Random Post

Mar 14, 2020

D&D for Kids: Choosing a Class

Choosing a Class

Your character’s “class” involves their set of skills, what they’re good at, and their calling and job in an adventuring group. Do you want your character to be a knight in armor holding a sword and shield, a wizard with a magic staff, or something else? Choose one of the classes below, then pick a Class Ability to start with.

Each time you play D&D, you’ll gain experience that lets your character grow and gain new abilities. The more adventures and stories you adventure through, the more powerful your hero will become! Below are the classes you can be in D&D. Pick a class, and then choose one of the abilities beneath it as your Class Ability. Whenever you level up through experience, you can gain another use of your Class Ability or choose a new one. When you reach Level 10, you can gain your class’s Epic Ability.

Warrior Classes

Fighter

Fighters are skilled in warfare and weaponry. They can wear any type of armor and they know how to use all types of weapons. You could be an armored knight, an archer that shoots with a bow and arrows, or any other type of fighter. If you want to be a fighter, choose one of the Class Abilities below to start with.
  • Action Surge. You can choose to take 6 actions in a turn in combat instead of 3. After you use Action Surge, you have to rest before you can do it again.
  • Second Wind. If you’re hurt from combat, you can spend 1 action to remove one of your wounds. After you use Second Wind, you have to rest before you can do it again.
  • Charge. You can spend 2 actions in combat to dash and attack at the same time. If you move at least 4 spaces before attacking, you get a +1 bonus to the fight roll.
  • Protector. You can defend by spending only 1 action instead of 2.
  • Champion. If you roll a 5 on a fighting roll, it counts as a critical hit just like a 6 does.
  • Epic Ability: Multiattack. Attacking only costs 1 action, so you can attack 3 times in one turn!

Barbarian

Barbarians are warriors who live in the harsh parts of the world, like cold mountains and hot deserts. They learn to hunt and fight with raging anger and pure strength. If you want to be a barbarian, choose one of the Class Abilities below to start with.
  • Rage. You can use 1 action to go into a rage for the rest of this combat. While you are raging, you get a +1 bonus to fighting rolls and defense rolls, and if a monster rolls a 6 when fighting you, it counts as a 5. After you rage, you have to rest before you can do it again.
  • Charge. You can spend 2 actions in combat to dash and attack at the same time. If you move at least 4 spaces before attacking, you get a +1 bonus to the fight roll.
  • Super Strength. You get a +2 bonus on rolls involving lifting heavy things, doing athletic things, and wrestling.
  • Battle Cry. You can spend 2 actions to roar in combat. All monsters who hear you get a -1 penalty to fighting rolls, and your friends get a +1 bonus to fighting rolls. This lasts 1 round.
  • Brutality. When you roll a critical hit on an attack, the monster gets hurt with 3 wounds instead of 2.
  • Epic Ability: Endless Battle. Even if you get enough wounds to get knocked out, you don’t get knocked out until the combat is over!

Paladin

A paladin is a warrior who fights for a high and worthy cause, often in the service of a god. Paladins hold themselves to a high standard of values, and if they break these rules, they may lose their powers. If you want to be a paladin, choose one of the Class Abilities below to start with.
  • Divine Smite. If you hit a monster when you attack, you can make one more attack against it without using any actions.
  • Protector. You can defend by spending only 1 action instead of 2.
  • Aura of Protection. All monsters have a -1 penalty on their fighting rolls when attacking you or your friends.
  • Level 1 Spellcasting. You learn to cast one Divine Level 1 spell (see “Magic and Spellcasting” to choose). Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Divine Health. You never get sick, even when you're bitten by a poisonous animal or eat rotten food. Also, you get one more wound before you get knocked out.
  • Epic Ability: Avenging Angel. You can spend 1 action to become an Avenging Angel for 10 minutes. You grow angel wings so you can fly, and evil creatures are scared of you! After you use Avenging Angel, you have to rest before you can do it again.

Monk

Monks dedicate their lives to the study of a mystical energy inside all living things called “ki.” They learn to harness this ki in their own bodies, so that they can fight without weapons or armor. If you want to be a monk, choose one of the Class Abilities below to start with.
  • Step of the Wind. You can move 1 more square when you walk, and 2 more squares when you run. Also, you can jump twice as high as a normal person.
  • Flurry of Blows. You can attack or wrestle twice when you use your 2 actions to attack, instead of once. 
  • Patient Defense. You can defend yourself by spending only 1 action instead of 2.
  • Deflect Missiles. If someone shoots you with an arrow or throws a rock at you, you can catch it in your hand instead of having it hurt you.
  • Shadow Step. If you’re standing in shadows or darkness, you can teleport to another place of shadow or darkness that you can see.
  • Epic Ability: Wholeness of Body. You stop aging, you don't have to eat or drink, and you never get sick. Also, you can use 3 actions to remove all of your wounds! After you remove all your wounds like this, you have to rest before you can do it again.

