Choose a build for the decisions you want to make during play. Champion Fighter offers a clear weapon routine, Berserker Barbarian rewards aggressive melee, and Open Hand Monk combines movement with selective control. Thief Rogue excels at skills and practical interactions. Life Cleric, Land Druid, Evoker Wizard, and Fiend Warlock offer different ways to support the party through magic.
These are the best dnd 2024 builds for the specific roles described below, using revised tabletop rules, also labeled 5.5e on D&D Beyond. They are practical editorial recommendations, not measured popularity rankings or claims of universally highest damage.
Each route includes a legal origin and ability baseline, early play, and milestones through level 12. These are comparison summaries, not eight complete spell ledgers. Choose a direction first, then record every class choice for your campaign.
Choose the kind of contribution you enjoy
| Route through level 12 | Main appeal | Useful outside combat | Main limitation |
|---|---|---|---|
| Champion Fighter | Straightforward weapon attacks and resilience | Physical tasks and selected skills | Distant threats and mental saves |
| Berserker Barbarian | Aggressive Strength combat | Physical challenges and primal skills | Reckless exposure and limited ranged options |
| Open Hand Monk | Movement, unarmed attacks, selective control | Scouting and mobility | Focus management and competing Bonus Actions |
| Thief Rogue | Precise attacks and strong skills | Locks, scouting, investigation, object use | Sneak Attack conditions and modest defenses |
| Life Cleric | Recovery, support, divine control | Guidance, knowledge, utility magic | Choosing which urgent problem to address |
| Land Druid | Terrain control and natural utility | Exploration, forms, flexible preparation | Concentration and several rule systems |
| Evoker Wizard | Arcane toolbox and area damage | Rituals, information, utility spells | Spellbook decisions and vulnerability |
| Fiend Tome Warlock | Repeatable ranged magic plus selected utility | Cantrips, rituals, social skills | Few Pact slots between recovery opportunities |
No party must contain exactly one of each role. Several characters can share responsibilities, and adventures can reward solutions that avoid combat entirely. A build is useful when its choices suit both the player and the campaign's actual situations.
The rules foundation is the licensed SRD 5.2.1, the official revised classes, and current PHB errata. All eight subclasses are selected at class level 3. Original 2014 subclass timing and BG3 mechanics are not imported.
Shared assumptions and legal origins
All routes use 27-point buy, single-class progression, and mundane starting equipment. Use the class and background packages as alternatives to their gold-only options, not in addition to those gold options. Purchased upgrades and costly spell components must actually be obtained.
Background supplies the starting ability increases and its Origin feat. Species supplies its own traits, not the old racial ability bonuses. Humans also select an additional Origin feat and skill. This matters when adapting an older build with a familiar species name. Official revised origins.
The arrays below use Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma in that order. Every pre-background array costs exactly 27 points, and each increase fits that background's permitted abilities.
| Route | Species and background | Before background | Final level-1 scores |
|---|---|---|---|
| Fighter | Human, Soldier | 15, 14, 15, 8, 10, 8 | 17, 14, 16, 8, 10, 8 |
| Barbarian | Dwarf, Soldier | 15, 14, 15, 8, 10, 8 | 17, 14, 16, 8, 10, 8 |
| Monk | Wood Elf, Criminal | 10, 15, 13, 8, 15, 10 | 10, 17, 14, 8, 15, 10 |
| Rogue | Halfling, Soldier | 8, 15, 14, 12, 14, 8 | 8, 17, 15, 12, 14, 8 |
| Cleric | Dwarf, Sage | 10, 14, 14, 10, 15, 8 | 10, 14, 15, 10, 17, 8 |
| Druid | Dwarf, Sage | 8, 14, 15, 10, 15, 8 | 8, 14, 16, 10, 17, 8 |
| Wizard | Dwarf, Sage | 8, 14, 14, 15, 12, 8 | 8, 14, 15, 17, 12, 8 |
| Warlock | Human, Acolyte | 8, 14, 15, 8, 10, 15 | 8, 14, 15, 8, 11, 17 |
The Soldier Fighter and Barbarian increase Strength by 2 and Constitution by 1. The Soldier Rogue instead increases Dexterity by 2 and Constitution by 1, a legal background choice for a former military scout. Soldier's Origin feat is Savage Attacker; select a Dice Set as its Gaming Set.
