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DnD3.5Index Classes Base

DnD3.5Index Classes Base

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Sections

  • Barbarian
  • Alternate Base Classes
  • (aka Jaguar Totem Barbarian)
  • Ape Totem Barbarian
  • Bear Totem Barbarian
  • Boar Totem Barbarian
  • Variant Class Features
  • Racial Substitution
  • Bard
  • Schools for Bards
  • Cleric
  • Peripheral Beliefs
  • Tokens of Faith
  • Improved Domain Powers
  • Druid
  • Environment-based Weapon Lists
  • Organizations for Druids
  • Fighter Alternate Base Classes
  • Variant Class Feature
  • Astrological Substitutions
  • Fighting Styles
  • Martial Arts Schools
  • Weapon Schools
  • Paladin of Freedom
  • Paladin of Slaughter
  • Paladin of Tyranny
  • Racial Substitutions
  • Lvl Paladin
  • Specific Domains for Paladins
  • Ranger
  • Astrological Substitution
  • Combat Styles for Rangers
  • Rogue
  • Special Abilities for Rogues
  • Spheres for Sorcerers
  • Wizard
  • Variant Class Features – any Wizard
  • Variant Class Features – Abjurer
  • Variant Class Features – Conjurer
  • Variant Class Features – Diviner
  • Variant Class Features – Enchanter
  • Variant Class Features – Evoker
  • Variant Class Features – Illusionist
  • Variant Class Features – Necromancer
  • Variant Class Features – Transmuter
  • New Base Classes
  • Beguiler
  • Duskblade
  • Dragon Shaman
  • Favored Soul
  • Hexblade
  • Knight
  • Marshal
  • Ninja
  • Samurai
  • Scout
  • Spellthief
  • Spirit Shaman
  • Swashbuckler
  • Warlock
  • Warmage
  • NPC Classes
  • Adept, Urban
  • Aristocrat
  • Commoner
  • Expert
  • Magewright
  • Warrior
  • Skipped Base Classes
  • Psionic Base Classes
  • Spell Lists
  • Adept Spell List
  • Anagakok Supplemental Spell List
  • Anarch Spell List
  • Anti-Paladin Spell List
  • Avenger Spell List
  • Bardic Sage Supplemental Spell List
  • Beguilder Spell List
  • Corrupter Spell List
  • Despot Spell List
  • Divine Bard Supplemental Spell List
  • Duskblade Spell List
  • Enforcer Spell List
  • Hexblade Spell List
  • Incarnate Spell List
  • Magewright Spell List
  • Mystic Ranger Supplemental Spell List
  • Paladin of Freedom Spell List
  • Paladin of Slaughter Spell List
  • Paladin of Tyranny Spell List
  • Savage Bard Spell List
  • Sentinel Spell List
  • Urban Adept Spell List
  • Urban Druid Spell List
  • Urban Ranger Spell List
  • Warmage Spell List
  • Witch Spell List
  • Miscellaneous
  • Cross-Class Examples
  • Class Progression
  • Appendix
  • Revision History
  • Key to Sourcebooks

Dungeons & Dragons 3.

5 Edition Index – Base Classes
http://www.crystalkeep.com/d20 Collected by Chet Erez (cerez@crystalkeep.com) Report Suggestions or Errors at http://www.crystalkeep.com/forum/index.php
February 28, 2007

Table of Contents
Index .................................................... 2 Standard Base Classes.......................... 4
Artificer..................................................4
Racial Substitution ..................................4

Ranger ..................................................91
Alternate Base Classes.......................... 91 Variant Class Features .......................... 94 Racial Substitution................................ 95 Astrological Substitution ...................... 99 Combat Styles for Rangers ................. 100

Warlock............................................. 165 Warmage ........................................... 166

Barbarian................................................6
Alternate Base Classes ............................6 Variant Class Features...........................10 Racial Substitution ................................12

NPC Classes.....................................167 Skipped Base Classes.......................167
Psionic Base Classes ......................... 167 Al-Qadim & Oriental Adventure Classes .......................................................... 167

Rogue .................................................101
Alternate Base Classes........................ 101 Variant Class Features ........................ 102 Racial Substitution.............................. 103 Astrological Substitution .................... 111 Special Abilities for Rogues ............... 112

Bard......................................................16
Alternate Base Classes ..........................16 Variant Class Features...........................18 Racial Substitution ................................19 Schools for Bards ..................................22

Spell Lists.........................................168
Adept Spell List.................................. 168 Anagakok Supplemental Spell List..... 169 Anarch Spell List................................ 170 Anti-Paladin Spell List ....................... 171 Avenger Spell List.............................. 172 Bardic Sage Supplemental Spell List.. 173 Beguilder Spell List............................ 174 Cloistered Cleric Supplemental Spell List ............................................................ 176 Corrupter Spell List ............................ 177 Despot Spell List ................................ 178 Divine Bard Supplemental Spell List . 179 Duskblade Spell List........................... 180 Enforcer Spell List.............................. 181 Hexblade Spell List ............................ 182 Incarnate Spell List............................. 183 Magewright Spell List ........................ 184 Mystic Ranger Supplemental Spell List185 Paladin of Freedom Spell List ............ 186 Paladin of Slaughter Spell List ........... 187 Paladin of Tyranny Spell List ............. 188 Savage Bard Spell List ....................... 189 Sentinel Spell List .............................. 191 Urban Adept Spell List....................... 192 Urban Druid Spell List ....................... 193 Urban Ranger Spell List ..................... 195 Warmage Spell List ............................ 196 Witch Spell List.................................. 198

Sorcerer ..............................................114
Alternate Base Classes........................ 114 Variant Class Features ........................ 116 Racial Substitution.............................. 120 Spheres for Sorcerers .......................... 122

Cleric....................................................23
Alternate Base Classes ..........................23 Variant Class Features...........................27 Racial Substitution ................................28 Peripheral Beliefs..................................30 Tokens of Faith .....................................31 Improved Domain Powers.....................32

Wizard................................................123
Alternate Base Classes........................ 123 Variant Class Features – any Wizard .. 126 Variant Class Features – Abjurer ........ 128 Variant Class Features – Conjurer ...... 130 Variant Class Features – Diviner ........ 132 Variant Class Features – Enchanter .... 134 Variant Class Features – Evoker......... 136 Variant Class Features – Illusionist..... 138 Variant Class Features – Necromancer140 Variant Class Features – Transmuter .. 142 Racial Substitution.............................. 144

Druid ....................................................33
Alternate Base Classes ..........................33 Variant Class Features...........................39 Racial Substitution ................................41 Environment-based Weapon Lists.........47 Organizations for Druids.......................47

Fighter..................................................48
Alternate Base Classes ..........................48 Variant Class Feature ............................53 Racial Substitution ................................54

New Base Classes............................ 148
Beguiler..............................................148 Duskblade ..........................................149 Dragon Shaman..................................150 Favored Soul ......................................153 Hexblade ............................................154 Knight ................................................156 Marshal ..............................................157 Ninja...................................................158 Samurai ..............................................159 Scout ..................................................160 Spellthief ............................................162 Spirit Shaman.....................................163 Swashbuckler .....................................164

Monk....................................................58
Alternate Base Classes ..........................58 Variant Class Feature ............................64 Racial Substitution ................................68 Astrological Substitutions .....................69 Fighting Styles ......................................70 Martial Arts Schools .............................72 Weapon Schools....................................72

Miscellaneous...................................200
Cross-Class Examples ....................... 200 Class Progression .............................. 200

Paladin .................................................73
Alternate Base Classes ..........................73 Variant Class Features...........................82 Racial Substitutions...............................85 Astrological Substitutions .....................88 Specific Domains for Paladins ..............90

Appendix..........................................201
Revision History................................ 201 Key to Sourcebooks .......................... 201

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

Index
Bronze Dragon Shaman .......150

A
Abjurer .................................128 Abjurer variant, Aura of Protection .......................129 Abjurer variant, Focus Caster ........................................128 Abjurer variant, Resistance to Energy ............................128 Abjurer variant, Spontaneous Dispelling.......................129 Abjurer variant, Urgent Shield ........................................128 Adept....................................167 Adept, Urban........................167 Anagakok .............................123 Anarch....................................73 Ancestral Speaker ..................23 Anti-Paladin ...........................73 Ape Totem Barbarian ..............6 Arcane Disciple......................23 Aristocrat..............................167 Artificer....................................4 Artificer, Warforged ................4 Aspirant..................................23 Avenger..................................73

C
Changeling Egoist................167 Changeling Rogue................103 Changeling Wizard ..............144 Chaos Monk ...........................58 Cleric ......................................23 Cleric variant, Domain Focus 27 Cleric variant, Spontaneous Domain Casting ...............27 Cleric, Cloistered ...................25 Cleric, Dwarven .....................28 Cleric, Rage............................26 Cleric, Raptoran .....................29 Cloistered Cleric ....................25 Commander............................48 Commoner............................167 Conjurer ...............................130 Conjurer variant, Abrupt Jaunt ........................................130 Conjurer variant, Enhanced Summoning ....................131 Conjurer variant, Focus Caster ........................................130 Conjurer variant, Rapid Summoning ....................130 Conjurer variant, Spontaneous Summoning ....................131 Copper Dragon Shaman.......150 Corrupter ................................75 Corsair....................................48 Crusader .................................25

Druid, Storm...........................35 Druid, Totem..........................35 Druid, Urban ..........................35 Druidic Avenger.....................33 Duskblade.............................149 Dwarven Cleric ......................28 Dwarven Fighter ....................54 Dwarven Rogue....................105 Dwarven Sorcerer ................120

Goliath Rogue ..................... 107 Green Dragon Shaman ........ 151

H
Half-Elf Bard......................... 21 Half-Elf Fighter..................... 55 Half-Elf Ranger..................... 97 Halfling Barbarian................. 14 Halfling Druid ....................... 42 Halfling Monk....................... 68 Halfling Rogue.................... 109 Halfling Wizard................... 147 Half-Orc Barbarian ............... 15 Half-Orc Druid ...................... 44 Half-Orc Paladin ................... 86 Harbinger............................... 16 Hexblade ............................. 154 Hexblade variant, Dark Companion .................... 154 Hexblade variant, Focus Caster ....................................... 154 Holy Monk ............................ 58 Horse Totem Barbarian............7 Horselord..................................8 Horseman .............................. 49 Hunting Monk ....................... 58

E
Eagle Totem Barbarian ............7 Egoist, Changeling...............167 Elf Paladin..............................85 Elf Ranger ..............................95 Elf Wizard ............................145 Enchanter..............................134 Enchanter variant, Cohort ....134 Enchanter variant, Extended Enchantments .................135 Enchanter variant, Focus Caster ........................................134 Enchanter variant, Instant Daze ........................................134 Enchanter variant, Social Proficiency .....................135 Enforcer..................................75 Erudite ..................................167 Evangelist...............................26 Evoker ..................................136 Evoker variant, Counterfire .136 Evoker variant, Energy Affinity ........................................136 Evoker variant, Energy Substitution ....................137 Evoker variant, Focus Caster ........................................136 Evoker variant, Overcome Resistance.......................137 Exoticist..................................49 Expert ...................................167

B
Barbarian..................................6 Barbarian variant, Berserker Strength ............................10 Barbarian variant, City Brawler ..........................................10 Barbarian variant, Dashing Step ..........................................10 Barbarian variant, Fearsome Gaze .................................11 Barbarian variant, Relentless Smash...............................11 Barbarian variant, Unshakable ..........................................11 Barbarian, Ape Totem .............6 Barbarian, Bear Totem.............6 Barbarian, Boar Totem ............6 Barbarian, Dragon Totem ........7 Barbarian, Eagle Totem ...........7 Barbarian, Goliath..................12 Barbarian, Halfling ................14 Barbarian, Half-Orc ...............15 Barbarian, Horse Totem...........7 Barbarian, Jaguar Totem..........6 Barbarian, Lion Totem.............8 Barbarian, Serpent Totem........9 Barbarian, Wolf Totem............9 Bard........................................16 Bard variant, Bardic Knack ...18 Bard, Divine...........................16 Bard, Gnome ..........................19 Bard, Half-Elf ........................21 Bard, Savage ..........................16 Battle Sorcerer .....................114 Bear Totem Barbarian..............6 Beguiler................................148 Benevolent .............................25 Black Dragon Shaman .........150 Blue Dragon Shaman ...........150 Boar Totem Barbarian .............6 Bodyguard..............................48 Brass Dragon Shaman..........150 Index

I
Illuminated Monk.................. 69 Illusionist............................. 138 Illusionist variant, Brief Figment ......................... 138 Illusionist variant, Chain of Disbelief ........................ 138 Illusionist variant, Focus Caster ....................................... 138 Illusionist variant, Illusion Master............................ 139 Illusionist variant, Shadow Shaper............................ 139 Illusionist, Gnome............... 146 Implacable ................................8 Incarnate ................................ 77

D
Deathwalker .........................123 Despot ....................................75 Divine Bard ............................16 Diviner .................................132 Diviner variant, Bonus Diviner Feat.................................133 Diviner variant, Enhanced Awareness ......................132 Diviner variant, Focus Caster ........................................132 Diviner variant, Glimpse Peril ........................................132 Diviner variant, Prescience ..133 Dragon Shaman, Black ........150 Dragon Shaman, Blue ..........150 Dragon Shaman, Brass.........150 Dragon Shaman, Bronze ......150 Dragon Shaman, Copper......150 Dragon Shaman, Gold..........151 Dragon Shaman, Green........151 Dragon Shaman, Red ...........151 Dragon Shaman, Silver ........151 Dragon Shaman, White........151 Dragon Totem Barbarian .........7 Druid ......................................33 Druid variant, Focused Animal ..........................................39 Druid variant, Shapeshift .......39 Druid variant, Spontaneous Rejuvenation ....................39 Druid, Goliath ........................41 Druid, Halfling.......................42 Druid, Half-Orc......................44 Druid, Shifter .........................45

F
Favored Soul ........................153 Favored Soul variant, Deity’s Favor ..............................153 Fencer.....................................49 Fighter ....................................48 Fighter variant, Counterattack53 Fighter variant, Elusive Attack ..........................................53 Fighter variant, Overpowering Attack ...............................53 Fighter, Dwarven ...................54 Fighter, Half-Elf.....................55 Fighter, Raptoran ...................56 Fighter, Warforged.................57 Filidh ....................................123 Fleshcrafter...........................125

J
Jaguar Totem Barbarian ...........6 Janissary ................................ 50

K
Kalashtar Monk................... 167 Kalashtar Soulknife............. 167 Kalashtar Telepath .............. 167 Kensai.................................... 50 Knight.................................. 156 Knight’ .................................. 50

L
Lion Totem Barbarian..............8 Lunar Rogue........................ 111

G
Gnome Bard ...........................19 Gnome Illusionist.................146 Gnome Paladin.......................77 Gnome Ranger .......................96 Gold Dragon Shaman...........151 Goliath Barbarian...................12 Goliath Druid .........................41

M
Magewright ......................... 167 Marshal................................ 157

Page 2

Dungeons & Dragons 3.5 Edition Index – Base Classes Marshal variant, Adrenaline Boost ..............................157 Martial Monk .........................60 Metal Master ..........................33 Monk ......................................58 Monk variant, Bane of the Clockwork........................64 Monk variant, Decisive Strike ..........................................64 Monk variant, Sacred Strike ..64 Monk variant, Sacred Strike’.66 Monk variant, Unwavering Dedication ........................66 Monk variant, Wholeness of Others...............................66 Monk, Chaos..........................58 Monk, Halfling.......................68 Monk, Holy ............................58 Monk, Hunting.......................58 Monk, Illuminated .................69 Monk, Kalashtar...................167 Monk, Martial ........................60 Monk, Raging ........................60 Monk, Sidewinder..................60 Monk, Steadfast .....................62 Monk, Vigilant.......................62 Monk, Wild ............................62 Moon-Warded Ranger ...........99 Mystic Ranger........................91 Paladin variant, Aura of Banishment ......................82 Paladin variant, Aura of Sanctity ............................82 Paladin variant, Charging Smite ..........................................83 Paladin variant, Gaze of Truth ..........................................83 Paladin variant, Hunter of Fiends ...............................83 Paladin variant, Power of Self84 Paladin variant, Smiting Arrow ..........................................84 Paladin variant, Sword of Celestia.............................84 Paladin, Elf.............................85 Paladin, Gnome......................77 Paladin, Half-Orc ...................86 Paladin, Non-Spellcasting......77 Paladin, Warforged ................87 Planar Ranger.........................91 Poltergeist.............................114 Pugilist ...................................51

February 28, 2007

S
Samurai ................................159 Savage Bard ...........................16 Scout.....................................160 Scout variant, Dungeon Specialist ........................160 Scout variant, Light Cavalry 160 Scout variant, Sniper............160 Sentinel...................................81 Serpent Totem Barbarian .........9 Sha’ir ....................................167 Shield Bearer..........................51 Shifter Druid ..........................45 Shifter Ranger ........................98 Shifter Wilder.......................167 Shugenja...............................167 Sidewinder Monk...................60 Sidhe Scholar .........................33 Silver Dragon Shaman .........151 Solstice Knight.......................89 Sorcerer ................................114 Sorcerer variant, Arcane Reabsorbtion ..................116 Sorcerer variant, Blood of Eberron...........................118 Sorcerer variant, Blood of Khyber............................118 Sorcerer variant, Blood of Siberys............................118 Sorcerer variant, Draconic Ray ........................................116 Sorcerer variant, Focus Caster ........................................116 Sorcerer variant, Metamagic Specialist ........................119 Sorcerer, Battle.....................114 Sorcerer, Dwarven ...............120 Sorcerer, Raptoran ...............121 Soul Reaper ..........................125 Soulknife, Kalashtar.............167 Soulknife, Umbragen ...........167 Spellthief ..............................162 Spirit Shaman .......................163 Steadfast Monk ......................62 Storm Druid............................35 Survivalist ..............................51 Swashbuckler .......................164 Swashbuckler variant, Shield of Blades.............................164

Transmuter .......................... 142 Transmuter variant, Enhance Attribute ........................ 142 Transmuter variant, Focus Caster............................. 142 Transmuter variant, Spell Versatility...................... 143 Transmuter variant, Sudden Shift ............................... 142 Transmuter variant, Transmutable Memory.. 143

U
Umbragen Soulknife ........... 167 Urban Adept ........................ 167 Urban Druid .......................... 35 Urban Ranger ........................ 93

V
Vigilant Monk ....................... 62

R
Rage Cleric.............................26 Raging Monk .........................60 Ranger ....................................91 Ranger variant, Distracting Attack ...............................94 Ranger variant, Solitary Hunter ..........................................94 Ranger, Elf .............................95 Ranger, Gnome ......................96 Ranger, Half-Elf.....................97 Ranger, Moon-Warded ..........99 Ranger, Mystic.......................91 Ranger, Non-Spellcasting ......91 Ranger, Planar........................91 Ranger, Shifter .......................98 Ranger, Urban ........................93 Raptoran Cleric ......................29 Raptoran Fighter ....................56 Raptoran Sorcerer ................121 Red Dragon Shaman ............151 Religious Adept ...................167 Rogue ...................................101 Rogue variant, Disruptive Attack .............................102 Rogue, Changeling...............103 Rogue, Dwarf .......................105 Rogue, Goliath .....................107 Rogue, Halfling....................109 Rogue, Lunar........................111 Rogue, Wilderness ...............101

W
Warforged Artificer..................4 Warforged Fighter................. 57 Warforged Paladin ................ 87 Warlock ............................... 165 Warlock variant, Fiendish Flamewreath.................. 165 Warmage ............................. 166 Warmage variant, Eclectic Learning ........................ 166 Warrior ................................ 167 White Dragon Shaman ........ 151 Wild Defender....................... 93 Wild Monk ............................ 62 Wild Reaper .......................... 37 Wilder, Shifter..................... 167 Wilderness Rogue ............... 101 Wind Walker ......................... 37 Winter Warden ...................... 37 Witch ................................... 114 Wizard ................................. 123 Wizard variant, Arcane Reabsorbtion ................. 126 Wizard variant, Focus Caster ....................................... 126 Wizard, Changeling ............ 144 Wizard, Elf .......................... 145 Wizard, Halfling.................. 147 Wolf Totem Barbarian .............9 Wu Jen................................. 167 Wyrmslayer ........................... 81

N
Necromancer ........................140 Necromancer variant, Cursed Glance ............................140 Necromancer variant, Enhance Undead ...........................141 Necromancer variant, Focus Caster .............................140 Necromancer variant, Skeletal Minion............................140 Necromancer variant, Undead Apotheosis .....................141 Ninja.....................................158 Non-Spellcasting Paladin.......77 Non-Spellcasting Ranger .......91

P
Paladin....................................73 Paladin of Freedom................79 Paladin of Honor....................79 Paladin of Light .....................88 Paladin of Slaughter...............79 Paladin of Tyranny ................79 Paladin variant, Angel’s Sight ..........................................82

T
Targetteer ...............................52 Telepath, Kalashtar ..............167 Thane......................................52 Thug .......................................52 Totem Druid ...........................35

Index

Page 3

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

Standard Base Classes
Artificer
Racial Substitution
Lvl Artificer
(Eb p29) (EbErrata)+

Warforged Artificer – 1st level substitution
(RoE p129)

Warforged Artificer – 4th level substitution
(RoE p129)

Warforged Artificer – 5th level substitution
(RoE p129)

Warforged Artificer – all level substitution
(RoE p129)

Alignment: Combat: Good Save: Hit-Die: Armor:

1

any Rogue Will d6 Light, Medium, Shields Weapons: Simple Skill Points: 4 Dex: Open Lock. Con: Concentration. Int: Appraise, Craft, Know(arcana), Know(arch & eng), Know(the planes), Search, Spellcraft. Wis: Profession. Cha: Use Magical Device. Intelligence-based Infusions Artificer Knowledge Artisan Bonus Disable Trap Item Creation Feat: Scribe Scroll Craft Reserve: 20 Feat: Brew Potion Craft Reserve: 40 Feat: Craft Wondrous Item Craft Reserve: 60 Feat: Craft Homunculus Bonus Feat Craft Reserve: 80 Feat: Craft Arms and Armor Retain Essence Craft Reserve: 100 Feat: Craft Wand Craft Reserve: 100 Metamagic Spell Trigger Craft Reserve: 150 Bonus Feat Craft Reserve: 200 Feat: Craft Rod Craft Reserve: 250 Craft Reserve: 300 Metamagic Spell Completion Craft Reserve: 500 Feat: Craft Staff Bonus Feat Craft Reserve: 700 Skill Mastery Craft Reserve: 900 Feat: Forge Ring Craft Reserve: 1,200 Bonus Feat Craft Reserve: 1,500 Craft Reserve: 2,000 Craft Reserve: 2,500 Craft Reserve: 3,000 Craft Reserve: 4,000 Bonus Feat Craft Reserve: 5,000

Alignment: Combat: Good Save: Hit-Die: Armor:

any Rogue Will d6 Light, Medium, Shields Weapons: Simple Skill Points: 4 Dex: Open Lock. Con: Concentration. Int: Appraise, Craft, Know(arcana), Know(arch & eng), Know(the planes), Search, Spellcraft. Wis: Profession. Cha: Use Magical Device. Intelligence-based Infusions Artificer Knowledge Artisan Bonus Disable Trap Item Creation Feat: Scribe Scroll Craft Reserve: 20 Infuse Self Feat: Brew Potion Craft Reserve: 40 Feat: Craft Wondrous Item Craft Reserve: 60 Feat: Craft Homunculus Bonus Feat Craft Reserve: 80 Feat: Craft Arms and Armor Retain Essence Craft Reserve: 100 Feat: Craft Wand Craft Reserve: 100 Metamagic Spell Trigger Craft Reserve: 150 Bonus Feat Craft Reserve: 200 Feat: Craft Rod Craft Reserve: 250 Craft Reserve: 300 Metamagic Spell Completion Craft Reserve: 500 Feat: Craft Staff Bonus Feat Craft Reserve: 700 Skill Mastery Craft Reserve: 900 Feat: Forge Ring Craft Reserve: 1,200 Bonus Feat Craft Reserve: 1,500 Craft Reserve: 2,000 Craft Reserve: 2,500 Craft Reserve: 3,000 Craft Reserve: 4,000 Bonus Feat Craft Reserve: 5,000

any Rogue Will d6 Light, Medium, Shields Weapons: Simple Skill Points: 4 Dex: Open Lock. Con: Concentration. Int: Appraise, Craft, Know(arcana), Know(arch & eng), Know(the planes), Search, Spellcraft. Wis: Profession. Cha: Use Magical Device. Intelligence-based Infusions Artificer Knowledge Artisan Bonus Disable Trap Item Creation Feat: Scribe Scroll Craft Reserve: 20 Feat: Brew Potion Craft Reserve: 40 Feat: Craft Wondrous Item Craft Reserve: 60 Feat: Craft Homunculus Tools of War Bonus Feat Craft Reserve: 80 Feat: Craft Arms and Armor Retain Essence Craft Reserve: 100 Feat: Craft Wand Craft Reserve: 100 Metamagic Spell Trigger Craft Reserve: 150 Bonus Feat Craft Reserve: 200 Feat: Craft Rod Craft Reserve: 250 Craft Reserve: 300 Metamagic Spell Completion Craft Reserve: 500 Feat: Craft Staff Bonus Feat Craft Reserve: 700 Skill Mastery Craft Reserve: 900 Feat: Forge Ring Craft Reserve: 1,200 Bonus Feat Craft Reserve: 1,500 Craft Reserve: 2,000 Craft Reserve: 2,500 Craft Reserve: 3,000 Craft Reserve: 4,000 Bonus Feat Craft Reserve: 5,000

Alignment: Combat: Good Save: Hit-Die: Armor:

any Rogue Will d6 Light, Medium, Shields Weapons: Simple Skill Points: 4 Dex: Open Lock. Con: Concentration. Int: Appraise, Craft, Know(arcana), Know(arch & eng), Know(the planes), Search, Spellcraft. Wis: Profession. Cha: Use Magical Device. Intelligence-based Infusions Artificer Knowledge Artisan Bonus Disable Trap Item Creation Feat: Scribe Scroll Craft Reserve: 20 Feat: Brew Potion Craft Reserve: 40 Feat: Craft Wondrous Item Craft Reserve: 60 Feat: Craft Homunculus Bonus Feat Craft Reserve: 80 Feat: Craft Arms and Armor Retain Essence Craft Weapon Familiar Craft Reserve: 100 Feat: Craft Wand Craft Reserve: 100 Metamagic Spell Trigger Craft Reserve: 150 Bonus Feat Craft Reserve: 200 Feat: Craft Rod Craft Reserve: 250 Craft Reserve: 300 Metamagic Spell Completion Craft Reserve: 500 Feat: Craft Staff Bonus Feat Craft Reserve: 700 Skill Mastery Craft Reserve: 900 Feat: Forge Ring Craft Reserve: 1,200 Bonus Feat Craft Reserve: 1,500 Craft Reserve: 2,000 Craft Reserve: 2,500 Craft Reserve: 3,000 Craft Reserve: 4,000 Bonus Feat Craft Reserve: 5,000

Alignment: Combat: Good Save: Hit-Die: Armor:

any Rogue Will d6 Light, Medium, Shields Weapons: Simple Skill Points: 4 Dex: Open Lock. Con: Concentration. Int: Appraise, Craft, Know(arcana), Know(arch & eng), Know(the planes), Search, Spellcraft. Wis: Profession. Cha: Use Magical Device. Intelligence-based Infusions Artificer Knowledge Artisan Bonus Disable Trap Item Creation Feat: Scribe Scroll Craft Reserve: 20 Infuse Self Feat: Brew Potion Craft Reserve: 40 Feat: Craft Wondrous Item Craft Reserve: 60 Feat: Craft Homunculus Tools of War Bonus Feat Craft Reserve: 80 Feat: Craft Arms and Armor Retain Essence Craft Weapon Familiar Craft Reserve: 100 Feat: Craft Wand Craft Reserve: 100 Metamagic Spell Trigger Craft Reserve: 150 Bonus Feat Craft Reserve: 200 Feat: Craft Rod Craft Reserve: 250 Craft Reserve: 300 Metamagic Spell Completion Craft Reserve: 500 Feat: Craft Staff Bonus Feat Craft Reserve: 700 Skill Mastery Craft Reserve: 900 Feat: Forge Ring Craft Reserve: 1,200 Bonus Feat Craft Reserve: 1,500 Craft Reserve: 2,000 Craft Reserve: 2,500 Craft Reserve: 3,000 Craft Reserve: 4,000 Bonus Feat Craft Reserve: 5,000

Alignment: Combat: Good Save: Hit-Die: Armor:

Artificer Variants

Class Features 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Page 4

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

Warforged Artificer Class Abilities:
Infuse Self Any Infusion you cast that effect you (even if it effects others too) is cast at +1 level. Tools of War When you cast an Infusion on a Construct, a Living Construct (including yourself), a magic weapon, magic shield, or magic armor, the target is also repaired 1 hit-point per Charisma-modifier (minimum 1) automatically. When using your Craft Reserve to add magical properties to a Construct, Living Construct (including yourself), magic weapon, magic shield, or magic armor, each Craft Reserve point counts as 2 XP. Craft Weapon Familiar You may make a Weapon Familiar, which is a magical weapon that has some of the properties of a Wizard’s Familiar. You may only have one Weapon Familiar at a time. To gain a Weapon Familiar, craft a Magical Weapon. Then spend 1,000 extra XP and 1 extra day. You may add / upgrade magical features to your Weapon Familiar. If you die, your Weapon Familiar looses its sentience and familiar abilities, but retains its normal magical features. If you are then returned to life, you must spend 1,000 XP to reconnect to your Weapon Familiar. Weapon Familiar Details: Ability Scores: The creator of the weapon familiar assigns its Intelligence, Wisdom, and Charisma. Two are 14, and the last is a 10. Hits Points: Normal weapon hit-points + ½ Creator’s hit-points. Saving Throw: Receives the better of (2 + ½ Creator level) –or– Creator’s base save bonus. Senses: Darkvision 60’ and normal hearing. Communication: Telepathically with its master while held, and verbally in Common, plus 1 extra language per point of Intelligence modifier. Alignment: Same as Creator’s. Ego: TBD Advantages to the Creator when holding the Weapon Familiar (one from each table – weapon with more than once damage type get one advantage when created): Size Light One-Handed Two-Handed Level-based abilities: Creator Artificer Lvl 5th – 6th Hardness Bonus +1 Special Abilities Creator gains Feat: Alertness when weapon is held Can deliver touch Infusions Weapon Familiar has Improved Evasion Share Infusions – when appropriate, Infusions cast by the Creator while he/she/it holds the Weapon Familiar apply to both. — — Weapon gains Spell Resistance equal to Creator’s Artificer level + 5 Creator can cast Scry on his/her/its Weapon Familiar. Usable 1/day. — — — Creator gains… +3 bonus on Disable Device checks +3 bonus on Use Magic Device checks +3 bonus on Concentration checks Damage Type Bludgeoning Piercing Slashing Creator gains… +2 bonus on Fortitude saves +2 bonus on Reflex saves +3 hit points

7th – 8th 9th – 10th 11th – 12th 13th – 14th 15th – 16th 17th – 18th 19th – 20th

+2 +3 +4 +5 +6 +7 +8

Artificer Variants

Page 5

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

Barbarian
Alternate Base Classes
The following are specialized types of Barbarians, in the same way a Necromancer is a specialized type of Wizard. The decision to become a specialized Barbarian must be done when the 1st level of Barbarian is taken. A character can only be the member of one Barbarian class.

Lvl

Barbarian (aka Jaguar Totem Barbarian)
(PH p24)(UA p49)

Ape Totem Barbarian
(UA p48)

Bear Totem Barbarian
(UA p48)

Boar Totem Barbarian
(UA p48)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Alignment: NG, CG, N, CN, NE, CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light, Medium, Shields Weapons: Simple, Martial Skill Points: 4 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Wis: Listen, Survival. Cha: Handle Animal, Intimidate. Fast Movement Illiteracy Rage, 1/day Uncanny Dodge Trap Sense +1 Rage, 2/day Improved Uncanny Dodge

Alignment: NG, CG, N, CN, NE, CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light, Medium, Shields Weapons: Simple, Martial Skill Points: 4 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Wis: Listen, Survival. Cha: Handle Animal, Intimidate. Fast Movement Illiteracy Rage, 1/day Climb speed at ½ move Uncanny Dodge +2 bonus on Intimidate checks Trap Sense +1 Feat: Power Attack Rage, 2/day Improved Uncanny Dodge Climb speed, full move Trap Sense +2 DR 1 / — Rage, 3/day Trap Sense +3 DR 2 / — Greater Rage Rage, 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage, 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage, 6/day

Alignment: NG, CG, N, CN, NE, CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light, Medium, Shields Weapons: Simple, Martial Skill Points: 4 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Wis: Listen, Survival. Cha: Handle Animal, Intimidate. Fast Movement Illiteracy Rage, 1/day Feat: Toughness Uncanny Dodge Feat: Improved Grapple Trap Sense +1 Feat: Great Fortitude Rage, 2/day Improved Uncanny Dodge +4 bonus on Grapple checks when Raging Trap Sense +2 DR 1 / — Rage, 3/day Trap Sense +3 DR 2 / — Greater Rage Rage, 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage, 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage, 6/day

Alignment: NG, CG, N, CN, NE, CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light, Medium, Shields Weapons: Simple, Martial Skill Points: 4 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Wis: Listen, Survival. Cha: Handle Animal, Intimidate. Fast Movement Illiteracy Rage, 1/day When raging, gain Feat: Diehard Uncanny Dodge Trap Sense +1 Rage last +2 rounds Rage, 2/day Improved Uncanny Dodge

Class Features

Trap Sense +2 DR 1 / — Rage, 3/day Trap Sense +3 DR 2 / — Greater Rage Rage, 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage, 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage, 6/day

Trap Sense +2 DR 1 2 / — Rage, 3/day Trap Sense +3 DR 2 3 / — Greater Rage Rage, 4/day Trap Sense +4 DR 3 4 / — Indomitable Will Trap Sense +5 DR 4 5 / — Rage, 5/day Tireless Rage Trap Sense +6 DR 5 6 / — Mighty Rage Rage, 6/day

Barbarian Variants

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Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

Alternate Base Classes (continued)
Lvl Barbarian
(PH p24)

Dragon Totem Barbarian
(UA p48)

Eagle Totem Barbarian
(UA p48)

Horse Totem Barbarian
(UA p49)

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Alignment: NG, CG, N, CN, NE, CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light, Medium, Shields Weapons: Simple, Martial Skill Points: 4 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Wis: Listen, Survival. Cha: Handle Animal, Intimidate. Fast Movement Illiteracy Rage, 1/day Uncanny Dodge Trap Sense +1

Alignment: NG, CG, N, CN, NE, CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light, Medium, Shields Weapons: Simple, Martial Skill Points: 4 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Wis: Listen, Survival. Cha: Handle Animal, Intimidate. Fast Movement Illiteracy Rage, 1/day Feat: Blind-Fight Uncanny Dodge +2 bonus on saves vs. paralysis & sleep Trap Sense +1

Alignment: NG, CG, N, CN, NE, CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light, Medium, Shields Weapons: Simple, Martial Skill Points: 4 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Wis: Listen, Survival. Cha: Handle Animal, Intimidate. Fast Movement Illiteracy Rage, 1/day +2 bonus on Spot checks Uncanny Dodge Trap Sense +1 Feat: Lightning Reflexes Rage, 2/day Improved Uncanny Dodge

Alignment: NG, CG, N, CN, NE, CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light, Medium, Shields Weapons: Simple, Martial Skill Points: 4 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Wis: Listen, Survival. Cha: Handle Animal, Intimidate. Fast Movement Illiteracy Rage, 1/day Uncanny Dodge Feat: Run Trap Sense +1 +2 on Handle Animal & Ride checks with horses Rage, 2/day Improved Uncanny Dodge Feat: Endurance Trap Sense +2 DR 1 / — Rage, 3/day Trap Sense +3 DR 2 / — Greater Rage Rage, 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage, 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage, 6/day

Class Features

Rage, 2/day Improved Uncanny Dodge

Rage, 2/day Improved Uncanny Dodge Gain Frightful Presence (DC is Charisma-based) Trap Sense +2 DR 1 / — Rage, 3/day Trap Sense +3 DR 2 / — Greater Rage Rage, 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage, 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage, 6/day

Trap Sense +2 DR 1 / — Rage, 3/day Trap Sense +3 DR 2 / — Greater Rage Rage, 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage, 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage, 6/day

Trap Sense +2 DR 1 / — Rage, 3/day Trap Sense +3 DR 2 / — Greater Rage Rage, 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage, 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage, 6/day

Horselord Class Abilities
Battle Ecstasy, N/day – You gain +4 bonus to Dexterity and Constitution, a +2 bonus on Will saves, & a +1 bonus to your Damage Reduction (DR 1 / — if you do not have any yet). You may use any skill or feat, but all skill checks except for Handle Animal and Ride are at –2. Horselord Skills – You take no penalty for making a Ride check without a saddle, but receive a +2 bonus if there is a saddle. With a specific breed of horses (usually the ones your tribe raises), you receive +2 bonus on Handle Animal checks. Tireless Battle Ecstasy – You are no longer Fatigued at the end of Battle Ecstasy. Horse Companion – Same as the Animal Companion of a Ranger of the same level, except for the following: 1) It must be a horse. 2) Your companion stays an Animal (instead of becoming a Magical Beast). 3) It takes 1d4 months and a Handle Animal check vs. DC 15 to find a new companion if the previous one dies. Once located, it takes 2 months to bond with a new companion.

Barbarian Variants

Page 7

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

Alternate Base Classes (continued)
Lvl Barbarian
(UA p48)

Horselord
(DR337 p88)

Implacable
(DR330 p84)

Lion Totem Barbarian
(UA p49)

1

Alignment: NG, CG, N, CN, NE, CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light, Medium, Shields Weapons: Simple, Martial Skill Points: 4 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Wis: Listen, Survival. Cha: Handle Animal, Intimidate. Fast Movement Illiteracy Rage, 1/day

Alignment: NG, CG, N, CN, NE, CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light, Medium, Shields Weapons: Simple, Martial Skill Points: 4 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Wis: Listen, Survival. Cha: Handle Animal, Intimidate. Fast Movement Illiteracy Rage, 1/day Battle Ecstasy, 1/day Horselord Skills Uncanny Dodge Trap Sense +1 Rage, 2/day Battle Ecstasy, 2/day Horse Companion Improved Uncanny Dodge Trap Sense +2 Gain Feat: Improved Mounted Archery DR 1 / — Rage, 3/day Battle Ecstasy, 3/day Trap Sense +3 DR 2 / — Greater Rage Rage, 4/day Battle Ecstasy, 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage, 5/day Battle Ecstasy, 5/day Tireless Rage Tireless Battle Ecstasy Trap Sense +6 DR 5 / — Mighty Rage Mighty Rage Rage, 6/day Battle Ecstasy, 6/day

Alignment: NG, CG, N, CN, NE, CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light, Medium, Shields Weapons: Simple, Martial Skill Points: 4 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Wis: Listen, Survival. Cha: Handle Animal, Intimidate. Fast Movement Illiteracy Rage, 1/day Resilient Rage, 1/day Uncanny Dodge Trap Sense +1 Rage, 2/day Resilient Rage, 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage, 3/day Resilient Rage, 3/day Trap Sense +3 DR 2 / — Greater Rage Greater Resilient Rage Rage, 4/day Resilient Rage, 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage, 5/day Resilient Rage, 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Mighty Rage Mighty Resilient Rage Rage, 6/day Resilient Rage, 6/day

Alignment: NG, CG, N, CN, NE, CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light, Medium, Shields Weapons: Simple, Martial Skill Points: 4 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Wis: Listen, Survival. Cha: Handle Animal, Intimidate. Fast Movement Illiteracy Rage, 1/day Feat: Run Uncanny Dodge +2 on Hide checks Trap Sense +1 Rage, 2/day

Class Features 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Uncanny Dodge Trap Sense +1 Rage, 2/day

Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage, 3/day Trap Sense +3 DR 2 / — Greater Rage Rage, 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage, 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage, 6/day

Improved Uncanny Dodge +2 damage on a Charge Trap Sense +2 DR 1 / — Rage, 3/day Trap Sense +3 DR 2 / — Greater Rage Rage, 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage, 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage, 6/day

Implacable Class Abilities
Resilient Rage – You gain +4 bonus to Dexterity and Constitution, a +2 bonus on Will saves, and a +1 bonus to your Damage Reduction (DR 1 / — if you do not have any yet). Greater Resilient Rage – When you are in a Resilient Rage, you gain a +6 bonus to Dexterity and Constitution, a +2 bonus on Will saves, and a +2 bonus to your Damage Reduction (i.e., at 13th level, goes from DR 3 / — to DR 5 / —). Mighty Resilient Rage – When you are in a Resilient Rage, you gain a +8 bonus to Dexterity and Constitution, a +2 bonus on Will saves, and a +3 bonus to your Damage Reduction (i.e., goes from DR 5 / — to DR 8 / —).

Barbarian Variants

Page 8

CN. 6/day Alignment: NG. Cha: Handle Animal. Swim. Dex: Ride. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Jump. Wis: Listen. Jump.Dungeons & Dragons 3. 2/day Improved Uncanny Dodge Feat: Track Trap Sense +2 DR 1 / — Rage. Wis: Listen. NE. Fast Movement Illiteracy Rage. Shields Weapons: Simple. 2/day Improved Uncanny Dodge Feat: Improved Initiative Trap Sense +2 DR 1 / — Rage. Int: Craft. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. NE. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Medium. Survival. Int: Craft. Wis: Listen. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Swim. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Martial Skill Points: 4 Str: Climb. Jump. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. Cha: Handle Animal. N. 1/day +2 save vs. 2007 Alternate Base Classes (continued) Lvl Barbarian (PH p24) Serpent Totem Barbarian (UA p49) Wolf Totem Barbarian (UA p49) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Alignment: NG. Intimidate. Fast Movement Illiteracy Rage. poison Uncanny Dodge +2 on Move Silently checks Trap Sense +1 Feat: Improved Grapple Rage. Swim. 6/day Barbarian Variants Class Features Page 9 . 6/day Alignment: NG. Martial Skill Points: 4 Str: Climb. Cha: Handle Animal. Intimidate. Dex: Ride. Fast Movement Illiteracy Rage. CG. Martial Skill Points: 4 Str: Climb. Intimidate. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Int: Craft. N. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Medium. 1/day Uncanny Dodge Trap Sense +1 Rage. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Shields Weapons: Simple.5 Edition Index – Base Classes February 28. CN. CG. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 1/day Uncanny Dodge Feat: Improved Trip Trap Sense +1 Rage. Survival. Dex: Ride. CN. NE. Shields Weapons: Simple. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. CG. Survival. Medium. N.

CN. Survival. Medium. CG. 3/day Trap Sense +3 DR 1 / — Rage. granting you the following: Level Str Saves DR Name +2 +(2 / —) <base> 1st–11th +4 th th +6 +3 +(3 / —) Greater 11 -19 +8 +4 +(4 / —) Mighty 20th+ The effect lasts until you are healed above the minimum level. N. Berserker Strength can be activated an unlimited number of times per day. 1/day Feat: Improved Unarmed Strike Feat: Two-Weapon Fighting (with Unarmed Strike only) Only take a –2 penalty on Attack rolls with Improvised weapons Uncanny Dodge Trap Sense +1 Alignment: NG. Int: Craft. Berserker Strength variant class abilities Berserker Strength – Any time you are below (5 * Barbarian level) hp. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 1/day When Charging. Jump. N. Shields Weapons: Simple. Martial Skill Points: 4 Str: Climb. 3/day Trap Sense +3 DR 2 / — Greater Rage DR 2 / — Greater Rage Greater Berserker Strength Rage. Shields Weapons: Simple. 2/day Improved Uncanny Dodge Trap Sense +2 +2 AC vs. NE. Cha: Handle Animal. 6/day Barbarian. your Berserker Strength automatically activates. Survival. Fast Movement Illiteracy Rage. Attacks of Opportunity while Charging DR 2 / — Greater Rage Rage. Dex: Ride. Jump.5 Edition Index – Base Classes February 28. Martial Skill Points: 4 Str: Climb. Cha: Handle Animal. 4/day Trap Sense +4 +4 AC vs. Cha: Handle Animal. CN. Attacks of Opportunity while Charging DR 1 / — Rage. 5/day Tireless Rage Trap Sense +6 DR 4 / — Rage. 6/day DR 4 / — Rage. Swim. Int: Craft. 3/day Trap Sense +3 DR 1 / — Rage. 2/day Improved Uncanny Dodge Trap Sense +2 Rage. Intimidate. Medium. CG. or you become Helpless. Dashing Step (DR349 p92) Alignment: NG. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Intimidate. 1/day Berserker Strength 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Uncanny Dodge Trap Sense +1 Uncanny Dodge Trap Sense +1 Alignment: NG. CG. 5/day Tireless Rage Trap Sense +6 +6 AC vs. Intimidate. Jump. NE. NE. 6/day Mighty Berserker Strength DR 5 / — Mighty Rage Rage. 1/day 1 Alignment: NG. Survival. 4/day Trap Sense +4 Rage. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. CN. N. Jump. Attacks of Opportunity while Charging DR 3 / — Indomitable Will Trap Sense +5 +5 AC vs. Wis: Listen. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Swim. N. 5/day Tireless Rage Trap Sense +6 DR 4 / — Rage. Martial Skill Points: 4 Str: Climb. CG. City Brawler (DR349 p92) Barbarian variant. Wis: Listen. Dex: Ride. Medium. Shields Weapons: Simple. Shields Weapons: Simple. Swim. Dex: Ride. 2007 Variant Class Features Lvl Barbarian (PH p24) Barbarian variant. NE. Attacks of Opportunity while Charging DR 5 / — Mighty Rage Rage. CN.Dungeons & Dragons 3. 4/day Trap Sense +4 DR 2 / — Greater Rage Feat: Greater Two-Weapon Fighting (with Unarmed Strike only) Rage. Int: Craft. Attacks of Opportunity while Charging DR 4 / — Rage. Barbarian Variants Page 10 . 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 3 / — Indomitable Will Trap Sense +5 DR 3 / — Indomitable Will Trap Sense +5 Rage. 6/day DR 5 / — Mighty Rage Rage. Fast Movement Illiteracy Rage. Attacks of Opportunity while Charging Rage. Swim. Fast Movement Illiteracy Rage. Dex: Ride. 3/day Trap Sense +3 +3 AC vs. you go Unconscious. 2/day Improved Uncanny Dodge Trap Sense +2 Feat: Improved Two-Weapon Fighting (with Unarmed Strike only) DR 1 / — Rage. Medium. you do not receive the normal –2 penalty to AC Class Features Uncanny Dodge Trap Sense +1 +1 AC vs. Wis: Listen. Cha: Handle Animal. Berserker Strength (PH2 p33) Barbarian variant. Wis: Listen. Survival. 2/day Improved Uncanny Dodge Trap Sense +2 Rage. Intimidate. Martial Skill Points: 4 Str: Climb. Int: Craft. Fast Movement Illiteracy Rage.

Dex: Ride. Fast Movement Illiteracy Rage. Martial Skill Points: 4 Str: Climb. Wis: Listen. Cha: Handle Animal. CG. Barbarian Variants Class Features Page 11 . 2/day Improved Uncanny Dodge Immune to Fear effects Trap Sense +2 DR 1 / — Rage. Medium. CG. Martial Skill Points: 4 Str: Climb. Jump. Fast Movement Illiteracy Rage. CN. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Int: Craft. Intimidate. 1/day Uncanny Dodge Trap Sense +1 Rage. Cha: Handle Animal. Wis: Listen. Medium. 1/day Uncanny Dodge Trap Sense +1 Rage. Unshakable (DR349 p93) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Alignment: NG. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Shields Weapons: Simple. CG. NE. 6/day Alignment: NG. Survival. Swim. Jump. Medium. Dex: Ride. Cha: Handle Animal. N. Survival. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Cha: Handle Animal.5 Edition Index – Base Classes February 28. Dex: Ride. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Wis: Listen. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Intimidate. NE. Jump. Intimidate. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Shields Weapons: Simple. N. 1/day Uncanny Dodge Trap Sense +1 Rage. 2007 Variant Class Features (continued) Lvl Barbarian (PH p24) Barbarian variant. ‘Barbarian variant. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. Int: Craft. Jump. it is Stunned for 1d3 round (no save) –and– if it is no larger than you. Fast Movement Illiteracy Rage. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Fearsome Gaze Rage. N. DC = 10 + total damage you dealt it this round). 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Fearsome Gaze (DR349 p92) Barbarian variant. Survival. CN. Martial Skill Points: 4 Str: Climb. Fast Movement Illiteracy Rage. 6/day Relentless Smash Alignment: NG. it is knocked Prone (FortNeg. NE. Wis: Listen. N. Relentless Smash’ class abilities Relentless Smash – If you confirm a Critical Hit on a creature you have already struck at least 3 times this round. Int: Craft. Fearsome Gaze’ class abilities Fearsome Gaze – Your Intimidate checks are now based on Strength (instead of Charisma) & you receive a +4 on the check as long as your target is within 60’ and can see you. 6/day Alignment: NG. 4/day Trap Sense +4 Trap Sense +3 DR 3 / — Indomitable Will Trap Sense +5 Trap Sense +4 DR 4 / — Rage. Shields Weapons: Simple. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage.Dungeons & Dragons 3. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Martial Skill Points: 4 Str: Climb. Intimidate. Relentless Smash (DR349 p92) Barbarian variant. Survival. Swim. Medium. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. NE. CN. Int: Craft. Swim. 1/day Uncanny Dodge Trap Sense +1 Rage. Swim. Shields Weapons: Simple. CN. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Dex: Ride. CG. 6/day ‘Barbarian variant. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage.

Jump. 6/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Medium. Intimidate. 2/day Mountain Rage. Medium. Wis: Listen. Know(nature). Survival. CG. Swim.5 Edition Index – Base Classes February 28. Fast Movement Illiteracy Rage. 6/day Alignment: NG. CG. CN. NE. Medium. 4/day Mountain Rage. Int: Craft. CG. Cha: Handle Animal. CN. Shields Weapons: Simple. Fast Movement Illiteracy Rage. Cha: Handle Animal. 1/day Trap Sense +4 DR 3 / — DR 6 / adamantine Indomitable Will Trap Sense +5 DR 4 / — Rage. 6/day Barbarian Variants Page 12 . CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Intimidate. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. 4/day Trap Sense +4 DR 3 / — DR 6 / adamantine Indomitable Will Trap Sense +5 DR 4 / — DR 8 / adamantine Rage. 5/day Alignment: NG. 5/day Tireless Rage Tireless Mountain Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. CG. 1/day Uncanny Dodge Trap Sense +1 Rage. CN. 6/day Alignment: NG. Medium. NE. N. Dex: Ride. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. 2007 Racial Substitution Lvl Barbarian (PH p24) Goliath Barbarian – 1st level substitution (RoS p150) Goliath Barbarian – 5th level substitution (RoS p150) Goliath Barbarian – 7th level substitution (RoS p150) Goliath Barbarian – all level substitutions (RoS p150) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Alignment: NG. Dex: Ride. Martial Skill Points: 4 Str: Climb. 3/day Trap Sense +3 DR 2 / — DR 4 / adamantine Greater Rage Rage. Know(nature). Int: Craft. Cha: Handle Animal. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — DR 2 / adamantine Rage. Fast Movement Illiteracy Rage. Int: Craft. 1/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Swim. Wis: Listen. Dex: Ride. Intimidate. Dex: Ride. Intimidate. 1/day Uncanny Dodge Trap Sense +1 Rage. NE. N. Martial Skill Points: 4 Str: Climb. Int: Craft. Martial Skill Points: 4 Str: Climb. Shields Weapons: Simple. 5/day Tireless Rage Tireless Mountain Rage Trap Sense +6 DR 5 / — DR 10 / adamantine Mighty Rage Rage. Survival. 1/day Mountain Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Know(nature). CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Survival. NE. 1/day Uncanny Dodge Trap Sense +1 Rage. 6/day Mighty Mountain Rage Mountain Rage. Fast Movement Illiteracy Rage. 2/day Improved Uncanny Dodge Fortification Trap Sense +2 DR 1 / — DR 2 / adamantine Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Greater Mountain Rage Rage. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Survival. 5/day DR 8 / adamantine Mountain Rage. 1/day Mountain Rage. 1/day Uncanny Dodge Trap Sense +1 Rage. Jump. CN. NE. CN. Jump. Wis: Listen. 6/day Class Features Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. 5/day Mountain Rage. Dex: Ride. 3/day Mountain Rage. 6/day Mighty Mountain Rage Mountain Rage. N. Shields Weapons: Simple. CG. 3/day Mountain Rage. Fast Movement Illiteracy Rage.Dungeons & Dragons 3. 2/day Mountain Rage. 1/day Uncanny Dodge Trap Sense +1 Rage. Cha: Handle Animal. Shields Weapons: Simple. Swim. Medium. Survival. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Jump. Int: Craft. Cha: Handle Animal. Wis: Listen. Jump. 5/day Alignment: NG. N. 4/day Mountain Rage. Swim. Wis: Listen. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 5/day Tireless Rage Trap Sense +6 DR 5 / — DR 10 / adamantine Mighty Rage Rage. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Intimidate. N. Swim. Know(nature). 2/day Improved Uncanny Dodge Fortification Trap Sense +2 DR 1 / — Rage. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. 3/day Trap Sense +3 DR 2 / — DR 4 / adamantine Greater Rage Greater Mountain Rage Rage. Shields Weapons: Simple. Martial Skill Points: 4 Str: Climb. Martial Skill Points: 4 Str: Climb.

receive a –1 penalty to attacks & AC . lasts for (3 + new Constitution modifier) rounds. & Fatigued at end. Mighty Mountain Rage When you Mountain Rage. +3 Morale bonus on Will saves. Due to your Powerful Build Racial feature. Fortification 25% chance that Sneak Attacks and Critical Hits will not do their extra damage. lasts for (3 + new Constitution modifier) rounds. 2007 Racial Substitution (continued) Goliath Barbarian Class Abilities Mountain Rage When you Mountain Rage. the following apply: +10 Strength. –2 penalty to AC. +2 Morale bonus on Will saves. +6 Constitution. lasts for (3 + new Constitution modifier) rounds.5 Edition Index – Base Classes February 28. the following apply: +8 Strength. increase to Large-size (see below). increase to Large-size (see above). +6 Constitution. & Fatigued at end. –2 penalty to AC. +4 Morale bonus on Will saves. Barbarian Variants Page 13 . increasing to Large-size only results in a few additional changes. the following apply: +8 Strength. the following apply: +6 Strength. +4 Constitution. Tireless Mountain Rage When you Mountain Rage. +3 Morale bonus on Will saves.increase in height & mass Greater Mountain Rage When you Mountain Rage. increase to Large-size (see above). +8 Constitution. .gain 10’ reach . –2 penalty to AC. –2 penalty to AC.Dungeons & Dragons 3. increase to Large-size (see above). lasts for (3 + new Constitution modifier) rounds.

Survival. Survival.5 Edition Index – Base Classes February 28. CN. 5/day Alignment: NG. Jump. Shields Weapons: Simple.e. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 2/day Halfling Rage. Intimidate. Medium. Martial Skill Points: 4 Str: Climb. CG. Wis: Listen. 5/day Class Features DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Swim. N/day As the Rage class ability. Dex: Ride. Fast Movement Illiteracy Rage. 4/day Trap Sense +4 Halfling Rage. 4/day Halfling Rage. 4/day Trap Sense +4 Alignment: NG. Jump. Survival. 3/day Halfling Rage. 6/day Halfling Barbarian Class Abilities Halfling Rage. Int: Craft. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Medium. 5/day Halfling Rage. 1/day Uncanny Dodge Trap Sense +1 Rage. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. N. Fast Movement Illiteracy Rage. 3/day Halfling Rage. Cha: Handle Animal. but looses the +1 Size bonus to AC & attack. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 5/day Tireless Rage Trap Sense +6 Intimidating Presence +6 DR 5 / — Mighty Rage Rage. Survival. 2007 Racial Substitution (continued) Lvl Barbarian (PH p24) Halfling Barbarian – 1st level substitution (DR342 p90) Halfling Barbarian – 3rd level substitution (DR342 p90) Halfling Barbarian – 5th level substitution (DR342 p90) Halfling Barbarian – all level substitutions (DR342 p90) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Alignment: NG. 5/day Halfling Rage. 2/day Improved Uncanny Dodge Trap Sense +2 Intimidating Presence +2 DR 1 / — Rage. CG. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Wis: Listen. Cha: Handle Animal. Wis: Listen. NE. 1/day Uncanny Dodge Trap Sense +1 Intimidating Presence +1 Rage.). Martial Skill Points: 4 Str: Climb. Swim. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Int: Craft. Dex: Ride. except the Halfling is treated as a Medium-sized creature when beneficial (such as Grapple checks. NE. Int: Craft.Dungeons & Dragons 3. 1/day Uncanny Dodge Trap Sense +1 Intimidating Presence +1 Rage. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 3/day Trap Sense +3 Intimidating Presence +3 DR 2 / — Greater Rage Rage. NE. 2/day Halfling Rage. Dex: Ride. Bull Rush checks. 2/day Improved Uncanny Dodge Bigger Than Life Trap Sense +2 DR 1 / — Rage. Jump.. Intimidate. 2/day Improved Uncanny Dodge Bigger Than Life Trap Sense +2 Intimidating Presence +2 DR 1 / — Rage. Swim. Shields Weapons: Simple. 3/day Trap Sense +3 Intimidating Presence +3 DR 2 / — Greater Rage Rage. Dex: Ride. Survival. N. Fast Movement Illiteracy Rage. Shields Weapons: Simple. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. Bigger Than Life May make Intimidate check as a Medium-sized creature (i. 5/day Tireless Rage Trap Sense +6 Intimidating Presence +6 DR 5 / — Mighty Rage Rage. Cha: Handle Animal. Barbarian Variants Page 14 . NE. Shields Weapons: Simple. Cha: Handle Animal. Dex: Ride. N. Fast Movement Illiteracy Rage. N. Swim. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Jump. etc. CN. Cha: Handle Animal. Jump. 1/day Uncanny Dodge Trap Sense +1 Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Medium. Int: Craft. 5/day Halfling Rage. Intimidating Presence +N +N bonus on Intimidate checks. Wis: Listen. Fast Movement Illiteracy Rage. Swim. 5/day Halfling Rage. 1/day Uncanny Dodge Trap Sense +1 Rage. Int: Craft. 6/day Alignment: NG. 4/day DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. 4/day Trap Sense +4 Alignment: NG. Wis: Listen. CG. Intimidate. N. 1/day Halfling Rage. CN. Medium. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. CN. Medium. CG. Intimidate. 4/day Trap Sense +4 Intimidating Presence +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. NE. Martial Skill Points: 4 Str: Climb. 4/day Trap Sense +4 Intimidating Presence +4 DR 3 / — Indomitable Will Trap Sense +5 Intimidating Presence +5 DR 4 / — Rage. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Martial Skill Points: 4 Str: Climb. 1/day Halfling Rage. CN. Intimidate. CG. no size penalty). Shields Weapons: Simple. Martial Skill Points: 4 Str: Climb. 6/day DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage.

2/day Improved Uncanny Dodge Insightful Rage Trap Sense +2 DR 1 / — Two-Handed Strike Rage. Shields Weapons: Simple. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. CN. N. Cha: Handle Animal. 3/day Trap Sense +3 DR 2 1 / — Greater Rage Rage. Jump. Medium. Medium. 3/day Trap Sense +3 DR 2 1 / — Greater Rage Rage. 6/day Alignment: NG. 4/day Trap Sense +4 DR 3 2 / — Indomitable Will Trap Sense +5 DR 4 3 / — Rage. Jump. Wis: Listen. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Swim. Dex: Ride. Martial Skill Points: 4 Str: Climb. Wis: Listen. 1/day Uncanny Dodge Trap Sense +1 Rage.Dungeons & Dragons 3. Swim. NE. N. 5/day Tireless Rage Trap Sense +6 DR 5 4 / — Mighty Rage Rage. Intimidate. Int: Craft. Medium. CN. 6/day Alignment: NG. Dex: Ride. 1/day Uncanny Dodge Trap Sense +1 Rage. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Jump. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Fast Movement Illiteracy Rage. CG. Cha: Handle Animal. Dex: Ride. Jump. CG. Survival. Int: Craft. Intimidate. Dex: Ride. Martial Skill Points: 4 Str: Climb. Swim. Survival. 2007 Racial Substitution (continued) Lvl Barbarian (PH p24) Half-Orc Barbarian – 2nd level substitution (RoD p159) Half-Orc Barbarian – 5th level substitution (RoD p159) Half-Orc Barbarian – 7th level substitution (RoD p159) Half-Orc Barbarian – all level substitutions (RoD p159) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Alignment: NG. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. 1/day Uncanny Dodge Reckless Charge Trap Sense +1 Rage. Fast Movement Illiteracy Rage. NE. 1/day Uncanny Dodge Trap Sense +1 Rage. a Half-Orc Barbarian receives a +4 bonus on attack rolls and takes a –4 penalty to AC (instead of the normal +2 on attack & –2 on AC). 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Int: Craft. Survival. Dex: Ride. CN. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. Wis: Listen. Intimidate. CG. Wis: Listen. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. CN. Cha: Handle Animal. Cha: Handle Animal. the Half-Orc Barbarian receives a +4 bonus on Will saves to Disbelieve Illusion spells. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Shields Weapons: Simple. Fast Movement Illiteracy Rage. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Medium. Fast Movement Illiteracy Rage. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Two-Handed Strike The Half-Orc Barbarian does +2 damage with any two-handed melee weapon he/she wields. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Shields Weapons: Simple. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Two-Handed Strike Rage. Jump. 1/day Uncanny Dodge Reckless Charge Trap Sense +1 Rage. NE. Intimidate. Medium. CG. NE. Martial Skill Points: 4 Str: Climb. 6/day Half-Orc Barbarian Class Abilities Reckless Charge When charging. N. 5/day Tireless Rage Trap Sense +6 DR 5 4 / — Mighty Rage Rage. Insightful Rage When Raging. Shields Weapons: Simple. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. 2/day Improved Uncanny Dodge Uncanny Dodge Trap Sense +2 DR 1 / — Rage. 2/day Improved Uncanny Dodge Insightful Rage Trap Sense +2 DR 1 / — Rage. Int: Craft. Martial Skill Points: 4 Str: Climb. Intimidate. Barbarian Variants Class Features Page 15 . Survival. NE. CN. Martial Skill Points: 4 Str: Climb. Wis: Listen. 6/day Alignment: NG. Int: Craft.5 Edition Index – Base Classes February 28. 4/day Trap Sense +4 DR 3 2 / — Indomitable Will Trap Sense +5 DR 4 3 / — Rage. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. CG. Fast Movement Illiteracy Rage. Cha: Handle Animal. Survival. N. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 6/day Alignment: NG. Swim. Swim. Shields Weapons: Simple. N.

Profession. Speak Language Class Features Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – Countersong Bardic Music – Fascinate Bardic Music – Inspire Courage +1 Bardic Music – Instill Fear –1 Known Spells 4 – – – – – – – – – – Known Spells 4 – – 5 2 – – – – – – – – – Known Spells 4 – – 5 2 – – – – – – – – – 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 5 2 – Bardic Music – Inspire Competence 6 6 6 6 6 3 3 4 4 4 – 2 3 3 4 – – – – 2 – – – – – – – – – – – – – – – Bardic Music – Inspire Competence 6 6 6 6 6 3 3 4 4 4 – 2 3 3 4 – – – – 2 – – – – – – – – – – – – – – – Bardic Music – Inspire Competence 6 6 6 6 6 3 3 4 4 4 – 2 3 3 4 – – – – 2 – – – – – – – – – – – – – – – Bardic Music – Inspire Competence Bardic Music – Encourage Failure 6 6 6 6 6 3 3 4 4 4 – 2 3 3 4 – – – – 2 – – – – – – – – – – – – – – – Bardic Music – Suggestion Bardic Music – Suggestion Bardic Music – Suggestion Bardic Music – Suggestion Bardic Music – Inspire Courage +2 6 4 4 3 – – – Bardic Music – Inspire Courage +2 6 4 4 3 – – – Bardic Music – Inspire Courage +2 6 4 4 3 – – – Bardic Music – Inspire Courage +2 Bardic Music – Instill Fear –2 6 4 4 3 – – – Bardic Music – Inspire Greatness 6 6 6 4 4 4 4 4 4 3 4 4 – 2 3 – – – – – – Bardic Music – Inspire Greatness 6 6 6 4 4 4 4 4 4 3 4 4 – 2 3 – – – – – – Bardic Music – Inspire Greatness 6 6 6 4 4 4 4 4 4 3 4 4 – 2 3 – – – – – – Bardic Music – Inspire Greatness Bardic Music – Dishearten 6 6 6 4 4 4 4 4 4 3 4 4 – 2 3 – – – – – – Bardic Music – Song of Freedom 6 6 4 4 4 4 4 4 3 4 – 2 – – Bardic Music – Song of Freedom 6 6 4 4 4 4 4 4 3 4 – 2 – – Bardic Music – Song of Freedom 6 6 4 4 4 4 4 4 3 4 – 2 – – Bardic Music – Song of Freedom Bardic Music – Dirge of Binding 6 6 4 4 4 4 4 4 3 4 – 2 – – Bardic Music – Inspire Courage +3 6 6 6 4 4 5 4 4 4 4 4 4 4 4 4 3 3 4 – – 2 Bardic Music – Inspire Courage +3 6 6 6 4 4 5 4 4 4 4 4 4 4 4 4 3 3 4 – – 2 Bardic Music – Inspire Courage +3 6 6 6 4 4 5 4 4 4 4 4 4 4 4 4 3 3 4 – – 2 Bardic Music – Inspire Courage +3 Bardic Music – Instill Fear –3 6 6 6 4 4 5 4 4 4 4 4 4 4 4 4 3 3 4 – – 2 Bardic Music – Inspire Heroics Bardic Music – Inspire Heroics Bardic Music – Inspire Heroics Bardic Music – Inspire Heroics Bard Variants Page 16 . Move Silently. Wis: Listen. Use Magic Device. CG. Shortbow. Will d6 Light. Tumble. Decipher Script. Cannot cast spells with an alignment subtype that he/she does not have. Diplomacy. Cha: Bluff. Dex: Balance. Jump. CN. CG. CE Rogue Ref. Sleight of Hand. & Whip Skill Points: 6 Str: Climb. Sense Motive. Int: Appraise. CE Rogue Fort. Know(any).Dungeons & Dragons 3. Speak Language Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – Countersong Bardic Music – Fascinate Bardic Music – Inspire Courage +1 Illiterate Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: NG. Sap. CE Rogue Ref. Disguise. & Whip Skill Points: 6 Str: Climb. Swim. Cha: Bluff. Sense Motive. Perform. Disguise. Shortbow. Rapier. Decipher Script. Diplomacy. N. Sense Motive. Con: Concentration. Spellcraft. 2007 Bard Alternate Base Classes The following are specialized types of Bards.5 Edition Index – Base Classes February 28. Shortsword. Sleight of Hand. NE. CE Rogue Ref. Sense Motive. Know(any). Know(any). Sap. Tumble. Disguise. Rapier. N. Decipher Script. CN. Escape Artist. Cha: Bluff. NE. Spellcraft. Diplomacy. The decision to become a specialized Bard must be done when the 1st level of Bard is taken. CG. Rapier. Shields Simple + Longsword. Jump. Wis: Listen. Shortsword. Tumble. Shortsword. Dex: Balance. Tumble. Survival. Know(any). Move Silently. Gather Information. Sleight of Hand. Disguise. Dex: Balance. Cha: Bluff. Hide. Move Silently. CN. Wis: Listen. Craft. Shortbow. Swim. Sleight of Hand. Swim. Jump. Perform. Wis: Listen. N. Gather Information. NE. Diplomacy. Will d6 Light. Con: Concentration. & Whip Skill Points: 6 Str: Climb. Shortsword. Craft. Craft. Speak Language Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – Countersong Bardic Music – Fascinate Bardic Music – Inspire Courage +1 Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: NG. Decipher Script. Dex: Balance. Spellcraft. Lvl Bard (PH p26) Divine Bard (UA p50) Savage Bard (UA p50) Harbinger (DR337 p93) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: NG. Escape Artist. & Whip Skill Points: 6 Str: Climb. Ref. Shields Simple + Longsword. Escape Artist. Craft. Shortbow. A character can only be the member of one Bard class. Int: Appraise. Rapier. Spellcraft. Perform. Gather Information. Speak Language Cast Impromptu Arcane Divine spells based on Charisma from the Bard Spell List + the Divine Bard Supplemental List. Profession. Escape Artist. Use Magic Device. Use Magic Device. Int: Appraise. Gather Information. Hide. Move Silently. Will d6 Light. Swim. Profession. Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – Countersong Bardic Music – Fascinate Bardic Music – Inspire Courage +1 Known Spells 4 – – 5 2 – – – – – – – – – 1 NG. CG. Sap. Jump. NE. Profession. Will d6 Light. Sap. Shields Simple + Longsword. in the same way a Necromancer is a specialized type of Wizard. N. Con: Concentration. Hide. CN. Hide. Int: Appraise. Use Magic Device. Perform. Con: Concentration. Shields Simple + Longsword.

This is a Mind-Affecting effect. and on attacks & weapon damage (WillNeg. Bard Variants Page 17 . One opponent (plus one per three levels above 18th) that can hear you for one full round and is within 30’ receives 2 Negative Levels (WillNeg. DC is Charisma-based). charm & fear effects. DC is Charisma-based).5 Edition Index – Base Classes February 28. DC is Charisma-based). One opponent that can see & hear and is within 30’ receives a –2 penalty on all rolls for 1 round (WillNeg. One opponent becomes paralyzed (WillNeg. Effect lasts as long as you continue the song and the opponent(s) can hear you plus 5 rounds. DC is Charisma-based). DC is Charismabased). Bardic Music – Drain Prowess Requires at least 21 ranks in Perform. Bardic Music – Dishearten Requires at least 12 ranks in Perform. Effect lasts as long as you continue the song and the opponent can hear you. Bardic Music – Dirge of Binding Requires at least 15 ranks in Perform. This is a Mind-Affecting effect. Effect lasts as long as you continue the song and the opponent can hear you plus 5 rounds. One opponent (plus one per three levels above 15th) that can see & hear you for one full round and is within 30’ receives a –4 penalty on saving throws and AC (WillNeg.Dungeons & Dragons 3. The negative levels never result in permanent level loss. This is a Mind-Affecting Fear effect. All opponents that can see & hear you receive a –N penalty on saving throws vs. 2007 Lvl 17 18 19 20 Bard (PH p26) 6 5 5 4 4 4 3 Divine Bard (UA p50) 6 5 5 4 4 4 3 Savage Bard (UA p50) 6 5 5 4 4 4 3 Harbinger (DR337 p93) 6 5 5 4 4 4 3 Bardic Music – Mass Suggestion 6 6 5 5 5 5 5 5 4 5 4 4 3 4 Bardic Music – Mass Suggestion 6 6 5 5 5 5 5 5 4 5 4 4 3 4 Bardic Music – Mass Suggestion 6 6 5 5 5 5 5 5 4 5 4 4 3 4 Bardic Music – Mass Suggestion Bardic Music – Drain Prowess 6 6 5 5 5 5 5 5 4 5 4 4 3 4 Bardic Music – Inspire Courage +4 6 5 5 5 5 5 4 Bardic Music – Inspire Courage +4 6 5 5 5 5 5 4 Bardic Music – Inspire Courage +4 6 5 5 5 5 5 4 Bardic Music – Inspire Courage +4 Bardic Music – Instill Fear –4 6 5 5 5 5 5 4 Harbinger Class Features Bardic Music – Instill Fear –N Requires at least 3 ranks in Perform. Effect lasts as long as you continue the song and the opponent(s) can hear you. Bardic Music – Encourage Failure Requires at least 6 ranks in Perform.

Dex: Balance. Speak Language Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – Countersong Bardic Music – Fascinate Bardic Music – Inspire Courage +1 Bardic Knack Known Spells 4 – – 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 2 3 3 4 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 – – 2 3 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 – – – – – – 2 3 3 4 4 4 4 4 4 4 4 5 5 5 – – – – – – – – – 2 3 3 4 4 4 4 4 4 5 5 – – – – – – – – – – – – 2 3 3 4 4 4 4 5 – – – – – – – – – – – – – – – 2 3 3 4 4 Class Features – – – – – – 2 3 3 4 4 4 4 4 4 4 4 5 5 5 – – – – – – – – – 2 3 3 4 4 4 4 4 4 5 5 – – – – – – – – – – – – 2 3 3 4 4 4 4 5 – – – – – – – – – – – – – – – 2 3 3 4 4 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 2 3 3 4 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 – – 2 3 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 Bardic Music – Inspire Competence Bardic Music – Inspire Competence Bardic Music – Suggestion Bardic Music – Suggestion Bardic Music – Inspire Courage +2 Bardic Music – Inspire Greatness Bardic Music – Inspire Courage +2 Bardic Music – Inspire Greatness Bardic Music – Song of Freedom Bardic Music – Song of Freedom Bardic Music – Inspire Courage +3 Bardic Music – Inspire Heroics Bardic Music – Inspire Courage +3 Bardic Music – Inspire Heroics Bardic Music – Mass Suggestion Bardic Music – Mass Suggestion Bardic Music – Inspire Courage +4 Bardic Music – Inspire Courage +4 ‘Bard variant. N. Know(any). Jump. Profession. Jump. Sense Motive. Spellcraft. Escape Artist. Disguise. Know(any). Wis: Listen. Bard Variants Page 18 . Profession. 2007 Variant Class Features Lvl Bard (PH p26) Bard variant. Sap. Sleight of Hand. CG. Rapier.Dungeons & Dragons 3.. Will d6 Light. Shortsword. Decipher Script. Tumble. Shortbow. Perform. Int: Appraise. CE Rogue Ref. Shortbow. Sleight of Hand.5 Edition Index – Base Classes February 28. Swim. & Whip Skill Points: 6 Str: Climb. Use Magic Device. Int: Appraise. Gather Information. Speak Language Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – Countersong Bardic Music – Fascinate Bardic Music – Inspire Courage +1 Known Spells 4 – – Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: NG. you must have at least 1 real rank in a ‘Trained only’ skill to use it. Craft. Dex: Balance. Cha: Bluff. Perform. Move Silently. Shields Simple + Longsword. CE Rogue Ref. Shields Simple + Longsword. Con: Concentration. Diplomacy. Use Magic Device. Move Silently. Rapier. N. Diplomacy. Disguise. Craft. CG. Bardic Knack Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p35) 1 NG. CN. these do not apply to qualifying for Feats or Prestige classes).e. Cha: Bluff. Shortsword. Spellcraft. Will d6 Light. NE. Hide. Con: Concentration. CN. Sap. Swim. Wis: Listen. Hide. Sense Motive. & Whip Skill Points: 6 Str: Climb. Decipher Script. Escape Artist. Also. Bardic Knack’ Class Features Bardic Knack You are treated as having at least (½ Bard level) ranks in all skills for purposes of making checks (i. NE. Gather Information. Tumble.

Tumble. Hide. Gather Information. N. Wis: Listen. Disguise. NE. Int: Appraise. Speak Language. Int: Appraise. Sleight of Hand. Swim. Int: Appraise. Use Magic Device. Disguise. Move Silently. Sleight of Hand. Jump. Wis: Listen. Decipher Script. CE. Sense Motive. Decipher Script. Swim. Con: Concentration. Spellcraft. N. Dex: Balance. Decipher Script. Cha: Bluff. Use Magic Device. NE. Perform. Craft. Escape Artist. Move Silently. Escape Artist. Diplomacy. CE. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music Music – Countersong Music –Fascinate Music– Inspire Courage +1 Alignment: NG. Diplomacy. Will Class Skill Points: 6 Str: Climb. Decipher Script. Good Save: Ref. Cha: Bluff. Swim. Tumble. Use Magic Device. Spellcraft. Swim. Know(any).5 Edition Index – Base Classes February 28. Tumble. Disguise. CG. CN. N. CG. CN. Jump. Move Silently. Con: Concentration. Perform. Gather Information. Move Silently. NE. Dex: Balance. Int: Appraise. Jump. NE. CN. Int: Appraise. CN. Int: Appraise. Disguise. Sleight of Hand. Dex: Balance. Wis: Listen. Speak Language. Sense Motive. Profession. Will Class Skill Points: 6 Str: Climb. Disguise.Dungeons & Dragons 3. Perform. Con: Concentration. Sleight of Hand. Good Save: Ref. Move Silently. Use Magic Device. CE. Hide. Hide. Know(any). Speak Language. Craft. Craft. 2007 Racial Substitution Lvl Bard (PH p30) Gnome Bard – 1st lvl substitution (RoS p147) Gnome Bard – 3rd lvl substitution (RoS p147) Gnome Bard – 6th lvl substitution (RoS p147) Gnome Bard – 11th lvl substitution (RoS p147) Gnome Bard – all lvl substitution (RoS p147) 1 Alignment: NG. N. Jump. Diplomacy. Cha: Bluff. Profession. Perform. Profession. Perform. Use Magic Device. Craft. Dex: Balance. Dex: Balance. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music Music – Countersong Music –Fascinate Music– Inspire Courage +1 Alignment: NG. Good Save: Ref. Con: Concentration. Know(any). Escape Artist. Sense Motive. Wis: Listen. CN. Con: Concentration. Spellcraft. Jump. CG. Move Silently. Disguise. Sense Motive. Know(any). Use Magic Device. Escape Artist. Craft. Perform. Will Class Skill Points: 6 Str: Climb. Dex: Balance. N. Good Save: Ref. Con: Concentration. Sense Motive. Escape Artist. N. Cha: Bluff. Diplomacy. Tumble. Good Save: Ref. Swim. NE. Hide. Will Class Skill Points: 6 Str: Climb. Gather Information. CE. CG. CG. Tumble. CN. NE. Swim. Profession. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music Music – Countersong Music –Fascinate Music– Inspire Courage +1 Music – Counter Fear Gnome Cantrips Known Spells 2 – – – 3 2 – – – – – – – – Class Features Known Spells 4 – – – – – – – – – Known Spells 4 – – – 5 2 – – – – – – – – Known Spells 4 – – – 5 2 – – – – – – – – Known Spells 4 – – – 5 2 – – – – – – – – 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 5 2 – – Music – Inspire Competence 6 6 6 3 3 4 – 2 3 – – – – – – – – – – – – Music – Inspire Competence 4 4 4 3 3 4 – 2 3 – – – – – – – – – – – – Music – Inspire Competence Music – Inspire Defiance 6 6 6 3 3 4 – 2 3 – – – – – – – – – – – – Music – Inspire Competence 6 6 6 3 3 4 – 2 3 – – – – – – – – – – – – Music – Inspire Competence 6 6 6 3 3 4 – 2 3 – – – – – – – – – – – – Music – Inspire Competence Music – Inspire Defiance 4 4 4 3 3 4 – 2 3 – – – – – – – – – – – – Music – Suggestion 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 – 2 3 3 4 4 4 4 4 4 4 4 5 5 5 – – – – 2 3 3 4 4 4 4 4 4 5 5 – – – – – – – 2 3 3 4 4 4 4 5 – – – – – – – – – – 2 3 3 4 4 Music – Suggestion 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 – 2 3 3 4 4 4 4 4 4 4 4 5 5 5 – – – – 2 3 3 4 4 4 4 4 4 5 5 – – – – – – – 2 3 3 4 4 4 4 5 – – – – – – – – – – 2 3 3 4 4 Music – Suggestion 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 – 2 3 3 4 4 4 4 4 4 4 4 5 5 5 – – – – 2 3 3 4 4 4 4 4 4 5 5 – – – – – – – 2 3 3 4 4 4 4 5 – – – – – – – – – – 2 3 3 4 4 Music – Suggestion Music – Phantasmal Song 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 – 2 3 3 4 4 4 4 4 4 4 4 5 5 5 – – – – 2 3 3 4 4 4 4 4 4 5 5 – – – – – – – 2 3 3 4 4 4 4 5 – – – – – – – – – – 2 3 3 4 4 Music – Suggestion 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 – 2 3 3 4 4 4 4 4 4 4 4 5 5 5 – – – – 2 2 2 3 3 3 3 3 3 4 4 – – – – – – – 2 3 3 4 4 4 4 5 – – – – – – – – – – 2 3 3 4 4 Music – Suggestion Music – Phantasmal Song 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 – 2 3 3 4 4 4 4 4 4 4 4 5 5 5 – – – – 2 2 2 3 3 3 3 3 3 4 4 – – – – – – – 2 3 3 4 4 4 4 5 – – – – – – – – – – 2 3 3 4 4 Music– Inspire Courage +2 Music – Inspire Greatness Music– Inspire Courage +2 Music – Inspire Greatness Music– Inspire Courage +2 Music – Inspire Greatness Music– Inspire Courage +2 Music – Inspire Greatness Music– Inspire Courage +2 Music – Inspire Greatness Music– Inspire Courage +2 Music – Inspire Greatness Secrets of Bardic Trickery Music – Song of Freedom Music – Song of Freedom Music – Song of Freedom Music – Song of Freedom Music – Song of Freedom Secrets of Bardic Trickery Music – Song of Freedom Music– Inspire Courage +3 Music – Inspire Heroics Music– Inspire Courage +3 Music – Inspire Heroics Music– Inspire Courage +3 Music – Inspire Heroics Music– Inspire Courage +3 Music – Inspire Heroics Music– Inspire Courage +3 Music – Inspire Heroics Music– Inspire Courage +3 Music – Inspire Heroics Music – Mass Suggestion Music – Mass Suggestion Music – Mass Suggestion Music – Mass Suggestion Music – Mass Suggestion Music – Mass Suggestion Music– Inspire Courage +4 Music– Inspire Courage +4 Music– Inspire Courage +4 Music– Inspire Courage +4 Music– Inspire Courage +4 Music– Inspire Courage +4 Bard Variants Page 19 . Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music Music – Countersong Music –Fascinate Music– Inspire Courage +1 Alignment: NG. Hide. Gather Information. Speak Language. Escape Artist. Sense Motive. Gather Information. Will Class Skill Points: 6 Str: Climb. Sleight of Hand. Know(any). CE. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music Music – Countersong Music –Fascinate Music– Inspire Courage +1 Music – Counter Fear Gnome Cantrips Known Spells 2 – – – 3 2 – – – – – – – – Alignment: NG. Know(any). Decipher Script. Gather Information. Decipher Script. Profession. Will Class Skill Points: 6 Str: Climb. Diplomacy. Diplomacy. CE. Cha: Bluff. Speak Language. Tumble. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music Music – Countersong Music –Fascinate Music– Inspire Courage +1 Alignment: NG. Jump. Spellcraft. Spellcraft. Wis: Listen. Good Save: Ref. Profession. Wis: Listen. Spellcraft. Cha: Bluff. Sleight of Hand. Speak Language. Craft. CG. Hide.

DC is Charisma-based). You can maintain this song for up to 10 rounds. Bardic Music – Counter Fear Requires at least 3 ranks in Perform. 2nd – Touch of Idiocy. The song lasts as an ally can hear it + 5 rounds after. Bardic Music – Phantasmal Song Requires at least 9 ranks in Perform. Illusions and Mind-Affecting spells & effects. If an enemy who failed his/her save stays within 30’ for 3 consecutive rounds. Secrets of Bardic Trickery Add the following spells to your Known Spell list as bonus spells at the indicated level: 1st – Color Spray. All allies within 30’ (including yourself) receive a +2 Circumstance bonus on saves vs. The effect lasts as long as you continue to perform –and– the enemy stays within 30’. it gets a new save. and Prestidigitation to your Known Spell list as bonus 0th spells. though it must use your check. that enemy becomes Frightened (no save).5 Edition Index – Base Classes February 28. Bard Variants Page 20 . plus 1 round. 2007 Racial Substitution (continued) Gnome Bard Class Features Gnome Cantrips Add Dancing Lights. If a creature is already under the effect of Fear. Ghost Sound. Bardic Music – Inspire Defiance Requires at least 6 ranks in Perform. All allies within 30’ (including yourself) may use your Perform check as their saving throw against a Fear effect. 4th – Phantasmal Killer. All enemies within 30’ become Shaken (WillNeg.Dungeons & Dragons 3.

Speak Language. Use Magic Device. Craft. Wis: Listen. Con: Concentration. Profession. Good Save: Ref. N. Dex: Balance. Good Save: Ref. Diplomacy. Hide. Know(any). Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – Countersong Bardic Music –Fascinate Bardic Music– Inspire Courage +1 Known Spells 0th 1st 2nd 4 – – 5 6 6 6 2 3 3 4 – – 2 3 Alignment: NG. CE. Perform. Con: Concentration. N. CG. Con: Concentration. Swim. Dex: Balance. CN. Cha: Bluff. Sense Motive. Jump. Move Silently. Hide. Int: Appraise. Decipher Script. N. Cha: Bluff. Will Class Skill Points: 6 Str: Climb. Hide. Use Magic Device. Diplomacy. Profession. Diplomacy. Tumble. CN. NE. Good Save: Ref. Sleight of Hand. Speak Language. Profession. Move Silently. NE. Spellcraft. Gather Information. Wis: Listen. Sleight of Hand. Know(any). Know(any). Int: Appraise. CE. Speak Language. Tumble. Swim. Jump. N. CG. Sleight of Hand. Craft. N. Profession. Hide. CE. Disguise. Diplomacy. Move Silently. Spellcraft. Dex: Balance. NE. Use Magic Device. Decipher Script. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – Countersong Bardic Music –Fascinate Bardic Music– Inspire Courage +1 Known Spells 0th 1st 2nd 4 – – 5 6 6 6 2 3 3 4 – – 2 3 Alignment: NG. CG. CE. Escape Artist. Gather Information. Know(any). Sense Motive. Wis: Listen. Will Class Skill Points: 6 Str: Climb. Tumble. CG. 2007 Racial Substitution (continued) Lvl Bard (PH p30) Half-Elf Bard – 1st level substitution (RoD p157) Half-Elf Bard – 6th level substitution (RoD p157) Half-Elf Bard – Half-Elf Bard – 10th level substitution1 all level substitutions (RoD p157) (RoD p157) 1 Alignment: NG. Cha: Bluff. NE. Disguise. Escape Artist. CE. Diplomacy. Wis: Listen. Jump. Craft. a Bard doesn’t get 4th level spells until 10th level. Con: Concentration. Cha: Bluff. Int: Appraise. Gather Information. Good Save: Ref. Decipher Script. Escape Artist. Sense Motive. Perform. Will Class Skill Points: 6 Str: Climb. Spellcraft. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – Countersong Bardic Music –Fascinate Bardic Music– Inspire Courage +1 Known Spells 0th 1st 2nd 4 – – Alignment: NG. CN. Speak Language. Sense Motive. Disguise. Perform. Know(any). Int: Appraise. Dex: Balance. Wis: Listen. Gather Information. Gather Information. Perform. Craft. Swim. Tumble. Jump. CG. CN. Disguise.5 Edition Index – Base Classes February 28. Spellcraft. Sleight of Hand. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – Countersong Bardic Music –Fascinate Bardic Music– Inspire Courage +1 Bardic Music – Soothing Voice Known Spells 0th 1st 2nd 4 – – 5 6 6 6 2 3 3 4 – – 2 3 3rd – – – – – 4th – – – – – 5th – – – – – 6th – – – – – Alignment: NG. Decipher Script. Will Class Skill Points: 6 Str: Climb. NE. Will Class Skill Points: 6 Str: Climb. Swim. Sleight of Hand. Dex: Balance. Perform. Disguise. Use Magic Device. Move Silently. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – Countersong Bardic Music –Fascinate Bardic Music– Inspire Courage +1 Bardic Music – Soothing Voice Known Spells 0th 1st 2nd 4 – – 5 6 6 6 2 3 3 4 – – 2 3 3rd – – – – – 4th – – – – – 5th – – – – – 6th – – – – – Class Features 3rd – – – – – 4th – – – – – 5th – – – – – 6th – – – – – 3rd – – – – – 4th – – – – – 5th – – – – – 6th – – – – – 3rd – – – – – 4th – – – – – 5th – – – – – 6th – – – – – 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 5 6 6 6 2 3 3 4 – – 2 3 Bardic Music–Inspire Competence Bardic Music–Inspire Competence Bardic Music–Inspire Competence Bardic Music–Inspire Competence Bardic Music–Inspire Competence Bardic Music – Suggestion 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 – 2 3 3 4 4 4 4 4 4 4 4 5 5 5 – – – – 2 3 3 4 4 4 4 4 4 5 5 – – – – – – – 2 3 3 4 4 4 4 5 – – – – – – – – – – 2 3 3 4 4 Bardic Music – Suggestion 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 – 2 3 3 4 4 4 4 4 4 4 4 5 5 5 – – – – 2 3 3 4 4 4 4 4 4 5 5 – – – – – – – 2 3 3 4 4 4 4 5 – – – – – – – – – – 2 3 3 4 4 Bardic Music – Suggestion Bardic Music – Command 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 – 2 3 3 4 4 4 4 4 4 4 4 5 5 5 – – – – 2 3 3 4 4 4 4 4 4 5 5 – – – – – – – 2 3 3 4 4 4 4 5 – – – – – – – – – – 2 3 3 4 4 Bardic Music – Suggestion 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 – 2 3 3 3 3 3 4 4 4 4 4 5 5 5 – – – – 1 2 2 3 3 3 3 3 3 4 4 – – – – – – – 2 3 3 4 4 4 4 5 – – – – – – – – – – 2 3 3 4 4 Bardic Music – Suggestion Bardic Music – Command 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 4 4 4 4 4 4 4 4 4 5 5 5 5 5 3 4 4 4 4 4 4 4 4 4 4 5 5 5 5 – 2 3 3 3 3 3 4 4 4 4 4 5 5 5 – – – – 1 2 2 3 3 3 3 3 3 4 4 – – – – – – – 2 3 3 4 4 4 4 5 – – – – – – – – – – 2 3 3 4 4 Bardic Music– Inspire Courage +2 Bardic Music – Inspire Greatness Bardic Music– Inspire Courage +2 Bardic Music – Inspire Greatness Bardic Music– Inspire Courage +2 Bardic Music – Inspire Greatness Bardic Music– Inspire Courage +2 Bardic Music – Inspire Greatness Secrets of the Diplomat Bardic Music– Inspire Courage +2 Bardic Music – Inspire Greatness Secrets of the Diplomat Bardic Music – Song of Freedom Bardic Music – Song of Freedom Bardic Music – Song of Freedom Bardic Music – Song of Freedom Bardic Music – Song of Freedom Bardic Music– Inspire Courage +3 Bardic Music – Inspire Heroics Bardic Music– Inspire Courage +3 Bardic Music – Inspire Heroics Bardic Music– Inspire Courage +3 Bardic Music – Inspire Heroics Bardic Music– Inspire Courage +3 Bardic Music – Inspire Heroics Bardic Music– Inspire Courage +3 Bardic Music – Inspire Heroics Bardic Music – Mass Suggestion Bardic Music – Mass Suggestion Bardic Music – Mass Suggestion Bardic Music – Mass Suggestion Bardic Music – Mass Suggestion Bardic Music– Inspire Courage +4 Bardic Music– Inspire Courage +4 Bardic Music– Inspire Courage +4 Bardic Music– Inspire Courage +4 Bardic Music– Inspire Courage +4 1 Although ‘Race of Destiny’ page 157 says 8th level substitution. Escape Artist. Int: Appraise. CN. Hide. Use Magic Device. Jump. Decipher Script. Good Save: Ref. Spellcraft. Escape Artist. Con: Concentration. Swim.Dungeons & Dragons 3. Page 21 Bard Variants . Cha: Bluff. Speak Language. Profession. Craft. Tumble. Move Silently. Sense Motive.

with little outside contact. Trained to be part of a noble’s entourage. School Blackburn College (DR332 p85) Description School with relaxed standards and many parties. Located next to a forest.Dungeons & Dragons 3. DC = your Diplomacy check). where many lessons take place. but not for ‘book learning’. Focuses on the written word at the expense of physical activity. Bardic Music – Command Requires at least 9 ranks in Diplomacy. Secrets of the Diplomat Add the following spells to your Known Spell list as bonus spells at the indicated level: 1st – Command 2nd – Zone of Truth 4th – Sending Schools for Bards The place where a Bard learns his/her trade affects his/her skills. Highly academic program that is an offshoot of a Wizard’s school. School in the mountains. Skills that receive a +1 bonus Diplomacy Gather Information Climb Knowledge (nature) Perform (dance) Sleight of Hand Knowledge (history) Knowledge (the planes) Balance Climb Bluff Disguise Decipher Script Knowledge (arcana) Knowledge (nature) Perform (wind instrument) Skills that are Cross-Class Knowledge (dungeoneering) Knowledge (the planes) Hide Knowledge (dungeoneering) Know (nobility and royalty) Spellcraft Disguise Sleight of Hand Gather Information Knowledge (local) Escape Artist Hide Escape Artist Tumble Knowledge (geography) Sense Motive Brendelwood Academy (DR332 p85) Gypsy Network (DR334 p85) Highspire University (DR332 p85) Mountaintop University (DR334 p85) Royal Scepters (DR334 p85) Society of Symphonic Sortilege Wind Dancers (DR332 p85) (DR334 p85) Bard Variants Page 22 . Informal group that travels and is known for their dancing. Command either on one target within 30’–or– all creatures currently under the effect of your Fascinate or Soothing Voice ability (WillNeg.5 Edition Index – Base Classes February 28. Calm Emotions on one target within 30’ (WillNeg. but two other skills are treated as out-of-class. Language-based ability. Two skills receive a +1 bonus. DC = 11 + Charisma modifier). Learn the music of the trees in an isolated forest. Effect lasts as long as you continue using the ability and the target says in range. 2007 Half-Elf Bard Class Abilities Bardic Music – Soothing Voice Requires at least 3 ranks in Diplomacy. This is a Supernatural. though possibly as a spy.

Know(arcana). Heavy. 2007 Cleric Alternate Base Classes The following are specialized types of Clerics. in the same way a Necromancer is a specialized type of Wizard. Wis: Heal. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Bonus Item Creation or Metamagic Feat Add spells from the Magic Domain to your Known spells Arcane to Divine Arcane to Divine Arcane to Divine Alignment: Combat: Good Save: Hit-Die: Armor: Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. Profession. even when Helpless Perfect Self Cleric Variants Page 23 . Heavy. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Shields Weapons: Simple Skill Points: 4 Con: Concentration. Know(history). even when Helpless Death Talker +6 Aspirant Spontaneous Casting. Heavy. Spellcraft. Know(religion). Know(the planes). 4/day Death Talker +8 Bonus Item Creation or Metamagic Feat Arcane to Divine Arcane to Divine Arcane to Divine Arcane to Divine Arcane to Divine +4 Bonus to AC. Medium. Profession. Medium. Know(religion). Int: Craft. Cha: Diplomacy.5 Edition Index – Base Classes February 28. Know(religion). 3/day +3 Bonus to AC. Cha: Diplomacy. Use Magic Device. 5/day Ancestral Communion. Know(religion). Will d8 Light. Profession. A character can only be the member of one Cleric class. Int: Craft. Ref. even when Helpless Death Talker +2 Ancestral Communion. Shields Weapons: Simple Skill Points: 4 Con: Concentration. 2/day Arcane to Divine Bonus Item Creation or Metamagic Feat Arcane to Divine Arcane to Divine Arcane to Divine Death Talker +4 Ancestral Communion (questions) Improved Resurrection Ancestral Communion. Know(the planes). Shields Weapons: Simple Skill Points: 2 Con: Concentration. even when Helpless Aspirant Spontaneous Casting. Cha: Diplomacy. Perform. 1/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Divine Counterspell Aspirant Spontaneous Casting. Know(history). Will d8 d6 Light.Dungeons & Dragons 3. even when Helpless Aspirant Spontaneous Casting. Cha: Diplomacy. Int: Craft. Lvl Cleric (PH p30) Ancestral Speaker (DR311 p49) Arcane Disciple (DR311 p49) Aspirant (DR311 p50) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. 2/day +2 Bonus to AC. Spellcraft. • Cannot cast spells of the opposing alignment. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead +1 Bonus to AC. Spellcraft. Know(the planes). Wis: Heal. Medium. 1/day Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. Sense Motive. 4/day Ancestral Communion. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead 1 any Rogue Fort. 5/day Death Talker +10 Bonus Item Creation or Metamagic Feat Arcane to Divine +5 Bonus to AC. Know(planes). Know(history). The decision to become a specialized Cleric must be done when the 1st level of Cleric is taken. Any 2 skills become In-Class Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Holy Presence Ancestral Communion (skills). Know(local). Int: Craft. Underlined Class-abilities are explained below. Know(arcana). Will d8 Light. Wis: Heal. • Has an alignment aura of a Cleric. Profession. Know(history). Spellcraft. Heavy. Common Features: • Any alignment within one step of his/her Deity. Will d8 Light. 3/day Arcane to Divine Arcane to Divine Bonus Item Creation or Metamagic Feat Arcane to Divine Arcane to Divine Arcane to Divine Arcane to Divine Arcane to Divine Aspirant Spontaneous Casting. Medium. Wis: Heal.

Perfect Self – The Aspirant becomes a magical creatures (as per the Monk ability). This ability may be used N times per day. but doing so does not consume the usage of the spell. Cleric Variants Page 24 . but their new XP is 3/4th of the way through the level (instead of ½). ‘Aspirant Class Abilities: Aspirant Spontaneous Casting.5 Edition Index – Base Classes February 28. Death Talker +N – Gain a +N bonus to Diplomacy. providing a bonus of (Charisma modifier + Class level) for (1 + Charisma modifier bonus) rounds. they still loose a level. Ancestral Communion (questions) – Commune at Class level. Bluff. 2007 Class Abilities ‘Ancestral Speaker’ Class Abilities: Ancestral Communication (skills) – An Ancestor spirit imparts understanding of a skill. Intimidate. Holy Presence – The Ancestral Speaker acts as his/her own holy symbol & does not require any other object. Undead. N/day – The Aspirant may removes one prepared spell and substitute one spell of equal or lower level.Dungeons & Dragons 3. & Sense Motive checks vs. Divine Counterspell – The Aspirant may counter any Divine spell on his/her spell list that he/she can cast with a Readied Action. This use of Ancestral Communion is limited to one use per day. Improved Resurrection – When raising someone from the dead. Usable (3 + Charisma modifier) times per day. The spell’s level is limited to one lower than the Arcane Disciple’s highest spell level. ‘Arcane Disciple’ Class Abilities: Arcane to Divine – The Arcane Disciple chooses one spell from the Bard or Wizard/Sorcerer spell list to add to his/her Divine spell list.

Guidance. . Heavy. Intimidate. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Deific Foe Turn Foe’s Followers Alignment: Combat: Good Save: Hit-Die: Armor: Class Features 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bonus Crusader Feat Luck of the Gods. Know(planes). Medium. Luck of the Gods. any Rogue Fort. Know(history). Int: Craft. Shields Weapons: Simple + one Martial Weapon Skill Points: 2 Dex: Ride. Know(history). Know(religion). Cha: Diplomacy. Wis: Heal. 3rd: Cure Serious Wounds. Alignment: Combat: Good Save: Hit-Die: Armor: Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Wizard Fort. Reroll one roll. 3/day Bonus Crusader Feat Smite. 4th: Cure Critical Wounds. 9th: Mass Heal. Cha: Diplomacy. Will d8 Light. Profession. Know(arcana).5 Edition Index – Base Classes February 28. Shields Weapons: Simple Skill Points: 4 Con: Concentration. Medium. Know(religion). Profession. 4/day Class Abilities ‘Benevolent’ Class Abilities: Benevolent Spontaneous Casting – The Benevolent may substitute one of the following spells (same level or lower) for a prepared spell. 0th: Cure Minor Wounds. Cleric Variants Page 25 . and 2. Other. any Rogue Fort. 2nd: Aid. Heavy. Spellcraft. Know(religion). Restoration. N/day – The Benevolent says a prayer over a subject (but not himself/herself) within one alignment step of the Benevolent’s Deity. Spellcraft. Speak Language. Cure Light Wounds. Will d8 Light. Profession. Shields Weapons: Simple Skill Points: 6 Con: Concentration. Know(all). Spontaneously convert spells into Cure or Inflict spells Turn Undead Add spells from the Cloistered Cleric supplemental spell list to your Known spells. 8th: Mass Cure Critical Wounds. 6th: Mass Cure Moderate Wounds. Shield Spell Immunity. Heavy. plus ‘Knowledge Domain’ as a bonus domain.Dungeons & Dragons 3. 1. as per the Luck Domain ability. Know(the planes). Heavy. Mass Cure Serious Wounds. 5th: Atonement. Curse. Decipher Script. Sanctuary. Cha: Diplomacy. Know(the planes). Heal. Baric Knowledge. Remove Resistance. Spellcraft. Cha: Diplomacy. 1/day Smite. Handle Animal. Int: Craft. Wis: Heal. Prayer. The subject can do the following in the next 24 hours. Int: Craft. Know(arcana). Wis: Heal. 1/day Deific Foe Luck of the Gods. Int: Craft. Medium. 7th: Greater Restoration. 2007 Alternate Base Classes (continued) Lvl Cleric (PH p30) Benevolent (DR311 p50) Cloistered Cleric (UA p50) Crusader (DR311 p50) Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. 3/day Luck of the Gods. Shields Weapons: Simple Skill Points: 2 Con: Concentration. 2/day Deific Foe Luck of the Gods. Cure Moderate Wounds. Mass Cure Light Wounds. Will d8 Light. Know(history). 1st: Bless. Add the Benevolent’s Charisma modifier as a Luck bonus to any singe roll. 1 Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Benevolent Spontaneous Casting Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. Multiple applications of this ability do not stack. Medium. Spellcraft. 2/day Bonus Crusader Feat Smite. Will d8 Light. based on Cleric lvls. Con: Concentration. Profession. Wis: Heal. 4/day Deific Foe Bonus Crusader Feat Luck of the Gods. 5/day Smite.

Profession. Wis: Heal. Int: Craft. 2007 Alternate Base Classes (continued) Lvl Cleric (PH p30) Evangelist (DR311 p52) Rage Cleric (DR333 p86) 1 any Rogue Fort. N/day – The Crusader declares a use of Smite before attacking. Spellcraft. Crusader Bonus Feats – Same as Fighter Bonus Feats. Heavy.5 Edition Index – Base Classes February 28. Usable (3 + Charisma modifier) times per day. and if successful. Will d8 Light. Cast Prepared Impromptu Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Alignment: Combat: Good Save: Hit-Die: Armor: Alignment: Combat: Good Save: Hit-Die: Armor: NG. the Crusader gains a +4 Morale bonus on attacks & damage. Profession. Cha: Diplomacy. Know(history). Shields Weapons: Simple Skill Points: 2 Con: Concentration. Int: Craft. 1/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Class Abilities ‘Crusader’ Class Abilities: Rage. Wis: Heal. Know(the planes). 5/day Tireless Rage Bonus Domain Mighty Rage Rage. Profession. Wis: Heal. CN. CE Rogue Fort. 6/day Deific Foe – The Crusader chooses a Deity opposed to his/her Patron Deity.Dungeons & Dragons 3. Barbarian level stack with Rage Cleric level for determining Rage class abilities. 2/day Bonus Domain Rage. Know(religion). Spellcraft. Cha: Diplomacy. the attack has a bonus of the Crusader’s Charisma modifier. Smite. 5+ ranks of Knowledge (religion) grants a +2 bonus on the Turning check. ‘Evangelist’ Class Abilities Bonus Domain – The Evangelist add the spell of a new Domain to his/her spell list. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Know(the planes). Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Class Features Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. except remove Weapon Specialization & Greater Weapon Specialization and add Combat Casting. Medium. Know(history). Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Rage. 3/day Bonus Domain Greater Rage Rage. Know(religion). 4/day Indomitable Will Bonus Domain Rage. Know(history). Heavy. N. ‘Rage Cleric’ Class Abilities ‘Rage’ class abilities work the same as with a Barbarian. does not have the Crusader’s alignment. CG. Heavy. does +Class level damage. Cleric Variants Page 26 . Against worshipers of an enemy Deity. Will d8 Light. Will d8 Light. NE. & does not have the Deity’s alignment. Know(planes). As long as the target does not worship the Crusader’s Deity. Medium. This is resolved in the same way as Turning / Destroying Undead. Medium. Int: Craft. Know(religion). Gather Info. Spellcraft. Turn Foe’s Followers – The Crusader may Turn / Destroy worshipers of a Deific Foe. Cha: Diplomacy. Shields Weapons: Simple Skill Points: 2 Con: Concentration.

In some cases. Int: Craft. Cha: Diplomacy. Spellcraft. Will d8 Light. Domain Focus Alignment: Combat: Good Save: Hit-Die: Armor: (DR347 p91) Cleric variant. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Know(history). Profession. Wis: Heal. Heavy. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Spellcraft. Spontaneous (PH2 p36) Domain Casting any Rogue Fort. Profession. Cure or Inflict spells may be memorized in your Domain slots.Dungeons & Dragons 3. 2007 Variant Class Features Lvl Cleric (PH p30) Cleric variant. Know(history). Wis: Heal. Heavy. Know(the planes). you receive double the effect. Cha: Diplomacy. Heavy. Int: Craft. Wis: Heal. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Spontaneously convert Cleric spells into Domains Spells from one of your Domains. Cleric Variants Class Features Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. Know(religion).5 Edition Index – Base Classes February 28. Know(religion). Int: Craft. this number of uses per day is doubled (such as Luck Domain). Know(the planes). Medium. Know(history). Know(the planes). Medium. In others. Will d8 Light. Alignment: Combat: Good Save: Hit-Die: Armor: 1 any Rogue Fort. Cha: Diplomacy. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 1 Domain 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Domain Focus 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Page 27 . Spellcraft. the bonus is doubled. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Medium. Know(religion). Will d8 Light. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Class Features Domain Focus – for the one Domain you retain. Profession.

Will d10 d8 Light. Heavy. Spellcraft. Will d10 d8 Light. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Profession. Heavy. Know(the planes). 2007 Racial Substitution Lvl Cleric (PH p30) Dwarven Cleric – 1st level substitution (RoS p146) Dwarven Cleric – 4th level substitution (RoS p146) Dwarven Cleric – 8th level substitution (RoS p146) Dwarven Cleric – all level substitutions (RoS p146) Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. Spellcraft. Cleric Variants Page 28 . Medium. Profession. Wis: Heal. Shields Weapons: Simple Skill Points: 2 Con: Concentration.5 Edition Index – Base Classes February 28. Know(dungeoneer). Wis: Heal. Know(religion). Cha: Diplomacy. Spellcraft. Int: Craft. Will d10 d8 Light. Medium. Int: Craft. Heavy. Know(history). 1 Cast Prepared Divine Wisdombased spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead 3 1 – – – – – – – – any Rogue Fort. Medium. Medium. Know(history). Heavy. Int: Craft. Know(history). cast all [earth] spells and spells on the Earth Domain list at +1 caster level. Know(religion). Know(the planes). Will d8 Light. Hammer Specialist Gain proficiency with Warhammers and receive a +2 bonus on damage with them. Know(the planes). Wis: Heal. Know(religion). Know(dungeoneer). Opponent must be a Giant. Spellcraft. Know(history). Wis: Heal. Know(dungeoneer). Cha: Diplomacy.Dungeons & Dragons 3. Profession. Wis: Heal. Will d10 d8 Light. Cast Prepared Divine Wisdombased spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Smite Giants 3 1 – – – – – – – – 4 2 – – – – – – – – 4 2 1 – – – – – – – 5 3 2 – – – – – – – 5 3 2 1 – – – – – – 5 3 3 2 – – – – – – 6 4 3 2 1 – – – – – 6 4 3 3 2 – – – – – 6 4 4 3 2 1 – – – – 6 4 4 3 3 2 – – – – 6 5 4 4 3 2 1 – – – 6 5 4 4 3 3 2 – – – 6 5 5 4 4 3 2 1 – – 6 5 5 4 4 3 3 2 – – 6 5 5 5 4 4 3 2 1 – 6 5 5 5 4 4 3 3 2 – 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Know(the planes). Know(religion). Know(dungeoneer). Profession. Cha: Diplomacy. Medium. Know(history). Know(the planes). Cast Prepared Divine Wisdombased spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead 3 1 – – – – – – – – 4 2 – – – – – – – – 4 2 1 – – – – – – – 5 3 2 – – – – – – – 5 3 2 1 – – – – – – 5 3 3 2 – – – – – – 6 4 3 2 1 – – – – – Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. Profession. Int: Craft. Int: Craft. Earthen Spell Power When touching the ground. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Know(religion). Cast Prepared Divine Wisdombased spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Smite Giants 3 1 – – – – – – – – 4 2 – – – – – – – – 4 2 1 – – – – – – – Alignment: Combat: Good Save: Hit-Die: Armor: Class Features 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 4 2 – – – – – – – – 4 2 1 – – – – – – – 5 3 2 – – – – – – – 5 3 2 1 – – – – – – 5 3 3 2 – – – – – – 6 4 3 2 1 – – – – – 6 4 3 3 2 – – – – – 6 4 4 3 2 1 – – – – 6 4 4 3 3 2 – – – – 6 5 4 4 3 2 1 – – – 6 5 4 4 3 3 2 – – – 6 5 5 4 4 3 2 1 – – 6 5 5 4 4 3 3 2 – – 6 5 5 5 4 4 3 2 1 – 6 5 5 5 4 4 3 3 2 – 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 Hammer Specialist 5 3 1 – – – – – – – 5 3 1 1 – – – – – – 5 3 2 2 – – – – – – 6 4 2 2 1 – – – – – 6 4 2 3 2 – – – – – 6 4 3 3 2 1 – – – – 6 4 3 3 3 2 – – – – 6 5 3 4 3 2 1 – – – 6 5 3 4 3 3 2 – – – 6 5 4 4 4 3 2 1 – – 6 5 4 4 4 3 3 2 – – 6 5 4 5 4 4 3 2 1 – 6 5 4 5 4 4 3 3 2 – 6 5 4 5 5 4 4 3 2 1 6 5 4 5 5 4 4 3 3 2 6 5 4 5 5 5 4 4 3 3 6 5 4 5 5 5 4 4 4 4 Hammer Specialist 5 3 1 – – – – – – – 5 3 1 1 – – – – – – 5 3 2 2 – – – – – – 6 4 2 2 1 – – – – – Earthen Spell Power 6 4 3 3 1 – – – – – 6 4 4 3 1 1 – – – – 6 4 4 3 2 2 – – – – 6 5 4 4 2 2 1 – – – 6 5 4 4 2 3 2 – – – 6 5 5 4 3 3 2 1 – – 6 5 5 4 3 3 3 2 – – 6 5 5 5 3 4 3 2 1 – 6 5 5 5 3 4 3 3 2 – 6 5 5 5 4 4 4 3 2 1 6 5 5 5 4 4 4 3 3 2 6 5 5 5 4 5 4 4 3 3 6 5 5 5 4 5 4 4 4 4 Earthen Spell Power 6 4 2 3 1 – – – – – 6 4 3 3 1 1 – – – – 6 4 3 3 2 2 – – – – 6 5 3 4 2 2 1 – – – 6 5 3 4 2 3 2 – – – 6 5 4 4 3 3 2 1 – – 6 5 4 4 3 3 3 2 – – 6 5 4 5 3 4 3 2 1 – 6 5 4 5 3 4 3 3 2 – 6 5 4 5 4 4 4 3 2 1 6 5 4 5 4 4 4 3 3 2 6 5 4 5 4 5 4 4 3 3 6 5 4 5 4 5 4 4 4 4 Dwarven Cleric Class Features Smite Giants Add your Constitution modifier (if any) to your attack roll and add your Cleric level to your damage. Cha: Diplomacy. Spellcraft. Usable 1 + Constitution modifier times per day. Heavy. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Cast Prepared Divine Wisdombased spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead 3 1 – – – – – – – – 4 2 – – – – – – – – 4 2 1 – – – – – – – Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. Cha: Diplomacy.

Wis: Heal. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Will d6 d8 Light.Dungeons & Dragons 3. Know(the planes). 3. though the cost is the same: Planar Ally. Know(the planes). Speak Language (Auran) as a bonus language. Wis: Heal. if you have Air Domain. Know(the planes). Medium. 2007 Racial Substitution (continued) Lvl Cleric (PH p30) Raptoran Cleric – 1st level substitution (RotW p160) Raptoran Cleric – 3rd level substitution (RotW p160) Raptoran Cleric – 7th level substitution (RotW p160) Raptoran Cleric – all level substitutions (RotW p160) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: 1 any Rogue Fort. allied Air Elementals within 60’ of you gain +1 Morale bonus on attack and damage rolls. and ability checks. Page 29 . Cha: Diplomacy. Cha: Diplomacy. Medium. Know(religion). Know(history). Cha: Diplomacy. +4 Circumstance bonus on Diplomacy check with Plane of Air natives. one of which must be Air or Sky. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. one of which must be Air or Sky. one of which must be Air or Sky. Know(religion). Know(religion). Wis: Heal. Empathy of the Winds Due to the strong bond with the Plane of Air. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Profession. Int: Craft. Heavy. Know(history). Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead any Rogue Fort. 2. Int: Craft. one of which must be Air or Sky. Know(the planes). Profession. Know(history). Know(religion). your receive a +4 bonus when Bolstering Air creatures. including Summon Monster spells used to summon earth creatures. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. Spontaneously convert spells into Cure or Inflict spells Turn Undead Alignment: Combat: Good Save: Hit-Die: Armor: Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. Spellcraft. Will d6 d8 Light. Will d8 Light. Int: Craft. Spellcraft. Int: Craft. Cha: Diplomacy. Wis: Heal. Wis: Heal. Know(history). gain the following: 1. Heavy. Open the Wind-Gate Your Planar Ally spells summon unusually powerful. all spells with [earth] subtype are removed from your spell list. you may only summon Air Elementals with Planar Ally spells –and– if your Ally dies while in your service. Will d6 d8 Light. your cannot summon another one & receive a –1 penalty on attack. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Heavy. Know(religion). Know(history). Know(the planes). Heavy. Int: Craft. Will d6 d8 Light. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Cleric Variants Air Summoning Talent Add the following creatures to your Summon Monster list at the indicated level: Summon Monster II – Small Air Elemental Summon Monster III – Air Mephit Summon Monster IV – Medium Air Elemental Summon Monster V – Large Air Elemental Summon Monster VI – Huge Air Elemental Summon Monster VII – Greater Air Elemental Summon Monster VIII – Elder Air Elemental In exchange. Medium. Spontaneously convert spells into Cure or Inflict spells Turn Undead Air Mastery Empathy of the Winds 3 1 – – – – – – – – 4 2 – – – – – – – – 3 1 – – – – – – – – 3 1 – – – – – – – – 4 2 – – – – – – – – 3 1 – – – – – – – – 4 2 – – – – – – – – 4 2 1 – – – – – – – 5 3 2 – – – – – – – 5 3 2 1 – – – – – – 5 3 3 2 – – – – – – 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 4 2 – – – – – – – – 4 2 1 – – – – – – – 5 3 2 – – – – – – – 5 3 2 1 – – – – – – 5 3 3 2 – – – – – – 6 4 3 2 1 – – – – – 6 4 3 3 2 – – – – – 6 4 4 3 2 1 – – – – 6 4 4 3 3 2 – – – – 6 5 4 4 3 2 1 – – – 6 5 4 4 3 3 2 – – – 6 5 5 4 4 3 2 1 – – 6 5 5 4 4 3 3 2 – – 6 5 5 5 4 4 3 2 1 – 6 5 5 5 4 4 3 3 2 – 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 Air Summoning Talent 4 2 1 – – – – – – – 5 3 2 – – – – – – – 5 3 2 1 – – – – – – 5 3 3 2 – – – – – – 6 4 3 2 1 – – – – – 6 4 3 3 2 – – – – – 6 4 4 3 2 1 – – – – 6 4 4 3 3 2 – – – – 6 5 4 4 3 2 1 – – – 6 5 4 4 3 3 2 – – – 6 5 5 4 4 3 2 1 – – 6 5 5 4 4 3 3 2 – – 6 5 5 5 4 4 3 2 1 – 6 5 5 5 4 4 3 3 2 – 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 Air Summoning Talent 4 2 1 – – – – – – – 5 3 2 – – – – – – – 5 3 2 1 – – – – – – 5 3 3 2 – – – – – – Open the Wind-Gate 6 4 3 2 1 – – – – – 6 4 3 3 2 – – – – – 6 4 4 3 2 1 – – – – 6 4 4 3 3 2 – – – – 6 5 4 4 3 2 1 – – – 6 5 4 4 3 3 2 – – – 6 5 5 4 4 3 2 1 – – 6 5 5 4 4 3 3 2 – – 6 5 5 5 4 4 3 2 1 – 6 5 5 5 4 4 3 3 2 – 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 Open the Wind-Gate 6 4 3 2 1 – – – – – 6 4 3 3 2 – – – – – 6 4 4 3 2 1 – – – – 6 4 4 3 3 2 – – – – 6 5 4 4 3 2 1 – – – 6 5 4 4 3 3 2 – – – 6 5 5 4 4 3 2 1 – – 6 5 5 4 4 3 3 2 – – 6 5 5 5 4 4 3 2 1 – 6 5 5 5 4 4 3 3 2 – 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 Raptoran Cleric Class Abilities Air Mastery Airborne creatures receive a –1 penalty on attack and damage against you. Medium. Cha: Diplomacy. Heavy. skill checks. Spontaneously convert spells into Cure or Inflict spells Turn Undead Air Mastery Empathy of the Winds 3 1 – – – – – – – – 4 2 – – – – – – – – 4 2 1 – – – – – – – 5 3 2 – – – – – – – 5 3 2 1 – – – – – – 5 3 3 2 – – – – – – 6 4 3 2 1 – – – – – 6 4 3 3 2 – – – – – 6 4 4 3 2 1 – – – – 6 4 4 3 3 2 – – – – 6 5 4 4 3 2 1 – – – 6 5 4 4 3 3 2 – – – 6 5 5 4 4 3 2 1 – – 6 5 5 4 4 3 3 2 – – 6 5 5 5 4 4 3 2 1 – 6 5 5 5 4 4 3 3 2 – 6 5 5 5 5 4 4 3 2 1 6 5 5 5 5 4 4 3 3 2 6 5 5 5 5 5 4 4 3 3 6 5 5 5 5 5 4 4 4 4 Alignment: Combat: Good Save: Hit-Die: Armor: Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. Spontaneously convert spells into Cure or Inflict spells Turn Undead any Rogue Fort. Greater – 24HD Elder Air Elemental or multiple Air Elementals adding up to 24HD. and 4. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. Spellcraft.5 Edition Index – Base Classes February 28. Profession. Profession. Spellcraft. Medium. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. In exchange. both for seven days. Spellcraft. Profession. saves. Lesser– 8HD Large Air Elemental Planar Ally – 16HD Huge Air Elemental or two 8HD Large Air Elemental Planar Ally.

cast spells with a Somatic component. If your allies fight your sacred animal in self-defense. activate mechanical devices. receive a +2 bonus on all Survival checks.5 Edition Index – Base Classes February 28. Make Listen checks while asleep without the normal –10 penalty. Violating the Restriction for any reason cause the Cleric to loose the Benefit until he/she receives Atonement. (DR328 p86) Benefit Always know which direction is North (and which direction you should be praying towards) even if you do not have 5 ranks in Survival. 2007 Peripheral Beliefs A Cleric may choose up to two of the following Peripheral Beliefs that match with his/her deity. It is no uncommon for your religion to make magic items of this special apparel. Typical times are Sunrise.Dungeons & Dragons 3. Noon. even in selfdefense. Your sacred animal will not attack you except in selfdefense or if under magical compulsion. The prayer is about 5 minutes long. Poison and Disease. If your allies attack your sacred animal as aggressors. Food you eat must be prepared by you or a devout follower of your religion. or carry a load heavier than a Light load. You receive a +2 bonus on Charisma-based skill checks when dealing with followers of your religion. Cleric Variants Page 30 . you must make sure it survives (healing or bandaging it after it is unconscious). Receive a +1 bonus on saves vs. Day of Rest (DR328 p86) Dietary Restriction (DR328 p86) Sacred Animal (DR328 p86) Sacred Clothing (DR328 p86) On day per week. You must wear a special piece of clothing (such as a hat) at all times. You cannot attack your sacred animal. Name Daily Prayer Restriction Must pray in a predetermined direction 3+ times per day. you may not take attack actions. you may not cast beneficial spells on them for 24 hours. Receive a +4 bonus on saves vs. The clothing must take up a spot that can be used for magic items. and Sunset. If you cast Detect Poison. The sacred clothing costs at least 25 gp and must be of Masterwork quality. If you have at least 5 ranks in Survival. You receive a +4 bonus on Charisma-based skill check when interacting with your sacred animal. you can determine if a given food or potion is safe for you to consume. Your sacred clothing cannot be armor. You may only use potions that you made yourself. Sleep effects.

It is engraved with scenes of battle. Necklace made from tiny silver and gold coins. +1 Sacred bonus on Knowledge (the planes) checks when dealing with Evil Outsiders. +1 Circumstance bonus on saves vs. Domain Speak with Animals spell cast at +1 Caster level. +1 Profane bonus on Knowledge (the planes) checks when dealing with Good Outsiders. +1 Sacred bonus on saves vs. +1 Sacred bonus on Survival checks to predict weather and avoid getting lost. Teardrop-shaped glass pendant filled with ash & decorated with red glass. Hood lined with black silk & embroidered with silver runes. +1 Sacred bonus on Spellcraft checks made to decipher magic writings. +1 Circumstance bonus on attack rolls when using an Aid Other Action to grant an ally an Armor Class bonus.5 Edition Index – Base Classes February 28. each filled with a colored powder. Leather strap with a cluster of tiny glass globes. +1 Sacred bonus on Spellcraft checks made to determine the school of magic of a spell when using Detect Magic. Wearer may hold his/her breath 3x Constitution score rounds. Scarf that is gray on one side and colorful silk on the other. Sliver necklace with small pieces of parchment hanging from it. which is adhered to the wearer’s forehead.Dungeons & Dragons 3. +1 Circumstance bonus on Strength checks to resist Trip attempts. Silver bracer with a colorless crystal disk attached over the wearer’s palm. Patchwork belt with a gold buckle and embroidered with symbols of luck. +1 Sacred bonus on Heal checks to Stabilize. Worn on the sleeves. spell & effects that change the target’s form (e. Metal plate which is strapped to the wearer’s chest. Necklace of tiny blue and green beads. decorated with red glass buttons. +1 bonus on attack rolls made to confirm a critical threat while wielding the deity’s chosen weapon. Domain Air Animal Chaos Death Description (DR329 p90) (DR331 p86) (DR327 p86) (DR329 p90) Benefit +1 Sacred bonus on Jump checks to perform a High Jump. Necklace of knotted ash-white rope that seems to bruise the skin. Piece of wood with four finger holes for the fingers. in a pocket. Compulsion spells. Belt woven from leaves that change colors to match the seasons.. Red-leather fingerless-gloves. +1 bonus on Fortitude saves to resist cold weather and spells with the [cold] descriptor.g. the head. +1 Circumstance bonus on Disguise checks. Circlet of translucent blue and white ribbons. or yellow. Leather arm band studded with bronze. the heart. Can be used as a Holy / Unholy Symbol. Leather collar with a downward-pointing triangle of interlocking chain links. Fist-sized mosaic-covered amulet of irregular shape. 1/day. +1 bonus on Strength checks made to resist a Bull Rush. Oval crystal (½ inch in diameter) of red. 2007 Tokens of Faith The following Tokens are not magic items and do not take up a magic item slot. Shield-shaped badge made from polished cherry-red wood. Pair of leather epaulets with feathers sewn onto them. Baleful Polymorph or Flesh to Stone). Destruction (DR327 p86) Earth (DR331 p86) Evil (DR331 p86) Fire (DR327 p86) Good (DR329 p90) Healing (DR327 p86) Knowledge (DR327 p86) Law (DR331 p86) Luck (DR331 p86) Magic (DR327 p86) Plant (DR329 p90) Protection (DR331 p86) Strength Sun Travel (DR329 p90) (DR329 p90) (DR327 p86) Trickery (DR331 p86) War (DR329 p90) Water (DR329 p90) Cleric Variants Page 31 . Worn around the neck. the DC is at +2. Only Clerics benefit from these token. Any spell the wearer casts that has the [light] descriptor has its radius increased by 5’. orange. etc. 3” – 10” oval of stone which is strapped to the thigh. Costs 100 gp. and then only if he/she has the matching Domain. or the wrist. When the wearer performs a Coup de Grace. +1 Sacred bonus on the attack roll of a Sunder action. Reroll a Stabilization attempt. worn over the throat. +1 bonus on Knowledge (nature) checks when dealing with Plants and Plant creatures.

