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D&D Build GuideBest Class for Solo Play

One character, every problem: the classes, species, spells and feats that hold up when there is no party to cover for you, plus three builds made for solo play.

2024 RULES

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
Paladin
Heavy armor, a d10 hit die and Lay On HandsLay 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. as a Bonus Action. Aura of ProtectionAura of ProtectionLevel 6 featureYou radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1). adds your Charisma to your own saves, Charisma makes you the talker, and Faithful SteedFaithful SteedLevel 5 featureYou can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest. gives you a free Find SteedFind 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. every day: a second body in the fight.
Legendary
Cleric
Heavy armor with the Protector order, the best healing in the game, and Spirit GuardiansSpirit 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
Druid
Wild ShapeWild ShapeLevel 2 featureThe power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). gives Temporary Hit Points equal to your druid level each time you change, and a beast form is also a disguise or an escape. Healing spells and a familiar through Wild CompanionWild CompanionLevel 2 featureYou can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components..
Epic
Ranger
Fights at range, heals with Cure WoundsCure 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 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.". Survival and tracking are built in. The Beast Master in the Player's Handbook adds a companion that fights beside you.
Epic
Bard
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. and Expertise cover every skill check, Healing WordHealing 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. keeps you up, and SleepSleep1st-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. and Hypnotic PatternHypnotic Pattern3rd-level IllusionConcentrationCastingActionRange120 feetDuration1 minuteSaveWisdomYou create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. end fights against groups. Light armor and a d8 mean you must stay out of melee.
Epic
Fighter
Second WindSecond WindLevel 1 featureYou have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. heals you as a Bonus Action and comes back on a Short Rest, Action SurgeAction SurgeLevel 2 featureYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest. wins the turn that matters, and Tactical MindTactical MindLevel 2 featureYou have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. turns Second Wind into a bonus on failed checks. Few skills and no magic for odd problems.
Epic
Warlock
Eldritch BlastEldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceYou hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. at range every turn, slots back on a Short Rest, and the Fiend's Dark One's BlessingDark One's BlessingLevel 3 featureWhen you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points. gives Temporary Hit Points whenever you drop an enemy. The Pact of the Chain invocation adds a familiar.
Rare
Barbarian
The toughest class in a straight fight: a d12 hit die and RageRageLevel 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 ActionCunning 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 DodgeUncanny 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 FamiliarFind 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 WebWeb2nd-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 SleepSleep1st-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 MetabolismUncanny 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 BodyWholeness 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 SorceryInnate 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

Spells and Feats for Solo Play

Whatever your class, look for healing you can cast on yourself, ways to get out, and anything that adds another body to your side of the fight.

Keep yourself standing

Healing WordHealing 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. Bonus Action, so you still attack
Cure WoundsCure Wounds1st-level AbjurationCastingActionRangeTouchDurationInstantaneousDamage2d8A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. More healing, uses your action
GoodberryGoodberry1st-level ConjurationCastingActionRangeSelfDuration24 hoursTen berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Ten 1-hit-point berries: wakes you, feeds you
AidAid2nd-level AbjurationCastingActionRange30 feetDuration8 hoursChoose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. Raises your hit point maximum
False LifeFalse Life1st-level NecromancyCastingActionRangeSelfDurationInstantaneousDamage2d4 + 4You gain 2d4 + 4 Temporary Hit Points. Temporary Hit Points before a fight

Get out

Misty StepMisty Step2nd-level ConjurationCastingBonus ActionRangeSelfDurationInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see. Teleport out of a grab or a crowd
InvisibilityInvisibility2nd-level IllusionConcentrationCastingActionRangeTouchDuration1 hourA creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Walk away from a fight you cannot win
Pass without TracePass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks. Avoid the fight in the first place

Even the numbers

Find FamiliarFind 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. A scout, and the Help action in a fight
Find SteedFind 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. A mount that fights beside you
Spirit GuardiansSpirit 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. Damages everything near you
SleepSleep1st-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. Ends early fights against groups
Conjure AnimalsConjure Animals3rd-level ConjurationConcentrationCastingActionRange60 feetDuration10 minutesSaveStrengthDamage3d10 SlashingYou conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds. A pack of spirits on your side

Rest safely

AlarmAlarm1st-level AbjurationRitualCastingMinuteRange30 feetDuration8 hoursYou set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. Ritual: wakes you if something comes
Tiny HutTiny Hut3rd-level EvocationRitualCastingMinuteRangeSelfDuration8 hoursA 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area. A safe Long Rest anywhere

Feats

Alert
AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. lets you act before the enemy more often. Initiative Swap does nothing without allies, but going first is worth even more alone.
Epic
Tough
From the Player's Handbook: two more hit points every level. Simple and always useful.
Epic
Magic Initiate (Cleric)
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. gives any class Healing WordHealing 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. or Cure WoundsCure Wounds1st-level AbjurationCastingActionRangeTouchDurationInstantaneousDamage2d8A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier., plus GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. for skill checks.
Epic
Skilled
SkilledSkilledOrigin featYou gain proficiency in any combination of three skills or tools of your choice. adds three skills or tools. Thieves' Tools, Perception and Persuasion cover most solo gaps.
Rare
Lucky
From the Player's Handbook: Advantage on a few d20 Tests per Long Rest, or Disadvantage on an enemy's attack.
Rare

Three Solo Builds

Dwarf paladin
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 HandsLay 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 WordHealing 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 SteedFind 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.
Human ranger
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 MarkHunter'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 WoundsCure 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.
Elf druid
VersatileThe Shapeshifter
Species
Elf (Wood Elf)
Class
Druid (Circle of the Land)
Background
Sage (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
13DEX
15CON
12INT
17WIS
10CHA

Takes ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. from Magic Initiate (Wizard). Wild ShapeWild ShapeLevel 2 featureThe power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). soaks the first hits with Temporary Hit Points, Healing WordHealing 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. and Cure WoundsCure Wounds1st-level AbjurationCastingActionRangeTouchDurationInstantaneousDamage2d8A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. patch you up, and the Temperate land adds Misty StepMisty Step2nd-level ConjurationCastingBonus ActionRangeSelfDurationInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see. and SleepSleep1st-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..

Build the Shapeshifter
Free to start. No card needed.

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.

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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.

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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.