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D&D Build GuideBest Class for Roleplay

Oaths, patrons, gods and grudges: the classes and species that give you the most to play with when the game is about talking, plus three characterful builds.

2024 RULES

What Makes a Good Roleplay Character

Any class can be roleplayed well. Some just hand you more to work with. A strong roleplay character has:

  • A hook built into the class. An oath you swore, a patron you owe, a god you serve. Each one gives the Dungeon Master something to pull on.
  • Tools for talking. Charisma, Insight and Persuasion, and spells that open conversations with people, animals, the dead and strangers who speak other languages.
  • Something they want. A goal the story can move toward or away from.
  • A flaw. The thing that makes them interesting when the plan goes wrong.

This guide uses the 2024 rules. Your background sets your ability scores, so you can pick the species that fits the story without losing anything at the table.

Thrain's take

Give me one thing your character wants and one thing they will not do. That is all I need to build a scene around them. The players who write three pages of backstory usually get less out of me than the one who said "she owes a devil money and she does not want her sister to find out".

Best Classes for Roleplay

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Bard
Charisma caster with ExpertiseExpertiseLevel 2 featureYou gain Expertise (see "Rules Glossary") in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice. in social skills, Jack of All TradesJack of All TradesLevel 2 featureYou can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus. for everything else, and spells like Charm PersonCharm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. and Comprehend LanguagesComprehend Languages1st-level DivinationRitualCastingActionRangeSelfDuration1 hourFor the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.. Built for the scenes where nobody draws a weapon.
Legendary
Warlock
The patron is a story engine: a being who gave you power and wants something back. Charisma casting, and the Fiend adds CommandCommand1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee. and SuggestionSuggestion2nd-level EnchantmentConcentrationCastingActionRange30 feetDuration8 hoursSaveWisdomYou suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies..
Legendary
Paladin
Your oath is a set of promises the world will test. Charisma for talking, Zone of TruthZone of Truth2nd-level EnchantmentCastingActionRange60 feetDuration10 minutesSaveCharismaYou create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. from the Oath of Devotion, and the most dramatic moral choices in the game.
Legendary
Cleric
A god, a temple and a faith to keep or lose. Insight and Religion come easily, and Speak with DeadSpeak with Dead3rd-level NecromancyCastingActionRange10 feetDuration10 minutesYou grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. turns a corpse into a witness.
Epic
Sorcerer
Your power comes from something that happened to you, which is a backstory question the Dungeon Master will want answered. Charisma casting and Subtle Spell for quiet charms.
Epic
Rogue
Expertise in any social skill, Thieves' Cant, and a past that usually has people in it you would rather avoid. Reliable TalentReliable TalentLevel 7 featureWhenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10. at 7 means your Persuasion stops failing.
Epic
Druid
Speak with AnimalsSpeak with Animals1st-level DivinationRitualCastingActionRangeSelfDuration10 minutesFor the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them. and Speak with PlantsSpeak with Plants3rd-level TransmutationCastingActionRangeSelfDuration10 minutesYou imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. open conversations no one else can have, and a circle and a wild place give you something to protect. Wisdom does little for Persuasion.
Rare
Wizard
The scholar who knows the history of the ruin and reads the old letters: Comprehend LanguagesComprehend Languages1st-level DivinationRitualCastingActionRangeSelfDuration1 hourFor the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text., IdentifyIdentify1st-level DivinationRitualCastingMinuteRangeTouchDurationInstantaneousYou touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any., Legend LoreLegend Lore5th-level DivinationCastingMinuteRangeSelfDurationInstantaneousName or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the GM.. Strong in investigation, weak in persuasion.
Rare
Ranger
Deft ExplorerDeft ExplorerLevel 2 featureThanks to your travels, you gain the following benefits. Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill. Languages. You know two languages of your choice from the language tables in "Character Creation." adds two languages and Expertise in a skill, and Speak with AnimalsSpeak with Animals1st-level DivinationRitualCastingActionRangeSelfDuration10 minutesFor the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them. is on your list. A natural outsider character.
Rare
Fighter
Nothing in the class pushes a story, which makes it a blank page: the veteran, the deserter, the knight without a lord. Great if you bring the character yourself.
Rare
Monk
A monastery, a master and a discipline are good hooks, and Wisdom helps with Insight. Few tools for talking.
Rare
Barbarian
Good for a big personality and Intimidation, but the class gives you nothing for a quiet conversation. Play against type and it can be a table favourite.
Uncommon

Best Species for Roleplay

Tiefling
A fiendish legacy is a story by itself: how people react to your horns, and what your bloodline wants from you. ThaumaturgyThaumaturgyTransmutation cantripCastingActionRange30 feetDuration1 minuteYou manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. adds a voice like thunder when you need one.
Legendary
Dragonborn
A draconic ancestor and a color that people recognize. Pride, family and old debts come built in.
Epic
Elf
A long life means old friends, old enemies and a different sense of time. The lineage choice (Drow, High Elf, Wood Elf) is already a backstory.
Epic
Orc
A character who has to prove people wrong, or does not care to. Strong for a gentle giant or a scholar nobody expects.
Epic
Human
The most flexible blank page, plus an extra skill and Origin feat. Your story comes from your background instead of your species.
Rare
Halfling
Brave and lucky, which suits a small hero far from home. Easy to play as warm, curious and underestimated.
Rare
Dwarf
Clan, craft and grudges. A dwarf with a broken oath to a clan is a campaign waiting to happen.
Rare
Gnome
Curious tinkerers and illusionists, and Gnomish Cunning makes you hard to charm or frighten in a tense negotiation.
Rare
Goliath
Giant ancestry and a culture of competition. A natural for a character who keeps score.
Rare

Spells and Backgrounds for Roleplay

The best roleplay spells open a conversation that could not happen otherwise. Most of these do nothing in a fight, which is why many players skip them. Do not.