Usable (Cleric level) rounds per day. natural surface. the Cleric can use the item without expending charges. expending three daily uses at one time results in Summon Nature’s Ally III).Dungeons & Dragons 3. Skill Check. or push an object. Miraculous Deception – The Cleric receives a +4 Divine bonus on one Bluff. except the creature summoned has the Celestial or Fiendish template. Usable (Cleric level) rounds per day. the character only takes one Domain (instead of the standard two). Raise Dead. Activated as an Immediate Action. Usable (Cleric level / 2) times per day. Does not apply to attacks. The Cleric may supply (Cleric level / 2) charges per day. and granting the Cleric a bonus on Intimidate checks vs. the target equal to his/her Cleric level for 1 minute. Totemic Spirit Companion – As Summon Nature’s Ally. resulting in the target becoming Nauseated (Fortitude save for Sickened) for 1 round. there is a 50% chance of falling Prone. Torture Strike – Touched living creature feels great pain. and Ability Checks. If it was Fatigued. Shield of the Martyr – The Cleric may take ½ of the damage of an ally within 30’ that comes from a single source. Skill Check. Within this radius. Flame-Guiding Song – The Cleric may command non-magical fires (up to the size of a Bonfire) to extinguish themselves –or– order fire from an existing blaze to reach out up to 10’ to deal 2d6 Fire damage (no save) –and– make the target Catch Fire (RefNeg. all of the Cleric’s natural & manufactured weapons are treated as being Adamantine for purposes of overcoming Damage Reduction and/or Hardness. etc. of course). Conjuration(healing) spells heal ½ normal –and– spells which restore life (e. etc. DC is Charisma based). lift. Vengeance of Day – All creatures within a 30’ Cone-shaped Burst of the Cleric’s holy symbol are permanently Blinded (if Undead or having Light Sensitivity or Light Blindness) –or– Dazzled for (Charisma modifier rounds) (WillNeg. Shattering Blow – For 1 round.5 Edition Index – Base Classes February 28. but only once per round. Saving Throw. Usable (Cleric level) rounds per day.). Call of the Grave – The Cleric may generate a 30’ radius area of deathly energy for (Cleric level) rounds per day (which do not need to be consecutive). the Cleric may ignore an opponent’s Armor or Shield bonus to AC on a single attack. Activated as a Free Action. The Clerics opponent’s receive a penalty on Attack rolls equal to the Cleric’s Charisma modifier. Usable (Cleric level) times per day. drag. The number of daily uses expended at one time indicates the spell level (e. Useable (Cleric level / 2) times per day. Usable (Cleric level / 2) times per day. Second Wind – If the touched creature is Exhausted. a target within 60’ is “cursed” for 1 minute (WillNeg. Skill Checks. Tremor Step – When activated. Each round. This may be used with a Knowledge skill in which the Cleric has no ranks. Unless otherwise noted. • When taking the 1st level of Cleric. Usable (Cleric level) times per day. or Ability Check. then it is back to normal. Charmed Existence – The Cleric receives a +2 Luck bonus on one Attack Roll. Staff. • Taking the Feat: Improved Power.g. Power Magical Device – When using a charged magic item (such as a Wand. or Hide check. Activated as a Free Action.) do not function. Activated as a Move Action. though they do not need to be consecutive. Usable (Cleric level) times per day. • When taking the 1st level of Cleric. Activated as an Immediate Action. The Cleric’s level must be equal or higher than the magic item’s caster level. all Chaotic creatures receive a –2 penalty on Attack Rolls. Piercing Steel Talon – When the Cleric is wielding his/her Deity’s Favored Weapon. DC is Charisma-based). Within this radius. DC is Charisma-based). there is a the target has a 50% chance of dropping anything held. Usable (Cleric level / 2) times per day. If the creature was neither Exhausted or Fatigued.. or Ability Check. Domain Air (DR342 p22) Improved Power Far-Reaching Wind – A touched ranged weapon has its Range Increment doubled. etc. Divine Inspiration – The Cleric adds his/her Charisma modifier (in addition to his/her Intelligence modifier) on a Knowledge check –and– may ‘Take 10’. A touched melee weapon can be thrown with a Range Increment of 20’.. grapples. Usable (Cleric level / 2) times per day. Usable (Cleric level / 2) times per day. Chaos Curse – By making a Ranged Touch Attack. 2007 Improved Domain Powers The following improved Domain powers can be gained in several ways (with DM approval. Usable (Cleric level / 2) times per day. The Cleric must be at least waist deep in water to use this ability. Page 32 Animal (DR342 p22) Chaos (DR342 p22) Death (DR342 p22) Destruction (DR342 p23) Earth (DR342 p23) Evil (DR342 p23) Fire (DR342 p23) Good (DR342 p24) Healing (DR342 p24) Knowledge (DR342 p24) Law (DR342 p24) Luck (DR342 p24) Magic (DR342 p24) Protection (DR342 p24) Strength (DR342 p24) Sun (DR342 p24) Travel (DR342 p24) Trickery (DR342 p25) War (DR342 p25) Water (DR342 p25) Cleric Variants . then it gains +30’ movement for 1 round. If no one is threatening the target. there is 50% chance of provoking an Attack of Opportunity. Cleric must be standing on a solid. DC is Charisma-based). Chime of Opening. Tremendous Might – The Cleric receives a +6 Morale bonus on a Strength-based skill check –or– a Strength check to break. Activated as a Free Action. the power is activated as a Standard Action that does not provoke an Attack of Opportunity. Disguise. damage. Saving Grace – One ally within 30’ receives a Sacred bonus equal to the Cleric’s Charisma modifier on the subject’s next Attack Roll. • Receiving a magic item that makes the ability available to a qualified Cleric. Waves Protect Their Own – The Cleric and his/her allies within 30’ receive no penalties from Underwater combat and have no chance of being drowned by rough water. Activated as a Free Action. it is now only Fatigued. Usable (Cleric level / 2) times per day. all creatures within a 20’ radius of the Cleric are knocked Prone (Balance check to avoid.g. If nothing is held. Effect lasts for 1 minute and may be used Cleric level times per day. the character does not gain the ability to Turn / Rebuke Undead. Usable (Cleric level) rounds per day. Zone of Enforce Order – The Cleric may generate a 30’ radius area of lawful energy for (Cleric level) rounds per day (which do not need to be consecutive). Usable (Cleric level / 2) times per day. Saving Throws. taking 1d4 Strength damage (FortNeg). Healing Light – Conjuration(healing) spells that normally have a range of ‘Touch’ instead have a range of ‘Close-range’. Saving Throw. Usable (Cleric level) rounds per day.

Hide. Listen. Will d8 Padded. LN. Shields. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Listen. Handle Animal. Will d8 d10 Light. Leather. Short Spear. Dex: Ride. Shield (wood only) Weapons: Club. Elemental 1/day Rage. Dex: Ride. Know(architecture). Spot. N. Scimitar.5 Edition Index – Base Classes February 28. LN. 1/day Wild Shape (Plants) Damage Reduction 4 / bludgeoning A Thousand Faces Wild Shape. NE Rogue Fort. Shield Weapons: Simple Skill Points: 4 Str: Swim. adamantine. Know(nature). Cha: Diplomacy. Shield (wood only) Weapons: Club. NE Rogue Fort. Int: Craft. Elemental 1/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. 3/day Wild Shape (Plants) A Thousand Faces Wild Shape. Dagger. Con: Concentration. Spot. NE Rogue Fort. Survival. LN. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Elemental 1/day Damage Reduction 5 / cold iron. A character can only be the member of one Druid class. Know(nature). Cha: Diplomacy. Handle Animal. or silver Druid Variants Page 33 . CN. Lvl Druid (PH p33) Druidic Avenger (UA p51) Metal Master (DR311 p59) Sidhe Scholar (DR339 p90) Alignment: Combat: Good Save: Hit-Die: Armor: NG. Sickle. LN. Spellcraft. Con: Concentration. 5/day Timeless Body Wild Shape (Huge) Wild Shape. CN. Intimidate. CN. Con: Concentration. Know(nature). Handle Animal. Tower Shields Weapons: Simple & Martial weapons that are made out of metal Skill Points: 2 Str: Swim. 1/day Wild Shape. Spot. Dex: Ride. 2/day Wild Shape. NE Combat: Rogue Good Save: Fort. Sling Skill Points: 4 Str: Swim. 3/day Wild Shape (Large) Venom Immunity Wild Shape. CN. Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Metal Master Spontaneous Casting Animal Companion Nature Sense Mine Sense Wild Empathy Gain ‘Terran’ as a free language Alignment: NG. N. Spellcraft. 2/day Dark Moon’s Secret Wild Shape. 4/day Wild Shape (Tiny) Wild Shape (Plants) Sylvan Craft A Thousand Faces Wild Shape. 2/day Damage Reduction 1 / bludgeoning Wild Shape. N. Cha: Diplomacy. Dex: Ride. 2007 Druid Alternate Base Classes The following are specialized types of Druids. Profession. Know(arcana). Sickle. Spellcraft. Spellcraft. Wis: Heal. Profession. Cha: Diplomacy. Quarterstaff. Dagger. 1/day Otherworldly Shifting Wild Shape. in the same way a Necromancer is a specialized type of Wizard. Sling Skill Points: 4 Str: Swim. Know(nature). Scimitar. Know(dungeon). with a –4 penalty +10’ movement Rage. 1/day Wild Shape. 2/day Wild Shape. 3/day Wild Shape (Large) Damage Reduction 2 / bludgeoning Venom Immunity Wild Shape. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Profession. Wis: Heal. Hide. Short Spear. Survival. Wis: Heal. Profession. Dart. Spot. Will Hit-Die: d8 d6 Armor: Light. 4/day Tireless Rage Alignment: Combat: Good Save: Hit-Die: Armor: 1 Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Animal Companion Nature Sense Wild Empathy NG. Listen. Medium. Handle Animal. Int: Craft. Listen. Note: Class Abilities that are underlined are detailed below the table. Survival. 4/day Damage Reduction 3 / bludgeoning Wild Shape (Tiny) Major Creation. 1/day Wild Shape. Quarterstaff. Will d8 Padded. 2/day Rage. Alignment: Combat: Good Save: Hit-Die: Armor: NG. Dart. The decision to become a specialized Druid must be done when the 1st level of Druid is taken. Heavy. Int: Craft. Elemental 1/day Woodland Stride Trackless Step Metal Sense Resist Nature’s Lure Wild Shape. Survival. N. 5/day Damage Reduction 5 / bludgeoning Timeless Body Wild Shape (Huge) Wild Shape. Class Features Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Animal Companion Wild One Nature Sense Wild Empathy Gain Feat: Skill Focus (Know(nature)) Woodland Stride Blessing of the Fey Trackless Step Resist Nature’s Lure Sylvan Gifts Wild Shape. 1/day Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. Leather. 4/day Wild Shape (Tiny) Rage. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Int: Craft. Wis: Heal. Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Animal Companion Nature Sense Wild Empathy. Con: Concentration. 5/day Timeless Body Wild Shape (Huge) Wild Shape.Dungeons & Dragons 3.

5 Edition Index – Base Classes February 28. Elemental 2/day Wild Shape. 2007 Lvl 18 19 20 Druid (PH p33) Druidic Avenger (UA p51) Metal Master (DR311 p59) Sidhe Scholar (DR339 p90) Wild Shape. Sylvan Gifts – Calculate your number of bonus Druid spells as if your Wisdom was +2. 6/day Wild Shape. 3/day Damage Reduction 5 / adamantine Wild Shape. 6/day Wild Shape. and Craft (weaponsmithing) checks. Elemental (Huge). Elemental (Huge). Elemental (Huge). Elemental (Huge). Heat Metal 3rd – n/a 4th – Rusting Grasp 5th – n/a 6th – Ironwood 7th – Transmute Metal to Wood 8th – Repel Metal and Stone 9th – n/a Mine Sense – +2 bonus on Knowledge (dungeoneering) and Knowledge (architecture and engineering) checks. Elemental 2/day Wild Shape. Dark Moon’s Secret – Add the spells from the Evil Domain to your Druid spell list. Elemental 2/day Damage Reduction 5 / adamantine. 6/day Wild Shape. 1st – n/a 2nd – Chill Metal. Craft (blacksmithing). Druid Variants Page 34 . The forms will not blend in with similar animals. Otherworldly Shifting – The animal forms you shift into while using Wild Shape look different every time are always strange & exotic. 6/day Wild Shape. 3/day Class Abilities ‘Metal Master’ Class Abilities: Metal Master Spontaneous Casting – You may “lose” a prepared spell to cast any spell from the following list of the same level or lower. You can make magical staves in only half the normal time. ‘Sidhe Scholar’ Class Abilities: Wild One – You may “lose” a prepared spell to cast any spell from the following list of the same level or lower. Metal Sense – +2 bonus on Craft (armorsmithing). Blessing of the Fey – +2 bonus on Know(arcana) & Survival checks. 3/day Wild Shape. 1/day Wild Shape. or silver Iron Body. 3/day Wild Shape. Elemental 2/day Wild Shape.Dungeons & Dragons 3. Sylvan Craft – Gain Feat: Craft Staff.

LN. Int: Craft. Dex: Ride. Dart. & vermin) Venom Immunity +2 Insight on Reflex saves Wild Shape. Will d8 Padded. Leather. Scimitar. 2/day Thunder Strike (1d6 electrical. Dagger. fey. temporary deafness). Short Spear. Handle Animal. Leather. Sickle. CN. Know(history). 4/day Totem Shape (Planar) Wild Shape (Tiny) Totem Shape (5/day) Wild Shape (Plants) Dire Totem Shape (2/day) A Thousand Faces Wild Shape. Gather Info. Dagger. 2/day Dire Totem Shape (1/day) Wild Shape. Know(nature). Dart. 3/day Urban Shape. 2/day Wild Shape. Handle Animal. Survival. Shortspear. Sap. Sling Skill Points: 4 Str: Swim. Sling Skill Points: 4 Str: Swim. Scimitar. Hide. N. 1 Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Animal Companion Nature Sense Wild Empathy Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Storm Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Immunity to natural and magical Deafness Woodland Stride 2 3 4 5 6 7 8 9 10 11 12 13 14 Wild Shape. Handle Animal. Sickle. Sling Skill Points: 4 Str: Swim. Quarterstaff. Survival. Spot. Hide. Cast Prepared Divine Wisdom-based Charisma-based spells from Urban Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Urban Druid Spontaneous Casting Animal Companion Urban Companion Nature Sense City Sense Wild Empathy Favored City 1 Woodland Stride Crowdwalk Alignment: Combat: Good Save: Hit-Die: Armor: Alignment: Combat: Good Save: Hit-Die: Armor: NG. Spellcraft. Shield (wood only) Weapons: Club. Profession. Scimitar. Int: Craft. Shield (wood only) . temporary deafness). 3/day Wild Shape (Large) Wild Shape. N. Perform. Know(nature). Quarterstaff. 5/day Totem Shape (6/day) Wild Shape (Plants) Druid Variants Page 35 . Wis: Heal. Survival. 4/day Electricity Resistance 10 Wild Shape (Tiny) Thunder Strike (2d6 electrical. Leather. Shield (wood only) Weapons: Club. N. Know(local). NE Rogue Fort. 1/day Wild Shape. Dex: Ride. 5/day Trackless Step Totem Shape (2/day) Resist Nature’s Lure Wild Shape. Wis: Heal. Listen. Short Spear. Spellcraft. Profession. Cha: Bluff. Speak Language. Cha: Diplomacy. Spellcraft. Short Spear. temporary deafness). Listen. Will d8 Padded. Quarterstaff. Quarterstaff. Cha: Diplomacy. Wis: Heal. Con: Concentration. Dart. Dex: Ride. LN. Shield (wood only) Weapons: Club. Crossbow(any). Leather. 5/day Wild Shape. LN. NE Rogue Fort. Dex: Ride. Spot. Class Features Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Animal Companion Nature Sense Wild Empathy Totem Animal Companion Totem Shape (1/day) Woodland Stride Feat: Natural Spell Trackless Step Alley Fighting Resist Nature’s Lure Disease Immunity Favored City 2 Wild Shape. Rapier. CN. Survival. Con: Concentration. 1/day Electricity Resistance 5 Wild Shape. Wis: Heal. 5/day Urban Shape. Hide. Know(nature). Profession. Dagger. Listen. Listen. Dart. N.. NE Rogue Fort. Int: Craft. 4/day Urban Shape. Int: Craft. 2/day Trackless Step Resist Nature’s Lure Woodland Stride Frightful Presence (animals) Thunder Strike (1d6 electrical. Sickle. Buckler Weapons: Club. 1/day Urban Shape. 3/day Wild Shape (Large) Frightful Presence (magical beasts. Con: Concentration. Scimitar. 2/day Urban Shape. Spellcraft. Will d8 Padded. Sickle. 1/day Trackless Step +1 Insight on Reflex saves Resist Nature’s Lure NG. Handle Animal. 2007 Alternate Base Classes (continued) Lvl Druid (PH p33) Storm Druid (DR328 p87) Urban Druid (DR317 p30) Totem Druid (DR335 p87) Alignment: Combat: Good Save: Hit-Die: Armor: NG. Sling Skill Points: 4 Str: Swim.Dungeons & Dragons 3. Dagger. Alignment: Combat: Good Save: Hit-Die: Armor: NG. Cha: Diplomacy. LN. Will d8 Padded. 5/day Venom Immunity Wild Shape. 1/day Totem Shape (3/day) Wild Shape. Spot. 3/day Wild Shape (Large) Urban Shape (Large) Favored City 3 Venom Immunity Information Network Wild Shape. Con: Concentration. 3/day Totem Shape (4/day) Wild Shape (Large) Totem Speech Venom Immunity Wild Shape. 3/day Wild Shape (Plants) Gain Improved Initiative feat A Thousand Faces Wild Shape. Short-sword. Studded Leather. 1/day Wild Shape. CN. NE Rogue Fort. Hide. 4/day Wild Shape (Tiny) Urban Shape (Tiny) Wild Shape (Plants) Urban Shape (Object) Favored City 4 A Thousand Faces Wild Shape. Intimidate. Know(nature). Spot. Know(arch & eng). 2/day Wild Shape.5 Edition Index – Base Classes February 28. 4/day Wild Shape (Tiny) Wild Shape. CN. Profession. Diplomacy.

Totem Animal Companion – the Totem Druid must choose his/her Totem Animal as his/her Animal Companion (or the Dire version of the animal if he/she is high enough level). 4 – Animated Object (med. Urban Shape – As Wild Shape. At higher levels. Elemental (Huge). Diplomacy. 6/day Wild Shape. At 16th level. Monstrous Scorpion (small). except with a different list: 1 – Animated Object (small). Cat. The Urban Druid can become Humanoids & creatures from the Urban Companion list (except for Animated Objects initially).). Eagle.). Ape 2 5 Bear 2 11 Eagle 1 3 Horse 1 5 ‘Totem Druid’ Class Abilities: When this class is first taken. 3/day Thunder Strike (4d6 electrical. 16 – Animated Object (gargantuan). med. Monstrous Scorpion (large). and the use is lost if the attack misses. DC is Charisma-based). 10 – Animated Object (huge). Crowd Walk – +4 bonus to skill checks. if appropriate). Bear. Elemental (Huge). 1st – Repair Light Damage 2nd – Repair Moderate Damage 3rd – Repair Serious Damage 4th – Repair Critical Damage 5th – Repair Light Damage. Pulverizer(MM2 p27). it is immune to this Storm Druid’s Frightful Presence for 24 hours. Dog. 3/day Urban Shape. Within that city. Horse. Rat. Monstrous Spider (med. Shark 1 14 Snake 1 8 Tiger 5 14 Wolf 1 5 Page 36 . Mass 6th – Repair Moderate Damage. Giant Ant (soldier).5 Edition Index – Base Classes February 28. gain a +1 Competence bonus on attack rolls & an opponent around the corner does not get Cover (but keeps Total Cover.). Mass 8th – Repair Critical Damage. Totem Speech – The Totem Druid may speak the languages he/she knows while using Totem Shape. Raven. Monstrous Spider (large). the Totem Druid may apply the Celestial or Fiendish Template to his/her Dire Animal form (the same Template as was chosen at 10th level). 1st – Obscuring Mist 2nd – Gust of Wind 3rd – Call Lightning 4th – Air Walk 5th – Call Lightning Storm 6th – Chain Lightning 7th – Control Weather 8th – Whirlwind 9th – Storm of Vengeance Frightful Presence (creature type) Whenever the Storm Druid attacks or charges. City Sense – +2 bonus on Gather Information & Know (local) checks. and then Animated Objects. or Wolf. Totem Animal Level Normal Animal Companion is Available Level Dire Animal Companion is Available Druid Variants Alley Fighting – If fighting in a space the same width as the Urban Druid (typically 5’). Owl. Elemental 1/day Totem Shape (Dire Planar) Totem Shape (7/day) Wild Shape. If the creature makes its save. This functions the same as Wild Shape. Information Network – The Urban Druid establishes information networks in a number of cities equal to his/her Charisma modifier. Strength checks. The Storm Druid’s allies are not affected by this ability. or attack rolls made to get through a square occupied by a hostile creature (including Tumble. but the decission cann’t be changed. & Intimidate checks & a +2 Morale bonus on all Will saves. all creatures of the indicated type within 30’ become Shaken for 4d6 rounds (WillNeg. Monstrous Spider (huge). ‘Urban Druid’ Class Abilities: Urban Druid Spontaneous Casting You may “lose” a prepared spell to cast any spell from the following list of the same level/lower.Dungeons & Dragons 3. Monstrous Scorpion (huge). Elemental (Huge). the Totem Druid chooses his/her Totem Animal from the following list: Ape. At 10th level. Mule. Urban Companion – As Animal Companion. Temporary Deafness lasts for 3d6 rounds. Animated Object 1/day Favored City 5 Wild Shape. Totem Shape (N/day) – The Totem Druid may become his/her Totem Animal ‘N’ times per day. The Storm Druid must declare he/she is using this ability before rolling the attack. Elemental 1/day Frightful Presence (any creature) Timeless Body Wild Shape (Huge) Urban Shape (Huge) Timeless Body Wild Shape (Huge) Wild Shape. Monstrous Scorpion (med. permanent deafness). 6/day Wild Shape. Horse (light or heavy). 6/day Wild Shape. Monstrous Spider (gargantuan). the Urban Druid chooses a city with which he/she is familiar (but not necessarily currently residing in). Mass 7th – Repair Serious Damage. Elemental 2/day Timeless Body Wild Shape (Huge) Thunder Strike (4d6 electrical. Warhorse (heavy). Snake (large viper).times/day As part of a melee attack. The Totem Animal Companion gains abilities as a normal Druid’s Animal Companion. Animated Object (Gargantuan) 3/day Favored City 5 Wild Shape. except with a different list of creatures. 5/day Electricity Resistance 20 Wild Shape. the Totem Druid may apply the Celestial (if non-Evil) or Fiendish (if non-Good) Template to his/her Animal form. Information that is very important to the Urban Druid arrives at his/her ears in 1d4 hours (if he/she is nearby) on a successful check. Snake. 7 – Animated Object (large). Riding Dog.. he/she can become immobile objects of an appropriate size. Also. Dire Rat. This functions the same as Wild Shape. except the Totem Druid is considered to be two levels higher for purposes of determining the companion’s abilities. the Urban Druid gains a Sacred bonus equal to his/her Wisdom to all Bluff. Elemental 1/day 16 17 18 19 Wild Shape. he/she may always speak with members of his/her Totem Animal’s species as if using Speak with Animals. 3/day Wild Shape. Thunder Strike (Xd6 electrical. Mass 9th – n/a Favored City – Each time this class ability occurs. Snake (huge viper). Warhorse (light). DC is Constitution-based). A Neutral Totem Druid may choose either Celestial or Fiendish. Dire Bat. 5/day +3 Insight on Reflex saves Electricity Resistance 15 Wild Shape. permanent deafness).). deafness). Monstrous Centipede (med. Pony. Otyugh. Dire Totem Shape (N/day) – The Totem Druid may become the Dire version of his/her Totem Animal ‘N’ times per day. viper). Overrun. Animated Object 2/day Wild Shape. 6/day Wild Shape. Monstrous Spider (small). Elemental 2/day Wild Shape. etc. 3/day Totem Shape (8/day) Storm Druid Spontaneous Casting You may “lose” a prepared spell to cast any spell from the following list of the same level/lower. Hammer(MM2 p27). Elemental 2/day Urban Shape. Elemental 1/day Urban Shape. Gather Info. Also. Elemental (Huge).). a Gather Information check only takes 30 minutes (instead of a full evening). 6/day Urban Shape. In these cities. Tiger. Shark. Elemental 2/day Dire Totem Shape (3/day) A Thousand Faces 20 Class Abilities ‘Storm Druid’ Class Abilities: Wild Shape. Carrion Crawler. a Totem Druid qualifies for the Dire version of his/her Totem Animal two levels earlier than a normal Druid would (see below). Bat. 13 – Monstrous Centipede (gargantuan). Snake (small viper. the Storm Druid discharges Xd6 Electrical damage (no save) and makes the opponent Deaf (FortNeg. 2007 Lvl Druid (PH p33) Storm Druid (DR328 p87) Urban Druid (DR317 p30) Totem Druid (DR335 p87) Timeless Body Wild Shape (Huge) 15 Wild Shape. Monstrous Centipede (large). Monstrous Centipede (huge).

Listen. Sling. Spellcraft. Profession. 6/day Wild Shape. (Large) 4/day Wild Shape 4/day (Tiny) Wild Shape (Plants) Resistance to Cold 10 A Thousand Faces Wall of Ice. 3/day Wild Shape (Plants) Air Domain (granted power) A Thousand Faces Fly. N. Air Elemental 1/day NG. Leather. Dart. Dart. 4/day Fly. Ref. Quarterstaff. Survival. Spellcraft. Spot. Con: Concentration. 1/day Trackless Step Whispering Winds. Wis: Heal. Int: Craft. Quarterstaff. Int: Craft. 1/day Resist Nature’s Lure Air Mastery Wild Shape. 2/day Friend of the Air Wild Shape. Will d8 Padded. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Shield (wood only) Weapons: Club. Sling Skill Points: 4 Str: Swim. 2/day Wild Shape. 3/day Wild Shape. Con: Concentration. Air Elemental 2/day Druid Variants Page 37 . Handle Animal. Leather. Know(nature).5 Edition Index – Base Classes February 28. 1/day Feather Fall. Dart. Shield (wood only) Weapons: Club. 1/day Wild Shape. Shortbow. Dex: Ride. Scimitar. Know(nature). Cha: Diplomacy. Elemental 2/day Immunity to Cold Wild Shape. LN. Quarterstaff. CN. Elemental 1/day Wild Shape (Large) Venom Immunity Disease Immunity Wild Shape. Alignment: Combat: Good Save: Hit-Die: Armor: 1 Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Animal Companion Nature Sense Wild Empathy NG. 5/day Air Domain (domain spells) Timeless Body Wild Shape (Huge) Wild Shape. NE Rogue Fort. 1/day Wild Shape. Profession. Wis: Heal. Shield (wood only) Weapons: Club. Cold Casting 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Woodland Stride Trackless Step Woodland Stride Trackless Step Wild Reaper Spontaneous Casting Resist Nature’s Lure Wild Shape. Sickle. Scimitar. 6/day Wild Shape. Elemental 2/day Wild Shape 3/day (Large) Venom Immunity Resistance to Cold 5 Wild Shape. Intimidate. 5/day Timeless Body Wild Shape (Huge) Resistance to Cold 15 Wild Shape. Throwing Axe Skill Points: 2 Str: Swim. 1/day Ice Stride Wild Shape. Spot. Hide. Sickle. 2/day Wild Shape (Large) Feather Fall. Int: Craft. Handle Animal. Cha: Diplomacy. 6/day Wild Shape. 5/day Timeless Body Wild Shape (Huge) Wild Shape. 1/day Wild Shape. LN. Quarterstaff. Ride. 6/day Wild Shape. 3/day Venom Immunity Air Spell Immunity Wild Shape. 1/day 2/day Wild Shape. Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Wind Walker Spontaneous Casting Animal Companion Aerial Companion Nature Sense Wild Empathy Aerial Empathy Gain ‘Auran’ as a free language Zephyr Spellcasting Woodland Stride Feather Fall. Spellcraft. NE Rogue Fort. 2/day Wild Shape. Sickle. LN. Listen. Handle Animal. Elemental 2/day Wild Shape. Wis: Heal. Elemental 1/day Fast Healing 1 Ability Damage Healing 1 Wild Shape. Scimitar. Hide. Hide. Hide. 2007 Alternate Base Classes (continued) Lvl Druid (PH p33) Wild Reaper (DR311 p55) Wind Walker (DR311 p57) Winter Warden (DR311 p60) Alignment: Combat: Good Save: Hit-Die: Armor: NG. Nunchaku. Shield (wood only) Weapons: Club. Cha: Diplomacy. N. Short Spear. 2/day Wild Shape. 2/day 3/day Resist Nature’s Lure Wild Shape. N. Spellcraft. 1/day Whispering Winds. Dagger. Leather. Con: Concentration. Will d8 Padded. Survival. 2/day Wild Shape (Tiny) Whispering Winds. Int: Craft. Spot. Listen. Dart. CN. Elemental 1/day Wild Shape (Huge) Otiluke’s Freezing Sphere. Wis: Heal. Sickle. Leather. Dagger. 1/day Wild Shape. Profession. Survival. NE Rogue Fort. Sling Skill Points: 4 Str: Swim. Survival. Will d8 Padded. N. Scimitar. Magical Beasts with [cold] subtype. Battleaxe. no penalty vs. Short Spear. CN. Know(geography). Kama. Dagger. Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Animal Companion (must be carnivorous or omnivorous that eats carrion) Nature Sense Wild Empathy Alignment: Combat: Good Save: Hit-Die: Armor: NG. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Dex: Ride. Javelin. LN. Dex: Balance. Profession. Listen. 3/day Woodland Stride Ray of Frost added to spell list Trackless Step Drift Stride Resist Nature’s Lure Trackless Step Wild Shape. Know(nature). Spot. 4/day Wild Shape (Tiny) Wild Shape (Plants) Turn Undead A Thousand Faces Resist Death’s Lure Wild Shape. Dex: Ride.Dungeons & Dragons 3. Sling Skill Points: 4 Str: Swim. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Will d8 Padded. Know(nature). Spear. Short Spear. Alignment: Combat: Good Save: Hit-Die: Armor: Class Features Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Animal Companion Nature Sense Wild Empathy. Cha: Diplomacy. Dagger. Con: Concentration. NE Rogue Fort. CN. Handle Animal. 3/day Fly.

Finger of Death 9th – Summon Nature’s Ally XI Turn Undead Turns / Destroys Undead as a Cleric two levels lower than the Druid’s level. Air Elemental (Huge).5 Edition Index – Base Classes February 28. Air Domain (domain spells) Gain an extra spell per spell level. Juvenile Arrowhawk 10 – Griffon. except it applies to animals & magical beasts that fly or have the [air] subtype. Giant Owl. Poison 4th – Summon Nature’s Ally IV. Air Mastery Airborne attackers receives a –1 penalty on attacks & damage rolls against the Wind Walker. Elemental (Huge). Transmute Rock to Mud 6th – Summon Nature’s Ally VI. Ice Stride The Winter Warden can walk on non-magic ice without slowing or sinking. Drift Stride The Winter Warden can walk on non-magic snow without slowing or sinking. ‘Wind Walker’ Class Abilities: Wind Walker Spontaneous Casting You may “lose” a prepared spell to cast any spell from the following list of the same level/lower. Hippogriff 7 – Giant Eagle. level drain & Death effects. 3/day Polar Ray.Dungeons & Dragons 3. 3/day Wild Shape. Druid Variants Page 38 . which must come from the Air Domain list & can not be spontaneously cast as another spell. Air Spell Immunity The Wind Walker as unbeatable Spell Resistance to spells with the [air] subtype. 3/day Wild Shape of Elemental (Huge). Rusting Grasp 5th – Summon Nature’s Ally V.. Zephyr Spellcasting Casts Druid spells with the [air] subtype at +1 level & +1 DC. 2007 Lvl 19 Druid (PH p33) Wild Reaper (DR311 p55) Wind Walker (DR311 p57) Winter Warden (DR311 p60) Timeless Body Wild Shape. Antilife Shell 7th – Summon Nature’s Ally VII 8th – Summon Nature’s Ally VIII. Adult Arrowhawk 13 – Dragonne 16 – Elder Arrowhawk Aerial Empathy As Wild Empathy.e. Elemental (Huge). 1/day 20 Class Abilities ‘Wild Reaper’ Class Abilities: Wild Reaper Spontaneous Casting You may “lose” a prepared spell to cast any spell from the following list of the same level/lower. Owl 4 – Dire Bat. ‘Winter Warden’ Class Abilities: Cold Casting Casts spells & spell-like abilities with the [cold] subtype at +1 level & +1 DC. 1st – Summon Nature’s Ally I 2nd – Summon Nature’s Ally II. Resist Death’s Lure +4 bonus on saves vs. Diminish Plants. except with a different list: 1 – Eagle. Hawk. Blight. Air Domain (granted power) Gain the Air Domain Granted Power (i. 1st – Summon Nature’s Ally I (flying only) 2nd – Summon Nature’s Ally II (flying only) 3rd – Summon Nature’s Ally III (flying only) 4th – Summon Nature’s Ally IV (flying only) 5th – Summon Nature’s Ally V (flying only) 6th – Summon Nature’s Ally VI (flying only) 7th – Summon Nature’s Ally VII (flying only) 8th – Summon Nature’s Ally VIII (flying only) 9th – Summon Nature’s Ally XI (flying only) Aerial Companion As Animal Companion. 3/day Fast Healing 3 Ability Damage Healing 2 Wild Shape. Friend of the Air The Wind Walker is considered two sizes larger when determining the effects of wind. Warp Wood 3rd – Summon Nature’s Ally III. Soften Earth and Stone. There is no penalty to target a magical beast. Rebuke / Command creatures of Air & Turn / Destroy creatures of Earth). 6/day Wild Shape.

Survival. N. Handle Animal. Int: Craft. Dagger. Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Animal Companion Nature Sense Wild Empathy Focused Animal Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. Dart. Sickle. Int: Craft. N. 2/day Wild Shape. Elemental 1/day NG. 4/day Wild Shape (Tiny) Wild Shape (Plants) Shapeshift – Forest Avenger Form A Thousand Faces Wild Shape. Spot. 3/day Druid Variants Page 39 . Sling Skill Points: 4 Str: Swim. Dex: Ride. 2/day Wild Shape. Spellcraft. Focused Animal Alignment: Combat: Good Save: Hit-Die: Armor: (DR347 p91) Druid variant. NE Rogue Fort. Con: Concentration. 1/day Shapeshift – Aerial Form Wild Shape. Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Animal Companion Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. Elemental 1/day Shapeshift – Elemental Fury Form Wild Shape. Listen. CN. Hide. Spellcraft. Shield (wood only) Weapons: Club. Know(nature). Con: Concentration. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Con: Concentration. Sling Skill Points: 4 Str: Swim. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Short Spear. LN. Dagger. Elemental (Huge). Dex: Ride. Wis: Heal. Hide. 2/day Wild Shape. Short Spear. Shapeshift Alignment: Combat: Good Save: Hit-Die: Armor: (PH2 p39) Druid variant. Elemental (Huge). Survival. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Will d8 Padded. Dagger. LN. 3/day Class Features 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Wild Shape. Dart. NE Rogue Fort. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Dart. CN. Spellcraft. Profession. Short Spear. Will d8 Padded. Elemental 1/day NG. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. 5/day Timeless Body Wild Shape (Huge) Wild Shape. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Quarterstaff. Wis: Heal. Spellcraft. Spontaneous Rejuvenation (PH2 p39) Alignment: Combat: Good Save: Hit-Die: Armor: NG. Cha: Diplomacy. Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Animal Companion Nature Sense Wild Empathy Shapeshift – Predator Form Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. Will d8 Padded. 3/day Wild Shape (Large) Shapeshift – Ferocious Slayer Form Venom Immunity Wild Shape. LN. Elemental 1/day Alignment: Combat: Good Save: Hit-Die: Armor: 1 NG. Profession. Elemental 2/day Wild Shape. Shield (wood only) Weapons: Club. Leather. Int: Craft. Survival. Dagger. Shield (wood only) Weapons: Club. 1/day Wild Shape. Quarterstaff. Wis: Heal. Listen. Profession. Scimitar. Scimitar. Elemental (Huge). Profession. 6/day Wild Shape. Handle Animal. NE Rogue Fort. N. Sling Skill Points: 4 Str: Swim. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Scimitar. Scimitar. Will d8 Padded. Sickle. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Sling Skill Points: 4 Str: Swim. Short Spear. Know(nature). Quarterstaff. Handle Animal. Cast Prepared Divine Wisdom-based spells from Druid list Spontaneously convert Druid spells into Summon Nature’s Ally spells Animal Companion Nature Sense Wild Empathy Spontaneous Rejuvenation Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. CN. Int: Craft.Dungeons & Dragons 3. Shield (wood only) Weapons: Club. Wis: Heal. Handle Animal. Cha: Diplomacy. NE Rogue Fort. Listen. 6/day Wild Shape. 1/day Wild Shape. Elemental (Huge). Con: Concentration. Leather. Know(nature). 3/day Wild Shape (Large) Venom Immunity Wild Shape. Hide. 6/day Wild Shape. Elemental 2/day Wild Shape. Elemental 2/day Wild Shape. 6/day Wild Shape. Cha: Diplomacy. 1/day Wild Shape. Spot. 3/day Wild Shape.5 Edition Index – Base Classes February 28. 2/day Wild Shape. Spot. Dex: Ride. Sickle. CN. N. Leather. Survival. Dart. Hide. Spot. Dex: Ride. Elemental 2/day Wild Shape. 3/day Wild Shape. LN. Know(nature). Quarterstaff. 2007 Variant Class Features Lvl Druid (PH p33) Druid variant. Sickle. Listen. Leather. Cha: Diplomacy.

Dire Wolf. f) base Land speed is unchanged and you do not gain a Burrow. c) +2 improvement to your Natural Armor. h) at 10th level. Earth. which probably grants you Reach. You do not need to return to your normal form before changing to a different shape. b) +2 Enhancement bonus to Reflex saves. or Swim speed. Earth – Acid immunity. Bear. d) gain a Bite attack that does 1d6 if you are Medium. b) +12 Enhancement bonus to Strength. Any Natural Weapons that your form has receive an Enhancement bonus on attack & damage equal to ¼th your Druid level & at 4th level are treated as ‘magic’ for purposes of overcoming Damage Reduction. etc. d) gain Fly speed 40’ with Good maneuverability. this is a simplified Wild Shape. b) +8 Enhancement bonus to Strength. All your possessions meld into your new form and become non-functional until you return to your normal form. a) +4 Enhancement bonus to Strength. you may change into a creature whose abilities are determined by your level any number of times per day for any duration. Spontaneous Rejuvenation’ Class Abilities: Spontaneous Rejuvenation – As a Standard Action. h) at 14th level. Panther. its ability scores are the same for all Shapeshifting Druids. Fire or Water. Predator Form – typically a Wolf. g) gain Damage Reduction 5 / slashing. Bat. ‘Druid variant. c) +4 Enhancement bonus to Fortitude & Will saves. b) +16 Enhancement bonus to Strength. c) +4 Enhancement bonus to all saves. a) size increases by one category. Vulture.Dungeons & Dragons 3. d) +12 improvement to your Natural Armor. f) at 7th level. you may sacrifice a prepared spell to grant yourself and all allies within 30’ “Fast Healing X” for 3 rounds. Aerial Form – typically an Eagle. or any other terrain or culturally appropriate creature. you gain Feat: Great Cleave. Note that shapeshifting does not cause you to heal. etc. Fire – Fire immunity. a) size increases by two category. i) you do not breath. c) +4 Enhancement bonus to Fortitude saves. e) at 5th level. e) gain a Talon attack that does 1d6 if you are Medium. Also. Elemental Fury Form – an elemental form of Air. e) base Land speed becomes 20’. you revert to your normal form. which look like a Wolf. g) gain two primary Slam attacks that does 2d6 each if your original size is Medium. you can take a Predator Form. Druid Variants Page 40 . etc. If you become Unconscious or are killed. c) base Land speed becomes 50’. you remain the same size. Shambling Mount. which might grant Reach. Forest Avenger Form – typically Treant. a) +2 Enhancement bonus to Strength. ‘Druid variant. you gain Feat: Mobility when in this form. Fly. you gain Feat: Improved Overrun. k) at 18th level. Water – Cold immunity. Shapeshift’ Class Abilities: Shapeshift – As a Swift Action. you may speak with your Animal Companion. f) gain a Slam attack that does 1d8 if your original size is Medium. f) gain a primary Bite attack that does 1d8 if your original size is Medium. you gain Feat: Improved Critical (bite) and Feat: Improved Critical (claw) when in this form. e) base Land speed becomes 40’. Ferocious Slayer Form – typically Tiger. you gain Feat: Flyby Attack when in this form. In effect. b) +4 improvement to your Natural Armor. Jaguar. No mater what it looks like. h) gain immunity to Critical Hits. where X is the level of spell you sacrificed. etc. 2007 Class Abilities ‘Druid variant. d) +8 improvement to your Natural Armor. j) gain immunity to one type of energy determined by the elemental form you chose (can be different each time): Air – Electricity immunity. You cannot speak or cast spell while Shapeshifting (Feat: Natural Spell does not work with Shapeshifting). At first level. e) +16 improvement to your Natural Armor. which might grant Reach. Unless noted otherwise.5 Edition Index – Base Classes February 28. g) gain two secondary Claw attacks that do 1d6 if your original size is Medium. Focused Animal’ Class Abilities: Focused Animal – you are considered 2 levels higher for purposes of determining your Animal Companion’s abilities. a) size increases by one category.

Druid Variants Page 41 . Con: Concentration. Sling. 6/day Wild Shape. Profession. Wis: Heal. Elemental 2/day Wild Shape. Spellcraft. Will Armor: Padded. Wis: Heal. Profession. Class Skill Points: 4 Str: Swim. 3/day Goliath Druid Class Abilities Elemental Bond When you use Summon Nature’s Ally to summon a creature with the [earth] subtype. 2/day Earth Companion Wild Shape. Elemental 1/day 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Wild Shape. Dex: Ride. Know(nature). Leather. +2 Strength. Elemental 1/day Hit Dice: d8 Good Save: Fort. 1/day Wild Shape. Scimitar. Short-spear. Hide. Spot. Class Skill Points: 4 Str: Swim. Leather. 3/day Wild Shape. Listen. Survival. the maximum HD for Earth Elementals is your Druid level +1. Dex: Ride. 1/day Wild Shape. Wooden Shields Weapons: Club. Sickle. 2/day Wild Shape. Quarterstaff. In exchange. Short-spear. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Short-spear. It gains the [earth] subtype. Earth Companion Your animal companion becomes part Earth Elemental. Elemental 2/day Wild Shape. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. 1/day Wild Shape. Spellcraft. Sling. 6/day Wild Shape. Wis: Heal. 6/day Wild Shape. Hide. Handle Animal. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Elemental Bond Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. Dart. Elemental (Huge). 2/day Wild Shape. Know(nature). Dex: Ride. Sickle. Elemental (Huge). but –4 penalty on attack & damage if its foe is airborne or waterborne). Quarterstaff. Elemental 2/day Wild Shape. Listen. [fire]. Listen.. Dart. Wild Shape (earth) You can become an Earth Elemental with the same size restriction as with your Animal forms. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. 3/day Wild Shape (Large) Venom Immunity Wild Shape.Dungeons & Dragons 3. Hide. Spellcraft. Dart. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Elemental Bond Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. Listen. 2/day Wild Shape.–2 Dexterity. Wooden Shields Weapons: Club. 6/day Wild Shape. Survival. Elemental 2/day Wild Shape.e. DR 5 / magic. Dex: Ride. at 1st level. 4/day Wild Shape (Tiny) Wild Shape (Plants) Wild Shape (Earth) A Thousand Faces Wild Shape. 1/day Wild Shape. Scimitar. Quarterstaff. Cha: Diplomacy. Know(nature). Handle Animal. Sling. Earth Mastery (+1 on attack & damage if it and its foe are both touching the ground. Class Skill Points: 4 Str: Swim. Will Armor: Padded. Survival. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. Elemental (Huge). Listen. Hide. Will Armor: Padded. Con: Concentration. Con: Concentration. 2007 Racial Substitution Lvl Druid (PH p33) Goliath Druid – 1st level substitution (RoS p151) Goliath Druid – 6th level substitution (RoS p151) Goliath Druid – 12th level substitution (RoS p151) Goliath Druid – all level substitutions (RoS p151) Class Features Hit Dice: d8 Good Save: Fort. Sling. Survival. Profession. Leather. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Handle Animal. Know(nature). 3/day Wild Shape (Large) Venom Immunity Wild Shape. Hide. Short-spear. 6/day Wild Shape. Wis: Heal. Dart. Cha: Diplomacy. Scimitar. Wooden Shields Weapons: Club. Elemental 2/day Wild Shape. Int: Craft. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Spot. Leather. Spot. Quarterstaff. you can never summon a creature with the [air]. 1/day Wild Shape. Handle Animal. Dagger. Cha: Diplomacy. Sling. Cha: Diplomacy. Wooden Shields Weapons: Club. Dagger. Will Armor: Padded. Dagger. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Con: Concentration. Sickle. Profession. Spellcraft. Scimitar. Burrow speed +10’ (or 10’ if it couldn’t burrow before). Scimitar. Survival. Sickle. Int: Craft. 3/day Wild Shape. Class Skill Points: 4 Str: Swim. Quarterstaff. you could summon a Small Earth Elemental). 4/day Wild Shape (Tiny) Wild Shape (Plants) Wild Shape (Earth) A Thousand Faces Wild Shape. treat the spell as being the next level up (i. Know(nature). Short-spear. Will Armor: Padded. Elemental 1/day Hit Dice: d8 Good Save: Fort. Int: Craft. Sickle.5 Edition Index – Base Classes February 28. Cha: Diplomacy. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Elemental 1/day Hit Dice: d8 Good Save: Fort. 3/day Wild Shape. Wis: Heal. 5/day Timeless Body Wild Shape (Huge) Wild Shape. or [water] subtype. Con: Concentration. 2/day Earth Companion Wild Shape. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Profession. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Wooden Shields Weapons: Club. Int: Craft. Dex: Ride. Spellcraft. Also. Elemental 1/day Hit Dice: d8 Good Save: Fort. 3/day Wild Shape. Spot. Leather. Dagger. Dart. Elemental (Huge). Handle Animal. Dagger. Spot. Elemental (Huge). 3/day Wild Shape (Large) Venom Immunity Wild Shape. Class Skill Points: 4 Str: Swim. Int: Craft.

Survival. N. Handle Animal. NE Combat: Rogue Good Save: Fort. 4 3/day Wild Shape (Medium Large) Venom Immunity Wild Shape. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Profession. Know(nature). Move Silently. 3/day Wild Shape (Large) Venom Immunity Wild Shape. & Large) 1/day Wild Shape. Quarterstaff. Spellcraft. 3 2/day Wild Shape. Listen. 7 5/day Wild Shape. Sling Skill Points: 6 Str: Climb. Listen. Sickle. Jump. Listen. Survival. 3/day Wild Shape.5 Edition Index – Base Classes February 28. 6 5/day Timeless Body Wild Shape (Large Huge) Wild Shape. Con: Concentration. Cha: Diplomacy. 2007 Racial Substitution (continued) Lvl Druid (PH p33) Halfling Druid – 1st level substitution (RotW p157) Halfling Druid – 5th level substitution (RotW p157) Halfling Druid – 13th level substitution (RotW p157) Halfling Druid – all level substitutions (RotW p157) Alignment: NG. Wis: Heal. CN. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Dagger. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Wis: Heal. 4 3/day Wild Shape (Medium Large) Venom Immunity Wild Shape. Elemental (Large Huge). Dex: Hide. Will Hit-Die: d8 Armor: Padded. Survival. Profession. Swim. Leather. Shield (wood only) Weapons: Club. 3/day Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape (Small & Medium). Swim. Spellcraft. Int: Craft. Elemental 2/day Wild Shape. CN. Quarterstaff. Leather. Con: Concentration. Profession. Int: Craft. Cha: Diplomacy. Scimitar. Sickle. Dex: Hide. NE Combat: Rogue Good Save: Fort. Wis: Heal.Dungeons & Dragons 3. Cha: Diplomacy. Elemental 2/day Wild Shape. 2/day Wild Shape. CN. 3/day Wild Shape. Dagger. Dagger. Ride. LN. Dart. Handle Animal. 5 4/day Wild Shape (Diminutive Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Camouflage Wild Shape. Small. Medium. Shield (wood only) Weapons: Club. Know(nature). Shield (wood only) Weapons: Club. & Large) 1/day Alignment: NG. 7 5/day Wild Shape. Know(nature). 1/day Wild Shape. Scimitar. Hide. NE Combat: Rogue Good Save: Fort. Elemental (Small. 1/day Wild Shape. Elemental (Tiny. 6 5/day Timeless Body Wild Shape (Large Huge) Wild Shape. Short Spear. Dart. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Will Hit-Die: d8 Armor: Padded. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Spellcraft. Listen. Quarterstaff. Dex: Hide. Shield (wood only) Weapons: Club. Short Spear. Elemental (Huge). Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape (Tiny & Small & Medium). Ride. Dart. Ride. Hide. Hide. Sling Skill Points: 4 Str: Swim. 3 2/day Wild Shape. Ride. N. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Alignment: NG. Spellcraft. Jump. Sling Skill Points: 6 Str: Climb. Dart. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Halfling Druid Spontaneous Casting Animal Companion Enhanced Link Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape (Tiny & Small & Medium). Short Spear. Leather. 5/day Timeless Body Wild Shape (Huge) Wild Shape. N. Swim. Elemental 2/day Wild Shape. Scimitar. Dagger. Hide. Survival. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Halfling Druid Spontaneous Casting Animal Companion Enhanced Link Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape (Small & Medium). 3/day Druid Variants Page 42 . Elemental (Large Huge). Jump. LN. Quarterstaff. Elemental 2/day Wild Shape. Will Hit-Die: d8 Armor: Padded. Survival. Will Hit-Die: d8 Armor: Padded. Hide. Dart. Profession. Listen. Int: Craft. Leather. Medium. LN. Medium. LN. Sickle. Con: Concentration. Swim. Cha: Diplomacy. CN. Handle Animal. Sling Skill Points: 6 Str: Climb. Move Silently. Move Silently. & Large) 1/day Alignment: NG. Spot. 2/day Wild Shape. Con: Concentration. Dagger. Spot. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape (Small & Medium). 5 4/day Wild Shape (Diminutive Tiny) Wild Shape (Plants) A Thousand Faces Camouflage Wild Shape. 2/day Wild Shape. Con: Concentration. Jump. Short Spear. Elemental (Huge). Int: Craft. Elemental (Small. Shield (wood only) Weapons: Club. Sickle. Elemental 2/day Wild Shape. CN. Cha: Diplomacy. NE Combat: Rogue Good Save: Fort. Profession. 3/day Class Features Wild Shape. Dex: Ride. Spot. Leather. Will Hit-Die: d8 Armor: Padded. 1/day Wild Shape. Handle Animal. Small. Spellcraft. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Know(nature). & Large) 1/day Wild Shape. Medium. Elemental (Tiny. Wis: Heal. Sling Skill Points: 6 Str: Climb. N. Elemental (Small. 2 1/day Wild Shape. Dex: Hide. & Large) 1/day Alignment: NG. Know(nature). LN. 6/day Wild Shape. Sickle. 6/day Wild Shape. Elemental (Huge). Int: Craft. Spot. N. NE Combat: Rogue Good Save: Fort. Scimitar. Scimitar. Wis: Heal. Short Spear. Medium. 2 1/day Wild Shape. Quarterstaff. Move Silently. 6/day Wild Shape. Handle Animal. Spot.

Camouflage You may make a Hide check in natural terrain. 2007 Halfling Druid Class Abilities Halfling Druid Spontaneous Casting You may “lose” a prepared spell to cast any spell from the following list of the same level or lower. 1st – Jump 2nd – Spider Climb 3rd – Protection from Energy 4th – Freedom of Movement 5th – Tree Stride 6th – Summon Nature’s Ally VI 7th – Summon Nature’s Ally VII 8th – Summon Nature’s Ally VIII 9th – Summon Nature’s Ally IX Enhanced Link When riding your Animal Companion.5 Edition Index – Base Classes February 28. and c) if you have Trackless Step and/or Woodland Stride. you receive the following: a) +4 Circumstance bonus on Ride checks. Druid Variants Page 43 .Dungeons & Dragons 3. your Animal Companion also gains it. even if it does not grant Cover or Concealment. b) no penalty when not using a saddle.

Dart. Dagger. Quarterstaff. Dart. Elemental (Huge). 3/day Wild Shape (Large) Venom Immunity Wild Shape. Listen. Intimidate. Hide. Con: Concentration. 1 2/day Augmented Nature’s Allies Wild Shape. 1/day Wild Shape. Shield (wood only) Weapons: Club. Leather. Quarterstaff. 3/day Alignment: NG. Intimidate. Know(nature). Will Hit-Die: d10 d8 Armor: Padded. Cha: Diplomacy. Scimitar. Cha: Diplomacy. Cha: Diplomacy. Spot. & Large) 1/day Wild Shape. Handle Animal. N. Will Hit-Die: d10 d8 Armor: Padded. Know(nature). CN. Elemental (Small. Elemental 2/day Wild Shape. Dex: Ride. Short Spear. Medium. Spellcraft. LN. N. Scimitar. Leather. 5 6/day Wild Shape. NE Combat: Rogue Good Save: Fort. Spot. NE Combat: Rogue Good Save: Fort. 6/day Wild Shape. Elemental (Small. Int: Craft. Elemental (Huge). 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Bully Animal When making Wild Empathy checks. CN. This does not stack with Feat: Augment Summoning. LN. 4 5/day Timeless Body Wild Shape (Huge) Wild Shape. Spot. Spot. 2/day Wild Shape. Know(nature). Quarterstaff. Will Hit-Die: d8 Armor: Padded. 2/day Wild Shape. 3 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. 6/day Wild Shape. Page 44 Druid Variants Class Features 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 . 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. 2007 Racial Substitution (continued) Lvl Druid (PH p33) Half-Orc Druid – 1st level substitution (RoD p159) Half-Orc Druid – 4th level substitution (RoD p159) Half-Orc Druid – 6th level substitution (RoD p159) Half-Orc Druid – all level substitutions (RoD p159) 1 Alignment: NG. LN. Sickle. Medium. Profession. Wis: Heal. Dex: Ride. Listen. Medium. Sickle. Int: Craft. Elemental (Huge). 5/day Timeless Body Wild Shape (Huge) Wild Shape. Cha: Diplomacy.Dungeons & Dragons 3. Sling Skill Points: 4 Str: Swim. LN. 6/day Wild Shape. Will Hit-Die: d10 d8 Armor: Padded. Con: Concentration. Dart. Leather. Int: Craft. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape (Small & Medium). 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape.5 Edition Index – Base Classes February 28. Know(nature). Spellcraft. NE Combat: Rogue Good Save: Fort. N. Scimitar. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Dart. Survival. Int: Craft. Shield (wood only) Weapons: Club. 2/day Wild Shape. Short Spear. Elemental (Huge). Listen. Dex: Ride. Wis: Heal. & Large) 1/day Wild Shape. Elemental (Small. & Large) 1/day Wild Shape. Know(nature). Handle Animal. Cha: Diplomacy. Profession. Wis: Heal. a Half-Orc Druid may add his/her Strength modifier instead of his/her Charisma modifier. Dex: Ride. Con: Concentration. Elemental (Small. N. Quarterstaff. Elemental (Small. Shield (wood only) Weapons: Club. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Dagger. Hide. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Elemental 2/day Wild Shape. 3 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. 3/day Alignment: NG. Elemental 2/day Wild Shape. Leather. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Bully Animal Wild Shape (Small & Medium). Handle Animal. 2 3/day Wild Shape (Large) Venom Immunity Wild Shape. 1 2/day Augmented Nature’s Allies Wild Shape. Profession. Dex: Ride. Shield (wood only) Weapons: Club. Listen. Profession. Handle Animal. LN. Dagger. NE Combat: Rogue Good Save: Fort. Spellcraft. Short Spear. Will Hit-Die: d10 d8 Armor: Padded. Con: Concentration. Dagger. Spellcraft. Dagger. 1/day Wild Shape. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape (Small & Medium). Elemental 2/day Wild Shape. Medium. Short Spear. Survival. Wis: Heal. Survival. Hide. Hide. 2 3/day Wild Shape (Large) Venom Immunity Wild Shape. Scimitar. Handle Animal. Sickle. Sling Skill Points: 4 Str: Swim. Listen. 5 6/day Wild Shape. Intimidate. Elemental 2/day Wild Shape. Sling Skill Points: 4 Str: Swim. Shield (wood only) Weapons: Club. Survival. Intimidate. Profession. 3/day Alignment: NG. 3/day Alignment: NG. Sling Skill Points: 4 Str: Swim. 3/day Half-Orc Druid Class Abilities Tough Animal Companion A Half-Orc Druid’s Animal Companion receives Feat: Toughness. 3/day Wild Shape (Large) Venom Immunity Wild Shape. & Large) 1/day Wild Shape. Elemental (Huge). Con: Concentration. Leather. 1/day Wild Shape. Spot. Sling Skill Points: 4 Str: Swim. & Large) 1/day Wild Shape. Medium. 1/day Wild Shape. Int: Craft. Spellcraft. CN. Survival. Wis: Heal. Hide. CN. 1/day Wild Shape. Augmented Nature’s Allies Any Animal summoned by Summon Nature’s Allies receives +4 bonus to Strength and Constitution. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Tough Animal Companion Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape (Small & Medium). Quarterstaff. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Tough Animal Companion Woodland Stride Trackless Step Resist Nature’s Lure Bully Animal Wild Shape (Small & Medium). 4 5/day Timeless Body Wild Shape (Huge) Wild Shape. CN. Sickle. NE Combat: Rogue Good Save: Fort. Short Spear. Dart. Scimitar. N. Sickle.

CN. Sling Skill Points: 4 Str: Swim. Dagger. Scimitar. Spellcraft. Dex: Balance. Elemental (Huge). Leather. Elemental 1/day Wild Shape. 3/day Wild Shifting +3/day Wild Shape (Large) Wild Shifting (improved dmg 1) Venom Immunity Wild Shape. Spot. Elemental 2/day Wild Shape. Hide. 1/day Wild Shifting +1/day Wild Shape. Con: Concentration. Sickle. Int: Craft. Wis: Heal. CN. Spellcraft. Ride. Handle Animal. Profession. Dagger. 1/day Wild Shape. Will Hit-Die: d8 Armor: Padded. Listen. 6/day Wild Shifting +6/day Wild Shape. 6/day Wild Shape. 1/day Wild Shape. Dart. Cha: Diplomacy. 1/day Wild Shifting +1/day Wild Shape. Hide. Dex: Balance. Scimitar. Shield (wood only) Weapons: Club. 3/day Wild Shape. Con: Concentration. Wis: Heal. 2/day Wild Shape. Short Spear. Elemental 2/day Wild Shape. Int: Craft. NE Combat: Rogue Good Save: Fort. Profession. Sling Skill Points: 4 Str: Climb. 5/day Timeless Body Wild Shape (Huge) Alignment: NG. Handle Animal. Short Spear. LN. Elemental 1/day Wild Shape. Ride. Jump. Profession. Con: Concentration. Cha: Diplomacy. Know(nature). Swim. Jump. LN. Spot. Swim. N. Survival. Dagger. Dagger. N. Sling Skill Points: 4 Str: Climb. CN. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Scimitar. Int: Craft. Cast Prepared Divine Wisdombased spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Beast Spirit Woodland Stride Trackless Step Resist Nature’s Lure Reckless Nature Wild Shape. Know(nature). 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Dex: Balance. Survival. 3/day Wild Shifting +3/day Wild Shape (Large) Wild Shifting (improved dmg 1) Venom Immunity Wild Shape. N. Will Hit-Die: d8 Armor: Padded. Hide. LN. Leather. 3/day Wild Shape. Elemental 2/day Wild Shape. NE Combat: Rogue Good Save: Fort. Hide. Shield (wood only) Weapons: Club. Wis: Heal. 3/day Wild Shape (Large) Venom Immunity Wild Shape. 5/day Wild Shifting +5/day Timeless Body Wild Shape (Huge) Wild Shape (Huge) Wild Shifting (improved dmg 2) Wild Shape. Survival. Spellcraft. 3/day Wild Shape. Elemental 2/day Wild Shape. Leather. Jump. Quarterstaff. Con: Concentration. Dex: Balance. CN. 6/day Wild Shape. Spellcraft. Handle Animal. 4/day Wild Shifting +4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Survival. Profession. Sickle. Spot. 2/day Wild Shifting +2/day Wild Shape. NE Combat: Rogue Good Save: Fort. Know(nature). Profession. Sickle. Elemental (Huge). 4/day Wild Shifting +4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Shield (wood only) Weapons: Club. Listen. Con: Concentration. N. Quarterstaff. Cast Prepared Divine Wisdombased spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Reckless Nature Wild Shape. Handle Animal. Sickle. Cha: Diplomacy. Spot. Int: Craft. Short Spear. Dart. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Short Spear. Know(nature). Sling Skill Points: 4 Str: Climb. Cha: Diplomacy. Listen. 5/day Wild Shifting +5/day Timeless Body Wild Shape (Huge) Wild Shape (Huge) Wild Shifting (improved dmg 2) Wild Shape. 5/day Timeless Body Wild Shape (Huge) Alignment: NG. Shield (wood only) Weapons: Club. Handle Animal. 3/day Wild Shape. Spellcraft. Elemental (Huge). Swim. Quarterstaff. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Shield (wood only) Weapons: Club. 2007 Racial Substitution (continued) Lvl Druid (PH p33) Shifter Druid – 1st level substitution (RoE p126) Shifter Druid – 4th level substitution (RoE p126) Shifter Druid – 5th level substitution (RoE p126) Shifter Druid – all level substitutions (RoE p126) 1 Alignment: NG. Spot. 3/day Druid Variants Page 45 . NE Combat: Rogue Good Save: Fort. Will Hit-Die: d8 Armor: Padded. Dex: Ride. Leather. Hide. Elemental (Huge). Dart. Cha: Diplomacy. Will Hit-Die: d8 Armor: Padded. Dart. Listen. 2/day Wild Shifting +2/day Wild Shape. Dagger. 6/day Wild Shape. Elemental 2/day Wild Shape. Sickle. Jump. Wis: Heal. Quarterstaff. Cast Prepared Divine Wisdombased spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. Scimitar. 2/day Wild Shape. Know(nature).5 Edition Index – Base Classes February 28. 1/day Wild Shape. 2/day Wild Shape. Wis: Heal. Int: Craft. Dart. Ride. 6/day Wild Shifting +6/day Wild Shape. Cast Prepared Divine Wisdombased spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Beast Spirit Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. Elemental 1/day Alignment: NG. Sling Skill Points: 4 Str: Climb. Elemental 1/day Wild Shape. Survival. Elemental 1/day Class Features 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Wild Shape. Listen. NE Combat: Rogue Good Save: Fort. Cast Prepared Divine Wisdombased spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. Elemental (Huge). Short Spear. LN. Leather. Scimitar. Swim. Ride. 5/day Timeless Body Wild Shape (Huge) Alignment: NG. Will Hit-Die: d8 Armor: Padded.Dungeons & Dragons 3. CN. N. LN. Quarterstaff.

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

Racial Substitution (continued)
Shifter Druid Class Abilities
Beast Spirit You receive bonuses based on your Druid level: Level Ability Bonus Additional Abilities 1–2 3–5 6–8 9 – 11 12 – 14 15 – 17 18 – 20 +0 +2 +2 +4 +4 +6 +6 Gain Feat: Alertness. Extended Shifting – your Shifting lasts +2 rounds Feral Empathy – +4 bonus on Wild Empathy & Handle Animal checks with wild animals Will of the Spirit – if you fail a save vs. an Enchantment, you receive a new saving throw on the next round Transfer Spirit – as a Move Action, you can transfer your Beast Spirit into an animal summoned by Summon Nature’s Ally that is within 30’. The animal gains the ability bonus and allows you to speak with the animal, but you temporarily loose the benefits of the Beast Spirit. The transfer lasts until the animal is killed or the summoning spell ends. Prepare Spell (up to 3rd) – you may prepare an additional spell of up to 3rd level, which can be cast as a Swift Action. Rapid Summons – You may cast Summon Nature’s Ally spells as a Standard Action (instead of a Full Round Action). Prepare Spell (up to 6th) – you may prepare an additional spell of up to 6th level, which can be cast as a Swift Action. Manifest Spirit – gain Feat: Extra Shifter Trait., even if you already have it.

Ability Bonus – you gain the listed bonus to your Strength, Dexterity, or Constitution. You may change which ability score benefits by spending 1 minute meditating. Reckless Nature +2 Insight bonus on Initiative checks +2 bonus on Reflex saves –2 penalty on Will saves Wild Shifting +N / day You have the option of using your Wisdom modifier (instead of your Constitution modifier) when determining how long your Shifting lasts. Wild Shifting +N / day – you get N additional uses of Shifting each day Wild Shifting (improved dmg 1) The natural weapons you gain (if you have Longtooth, etc.) do damage as if you were a creature 1 size larger. Wild Shifting (improved dmg 2) The natural weapons you gain (if you have Longtooth, etc.) do damage as if you were a creature 2 sizes larger.

Druid Variants

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Environment-based Weapon Lists
Environment Aquatic / Coastal Artic / Tundra Desert / Wasteland Forrest Grassland / Savannah Mountain Subterranean / Underdark
(DR331 p87) (DR331 p87) (DR331 p87) (PH p33) (DR331 p87) (DR331 p87) (DR331 p87)

Weapons
Club, Dagger, Dart, Longspear, Net, Quarterstaff, Sling, Spear, Shortspear, Trident Club, Dagger, Handaxe, Light Pick, Morningstar, Quarterstaff, Scythe, Sickle, Sling, Spear, Throwing Axe Falchion, Javelin, Kukri, Scimitar, Shortspear, Sling, Spear, Whip Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Shortspear, Sling, Spear Bola, Javelin, Longspear, Scythe, Shortbow, Shortspear, Sickle, Sling, Spear Battleaxe, Club, Dagger, Handaxe, Heavy Pick, Light Pick, Quarterstaff, Sling, Warhammer Club, Dagger, Heavy Pick, Light Pick, Shortspear, Shortsword, Sling, Whip

Organizations for Druids
The organization a Druid belongs to can effect his/her availability and proficiency with skills.

Organization Attendants of the Fey
(DR337 p95)

Description
Spend more time with the fey than with other humanoids. Urban organization that protects and tends to a huge park in a city. Female sect focuses on the return of the land to the sea.

Bonus
+2 Circumstance bonus on Know(nature) checks regarding Fey. Know(local) becomes a class-skill. +1 Circumstance bonus on Swim checks.

Penalty
–1 penalty on Diplomacy checks with non-Fey. –1 penalty on Survival checks. Ride becomes an out-ofclass skill.

Glenendale Park Protectorate
(DR337 p95)

Sisters of the Pounding Waves
(DR337 p95)

Druid Variants

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Fighter
Alternate Base Classes
The following are specialized types of Fighters, in the same way a Necromancer is a specialized type of Wizard.

Lvl

Fighter
(PH p37)

Bodyguard
(DR310 p33)

Commander
(DR310 p33)

Corsair
(DR310 p33)

Class Features

Alignment: Combat: Good Save: Hit-Die: Armor:

any Fighter Fort d10 Light, Medium, Heavy, Shield Weapons: Simple, Martial Skill Points: 2 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Cha: Handle Animal, Intimidate.

any Fighter Fort d10 Light, Medium, Heavy, Shield Weapons: Simple, Martial Skill Points: 2 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft, Search. Wis: Sense Motive, Spot. Cha: Diplomacy, Gather Info, Handle Animal, Intimidate. Bodyguard Feat or Bodyguard Ability Bodyguard Feat or Bodyguard Ability

Alignment: Combat: Good Save: Hit-Die: Armor:

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Fighter Feat Fighter Feat

any Fighter Fort d10 Light, Medium, Heavy, Shield Weapons: Simple, Martial Skill Points: 2 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft, Know(arch & eng). Wis: Profession(siege engineer), Sense Motive, Spot. Cha: Diplomacy, Handle Animal, Intimidate. Commander Feat or Commander Ability Commander Feat or Commander Ability

Alignment: Combat: Good Save: Hit-Die: Armor:

any Fighter Fort d10 Light, Medium, Heavy, Shield Weapons: Simple, Martial Skill Points: 2 Str: Climb, Jump, Swim. Dex: Balance, Ride, Use Rope. Int: Appraise, Craft. Wis: Profession(sailor), Spot. Cha: Handle Animals, Intimidate.

Alignment: Combat: Good Save: Hit-Die: Armor:

Corsair Ability Corsair Ability

Fighter Feat

Bodyguard Feat or Bodyguard Ability

Commander Feat or Commander Ability

Corsair Feat or Corsair Ability

Fighter Feat

Bodyguard Feat or Bodyguard Ability

Commander Feat or Commander Ability

Corsair Feat or Corsair Ability

Fighter Feat

Bodyguard Feat or Bodyguard Ability

Commander Feat or Commander Ability

Corsair Feat or Corsair Ability

Fighter Feat

Bodyguard Feat or Bodyguard Ability

Commander Feat or Commander Ability

Corsair Feat or Corsair Ability

Fighter Feat

Bodyguard Feat or Bodyguard Ability

Commander Feat or Commander Ability

Corsair Feat or Corsair Ability

Fighter Feat

Bodyguard Feat or Bodyguard Ability

Commander Feat or Commander Ability

Corsair Feat or Corsair Ability

Fighter Feat

Bodyguard Feat or Bodyguard Ability

Commander Feat or Commander Ability

Corsair Feat or Corsair Ability

Fighter Feat

Bodyguard Feat or Bodyguard Ability

Commander Feat or Commander Ability

Corsair Feat or Corsair Ability

Fighter Feat

Bodyguard Feat or Bodyguard Ability

Commander Feat or Commander Ability

Corsair Feat or Corsair Ability

Bodyguard Feat
Alertness, Animal Affinity, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Critical, Improved Disarm, Improved Initiative, Improved Shield Bash, Improved Trip, Investigator, Iron Will, Lightning Reflexes, Mobility, Negotiator, Persuasive, Power Attack, Quick Draw, Run, Spring Attack, Toughness, Weapon Focus, Weapon Specialization, Whirlwind Attack

Commander Feat
Alertness, Animal Affinity, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Great Fortitude, Greater Weapon Focus, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Overrun, Improved Shield Bash, Iron Will, Leadership, Mobility, Mounted Combat, Negotiator, Persuasive, Power Attack, Quick Draw, Spring Attack, Toughness, Weapon Focus, Whirlwind Attack.

Corsair Feat
Acrobatic, Agile, Athletic, Cleave, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Great Cleave, Great Fortitude, Greater Two-Weapon Fighting, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Grapple, Improved Initiative, Improved Sunder, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Power Attack, Quick Draw, Skill Focus (any class skill), Toughness, Two-Weapon Defense, TwoWeapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization.

Bodyguard Ability
Cover – The Bodyguard may transfer his/her Shield bonus to AC and / or his/her Dodge bonus to AC due to Combat Expertise to a creature in an adjacent hex (the two bonuses can apply to the same or different creatures). If the creature gaining protection moves more than 5’ away from the Bodyguard, it loses the AC bonus. Clear the Path – The Bodyguard can use the Cleave & Great Cleave feats, but only when Fighting Defensively, using Combat Reflexes, and/or transferring his/her Shield bonus to AC to another using the ‘Cover’ ability.

Commander Ability
Helpful Hints – The Commander can make an ‘Aid Other’ action to grant a bonus to AC or attack rolls from up to 60’ away. Rousing Speech – Either before or during battle, the Commander can make a speech as a Full Round Action. All allies within 60’ gain a +1 Morale bonus on attacks for 1 round + 1 round for every point the Commander beats a DC15 on a Diplomacy check. Usable once per 2 Commander levels. Cannot be taken until Commander level 2.

Corsair Ability
Climb-Fighting – Not considered Flat-Footed while climbing. Rope Movement – As long as riggings / hanging ropes are available, the Corsair may make a Use Rope check in place of a Tumble check to move through an opponent’s hex without generating an Attack of Opportunity. Slow Fall – When falling near a sail, tapestry, etc., the Corsair can use a bladed weapon, rope, or pole to slow his fall by reducing the effective distance 30’. Swinging Bull Rush – By swinging on a rope, the Corsair gains a bonus on Bull Rush checks equal to +1 per 5’ swung. Big Breath – When holding his / her breath, the Corsair only needs to make a Constitution check once per two rounds. Ocean Tangle – When grappling in water deep enough to swim in, the Corsair can use his/her Swim check instead of his/her Grapple check.

Fighter Variants

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Alternate Base Classes (continued)
Lvl Fighter
(PH p37)

Exoticist
(DR310 p35)

Fencer
(DR310 p35)

Horseman
(DR310 p36)

Class Features

Alignment: Combat: Good Save: Hit-Die: Armor:

any Fighter Fort d10 Light, Medium, Heavy, Shield Weapons: Simple, Martial Skill Points: 2 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Cha: Handle Animal, Intimidate. Fighter Feat Fighter Feat

any Fighter Fort d10 Light, Medium, Heavy, Shield Weapons: Simple, , Martial, any 4 Exotic Weapon Skill Points: 2 Str: Climb, Jump, Swim. Dex: Ride, Tumble. Int: Craft. Cha: Handle Animals, Intimidate. Exoticist Feat or Exoticist Ability Exoticist Feat or Exoticist Ability

Alignment: Combat: Good Save: Hit-Die: Armor:

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

any Fighter Fort d10 Light, Medium, Heavy, Shields, Buckler Weapons: Simple, Martial Skill Points: 2 Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Cha: Bluff, Diplomacy, Gather Info, Handle Animals, Intimidate. Fencer Feat Fencer Feat

Alignment: Combat: Good Save: Hit-Die: Armor:

Alignment: Combat: Good Save: Hit-Die: Armor:

any Fighter Fort d10 Light, Medium, Heavy, Shield Weapons: Simple, Martial Skill Points: 2 Str: Climb, Jump, Swim. Dex: Balance, Ride, Tumble. Int: Craft. Cha: Handle Animal, Intimidate. Horseman Feat or Horseman Ability Horseman Feat or Horseman Ability

Fighter Feat

Exoticist Feat or Exoticist Ability

Fencer Feat or Fencer Ability

Horseman Feat or Horseman Ability

Fighter Feat

Exoticist Feat or Exoticist Ability

Fencer Feat or Fencer Ability

Horseman Feat or Horseman Ability

Fighter Feat

Exoticist Feat or Exoticist Ability

Fencer Feat or Fencer Ability

Horseman Feat or Horseman Ability

Fighter Feat

Exoticist Feat or Exoticist Ability

Fencer Feat or Fencer Ability

Horseman Feat or Horseman Ability

Fighter Feat

Exoticist Feat or Exoticist Ability

Fencer Feat or Fencer Ability

Horseman Feat or Horseman Ability

Fighter Feat

Exoticist Feat or Exoticist Ability

Fencer Feat or Fencer Ability

Horseman Feat or Horseman Ability

Fighter Feat

Exoticist Feat or Exoticist Ability

Fencer Feat or Fencer Ability

Horseman Feat or Horseman Ability

Fighter Feat

Exoticist Feat or Exoticist Ability

Fencer Feat or Fencer Ability

Horseman Feat or Horseman Ability

Fighter Feat

Exoticist Feat or Exoticist Ability

Fencer Feat or Fencer Ability

Horseman Feat or Horseman Ability

Class Abilities Exoticist Feat
Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Far Shot, Great Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Sunder, Improved Two-Weapon Fighting, Lightning Reflexes, Manyshot, Mobility, Point Blank Shot, Quick Draw, Rapid Reload, Rapid Shot, Shot on the Run, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Specialization, Whirlwind Attack.

Fencer Feat
Acrobatic, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Mobility, Persuasive, Quick Draw, Shield Proficiency, Skill Focus (any class skill), Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization.

Horseman Feat
Cleave, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Great Cleave, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Improved Sunder, Lightning Reflexes, Mobility, Mounted Archery, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Trample, Weapon Finesse, Weapon Focus, Weapon Specialization.

Fencer Ability
Encouraging Blow – When the Fencer threatens a critical, he / she gains a +3 Morale bonus to AC against the threatened foe’s attacks for Charisma modifier rounds (min 1). If the threat becomes a critical, the Moral bonus increases to +6. Only affects creatures with 4+ Intelligence that are vulnerable to mind-influencing effects. Denigrating Banter – This ability is a Standard Action, up to 3 + Charisma modifier times per day. The Fencer & the opponent make opposed Charisma checks. If the opponent losses, he / she receives a penalty to his / her Base Attack Bonus of –2 & an additional –1 per 5 points by which the check missed. The penalty lasts Charisma modifier + 1 rounds (min 1). The ability can be used multiple times, but the penalties do not stack. Loss in BAB may result in loss of extra attacks, inability to use certain feats, etc. This ability is a Language-Dependant, Sonic, Mind-Affecting effect. Insurmountable Counter – +2 Dodge bonus to AC when attacked by an opponent using Power Attack or Combat Expertise.

Horseman Ability
Quick Turn – When making a charge on a mount, the mount may make one turn of up to 90 degree per point of Dexterity modifier. Each turn requires a Ride check vs. DC 15. Failure turns the charge into a double move. Share Shield – As a Move Action, the Horseman & his / her mount may both gain the Horseman’s Shield bonus to AC. Requires a Ride check vs. DC 15. Spur – The mount gains +10’ movement for 1 round. Usable once per the mount’s Constitution modifier times per day. Steady Hand – Any time the mount must make a Will save vs. a Mind-Influencing effect, the Horseman may made a Ride check vs. DC 10 + spell DC. If successful, the mount makes its save.

Exoticist Ability
Dazzling Display – +4 bonus to Feint checks. Exotic Attack – +2 bonus on Trip attempts that the Exoticist instantiates with an Exotic Weapon, & a +2 bonus on any Disarm roll. Strange Strike – +1 Competence bonus on attack rolls when using an Exotic weapon that the opponent is not proficient in.

Fighter Variants

Page 49

the Kensai may take a –3 penalty to all attacks to receive an additional attack at the highest attack bonus. Cha: Handle Animals. Intimidate. Great Cleave. Cleave. Ride-by Attack. Kensai Feat or Kensai Ability Knight Feat or Knight Ability Fighter Feat Fighter Feat Knight Feat or Knight Ability Fighter Feat Fighter Feat Kensai Feat or Kensai Ability Chosen Weapon receives a +4 bonus to attack and damage. Kensai Ability The following abilities only applies to the Chosen weapon: Rain of Blows – As part of a Full Round Attack. Knight Feat or Knight Ability Class Abilities Kensai Feat Cleave. Shield Weapons: Simple. Whirlwind Attack. Swim. the Kensai may take a –6 penalty to all attacks to receive two additional attacks at the highest attack bonus. Improved Two-Weapon Fighting.5 Edition Index – Base Classes February 28. Improved Sunder. Storm of Blows – (requires Rain of Blows) As part of a Full Round Attack. Greater Weapon Specialization. Jump. he does suffer the –2 penalty to AC (but the mount still does). Dex: Ride. Martial Skill Points: 2 Str: Climb. Power Attack. Fighter Variants Page 50 . Spirited Charge. Combat Expertise. Greater Two-Weapon Fighting. Improved Critical. Shield Weapons: Simple. Great Fortitude. Weapon Specialization. Jump. . Heavy. Jump. Cha: Diplomacy. Tumble. Staggered Gait – (prerequisite: Trample) On a successful Overrun action. Vicious Mount – When ridden by the Knight. Improved Critical. Improved Overrun. Mobility. Knight’ Feat Athletic. Cha: Handle Animal. Swim. Int: Craft. Greater Weapon Focus. Intimidate. Greater Weapon Specialization. Shield Weapons: Simple. Heavy. Weapon Specialization. Kensai Feat or Kensai Ability Alignment: Combat: Good Save: Hit-Die: Armor: Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Weapon Focus. Lighting Reflexes. Two-Weapon Fighting. Shield Weapons: Simple. + one Martial or Exotic weapon (the Chosen weapon) Skill Points: 2 Str: Climb. Quick Draw. Martial. Dex: Ride. Negotiator. Kensai Feat or Kensai Ability Knight Feat or Knight Ability Fighter Feat Fighter Feat Knight Feat or Knight Ability Fighter Feat Fighter Feat Kensai Feat or Kensai Ability Knight Feat or Knight Ability Fighter Feat Fighter Feat Kensai Feat or Kensai Ability Chosen Weapon receives a +5 bonus to attack and damage. Jump. Medium. Weapon Finesse. . Power Attack. Dex: Balance. Mounted Combat. any Fighter Fort d10 Light. Heavy. any two Knowledges. Greater Weapon Focus. Improved Bull Rush. though each hoof attack has a –2 penalty. Combat Reflexes. Knight’ Abilities The Knight may take on of the following in place of a Fighter feat: Hard Charge – The Knight & mount both do +2 damage when charging at least the mount’s movement. 2007 Alternate Base Classes (continued) Lvl Fighter (PH p37) Janissary (DR334 p88) Kensai (DR310 p36) Knight’ (DR310 p36) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Weapon Focus. Exotic Weapon Proficiency. Medium. Handle Animals. Intimidate. Int: Craft. Swim. Fighter Feat Chosen Weapon receives a +1 bonus to attack and damage. Kensai Feat or Kensai Ability Knight Feat or Knight Ability Fighter Feat Fighter Feat Knight Feat or Knight Ability Fighter Feat Fighter Feat Kensai Feat or Kensai Ability Knight Feat or Knight Ability Fighter Feat Fighter Feat Kensai Feat or Kensai Ability Chosen Weapon receives a +3 bonus to attack and damage. Ride. Tumble. Int: Craft. Improved Sunder. Dex: Ride. Medium. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Fighter Feat Fighter Feat Knight Feat or Knight Ability Fighter Feat Fighter Feat Knight Feat or Knight Ability Fighter Feat Fighter Feat Kensai Feat or Kensai Ability Chosen Weapon receives a +2 bonus to attack and damage. Toughness. Swim. Martial Skill Points: 2 Str: Climb. Jousting Charge – If the Knight has a Heavy or Light Shield readied. Cha: Handle Animals. Spring Attack. the mount gains a +1 bonus to damage. Improved Initiative. the mount can make two hoof attacks.Dungeons & Dragons 3. Dodge. Wis: Heal. Martial Skill Points: 2 Str: Climb. Trample. Great Cleave. Medium. Heavy. Con: Concentration Int: Craft. Intimidate. Mobility. Two-Weapon Defense. Speak Language Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Combat Reflexes.

