What a Solo Character Needs
In a normal party, the fighter takes the hits, the cleric heals, the rogue picks the lock and the bard does the talking. Alone, you do all of it. A good solo character covers five things:
- Self-healing. Nobody else will heal you. Features and spells that restore your own hit points matter more than anything.
- Survivability. Good armor, plenty of hit points, and ways to escape a fight that has gone wrong.
- Handling numbers. You are often outnumbered. Area damage, control spells and extra bodies on your side (a familiar, a steed, a companion) even the odds.
- Skills. Locks, lies, tracks and old runes are all yours to deal with.
- Not dropping to 0. At 0 hit points you are unconscious and making death saves, with nobody to stabilize you. Staying above 0 is the whole game.
This guide uses the 2024 rules, where your background sets your ability score increases.
Thrain's take
Alone, every fight you start is a fight you might lose. The best solo characters I have run for are the ones who did not need to fight at all: they scouted, they talked, they found the back door. Build for that, then build for the fights you could not avoid.
Best Classes for Solo Play
Legendary: build around it
Epic: excellent
Rare: good
Uncommon: works
Common: weak fit
Legendary
Cleric
Heavy armor with the Protector order, the best healing in the game, and
Spirit Guardians
Spirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantProtective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. at level 5 to grind down a whole group around you. Short on skills and social tools unless you build for them.
Epic
Epic
Ranger
Fights at range, heals with
Cure Wounds
Cure Wounds1st-level AbjurationCastingActionRangeTouchDurationInstantaneousDamage2d8A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier., and gets Expertise from
Deft Explorer
Deft 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.". Survival and tracking are built in. The Beast Master in the Player's Handbook adds a companion that fights beside you.
Epic
Epic
Epic
Rare
Barbarian
The toughest class in a straight fight: a d12 hit die and
Rage
RageLevel 1 featureYou can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. for Resistance to weapon damage. No healing beyond your Hit Dice, few skills, and nothing for a locked door but your shoulder.
Rare
Rogue
The best skills in the game,
Cunning Action
Cunning ActionLevel 2 featureYour quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide. to escape,
Uncanny Dodge
Uncanny DodgeLevel 5 featureWhen an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down). and Evasion to cut damage. Sneak Attack still works alone, but there is no healing and little for a crowd.
Rare
Wizard
Rituals and
Find Familiar
Find Familiar1st-level ConjurationRitualCastingActionRange10 feetDurationInstantaneousYou gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. solve exploration, and
Web
Web2nd-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourSaveDexterityDamage2d4 FireYou conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. and
Sleep
Sleep1st-level EnchantmentConcentrationCastingActionRange60 feetDuration1 minuteSaveWisdomEach creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. handle groups. A d6 hit die with nobody standing in front of you is the problem.
Rare
Monk
Fast enough to escape anything, and
Uncanny Metabolism
Uncanny MetabolismLevel 2 featureWhen you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled. Once you use this feature, you can't use it again until you finish a Long Rest. heals you once a day when a fight starts. Open Hand adds
Wholeness of Body
Wholeness of BodyLevel 6 featureYou gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). at 6. Focus Points run out fast when you are the only target.
Uncommon
Sorcerer
Big damage and
Innate Sorcery
Innate SorceryLevel 1 featureAn event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: - The spell save DC of your Sorcerer spells increases by 1., but a d6 hit die and little healing or utility. Draconic Sorcery's extra hit points and natural armor help.
Uncommon
Best Species for Solo Play
Human
Heroic Inspiration after every Long Rest is a reroll you will always use. Skillful and Versatile add a skill and an Origin feat, and a solo character needs both.
Legendary
Orc
Relentless Endurance turns your first drop to 0 each day into 1 hit point. Alone, that is the difference between a close call and a dead character.
Epic
Dwarf
An extra hit point every level, poison resistance, 120-foot Darkvision and Tremorsense on stone to spot an ambush.
Epic
Halfling
Luck rerolls a 1 on any d20 Test, and death saves count. A 1 on a death save is two failures, so this one trait saves solo characters.
Epic
Goliath
Stone's Endurance cuts incoming damage as a Reaction several times a day. Cloud's Jaunt is a teleport out of trouble instead.
Rare
Elf
Trance lets you finish a Long Rest in 4 hours, so you spend less time asleep in dangerous places. A free skill and lineage spells add versatility.
Rare
Three Solo Builds
ToughestThe Lone Knight
- Species
- Dwarf
- 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
Heavy armor and a shield,
Lay On Hands
Lay On HandsLevel 1 featureYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. for yourself, and
Healing Word
Healing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. from Magic Initiate for when you are in real trouble.
Find Steed
Find Steed2nd-level ConjurationCastingActionRange30 feetDurationInstantaneousYou summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. from level 5 gives you an ally every day.
Build the Lone Knight
Free to start. No card needed.
ExplorerThe Long Road
- Species
- Human (Versatile: Tough)
- Class
- Ranger (Hunter)
- Background
- Criminal (AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
12STR
17DEX
14CON
8INT
14WIS
10CHA
Shoots from range with
Hunter's Mark
Hunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 ForceYou magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it., heals with
Cure Wounds
Cure Wounds1st-level AbjurationCastingActionRangeTouchDurationInstantaneousDamage2d8A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier., and covers stealth, tracking and Thieves' Tools. Acts first in most fights, so the enemy rarely closes the distance.
Build the Long Road
Free to start. No card needed.
VersatileThe Shapeshifter
Playing Solo at the Table
- Scout first. A familiar, a beast form or a careful Stealth check tells you what is behind the door before you open it.
- Pick your fights. You do not have to fight everything. Talking, sneaking and leaving are all good outcomes.
- Rest often. Take a Short Rest after any hard fight. Hit Dice are your healing when nobody else has any.
- Keep potions. A Potion of Healing works for any class, and you can drink one as a Bonus Action in the 2024 rules.
- Always have an exit. Before a fight starts, know how you would leave it.
Running the game yourself with no DM at all? The free Oracle (5e) answers yes-or-no questions and rolls up encounters, NPCs, complications and events for you.
Try it
Build any of the solo characters above and start a campaign with just you and the Dungeon Master, in your browser.
Start a solo campaign
FAQ
What is the best class for solo D&D?
The paladin. Heavy armor, Lay on Hands to heal yourself, Aura of Protection on your own saves, Charisma for talking, and a free Find Steed from level 5. Cleric, druid, ranger, bard and fighter are close behind.
Can you play D&D alone?
Yes. You need a Dungeon Master or a solo adventure, and one character built to handle everything: fighting, healing, skills and talking. Some players run two or three characters instead to keep a full party.
What is the best species for a solo character?
Human, for Heroic Inspiration every day and an extra skill and feat. Orc is a close second, because Relentless Endurance keeps you up once per Long Rest when nobody can revive you.
Is the rogue good for solo play?
It is a strong explorer with the best skills, Cunning Action to escape, and Uncanny Dodge and Evasion to cut damage. It has no healing and struggles against groups, so pair it with Magic Initiate (Cleric) for Healing Word.
Play a campaign on your own
TableForge runs solo campaigns: build one character in a couple of minutes and start an adventure in your browser, whenever you have time. Bring friends later if you want.
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.