Dungeons & Dragons Tiny Adventures
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There are 17 classes to choose from, and each class has a male and a female hero. However, only after 5, 8, 9 and 10 generations, will the Swordmage, Warden, Invoker and Avenger classes be unlocked respectively.

The two sexes for a class differ in race and starting abilities. However, the class abilities, hit points per level, and primary ability remain the same.

Starting Statistics[]

The top number in each row is for the Male hero, and the bottom number is for the Female hero.

Class Race AC Atk HP STR CON DEX INT WIS CHA HP/lvl Primary Starting Equipment
Cleric Human
Half-Elf
15
15
4
3
24
27
13
10
12
15
10
10
11
13
18
16
14
16
5
5
WIS Rusty Dagger/ Rusty Chainmail
Rusty Dagger / Adventurer's Outfit*
Fighter Dragonborn
Dwarf
15
15
4
3
27
31
18
16
12
16
14
10
10
10
11
16
15
11
6
6
STR Rusty Dagger/ Rusty Chainmail
Rusty Dagger/ Adventurer's Outfit*
Paladin Half-Elf
Eladrin
15
11
2
3
29
25
14
16
14
10
10
16
11
11
13
10
18
15
6
6
STR Rusty Dagger/ Rusty Chainmail
Rusty Dagger/ Adventurer's Outfit*
Ranger Drow
Elf
14
13
3
3
22
24
16
16
10
12
18
16
10
11
12
15
12
10
5
5
STR Rusty Dagger

/ Adventurer's Outfit
Rusty Dagger/ Adventurer's Outfit

Rogue Halfling
Human
15
16
4
5
23
22
13
11
11
10
18
20
10
11
12
9
16
13
5
5
DEX Rusty Dagger

/ Adventurer's Outfit
Rusty Dagger/ Adventurer's Outfit

Warlock Dragonborn
Tiefling
14
13
4
4
22
26
14
10
10
14
10
11
16
15
10
12
18
18
5
5
CHA Rusty Dagger

/ Adventurer's Outfit
Decrepit WandAdventurer's Outfit

Warlord Dwarf
Human
15
15
3
4
26
22
14
14
14
10
10
11
13
14
13
10
16
18
5
5
CHA Rusty Dagger / Rusty Chainmail
Rusty Dagger/ Adventurer's Outfit*
Wizard Eladrin
Eladrin
15
16
4
5
22
20
10
10
12
10
15
14
18
20
11
10
14
12
4
4
INT Decrepit Wand/ Adventurer's Outfit
Rusty Dagger/ Adventurer's Outfit
Swordmage Genasi
Genasi
14
15
3
4
28
26
16
16
13
11
13
12
16
18
13
11
11
12
6
6
INT Rusty Dagger/ Adventurer's Outfit
Rusty Dagger/ Adventurer's Outfit
Sorcerer Human
Dragonborn
12
11
5
4
22
22
10
17
10
10
14
13
11
8
8
10
20
19
4
4
CHA Rusty Dagger/ Adventurer's Outfit
Rusty Dagger/ Adventurer's Outfit
Druid Human
Elf
12
13
4
5
27
20
11
10
15
8
14
16
8
10
18
20
10
11
5
5
WIS Rusty Dagger/ Adventurer's Outfit
Rusty Dagger/ Adventurer's Outfit
Bard Gnome
Tiefling
13
12
4
5
24
22
10
13
12
10
11
10
16
15
13
8
18
20
5
5
CHA Rusty Dagger/ Adventurer's Outfit
Rusty Dagger/ Adventurer's Outfit
Barbarian Human
Goliath
10
10
4
5
29
30
19
20
14
15
11
8
10
10
8
13
16
10
6
6
STR Rusty Dagger/ Adventurer's Outfit
Rusty Dagger/ Adventurer's Outfit
Warden Goliath
Human
10
10
4
4
33
27
19
19
16
10
12
8
11
13
10
15
10
10
6
6
STR Rusty Dagger/ Rusty Chainmail
Rusty Dagger/ Adventurer's Outfit
Invoker Dwarf
Deva
12
14
4
4
26
23
11
8
16
13
15
10
8
18
18
18
10
11
4
4
WIS Rusty Dagger/ Adventurer's Outfit
Rusty Dagger/ Adventurer's Outfit
Avenger Shifter
Human
13
12
4
4
27
27
12
10
13
13
16
10
10
15
18
19
11
8
6
6
WIS Rusty Dagger/ Adventurer's Outfit
Rusty Dagger/ Adventurer's Outfit
Shaman Shifter
Dwarf
13
11
4
4
23
28
15
12
11
16
10
13
16
10
18
18
8
11
5
5
WIS Rusty Dagger/ Adventurer's Outfit
Rusty Dagger/ Adventurer's Outfit


