no “perfect” choice here. The only right choice is the one that will make your game enjoyable. And let’s face it, creating a character is just the first step in a journey filled with terrifying monsters, cunning villains, and worse life choices than a night out at the Yawning Portal.

Until next time, may your dice rolls be ever in your favor.