A Guide to DnD 5e Classes and Subclasses (Updated for the 2024 Rules)

Published on November 28, 2024, Last modified on December 13th, 2024

Choosing your character’s class is one of the most important decisions you will make when creating your character for a new campaign.

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Looking for the legacy version of this article based on the 2014 rules? Click here.

All DnD Classes and Their Subclasses

Fun Fact: Dungeons & Dragons was the first formalized game to use the character class mechanic.

This article provides a general overview of the 5e character classes. A character’s class is the most important thing to consider when creating a character in D&D 5e. Your character’s class determines their abilities, ultimately dictating how they are played. While not quite as pivotal, your character’s background, race, spells, and feats (if available) will also define the way the character is played.

If you are looking to take a deep dive into a particular class build, check out our class guides which are linked in the class descriptions below.

The 2024 Core Rulebooks Are Here!

What does the new 2024 Player’s Handbook mean for D&D’s classes? Well, all twelve of the original classes have had their features revised and improved. The 2024 Player’s Handbook has also included four subclasses for each class. Some are almost identical to their past counterparts, others have been significantly upgraded. There are also a couple new subclasses, the Path of the World Tree Barbarian, Circle of the Sea Druid, and College of Dance Bard.

Wizards of the Coast has said that the 2014 version of subclasses that were updated in the 2024 Player’s Handbook are not compatible with the 2024 version of the class. But, if a subclass hasn’t been updated yet, it can be used with a class from the new Player’s Handbook.

Artificer

Maverick Thopterist – Zack Stella – Wizards of the Coast
Primary Abilities Playstyle Difficulty Short Description
Intelligence Utility, Support Hard Tinkerers that infuse magic items and craft companions to aid them in battle.

The Artificer is the first official, full-fledged class to be added to D&D 5e outside of the Player’s Handbook. Artificers were first introduced in the sourcebook Eberron: Rising from the Last War and were reprinted in Tasha’s Cauldron of Everything. They have not yet been included in the 2024 rules,  but they are compatible to be played in the same game as other 2024 characters.

The Artificer is a unique support/utility class focused on crafting and enhancing items. Through features like Magical Tinkering and Infusions, they provide magical enhancements to mundane items, improving the party’s power. While they excel in tinkering, they can struggle in direct combat due to limited spell slots and a lower Hit Dice. Artificers shine when crafting items and buffing allies, but their combat capabilities, especially for subclasses focused on spellcasting or melee, can feel underwhelming until they reach higher levels.

Artificer Guides

Artificer Subclasses

  • Alchemist: Masters of alchemical processes, able to experimental elixirs that produce random beneficial effects.
  • Armorer: Specializes in enchanted armor, granting powerful combat abilities depending on the model you choose.
  • Artillerist: Summon a cannon and use magic to hurl magical projectiles across the battlefield.
  • Battle Smith: Create a mechanical companion and wield magic-infused weaponry to wade into battle.

Barbarian

Radha’s Firebrand – Angelo Bortolini – Wizards of the Coast
Primary Abilities Playstyle Difficulty Short Description
Strength, Constitution Tank, Melee Damage Easy Durable and aggressive in combat, relies on Rage to power up.

Barbarians excel in melee combat, focusing on Strength and Constitution to maximize damage and durability. They can enter a Rage, boosting their damage and gaining Resistance to physical attacks. With high Hit points and the ability to take half damage from physical attacks while raging, they are tough tanks. However, Barbarians lack utility outside of combat, often struggling in situations where brute force isn’t the solution. Their straightforward, combat-centric role makes them less versatile in non-fighting scenarios.

Barbarian Guides

Barbarian Subclasses

  • Path of the Ancestral Guardian: A Barbarian who channels the spirits of their ancestors, who provide protection and guidance.
  • Path of the Battlerager: A subclass focused on brutal, close-quarters combat, excelling at using armor spikes and causing havoc in battle.
  • Path of the Beast: Harnesses the primal power of beasts, gaining the ability to take on animalistic features that enhance combat prowess and mobility.
  • Path of the Berserker: A barbarian who can enter a frenzied rage, increasing damage and allowing to attack as a Reaction when you’re hit.
  • Path of the Giant: Focuses on increasing size and strength, gaining the ability to throw weapons and others creatures.
  • Path of the Storm Herald: A Barbarian who draws power from the elements, creating environmental effects tied to their chosen storm type, such as fire, ice, or lightning.
  • Path of the Wild Heart: A versatile subclass that draws from animal spirits, granting unique abilities based on the primal power they channel, like the bear, eagle, or wolf.
  • Path of the Wild Magic: A chaotic subclass where the barbarian taps into unpredictable magical forces, causing random magical effects when they rage.
  • Path of the World Tree: A barbarian connected to the cosmic World Tree, gaining abilities that enhance resilience and the ability to teleport creatures around the battlefield.
  • Path of the Zealot: A fanatical warrior inspired by a divine cause, gaining the ability to deal Radiant damage, resist death, and inspire allies.

