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2025-09-10 16:41

Combat Role Reference

Front Line

Directly engaged in melee with the bulk of the enemy force, drawing attention and mitigating damage.

Classes:

  • Barbarian
  • Druid (Wild Shape, level 2)
  • Fighter
  • Paladin

Primary Abilities:

  • Offense: Strength
  • Defense: Constitution

Shock Attacker

Targets key opponents to maximize damage output. Avoids prolonged melee engagement to reduce damage taken. Highly mobile and designed for burst damage.

Classes:

  • Barbarian
  • Monk
  • Rogue
  • Warlock (Pact of the Blade, level 3)

Primary Abilities:

  • Offense: Dexterity (Strength for non-finesse weapons)
  • Defense: Dexterity

Skirmisher

Operates around the perimeter with melee or mid-range weapons. Optimized for engaging and disengaging quickly.

Classes:

  • Fighter (with finesse or ranged weapons)
  • Ranger
  • Rogue

Primary Abilities:

  • Offense: Dexterity
  • Defense: Constitution

Marksman

Engages enemies from range while maintaining maximum visibility of the battlefield. Often holds a static position to minimize incoming damage.

Classes:

  • Fighter (with ranged weapons)
  • Ranger
  • Rogue

Primary Abilities:

  • Offense: Dexterity
  • Defense: Wisdom (Perception for situational awareness)

Supporter

Operates near the front line to assist the party without being the first target.

Classes:

  • Bard
  • Cleric
  • Druid
  • Paladin
  • Sorcerer

Primary Abilities:

  • Offense: Wisdom (Charisma for Bards)
  • Defense: Constitution

Spell-Slinger

Engages enemies from a safe distance, often using the shortest possible range for maximum effectiveness. Typically powerful offensively but fragile defensively.

Classes:

  • Bard
  • Cleric (Trickery Domain)
  • Rogue (Arcane Trickster)
  • Sorcerer
  • Warlock
  • Wizard

Primary Abilities:

  • Offense: Intelligence (Sorcerer/Wizard), Charisma (Bard/Warlock), Wisdom (Cleric)
  • Defense: Dexterity

Class-Specific Notes

Barbarian
Typically avoids wearing armor. Leather may be used if a Dexterity-based defense is preferred.

Bard
Hands are often occupied with instruments, limiting weapon use.

Cleric
Short-range spells necessitate staying relatively close to the front line. Shields are commonly used, making two-handed weapons less practical.

Druid
Not proficient with many weapons. Gains +2 HP in Wild Shape (level 2), making early levels more fragile.

Fighter
Highly versatile; can fulfill multiple roles depending on ability score distribution and chosen fighting style.

Monk
Cannot effectively use armor without trade-offs. Requires Wisdom as a secondary stat. Almost always serves as a Shock Attacker.

Paladin
Balances melee combat and spellcasting, distributing points across Charisma, Strength, and Constitution.

Ranger
Primary abilities rely on weapon strikes; spellcasting becomes effective at later levels.

Rogue
Playstyle and role vary depending on stats and specialization, capable of Skirmishing or Shock Attacking.

Sorcerer / Wizard
Start with low Constitution, making them fragile. Dexterity improves Armor Class but does not compensate fully for low hit points.

Warlock
Access to fewer spells than other spell-slingers. Optimized by carefully distributing stats between Charisma, Dexterity, Constitution, and Strength.