Magical Classes

Wizard

Wizards learn magic through diligent study, and use this knowledge to cast a wide variety of amazing spells. They copy down spells into their spellbooks for use later (see “Magic and Spellcasting” to choose), and can sometimes even make up their own spells. If you want to be a wizard, choose one of the Class Abilities below to start with.
  • Level 1 Spellcasting. You learn to cast one Arcane Level 1 spell. Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Level 2 Spellcasting. You learn to cast one Arcane Level 2 spell. Level 2 spells are better than Level 1 spells, but they require 2 actions to cast. Once you cast this spell two times, you have to rest before you can cast it again.
  • Level 3 Spellcasting. You learn to cast one Arcane Level 3 spell. Level 3 spells are the most powerful spells, but they require 3 actions to cast. Once you cast this spell, you have to rest before you can cast it again.
  • Arcane Recovery. You can use 3 actions to regain all of your spells back. After you use Arcane Recovery, you have to rest before you can do it again. You should learn to cast at least one Arcane Level 2 or 3 spell before you pick this ability.
  • Spell Mastery. If you hurt a monster with one of your spells, you can hurt it with 1 more wound than normal. You can only do this to one monster at a time. You should learn to cast at least one spell before you pick this ability.
  • Epic Ability: Wish. You can use 3 actions to make a wish that will come true! After you use Wish, you have to wait 3 days to use it again.

Cleric

Clerics are warriors of the gods. They get powers from divine sources that allow them to heal the sick and wounded with spells (see “Magic and Spellcasting” to choose), scare away undead creatures, and perform mighty miracles. If you want to be a cleric, choose one of the Class Abilities below to start with.
  • Level 1 Spellcasting. You learn to cast one Divine Level 1 spell . Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Level 2 Spellcasting. You learn to cast one Divine Level 2 spell. Level 2 spells are better than Level 1 spells, but they require 2 actions to cast. Once you cast this spell two times, you have to rest before you can cast it again.
  • Level 3 Spellcasting. You learn to cast one Divine Level 3 spell. Level 3 spells are the most powerful spells, but they require 3 actions to cast. Once you cast this spell, you have to rest before you can cast it again.
  • Turn Undead. You can use 2 actions to scare away any undead monsters near you like vampires, skeletons, and zombies. Strong undead monsters may not run away, but they will still be scared of you.
  • Divine Strike. If you hit a monster when you attack, you can make one more attack against it without using any actions.
  • Epic Ability: Miracle. You can use 3 actions to pray to your deity and choose how they can help you. For example, they may heal you and all your friends, show you the right way to go, or strike all the nearby monsters with lightning! After you use Miracle, you have to wait 3 days to use it again.

Sorcerer

Unlike wizards who have to study to learn magic, sorcerers are born with inexplicable magical powers (see “Magic and Spellcasting” to choose). They even know how to twist magic in ways that people who learn by studying cannot. If you want to be a sorcerer, choose one of the Class Abilities below to start with.
  • Level 1 Spellcasting. You learn to cast one Arcane Level 1 spell. Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Level 2 Spellcasting. You learn to cast one Arcane Level 2 spell. Level 2 spells are better than Level 1 spells, but they require 2 actions to cast. Once you cast this spell two times, you have to rest before you can cast it again.
  • Level 3 Spellcasting. You learn to cast one Arcane Level 3 spell. Level 3 spells are the most powerful spells, but they require 3 actions to cast. Once you cast this spell, you have to rest before you can cast it again.
  • Quickened Spells. You can cast your Level 2 spells using only 1 action, and your Level 3 spells using only 2 actions. You should learn to cast at least one Arcane Level 2 or 3 spell before you pick this ability.
  • Font of Magic. You can cast your Level 2 spells three times a day instead of two times, and your Level 3 spells twice instead of once. You should learn to cast at least one Arcane Level 2 or 3 spell before you pick this ability.
  • Epic Ability: Draconic Presence. You can turn into a dragon for 10 minutes. You grow wings so you can fly, and you can breathe fire that hurts monsters for 2 wounds on a hit! After you use Draconic Presence, you have to rest before you can use it again.

Druid

Druids gain their magical powers from the divine sources of nature. They can transform into beasts, talk to animals, and take control over plants and the elements with spells (see “Magic and Spellcasting” to choose). If you want to be a druid, choose one of the Class Abilities below to start with.
  • Beast Shape. You can spend 2 actions to transform into any kind of animal. After you turn into an animal twice, you have to rest before you can do it again.
  • Level 1 Spellcasting. You learn to cast one Divine Level 1 spell. Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Level 2 Spellcasting. You learn to cast one Divine Level 2 spell. Level 2 spells are better than Level 1 spells, but they require 2 actions to cast. Once you cast this spell two times, you have to rest before you can cast it again.
  • Level 3 Spellcasting. You learn to cast one Divine Level 3 spell. Level 3 spells are the most powerful spells, but they require 3 actions to cast. Once you cast this spell, you have to rest before you can cast it again.
  • Beast Companion. An animal becomes your best friend. It can be any kind of animal, and it will try and protect you and attack monsters for you.
  • Epic Ability: Monster Shape. Your Beast Shape ability only costs 1 action instead of 2. Also, you can spend 2 actions to transform into any kind of monster for 10 minutes! After you use Monster Shape, you have to rest before you can use it again.