For the Human Fighter, choose Tough as the additional Origin feat and Perception as the Human skill; take Insight and History as class skills. Soldier already supplies Athletics and Intimidation, so there is no overlap. Tough increases maximum HP, not AC.
The Criminal Monk uses +2 Dexterity/+1 Constitution and receives Alert. Sage Cleric uses +2 Wisdom/+1 Constitution; Sage Druid does the same; Sage Wizard uses +2 Intelligence/+1 Constitution. The Acolyte Warlock uses +2 Charisma/+1 Wisdom, not Constitution.
Finish the Origin feat choices
For all three Sages, Magic Initiate selects the Wizard list, Mage Hand, Prestidigitation, and Shield. Use Wisdom for the Cleric and Druid versions, Intelligence for the Wizard. Shield is always prepared through the feat, with one free level-1 casting per Long Rest; it can also use eligible available slots. This grants no extra spell slot. These three selections need no Material components.
Keep an appropriate hand available for Shield's Somatic component, especially when using a physical shield. A holy symbol does not automatically replace that requirement. Choose class cantrips that add other functions instead of duplicating the feat's two cantrips.
The Human Warlock adds Alert and Perception. Acolyte's Magic Initiate uses Cleric spells with Charisma: Sacred Flame, Spare the Dying, and Healing Word. Take Deception and Arcana from the class alongside background Insight and Religion. These feat spells have no Material components, simplifying their use with the Warlock's equipment.
These decisions follow the current Origin feats. A feat's free spell use and normal class slots are separate resources; neither grants unrestricted casting.
1. Champion Fighter: a clear and durable weapon plan
Choose Fighter for every level and Champion at 3. Use Defense as the first Fighting Style, with Greatsword, Flail, and Javelin masteries. These weapons are in Fighter's starting package. Chain Mail and Defense give AC 17 while using the two-handed Greatsword.
For a defensive alternative, buy a Shield for 10 GP from the combined package money and use the Flail. Fighter and Soldier packages provide 18 GP, leaving 8 after that purchase. The shielded AC is 19. You cannot keep the Shield equipped while making a two-handed Greatsword attack.
At 4, choose revised Great Weapon Master, raising Strength to 18. Raise Strength to 20 at 6, Constitution to 18 at 8, and Constitution to 20 at 12. At Champion 7, choose Dueling as the additional Fighting Style for the Flail-and-Shield alternative; it does not improve the two-handed Greatsword routine.
At levels 1-2, learn the ordinary weapon attack, mastery effect, Second Wind, and Action Surge. Champion at 3 expands the weapon and Unarmed Strike critical range to 19-20. Extra Attack arrives at 5, and the Fighter's third Attack-action attack arrives at 11.
With the Greatsword, qualifying Attack-action hits on your turn add proficiency damage. Read Hew's separate trigger before using its Bonus Action option, which competes with Second Wind. Revised feat entry.
This route fits a player who wants dependable decisions without a maneuver or spell list. Its limits remain real: high HP and armor do not supply magical mobility, force enemies to attack you, or make mental saves reliable. Read weapon mastery as part of each weapon's actual role, not an extra property added to every attack.
For a different revised Fighter subclass, the Battle Master guide provides its own complete progression.
2. Berserker Barbarian: aggressive Strength combat
Use the Dwarf Soldier array, stay Barbarian, and select Berserker at 3. Begin with the class package's Greataxe, choosing its Cleave mastery and Handaxe's Vex as the initial mastery options. Dwarf traits add durability and senses without changing the background's ability increases.
Use Great Weapon Master at 4 to reach Strength 18, Strength +2 at 8 to reach 20, and Constitution +2 at 12 to reach 18. No Heavy armor is part of the Rage plan.
At 1, Rage is a limited resource with a Bonus Action cost and maintenance rules. At 2, Reckless Attack offers advantage on Strength attack rolls while also giving enemies advantage on attacks against you until your next turn starts. It is a trade, not free accuracy.
Berserker's revised Frenzy at 3 adds dice to the first target you hit on your turn with a Strength-based attack when you use Reckless Attack while Raging. It does not give the original subclass's exhaustion-based extra-attack routine. Extra Attack arrives at 5, and Mindless Rage at 6 protects against Charmed and Frightened while the Rage is active.