Shield Weapons: Simple. Jump. Improved Precise Shot. May be taken multiple times. Greater Weapon Specialization. Fortification – When this class ability is taken. Improved Two-Weapon Fighting. Improved Initiative. Athletic. Wis: Sense Motive.. Pugilist Ability Combo – The 1st & 2nd unarmed strike per round can be a “Combo”. Jump. Far Shot. Improved TwoWeapon Fighting. Improved Grapple. Heavy. Intimidate. Improved Shield Bash. Great Cleave. The Shield Bearer gains a +2 bonus to AC against the confirmation of a critical only when wearing this type of armor. Greater Weapon Focus. Improved Sunder. Intimidate. Diehard. Point Blank Shot. Combat Reflexes. Blind-Fight. Shield Bearer gains a +1 Dodge bonus to AC when wearing this type of armor. which have their BAB’s averaged. The armor is considered one category lighter when determining the Shield Bearer’s movement rate only. Improved Feint. Two-Weapon Fighting. Spot. Toughness. Move Silently. Dodge. Combat Reflexes. Diehard. Great Fortitude. Swim. Armor Optimization – When this class ability is taken. Combat Reflexes. Cleave.Dungeons & Dragons 3. Shield Bearer Feat Blind-Fight. Greater Two-Weapon Fighting. Endurance. such as Stunning Fist & Deflect Arrows.g. Mobility. Martial Skill Points: 2 Str: Climb. Cha: Handle Animals. Weapon Finesse. Mobility. Cleave. May be taken multiple times. Diehard. Greater Weapon Specialization. Use Rope. Endurance. Greater Weapon Specialization. Improved Disarm. Intimidate. May be taken multiple times. Improved Bull Rush. Iron Will Lighting Reflexes.5 Edition Index – Base Classes February 28. Great Cleave. each time applying to a different armor. Cha: Handle Animal. Improved Bull Rush. Int: Craft. any Fighter Fort d10 Light. Heavy. Heavy. Improved Overrun. Shield Bearer Feat or Shield Bearer Ability Shield Bearer Feat or Shield Bearer Ability Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Great Fortitude. 2007 Alternate Base Classes (continued) Lvl Fighter (PH p37) Pugilist (DR310 p37) Shield Bearer (DR310 p38) Survivalist (DR310 p38) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Whirlwind Attack. The Survivalist Feat Blind-Fight. choose a specific type of armor (e. non-lethal damage. Stealthy. Shield Bearer Ability Armored Gait – When this class ability is taken. Int: Craft. Pugilist Feat or Pugilist Ability Alignment: Combat: Good Save: Hit-Die: Armor: Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Improved Trip. Stunning Fist. Track. Int: Craft. Weapon Finesse. Shake It Off – Any Stunning effect has its duration reduced by 1 round (minimum of 1 round). Handle Animals. Int: Craft. each time applying to a different armor. Jump. Improved Overrun. Shot on the Run. Toughness. Medium. Dex: Ride. May be taken multiple times. Dex: Ride. Improved Disarm. Skill Focus (any class skill). Improved Trip. Shield Strike – The Shield Bearer may use a readied Shield as if it were a free hand for purposes of special maneuvers. Handle Animal. Improved Grapple. Improved Trip. Greater Weapon Focus. Cha: Bluff. the Pugilist gains a +1 bonus to saves vs. Cha: Diplomacy. Improved Critical. Greater Two-Weapon Fighting. Medium. Medium. Breastplate). Tower Shield Weapons: Simple. Self-Sufficient. Spring Attack. being Stunned.g. choose a specific type of armor (e. each time applying to a different armor. Fighter Variants Page 51 . Wis: Survival. Dex: Balance. Survivalist Feat Survivalist Feat 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Fighter Feat Fighter Feat Fighter Feat Pugilist Feat or Pugilist Ability Shield Bearer Feat or Shield Bearer Ability Survivalist Feat Fighter Feat Pugilist Feat or Pugilist Ability Shield Bearer Feat or Shield Bearer Ability Survivalist Feat Fighter Feat Pugilist Feat or Pugilist Ability Shield Bearer Feat or Shield Bearer Ability Survivalist Feat Fighter Feat Pugilist Feat or Pugilist Ability Shield Bearer Feat or Shield Bearer Ability Survivalist Feat Fighter Feat Pugilist Feat or Pugilist Ability Shield Bearer Feat or Shield Bearer Ability Survivalist Feat Fighter Feat Pugilist Feat or Pugilist Ability Shield Bearer Feat or Shield Bearer Ability Survivalist Feat Fighter Feat Pugilist Feat or Pugilist Ability Shield Bearer Feat or Shield Bearer Ability Survivalist Feat Fighter Feat Pugilist Feat or Pugilist Ability Shield Bearer Feat or Shield Bearer Ability Survivalist Feat Fighter Feat Pugilist Feat or Pugilist Ability Shield Bearer Feat or Shield Bearer Ability Survivalist Feat Class Abilities Pugilist Feat Alertness. choose a specific type of armor (e. Weapon Specialization. Improved Initiative. Improved Initiative. Breastplate). Martial Skill Points: 2 Str: Climb. Gain Feat: Improved Unarmed Strike and Feat: Endurance. Heavy Hitting – Unarmed strikes do +2 non-lethal damage. Power Attack. Improved Bull Rush. Ride. Precise Shot.. each time applying to a different armor. Shield Weapons: Simple. Toughness. Great Fortitude. Martial Skill Points: 2 Str: Climb. Shield Weapons: Simple. Combat Expertise. Improved Grapple. Greater Weapon Focus. Medium. Armored Grace – When this class ability is taken. Combat Expertise. Can be taken multiple times. Two-Weapon Fighting. Improved Critical. Iron Jaw – The Pugilist gains Damage Reduction equal to his/her Constitution modifier vs. Can be taken multiple times. Persuasive. Swim. Shield. Run.. The maximum Dexterity modifier for the armor is considered one higher. Breastplate). Two-Weapon Fighting.. Weapon Focus. Heavy. choose a specific type of armor (e. Snatch Arrows. Weapon Finesse. Improved Critical. Martial Skill Points: 2 Str: Climb. Improved Disarm. Weapon Specialization. Weapon Focus.g. Weapon Specialization. Spring Attack Sunning Fist. Intimidate. Improved Unarmed Strike. Swim. Hide. Mobility. Breastplate). Weapon Focus. Improved Feint. Persuasive. Power Attack. Combat Expertise. Jump. Min lvl is 2nd.g. Dodge. Spring Attack. Also. Swim. Whirlwind Attack. Power Attack. Dodge. Improved Overrun. Dex: Ride.

Martial Skill Points: 2 Str: Climb. Medium. Handle Animals. Sleight of Hand. Swim. Dex: Hide. Martial Skill Points: 4 Str: Climb. Improved Precise Shot. Intimidate. Thane Feat Aura of Bravery. Improved Shield Bash. Gather Information. Power Attack. Intimidate. Improved Aid Another. Two-Weapon Fighting. Dex: Ride. Mounted Combat. two Ranged Exotic Skill Points: 2 Str: Climb. Pointer Blank Shot. Combat Expertise. Targetteer Ability Arrow Swarm – (prerequisite: Rapid Shot) As a Full Round Attack. Int: Craft. Rapid Shot. Shields Weapons: Simple. Wis: Profession. Jump. Medium. Swim. Improved Initiative. Sniper – As a Full Round Attack. Dodge. Swim. Cha: Diplomacy. Improved Feint. Weapon Focus. Weapon Finesse. Improved Unarmed Strike. Improved Trip. Greater Weapon Focus. Cha: Handle Animals. Thane Vow A Thane devotes himself/herself to one Master. Deflect Arrows. Mobility. Fighter Variants Page 52 . Greater TwoWeapon Fighting. Intimidate. Heavy. Rapid Shot. Improved Disarm. Swim. but all attacks receive a –5 penalty. Jump. Urban Tracking. Stunning Fist. Thug Feat Blind-Fight. Martial. 2007 Alternate Base Classes (continued) Lvl Fighter (PH p37) Targetteer (DR310 p38) Thane (DR323 p96) Thug (US p51) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Greater Weapon Specialization. Cha: Handle Animal. Ride. Exotic Weapon Proficiency. Medium.5 Edition Index – Base Classes February 28. Manyshot. Dex: Ride. Improved Unarmed Strike. Ranged Martial. Move Silently. Spirited Charge. Improved Bull Rush. Medium. Improved Critical. Far Shot. Snatch Arrows. the Thane must exact revenge (or die trying). Martial Skill Points: 2 Str: Climb. If this master is killed. Know(local). Weapon Focus. Weapon Specialization. Precise Shot. any Fighter Fort d10 Light. Improved Sunder. Exotic Weapon Proficiency. Rapid Reload. Point Blank Shot. the Targetteer may “sacrifice” one shot to gain +1 critical threat range on a shot in that Full Round Attack. Stalwart. Improved Critical. Two-Weapon Defense. Heavy. Quick Draw. Int: Craft. Int: Craft. Mounted Archery. The bonus is only for one shot & does not “carry over” from round to round. Multiple attacks may be sacrificed. Heavy. Int: Craft. Shot on the Run. any Fighter Fort d10 Light. Alignment: Combat: Good Save: Hit-Die: Armor: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Fighter Feat Fighter Feat Fighter Feat or Thane Feat Thane’s Vow Fighter Feat or Thane Feat Fighter Feat Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Fighter Feat or Thane Feat Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Fighter Feat or Thane Feat Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Fighter Feat or Thane Feat Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Fighter Feat or Thane Feat Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Fighter Feat or Thane Feat Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Fighter Feat or Thane Feat Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Fighter Feat or Thane Feat Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Fighter Feat or Thane Feat Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Fighter Feat or Thane Feat Thug Feat Class Abilities Targetteer Feat Dodge. Heavy. Run. Shield Weapons: Simple. Improved Grapple. Combat Reflexes. Manyshot. Improved Two-Weapon Fighting. A masterless Thane receives –4 penalty on Charisma-based skill checks until a new Master is found. Targetteer Feat or Targetteer Ability Targetteer Feat or Targetteer Ability Alignment: Combat: Good Save: Hit-Die: Armor: Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Weapon Specialization Whirlwind Attack. Vital Aim – When shooting an opponent who is vulnerable to critical hits. Greater Weapon Specialization. Spring Attack. the Targetteer may use his/her Dexterity modifier as a damage bonus instead of his/her Strength modifier. Great Cleave. This ability can only be used if the Strength modifier is positive –or– both modifiers are negative. Intimidate. Cha: Bluff. Jump. Rapid Reload. Improved Overrun. Handle Animals. Shield Weapons: Simple. Greater Weapon Focus. Improved Precise Shot. Dex: Ride. Lightning Reflexes. Improved Initiative. Stealthy. Shield Weapons: Simple. Ride-by Attack. Diehard. Shot on the Run. the Targetteer may make two extra ranged attacks at his/her highest attack bonus.Dungeons & Dragons 3. Trample. Mobility. Jump. Far Shot.

5 Edition Index – Base Classes February 28. Overpowering Attack Alignment: Combat: Good Save: Hit-Die: Armor: (PH2 p45) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 any Fighter Fort d10 Light. +n Make a Full Round Action with only one attack (at your best attack bonus). Fighter Feat Fighter Feat any Fighter Fort d10 Light. +6 Fighter Feat Fighter Feat Overpowering Attack Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Class Features Counterattack Make a Full Round Action with only one attack (at your best attack bonus). Intimidate. Dex: Ride. it does double damage. 2007 Variant Class Feature Lvl Fighter (PH p37) Fighter variant. Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Elusive Attack. Jump. Dex: Ride. Intimidate. Swim. Elusive Attack. Cha: Handle Animal. Fighter Feat Fighter Feat any Fighter Fort d10 Light. +2 Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Elusive Attack. you may make a melee attack as an Immediate Action against an enemy that makes a melee attack on you (also at your best attack bonus). Shield Weapons: Simple. If it hits. Jump. Swim. Swim. Heavy. Martial Skill Points: 2 Str: Climb. Cha: Handle Animal. Martial Skill Points: 2 Str: Climb. Medium. Martial Skill Points: 2 Str: Climb. Elusive Attack Alignment: Combat: Good Save: Hit-Die: Armor: (PH2 p44) Fighter variant. Cha: Handle Animal. Cha: Handle Animal. Medium. Fighter Feat Fighter Feat any Fighter Fort d10 Light. Medium. Gain ‘+n’ Dodge bonus to AC until your next round. Overpowering Attack Make a Full Round Action with only one attack (at your best attack bonus). Martial Skill Points: 2 Str: Climb. Swim. Intimidate. Int: Craft. Int: Craft. Int: Craft. Counterattack Alignment: Combat: Good Save: Hit-Die: Armor: (PH2 p45) Fighter variant. Shield Weapons: Simple. Jump. Int: Craft. +4 Fighter Feat Fighter Feat Fighter Feat Counterattack Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Elusive Attack. Fighter Variants Page 53 . Heavy. Shield Weapons: Simple.Dungeons & Dragons 3. Dex: Ride. Before the start of your next turn. Intimidate. Medium. Shield Weapons: Simple. as do any other attacks you make until the start of your next round. Heavy. Jump. Heavy. Dex: Ride.

Heavy. Cha: Handle Animal. Cha: Handle Animal. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light. & Giants. Dex: Ride. Dex: Ride. Int: Craft Know(dungeoneer). Medium. Martial Skill Points: 2 Str: Climb. Dex: Ride. Fighter Variants Page 54 . Dex: Ride. Intimidate. Heavy. Martial Skill Points: 2 Str: Climb. Greateaxe. Bonus Fighter Feat Axe Focus Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light. Shield Weapons: Simple. Jump. Orcs. Intimidate. Martial Skill Points: 2 Str: Climb. Cha: Handle Animal. Int: Craft. Swim. Heavy. Medium. Heavy Armor Expertise Gain an additional +1 Armor bonus to AC when wearing Heavy Armor. Jump. Dex: Ride. Int: Craft Know(dungeoneer). 2007 Racial Substitution Lvl Fighter (PH p37) Dwarven Fighter – 1st level substitution (RoS p146) Dwarven Fighter – 2nd level substitution (RoS p146) Dwarven Fighter – 8th level substitution (RoS p146) Dwarven Fighter – all level substitutions (RoS p146) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Shield Weapons: Simple. Medium. Jump. Shield Weapons: Simple. Intimidate. Intimidate. Bonus Fighter Feat Axe Focus Bonus Fighter Feat Racial Foes Bonus Fighter Feat 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Heavy Armor Expertise Bonus Fighter Feat Bonus Fighter Feat Heavy Armor Expertise Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Dwarven Fighter Class Features Axe Focus You are treated as having Weapon Focus with the following: Battleaxe. Swim. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light. Heavy. Racial Foes +2 bonus to weapon damage vs. Cha: Handle Animal. Handaxe. Dwarven Waraxe. Swim. Swim. Int: Craft Know(dungeoneer). Jump. Cha: Handle Animal. Swim. Shield Weapons: Simple.5 Edition Index – Base Classes February 28.Dungeons & Dragons 3. Heavy. Martial Skill Points: 2 Str: Climb. and the axe head of a Dwarven Urgrosh. Jump. Throwing Axe. Martial Skill Points: 2 Str: Climb. Intimidate. Medium. Goblinoids. Shield Weapons: Simple. Medium. Int: Craft Know(dungeoneer). Bonus Fighter Feat Bonus Fighter Feat Racial Foes Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light.

Wis: Sense Motive. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d8 d10 Light. Medium. Medium. Dex: Ride. Martial Skill Points: 4 Str: Climb. Swim. Int: Craft. Swim. Medium. Intimidate.5 Edition Index – Base Classes February 28. Medium. Cha: Bluff. Counts as Feat: Two-Weapon Fighting for purposes of other Feats and Prestige Classes. you are treated as having Feat: Two-Weapon Fighting. Heavy. Main-Gauche When wielding a Longsword or Rapier in your Primary Hand and a Dagger in your Off-Hand. Bonus Fighter Feat Blade Focus Bonus Fighter Feat Main-Gauche Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Confusing Banter Bonus Fighter Feat Bonus Fighter Feat Confusing Banter Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Half-Elf Fighter Class Abilities Blade Focus Gain Feat: Weapon Focus (Longsword) and Feat: Weapon Focus (Rapier). Dex: Ride. Intimidate. you gain a +2 bonus on attack rolls against that foe until the end of your next turn. Shield Weapons: Simple. you may attempt to confuse your opponent as a Free Action by making a Bluff or Diplomacy check opposed by your foe’s Sense Motive’s check (which receives his/her Base Attack Bonus as a bonus on the check). Jump. 2007 Racial Substitution (continued) Lvl Fighter (PH p37) Half-Elf Fighter – 1st level substitution (RoD p157) Half-Elf Fighter – 2nd level substitution (RoD p157) Half-Elf Fighter – 6th level substitution (RoD p157) Half-Elf Fighter – all level substitutions (RoD p157) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Heavy. Int: Craft. Dex: Ride. Shield Weapons: Simple. Dex: Ride. plus you gain a +1 bonus to AC when Fighting Defensively in this manner. Int: Craft. Handle Animal. Jump. If successful. Intimidate. Swim. Heavy. Martial Skill Points: 2 Str: Climb. Shield Weapons: Simple. Wis: Sense Motive. Shield Weapons: Simple. Swim. Jump. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bonus Fighter Feat Bonus Fighter Feat any Fighter Fort d8 d10 Light. Swim. Diplomacy. Int: Craft. Cha: Bluff. Cha: Bluff. Int: Craft. This is a Language-Dependent. Dex: Ride. Handle Animal. Handle Animal. Bonus Fighter Feat Blade Focus Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d8 d10 Light. Martial Skill Points: 4 Str: Climb. Diplomacy. Medium. Intimidate. Diplomacy. Cha: Handle Animal. Martial Skill Points: 4 Str: Climb. Shield Weapons: Simple. Martial Skill Points: 4 Str: Climb. Bonus Fighter Feat Bonus Fighter Feat Main-Gauche Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d8 d10 Light. Mind-Affecting ability that can only work on creatures with an intelligence of at least 3. Wis: Sense Motive. Handle Animal. Diplomacy. Fighter Variants Page 55 . Jump. Confusing Banter When Fighting Defensively.Dungeons & Dragons 3. Heavy. Intimidate. Wis: Sense Motive. Cha: Bluff. Jump. Heavy.

Cha: Handle Animal. Intimidate. Martial Skill Points: 2 Str: Climb. Cha: Handle Animal. Martial Skill Points: 2 Str: Climb. Medium. Dex: Ride. Fast Flight +10’ Racial bonus on Gliding and Flying speeds. Int: Craft. Shield Weapons: Simple. Int: Craft. Medium. Dex: Ride. Medium. Int: Craft.5 Edition Index – Base Classes February 28. Heavy.Dungeons & Dragons 3. he/she may do this also with a Medium Load. Martial Skill Points: 2 Str: Climb. Intimidate. Shield Weapons: Simple. Swim. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Heavy. Intimidate. Jump. Jump. Medium. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Cha: Handle Animal. Heavy. Medium. Martial Skill Points: 2 Str: Climb. Bonus Fighter Feat Encumbered Flight Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Airborne Strike Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Airborne Strike Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Fast Flight Bonus Fighter Feat Bonus Fighter Feat Fast Flight Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Raptoran Fighter Class Abilities Encumbered Flight The Raptoran Fighter may Glide when encumbered with a Medium Load (other Raptorans are limited to a Light Load). Swim. Swim. Heavy. Int: Craft. Cha: Handle Animal. Martial Skill Points: 2 Str: Climb. Swim. Intimidate. Fighter Variants Page 56 . Heavy. Jump. Shield Weapons: Simple. Cha: Handle Animal. When the Raptoran Fighter gains Flight. Shield Weapons: Simple. Jump. Int: Craft. Shield Weapons: Simple. Bonus Fighter Feat Bonus Fighter Feat any Fighter Fort d10 Light. Jump. Dex: Ride. the Raptoran Fighter receives +2 damage on melee weapon attacks. Airborne Strike When flying or otherwise higher than his/her opponent. Bonus Fighter Feat Encumbered Flight Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Swim. Dex: Ride. Intimidate. Dex: Ride. 2007 Racial Substitution (continued) Lvl Fighter (PH p37) Raptoran Fighter – 1st level substitution (RotW p161) Raptoran Fighter – 4th level substitution (RotW p161) Raptoran Fighter – 8th level substitution (RotW p161) Raptoran Fighter – all level substitutions (RotW p161) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 any Fighter Fort d10 Light.

Shield Weapons: Simple. Intimidate. Shield Weapons: Simple. Cha: Handle Animals. Medium. Medium. Swim. Jump. Dex: Ride. Jump. Martial Skill Points: 2 Str: Climb. Shield Weapons: Simple. Heavy. Bonus Fighter Feat Bonus Fighter Feat Bonus Warforged Feat Bonus Fighter Feat any Fighter Fort d12 d10 Light. Bonus Fighter Feat Battle Hardened Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light. Medium. Jump. Cha: Handle Animals. Int: Craft. Dex: Ride. Medium. Cha: Handle Animals. Cha: Handle Animal. Swim. Bonus Fighter Feat Battle Hardened Bonus Fighter Feat Bonus Warforged Feat Bonus Fighter Feat Body as Weapon Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Body as Weapon Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Bonus Fighter Feat Warforged Fighter Class Abilities Battle Hardened +3 bonus on Initiative checks & saves vs. Martial Skill Points: 2 Str: Climb. Heavy. Swim. Heavy. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light. Int: Craft. Fighter Variants Page 57 . Int: Craft. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light. Shield Weapons: Simple. Int: Craft. Fear. Swim. Heavy. Martial Skill Points: 2 Str: Climb. Intimidate. Jump. Shield Weapons: Simple. Dex: Ride. 2007 Racial Substitution (continued) Lvl Fighter (PH p37) Warforged Fighter – 1st level substitution (RoE p130) Warforged Fighter – 2nd level substitution (RoE p130) Warforged Fighter – 4th level substitution (RoE p130) Warforged Fighter – all level substitutions (RoE p130) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 any Fighter Fort d10 Light. Intimidate. Dex: Ride. Body as Weapon +2 bonus on weapon damage with your Slam attack or any weapon attached to your body. Intimidate.Dungeons & Dragons 3. Martial Skill Points: 2 Str: Climb. Dex: Ride. Int: Craft. Cha: Handle Animals. Jump. Heavy. Medium. Swim.5 Edition Index – Base Classes February 28. Martial Skill Points: 2 Str: Climb. Intimidate.

Siangham. Siangham. Sai. Nunchaku. Profession. Int: Craft. Escape Artist. Perform. Escape Artist. Spot. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Flailing Strike (–2). Swim. Tumble. Con: Concentration. Cha: Diplomacy. Move Silently. Con: Concentration. Dagger. Sense Motive. Swim. Int: Craft. Sense Motive. Nunchaku. Profession. Escape Artist. Sense Motive. Sling 1 Skill Points: 4 Str: Climb. Cha: Diplomacy. Shuriken. Jump. CN. Javelin. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Wis: Listen. Con: Concentration. Sai. Siangham.5 Edition Index – Base Classes February 28. Handaxe. Javelin. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Crossbow (light or heavy). Con: Concentration. Swim. Ref. Handaxe. Hide. Shuriken. Crossbow (light or heavy). Int: Craft. Perform. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Favored Enemy May cross-class with Ranger Evasion Bonus Feat Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC 2 3 4 Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (-1) +1 bonus to AC Flailing Strike (–1). Know(religion). Will d8 — Club. Kama. LE Rogue Fort. Javelin. Nunchaku. Quarterstaff. Swim. Move Silently. Quarterstaff. Hide. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Skill Points: 4 Str: Climb. Dex: Balance.Dungeons & Dragons 3. Dex: Balance. Will d8 — Club. Dex: Balance. Turn Undead May cross-class with Paladin Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Skill Points: 4 Str: Climb. +1d6–1 Diamond Body Greater Flurry Freedom of Thought Abundant Step Slow Fall 60’ +40’ to Movement Displacing Stance (50%) Diamond Soul Slow Fall 70’ 5 6 7 8 9 Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Favored Enemy Wholeness of Body Slow Fall 40’ Swift Tracker Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Favored Enemy Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ 10 11 Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ 12 13 14 Monk Variants Page 58 . Ref. Dagger. LN. Ref. Ref. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Handaxe. Profession. Sense Motive. Kama. +1d4 Ki Strike (lawful) Ki Strike (chaotic) Slow Fall 50’ +2 bonus to AC Flailing Strike (–0). CE Rogue Fort. Know(arcana). Hide. Lvl Monk (PH p39) Chaos Monk (DR335 p88) Holy Monk (DR310 p45) Hunting Monk (DR310 p45) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: In-Class Skills LG. LE CG. Will d8 — Club. Tumble. LN. Int: Craft. Kama. Sai. Jump. Handaxe. Spot. LN. Javelin. Dagger. Tumble. Profession. Jump. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Aura of Courage Smite Evil. Wis: Listen. LE Rogue Fort. Shuriken. Tumble. Crossbow (light or heavy). Wis: Listen. Move Silently. Cha: Diplomacy. Crossbow (light or heavy). Spot. Cha: Diplomacy. Know(arcana). Perform. Wis: Listen. LN. Sai. Perform. Dex: Balance. Move Silently. Know(religion). Will d8 — Club. Know(religion). Siangham. Spot. Know(religion). Escape Artist. +1d4 Erratic Advance Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Displacing Stance (20%) Slow Fall 40’ Improved Evasion Flurry of Blows (-1) +30’ to Movement Flailing Strike (–0). Quarterstaff. Shuriken. Quarterstaff. Hide. Know(arcana). Dagger. +1d4–1 Skill Points: 4 Str: Climb. Know(arcana). Kama. Jump. Nunchaku. LE Rogue Fort. 2007 Monk Alternate Base Classes .

the Chaos Monk has the option of taking the listed Penalty (initially –2.Dungeons & Dragons 3. Activating this ability is a Standard Action and it can be used (½ Chaos Monk class level) rounds per day (not necessarily consecutive). reduced to –1 at 5th level. Usable 1/day.. Anarchic Self As Perfect Self. +1d6 Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Anarchic Self Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Quivering Palm +3 bonus to AC Favored Enemy Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Favored Enemy ‘Chaos Monk’ Class Abilities Flailing Strike (Penalty). Freedom of Thought If the Chaos Monk fails a Will save vs. attacks on the Chaos Monk have a 20% Miss Chance at 7th level and a 50% at 12th level. Usable Wisdom modifier times per day (min 1). the Chaos Monk’s target is Dazed for 1 round (WillNeg.5 Edition Index – Base Classes February 28. a Mind-Affecting effect. and becoming –0 at 9th level) to receive a random number of extra attacks (minimum +0). he/she may immediately reroll the save. 2007 Lvl 15 16 17 18 19 20 Monk (PH p39) Chaos Monk (DR335 p88) Holy Monk (DR310 p45) Hunting Monk (DR310 p45) Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Quivering Palm +3 bonus to AC Flailing Strike (–0). special monk) weapon. DC = 10 + Chaos Monk class level). Erratic Advance When charging. Monk Variants Page 59 . Displacing Stance (Percent) When active. but the Chaos Monk gains the (chaotic) subtype. though the second roll must be kept.e. Number of Extra Attacks When making a Full Round Attack with either Unarmed Strike or a Kata (i.

1/day +2 Competence to Bluff check +4 Competence to resist Bull Rush and Overrun Ki Strike (magic) Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat Feat: Improved Disarm or Improved Trip Slow Fall 30’ +20’ to Movement +3 Competence to Bluff check +2d6 Sneak Attack Wholeness of Body Slow Fall 40’ Fangs. Jump. Sling 1 Skill Points: 4 Str: Climb. Sai. Cha: Diplomacy. Escape Artist. Tumble. Know(religion). Profession. Dex: Balance. Bonus Feat Feat: Persuasive or Stealthy Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Feat Feat: Improved Feint or Mobility Evasion +1 Competence to Bluff check Still Mind +10’ to Movement +1d6 Sneak Attack Ki Strike (magic) Slow Fall 20’ Fangs. Quarterstaff. Ref. LE Rogue Fort. Know(arcana). Tumble. Siangham. Dagger. Dagger. Crossbow (light or heavy). 1/day (stacks with Barbarian lvls) Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Rage. Perform. Dex: Balance. Swim.5 Edition Index – Base Classes February 28. Shuriken. Wis: Listen. Perform. Shuriken. Kama. Move Silently. Move Silently. Dagger. Javelin. Perform. Sense Motive. Spot. Ref. Siangham. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Tumble. Siangham. 2007 Alternate Base Classes (continued) Lvl Monk (PH p39) Martial Monk (DR310 p45) Raging Monk (DR310 p45) Sidewinder Monk (DR331 p89) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: In-Class Skills LG. Hide. Siangham. Int: Craft. Swim. Dex: Balance. Nunchaku. Know(arcana). Spot. Swim. Will d8 — Club. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Rage. Handaxe. Handaxe. Javelin.Dungeons & Dragons 3. Will d8 — Club. Sai. Jump. Escape Artist. Wis: Listen. Swim. Know(religion). Bonus Feat (may be a Fighter feat) Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC May cross-class with Fighter Bonus Feat (may be a Fighter feat) Evasion Skill Points: 4 Str: Climb. Sense Motive. LN. Jump. Handaxe. Dagger. Quarterstaff. Quarterstaff. 2/day +4 Competence to Bluff check +4 Competence to Intimidate Improved Evasion Flurry of Blows (+0) +30’ to Movement +3d6 Sneak Attack Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC +5 Competence to Bluff check Diamond Body Greater Flurry 9 Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Greater Rage 10 11 Monk Variants Page 60 . Know(arcana). Javelin. Kama. Crossbow (light or heavy). Hide. Profession. Tumble. Cha: Diplomacy. Move Silently. Wis: Listen. LE Rogue Fort. Handaxe. Profession. Con: Concentration. Shuriken. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Int: Craft. Escape Artist. Nunchaku. Sai. Int: Craft. Jump. LE Rogue Fort. Perform. Dex: Balance. Ref. LN. Spot. Con: Concentration. Hide. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Feat Evasion 2 3 Skill Points: 3 Str: Climb. Cha: Diplomacy. Con: Concentration. Sense Motive. LE Rogue Fort. Sai. Con: Concentration. Cha: Diplomacy. Crossbow (light or heavy). Know(religion). Intimidate. Quarterstaff. Know(religion). 2/day 4 5 Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat (may be a Fighter feat) Slow Fall 30’ +20’ to Movement Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement 6 7 8 Wholeness of Body Slow Fall 40’ Wholeness of Body Slow Fall 40’ Wholeness of Body Slow Fall 40’ Rage. Nunchaku. Sense Motive. Escape Artist. Hide. Profession. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Move Silently. Shuriken. Ref. Know(arcana). Javelin. 3/day Skill Points: 4 Str: Climb. LN. Wis: Listen. Kama. Spot. Nunchaku. Kama. Int: Craft. Crossbow (light or heavy). Will d8 — Club. Will d8 — Club. LN.

5/day Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Mighty Rage Rage. 5/day +10 Competence to Bluff check 16 17 18 19 20 Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Rage. 2007 Lvl Monk (PH p39) Martial Monk (DR310 p45) Raging Monk (DR310 p45) Sidewinder Monk (DR331 p89) 12 Abundant Step Slow Fall 60’ +40’ to Movement Abundant Step Slow Fall 60’ +40’ to Movement Abundant Step Slow Fall 60’ +40’ to Movement Rage. Monk Variants Page 61 . 6/day ‘Sidewinder Monk’ Class Abilities Fangs. This is an additional attack at highest attack bonus. you gain a +6 Competence bonus on Intimidate checks when using your fangs. 4/day 13 14 15 Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Abundant Step Slow Fall 60’ +40’ to Movement Fangs. the creature you bite dies due to poison from your bite (FortNeg. 3/day +6 Competence to Bluff check +4d6 Sneak Attack Diamond Soul Slow Fall 70’ +7 Competence to Bluff check Quivering Palm +3 bonus to AC Fangs (death) +5d6 Sneak Attack Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Fangs. n/day – you grow fangs that do 1d4 Piercing damage.Dungeons & Dragons 3. DC is Constitution based). As of 8th level.5 Edition Index – Base Classes February 28. 4/day +8 Competence to Bluff check Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement +9 Competence to Bluff check +6d6 Sneak Attack Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Fangs. Fangs (death) – Once per day. Lasts for 1 + Constitution modifier rounds (minimum 1).

LN. Int: Craft. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Detect Chaos Bonus Feat Evasion Uncanny Dodge Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Improved Uncanny Dodge Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Skill Points: 4 Str: Climb. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Int: Craft. Move Silently. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Skill Points: 4 Str: Climb. Profession. Dex: Balance. Siangham. Move Silently. LE Rogue Fort. 2007 Alternate Base Classes (continued) Lvl Monk (PH p39) Steadfast Monk (DR310 p45) Vigilant Monk (DR310 p45) Wild Monk (DR324 p97) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: In-Class Skills LG. Tumble. Escape Artist. Know(religion). Will d8 — Club. Know(nature). Sai. Javelin. Kama. LE Rogue Fort. Wis: Listen. LE Rogue Fort. Know(arcana). LN. Know(arcana). Jump.5 Edition Index – Base Classes February 28. Swim. Nunchaku. Dex: Balance. Quarterstaff. Know(religion). Perform. Swim. Siangham. Siangham. Profession. 4/day Quivering Palm +3 bonus to AC Wild Shape (tiny) Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Wild Shape (huge) Monk Variants Page 62 . Crossbow (light or heavy). Will d8 — Club. LE Rogue Fort. 3/day Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Wild Shape (large) Diamond Soul Slow Fall 70’ Wild Shape. Handaxe. Crossbow (light or heavy). Dagger. LN. Move Silently. Kama. Spot. Con: Concentration. Int: Craft. Wis: Listen. Dagger. Hide. Handaxe. Hide. Know(religion). Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Damage Reduction 1/– Slow Fall 40’ Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Damage Reduction 2/– Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Damage Reduction 3/– Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Damage Reduction 4/– 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Skill Points: 4 Str: Climb. Hide. Sense Motive. Crossbow (light or heavy). Swim. Know(arcana). Spot. Dagger. Shuriken. Dex: Balance. Sai. Ref. Shuriken. Move Silently. Quarterstaff. Perform. Con: Concentration. Nunchaku. Nunchaku. Profession. Con: Concentration. Escape Artist. 1/day Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Wild Shape. Kama. Dex: Balance. Javelin. Swim. Ref. Know(arcana). Con: Concentration. Javelin. Sai. Spot. Nunchaku. Tumble. Handaxe. Cha: Diplomacy. Spot. Sling 1 Skill Points: 4 Str: Climb. Ref. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Perform. Shuriken. Quarterstaff. Jump. Cha: Diplomacy. Sense Motive. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Feat Evasion Still Mind +10’ to Movement Resist Nature’s Lure Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Wild Shape. Siangham. Sense Motive. Kama. Will d8 — Club. Know(religion). Cha: Diplomacy. Jump.. Sai. Crossbow (light or heavy). Survival. Javelin. Sense Motive. Dagger. Perform. Shuriken. Will d8 — Club. LN. Hide. Quarterstaff. Cha: Diplomacy. 2/day Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Wild Shape. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Escape Artist. Tumble. Jump. Int: Craft. Wis: Listen. Escape Artist. Ref. Wis: Listen. Tumble.Dungeons & Dragons 3. Handaxe. Profession.

2007 Lvl 17 18 19 20 Monk (PH p39) Steadfast Monk (DR310 p45) Vigilant Monk (DR310 p45) Wild Monk (DR324 p97) Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Damage Reduction 5/– Perfect Self Slow Fall any distance +4 bonus to AC Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Wild Shape. 6/day Wild Shape into an Elemental.Dungeons & Dragons 3. 2/day Monk Variants Page 63 .5 Edition Index – Base Classes February 28. 1/day Perfect Self Slow Fall any distance +4 bonus to AC Wild Shape. 5/day Empty Body Wild Shape into an Elemental.

Quarterstaff. Decisive Strike Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p51) Monk variant. Perform. Kama. Quarterstaff. Quarterstaff. Profession. Will d8 — Club. Handaxe. Know(religion). Hide. Cha: Diplomacy. Javelin. Perform. Cha: Diplomacy. LE Rogue Fort. Dagger. Swim. Profession. Dagger. 2007 Variant Class Feature . Know(religion). Lvl Monk (PH p39) Monk variant. Wis: Listen. Jump. Handaxe. Escape Artist. Dagger. Hide. Dex: Balance. Sacred Strike Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR346 p91) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: In-Class Skills LG. LN. Profession. Perform. Sense Motive. Swim. Jump. Ref. Shuriken. Swim.Dungeons & Dragons 3. Dex: Balance. Kama. Will d8 — Club. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC 2 3 4 Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Skill Points: 4 Str: Climb. Handaxe. Jump. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Decisive Strike (–1) Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (+0) +30’ to Movement Decisive Strike (–0) Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Greater Decisive Strike Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Sacred Strike Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Sacred Strike (stun) Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Sacred Strike (blind) 5 6 7 8 9 10 11 12 13 14 15 16 Monk Variants Page 64 . Know(arcana). Nunchaku. Profession. LN. Nunchaku. Sling 1 Skill Points: 4 Str: Climb. Sling LG. LE Rogue Fort. Crossbow (light or heavy). Swim. Jump. Move Silently. Wis: Listen. Sense Motive. Con: Concentration. Kama. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Decisive Strike (–2) Skill Points: 4 Str: Climb. Will d8 — Club. Spot. Shuriken. Int: Craft. Know(arcana). Know(religion). Crossbow (light or heavy). Handaxe. Escape Artist. Int: Craft. Con: Concentration. Perform. Sense Motive. Dex: Balance. Quarterstaff. Spot. Sai. Dagger. Con: Concentration. Nunchaku. LE Rogue Fort. LN. Crossbow (light or heavy). Sense Motive. Int: Craft. Escape Artist. Tumble. Wis: Listen. Sling Monk variant. Cha: Diplomacy. Nunchaku. Will d8 — Club. Know(arcana). Know(religion). Siangham. Move Silently. Shuriken. Tumble. Con: Concentration. Siangham. Crossbow (light or heavy). Move Silently. Ref. Dex: Balance. Siangham. Javelin. Javelin. Hide. Move Silently. Siangham. Sling LG. Wis: Listen. Escape Artist. Hide. Ref.5 Edition Index – Base Classes February 28. Ref. Kama. Javelin. LN. Tumble. LE Rogue Fort. Bane of the (DR351 p93) Clockwork Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Sai. Know(arcana). Spot. Int: Craft. Shuriken. Spot. Sai. Cha: Diplomacy. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC You may use Stunning Fist on Constructs You may Critical with your Unarmed Strikes on Constructs Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm (can be used on Constructs) +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Skill Points: 4 Str: Climb. Sai. Tumble.

If your opponent is a ‘Sworn Enemy’ of your Deity (see below). make a single attack at a ‘–n’ penalty using your Unarmed Strike or a Special Monk Weapon. you may declare a ‘Sacred Strike’ before making an attack. Usable (1 + Wisdom modifier) times per day (min 1). Greater Decisive Strike As above. If you hit. Sworn Enemy – Deity specific Heironeous. you do +(Monk level) damage. plus the ‘Sworn Enemy’ is Blinded for 1d8 rounds if he/she is vulnerable to critical hits (no save). you receive +(Charisma modifier) as a bonus on your attack roll. Decisive Strike Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC (PH2 p51) Monk variant. plus the ‘Sworn Enemy’ is Stunned for 1 round if he/she is vulnerable to critical hits (WillNeg. Sacred Strike (blind) as above. Yondalla – any Evil St. Sacred Strike (stun) as above. If it hits. but you get two attacks at your best attack bonus. Sacred Strike When using your Deity’s favored weapon. DC is Wisdom-based).Dungeons & Dragons 3. Bane of the (DR351 p93) Clockwork Timeless Body Tongue of the Sun and Moon Slow Fall 60’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Monk variant. Moradin. 2007 Lvl 17 18 19 20 Monk (PH p39) Monk variant. Wee Jas – any Chaotic Hextor – any Good Monk Variants Page 65 .5 Edition Index – Base Classes February 28. you do double damage and your Stunning Fist (if you used it) has a +2 DC. Sacred Strike (DR346 p91) Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Class Features Decisive Strike (–n) As a Full Round Action. Cuthbert.

Cha: Diplomacy. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Skill Points: 4 Str: Climb. Tumble. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: In-Class Skills LG. LE Rogue Fort. Spot. Ref. Tumble. Know(arcana). Move Silently. Handaxe. Int: Craft. LE Rogue Fort. Con: Concentration. Will d8 — Club. LN. Sling LG. Wis: Listen. Kama. Javelin. Profession. Siangham. Move Silently. Perform. Sense Motive. Shuriken. Int: Craft. Know(arcana). Profession. Javelin. Con: Concentration. Dagger. Escape Artist. Escape Artist. Lvl Monk (PH p39) Monk variant.Dungeons & Dragons 3. Will d8 — Club. Know(arcana). Escape Artist. Dagger. Swim. Profession. Jump. Shuriken. Know(religion). Int: Craft. Jump. Wholeness of Others (DR346 p91) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Siangham. Profession. Jump. Handaxe. Con: Concentration. Jump. Will d8 — Club. Crossbow (light or heavy). Javelin. Cha: Diplomacy. Nunchaku. Cha: Diplomacy. Dagger. Dex: Balance. Sling 1 2 3 4 5 6 7 8 9 Skill Points: 4 Str: Climb. Escape Artist. Nunchaku. Ref. Move Silently. Spot. Perform. Siangham. Know(arcana). Swim. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Wholeness of Others Slow Fall 40’ Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body 10 11 12 13 14 15 16 17 18 19 Monk Variants Page 66 . Move Silently. Handaxe. LN. Nunchaku. Crossbow (light or heavy). Quarterstaff. Sai. Sense Motive. Dagger. Tumble. Quarterstaff. Handaxe. Quarterstaff. Spot. Kama. Perform. Javelin. Hide.5 Edition Index – Base Classes February 28. Wis: Listen. Quarterstaff. Shuriken. Hide. Ref. Sai. LE Rogue Fort. Swim. Kama. Int: Craft. Ref. Tumble. Sacred Strike’ Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR346 p91) Monk variant. LE Rogue Fort. Swim. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Feat Evasion Still Mind +10’ to Movement Unwavering Dedication Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Skill Points: 4 Str: Climb. Kama. Shuriken. Cha: Diplomacy. Nunchaku. LN. Sai. LN. Know(religion). Wis: Listen. Sling Monk variant. Sense Motive. Dex: Balance. Dex: Balance. Crossbow (light or heavy). Crossbow (light or heavy). Hide. Con: Concentration. Know(religion). 2007 Variant Class Feature . Know(religion). Will d8 — Club. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Sacred Strike Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Sacred Strike (stun) Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Sacred Strike (blind) Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Skill Points: 4 Str: Climb. Unwavering (DR346 p91) Dedication Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Siangham. Wis: Listen. Sense Motive. Spot. Perform. Hide. Sai. Dex: Balance.