Bard

Eelis Kyttanen – Wizards of the Coast – Inspiring Bard
Primary Abilities Playstyle Difficulty Short Description
Charisma Support, Versatile, Magic Moderate Flexible in roles; strong spellcaster, heals, and buffs allies.

Bards in 5e are versatile, excelling in combat, magic, and social situations, but they are challenging to play due to their complex spellcasting and emphasis on constant roleplaying. Bards shine as support characters, especially with Bardic Inspiration, which boosts party members’ rolls. However, their strengths are maximized when players embrace a sociable, extroverted role. If you’re not comfortable leading conversations or taking the spotlight, playing a Bard might be a tough fit despite their overall power and adaptability.

Bard Guides

Bard Subclasses

  • College of Creation: A Bard focused on harnessing the Song of Creation to materialize objects.
  • College of Dance: A bardic college that uses the art of dance to move easily around the battlefield and perform Unarmed Strikes in combat
  • College of Eloquence: Masters of persuasion and eloquence, able to inspire allies and manipulate others with their words.
  • College of Glamour: Draws on the Feywild to weave enchanting performances that beguile and control others.
  • College of Lore: A versatile college that excels in knowledge, magic, and skill, often acting as a jack-of-all-trades.
  • College of Spirits: Focuses on communicating with the spirits and channeling their knowledge into power through Spirit Tales.
  • College of Swords: A martial-focused college blending swordplay with bardic magic for flashy, combat-focused performances.
  • College of Valor: Inspires bravery and courage in allies, enabling them to perform better in combat with protective magic and combat skills.
  • College of Whispers: Specializes in manipulation and secrets, using their words to instill fear and turn enemies against each other.

Cleric

Moon-Blessed Cleric – Marta Nael – Wizards of the Coast
Primary Abilities Playstyle Difficulty Short Description
Wisdom Support, Healer, Magic Moderate Can be a front-line fighter or a dedicated healer depending on domain.

The Cleric class in D&D 5e is versatile, capable of fulfilling multiple roles beyond just healing, including tanking and dealing damage. Clerics are defined by their Domains, which grant unique abilities and bonus spells. In the 2024 Player’s Handbook, Clerics of any subclass can choose a martial or spellcasting focus, rather than having that decided for them in the 2014 versions. While their strength lies in healing and buffing, their reliance on Concentration spells can be a challenge, requiring careful management to avoid wasting resources. Despite the importance of their support role, Clerics can sometimes feel like the “designated driver” of the party, often needed but not always exciting.

Cleric Guides

Cleric Subclasses

  • Arcana Domain: A domain that emphasizes knowledge of magic and arcane lore.
  • Death Domain: Focuses on the passage of life with an emphasis on dealing with foes through Necrotic energy.
  • Forge Domain: A domain of creation, empowering Clerics with Heavy armor, Martial weapon proficiency, and extra Fire damage.
  • Grave Domain: Masters of life and death, this domain offers powers to protect the dying, mark creatures for death, and preserve the sanctity of life.
  • Knowledge Domain: Focuses on gaining and sharing wisdom, granting clerics powers to unearth secrets and protect valuable knowledge.
  • Life Domain: Centers on healing, restoration, and protection, allowing clerics to restore Hit Points and protect allies.
  • Light Domain: This domain embodies the power of light and purity, using Radiant and Fire spells to illuminate the world and burn away darkness.
  • Nature Domain: A domain tied to the natural world, granting powers to commune with animals, control elements, and defend the environment.
  • Order Domain: A domain focused on leadership and enforcing divine law, allowing clerics to manipulate and control others in the pursuit of justice.
  • Peace Domain: A domain that seeks harmony and resolution, offering potent abilities to bolster allies and avert conflict.
  • Tempest Domain: Embodies the power of storms and lightning, allowing clerics to control weather, summon destructive storms, and deal Thunder and Lightning damage.
  • Trickery Domain: Focused on deception, illusion, and misdirection, granting clerics powers to fool others, create illusions, and act with cunning.
  • Twilight Domain: A domain of twilight and shadows, granting clerics the ability to protect against darkness and bring a calming presence to troubled areas.
  • War Domain: A domain of martial prowess and battle tactics, granting clerics abilities to boost their combat effectiveness and support allies in warfare.