Later, Brutal Strike adds another choice at 9, and Retaliation at 10 can use your Reaction when its nearby-damage trigger occurs. These features do not create unlimited attacks or remove the need to reach the opponent.
The core Rage and Reckless Attack interaction anchors this route. The route is appealing when closing distance and accepting risk sound enjoyable. It is less comfortable when the party regularly fights from long range or the campaign rarely permits useful melee engagement.
3. Open Hand Monk: movement with selective control
Use Wood Elf, Criminal, and the array above. Select Wisdom for lineage spellcasting, Perception from Keen Senses, Acrobatics and Insight from Monk, and Flute as the class tool. The background supplies Sleight of Hand, Stealth, thieves' tools, and Alert.
At 4, increase Dexterity and Wisdom by 1 each, reaching 18 and 16. At 8, raise Dexterity to 20; at 12, Wisdom to 18. These ASI feats improve attacks, AC, and the relevant save DCs without requiring a separate grappling feat.
Wear no armor or Shield. Use the starting Spear, Daggers, and Unarmed Strikes. At first level, the Spear can attack in two hands using its d8 damage die, followed by a Bonus Action Unarmed Strike using the Martial Arts d6. You need not downgrade the Spear's versatile die to the smaller Martial Arts die.
Focus starts at 2. Flurry of Blows costs one point and your Bonus Action; it replaces the normal one-strike Bonus Action rather than adding to it. Open Hand at 3 makes Flurry hits useful for pushing, toppling, or preventing opportunity attacks under the selected effect's rules.
Extra Attack and Stunning Strike arrive at 5. Flurry improves to three strikes at 10. At 11, Fleet Step can add its specific Step of the Wind benefit after a different Bonus Action, not an unrestricted second Bonus Action.
The Wood Elf adds Druidcraft, then Longstrider at 3 and Pass without Trace at 5, each leveled spell with its own free Long Rest use. Spend 25 of the combined starting 27 GP on a Component Pouch, leaving 2, rather than assuming materials are waived. Pass without Trace requires Concentration.
This route's speed and control reward positioning, but Focus and defenses need attention. Warrior of the Elements is a separate subclass alternative if elemental reach and effects appeal more than Open Hand’s approach; check your campaign’s permitted source.
The full Open Hand guide expands the level, equipment and Focus decisions.
4. Thief Rogue: an adaptable scout and investigator
Use Halfling Soldier, a background that can describe an army scout, courier, or reconnaissance specialist. Choose Stealth, Sleight of Hand, Investigation, and Perception as Rogue skills. Soldier's Athletics and Intimidation remain distinct, and its Dice Set proficiency does not duplicate thieves' tools.
Take Expertise in Stealth and thieves' tools at 1, then Investigation and Perception at 6. At 4, increase Dexterity and Constitution by 1 each, reaching 18 and 16. At 8, Dexterity becomes 20; at 10, Constitution becomes 18; at 12, Wisdom becomes 16.
Use the starting Shortbow for ranged attacks and Daggers for the Light-weapon option, selecting Shortbow's Vex and Dagger's Nick masteries. Nick moves the Light property's extra attack into the Attack action under its rules; it does not provide unlimited extra attacks or a second Sneak Attack on the same turn.
Sneak Attack still needs an eligible finesse or ranged weapon and the appropriate advantage or nearby-enemy condition. It is once per turn. Savage Attacker concerns weapon damage dice, not the whole pile of Sneak Attack dice, so do not reroll all the extra dice through the background feat.
Cunning Action at 2 makes movement decisions flexible. Thief at 3 adds practical Bonus Action options, including its revised magic-item permission where the item qualifies. This differs from original Fast Hands. It does not conjure a supply of valuable items or waive their separate restrictions.
At 5, Cunning Strike lets you exchange Sneak Attack dice for eligible effects. At 7, Reliable Talent arrives alongside Evasion, earlier than in the original rules. Those features improve consistency without making impossible tasks possible or guaranteeing successful hiding in plain sight.
Choose this route when you want important noncombat decisions as well as attacks. Its weaknesses include missed qualifying attacks, modest armor, and competition for Bonus Actions and Reactions. Keep its skills connected to the party's investigation instead of treating every problem as a solo mission.
