This page is a summary of the playable classes.
Glossary of terms
- AOE – area of effect powers, hit multiple targets.
- sticky – effects that can punish or hinder enemies that try to run away; defenders are usually sticky.
- crowd control – effects that hinder or alter movement of multiple enemies; controls the “shape” of the battle.
- buffs – effects that help allies (aka boosts).
- debuffs – effects that hurt enemies (aka curses).
RolesIn D&D, classes are organized by the role they play on the battlefield. They are:
- striker – offensive, lots of damage against single targets. Kill stuff!
- leader – team-oriented powers like buffs; healing powers. Help your friends!
- defender – tanking and defense. Keep the squishies safe!
- controller – area-effect powers, crowd control, curses. Hinder your enemies!
Ideally, every role is represented in the party.
Note: Roles define the what, but not the how. For example, Cleric and Warlord are both leader classes. A Cleric helps friends by invoking the divine might of his god. A Warlord helps his friends using military tactics and inspiration. D&D also allows lots of customization, you can dabble in other roles if you wish.
Power sourcesEvery class also has a power source. This explains where the character’s powers come from. This also defines the “flavor” of the class.
- martial – martial characters are “normal” people, the best with weapons such as swords or bows. Their power comes from their military training and experience.
- arcane – arcane characters use classic “magic,” like fireballs and illusions.
- divine – divine characters use holy powers granted by the gods, including smitey curses and healing.
- primal – primal characters draw power from the spirit world (nature itself).
Every power source has a stereotypical personality: Martial characters are no-nonsense warriors, Arcane characters are well-learned or smart, Divine characters are religious zealots, and Primal characters are feral savages. But you can define your character’s personality however you want.
With all that out of the way, here are the classes sorted by role.
- Ranger – martial. No tricks, just damage (melee or ranged); good mobility.
- Rogue – martial. Most damage comes from melee backstabbing; excels at moving through a crowd; rare skills like Thievery and Acrobatics.
- Warlock – arcane. Ranged damage and debuffs.
- Avenger – divine. Religious zealot with no armor and a big melee weapon; has accuracy boost so rarely misses.
- Barbarian – primal. Decent melee damage until wounded, then goes berserk and does crazy damage.
- Sorcerer – arcane. The only AOE striker; does lots of damage but spread over multiple targets.
- Cleric – divine. Best healer; decent melee or decent ranged damage.
- Warlord – martial. Decent melee; lots of team buffs.
- Bard – arcane. Jack-of-all-trades; has team buffs, but can perform a little of every role, lots of skills.
- Shaman – primal. Has a spirit pet; good buffs and good healing; very tactical.
- Fighter – martial. Well rounded; has very good offense and very good defense; most sticky class.
- Paladin – divine. Best tank vs weapons; healing powers; some stickyness.
- Warden – primal. Best tank vs. magic; uses crowd control instead of sticky.
- Wizard – arcane. Low damage, but accurate; Lots of AOE debuffs and crowd control; good skills; arguably the most flexible class.
- Druid – primal. Can shape-shift; as a human has lots of crowd control; as an animal has stickyness and does more damage.
- Invoker – divine. Best crowd control, decent AOE, decent damage.