Druid

Willian Murai – Wizards of the Coast – Lifespring Druid
Class Primary Abilities Playstyle Difficulty Short Description
Druid Wisdom Support, Tank, Magic Moderate Shape-shifting abilities and strong nature magic for flexibility.

Druids are versatile support characters, capable of shapeshifting into various animals for combat or utility purposes. They excel in healing, tanking, and providing utility but must manage their limited resources like spell slots and Wild Shape uses. While they have access to powerful spells, their damage potential is lower compared to other casters like Sorcerers and Wizards. Additionally, Wild Shape forms often have low Armor Class, making them vulnerable in combat. Early levels can be challenging without enough Wild Shape uses or damage-dealing spells.

Druid Guides

Druid Subclasses

  • Circle of the Land: Druids who draw power from the land, gaining elemental abilities tied to different terrains.
  • Circle of the Moon: Focused on Wild Shape, allowing for transformations into more powerful beasts with enhanced combat capabilities.
  • Circle of Dreams: Focuses on healing, protection, and connecting to the Feywild, offering support and defensive abilities.
  • Circle of the Shepherd: Masters of summoning and protecting spirits, calling forth creatures, and defending allies in battle.
  • Circle of the Sea: Druids who draw power from the ocean, combining the power of raging seas and storms with aquatic adaptability.
  • Circle of Spores: Uses the powers of decay and fungus, manipulating spores for offensive and defensive purposes.
  • Circle of Stars: Taps into celestial magic, using starry forms and cosmic powers to enhance spellcasting and provide support.
  • Circle of Wildfire: Wielders of fire and nature, focusing on destructive flames and rebirth through wildfire, enhancing mobility and damage.

Fighter

Shanna, Purifying Blade – Magali Villeneuve – Wizards of the Coast
Primary Abilities Playstyle Difficulty Short Description
Strength, Dexterity Melee/Ranged, Tank, Damage Easy Highly customizable combat role with a focus on physical attacks.

Fighters excel in combat, making them powerful damage dealers and durable tanks. With access to all weapons and armor, and features like self-healing and extra attacks, Fighters are built for combat-focused roles. However, they may struggle outside of combat, where their focus on Strength, Dexterity, and Constitution leaves them lacking in social and problem-solving abilities. Despite this, their subclasses, such as Eldritch Knight or Battle Master, offer diverse playstyles, balancing damage with utility or strategic influence in battle.

Fighter Guides

Fighter Subclasses

  • Arcane Archer: A fighter specializing in ranged attacks enhanced with magical arrows.
  • Purple Dragon Knight: A fighter who inspires their allies in battle, boosting morale and providing leadership on the battlefield.
  • Battle Master: Focuses on tactical superiority, using maneuvers to control the battlefield and enhance combat versatility.
  • Cavalier: A mounted combat specialist who excels in defending allies and controlling enemies through tactical positioning.
  • Champion: A straightforward fighter focused on Heroic Inspiration, fighting styles, and Critical Hits, favoring simplicity and effectiveness in combat.
  • Echo Knight: A fighter who can create echoes of themselves to outmaneuver enemies.
  • Eldritch Knight: A fighter who blends martial combat with spellcasting, allowing for versatile offensive and defensive abilities.
  • Psi Warrior: A fighter who uses psionic powers to augment their physical abilities, gaining telekinetic control and enhanced mental prowess.
  • Rune Knight: A fighter who channels the power of Giant’s runes to gain magical effects.
  • Samurai: A disciplined fighter who draws on their inner resolve, gaining combat advantages when they push through adversity.

Monk

Soulfire Grand Master – Wizards of the Coast – Johannes Voss
Primary Abilities Playstyle Difficulty Short Description
Dexterity, Wisdom Agile, Melee, Unarmored Moderate Relies on martial arts and ki for fast and dynamic combat.

