Character Classes and Subclasses
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- Barbarian - Barbarians are savage warriors raised in the wilds far from civilized areas. Life in the harsh wilderness has taught them to be physically tough and resourceful.
- Alignment: Any nonlawful.
- Hit Die: d12.
- Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
- Bard - Bards are the holders of lore, music, and tales of the past but also the wielders of strong magic that comes directly from their souls.
- Blade - The Blade is an expert fighter and adventurer whose bardic acting abilities make him appear more intimidating and fearsome.
- Jester - This bard is well versed in the arts of ridicule and hilarity, and uses his abilities to distract and confuse his enemies, cavorting madly during combat.
- Skald - This Nordic bard is also a warrior of great strength, skill, and virtue. His songs are inspiring sagas of battle and valor and the Skald devotes his life to those pursuits.
- Alignment: Any nonlawful.
- Hit Die: d6.
- Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
- Cleric - The gods are present in everything, watching, guiding, or destroying and clerics are their obedient servants. In reward for this devotion, Clerics are granted divine powers to wield in service of their god.
- Priest of Helm - Followers of the neutral God of Watchers and Protectors are warriors in their own right and are often seen as defenders of the innocent.
- Priest of Lathander - Lathander is the good god of renewal, creativity and youth, and is celebrated nearly everywhere. his followers are very popular throughout the Realms and there are numerous wealthy temples devoted to him.
- Priest of Talos - Talos is the evil god of storms, destruction and rebellion. clerics of the stormlord warn that Talos must be appeased or he will rain destruction upon the land.
- Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.
- Hit Die: d8.
- Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
- Druid - Living far outside of the cities, Druids strive to be at one with nature. Just as clerics gain their spells from the gods, so do druids also. What separates the two though is the druid nature abilities.
- Avenger - A member of a special sect within the Druidic order, a druid of this type is dedicated to fighting those who would defile nature.
- Shapeshifter - This Druid is not called shapeshifter because he has access to a great variety of forms, rather because of his complete dedication to a single alternate form. The creature he becomes is that of the Werewolf.
- Totemic Druid - This Druid closely identifies with a particular animal, an animal that he feels represents his spirit. This grants him a special connection to the animal kingdom and he is able to call upon their spirits to aid him.
- Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
- Hit Die: d8.
- Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
- Fighter - Of all the classes, Fighters are the most capable with combat abilities. They are proficient with many types of weapons and armor and their focus on the combat arts grants them extra skill feats.
- Berserker - This is a warrior who is in tune with his animalistic side and, during combat, can achieve an ecstatic state of mind that will enable him to fight longer, harder and more savagely.
- Kensai - This class is also known as the Sword Saint, and consists of a warrior who has been specially trained to be one with his sword. They are deadly fast and trained to fight without encumbrance.
- Wizard Slayer - This warrior has been specially trained by his sect to excel in hunting and attacking spellcasters of all kinds.
- Alignment: Any.
- Hit Die: d10.
- Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
- Mage - Mages wield magic not through an innate talent like the Sorcerer or Bard, but through endless study. To learn new spells they must spend significant time studying old spell books and scrolls.
- Abjurer - A Mage who specializes in protective magics.
- Conjurer - A Mage who specializes in creating creatures and objects to assist him.
- Diviner - A Mage who specializes in detection and divining magics.
- Enchanter - A Mage who specializes in manipulating the minds of sentient beings.
- Illusionist - A Mage who specializes in creating illusions to confuse and mislead.
- Invoker - A Mage who specializes in Invocation/Evocation magic.
- Necromancer - A Mage who specializes in magic dealing with death.
- Transmuter - A Mage who specializes in magic that alters physical reality.
- Alignment: Any.
- Hit Die: d4.
- Weapon and Armor Proficiency: Mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a mage’s movements, which can cause her spells with somatic components to fail.
- Monk - Monks endlessly seek the perfection of their fighting arts. They are adept at unarmed and unarmored combat and have a sixth-sense that allows them to sense a coming attack even when they can't seen its source.
- Alignment: Any lawful.
- Hit Die: d8.
- Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
- Paladin - Paladins are the holy warriors of good gods. They use their strength of arms to complete what they see as divine quests and are always lawfully good. Like Fighters, Paladins are proficient with most types of weapons and armor.
- Cavalier - This class represents the most common picture of the knight; the gentleman warrior who epitomizes honor, courage, and loyalty. He is specialized in battling classical evil monsters such as Demons and Dragons.
- Inquisitor - The Inquisitor has dedicated his life to finding and eliminating practitioners of evil magic and defeating the forces of darkness and his god has provided him with special abilities towards that end.
- Undead Hunter - The holy avenger has honed his abilities towards the destruction of the undead and other unnatural creatures and is immune to many of their more devastating abilities.
- Alignment: Lawful good.
- Hit Die: d10.
- Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
- Ranger - Skilled in woods lore and combat, Rangers prefer to live their lives in the wilderness where they often are found protecting travelers from the dangers found away from civilized areas.
- Archer - The Archer is the epitome of skill with the bow. He is the ultimate marksman, able to make almost any shot, no matter how difficult.
- Beast Master - This ranger is a wanderer and is not comfortable in civilized lands. he maintains a natural affinity for animals; they are his friends and comrades-in-arms, and the Beast Master has a limited form of telepathic communication with them.
- Stalker - Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are spies, informants and interrogators.
- Alignment: Any.
- Hit Die: d8.
- Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
- Rogue - Rogues are not terrific fighters like Rangers or Barbarians. They arent powerful spell casters. What they are is resourceful at getting what they want. Some use stealth and deception while others can pick locks or even your purse off your belt.
- Assassin - This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform his task.
- Bounty Hunter - This is a hunter of men, skilled in tracking quarry and bringing them back alive - whether for lawful authorities or underworld masters. Bounty Hunters are specially trained at their task and make fearsome opponents.
- Swashbuckler - This rogue is part acrobat, part swordsman and part wit; the epitome of charm and grace.
- Alignment: Any.
- Hit Die: d6.
- Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
- Sorcerer - The Sorcerer is capable of manipulating magic at will. As with Bards, they don't require spell books and lengthy study to learn new spells. As their skills increase, new spells become available to them.
- Dragon Disciple - Dragon Disciples are sorcerers, and sometimes bards, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential.
- Pale Master - Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead, without losing too much of their arcane power.
- Alignment: Any.
- Hit Die: d4.
- Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
*Class information is taken from the D20 System Reference Document and is reproduced here under the Open Gaming License, Version 1.0a.
*portions of the source information may have been modified or excluded from this document to fit with our RPG.