5. Life Cleric: support without becoming only a healer
Use the Dwarf Sage array and choose Thaumaturge as Divine Order at 1, adding a Cleric cantrip and supporting appropriate knowledge checks. This route relies on its existing Medium armor and Shield training; it does not assume Protector's Heavy armor training as well.
Increase Wisdom and Constitution by 1 at 4, reaching 18 and 16. Raise Wisdom to 20 at 8 and Constitution to 18 at 12. Life Domain begins at 3, not the original Cleric's first level.
At low levels, combine a dependable damaging cantrip with support and recovery choices. Bless, Healing Word, and Cure Wounds address different situations, and only the appropriate prepared or always-prepared spells are available. A higher slot is a resource, not a reason to heal every minor injury immediately.
At 3, Life provides its healing features and domain spell preparation. Preserve Life can distribute recovery to eligible Bloodied creatures, meaning those at or below half maximum HP, but it cannot raise them above that threshold. At 5, level-3 spells open stronger support and control choices, including Spirit Guardians when prepared.
Keep the current Spirit Guardians wording in front of you rather than remembering an older timing loop. It requires Concentration, so damage and positioning matter. A spell that affects space does not remove the risk of standing beside several enemies.
Sage's free Shield casting can help in a specific moment. Keep the other hand available for its Somatic component, and remember that it consumes your Reaction. It is not a permanent AC bonus or a source of additional armor training.
The role is responding to what the group needs: prevention, recovery, damage, or a useful spell outside combat. Its hardest decision is often which problem deserves the action and resource now. Tell allies your range and priorities so they can cooperate rather than expecting unlimited rescue.
6. Land Druid: terrain, exploration, and flexible magic
Use Dwarf Sage and choose Warden at 1 for Martial weapon proficiency and Medium armor training. The starting Druid package still contains Leather and a Shield; better armor must be bought or acquired. Warden grants training, not free replacement equipment.
At 4, War Caster takes Wisdom from 17 to 18 and supports Concentration. The Druid meets its prerequisites. Raise Wisdom to 20 at 8 and Constitution to 18 at 12. Revised War Caster entry.
At 1, options such as Entangle and Healing Word provide control and recovery when prepared. Sage's Mage Hand and Prestidigitation add other utility without taking ordinary Druid cantrip selections. Keep a damaging Druid cantrip available for turns when spending another slot is unnecessary.
Wild Shape at 2 uses known forms, your own HP, and Temporary HP. It is a useful exploration tool even for a spell-focused Druid. A small scout, climber, or swimmer can solve a practical problem, but the known-form and level restrictions still apply.
Land begins at 3. Its circle spells respond to the chosen land category after a Long Rest; do not use the original permanent Forest selection system. Select a land package whose actual spells serve the next adventure, and record the extra always-prepared spells separately.
At 5, level-3 spells and Wild Resurgence expand decisions. At 6, Natural Recovery helps manage spell resources within its limits. This is a reason to value recovery opportunities, not assume every encounter begins with a full supply.
The main challenge is choosing one effective Concentration plan and maintaining it. You cannot keep Entangle, another Concentration control spell, and a Concentration scouting spell running simultaneously. Choose Land when the interaction between preparation and the environment sounds engaging, not when you only want a fixed attack sequence.
Keep the edition-specific transformation reference alongside your normal character record.
7. Evoker Wizard: arcane control with reliable damage options
Use Dwarf Sage. The background puts Intelligence at 17 and Constitution at 15. Increase both by 1 at 4, raise Intelligence to 20 at 8, and Constitution to 18 at 12. Sage's Shield spell remains a separate always-prepared feat spell, so it need not consume one of the starting spellbook selections.
A practical first spellbook can contain Mage Armor, Magic Missile, Sleep, Grease, Detect Magic, and Find Familiar. Choose a legal prepared subset using the class table. Obtain the familiar's specified consumed components before assuming it is already present. This list is a starting toolbox, not a claim that every spell is available without preparation or expense.
Use class cantrips such as Fire Bolt, Light, and Minor Illusion alongside the feat's Mage Hand and Prestidigitation. Mage Armor requires actually casting it and meeting its conditions; the Dwarf's resilience does not supply armor training or a free standing AC calculation.
At Wizard 3, choose Evoker. Potent Cantrip helps damaging cantrips when an attack misses or the target succeeds on a save, according to that feature's limits. Learn suitable level-2 spells and use the subclass's extra Evocation spellbook additions correctly.