Monks offer a unique and exciting playstyle, blending martial arts with agility and life-force-powered abilities. They excel as mobile support characters, capable of infiltrating and navigating combat zones with ease. While they aren’t the strongest damage dealers compared to Fighters or Barbarians, their Dexterity makes them elusive, precise, and stealthy. Their Focus features, like Stunning Strike, shine in one-on-one encounters. However, Monks have lower durability and rely on close combat, making them vulnerable. While ranged options exist, they fall short compared to Rangers or Rogues in distance effectiveness.

Monk Guides

Monk Subclasses

  • Warrior of the Open Hand: Masters of martial arts, focusing on Unarmed Strikes and battlefield control through stunning blows and knockbacks.
  • Way of the Drunken Master: Embraces a drunken style of combat, using unpredictable movement and attacks to confuse and evade enemies.
  • Warrior of the Elements: Harnesses elemental power to combine martial prowess with control over earth, air, fire, and water.
  • Way of the Long Death: Focuses on the art of death itself, using life-draining techniques and gaining power from those they defeat.
  • Way of the Kensei: Masters of weaponry, who blend martial arts with expert weapon fighting for precision and flexibility in combat.
  • Way of the Astral Self: Channels the power of the Astral Plane to manifest ethereal arms, enhancing combat abilities and spiritual control.
  • Warrior of Mercy: Focuses on healing and Necrotic damage, using techniques to subdue foes while offering aid to allies.
  • Way of the Sun Soul: Uses radiant energy to empower Unarmed Strikes, projecting blasts of solar energy to damage enemies at range.
  • Warrior of Shadow: Masters of stealth and deception, using shadowy magic and quick strikes to confuse enemies and strike from the darkness.
  • Way of the Ascendant Dragon: Draws upon the power of dragons, gaining abilities related to fire, flight, and Resistance to elemental damage types.

Paladin

Jason Chan – Wizards of the Coast – Silverblade Paladin
Primary Abilities Playstyle Difficulty Short Description
Strength, Charisma Tank, Melee, Support, Half-Caster Moderate Devoted warrior with divine magic, healing, and smiting abilities.

The Paladin class in D&D is a tanky damage dealer with limited spellcasting capabilities. They are proficient in all weapons and armor, and can deal significant single-target melee damage with Divine Smite. In addition to damage output, they offer healing and buffs through Lay on Hands and Aura of Protection. They also make strong social leaders as they focus on Charisma for their spellcasting and aura features. However, they struggle with ranged attacks and area-of-effect damage.

Paladin Guides

Paladin Subclasses

  • Oath of Devotion: A commitment to righteousness and justice, emphasizing purity, courage, and the protection of the innocent
  • Oath of Conquest: A vow to dominate enemies, bringing fear and imposing authority over those who stand in the way.
  • Oath of the Crown: A focus on law, order, and the defense of the realm, balancing personal power with responsibility to the kingdom.
  • Oath of Vengeance: A relentless pursuit of justice, often in the form of punishing wrongdoers and those who have harmed the innocent.
  • Oath of Glory: A vow to achieve greatness through deeds of heroism, with an emphasis on self-improvement and the pursuit of immortality through legend.
  • Oath of Redemption: A commitment to peaceful resolution, seeking to redeem even the most wicked through compassion and nonviolence.
  • Oath of the Watchers: A vow to protect the mortal realm from extraplanar threats, focusing on vigilance, defense, and preservation of the natural order.
  • Oathbreaker: A fallen paladin who has forsaken their oath, often pursuing darker or more self-serving goals.
  • Oath of the Ancients: A connection to nature and the forces of light, striving to protect the natural world and preserve its balance.

Ranger

Magali Villeneuve – Wizards of the Coast – Vivien of the Arkbow
Primary Abilities Playstyle Difficulty Short Description
Dexterity, Wisdom Ranged, Melee, Exploration Moderate Nature-focused with a mix of ranged combat and magic, good for exploration.

Rangers in D&D 5e are skilled hunters and trackers, excelling in the wilderness and against threats in the wild. Their playstyle often centers around ranged combat, though they can make effective tanks due to their d10 Hit Dice. Rangers are some of the only martial characters that are effective against groups of enemies due to their combat abilities and area-of-effect spells. However, their class features, like Favored Enemy and Preferred Terrain, are highly situational, limiting their effectiveness in environments or against foes that don’t align with these traits. When these conditions aren’t met, their abilities are less impactful.

