Classicism: Classes and How They Work
- Tanner Jensen
- Nov 2, 2017
- 3 min read

Before we start looking at actual classes, I thought it might be a good idea to take a look at classes as a whole to help you better understand when we get into the nitty-gritty of each. These are some of the general features and layouts of each class, and the rough format that I will follow as I explain each class individually.
Categories
Classes can generally be divided into 3 categories (at least by my definitions): full martials, full spellcasters, and martial casters.
Full martials are classes with little to no actual magical ability, relying fully on weapons and other physical attacks. Most of these classes gain a second weapon attack per turn at 5th level. This category includes Barbarians, Fighters, Monks, and Rogues.
Full spellcasters are classes with a heavy focus on magical ability, with comparatively little physical attack support. They can cast up to 9th level spells, and have a wide range of spell options. These include Bards, Clerics, Druids, Sorcerers, Warlocks, and Wizards.
Martial Casters are the classes that combine martial ability with some measure of spellcasting. They typically gain a second attack per turn at level 5, and can cast up to 5th level spells from a comparatively small pool of spell options. This category includes Paladins and Rangers.
Most classes fit these categories only broadly, and subclasses can often change which category they fit into; both rogues and fighters have subclasses that turn them into Martial Casters, while bards and clerics have options that give them increased martial ability.
Format
My class analyses will generally follow this format, mirroring the way classes are presented in the Player's Handbook.
Build
Ability Scores: The scores that I feel are most important to the class's abilities and playstyles.
Health: The size of the class's Hit Dice. If you remember my post on Dice, I mentioned on a few of them that they corresponded to the hit dice of certain classes. A class's hit dice determines how much health that character has. When a particular character level's up, they will roll the hit dice of their class to determine how much their maximum health increases by. The bigger the dice, the higher their potential and average health.
Saving Throws: The particular saves that a class has proficiency in.
Proficiencies. These are the weapons, armor, tools, and skills that a particular class is proficient with, as well as my recommendations for which to pick where a player is given an option.
Equipment: The weapons and armor that a character of a particular class will start with when they begin to play, as well as my recommendations for what to pick.
Abilities
The class abilities and features that define the class the most, along with my advice for how to make the best use of them.
Subclasses
Just like races, every class has a few subclasses that offer more unique variations on the main class's theme. Some classes have as few as 2, while others have as many as 8, so it's worth giving an overview of what options exist for each class and which playstyles they benefit the most.
Story
Every character needs a story, and certain classes lend themselves to particular backgrounds and stories. This section will mostly cover which character concepts and backgrounds I think best fit each class.
Sorry for the minor delay on actual class analyses, but I thought I should first address what my plans were and how to understand the different classes before I start going into them. Rest assured though, the class portraits are coming, starting next Tuesday with Barbarians. Until then, take care.
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