For a background, the Player's Handbook has twelve more than the four in the free rules, including Noble, Entertainer, Charlatan, Hermit and Guide, and each one comes with a ready-made past. In the free rules, AcolyteAcolyteBackgroundAbility ScoresIntelligence, Wisdom, CharismaFeatMagic Initiate (Cleric)Skill ProficienciesInsight and Religion (Insight, Religion and a temple) and CriminalCriminalBackgroundAbility ScoresDexterity, Constitution, IntelligenceFeatAlertSkill ProficienciesSleight of Hand and Stealth (a past and contacts you might regret) give the most to play with.

Talk to anyone

Comprehend LanguagesComprehend Languages1st-level DivinationRitualCastingActionRangeSelfDuration1 hourFor the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. Ritual: read and understand any language
Speak with AnimalsSpeak with Animals1st-level DivinationRitualCastingActionRangeSelfDuration10 minutesFor the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them. Ritual: the stable horse saw everything
TonguesTongues3rd-level DivinationCastingActionRangeTouchDuration1 hourThis spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Talk to anyone, and be understood
Speak with DeadSpeak with Dead3rd-level NecromancyCastingActionRange10 feetDuration10 minutesYou grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. Five questions for the victim
SendingSending3rd-level DivinationCastingActionRangeUnlimitedDurationInstantaneousYou send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. A message across any distance

Shape the conversation

Zone of TruthZone of Truth2nd-level EnchantmentCastingActionRange60 feetDuration10 minutesSaveCharismaYou create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. Nobody inside can lie
Detect ThoughtsDetect Thoughts2nd-level DivinationConcentrationCastingActionRangeSelfDuration1 minuteSaveWisdomYou activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. Hear what they are not saying
Calm EmotionsCalm Emotions2nd-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveCharismaEach Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): - The creature has Immunity to the Charmed and Frightened conditions until... Stops a brawl before it starts
Charm PersonCharm Person1st-level EnchantmentCastingActionRange30 feetDuration1 hourSaveWisdomOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. They know afterward, so be kind

Set the scene

ThaumaturgyThaumaturgyTransmutation cantripCastingActionRange30 feetDuration1 minuteYou manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. Booming voice, flickering flames
PrestidigitationPrestidigitationTransmutation cantripCastingActionRange10 feetDuration1 hourYou create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. Small magic that makes a character
Minor IllusionMinor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. A sound, an image, a story

Three Characterful Builds

Dragonborn paladin
HonorThe Oathsworn
Species
Dragonborn (Gold)
Class
Paladin (Oath of Devotion)
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
15STR
10DEX
13CON
8INT
13WIS
16CHA

Sworn to protect the weak and tell the truth, and placed in a world that makes both hard. Zone of TruthZone of Truth2nd-level EnchantmentCastingActionRange60 feetDuration10 minutesSaveCharismaYou create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. at level 5 settles arguments, and every choice between the oath and the easy way is a scene.

Build the Oathsworn
Free to start. No card needed.
Orc bard
PerformerThe Tavern Legend
Species
Orc
Class
Bard (College of Lore)
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
8STR
14DEX
13CON
10INT
13WIS
17CHA

A huge, gentle singer who knows every song and every rumor. The College of Lore adds three skills, so this bard can talk, read and sneak. Plays against what people expect of an orc.

Start an adventure free
Bring your idea to the table. Free to start.
Tiefling cleric
FaithThe Doubting Priest
Species
Tiefling (Infernal)
Class
Cleric (Life Domain)
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
13STR
10DEX
14CON
8INT
17WIS
13CHA

A tiefling healer at a temple that never quite trusted them. Heals with the best of them, asks Speak with DeadSpeak with Dead3rd-level NecromancyCastingActionRange10 feetDuration10 minutesYou grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. the hard questions, and is never sure the god is listening.

Build the Doubting Priest
Free to start. No card needed.

Roleplaying at the Table

  • Speak as your character, then say what you do. "I lean on the bar. 'You look like someone who has seen a ghost.' I want him to tell me about the mill." Both halves help.
  • Give the Dungeon Master a hook. A name from your past, a debt, a rival. Hand it over early and let them use it.
  • Let your character be wrong. Flaws and bad decisions make the best scenes. Your character does not have to know what you know.
  • Leave room for others. Ask the quiet player's character a question in character. It is the easiest way to bring someone in.
Try it

Build any of the characters above and start a campaign where the story is about who they are, not just what they can hit.

Build your character

FAQ

What is the best class for roleplay in D&D?

The bard, warlock and paladin. The bard has the social skills and spells, the warlock has a patron who wants something from you, and the paladin has an oath the world will test. Any class works if you bring the character.

What is the best species for roleplay?

Tiefling, for a fiendish legacy that shapes how the world treats you. Dragonborn, elf and orc also come with strong built-in stories. In the 2024 rules species does not set your ability scores, so you can pick for the story.

What are the best roleplay spells in D&D 2024?

Zone of Truth, Speak with Dead, Detect Thoughts, Comprehend Languages and Speak with Animals. Each opens a conversation the party could not have otherwise.

Is the fighter bad for roleplay?

No. The class gives you few social tools, but it also imposes no story, so you can play anything from a weary veteran to a disgraced knight. Pick a background that fits and the roleplay comes from you.

Keep reading

Bring your character to life

Build a character in a couple of minutes and start an adventure in your browser, with a Dungeon Master who remembers your oaths, debts and grudges. Play solo or with friends.

This guide includes material from the System Reference Document 5.2 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.