Wildbloom Studio · Class playtest

Proving Ground

Load a class from its JSON skeleton, run it through full adventuring days with a Fighter, Rogue and Cleric, then put other classes in the same seat (each class file says which) and compare. Every number is an average over hundreds of simulated days.

Party outcomes

What the seat contributes

per combat round
Damage dealt, incl. buffs to allies' hitsDamage preventedHealing

Level sweep

Every level from 1 to 20 with the budget encounter, automatically picked options and your current subclass, build and battlefield settings.

One day in the field

A single day with these settings. Blue lines are the class under test; red lines are knockdowns.

Class JSON

Every class is one JSON file in the wildbloom-class/1 skeleton. Edit it here and press Load class; the simulator re-runs with it. Your last loaded class is kept in this browser.

Skeleton reference
How the simulator works
  • The party is the seat under test plus a Fighter (greatsword, Graze, Action Surge), a Rogue (Sneak Attack, Steady Aim half the time) and a Cleric (Toll the Dead, Spirit Guardians from level 5, Healing Word on anyone at 0 HP). Ability scores and armor follow common 2024 builds.
  • Positions are abstract. Each round, every ally is inside the aura with the chance set under Battlefield, scaled by aura size (a broken anchor shrinks it). Effects of type gatherAura pull everyone in for a round.
  • The class under test plants its anchor (if it has one) on round 1, uses bonus-action options greedily on the best expected value, and saves a fair share of each resource for later fights. Options that stop a knockdown or revive an ally can dip into that reserve.
  • Damage prevented is counted only when a feature changes an outcome: a hit that missed because of the +1 AC, an attack that missed only because of disadvantage, temp HP actually soaked, and so on.
  • Monster numbers come from SRD 5.1 stat blocks. Budget encounters use the 2024 XP budget for four characters and skip breath-weapon monsters; pick one by hand to test those. Legendary actions, spells, and terrain aren't modeled.
  • The Fighter and Rogue seats are second copies of the party Fighter (greatsword, Graze, Action Surge, Second Wind) and Rogue (Sneak Attack, Steady Aim half the time, Uncanny Dodge, Evasion). Cunning Action isn't modeled.
  • The Paladin uses Divine Smite once per turn (budgeted across the day, always on a crit), Lay on Hands on downed allies, Defense style, Aura of Protection and Radiant Strikes.