D&D Companion

Player's Handbook 2026 — Notion

15 results for "character classes overview"
Player's Handbook 2026 > Chapter 2: Creating a Character > STEP 1: CHOOSE A CLASS class feature 58%
Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See chapter 3 for the classes’ details.
Player's Handbook 2026 > Chapter 2: Creating a Character > A BALANCED PARTY > HOLD THAT THOUGHT rule 56%
You'll fill in more details about your class later. Choosing your class is the most important decision you make in creating a character, and it informs many of the decisions you make in later steps. You'll return to your class's description in chapter 3 several more times before you're done.
Player's Handbook 2026 > Chapter 2: Creating a Character > CREATE YOUR CHARACTER origin 56%
Here are the steps to make a character; each step is explored in detail in this chapter:
1. Choose a Class. Every adventurer is a member of a class. A class broadly describes a character's vocation, special talents, and favored tactics.
1. Determine Origin. A character's origin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Who are the character’s ancestors? You can also choose your character's languages.
1. Determine Ability Scores. Much of what your character does in the game depends on the character’s six abilities.
1. Choose an Alignment. Alignment is a shorthand for your character's moral compass.
1. Fill in Details. Using the choices you've made, fill in the remaining details on your character sheet.
On the character sheet on the following pages, many spaces are labeled with a number that corresponds with one of those steps.
Player's Handbook 2026 > Chapter 2: Creating a Character > A BALANCED PARTY > NOTE ARMOR TRAINING rule 54%
Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in chapter 6.
Player's Handbook 2026 > Chapter 2: Creating a Character > STEP 2: DETERMINE ORIGIN > Note Proficiencies origin 52%
Your background gives proficiency in two skills and with one tool. Record this information on your character sheet.
Your class also gives proficiencies. Check your class description in chapter 3 and note the proficiencies on your character sheet.
On the sample character sheet, you can indicate proficiency in skills and saving throws by marking the circle next to them.
The features table in your class description shows your Proficiency Bonus (described in chapter 1), which is +2 for a level 1 character. Note this number on your character sheet. You'll fill in other numbers connected to these proficiencies in step 5.
Player's Handbook 2026 > CREDITS > USING THIS BOOK equipment 52%
Here's what you'll find in this book:
Chapter 1: Playing the Game. The first chapter explains the fundamentals of the game, with examples to help you understand how to play. Chapter 2: Creating a Character. Chapter 2 walks you through the steps of character creation. Chapter 3: Character Classes. Characters’ capabilities are largely determined by class, such as Fighter or Wizard. Chapter 3 offers twelve classes to choose from, along with forty-eight subclasses. Chapter 4: Character Origins. Background and species are key elements in defining a character's origin, which further shapes the character's abilities beyond the choice of class. Background and species options are presented in chapter 4. Chapter 5: Feats. The feats in chapter 5 are special features that characters gain as part of their background and class. Chapter 6: Equipment. Armor, weapons, and adventuring gear are found in chapter 6. Chapter 7: Spells. This chapter contains descriptions of the spells that spellcasters can cast. Appendix A: The Multiverse. Here you'll find an overview of the magical multiverse where D&D adventures take place. Appendix B: Creature Stat Blocks. This appendix brims with game information for creatures that certain characters can befriend or transform into. Appendix C: Rules Glossary. The game's main rules terminology is summarized in this appendix, making it an invaluable reference during play.
Player's Handbook 2026 > EMPOWERED SPELL Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. > Warlock > TRAITS > AS A MULTICLASS CHARACTER class feature 52%
• Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor.
• Gain the Warlock's level 1 features, which are listed in the Warlock Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Player's Handbook 2026 > Chapter 3: Character Classes > Paladin > Becoming a Paladin > As a Multiclass Character equipment 52%
• Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
• Gain the Paladin’s level 1 features, which are listed in the Paladin Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Player's Handbook 2026 > Chapter 2: Creating a Character > STEP 2: DETERMINE ORIGIN > CHOOSE A BACKGROUND origin 51%
Choose your character's background, and write it on your character sheet. You can choose any of the backgrounds detailed in chapter 4, and your DM might offer additional backgrounds as options.
The background you choose influences step 3, when you determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there.
Player's Handbook 2026 > Chapter 5: Feats feat 51%
This chapter offers a collection of feats, which are special features not tied to a character class. A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
The sections below explain the parts of a feat and list a variety of feat options separated into categories.