At 5, Fireball becomes a possible spell selection, but Sculpt Spells does not arrive until 6. Do not assume you can safely include allies in every early Fireball. Even afterward, the feature applies to its specified Evocation spells and creatures, not every area effect.
At 10, Empowered Evocation improves one damage roll of a qualifying spell. By 11, level-6 Wizard spells become available through the normal progression. The class's strength is still breadth: information, movement, control, defense, and damage, chosen when each solves the actual problem.
Choose this route if managing a spellbook is part of the appeal. It asks for more preparation than the Fighter and cannot substitute raw damage for safe positioning or careful target selection.
8. Fiend Tome Warlock: ranged magic with a clear fallback
Use the Human Acolyte array and the feat choices above. At 4, increase Charisma and Constitution by 1, reaching 18 and 16. Raise Charisma to 20 at 8, then Constitution to 18 at 12. Starting Leather and Dexterity 14 give AC 13; no free Shield or improved armor is assumed.
Choose Pact of the Tome at Warlock 1. After the relevant rest, use Guidance, Light, and Mage Hand as its cantrips, with Detect Magic and Unseen Servant as its two level-1 rituals. These are separate from ordinary Warlock cantrips, which begin with Eldritch Blast and Prestidigitation.
At 2, add Agonizing Blast and Repelling Blast for Eldritch Blast. At 5, add Eldritch Mind and Fiendish Vigor; at 7, Mask of Many Faces; at 9, Gift of the Protectors; at 12, Visions of Distant Realms. The chosen acquisition levels satisfy their prerequisites.
Fiend begins at 3 and supplies additional always-prepared spells and its Temporary HP feature. Ordinary selections can begin with Hex and Armor of Agathys, adding mobility, control, and defensive answers as levels permit. Hex requires Concentration and is not automatically the right spell for every fight.
Pact slots are few but return on Short or Long Rest. Magical Cunning at 2 gives a separate limited recovery option requiring a minute. At 11, you have three Pact slots and choose a separate level-6 Mystic Arcanum, such as Eyebite, which has its own casting and Concentration rules.
The useful ordinary turn is ranged cantrip pressure while preserving slots for meaningful changes to the encounter. Agonizing Blast is not present at level 1, and its damage bonus does not apply to every spell. Repelling Blast's push is optional and has a size restriction.
This route suits someone who wants magic with a repeatable routine, plus a selected utility toolkit. DnDDen's dice quantities and notation guide discusses organizing repeated blast rolls; use the rules themselves for invocation timing and damage.
The complete Fiend and Tome guide includes the spell ledger and a separate Blade alternative.
Compare the best DND 2024 builds at real campaign levels
| Route | What works early | Important middle milestone | Why stay through 11-12? |
|---|---|---|---|
| Fighter | Weapons, masteries, Second Wind | Extra Attack 5; second early improvement at 6 | Third Attack-action attack at 11 |
| Barbarian | Rage and Strength attacks | Frenzy 3; Extra Attack 5; Mindless Rage 6 | Further durability and another feat choice |
| Monk | Weapon plus unarmed routine | Focus 2; control 3; Extra Attack/Stunning Strike 5 | Stronger Flurry and Fleet Step |
| Rogue | Skills and qualifying Sneak Attack | Cunning Strike 5; Reliable Talent/Evasion 7 | Sneak Attack scaling and additional improvement |
| Cleric | Prepared support and recovery | Life 3; level-3 spells 5 | Level-6 spells at 11 |
| Druid | Control spells and exploration | Land 3; Wild Resurgence 5; recovery 6 | Level-6 spells at 11 |
| Wizard | Spellbook and rituals | Evoker 3; level-3 spells 5; Sculpt Spells 6 | Level-6 spells at 11 |
| Warlock | Blast, Tome, selected spells | Invocations 2; Fiend 3; stronger Pact slots | Third Pact slot and Arcanum at 11 |
If your adventure ends at level 5, judge the character at levels 1-5. A later feature cannot improve the sessions that happen before it arrives. Conversely, a campaign continuing past 10 can make the Fighter's third attack or a caster's level-6 spells an important reason to stay single-class.
Compare ordinary turns before burst turns
A useful comparison starts with what the character does when conserving resources. Then examine what spending a resource adds, how often that resource returns, and whether its conditions can be arranged.