Crafty Classes

Rogue

Rogues are problem solvers. If there’s a locked door in the way, they’ll be able to pick the lock and get past it. When it comes to combat, rogues try and attack from the shadows. If you want to be a rogue, choose one of the Class Abilities below to start with.
  • Sneak Attack. If you attack a monster if you’re hidden from them, you hurt them for twice as many wounds.
  • Cunning Action. After you have used 2 actions to run, you can sprint using 1 action to move another 3 squares. Also, you can hide using only 1 action instead of 2.
  • Evasion. If you get hurt, you can choose to avoid the wound, but on your next turn you only have 2 actions to spend. You can only do this once per round.
  • Disguise. You can spend 3 actions disguising yourself to look any way you like.
  • Agility. You can swim fast and climb up any wall, and you can hang from the ceiling without falling.
  • Epic Ability: Death Strike. When you hit a monster with an attack, you can choose to instantly defeat it, no matter how many wounds it has! After you use Death Strike, you have to wait 1 day before you can use it again.

Ranger

Rangers are hunters, scouts, and wilderness guides. They know how to camp and love to live out in the wilderness more than living in a city. They are often skilled at using bows and arrows and have a special connection to animals. If you want to be a ranger, choose one of the Class Abilities below to start with.
  • Beast Companion. An animal becomes your best friend. It can be any kind of animal, and it will try and protect you and attack monsters for you.
  • Hunter.  If you roll a 5 on a fighting roll using a bow and arrow or other ranged weapon, it counts as a critical hit just like a 6 does.
  • Explorer. You never get lost, you can always find food and water nearby, and you never get too cold or too hot outside.
  • Level 1 Spellcasting. You learn to cast one Divine Level 1 spell (see “Magic and Spellcasting” to choose). Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Vanish. You can hide using only 1 action instead of 2, or you can spend 3 actions to go invisible as long as you hold still.
  • Epic Ability: Feral Senses. You have a +1 bonus to initiative rolls, and you can see hidden and invisible monsters!

Bard

Bards have a unique way of casting spells: through the power of music! Through playing musical instruments and singing songs, they can bewitch others and cause amazing magical effects to appear (see “Magic and Spellcasting” to choose). They are also very helpful to other adventurers, helping them stay motivated in battle. If you want to be a bard, choose one of the Class Abilities below to start with.
  • Inspiration. You can help using 1 action instead of 2.
  • Vicious Mockery. You can spend 1 action to try and hurt a monster with mean words. If it rolls a 4 or higher, it ignores the insult, but if it rolls 3 or less, it gets a wound.
  • Jack of All Trades. You get a +1 bonus to all rolls outside of combat.
  • Level 1 Spellcasting. You learn to cast one Arcane Level 1 spell. Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Level 2 Spellcasting. You learn to cast one Arcane Level 2 spell. Level 2 spells are better than Level 1 spells, but they require 2 actions to cast. Once you cast this spell two times, you have to rest before you can cast it again.
  • Epic Ability: Song of Rest. You can spend 3 actions to play a song that makes all your friends feel like they just got a good night’s sleep. They get immediately rested! You can only play a Song of Rest once per day.

Artificer

An artificer is a type of inventor. Artificers love to mix magical potions, construct powerful magical weapons and armor, and even magical robots to protect them. Artificers use magic and technology together in spectacular ways. If you want to be an artificer, choose one of the Class Abilities below to start with.
  • Alchemy. You can make 1 potion every time you rest. You decide what the potion does when someone drinks it.
  • Flash of Genius. You can help using 1 action instead of 2.
  • Steel Defender. You build a robot that becomes your best friend. It can be any shape of robot, and it will try and protect you and attack monsters for you.
  • Magic Cannon. You build a cannon that you can use to shoot monsters with. It can be a small cannon or a big cannon, or it can change sizes. You can spend 3 actions to shoot the cannon if you're next to it or holding it, but if you hit a monster with it, it hurts it for 2 wounds instead of 1.
  • Magical Tinkering (Level 2). You make a technological device that casts one Arcane Level 2 spell (see “Magic and Spellcasting” to choose). Level 2 spells require 2 actions to cast. Once you use this device two times, you have to rest before you can use it again.
  • Epic Ability: Soul of Artifice. You make a magical weapon, item, or vehicle that can do whatever you want. Only you can use it. If you want to change the magic item, you need to spend 1 day working on it to change it.

No comments:

Post a Comment

I love feedback and suggestions. Please comment with your thoughts!