Your background gives you a feat, and at certain levels, your class gives you the Ability Score Improvement feat or the choice of another feat for which you qualify.
By whatever means you acquire a feat, you can take it only once unless its description says otherwise.
Player's Handbook 2026 > Chapter 3: Character Classes > CHARACTER CLASSES equipment 51%
A Character Class provides a character’s most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized below.
• Barbarian. Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the ...
Berserker to unleash raw violence. Wild Heart to manifest kinship with animals. World Tree to tap into cosmic vitality. Zealot to rage in union with a god.
• Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of ...
Dance to harness agility in battle. Glamour to weave beguiling Feywild magic. Lore to collect knowledge and magical secrets. Valor to wield weapons with spells.
• Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the ...
Life Domain to be a master of healing. Light Domain to wield searing, warding light. Trickery Domain to bedevil foes with mischief. War Domain to inspire valor and chastise foes.
• Druid. Channel nature magic to heal, shape-shift, and control the elements. Then join the Circle of the ...
Land to draw on the magic of the environment. Moon to adopt powerful animal forms. Sea to channel tides and storms. Stars to gain powers in a starry form.
• Fighter. Master all weapons and armor. Then embody the ...
Battle Master to use special combat maneuvers. Champion to strive for peak combat prowess. Eldritch Knight to learn spells to aid in combat. Psi Warrior to augment attacks with psionic power.
• Monk. Dart in and out of melee while striking fast and hard. Then become a Warrior of ...
Mercy to heal or harm with a touch. Shadow to employ shadows for subterfuge. The Elements to wield elemental power. The Open Hand to master unarmed combat.
• Paladin. Smite foes and shield allies with divine and martial might. Then swear the Oath of ...
Devotion to emulate the angels of justice. Glory to reach the heights of heroism. The Ancients to preserve life, joy, and nature. Vengeance to hunt down evildoers.
• Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the ...
Beast Master to bond with a primal beast. Fey Wanderer to manifest fey mirth and fury. Gloom Stalker to hunt foes that lurk in darkness. Hunter to protect nature with martial versatility.
• Rogue. Launch deadly Sneak Attacks while avoiding harm through stealth. Then embody the ...
Arcane Trickster to enhance stealth with spells. Assassin to deliver ambushes and poison. Soulknife to strike foes with psi blades. Thief to master infiltration and treasure hunting.
• Sorcerer. Wield magic innate to your being, shaping the power to your will. Then channel ...
Aberrant Sorcery to use strange psionic magic. Clockwork Sorcery to harness cosmic forces of order. Draconic Sorcery to breathe the magic of dragons. Wild Magic to unleash chaos magic.
• Warlock. Cast spells derived from occult knowledge. Then form a pact with the ...
Archfey Patron to teleport and wield fey magic. Celestial Patron to heal with heavenly magic. Fiend Patron to call on sinister powers. Great Old One Patron to delve into forbidden lore.
• Wizard. Study arcane magic and master spells for every purpose. Then embody the ...
Abjurer to shield allies and banish foes. Diviner to learn the multiverse’s secrets. Evoker to create explosive effects. Illusionist to weave spells of deception.
Player's Handbook 2026 > Chapter 3: Character Classes > Fighter > FIGHTER SUBCLASSES class feature 51%
A Fighter subclass is a specialization that grants you features at certain Fighter levels, as specified in the subclass. This section presents the Battle Master, Champion, Eldritch Knight, and Psi Warrior subclasses.
Player's Handbook 2026 > EMPOWERED SPELL Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. > Wizard > Wizard > Wizard Subclasses class feature 51%
A Wizard subclass is a specialization that grants you features at certain Wizard levels, as Specified in the subclass. This section presents the Abjurer, Diviner, Evoker, and Illusionist subclasses.
Player's Handbook 2026 > Chapter 3: Character Classes > Rogue > Rogue Subclasses class feature 51%
A Rogue subclass is a specialization that grants you features at certain Rogue levels, as specified in the subclass. This section presents the Arcane Trickster, Assassin, Soulknife, and Thief subclasses.
Player's Handbook 2026 > Chapter 3: Character Classes > Bard > Bard Class Features > As a Multiclass Character feat 51%
• Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice, proficiency with one Musical Instrument of your choice, and training with Light armor.
• Gain the Bard's level 1 features, which are listed in the Bard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.