Ranger Guides

Ranger Subclasses

  • Beast Master: A ranger who forms a bond with an animal companion, fighting alongside it in combat.
  • Fey Wanderer: Rangers with a connection to the Feywild, gaining abilities that manipulate charm, nature, and magic.
  • Gloom Stalker: Specializes in ambushes, darkness, and stealth, thriving in the shadows and the Underdark.
  • Horizon Walker: Rangers who protect the multiverse by traveling between planes and defending against planar threats.
  • Hunter: Focuses on combat prowess and versatility, using a variety of tactics to deal with different enemies.
  • Monster Slayer: Rangers who focus on hunting and defeating powerful, dangerous creatures with specialized abilities.
  • Swarmkeeper: Harnesses the power of nature’s swarms, calling insects, Fey, or other creatures to aid in combat.
  • Drakewarden: A ranger bonded with a dragon, gaining a draconic companion and enhancing combat with dragon-themed powers.

Rogue

Elenda, Saint of Dusk – Chris Rahn – Wizards of the Coast
Primary Abilities Playstyle Difficulty Short Description
Dexterity Sneaky, Damage, Stealth Easy Excellent at stealth, surprise attacks, and high single-target damage output.

Rogues in D&D are perfect for players who enjoy strategic, technical play, often relying on stealth, deception, and precision. Their strengths lie in high skill proficiencies, exceptional damage output via Sneak Attack, and increased mobility with Cunning Action. However, Rogues are not suited for direct combat and can easily fall in prolonged fights due to low Hit Points and Armor Class. Their role as scouts means they can face significant risks, especially if they fail in Stealth or Perception checks.

Rogue Guides

Rogue Subclasses

  • Arcane Trickster: A Rogue who blends stealth with spellcasting, gaining access to Illusion and Enchantment magic to enhance their tricks.
  • Assassin: A master of surprise attacks, specializing in dealing deadly strikes and ambushes with lethal precision.
  • Inquisitive: Focuses on Investigation, Perception, and exploiting enemies’ weaknesses.
  • Mastermind: A tactician who excels in manipulating others, gaining mastery over social interactions and supporting allies in combat through strategic influence.
  • Phantom: A Rogue who forms a bond with death, gaining abilities to communicate with spirits and exploit the souls of the deceased for their benefit.
  • Scout: A Rogue who thrives in the wilderness and on the move, gaining enhanced mobility and survival skills for exploration and combat.
  • Soulknife: A psychic Rogue capable of manifesting blades made of psychic energy and using them to devastating effect.
  • Swashbuckler: A dashing, agile Rogue who excels in one-on-one combat and acrobatics, using their charm and wit to outmaneuver foes.
  • Thief: A classic Rogue focused on stealth, thievery, and agility, gaining the ability to use tools more effectively and take quick actions.

Sorcerer

Chandra, Flameshaper – Mark Winters – Wizards of the Coast
Primary Abilities Playstyle Difficulty Short Description
Charisma Magic, Blaster Caster Hard Innate magic abilities, powerful spells, but limited spellcasting options.

Sorcerers are innate spellcasters whose magic stems from their bloodline. They offer a shorter spell list compared to Wizards, but they excel through versatility via Metamagic, which lets them modify spells in unique ways, like duplicating or enhancing them. While they have fewer spells and spell slots, their Sorcery Points help manage resources effectively, especially in high-damage bursts. However, their limited spell options and low durability in melee combat make resource management crucial. Sorcerers shine in offensive spellcasting but struggle if forced to rely on weaker cantrips during extended encounters.

Sorcerer Guides

Sorcerer Subclasses

  • Aberrant Sorcery: A sorcerer with eldritch powers, able to manipulate minds and control psychic energy, tapping into the power of the Far Realm.
  • Clockwork Sorcery: Harnesses the power of order and precision, drawing on the energies of the plane of Mechanus to create stability and control chaos.
  • Draconic Sorcery: A sorcerer with a dragon ancestor, gaining elemental power based on the dragon’s type and gaining resilience and an affinity for magic.
  • Divine Soul: A sorcerer with a touch of divine power, able to cast both divine and arcane spells, often serving as a healer/blaster hybrid.
  • Lunar Sorcery: Sorcerers with an affinity for the moons, using lunar stages to dictate which abilities they can access.
  • Shadow Magic: A sorcerer with the ability to manipulate shadows, tapping into the power of the Shadowfell for stealth, fear, and darkness-related abilities.
  • Storm Sorcery: A sorcerer with a connection to the elemental forces of air and storm, able to control lightning, thunder, and the winds.
  • Wild Magic: A chaotic sorcerer whose magic is unpredictable, sometimes causing Wild Magic Surges that lead to strange or powerful effects.