For an original calculation, the suggested Fighter at level 5 has Strength 18 and proficiency +3, so the Greatsword attack is +7. Against illustrative AC 16, a d20 result of 12 totals 19 and hits. Weapon dice 3 and 4, plus Strength 4 and qualifying Great Weapon Master damage 3, total 14 slashing before other effects.
That calculation assumes a qualifying Attack-action hit on the Fighter's turn. It does not include Savage Attacker, a critical hit, Action Surge, resistance, or a Hew Bonus Action attack.
The Monk at level 5 can make two Attack-action attacks and spend one Focus on two Flurry attacks, but all four need their own resolution. Adding Stunning Strike spends another point and allows a save. Neither four hits nor a failed save should be assumed in an ordinary damage promise.
A spell's value also extends beyond damage. Preventing movement, protecting an ally, or learning where a threat is located can save resources for the whole group. Read a build's control claims as carefully as its attack totals.
Multiclassing: ask what the delay buys
These routes stay single-class to preserve their milestones. A multiclass can combine useful tools, but it needs a specific purpose and legal prerequisites for both the existing and new classes.
In revised rules, qualifying for Fighter involves Strength or Dexterity 13, while Monk requires both Dexterity and Wisdom 13. Spellcasting classes have their relevant ability requirements. Meeting one class's threshold does not automatically meet the other. See current character creation and multiclassing.
Starting in a class differs from adding it later. You do not receive a second set of starting saving throw proficiencies, and the multiclass armor package may be narrower. A dip also changes the equipment and feature assumptions attached to the original route.
Write the actual class order before deciding. One level elsewhere before a martial class reaches 5 can delay Extra Attack. A caster's higher-level spell access can arrive later even if combined slot calculations give stronger slots. Known and prepared spells are determined by each class's rules; high slots do not automatically teach equivalent-level spells.
The same check applies to feats. They arrive through the relevant class feature, not simply because the total character level is divisible by four. A multiclass route needs a new ability and feat ledger rather than copying these single-class schedules unchanged.
Match the build to the table
When choosing among the best dnd 2024 builds, ask about the campaign's level range, rest opportunities, permitted sources, and likely mix of combat and exploration. Those answers can matter more than a small improvement in one simulated turn.
If the group often completes Short Rests, Fighter, Monk, and Warlock resources can feel different from a campaign with few recovery opportunities. That does not mean every player can demand a rest whenever convenient. Discuss the expected rhythm and keep an ordinary low-resource plan.
If you prefer simple turns, start with Champion and add mastery choices gradually. If you want to react to the party's condition, Life Cleric provides several kinds of answers. If you enjoy preparation, Wizard and Druid reward knowing your options. If you want movement and environmental interaction, Monk and Rogue offer different approaches.
Give the character a useful noncombat contribution and a reason to cooperate. A Fighter can notice danger, a Barbarian can contribute to exploration, and a Rogue can investigate without stealing from the party. Background and personality should make the mechanical choices feel like a person.
The character-creation guide provides a framework for assembling the final record. Keep normal statistics, limited resources, and temporary effects separate, and check every copied spell against the campaign's edition.
Questions before you commit
Why are these not ranked from strongest to weakest?
Their jobs differ. A damage specialist, a scout, and a prepared caster can solve different problems. The guide recommends by role and learning preference rather than pretending one ordering survives every campaign.
Are other classes bad choices?
No. Bard, Paladin, Ranger, Sorcerer, other subclasses, and permitted supplemental options can be excellent choices. This is a manageable set of concrete routes, not a complete ranking of every legal character.
Can I change a species or background?
Yes, within the campaign's options. Recalculate the actual traits, permitted ability increases, Origin feat, skills, tools, equipment, and any resulting prerequisites. Do not keep the old package's benefits after replacing it.
Do I need magic items for these recommendations?
No named magic item is required. Some later threats can expose weaknesses in mundane weapons or basic defenses. Address those through the campaign's actual resources and party cooperation, not an assumed item that appears on schedule.
The best dnd 2024 builds give you a useful role now and a progression you will enjoy playing. Choose a legal foundation, understand its resource costs, and let the details develop with the adventure.
Rules attribution: This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode. Build selections, comparisons, calculations, and advice are original adaptations and additions. Proprietary feat references are separately sourced.
Bag of Holding 