If you’re a fan of Dungeons & Dragons, you may have played a bunch of different classes already…but what class are you at heart? In D&D, classes are like your profession: you could wield cosmic arcane power as a sorcerer, channel the magic of music as a bard, sneak through the shadows as a rogue, or charge into battle using the power of the divine as a paladin.
There’s no wrong answer here, only a bunch of awesome powers and abilities. So, answer the questions below to find out which class you’d be if you were transformed into a D&D character!
Questions Overview
- Fistfight, duh
- Talk them down
- Angrily intimidate them
- Distract them and hide
- Call for help
- Outsmart them
- Hit the dragon!
- Turn into a ferocious beast.
- Cast powerful spells!
- Heal my allies.
- Fire arrows!
- Enchant my weapons.
- A fireball
- A big sword
- A mace and shield
- A pair of daggers
- A lute
- Bare fists
- Learning from wise people
- Dedicated study
- Trial and error
- Using your own judgment
- Improving natural talents
- Cultivating creativity
- Strength
- Constitution
- Dexterity
- Wisdom
- Intelligence
- Charisma
- Yes! I’d dedicate my life to it.
- Yes, but I don’t wanna study!
- Sure, but I’d fight too.
- I can’t decide.
- Only to enhance other skills.
- No, I have other skills.
- Professional athlete
- Zookeeper
- Engineer
- Musician
- Secret agent
- No job (you inherited wealth)
- A magical, mysterious forest
- A dungeon with monsters
- A deity’s corrupted realm
- A city with political intrigue
- A library of enchanted books
- A mountaintop monastery
- Create something unique.
- Keep expanding my skills.
- Live in peace and harmony.
- Make a difference in people’s lives.
- Explore new lands.
- Prove my capabilities.
- I’m friendly.
- I make friends in high places.
- I’m charming (but not outgoing).
- My skills are average.
- I can read people.
- I’m awkward.
- My inventiveness
- My bravery
- My cunning
- My compassion for others
- My devotion to my beliefs
- My knowledge
- Breaking something.
- Winning at arm-wrestling.
- Making a toast.
- Saying hi to everyone.
- Petting the owner’s cat.
- Sitting outside in the fresh air.
More Quizzes
A Guide to Classes in D&D 5th Edition
Classes in Dungeons & Dragons define what your character can do and what they’ll be capable of in the future, as they adventure and gain experience. They can also shape the way a character interacts with the world and the role they play in an adventuring party—both during combat and while exploring or navigating social situations.
Every class comes with a set of unique class features that your character can use—and the higher level they are, the more class features they’ll gain. Each class also has a number of subclasses, which are essentially specializations within a class. Most characters can choose their subclass between levels 1 to 3.
There are 12 core classes in D&D 5e, with a 13th (artificer) being officially added in the 5e Tasha’s Cauldron of Everything rulebook. The classes are:
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Artificer. Artificers are inventors and spellcasters who channel magic through their tools and creations.
- Primary ability: Intelligence
- Saving throws: Constitution and Intelligence
- Hit die: d8
- Artificer Specialists: Alchemist, Armorer, Artillerist, and Battle Smith
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Barbarian. Barbarians are primal warriors who can fly into a battle rage and use it to empower their attacks.
- Primary ability: Strength
- Saving throws: Constitution and Strength
- Hit die: d12
- Barbarian Paths: Ancestral Guardian, Battlerager, Beast, Berserker, Giant, Storm Herald, Totem Warrior, Wild Magic, and Zealot
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Bard. Bards are spellcasters who channel their magic through the power of words, music, and inspiration.
- Primary ability: Charisma
- Saving throws: Charisma and Dexterity
- Hit die: d8
- Bard Colleges: Creation, Eloquence, Glamour, Lore, Spirits, Swords, Valor, and Whispers
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Cleric. Clerics are divine champions who wield magic in service to the gods and other higher powers.
- Primary ability: Wisdom
- Saving throws: Wisdom and Charisma
- Hit die: d8
- Cleric Domains: Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Peace, Tempest, Trickery, Twilight, and War
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Druid. Druids are divine spellcasters who worship the power of nature, shapeshifting into beast form and manipulating the environment.
- Primary ability: Wisdom
- Saving throws: Intelligence and Wisdom
- Hit die: d8
- Druid Circles: Dreams, Spores, Stars, Wildfire, Land, Moon, and Shepherd
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Fighter. Fighters are masters of combat who are proficient with all forms of weaponry and armor.
- Primary ability: Strength or Dexterity
- Saving throws: Strength and Constitution
- Hit die: d10
- Fighter Archetypes: Arcane Archer, Battle Master, Champion, Cavalier, Echo Knight, Eldritch Knight, Psi Warrior, Purple Dragon Knight, Rune Knight, and Samurai
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Monk. Monks are martial artists who channel the energy in their bodies into powerful attacks, and can fight without weapons.
- Primary ability: Dexterity and Wisdom
- Saving throws: Strength and Dexterity
- Hit die: d8
- Monastic Traditions: Astral Self, Ascendant Dragon, Drunken Master, Four Elements, Kensei, Long Death, Mercy, Open Hand, Shadow, and Sun Soul
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Paladin. Paladins are holy warriors who bind themselves to a sacred oath, using a mix of weapons and spells in combat.
- Primary ability: Charisma and Strength
- Saving throws: Wisdom and Charisma
- Hit die: d10
- Paladin Oaths: Ancients, Conquest, Crown, Devotion, Glory, Redemption, Vengeance, Watchers, and Oathbreaker
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Ranger. Rangers are rugged warriors and survivors who combine martial combat with nature magic.
- Primary ability: Dexterity and Wisdom
- Saving throws: Strength and Dexterity
- Hit die: d10
- Ranger Conclaves: Beast Master, Fey Wanderer, Gloom Stalker, Horizon Walker, Hunter, Monster Slayer, Swarmkeeper, and Drakewarden
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Rogue. Rogues are cunning knaves who operate through stealth, trickery, and even thievery.
- Primary ability: Dexterity
- Saving throws: Dexterity and Intelligence
- Hit die: d8
- Roguish Archetypes: Arcane Trickster, Assassin, Inquisitive, Mastermind, Phantom, Scout, Soulknife, Swashbuckler, and Thief
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Sorcerer. Sorcerers are arcane spellcasters whose power comes from the innate magic in their bloodline.
- Primary ability: Charisma
- Saving throws: Charisma and Constitution
- Hit die: d6
- Sorcerous Origins: Aberrant Mind, Clockwork Soul, Draconic Bloodline, Divine Soul, Lunar Sorcery, Shadow Magic, Storm Sorcery, and Wild Magic
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Warlock. Warlocks are spellcasters who gain magic by making bargains with extraplanar beings of immense power.
- Primary ability: Charisma
- Saving throws: Charisma and Wisdom
- Hit die: d8
- Otherworldly Patrons: The Archfey, The Celestial, The Fathomless, The Fiend, The Genie, The Great Old One, The Hexblade, The Undead, and The Undying
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Wizard. Wizards are arcane spellcasters and masters of magic who learn their craft through intense scholarly study.
- Primary ability: Intelligence
- Saving throws: Intelligence and Wisdom
- Hit die: d6
- Arcane Traditions: Abjuration, Bladesinging, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Order of Scribes, Transmutation, and War Magic
Want to learn more?
To learn more about D&D, classes, and other cool aspects of the game, check out the following resources: