So you're playing a D&D class
(had these thoughts while thinking about CR character builds, but relevant to D&D in general).
Here's just a brief list of three questions per class that are intended to be helpful if you're playing that class and are working on fleshing out that aspect of your character. Note that I'm only covering officially published classes for 5e. If you're a blood hunter I am just going to assume you know what you're about, and if you're a mystic then you are beyond help or hope. Also, obviously, there's way more to a character than their class! But understanding why the character is that class is pretty crucial to overall character build.
Artificer:
Did the magic come first or did the tinkering come first?
Did you apprentice or where you self-taught?
What do you dream of creating - or if you don't, what outside goal drives your creations?
Barbarian:
Is rage a cultural or family trait, or is this unique to you?
What do you feel like when you rage?
What do you feel your purpose is, outside of combat? Do you have one or are you not sure? (note - feel free to ask this about other martially focused classes, but barbarians skew especially hard towards combat skills above all others)
Bard:
What led you to be able to tap into the echoes of creation (not guaranteed for all artists!)
What is your medium, and how did you come to it/learn it?
You have a ton of skills - how did you acquire them?
Cleric:
What is your relationship with the deity/entity/concept that grants you your powers?
Since many sources have multiple domains, why this domain specifically?
What does your worship look like?
Druid:
Is your relationship to nature cultural, or personal?
What drew you to your circle?
How do you feel about wildshape? Is it a tool available to you, or an enjoyable experience?
Fighter:
Who trained you or how did you pick up your skills?
What led you to focus on fighting? Is there something you wished to attack or to protect?
Fighter is REALLY modular/subclass dependent, so dig into your subclass; if you're a champion, the 'what is your purpose outside combat' from Barbarian may apply, but if you're say, an eldritch knight or rune knight, you may have had two teachers and should dig into that.
Monk:
Who trained you?
What does Ki feel like for you?
Not a question, but: with the caveat that I know very little about martial arts, I do think that having a concept of the martial art style your monk uses is a huge help in bringing the character to life.
Paladin:
What drew you to this oath?
What continues to motivate you?
You're in a very versatile role; which part speaks to you the most- do you see yourself more as a protector? a healer? is the versatility itself what matters?
Ranger:
How did you learn your nature skills?
What is your relationship to your magic?
Why are your favored terrain and enemy what they are?
Rogue:
How did you learn to pick locks?
Did your thievery/stealth come as a necessity for survival, or was it a choice?
As with bard - what specifically led you to develop the skills you have?
Sorcerer:
When did your powers first manifest? If it was not when you were very young, what were you doing beforehand?
Are you interested in where your powers came from? How far would you go to learn about them? Or do you already know?
What would you do if your powers disappeared?
Warlock:
What led you to make the pact - even if it was accidental or a trick?
How do you feel about your patron generally?
Because warlock is truly very modular - that is, extremely reliant on the boon and evocations for flavor, analyze the choice of evocations and boon. If you picked agonizing blast, why specifically did your warlock want to make eldritch blast stronger? What drew your character to the blade vs. chain vs. tome?
Wizard:
What role do wizards play in your society?
How were you trained?
What do you most desire to learn or achieve?
Good instincts! These are great prompts to get you thinking about your character as a person and how that person plays into the Class that they are. They’re really common in other TTRPGs.
Pathfinder takes a more Examples approach than Questions, providing examples of what a Class can be, and is often assumed to be, in various situations. They have similar information for Ancestries, with “You Might” and “Others probably” for each of those and also every Versatile Heritage (Things like Tiefling that you can slap onto any Ancestry for tons of combinations).
Beacon does go the question route, with 4 questions for each Class. Same for Ancestries here, too, along with an example Worldbuilding for them because there is a lot of worldbuilding you can do in the system. Also worth noting that Beacon has 12 level progression but each Class is only 3 levels, so it’s always worth thinking about the questions for why you take your next Class which keeps them always relevant.
And then there’s Fabula Ultima, which again offers 4 questions Per Class. Nothing for Ancestries since those aren’t mechanically relevant in Fabula Ultima, but there is a TON of group focused collaborative worldbuilding to help get everyone on the same page about the game being played, but that’s a bit out of scope for this. Fabula Ultima is a Tabletop JRPG, and as such you start at level 5 and you HAVE to Multiclass with 2 or 3 Classes for those initial 5. And the levels go up to 50! Though you can only have 3 Classes under level 10 at a time so at most...7 Classes over 50 levels.
They’re a very useful tool, especially for newer players, and their absence from 5e helps to highlight that 5e isn’t actually meant to be easy for new players, it’s meant to be approachable, and those are very different design goals.