Warlock

Yongjae Choi – Wizards of the Coast – Shadowstorm Vizier
Primary Abilities Playstyle Difficulty Short Description
Charisma Magic, Utility Moderate Relies on pact magic and modular Eldritch Invocations for versatile abilities.

While not area-of-effect damage dealers like Wizards or Sorcerers, they excel at single-target damage, curses, and mind control. Warlocks are CHA-based casters with limited spell slots, which they regain after a short rest. They are also highly customizable thanks to their Eldritch Invocations, which are modular abilities that enhance certain aspects of their powers. Their greatest weakness is their low number of spell slots, making them reliant on cantrips, especially when resources run low. Invocations offer customization, with notable ones enhancing their Eldritch Blast. Warlocks also gain their powers through pacts with eldritch beings, which may conflict with party members, especially those of lawful or religious alignments.

Warlock Guides

Warlock Subclasses

  • The Archfey: A pact with an archfey grants this Warlock the ability to charm, deceive, and flit around the battlefield like a Fey creature.
  • The Celestial: A pact with a celestial being granting healing, radiant powers, and support spells.
  • The Fathomless: A pact with an entity of the deep sea, providing powers that control water and the ocean’s vastness.
  • The Fiend: A pact with a fiend, enhancing damage-dealing abilities and providing fiery powers from the Lower Planes.
  • The Genie: A pact with a genie, granting elemental powers, the ability to manipulate elements, and retreat into a vessel.
  • The Great Old One: A pact with an eldritch entity, providing mind-bending powers and prowess with psychic forces.
  • The Hexblade: A pact with a sentient weapon, empowering both martial and spellcasting abilities, often focusing on melee combat.
  • The Undead: A pact with an undead being, gaining control over death and powers related to life-draining and necrotic energy.
  • The Undying: A pact with an undying entity, focusing on resilience, immortality, and the powers of undeath.

Wizard

Jaya, Fiery Negotiator -Marta Nael – Wizards of the Coast
Primary Abilities Playstyle Difficulty Short Description
Intelligence Magic, Utility, Blaster Caster Hard Large spell list which can be tailored to your daily endeavors.

Wizards are highly versatile spellcasters who rely on Intelligence  to manage a broad spell list and outsmart foes. Their strengths lie in their ability to adapt to any situation, with a spell for nearly every scenario. However, they are physically weak, with low AC and hit points, making them vulnerable in direct combat. Wizards are best suited for those who enjoy strategic planning and problem-solving through magic, rather than brute force.

Wizard Guides

Wizard Subclasses

  • School of Abjuration: Masters of defensive magic, specializing in wards and protective spells.
  • Bladesinging: An elvish blend of martial prowess and magic, combining swordplay with magical techniques for agility and defense.
  • School of Chronurgy: Manipulates time, allowing the wizard to alter the pace of reality to gain advantages on the battlefield.
  • School of Conjuration: Focuses on summoning creatures, objects, and planar portals to shape the battlefield.
  • School of Divination: Specializes in foresight and knowledge, gaining insights into the future and the workings of magic.
  • School of Enchantment: Masters of charm and control, able to influence the minds of others and manipulate emotions.
  • School of Evocation: Focuses on destructive spells, manipulating energy to unleash powerful force and elemental magic.
  • School of Graviturgy: Harnesses the force of gravity to manipulate weight, velocity, and the flow of movement around the wizard.
  • School of Illusion: Wizards who weave complex illusions, manipulating the senses and perception to deceive enemies.
  • School of Necromancy: Commanders of death, able to animate the dead, siphon life force, and control the undead.
  • Order of Scribes: Focuses on the arcane study of magic writing, gaining the ability to create magical scrolls and imbue spells into their book.
  • School of Transmutation: Experts in changing the properties of creatures and objects, altering the very fabric of reality.
  • School of War Magic: A school that blends martial prowess with magic, allowing for a combination of weapon strikes and spellcasting.

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.

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