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.