  • In the equipment column '*' denotes any inherited 1h weapon will be worn as a shield (On female characters only).
  • For classes that wear light armor, the larger of the character's Dexterity or Intelligence bonus is added to base AC.

By Sex[]

The following shows the averages for a given sex across all classes.

Sex AC Atk HP STR CON DEX INT WIS CHA
Female 14.9 3.8 24.8 13.2 12 13.3 13.7 12.1 13.9
Male 14.8 3.4 24.8 14.2 12 13.1 12.8 12.6 14.9

By the stats, the best sex for each class is:

  • Cleric: female
  • Fighter: male (debatable: better stats, fewer hitpoints)
  • Paladin: male
  • Ranger: female
  • Rogue: male
  • Warlock: female
  • Warlord: male
  • Wizard: male (debatable: Female has higher INT which equals higher Atk and AC)
  • Swordmage: male (debatable: Female has higher INT which equals higher Atk and AC)
  • Sorcerer: male
  • Druid: male (debatable: Female has 1 stat higher, male 7 more HP)
  • Bard: male
  • Barbarian: female
  • Warden: male
  • Invoker: female (debatable: several lower stats but much higher INT)
  • Avenger: male
  • Shaman: female


Class Proficiencies[]

Each class can only use a specific set of items, as demonstrated below.

Class Armor / Offhand Axe Dagger Holy Symbol Mace Orb Rod Staff Sword Totem Wand
Cleric Heavy / Shield X X X
Fighter Heavy / Shield X X X X
Paladin Heavy / Shield X X X X X
Ranger Light / Weapon X X X X
Rogue Light / Weapon X X
Warlock Light / Weapon X X X X
Warlord Heavy / Shield X X X X
Wizard Light / Weapon X X X X
Swordmage Light / Weapon X X
Sorcerer Light / Weapon X X X X
Druid Light / Weapon X X X
Bard Light / Weapon X X
Barbarian Light / Weapon X X X X
Warden Heavy / Shield X X X X
Invoker Light / Weapon X X X
Avenger Light / Weapon X X X X
Shaman Light / Weapon X X X

Class Powers[]

The first (basic) class power is gained after Generation 3, the second is gained at Generation 6.

Cleric Lesser Healing Heals yourself for 4 HP + 2 HP per level (6 HP at 1st level, 8 at 2nd, etc.)
Consult Oracle See visions of the future. Tells you which ability the next 3 encounters will check OR fails saying 'Dexterity'.
Fighter Unstoppable +2 Strength, Damage Reduction 2 for [level] encounters
Bull Rush Gather your might and charge ahead. Goes straight to the next encounter and adds a +2 bonus to it. Does not rush to the final encounter, but still gives the bonus
Paladin Sacred Circle +3 Armor Class and +3 vs Undead for 4 encounters
Celestial Charger Gallop past the next encounter. Entirely removes the next encounter from the adventure changing the total number of encounters required to complete the adventure. Works on story encounters, cannot be used on final encounter.
Ranger Jaws of the Wolf +2 Attack, +2 Dexterity for 5 encounters
Quickdraw

Restock your potions mid-adventure. Equip two new potions during your adventure.

