Final Project Page 2

A pair of wizards

"Wizard and Sporcerer" by Vanessa Pike-Russell is licensed under CC BY-NC-ND 2.0. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-nd/2.0/?ref=openverse.

This site is page 2 for the final school assignment.

This site covers the common classes in the players' handbooks.

This is the main content.

Each class has different traits, which lead the players together or apart, further diversifying the party and the entire campaign (to some extent). The classes that are most common in D&D for 5th edition are Barbarians, Bards, Clerics, Druids, Fighters, Monks, Paladins, Rangers, Rogues, Sorcerers, Warlocks, and Wizards. This site goes over what abilities they need, and what they bring to the party.

This is a table of the Classes in the advanced player's handbook
Barbarians Bards Clerics Druids Fighters Monks Paladins Rangers Rogues Sorcerers Warlocks Wizards
Barbarians bring a brute force and charge headfirst into battle. Therefor, they need a high Strength and Constitution score. Bards cast their magic with their music. They need a high Charisma and Dexterity score. Clerics specilize in healing but are also useful in combat. They need a high Wisdom and Strength or Constitution score. Druids have a stong bond with nature and can therefor cast spells relating to it. They need a high Wisdom and Constitution score. Fighters are like Barbarians, but more stratigic and have different bonuses. They also need a high Strength and Constitution score. Monks are unarmored and are talented at hand-to-hand combat. They need a high Dexterity and Wisdom score. Paladins are like Fighters who worship and follow a deity. They need a high Strength and Charisma score. Rangers are like Druids, but they specialize in hunting monsters that threaten civilizations They need a high Dexterity and Wisdom score. Rouges sneak around and find information. They need a high Dexterity and Charisma or Inteligence score. Sorcerers are characters that have magic in their blood that comes from a draconic ancestor. They need a high Charisma and Constitution score. Warlocks are bound by and serve under an otherworldy being. They also need a high Charisma and Constitution score. Wizards are people that have trained in magic and have learned the art of wizardry from study. They need a high Intelegence and Constitution or Dexterity score.

This page has an additional 4 pages and a home page.