2007 Lvl 20 Monk (PH p39) Monk variant. broken up as desired. Unwavering (DR346 p91) Dedication Perfect Self Slow Fall any distance +4 bonus to AC Monk variant. You may not heal yourself. and/or Blackguard (whichever is alignment appropriate). up to (2x Monk level) per day. Sacred Strike’ Perfect Self Slow Fall any distance +4 bonus to AC (DR346 p91) Monk variant.5 Edition Index – Base Classes February 28. Wholeness of Others You may heal others by touch as a Standard Action. Monk Variants Page 67 .Dungeons & Dragons 3. Wholeness of Others (DR346 p91) Perfect Self Slow Fall any distance +4 bonus to AC Perfect Self Slow Fall any distance +4 bonus to AC Class Features Unwavering Dedication You may freely multiclass with Cleric. Paladin.

Tumble. Con: Concentration. Perform. Swim Dex: Balance. Creatures invulnerable to critical hits do not take extra Skirmish damage. Know(arcana). The damage bonus only applies to Unarmed Strikes or when using a Monk’s Special Weapon. Know(religion) Wis: Listen. Sense Motive. Tumble. you receive a +4 bonus on the DC against a creature at least two size categories larger than you. Move Silently. Perform. Spot. Escape Artist. Int: Craft. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Skirmish – +1d6 Bonus Monk Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Skirmish – +1 AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Skirmish – +2d6 Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Skirmish – +2 AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Alignment: any Lawful. Escape Artist. Know(religion) Wis: Listen. HD: d6 d8 Class Skill Points: 6 4. Profession. you receive an additional +4 bonus on Grapple checks against a creature at least 2 size categories larger than you. Know(arcana). Hide. Con: Concentration. Str: Climb. Know(arcana). Cha: Diplomacy. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Monk Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Size Matters Not Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Alignment: any Lawful. Spot. Int: Craft. Swim Dex: Balance. Jump. Perform. Hide. Jump. Know(arcana). he/she receives the indicated bonus. Hide. Profession. Move Silently. Jump. HD: d6 d8 Class Skill Points: 6 4. Page 68 . Know(religion) Wis: Listen. HD: d8 Class Skill Points: 4. Str: Climb. Cha: Diplomacy. 2007 Racial Substitution Lvl Monk (PH p39) Halfling Monk – 1st level substitution (RotW p158) Halfling Monk – 2nd level substitution (RotW p158) Halfling Monk – 7th level substitution (RotW p158) Halfling Monk – all level substitutions (RotW p158) 1 Alignment: any Lawful. Swim Dex: Balance. Tumble. Hide. Tumble. Jump. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Skirmish – +1d6 Bonus Monk Feat Feat: Weapon Finesse Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Skirmish – +1 AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Size Matters Not Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Skirmish – +2d6 Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Skirmish – +2 AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Skirmish When the Halfling Monk moves at least 10’. Swim Dex: Balance. Sense Motive. Perform. Jump. Move Silently. Monk Variants Class Features Size Matters Not If you have Feat: Improved Grapple. Spot. Int: Craft. Know(arcana). Profession. Move Silently. Con: Concentration. Escape Artist. Con: Concentration. Con: Concentration. Sense Motive. Sense Motive. Str: Climb. Move Silently. Str: Climb. Know(religion) Wis: Listen. Str: Climb. Sense Motive. HD: d6 d8 Class Skill Points: 6 4. Profession. Perform. Know(religion) Wis: Listen. Escape Artist. Swim Dex: Balance. Cha: Diplomacy.5 Edition Index – Base Classes February 28. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Monk Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Alignment: any Lawful. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Monk Feat Feat: Weapon Finesse Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Alignment: any Lawful. Int: Craft. Cha: Diplomacy. Profession. HD: d6 d8 Class Skill Points: 6 4. Tumble. Escape Artist. Int: Craft. Spot. Hide. Cha: Diplomacy. Spot. If you have Feat: Stunning Fist.Dungeons & Dragons 3.

Sense Motive. Con: Concentration. Hide. Spot. Con: Concentration. Sense Motive. Move Silently. HD: d8 Class Skill Points: 4. Tumble. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Monk Feat Evasion Alignment: any Lawful. Sense Motive. even under duress. Sense Motive. Con: Concentration. Know(religion) Wis: Listen. Escape Artist. Cha: Diplomacy. Swim Dex: Balance. Escape Artist. Profession. Jump. Escape Artist. Int: Craft. Int: Craft. Spot. Know(religion) Wis: Listen. Perform. Hide. Spot. Hide. Profession. Move Silently. Monk Variants Page 69 . Know(arcana). Int: Craft. Str: Climb. Move Silently. Cha: Diplomacy. Hide. Know(arcana). Swim Dex: Balance.5 Edition Index – Base Classes February 28. Know(religion) Wis: Listen. Tumble. Str: Climb. Str: Climb. Perform. The skill can be changed each day at dawn after 15 minutes of meditation. Jump. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Gain Skill Focus (any) Feat Bonus Monk Feat Evasion Alignment: any Lawful. Jump. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Gain Skill Focus (any) Feat Bonus Monk Feat Evasion Gain Investigator or Negotiator Feat Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Meditative Focus Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Class Features 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Meditative Focus Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Illuminated Monk class abilities Meditative Focus – Gain Skill Mastery in a skill of your choice. Perform. Move Silently. Know(religion) Wis: Listen. Perform. Con: Concentration. Swim Dex: Balance. Profession. Escape Artist. Skill Mastery means you can always ‘Take 10’ with a skill. Hide. Move Silently. Know(arcana). Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Monk Feat Evasion Alignment: any Lawful. Cha: Diplomacy. Swim Dex: Balance. Cha: Diplomacy. Spot. HD: d6 d8 Class Skill Points: 4. Jump. Profession. Know(arcana). Tumble. Str: Climb. Cha: Diplomacy. Int: Craft. Spot. Sense Motive. Tumble. Int: Craft. Str: Climb. HD: d6 d8 Class Skill Points: 4. Escape Artist. Con: Concentration.Dungeons & Dragons 3. Swim Dex: Balance. Perform. Know(arcana). HD: d6 d8 Class Skill Points: 4. Tumble. Jump. Know(religion) Wis: Listen. Profession. HD: d6 d8 Class Skill Points: 4. 2007 Astrological Substitutions Lvl Monk (PH p39) Illuminated Monk – 1st level substitution (DR340 p47) Illuminated Monk – 2nd level substitution (DR340 p47) Illuminated Monk – 6th level substitution (DR340 p47) Illuminated Monk – all level substitutions (DR340 p47) 1 Alignment: any Lawful. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Monk Feat Evasion Gain Investigator or Negotiator Feat Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Alignment: any Lawful.

If you have used Intimidate to perform a Demoralize action against an opponent within 10 rounds. 2nd. +4 bonus on a Strength check to Trip an opponent who is denied his/her Dexterity bonus to AC (typically due to a Feint maneuver). Proficiency with Longswords. Proficiency with Flails. Sense Motive: 4 ranks. Feat: Skill Focus (Bluff). gain a +2 bonus on Grapple checks & Disarm attempts. Perform (dance): 4 ranks. Skill Focus(any Strength-based based skill check. Feat: Agile. the Monk gains a +2 bonus on a skill (starting at 1st). you Proficiency with Warhammers. Gain an additional +1 bonus to AC when unarmed & doing any of the following: Fighting Defensively. Feat: Die Hard. Diplomacy: 4 ranks. Invisible Eye (very good at being defensive) (DR310 p43) Listen: 9 ranks. Intimidate: 4 ranks. Monk Variants Page 70 . Sacred Path of Hextor (Lawful Evil monks of the Deity of Unprovoked War) (DR346 p90) Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Intimidate: 4 ranks. When making a Sunder action with a Warhammer. +2 bonus on Attacks of Opportunity against someone trying to Bull Rush or Trip you. You may use the Flurry of Blows class ability with a Flail. +4 bonus on Dexterity or Strength checks to avoid being Bull Rushed or Tripped. When Fighting Defensively or using Combat Expertise. Feat: Combat Expertise. receive a bonus to the damage equal to ½ Monk level. –or– Dexterity-based skill).Dungeons & Dragons 3. 2007 Fighting Styles By taking the listed feats at 1st. Denying Stance (focuses on creating an unbeatable defense) (DR310 p42) Tumble: 9 ranks. Total Defense. or using Combat Expertise. Monk Fighting Styles Cobra Strike (fast moving attack & defense of a snake) (DR310 p42) Class Features Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Escape Artist Dodge Mobility Spring Attack Tumble Improved Grapple Combat Reflexes Improved Disarm Balance Stunning Fist Deflect Arrows Improved Trip Listen Combat Reflexes Lightning Reflexes Blind-Fight Survival Endurance Toughness Weapon Focus (unarmed strike) Concentration Defensive Metered Foot Offensive Metered Foot Toughness Intimidate Power Attack Improved Bull Rush Improved Overrun Bluff Combat Expertise Improved Trip Improved Feint Diplomacy Endurance Negotiator Weapon Specialization (longsword) Intimidate Endurance Persuasive Weapon Specialization (flail) Balance Improved Sunder Cleave Diehard Additional Prerequisites by 6th level Balance: 4 ranks. Metered Style (perfect focus on combat patterns) (DR337 p97) You may ‘Take 10’ on any Strength-based or DexterityConcentration: 9 ranks. Overwhelming Attack (scare a foe. Escape Artist: 9 ranks Bonus Ability Dodge feat now grants a +2 bonus to AC. & 6th levels. Sacred Path of Moradin (Lawful Good monks of the Deity of Dwarves) (DR346 p90) Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Balance: 9 ranks. Tumble: 4 ranks. Hand and Foot (difficult to knock over) (DR310 p42) Balance: 9 ranks. he/she gains the Bonus Ability. If the Monk meets the additional prerequisites when taking the 6th level feat.5 Edition Index – Base Classes February 28. +6 hp. and then knock them down or run past) (DR310 p44) Passive Way (signature move is feint followed by a trip) (DR310 p44) Bluff: 4 ranks. you gain a +4 bonus to Strength checks made to Bull Rush or Overrun that opponent. Kyokushinkai Karate (tireless & almost unkillable) (DR334 p89) Concentration: 9 ranks. Sacred Path of Heironeous (Lawful Good monks of the Deity of Righteous War) (DR346 p90) You may use the Flurry of Blows class ability with a Longsword. The Monk automatically meets the prerequisites for the indicated feats. even if distraction would normally not all you to do so.

When you enter combat and are not surprised. gain ½ Monk levels as a bonus. Monk Variants Page 71 . When you make a Bluff check in order to Feint in combat. or using Combat Expertise. but do reset the duration. gain your Wisdom modifier (if any) as a bonus to your Initiative check. using Total Defense. your opponent receives a –1 penalty on saving throws and AC for (½ Monk level) rounds. you do +1d6 damage with a melee attack made with a Light weapon (including Unarmed). you receive +1 bonus on all saving throws until the beginning of your next turn. Feat: Improved Initiative. Sacred Path of Yondalla (Lawful Good monks of the Deity of Halflings) (DR346 p91) Jump: 9 ranks. Wing Chun Kuen Skill Bonus: Listen (aware of his/her surroundings and how to use them) (DR334 p89) Listen: 9 ranks. Feat: Power Attack. Feat: Dodge After using the Flurry of Blows class ability. Sense Motive: 9 ranks.5 Edition Index – Base Classes February 28. Sleeping Tiger (fast style that works well from an ambush) (DR310 p44) Hide: 9 ranks. Know (religion): 9 ranks. Undying Way (Dwarven style whose members are tough as stone) (DR310 p44) Concentration: 9 ranks. 2007 Monk Fighting Styles Sacred Path of St. Sacred Path of Wee Jas (Lawful Neutral monks of the Deity of Magic) (DR346 p91) Use Magical Device: 4 ranks.Dungeons & Dragons 3. Receive a bonus on Use Magical Device checks equal to (½ Monk level). Spot: 9 ranks. Cuthbert (Lawful Neutral monks of the Deity of Justice) (DR346 p91) Class Features Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Survival Track Alertness Power Attack Use Magic Device Improved Initiative Skill Focus (Use Magical Device) Blind-Fight Jump Improved Initiative Weapon Finesse Mobility Hide Weapon Finesse Improved Initiative Improved Sunder Concentration Toughness Endurance Diehard Combat Reflexes Cleave Weapon Critical (unarmed strike) Tumble Improved Initiative Power Attack Improved Feint Additional Prerequisites by 6th level Survival: 4 ranks. Wushu (smart tacticians who attack in unexpected directions) (DR334 p89) Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Bluff: 4 ranks. Bonus Ability When you roll a ‘Natural 20’ on an attack roll. Usable once per round & the opponent must be vulnerable to sneak attacks. you gain Damage Reduction 2 / —. When an opponent is denied his/her Dexterity bonus to AC. When Fighting Defensively. Multiple uses of this ability do not increase the penalty.

Dodge. Stunning Fist. Ten Ox Stomp???. Feats: Extra Stunning Attacks. Stunning Fist. Strength 13+. Feats: Flying Kick. Pain Touch. Light & Heavy Handaxe Javelin Crossbow. Feats: Circle Kick. Wisdom 19+ Balance: 4+ ranks. Pain Touch. Broken Fist School (Halfling style focusing on trips Most students are Lawful Neutral) (DR309 p68) You are treated as one sizecategory larger when involved in a Trip attack. Improved Unarmed Strike. Improved Unarmed Strike. Flying Dragon Kick. Feats: Earth’s Embrace. Whirlwind Attack. Light & Heavy Dagger Handaxe Handaxe Javelin Sling Javelin Quarterstaff Sling Longsword Sling Whip Javelin Sling Ghurka (DR330 p90) Kali. Arnis. Lightning Fists S&F.5 Edition Index – Base Classes February 28. This allows a +2 bonus against one target.Dungeons & Dragons 3.e. Gain a bonus on all Trip checks equal to half your character level. On a successful Jump check. Sunning Fist. Wisdom 15+ Feats: Combat Expertise. Demon Wrestling School (Specialized in grappling Most students are Lawful Neutral) (DR309 p66) +2 bonus on Grapple checks.. Feats: Dirty Fighting. Feats: Chock Hold. Escrima (DR330 p90) Krabi-Krabong (DR330 p90) DR309 ??? – This feat contained in ‘Dragon #309’. ‘Demon Wrestling Mastery I’ Strength 17+. Mastery I Benefit +2 bonus to the DC of your Stunning Fist ability. Most students are Lawful Evil) (DR309 p65) Mastery I Prerequisites Dexterity 13+. Freezing the Lifeblood. An additional +2 bonus on Grapple checks. Extra Sunning Attacks. +2 bonus on Initiative rolls. Improved Unarmed Strike. Feats: Knock-Down. Lightning Fists. Light & Heavy Dagger Crossbow. Most students are Lawful Good) (DR309 p65) Strength 13+. Most students are Lawful Good) (DR309 p68) Gains a second use of Dodge each round. you may move an extra 5’. Mastery II Benefit The following attacks additionally cause 1 point of Constitution damage (FortNeg. Freezing the Lifeblood. DC is Wisdombased): Distant Touch. or +1 bonus each against two targets. Roundabout Kick. Improved Unarmed Strike. Mobility.. Improved Initiative. – Supposed to be in ‘Dragon #309’. Fists of Iron. ‘Blue Mountain Mastery I’ Strength 14+. Improved Grapple. Feats: Dodge. Page 72 Monk Variants . ‘Broken Fist Mastery I’. Okinawa) (PH p40) Kata (i. Ki Shout. ‘Temerad Mastery I’ Dexterity 19+ Balance: 8+ ranks. Special Monk) Weapons Kama Nunchaku Quarterstaff Club Kukri Short Sword Club Dagger Club Quarterstaff Short Sword Quarterstaff Short Sword Spear Short Spear Sai Shuriken Siangham Other Proficient Weapons Club Crossbow. Feats: Deflect Arrows. Power Attack. KnockDown. Weapon Schools Monk Schools Default (i.e. Mastery II Prerequisites ‘Black Panda Mastery I’ Dexterity 15+. 2007 Martial Arts Schools Monk Schools Black Panda School (Focuses on causing pain. Blue Mountain School (Fast style that focuses on kicks. Dexterity 14+ Jump: 4+ ranks. Dexterity 16+ Balance: 4+ ranks. Great Ki Shout. Temerad School (Elvish fighting school based on moving like the wind & water. but I couldn’t find it. Distant TouchDR309. Strength 15+. Improved Initiative. Dexterity 15+. Improved Unarmed Strike. Spring Attack. Stunning Fist. Jump: 8+ ranks. Improved Trip. +1 Insight bonus to Armor Class. Light & Heavy Dagger Handaxe Crossbow. Power Attack.

1/day Skill Points: 2 Str: Climb. 3/week Contagion. 4/day Smite Law. 2/day Smite Law. 3/week Remove Disease. Know(arch & eng). Heavy. 1/day Smite Good. Sense Motive. Int: Craft. Handle Animals. Shield Simple. Int: Craft. 5/week Remove Disease. at will Smite Evil. Intimidate. 3/day Remove Disease. Wis: Heal. 4/day Remove Disease. Martial Skill Points: 2 Dex: Ride. Aura of Good Aura of Chaos Detect Evil. 4/week Break Enchantment. Know(nobility & royalty). 4/week Smite Evil. 1/week Remove Disease. 4/day Remove Disease. at will Detect Good. Know(religion). Profession. 3/week Smite Evil. at will Detect Law. 4/day Remove Disease. 4/week Contagion. 3/day Smite Good. Profession. 3/week Smite Evil. 4/week Smite Evil. 2/day Smite Law. Medium. 3/week Break Enchantment. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CG LG Fighter Fort d10 Light. 1/week Dispel Law. Wis: Heal. 1/day Smite Law. Profession.5 Edition Index – Base Classes February 28. 1/week 1 Aura of Good Detect Evil. Aura of Good Aura of Chaos Detect Evil. 3/day Smite Law. 3/day Remove Disease.Dungeons & Dragons 3. Jump. 5/week 18 19 Paladin Variants Remove Disease. Sense Motive. Shield Simple. Know(religion). Know(nobility & royalty). at will Detect Law. Diplomacy. 2/week Remove Disease. Wis: Heal. 2007 Paladin Alternate Base Classes Lvl Paladin (PH p42) Anarch (DR310 p47) Anti-Paladin (DR312 p20) Avenger (DR310 p49) Alignment: Combat: Good Save: Hit-Die: Armor: In-Class Skills Weapons: LG Fighter Fort d10 Light. 3/day Skill Points: 2 Dex: Hide. 3/day Smite Law. Cha: Bluff. Heavy. Cha: Bluff. 1/day Divine Grace Lay on Hands Slaughter of the Weak Aura of Courage Aura of Fear Divine Health Death Knell. 1/day Smite Law. 2/day Special Mount Remove Disease. 5/week Break Enchantment. Int: Craft. 2/week Smite Evil. Profession. Know(nobility & royalty). 3/day Remove Disease. 1/week Death Knell. Medium. 2/week Smite Evil. 4/week Remove Disease. Shield Simple. Medium. Int: Craft. 1/day Cast spells from the Paladin spell list Cast spells from the Anti-Paladin spell list Turn Undead Turn or Rebuke Outsider Smite Evil. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CN LG Fighter Fort d10 Light. 5/week Page 73 . 1/week Remove Disease. Move Silently. 1/week Break Enchantment. Medium. Sense Motive. 4/day Smite Law. Cha: Bluff. 2/week Smite Evil. 1/week Smite Evil. Cha: Diplomacy. Ride. at will Smite Evil. Skill Points: 2 Dex: Ride. Sense Motive. 1/day Divine Grace Lay on Hands Destructive Strike Aura of Courage Divine Health Slippery Mind Cast spells from the Paladin spell list Cast spells from the Anarch spell list Turn Undead Turn Construct Smite Evil. 2/day Smite Good. 3/week Death Knell. Heavy. Con: Concentration. Dex: Hide. Con: Concentration. Craft. 5/week Contagion. Survival. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CE LG Fighter Fort d10 Light. 2/week Contagion. Know(nobility & royalty). 1/week Break Enchantment. Wis: Heal. Diplomacy. Intimidate. Handle Animals. 4/day Remove Disease. 2/day Special Mount Fiendish Mount Remove Disease. 4/day Smite Law. 2/day Special Mount Smite Evil. 5/week Death Knell. Heavy. at will Smite Evil. Know(local). Aura of Good Aura of Evil Detect Evil. 4/day Remove Disease. Survival. Disable Device. Con: Concentration. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Slippery Mind Cast spells from the Paladin spell list Cast spells from the Avenger spell list Turn Undead 2 Divine Grace Lay on Hands Aura of Courage Divine Health 3 4 Cast spells from the Paladin spell list Turn Undead 5 6 7 8 9 10 11 12 13 14 15 16 17 Smite Evil. 3/day Remove Disease. 2/day Remove Disease. at will Smite Evil. 2/day Special Mount Animal Minion Remove Disease. Shield Simple. Know(the planes). Con: Concentration. Ride. Know(religion). 1/week Contagion. Handle Animals. Handle Animal. 4/week Dispel Law. Diplomacy. 3/week Dispel Law. Know(religion). Intimidate.

5/day Smite Law. the spell Death Knell that the Anti-Paladin casts. 5/day Class Features ‘Anarch’ Class Abilities: Destructive Strike(DR310 p48) – The Anarch is able to inflict critical hit damage on Constructs or objects.5 Edition Index – Base Classes February 28. It gains abilities as the Anti-Paladin goes up in level based on the “Paladin’s Mount” table(PH p45). Animal Minion(DR310 p49) – The Avenger gains a magical bird as a scout & guardian. typically a Heavy Warhorse or Warpony that has the Fiendish Template. Usable 3 + Charisma mod. Also. 5/day Smite Evil. 4/week Smite Evil. Fear effects. Aura of Fear(DR312 p21) – The Anti-Paladin is immune to Fear effects. ‘Anti-Paladin’ Class Abilities: Slaughter the Weak(DR312 p21) – The Anti-Paladin gains a +2 Morale bonus to attacks & damage when attacking a creature with fewer HD that he/she has. he/she receives a new saving throw after 1 round. The Destructive Strike is designated when a critical is threatened but before it is confirmed. If not dismissed earlier. times per day. Slippery Mind(DR310 p48) – If the Anarch fails his/her saving throw against an Enchantment. usable Charisma modifier times per day. 2007 Lvl 20 Paladin (PH p42) Anarch (DR310 p47) Anti-Paladin (DR312 p20) Avenger (DR310 p49) Smite Evil. 5/day Dispel Law. It gains abilities based as the Avenger goes up in level based on the “Paladin’s Mount” table(PH p45). If the threatened critical is not confirmed. This ability may be suppressed or activated as a Free Fiendish Mount(DR312 p21) – The Anti-Paladin gains a magical steed. ‘Avenger’ Class Abilities: Slippery Mind(DR310 p48) – If the Avenger fails his/her saving throw against an Enchantment.Dungeons & Dragons 3. the minion remains for 1 hour per Class level. 5/day Smite Evil. a target with fewer HD than the Anti-Paladin receives a –2 penalty on saves vs. Paladin Variants Page 74 . 5/day Smite Good. 5/day Smite Law. that use of Destructive Strike is wasted. Turn Constructs(DR310 p48) – Able to Turn / Destroy Constructs as a Cleric three levels lower Turns / Destroys Undead. he/she receives a new saving throw after 1 round. All enemies within 10’ of the Anti-Paladin receive a –4 Morale penalty on saves vs.

4/week Smite Evil. 2007 Alternate Base Classes (continued) Lvl Paladin (PH p42) Corrupter (DR312 p24) Despot (DR312 p23) Enforcer (DR310 p53) Alignment: Combat: Good Save: Hit-Die: Armor: In-Class Skills Weapons: LG Fighter Fort d10 Light. 3/day Remove Disease. 2/day Smite Heathen. Profession. Sense Motive. Know(religion). Handle Animals. 1/day Skill Points: 2 Dex: Hide. Ride. Know(nobility & royalty). Handle Animals. Search. 1 Aura of Good Detect Evil. 4/week Smite Evil. Int: Craft. 4/day Remove Disease. at will Smite Evil. Diplomacy. 2/day Special Mount Remove Disease. Cha: Bluff. Search. Medium. Diplomacy. 2/week Remove Disease. Int: Craft. 2week Smite Evil. 5/day Smite Heathen. at will Detect Chaos. 4/week Smite Evil. 4/day Smite Chaos. 5/day 20 Smite Evil. 2/week Remove Disease. Shield Simple. 4/week Mark of Justice. 3/week Suggestion. Con: Concentration. 2/day Special Mount Leadership Remove Disease. Martial Skill Points: 2 Dex: Ride. 1/day Smite Heathen. Cha: Diplomacy. Wis: Heal. 1/week Skill Points: 2 Dex: Ride. 1/day Divine Grace Lay on Hands Subdue Aura of Courage Divine Health Suggestion. 3/week Remove Disease. at will Smite Evil. 5/day Fallen Soul. 4/day Dominate Person. 5/week Suggestion. 3/week Smite Evil. 4/day Remove Disease. 1/week Mark of Justice. Charisma modifier per day Cast spells from the Paladin spell list Cast spells from the Corrupter spell list Turn Undead Rebuke Divine Magic Smite Evil. 2/day Remove Disease. 3/week Smite Evil. 2/day Smite Chaos. 5/week Remove Disease. Know(religion). Know(religion). Intimidate. 2/day Special Mount Fiendish Familiar Remove Disease.Dungeons & Dragons 3. 2/week Smite Evil. Know(nobility & royalty). 3/day Remove Disease. Cha: Diplomacy. 3/week Suggestion. Con: Concentration. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: NE LG Fighter Fort d10 Light.5 Edition Index – Base Classes February 28. Con: Concentration. 1/week Fallen Soul (DR312 p22). 5/day Smite Chaos. Forgery. Know(history). Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: NE LG Fighter Fort d10 Light. 1/day Smite Chaos. 1/week Dominate Person. Profession. Heavy. 1/day Divine Grace Lay on Hands Slippery Mind Aura of Courage Divine Health Indomitable Will Cast spells from the Paladin spell list Cast spells from the Despot spell list Turn Undead Oppression Smite Evil. Heavy. Handle Animals. Medium. 5/week Mark of Justice. Wis: Heal. Profession. Handle Animal. Wis: Heal. at will Detect Chaos. Heavy. 3/week Mark of Justice. Disguise. Know(nobility & royalty). 4/week Fallen Soul. 4/week Paladin Variants Page 75 . 1/week 2 Divine Grace Lay on Hands Cast spells from the Paladin spell list Turn Undead 3 4 Cast spells from the Paladin spell list Turn Undead 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Smite Evil. Medium. Int: Craft. Shield Simple. 1/week Skill Points: 2 Dex: Ride. 4/day Smite Heathen. 1/day Cast spells from the Paladin spell list Cast spells from the Enforcer spell list Turn Undead Rebuke Undead Smite Evil. 3/day Remove Disease. 3/day Remove Disease. at will Detect Good. 4/day Remove Disease. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LE LG Fighter Fort d10 Light. 5/week Remove Disease. 3/day Smite Chaos. 1/day Divine Grace Lay on Hands Hidden Faith Aura of Courage Aura of Fear Divine Health Disguise Self. 5/week Smite Evil. Know(nobility & royalty). 4/day Smite Chaos. 2/day Smite Chaos. 5/day Remove Disease. Cha: Bluff. Profession. Aura of Good Aura of Evil Detect Evil. 1/week Remove Disease. 4/week Dominate Person. Int: Craft. 2/day Special Mount Leadership Remove Disease. Know(religion). 3/week Fallen Soul. at will Smite Evil. Medium. Sense Motive. 1/day Smite Chaos. Shield Simple. 2/week Smite Evil. 2/week Smite Evil. 5/day Smite Evil. Heavy. Aura of Good Aura of Law Detect Evil. 3/day Dominate Person. 2week Mark of Justice. Sense Motive. 3/day Smite Heathen. Aura of Good Aura of Law Detect Evil. 3/day Smite Chaos. Intimidate. at will Smite Evil. 5/day Smite Chaos. 4/day Remove Disease. Sense Motive. Wis: Heal. Con: Concentration. Know(history). Gather Information. Shield Simple.

Mind-Affecting ability. ‘Enforcer’ Class Abilities: Subdue(DR310 p54) – The Enforcer can inflict non-lethal damage without taking a –4 attack penalty. Intercession) (DR312 p24) – The Corrupter can use a ‘Turning’-like ability on Divine spellcasters. All enemies within 10’ of the Corrupter receive a –4 Morale penalty on saves vs.. 2007 Class Features ‘Corrupter’ Class Abilities: Smite Heathen(DR312 p24) – Add Charisma modifier to the attack roll & +1/class level damage.. If the Turn Check indicates that the Enforcer could affect a creature with 2x the target’s HD (i. then the smite has no effect. the Enforcer gains a +2 bonus on the weapon’s damage. Leadership(DR310 p54) – The Enforcer gains Feat: Leadership & has a +1 bonus on his/her Leadership score. a sap). Oppression(DR312 p23) – The Enforcer can use a ‘Turning’-like ability on living creatures. Casters that are “Turned” cannot cast Divine spells for 1 minute. Does not affect those who share the Corrupter’s own faith. If attacking with a weapon designed to do non-lethal damage (e. If the Turn Check indicates that the Despot could affect a creature with 2x the target’s HD (i. Either effect is cancelled if the Corrupter (but not his/her allies) attack the target –or– the target receives an Atonement spell. The closer creatures of a given alignment category are effected first. he/she receives a new saving throw after 1 round. Paladin Variants Page 76 . DC (10 + Corrupter lvls).e. though this does not effect the maximum number & level of followers and cohorts. and Lawful ones are affected last. If “Destroyed”. saves. 2) Any magical attempt to discern the Corrupter’s actual alignment/faith must succeed on a Level check vs. This ability may be suppressed or activated as a Free Action. Indomitable Will(DR312 p23) – The Despot becomes immune to all spells of the ‘charm’ sub-school.e.5 Edition Index – Base Classes February 28. and damage for 1 minute. He/she makes a Turn Check & Turn Damage rolls as a Cleric three levels lower.. He/she makes a Turn Check & Turn Damage rolls as a Cleric three levels lower. skill checks. “Destroyed”) are Nauseated for 1 minute.e. ‘Despot’ Class Abilities: Slippery Mind(DR310 p48) – If the Despot fails his/her saving throw against an Enchantment. and Lawful ones are affected last. Must be declared before the attack is made & if the target is not in a class that can cast Divine spells. Fear effects. & Forgery checks to maintain a deception. Chaotic creatures within 60’ are affected first.g. Rebuke Divine Magic (i. Hidden Faith(DR312 p24) – 1) Receives a +4 Profane bonus on all Bluff. Chaotic creatures within 60’ are affected first. though this does not effect the maximum number & level of followers and cohorts. “Destroyed”) are Nauseated for 1 minute. Oppression(DR312 p23) – The Despot can use a ‘Turning’-like ability on living creatures.. He/she makes a Turn Check & Turn Damage rolls as a Cleric three levels lower. Disguise. This is a Language-Dependant. Leadership(DR310 p54) – The Despot gains Feat: Leadership & has a +1 bonus on his/her Leadership score. Creatures that are “Turned” receive a –2 penalty on attacks. Aura of Fear(DR312 p21) – The Corrupter is immune to Fear effects. This is a Language-Dependant. Creatures that are “Turned” receive a –2 penalty on attacks. ability checks. the caster cannot cast Divine spells for 24 hours.Dungeons & Dragons 3. skill checks. The closer creatures of a given alignment category are effected first. and damage for 1 minute. ability checks. saves. Mind-Affecting ability.

3/week Remove Disease. Shield Simple. Aura of Good Detect Evil. 1/week Tend to Mount Smite Evil. Medium. Cha: Diplomacy. 5/day Smite Evil. Handle Animal. 3/day Remove Disease. Con: Concentration. since the class has 20 levels. 1/week Blessed Weapon Commune with Nature. Heavy. Cha: Diplomacy. Medium. Skill Points: 2 Dex: Ride. at will Detect Imbalance. 4/week Smite Evil. 1/day Skill Points: 2 Dex: Ride. Aura of Good Elemental Affinity Detect Evil. 3/week Commune with Nature. Con: Concentration. at will Smite Evil. 5/day Commune with Nature. Know(nobility & royalty). 5/week Remove Disease. Handle Animal. Sense Motive. Know(religion). Know(religion). 3/week Smite Evil. 4/day Remove Disease. 3/day Smite Extremist. Handle Animal. 1/day 1 Aura of Good Detect Evil. Aura of Good Detect Evil. Int: Craft. 1/day Divine Grace Lay on Hands Elemental Burst Aura of Courage Divine Health Energy Resistance Cast spells from the Paladin spell list Cast spells from the Incarnate spell list Turn Undead Turn Outsider Smite Evil. 3/day Divine Might Remove Disease. 4/day Remove Disease. Know(nobility & royalty).5 Edition Index – Base Classes February 28. Wis: Heal. 4/week Smite Evil. 4/day Remove Disease. Know(nobility & royalty). 2/week Remove Disease. 4/week Commune with Nature. 2/week Smite Evil. 1/week Remove Disease. 3/day Remove Disease. 4/day Smite Extremist. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: N LG Fighter Fort d10 Light. Search. Medium. Cha: Diplomacy. 4/day Remove Disease. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. 5/week Remove Disease. Handle Animals. 3/week Remove Disease. Int: Craft. Shield Simple. Wis: Heal. 1/week Smite Evil. 2/day Smite Extremist. Sense Motive. 2/day Special Mount Smite Evil. Heavy. 5/day 20 Smite Evil. 2/day Special Mount Elemental Minion Remove Disease. 2/week Smite Evil. Con: Concentration. Survival. 3/day Remove Disease. Page 77 Paladin Variants . Sense Motive. at will Smite Evil. 5/day 2 This is not being treated as a ‘Racial Substitution’. Cha: Diplomacy. 4/week Smite Evil. 2/day Special Mount Remove Disease. 2/day Special Mount Smite Evil. Sense Motive. Profession. 1/day Remove Disease. 1/week Remove Disease. 1/day 2 3 Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Smite Evil. Wis: Heal. at will Smite Evil. Profession. 1/week Smite Evil. 2007 Alternate Base Classes (continued) Lvl Paladin (PH p42) Gnome Paladin2 (DR329 p94) Incarnate (DR310 p52) Non-Spellcasting Paladin (CWar p13) Alignment: Combat: Good Save: Hit-Die: Armor: In-Class Skills Weapons: LG Fighter Fort d10 Light. Martial Skill Points: 2 Dex: Ride. 5/day Smite Extremist. Wis: Heal. Sense Motive. 1/week Holy Sword. Listen. 2/week Smite Evil. Know(religion). Perform(comedy). Heavy. Medium. 1/week Skill Points: 2 Dex: Ride. 1/week Remove Disease. Int: Craft. 5/week Remove Disease. Shield Simple. Heavy. Int: Craft. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Know(nature). at will Smite Evil.Dungeons & Dragons 3. Profession. 1/day Smite Extremist. Con: Concentration. Know(religion). Know(nobility & royalty). Shield Simple. Profession.

the minion remains for 1 hour per Class level. Incarnates with ‘Fire & Water’ affinity do Fire & Cold damage. Nauseated. Chaotic Good. but not the specific subtype. Dazzled.Charisma for 1 minute per Class level. This choice affects the Elemental Burst. Usable 1/day. Usable Charisma bonus times per day. & Elemental Minion Class Features. Insanity. 2007 Class Abilities ‘Incarnate’ Class Abilities: Elemental Affinity(DR310 p52) – The Incarnate gains an affinity to either Fire & Water –or– Air & Earth. It gains abilities based as the Incarnate goes up in level based on the “Paladin’s Mount” table(PH p45).. Usable 3 + Charisma mod. Once chosen.5 Edition Index – Base Classes February 28. Dazed. or Chaotic Evil. If not dismissed earlier. Fatigued.convert 1hp of healing into 5hp for your mount. Stunned. Divine Might(CWar p13) – As a Standard Action. Sickened. Confusion.convert 5hp of healing to remove one of the following: Blindness. Turn Outsider(DR310 p51) – Able to Turn / Destroy Outsiders as a Cleric three levels lower Turns / Destroys Undead. . or Poisoned.Dungeons & Dragons 3. Paladin Variants Page 78 . times per day. but detects creatures with an alignment subtype. a total of 2d4 + (2 x Charisma modifier damage)). Feebleminded. ‘Non-Spellcasting Paladin’ Class Abilities: Blessed Weapon(CWar p13) – Weapons wielded by the Non-Spellcasting Paladin are treated as ‘Good’ for purposes of overcoming Damage Reduction. Energy Resistance(DR310 p52) – The Incarnate gains Energy Resistance 5 against Fire & Cold –or– Electricity & Acid. Lawful Evil. Diseased. Exhausted. Wisdom. -or. Elemental Minion(DR310 p52) – The Incarnate can summon a Medium-sized Elemental of a type matching the Incarnate’s Elemental Affinity. Tend to Mount(CWar p13) – You may use your Lay on Hand to help your Mount: . the Incarnate cannot change his/her affinity. Detect Imbalance(DR310 p52) – Similar to Detect Undead. then the smite has no effect. Must be declared before the attack is made & if the target is not Lawful Good. gain a +4 bonus to Strength. based on his/her Elemental Affinity. Elemental Burst(DR310 p52) – The Incarnate is able to make a ranged touch attack (max range of 60’) that does 1d4 + Charisma modifier damage of both of his/her Elemental Affinity energies (i.convert 1hp of healing into 1 point of ability damage restored . Deafened. while ‘Air & Earth’ affinity do Electricity & Acid damage. Energy Resistance. Smite Extremist(DR310 p52) – Add Charisma modifier to the attack roll & +1/class level damage.e.

Medium. 5/day Remove Disease. 2007 Alternate Base Classes (continued) Lvl Paladin of Honor (i. Shield Simple. 3/day Remove Disease. Con: Concentration. 3/week Remove Disease. Int: Craft. Shield Simple. 2/day Special Mount Remove Disease. 4/day Smite Good. 4/day Remove Disease. Int: Craft.5 Edition Index – Base Classes February 28. 2/week Cause Disease. 1/week Remove Disease. 5/week Smite Evil. Aura of Good Detect Evil. 4/day Remove Disease. Sense Motive. 2/week Cause Disease. 1/day Smite Good. 1/week Cause Disease. 1/day Divine Grace Lay on Hands Deadly Touch Aura of Courage Debilitating Aura Divine Health Cast spells from the Paladin spell list Cast spells from the Paladin of Slaughter spell list Turn Undead Rebuke Undead Smite Evil. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CG LG Fighter Fort d10 Light. Know(nobility & royalty). 2/week Smite Evil. 5/week Cause Disease. Handle Animal. Int: Craft. Wis: Heal. Heavy. Con: Concentration. 4/day Remove Disease. 4/week Smite Evil. 2/day Special Mount Remove Disease. 4/week Cause Disease. 1/week Smite Evil. Diplomacy. 1/week Smite Evil. 1/week Skill Points: 2 Dex: Ride. at will Smite Evil.Dungeons & Dragons 3. 2/week Smite Evil. 2/day Special Mount Remove Disease. 1/week 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Smite Evil. 5/day Paladin Variants Page 79 . 2/day Special Mount Remove Disease. Shield Simple. 3/day Remove Disease. Wis: Heal. Sense Motive. 1/day Skill Points: 2 Dex: Ride. Medium. Aura of Good Aura of Evil Detect Evil. at will Smite Evil. Wis: Heal. Heavy. 3/week Remove Disease. Know(religion). 3/week Cause Disease. 5/day Smite Evil. Wis: Heal. Know(nobility & royalty). 5/week Cause Disease. 5/day Smite Good. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CE LG Fighter Fort d10 Light. standard Paladin) (PH p42) Paladin of Freedom (UA p53) Paladin of Slaughter (UA p54) Paladin of Tyranny (UA p54) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Con: Concentration. 4/week Remove Disease. 1/week Cause Disease. Aura of Good Aura of Evil Detect Evil. at will Smite Evil. Profession. 4/day Remove Disease. 1/week Smite Evil. Profession.. 3/day Smite Good. 1/week Remove Disease. 5/week Remove Disease. Know(nobility & royalty). Profession. 3/week Remove Disease. Know(religion). Shield Simple. Know(religion). 1/week 2 3 Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Divine Grace Lay on Hands Aura of Courage Aura of Resolve Divine Health Cast spells from the Paladin spell list Cast spells from the Paladin of Freedom spell list Turn Undead Smite Evil. Sense Motive. 1/day Divine Grace Lay on Hands Deadly Touch Aura of Courage Aura of Despair Divine Health Cast spells from the Paladin spell list Cast spells from the Paladin of Tyranny spell list Turn Undead Rebuke Undead Smite Evil. 3/day Smite Good. 5/day Smite Evil.e. Martial Skill Points: 2 Dex: Ride. 3/day Remove Disease. at will Detect Good. 5/week Smite Evil. at will Detect Good. Heavy. Cha: Diplomacy. 1/day Smite Good. Know(religion). 3/day Remove Disease. 4/week Cause Disease. 2/week Smite Evil. Int: Craft. Cha: Bluff. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LE LG Fighter Fort d10 Light. Medium. 2/day Smite Good. Profession. Handle Animal. Handle Animals. at will Smite Evil. Sense Motive. Cha: Diplomacy. Con: Concentration. 5/day Smite Good. 1/day 1 Skill Points: 2 Dex: Ride. 4/week Smite Evil. Heavy. 2/day Smite Good. Medium. 4/day Smite Good. 3/week Cause Disease. Know(nobility & royalty). Intimidate. Handle Animal. Aura of Good Detect Evil. Cha: Diplomacy.

