DND: A Beginner's Guide

Dungeons & Dragons: A Beginner's Guide

DND

Selecting Class


Now that we have our race it's time to choose our class. A class determines what your character is able to do and often plays into the backstory to explain why and how you have these abilties. The Player's Handbook contains most but not all of the classes. If you want to play more of a spell caster try the wizard, bard, sorcerer, warlock, druid, and cleric classes. If you want to play a more combat oriented but still use magic I recommend paladin, and ranger classes. For complete combat oriented classes try the fighter, barbarian, rogue, and monk. You can find the quick descriptions of each class on page 45 of the Players Handbook. Once you have chosen a class you can read the example provided or move on to statistic blocks more commonly known as the stat blocks.

For our build lets choose the paladin so we can get a bit of both sides to DnD. At level 1 we gain a proficiency bonus of +2, divine sense, and lay on hands. Our hit dice which will become 1d10 per level and hit points a.k.a health level at level 1 is maxed 10 + constitution modifier. Proficiencies are as follows: all armor, shields, simple weapons, martial weapons, wisdom and charisma saving throws. Pick 2 of either Athletics, insight, intimidation, medicine, persuasion, and religion. For starter equipment you gain a) a martial weapon and a shield or b) 2 martial weapons, a) 5 javelins or b) any simple melee weapon, a) a priest's pack or b) an explorer's pack, chainmail armor, and a holy symbol. See the Players Handbook for details on these.
DND ELF PALADIN