NOTES:

  1. Retains the original 2 checkbox options and does not reset them to match the new potions selected.
  2. Possible Bug: Restocked (stat-boosting) potions do not seem to take effect if activated automatically via checkbox. For this reason, restocked potions should be activated manually via the potion activation button.
Rogue Quick Fingers +3 DEX, +3 vs. Traps for 3 encounters
Pick Pockets Increase gold gained for 4 encounters. Amount of Gold gained for 4 encounters doubles. (Does not count towards final score)
Warlock Shadow Walk +3 Charisma and +3 Constitution and +3 vs Magic for 3 encounters
Dark One's Own Luck Raise the stakes for the next 3 encounters. Receive the maximum gold and/or damage. (Counts toward final score)
Warlord Stand Tough +3 Strength, remove and prevent any penalties during 4 encounters.
Guide the Charge Increased maximum buffs from friends. Buff Cap 4 for 3 encounters.
Wizard Magic Missile +5 attack for 3 turns
Hallucinatory Item Make a random (non-potion, usable) item for the adventure. Lasts until adventure is over
Swordmage Silversteel Veil Take a d20 roll of 10 on your next encounter
Glamor Blade Infuse your weapon with power. Doubles all stats on main hand weapon for 2 encounters.
Sorcerer Chaos Power (bugged)
True Portal (bugged)
Druid Stalker's Eyes +3 Wis, +2 Int, +1 Atk for 4 encounters
Primal Tiger

(Bugged) Different effect from the following description.

Druid's base Strength becomes 15 +1 per level, Dexterity becomes 15 +1 per level, Constitution become 15 +1 per level, Intelligence becomes 5, Wisdom becomes 5, and Charisma becomes 5 for the next 3 encounters.

Bard Versatile Glamour (bugged)
Words of Friendship (bugged)
Barbarian Avalanche Strike Barbarian berserks gaining +7 attack and -2 AC for 3 encounters.
Bloodhunt Rage Player gets ever greater powers on success. Bonus to Atk, AC, Str, Con, Dex of +1 initially, and further +1 per successful encounter. Effect ends at an unsuccessful encounter, or after 6 encounters (i.e. max +6 for 6 encounters). NOTE: Upon failure, removes bonus effects gained from potions or the Avalache Strike ability.
Warden Earth Gift +4 Con and +4 Wis for 2 encounters.
Form of the Jungle Lord +4 to Str, Con, Dex, Int, Wis, Cha, Atk, and AC for 4 encounters.
Invoker Armor of Wrath +2 Attack, AC, and Int for 4 encounters
Summon Angel of Victory Possibly bugged. Low bonuses will be increased somewhat, and high bonuses will be greatly reduced (as if they are being averaged). Should only be used on checks tied to your worst abilities (and never AC, which will likely be reduced by 10 or more).
Avenger River of Life Heals 3 HP plus 3 HP after each of the next 5 encounters (bugged, does not heal initial 3 HP)
Avenging Echo +5 on the encounter after the next failed encounter (within 6 encounters)
Shaman Call Spirit Companion Your next roll will be a 1,2,18,19,or 20
Spirits of Battle (bugged?)

Levels[]

Each class starts at Level 1 and has the same XP requirements for levels. A character retires at Level 11, after finishing the current adventure.

Depending on which level a player plays an adventure, an estimate of their score at the end of each level is provided in the table below. For example, if a player tends to play an adventure that is at their current level then at the end of level 7 they can expect to have a score that is close to 9,202 versus a player that (if lucky) plays adventures that are +2 of their current level can expect to have a score around 11,482. This provides a gauge to where your score level is compared to the average.


Level
XP at End
of Lvl
Estimated
Score
Playing
-1 Lvl
Estimated
Score
Playing
At Lvl
Estimated
Score
Playing
+1 Lvl
Estimated
Score
Playing
+2 Lvl
Level 1 1000 247 247 307 367
Level 2 1500 619 709 859 1,009
Level 3 2000 1,234 1,444 1,714 1,984
Level 4 2500 2,152 2,512 2,932 3,352
Level 5 3000 3,435 3,975 4,575 5,175
Level 6 4000 5,385 6,165 7,005 7,845
Level 7 5000 8,122 9,202 10,342 11,482
Level 8 6000 11,767 13,207 14,707 16,207
Level 9 7000 16,439 18,299 20,219 21,719
Level 10 8000 22,259 24,599 26,519 28,019
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