5 Edition Index – Base Classes February 28. ‘Paladin of Tyranny’ Class Abilities: Aura of Despair(UA p54) – All enemies within a 10’ radius of a Paladin of Tyranny receive a –2 penalty to all Saving Throws. Cause Disease(UA p54) – Contagion. 2007 Class Features ‘Paladin of Freedom’ Class Abilities: Aura of Resolve(UA p53) – The Paladin of Freedom is immune to Compulsion effects. A total of (Class level * Charisma modifier) hit points may be inflicted / healed each day. Compulsion effects. The target of inflicted damage receives a Will save for half damage (DC = 10 + ½ Class level + Charisma modifier). A total of (Class level * Charisma modifier) hit points may be inflicted / healed each day. Paladin Variants Page 80 . Cause Disease(UA p54) – Contagion. Deadly Touch(UA p54) – Able to inflict of damage through a touch attack or heal damage to Undead. by touch.Dungeons & Dragons 3. Deadly Touch(UA p54) – Able to inflict of damage through a touch attack or heal damage to Undead. The target of inflicted damage receives a Will save for half damage (DC = 10 + ½ Class level + Charisma modifier). All allies within 10’ of the Paladin of Freedom gain a +4 Morale bonus on saves vs. ‘Paladin of Slaughter’ Class Abilities: Debilitation Aura(UA p53) – All enemies within a 10’ radius of a Paladin of Slaughter receive a –1 penalty to AC. by touch.

Handle Animal. 3/week Remove Disease. 1/day 2 3 Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Divine Grace Lay on Hands Resist Fiendish Lure Aura of Courage Divine Health Celestial Fortitude Cast spells from the Paladin spell list Cast spells from the Sentinel spell list Turn Undead Turn Outsider Smite Evil. 2/day Special Mount Remove Disease. 1/day Skill Points: 2 Dex: Ride. Shield Simple. Celestial Minion(DR310 p51) – The Sentinel can summon a Medium-size (or smaller) animal with the Celestial Template once per day.5 Edition Index – Base Classes February 28. Medium. Know(nobility & royalty). 4/day Remove Disease. 4/week Dispel Evil. 2/week Smite Evil. 1 Aura of Good Detect Evil. 3/week Dispel Evil. 1/week Remove Disease. Wis: Heal. 5/week Resist Energy. 1/day Skill Points: 2 Dex: Ride. 3/day Remove Disease. 4/day Remove Disease. Paladin Variants Page 81 . at will Smite Evil. Martial Skill Points: 2 Dex: Ride. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: NG LG Fighter Fort d10 Light. at will Smite Evil. If not dismissed earlier. Shield Simple. Sense Motive. If the effect or spell normally causes half or partial damage on a successful save. Int: Craft. Heavy. Con: Concentration. the effect does no damage on a successful save to the Sentinel. 1/week 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Smite Evil. Know(religion). Search. Survival. Cha: Diplomacy. 3/week Smite Evil. 1/week Dispel Evil. 3/day Remove Disease. Know(nobility & royalty). . Listen. Medium. Know(religion). Shield Simple. 5/day Smite Evil. Celestial Fortitude(DR310 p51) – The Sentinel gains a +2 Sacred bonus on saving throws against the effects of Evil Outsiders & Evil Spells. 5/day Smite Evil. 5/week Remove Disease. Wis: Heal. Aura of Good Detect Evil. 2007 Alternate Base Classes (continued) Lvl Paladin (PH p42) Sentinel (DR310 p50) Wyrmslayer (DR332 p90) Alignment: Combat: Good Save: Hit-Die: Armor: In-Class Skills Weapons: LG Fighter Fort d10 Light. Profession. Aura of Good Detect Evil. Know(the planes). 2/day Special Mount Celestial Minion Remove Disease. 2/week Remove Disease. 5/day Dispel Evil. Int: Craft. 2/week Resist Energy. Spot. 2/day Special Mount Remove Disease. 4/week ‘Sentinel’ Class Abilities: Resist Fiendish Lure(DR310 p51) – The Sentinel gains a +4 Sacred bonus on saving throws against Mind-Affecting attacks of Evil Outsiders. Profession. 3/day Remove Disease. 1/day May freely Cross-Class with Ranger if 1st Favored Enemy is Dragons Divine Grace Lay on Hands Aura of Courage Divine Health Turn Undead Able to cast Prepared Divine spells from the Paladin spell list Smite Evil. at will Smite Evil. Handle Animals. Know(religion). Sense Motive. Wis: Heal. Cha: Diplomacy. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Heavy. Con: Concentration. 5/day Smite Evil. Know(nobility & royalty). 2/day Smite Evil. 2/week Smite Evil. 1/week Resist Energy. the minion remains for 1 hour per Class level. Sense Motive. 3/day Smite Evil. 3/day Remove Disease. Int: Craft. 3/week Resist Energy. Cha: Diplomacy. 5/week Remove Disease. Handle Animal.Dungeons & Dragons 3. 4/week Smite Evil. Heavy. Profession. Medium. Know(arcana). 3/week Resist Energy. 4/day Remove Disease. It gains abilities based as the Sentinel goes up in level based on the “Paladin’s Mount” table(PH p45). Con: Concentration.

Wis: Heal. 2/week Smite Evil. Int: Craft.5 Edition Index – Base Classes February 28. 2/week Smite Evil. Cha: Diplomacy. Sense Motive. 1/week Skill Points: 2 Dex: Ride. Aura of Banishment variant class abilities Aura of Banishment – Within a 30’ radius Emanation around you. 3/week Remove Disease. 4/week Smite Evil. Wis: Heal. at will Smite Evil. at will Smite Evil. 5/day Paladin. 2/week Smite Evil. Medium. 3/week Smite Evil. 2/day Special Mount Remove Disease. 4/day Remove Disease. 3/day Remove Disease. 5/day Smite Evil. 5/week Smite Evil. Paladin. Con: Concentration. You are immune to the chosen effect and your allies within your Aura of Courage gain a +4 bonus on saves against the chosen effect. Heavy. 5/week Remove Disease. Know(religion). Handle Animal. Cha: Diplomacy. Shield Simple. 3/day Remove Disease. at will Smite Evil. 3/week Remove Disease. 4/week Smite Evil. Heavy. 5/week Remove Disease. Shield Simple. 3/day Remove Disease. 3/week Remove Disease. Martial LG Fighter Fort d10 Light. Aura of Sanctity variant class abilities Aura of Sanctity – Choose one of the following: Compulsion effects (including Possession). 2007 Variant Class Features Lvl Paladin (PH p42) Paladin variant. 1/week Aura of Banishment +2 bonus on Intimidate checks vs. the following applies: 1. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 2 An Evil Outsider with fewer HD than your Paladin level may not use Summoning or Teleporting effects. Profession. Wis: Heal. Martial 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 2 Dex: Ride. Know(religion). Medium. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 4/day Remove Disease. Evil Outsiders Skill Points: 2 Dex: Ride. 4/day Remove Disease. 1/week Skill Points: 2 Dex: Ride. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Aura of Sanctity Smite Evil. 5/week Remove Disease. Sense Motive. Cha: Diplomacy. Know(nobility & royalty). Cha: Diplomacy. Profession. Death effects. Paladin Variants Page 82 . 4/week Remove Disease. Aura of Good Detect Evil. Aura of Banishment Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR349 p93) Paladin variant. Martial LG Fighter Fort d10 Light. at will Smite Evil. 2/day Special Mount Remove Disease. 2/day Special Mount Remove Disease. Know(nobility & royalty). Heavy. Int: Craft. Handle Animal. Aura of Sanctity Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR349 p93) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Medium. Profession. or Petrification. Int: Craft. Profession. Con: Concentration. 4/day Remove Disease. 4/week Smite Evil. Know(nobility & royalty). Know(religion). Handle Animal. 2/day Special Mount Remove Disease. Heavy. Sense Motive. 3/day Remove Disease. Know(nobility & royalty).Dungeons & Dragons 3. Wis: Heal. 5/day Smite Evil. Int: Craft. No Evil Outsider with fewer HD than your Paladin level may be summoned. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Gain Darkvision 60’ & Low-light Vision Cast spells from the Paladin spell list Turn Undead Smite Evil. Con: Concentration. Sense Motive. Aura of Good Detect Evil. Shield Simple. Angel’s Sight Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR349 p93) Paladin variant. Know(religion). 2/week Smite Evil. Shield Simple. 5/day Smite Evil. Con: Concentration. Handle Animal. Aura of Good Detect Evil. Martial LG Fighter Fort d10 Light. Medium. Aura of Good Detect Evil. 1/week Remove Disease.

3/week Remove Disease. Wis: Heal. Handle Animal. except the bonus is ½ Paladin level (min +1). Profession. 5/day Smite Evil. Con: Concentration. Sense Motive. Handle Animal. 2/day Special Mount Remove Disease. 4/day Remove Disease. 1/day Gaze of Truth Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Add Detect Evil to the 1st level spell list Turn Undead Smite Evil. Sense Motive. 3/day Remove Disease. usable (1 + Charisma modifier) times per day. Cha: Diplomacy. Int: Craft. Medium. 5/week Smite Evil. Know(the planes). 4/week Remove Disease. Hunter of Fiends variant class abilities Hunter of Fiends – Gain Favored Enemy (Evil Outsiders) as the Ranger class ability. 1/day Feat: Track Hunter of Fiends Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 3/day Remove Disease. 3/week Remove Disease. Paladin. Wis: Heal. Know(nobility & royalty). Know(nobility & royalty). Paladin. at will Smite Evil. Charging Smite Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p53) Paladin variant. 2/week Smite Evil. Skill Points: 2 Dex: Ride. Martial LG Fighter Fort d10 Light. 3/day Remove Disease. 2/day Special Mount Charging Smite Remove Disease. 5/week Remove Disease. 2/week Smite Evil. Medium. Heavy. Martial LG Fighter Fort d10 Light. 4/day Remove Disease. Medium. Handle Animal. Know(religion). 2/week Smite Evil. Aura of Good Detect Evil. 3/day Remove Disease. Con: Concentration. Know(nobility & royalty). Heavy. 5/week Remove Disease. Cha: Diplomacy. 1/week 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 5/day Smite Evil. Handle Animal. 1/week Skill Points: 2 Dex: Ride. 4/week Smite Evil. Aura of Sanctity variant class abilities Gaze of Truth – Discern Lies. Sense Motive. Gaze of Truth Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR349 p93) Paladin variant. Profession. Heavy. 3/week Remove Disease. Know(nobility & royalty). 1/week Remove Disease. Int: Craft. Con: Concentration. Int: Craft. Medium. Shield Simple. Know(religion). Cha: Diplomacy. Heavy. Martial Skill Points: 2 Dex: Ride. Hunter of Fiends Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR349 p93) Alignment: Combat: Good Save: Hit-Die: Armor: Class Features Weapons: LG Fighter Fort d10 Light. 1/day Aura of Good Detect Evil. 1 Aura of Good Detect Evil. Martial LG Fighter Fort d10 Light. 2007 Variant Class Features (continued) Lvl Paladin (PH p42) Paladin variant. 2/day Special Mount Remove Disease. Shield Simple. Con: Concentration. Shield Simple. 1/week Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Survival. Skill Points: 2 Dex: Ride. Paladin Variants Page 83 . If the save is successful. you do +(2 x Paladin level) damage. Profession. 5/day Smite Evil. 4/week Smite Evil. 5/day Paladin. Wis: Heal. Charging Smite variant class abilities Charging Smite – if you use your Smite Evil ability at the end of a Charge action. 4/week Smite Evil. at will Smite Evil. Profession. 5/week Remove Disease. Shield Simple.5 Edition Index – Base Classes February 28. Wis: Heal. 2/day Special Mount Remove Disease. at will Smite Evil. Sense Motive. Int: Craft. 4/day Remove Disease. DC is Charisma-based.Dungeons & Dragons 3. 4/day Remove Disease. Know(religion). Know(religion). 1/day Aura of Good Detect Evil. 3/week Smite Evil. at will Smite Evil. 2/week Smite Evil. that creature may not be targeted again for 24 hours. Cha: Diplomacy.

Heavy. 2007 Variant Class Features (continued) Lvl Paladin (PH p42) Paladin variant. Heavy. +1 Remove Disease. Medium. 5/day Bonus Fighter Feat Smite Evil. Heavy. 3/day Remove Disease. 1/week Bonus Fighter Feat Remove Disease. 4/week Bonus Fighter Feat Smite Evil. Aura of Good Detect Evil. Cha: Diplomacy. 5/week Remove Disease. Aura of Good Detect Evil. Wis: Heal. Know(nobility & royalty). 4/week Sword of Celestia. 2/day Special Mount Remove Disease. Smiting Arrow Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR349 p93) Paladin variant. Profession. Shield Simple. 1/week Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Bonus Fighter Feat Smite Evil. 2/day Special Mount Sword of Celestia. Con: Concentration. Con: Concentration. Handle Animal. Medium. Martial LG Fighter Fort d10 Light. Cha: Diplomacy. 1/week Skill Points: 2 Dex: Ride. Profession. 1/week Skill Points: 2 Dex: Ride. Martial LG Fighter Fort d10 Light. 3/week Bonus Fighter Feat Remove Disease. 2/week Smite Evil. Sword of Celestia variant class abilities Sword of Celestia. Int: Craft. 2/day Special Mount Remove Disease. 4/week Smite Evil. Power of Self Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR347 p91) Paladin variant. Cha: Diplomacy. Cha: Diplomacy. Medium. Int: Craft. Int: Craft. Know(religion). at will Smite Evil. +2 Holy Lawful Paladin. +2 Remove Disease. Martial LG Fighter Fort d10 Light. 5/day Smite Evil. +N – Gain a Celestial-forged weapon (does not need to be a sword) of great beauty. If damaged. You may summon your weapon (1 + Wisdom modifier) times per day (min 1).5 Edition Index – Base Classes February 28. You must give an oath to never sell or loan your weapon to anyone. 5/week Remove Disease. Int: Craft. Heavy. Handle Animal. Know(nobility & royalty). Shield Simple. 2/week Smite Evil. Con: Concentration. 2/day Special Mount Remove Disease. Profession. Martial 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 2 Dex: Ride. Aura of Good Detect Evil. 3/day Remove Disease. 3/day Remove Disease. 4/week Smite Evil. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Know(nobility & royalty). at will Smite Evil. 5/week Remove Disease. You may summon or dismiss the weapon as a Free Action. Aura of Good Detect Evil. Know(religion). Sword of Celestia Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR349 p93) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. 4/day Remove Disease. Know(religion). the weapon may be repaired with normal healing spells. you must wait 1 year + 1 day to have a new one forged. at will Smite Evil. 5/day Smite Evil. Sense Motive. Paladin Variants Page 84 . 4/day Remove Disease. Wis: Heal. +2 Holy Remove Disease. 3/day Sword of Celestia. Handle Animal. Know(religion). Profession. 3/week Remove Disease. 2/week Smite Evil. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Shield Simple. You may upgrade the weapon as if you had Feat: Craft Magic Arms and Armor (still costs gold & XP). Wis: Heal. 3/week Remove Disease. Know(nobility & royalty). 1/day You may use Smite Evil with a ranged attack within 30’ Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Shield Simple. Sense Motive.Dungeons & Dragons 3. 4/day Remove Disease. Wis: Heal. 1/day Skill Points: 2 Dex: Ride. Medium. 4/day Remove Disease. Sense Motive. 5/day Sword of Celestia. 3/week Smite Evil. Con: Concentration. If destroyed. 2/week Smite Evil. at will Smite Evil. 5/week Smite Evil. Handle Animal. Sense Motive.

5/day Smite Evil. Survival. Aura of Freedom All allies within 30’ gain a +4 Morale bonus on saves vs. Con: Concentration. 1/day Divine Grace Lay on Hands Aura of Courage Aura of Freedom Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 1/week Remove Disease. Con: Concentration. 5/week Smite Evil. 4/week Smite Evil. at will Smite Evil. 3/week Remove Disease. 2/day Special Mount Skill Points: 2 Dex: Ride. Aura of Good Detect Evil. It gains Special Mount abilities as if the Elf Paladin were 6 levels lower that he/she actually is. Wis: Heal. 2/week Smite Evil. Aura of Good Detect Evil. Profession. 4/week Smite Evil. at will Smite Evil. 2/week Smite Evil. 1/day Ranged Smite Evil. 3/day Ranged Smite Evil. Wis: Heal. Int: Craft. Wis: Heal. Know(religion). Con: Concentration. Shield Simple. Cha: Diplomacy. Sense Motive. 1/week Remove Disease. Heavy. Aura of Good Detect Evil. 2/day Special Mount Skill Points: 2 Dex: Ride. 4/week Smite Evil. Medium. Sense Motive. 1/week Skill Points: 2 Dex: Ride. Cha: Diplomacy. 3/day Remove Disease. 3/week Remove Disease. 5/day Ranged Smite Evil. 3/week Smite Evil. N/day You may use the normal Paladin class ability ‘Smite Evil’ only with a straight bow on a target within 30’. 2/day Special Mount Unicorn Mount Remove Disease. Martial 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 2 Dex: Ride. Unicorn Mount The Elf Paladin (of either gender) gains a Unicorn as its Special Mount. Con: Concentration. 5/day Ranged Smite Evil.Dungeons & Dragons 3. 4/day Remove Disease. Paladin Variants Page 85 . Profession. at will Smite Evil. 2/week Smite Evil. Heavy. 2/day Ranged Smite Evil. 3/day Remove Disease. 1/week Skill Points: 2 Dex: Ride. 2/day Special Mount Unicorn Mount Remove Disease. 5/day Elf Paladin Class Abilities Ranged Smite Evil. 3/day Remove Disease. Cha: Diplomacy. 2/week Smite Evil. Profession. Know(nobility & royalty). 1/day Divine Grace Lay on Hands Aura of Courage Aura of Freedom Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Profession. Sense Motive. Shield Simple. at will Smite Evil. Know(religion). Shield Simple. Medium. 4/day Ranged Smite Evil. Cha: Diplomacy. Know(nobility & royalty). 3/day Remove Disease. 3/day Ranged Smite Evil. Wis: Heal. Shield Simple. Survival. Heavy. Heavy. 5/week Remove Disease. 4/day Ranged Smite Evil. Profession. Shield Simple. Survival. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 5/week Remove Disease. 5/day Smite Evil. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Int: Craft. Handle Animal. Handle Animal. 2/day Special Mount Remove Disease. 1/week Remove Disease. 3/week Remove Disease. 5/day Smite Evil.5 Edition Index – Base Classes February 28. Handle Animal. Medium. 4/week Smite Evil. Aura of Good Detect Evil. Survival. Know(religion). Int: Craft. at will Smite Evil. Wis: Heal. Cha: Diplomacy. 4/week Remove Disease. Int: Craft. Medium. 5/day Smite Evil. Know(religion). Know(nobility & royalty). Medium. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 4/day Remove Disease. Heavy. 3/day Remove Disease. 1/day Ranged Smite Evil. 2/week Smite Evil. Know(nobility & royalty). Know(nobility & royalty). Know(religion). Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Handle Animal. 4/day Remove Disease. Int: Craft. Sense Motive. Con: Concentration. 4/day Remove Disease. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Aura of Good Detect Evil. Sense Motive. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. 4/day Remove Disease. 2/day Ranged Smite Evil. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 5/week Remove Disease. Handle Animal. 2007 Racial Substitutions Lvl Paladin (PH p46) Elf Paladin – 1st level substitution (RotW p155) Elf Paladin – 3rd level substitution (RotW p155) Elf Paladin – 5th level substitution (RotW p155) Elf Paladin – all level substitutions (RotW p155) Alignment: Combat: Good Save: Hit-Die: Armor: Class Features Weapons: LG Fighter Fort d10 Light. 5/week Remove Disease. 3/week Remove Disease. Enchantment effects as long as the Elf Paladin is conscious.

which grants a +N Morale bonus on melee weapon damage for (1 + Charisma modifier) rounds (minimum 1 round). 4/day Remove Disease. +2. Intimidate. Profession. 4/week Remove Fatigue. Know(religion). Handle Animals. 4/week Righteous Fury. 1/week Skill Points: 2 Dex: Ride. Handle Animals. +5. at will Smite Evil. 5/day Righteous Fury. 3/week Remove Disease. 5/week Remove Fatigue. Aura of Good Detect Evil. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d12 d10 Light. Cha: Diplomacy. +3. Evil creatures within 10’ take a –2 penalty on saves vs. Sense Motive. Cha: Diplomacy.Dungeons & Dragons 3. 4/day Smite Evil. 4/day Remove Disease. Know(religion). 2/week Smite Evil. Profession. Know(religion). Profession. Heavy. 4/day Remove Disease. Handle Animals. In addition. Martial 1 2 3 Skill Points: 2 Dex: Ride. 4/day Righteous Fury. Cha: Diplomacy. 2/day 4 5 6 7 8 9 10 11 Righteous Fury. Con: Concentration. 5/week Remove Disease. Wis: Heal. Paladin Variants Aura of Awe The Half-Orc Paladin becomes immune to all Fear effects. Wis: Heal. 2/day Special Mount Remove Disease. 4/week Remove Disease. 2007 Racial Substitution (continued) Lvl Paladin (PH p46) Half-Orc Paladin – 1st level substitution (RoD p160) Half-Orc Paladin – 3rd level substitution (RoD p160) Half-Orc Paladin – 6th level substitution (RoD p160) Half-Orc Paladin – all level substitutions (RoD p160) Alignment: Combat: Good Save: Hit-Die: Armor: Class Features Weapons: LG Fighter Fort d10 Light. Sense Motive. Know(nobility & royalty). Wis: Heal. 2/day Special Mount Remove Disease. Cha: Diplomacy. 2/week Smite Evil. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d12 d10 Light. 1/day Smite Evil. 3/day Remove Disease. 2/day Righteous Fury. 5/day Smite Evil. Wis: Heal. 4/day Remove Disease. 3/week 12 13 14 15 16 17 18 19 20 Smite Evil. +3. Intimidate. +6. 5/day Righteous Fury. Sense Motive. 5/week Smite Evil. Know(religion). 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. a Half-Orc Paladin may enter a ‘Righteous Fury’. 4/week Righteous Fury. Profession. 5/week Smite Evil. 1/week Remove Fatigue. 1/week Skill Points: 2 Dex: Ride. 3/day Righteous Fury. at will Smite Evil. +4. 3/week Righteous Fury. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Handle Animals. +2. Know(religion). Aura of Good Detect Evil. 1/week Skill Points: 2 Dex: Ride. Shield Simple. Medium. 5/day Remove Disease. +5. 3/week Smite Evil. 2/week Smite Evil. 5/week Smite Evil. 1/day Righteous Fury. 3/day Remove Disease. Medium. 1/day Righteous Fury. 2/week Smite Evil. at will Smite Evil. at will Smite Evil. Con: Concentration. +3. 2/week Smite Evil. +4. 4/day Remove Disease. 5/day Smite Evil. Know(nobility & royalty). Sense Motive. 1/week Skill Points: 2 Dex: Ride. Shield Simple. 5/week Remove Fatigue. Shield Simple. 5/day Remove Disease. Medium. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Righteous Fury. Aura of Good Detect Evil. 3/day Remove Disease. at will Smite Evil. +6. Page 86 . Remove Fatigue The Half-Orc Paladin can remove the Fatigued condition from all allies within a 30’ Burst centered on the himself/herself. Int: Craft. 1/week Righteous Fury. 2/day Special Mount Remove Disease. 5/day Half-Orc Paladin Class Abilities Righteous Fury. Int: Craft. Shield Simple. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Aura of Awe Cast spells from the Paladin spell list Turn Undead Righteous Fury. 1/day Smite Evil. 4/week Remove Fatigue. +N As a Free Action. Heavy. Handle Animal. 4/week Smite Evil. Con: Concentration. Shield Simple. Medium. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Aura of Awe Cast spells from the Paladin spell list Turn Undead Smite Evil. 2/day Righteous Fury. +7.5 Edition Index – Base Classes February 28. Medium. Cha: Diplomacy. Heavy. Int: Craft. Heavy. Con: Concentration. 3/day Remove Disease. Wis: Heal. +7. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d12 d10 Light. 2/week Remove Fatigue. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d12 d10 Light. 2/day Remove Disease. +5. Know(nobility & royalty). 5/week Remove Disease. Aura of Good Detect Evil. Heavy. Intimidate. Fear effects & checks to resist Intimidation attempts. Intimidate. Profession. 3/day Remove Disease. 2/day Special Mount Remove Disease. Int: Craft. 3/day Remove Disease. 3/week Remove Fatigue. Int: Craft. 2/day Special Mount Remove Disease. 3/day Remove Disease. 3/day Righteous Fury. 3/week Remove Fatigue. 1/week Remove Fatigue. +3. Con: Concentration. 2/week Remove Fatigue. Sense Motive. Know(nobility & royalty). +4. 4/day Righteous Fury. 4/day Remove Disease. 4/week Smite Evil. Know(nobility & royalty). 3/week Righteous Fury. +5. +4. Aura of Good Detect Evil.

Know(religion). 3/day Remove Disease. Medium. 4/week Smite Evil. 1/day Divine Grace Durable Will Lay on Hands Repair Damage Aura of Courage Divine Health Immunity to Stunning Turn Undead Able to cast Prepared Divine spells from the Paladin spell list Smite Evil or Construct. Heavy. 1/week Remove Disease. 4/week Smite Evil or Construct. Int: Craft. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Immunity to Stunning Turn Undead Able to cast Prepared Divine spells from the Paladin spell list Smite Evil. at will Smite Evil or Construct. Con: Concentration. Know(nobility & royalty). broken up however you wish. Medium. 5/week Remove Disease. Aura of Good Detect Evil. 2/day Special Mount Remove Disease. 5/day Smite Evil or Construct. Handle Animals. Sense Motive. 2/day Special Mount Remove Disease. Durable Will – Add your Constitution modifier (if any) to all Will saving throws. 2/week Smite Evil. Cha: Diplomacy. 5/day Smite Evil or Construct. Cha: Diplomacy. 2/week Smite Evil. Medium. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Aura of Good Detect Evil. Handle Animals. Sense Motive. Know(nobility & royalty). 1/day Divine Grace Durable Will Lay on Hands Repair Damage Aura of Courage Divine Health Turn Undead Able to cast Prepared Divine spells from the Paladin spell list Smite Evil. 2007 Racial Substitution (continued) Lvl Paladin (PH p42) Warforged Paladin – 1st level substitution (RoE p130) Warforged Paladin – 2nd level substitution (RoE p130) Warforged Paladin – 3rd level substitution (RoE p130) Warforged Paladin – all level substitutions (RoE p130) Alignment: Combat: Good Save: Hit-Die: Armor: Class Features Weapons: LG Fighter Fort d10 Light. Know(religion). Immunity to Stunning – You cannot be Stunned. Know(nobility & royalty). Know(nobility & royalty). Int: Craft. Int: Craft. Int: Craft. 4/day Remove Disease. 3/day Remove Disease. Aura of Good Detect Evil. 3/day Remove Disease. Cha: Diplomacy. Con: Concentration. at will Smite Evil. 5/day Smite Evil. Wis: Heal. 2/day Special Mount Remove Disease. Profession. 1/week Aura of Courage Divine Health Turn Undead Able to cast Prepared Divine spells from the Paladin spell list Smite Evil or Construct. Paladin Variants Page 87 . Sense Motive. 2/week Smite Evil or Construct. 5/week Smite Evil. 2/day Special Mount Remove Disease. Aura of Good Detect Evil. 1/day Divine Grace Lay on Hands Skill Points: 2 Dex: Ride. Medium. 4/day Remove Disease. 5/week Remove Disease. at will Smite Evil or Construct. Profession. Know(religion). 4/week Smite Evil or Construct. You can also use this ability to heal living creatures.5 Edition Index – Base Classes February 28.Dungeons & Dragons 3. 3/week Remove Disease. Cha: Diplomacy. 4/day Remove Disease. Handle Animals. Profession. 4/week Smite Evil. Know(nobility & royalty). 2/day Special Mount Remove Disease. 1/week Skill Points: 2 Dex: Ride. 4/day Remove Disease. 3/day Remove Disease. though it takes 2 point from the pool to heal 1 hit-point. 3/week Smite Evil. Cha: Diplomacy. Aura of Good Detect Evil. 5/day Warforged Paladin Class Abilities: Smite Construct – This ability works just like ‘Smite Evil’. Medium. Con: Concentration. 3/week Remove Disease. Know(religion). Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Repair Damage – You can repair (Constitution modifier * Paladin level) hit-points of damage to any Living Construct (including yourself) each day. Handle Animals. Shield Simple. Handle Animal. 5/week Remove Disease. 3/week Remove Disease. Heavy. Martial 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 2 Dex: Ride. 5/day Smite Evil. Wis: Heal. 1/week Skill Points: 2 Dex: Ride. 2/week Smite Evil or Construct. except the Construct can be of any alignment. Shield Simple. Sense Motive. Know(religion). 3/day Remove Disease. Int: Craft. 3/week Remove Disease. Profession. Con: Concentration. Con: Concentration. Wis: Heal. Wis: Heal. 5/week Remove Disease. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Turn Undead Able to cast Prepared Divine spells from the Paladin spell list Smite Evil. 2/week Smite Evil. Heavy. Wis: Heal. Shield Simple. Shield Simple. Heavy. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Sense Motive. Shield Simple. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. 4/week Remove Disease. at will Smite Evil. 4/day Remove Disease. Heavy. 1/week Skill Points: 2 Dex: Ride. at will Smite Evil. Profession.

5 Edition Index – Base Classes February 28. Know(nobility & royalty). 1/day Divine Grace Lay on Hands Cooling Touch Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Aura of Good Detect Evil. Wis: Heal. Medium. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. 2/week Smite Evil. Heavy. 4/day Remove Disease. Sense Motive. Medium. Con: Concentration. Know(nobility & royalty).Dungeons & Dragons 3. Heavy. 1/week Skill Points: 2 Dex: Ride. 2007 Astrological Substitutions Lvl Paladin (PH p46) Paladin of Light – 1st level substitution (DR340 p47) Paladin of Light – 2nd level substitution (DR340 p47) Paladin of Light – 6th level substitution (DR340 p47) Paladin of Light – all level substitutions (DR340 p47) Alignment: Combat: Good Save: Hit-Die: Armor: Class Features Weapons: LG Fighter Fort d10 Light. Profession. 1/week Remove Disease. 4/day Remove Disease. 4/week Remove Curse. 4/week Remove Curse. Con: Concentration. Know(religion). 5/day Smite Evil. 5/day Remove Disease. Heavy. 5/week Remove Disease. Con: Concentration. Cha: Diplomacy. 2/day Special Mount Remove Disease. 1/week Remove Curse. Int: Craft. at will Smite Evil. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Know(nobility & royalty). 3/day Remove Disease. 1/week Skill Points: 2 Dex: Ride. 3/day Remove Disease. 3/day Remove Disease. Aura of Good Detect Evil. 5/week Remove Disease. Sense Motive. 4/day Remove Disease. Know(religion). Int: Craft. 2/week Smite Evil. Shield Simple. Int: Craft. 2/week Remove Curse. 4/week Remove Disease. 5/week Smite Evil. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. These may be divided up however the Paladin of Light desires. Aura of Good Detect Evil. Know(religion). Profession. 5/week Smite Evil. 2/day Special Mount Remove Disease. 3/week Remove Disease. 4/day Remove Disease. Handle Animal. 5/week Remove Curse. Con: Concentration. Each application lasts 10 minutes per Class level and is applied by Touch with a Standard Action. Handle Animal. 3/week Smite Evil. Aura of Good Detect Evil. 5/day Smite Evil. 3/week Remove Curse. Profession. 2/week Smite Evil. Know(nobility & royalty). 1/week Skill Points: 2 Dex: Ride. at will Smite Evil. Medium. 3/week Remove Curse. 5/week Remove Curse. Shield Simple. Martial 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 2 Dex: Ride. Handle Animal. 3/day Remove Disease. Know(religion). 3/week Remove Disease. Profession. Wis: Heal. Know(nobility & royalty). 3/week Remove Disease. Profession. Int: Craft. 3/day Remove Disease. 5/week Remove Disease. Handle Animal. Medium. Cha: Diplomacy. Cha: Diplomacy. Cha: Diplomacy. at will Detect Night Creature. 3/week Remove Disease. at will Smite Evil. Know(religion). 5/day Smite Evil. 2/week Smite Evil. Wis: Heal. Sense Motive. Heavy. Medium. 4/week Smite Evil. at will Smite Evil. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. at will Smite Evil. 1/week Remove Curse. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. at will Detect Night Creature. 4/week Smite Evil. Heavy. Shield Simple. Wis: Heal. 2/week Remove Curse. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Sense Motive. 4/week Smite Evil. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 4/week Smite Evil. 5/day Paladin of Light Class Abilities Cooling Touch The Paladin of Light can grant (Charisma modifier * Class levels) points of Fire Resistance per day. 2/day Special Mount Remove Disease. Shield Simple. Cha: Diplomacy. Sense Motive. 1/week Skill Points: 2 Dex: Ride. Aura of Good Detect Evil. 4/day Remove Disease. Wis: Heal. 1/day Divine Grace Lay on Hands Cooling Touch Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 2/week Smite Evil. Paladin Variants Page 88 . Con: Concentration. Handle Animal. Int: Craft. 2/day Special Mount Remove Disease. Shield Simple. 2/day Special Mount Remove Disease.

Sense Motive. Shield Simple. at will Smite Evil. Know(religion). Know(religion). Medium. 4/day Smite Evil. 3/day Smite Evil. Martial 1 2 3 4 Skill Points: 2 Dex: Ride. Paladin Variants Page 89 . 5/week Smite Evil. Heavy. at will Smite Evil. 5/day Blessed Radiance. 4/day Smite Evil. 1/week Skill Points: 2 Dex: Ride. 5/day Smite Evil. 1/day Blessed Radiance. 4/week Blessed Radiance. 4/day Remove Disease. 3/day Remove Disease. Int: Craft. 2007 Astrological Substitutions (continued) Lvl Paladin (PH p46) Solstice Knight – 3rd level substitution (DR338 p95) Solstice Knight – 5th level substitution (DR338 p95) Solstice Knight – all level substitutions (DR338 p95) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. 4/day Remove Disease. at will Smite Evil. Medium. 2/day Skill Points: 2 Dex: Ride. Con: Concentration. Wis: Heal. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 4/week Smite Evil. Sense Motive. 1/week 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Remove Disease. Heavy. Strike of the Faithful If you use ‘Smite Evil’ on an Undead. 3/day Remove Disease.Dungeons & Dragons 3. Con: Concentration. 4/week Smite Evil. Medium. 1/day Remove Disease. Aura of Good Detect Evil. 3/day Smite Evil. Int: Craft. Aura of Good Detect Evil. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Heavy. Int: Craft. Sense Motive. 1/week Remove Disease. Wis: Heal. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 5/day Smite Evil. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Know(nobility & royalty). 2/day Smite Evil. 3/day Remove Disease. Profession. Con: Concentration. Know(religion). it takes double the standard Smite damage. 4/day Blessed Radiance. 5/day Smite Evil. Sense Motive. 3/day Remove Disease. Heavy. Cha: Diplomacy. Handle Animal. 3/week Remove Disease. Con: Concentration. Know(nobility & royalty). Handle Animal. 4/day Solstice Knight Class Abilities Blessed Radiance. 2/day Blessed Radiance. Aura of Good Detect Evil. Wis: Heal. 2/week Smite Evil. Cha: Diplomacy. 5/week Remove Disease. Profession. 1/week Remove Disease. Shield Simple. 2/day Remove Disease. Handle Animal. at will Smite Evil. Profession. Know(nobility & royalty). Know(nobility & royalty). 2/day Special Mount Skill Points: 2 Dex: Ride. 2/week Smite Evil. N/day Cast Daylight as a Free Action. Aura of Good Detect Evil. Shield Simple. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. 3/day Blessed Radiance. 1/day Special Mount Darkvision 30’ (stacks with any racial Darkvision) Strike of the Faithful Remove Disease. 4/week Blessed Radiance. 2/day Remove Disease. Handle Animal. 4/day Smite Evil. 1/day Special Mount Darkvision 30’ (stacks with any racial Darkvision) Strike of the Faithful Blessed Radiance. 5/week Remove Disease. 5/day Smite Evil. Know(religion). Profession. 2/day Special Mount Blessed Radiance. 3/week Remove Disease. Cha: Diplomacy. 2/day Smite Evil. Wis: Heal. 2/week Smite Evil. 4/day Smite Evil. 3/week Remove Disease. 2/week Smite Evil. Shield Simple. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil.5 Edition Index – Base Classes February 28. The spell is always centered on you and is cast at your Paladin level. 3/week Smite Evil. Cha: Diplomacy. Int: Craft. Medium. 3/day Remove Disease. 5/week Remove Disease.

2007 Specific Domains for Paladins Described in (DR328 p90) In place of the ability to Turn Undead at 3rd level. you gain an Enhancement bonus to your Strength equal to (Paladin level – 2). you may grant yourself or an ally a Resistance bonus on his/her next saving throws equal to (Paladin level – 2). Wands. you may grant yourself or an ally of Good alignment a bonus on saving throws vs. Lasts for 1 round is usable once per day. but gains the Special Ability listed below. The bonus lasts for 1 minute and may be granted (3 + Charisma modifier) times per day.5 Edition Index – Base Classes February 28. Death effects equal to (Paladin level – 2). The Paladin receives no additional spells. a Paladin can select one Domain granted by his/her Patron Deity. Paladin Variants Page 90 . Usable once per day. You may use Scrolls. You may reroll one roll you have just made before the DM declares whether it was a success or a failure. and other Spell Completion or Spell Trigger items as if you were a Wizard of (Paladin level / 2) + your Wizard levels (if any). You must take the new roll. you can bypass the Damage Reduction of any Evil-Aligned creature. Know (arcana) and Spellcraft are class skills for you.Dungeons & Dragons 3. The effect fades if not used in 1 hour. Feat of Strength – As a Free Action. Special True Warrior Ability – As a Free Action. Protective Ward – As a Standard Action. Domain Death Knowledge Luck Magic Protection Strength War Special Ability Special Death Ward – As a Standard Action. Special Divine Inspiration – You may make a Bardic Knowledge check up to (1 + Charisma modifier) times per day. This is an extraordinary ability. except your bonus on the roll is (Paladin level + Charisma modifier). Lasts for 1 round and is usable once per day.

Swim. LN. Con: Concentration. Dex: Hide. Swim. The decision to become a specialized Ranger must be done when the 1st level of Ranger is taken. Survival. Know(the planes). Int: Craft. Spellcraft. Move Silently. Profession. at no penalty with Magical Beasts with Celestial or Fiendish templates. Cha: Handle Animal. Spot. Ride. 2007 Ranger Alternate Base Classes The following are specialized types of Rangers. Listen. Jump. Dexterity. Profession. LG. Con: Concentration. Use Rope. Spot. Search. A character can only be the member of one Ranger class. Search. Aquan. Speak Language (Abyssal. Know(dungeoneering). Move Silently. Martial Skill Points: 6 Str: Climb. Listen. 2 2 Spells – – – – Evasion 3rd Favored Enemy Creature-Type Combat Style Mastery 11 Spells 1 1 0 – 4 4 4 3 Spells 1 1 0 – Ranger Variants Page 91 . Ride. Know(dungeoneering). Jump. Spot. Listen. Know(nature). Jump. Auran. Cha: Handle Animal. Listen. Dex: Hide. Search. Know(nature). Con: Concentration. Search. Move Silently.5 Edition Index – Base Classes February 28. Con: Concentration. Wis: Heal. Use Rope. Know(geography). Wis: Heal. NG. Wis: Heal. Know(geography). Move Silently. Cha: Handle Animal. Ride. but Magical Beasts with Celestial or Fiendish templates count as Animals Spells Spells 0 0 – – – – – – Spells 0 0 – – – – – – Spells Spells – – – – – – – – 5 6 2nd Favored Enemy Creature-Type Spells 2nd Favored Enemy Creature-Type Improved Combat Style 3 3 2 1 – – 2nd Favored Enemy Creature-Type Improved Combat Style +10’ movement when not in Heavy Armor or Heavily Encumbered Spells – – – – 2nd Favored Enemy Creature-Type Improved Combat Style Improved Combat Style Spells 1 – – – Spells 1 – – – 7 8 9 10 Woodland Stride Spells 1 – – – Woodland Stride Improved Combat Style 3 3 2 2 – – Woodland Stride Spells – – – – Woodland Stride Spells 1 – – – Swift Tracker Spells Spells Spells 1 1 1 0 0 1 – – – – – – Swift Tracker 2nd Favored Enemy Creature-Type 4 4 4 3 4 4 3 3 3 2 2 3 1 2 2 – – 1 Swift Tracker Spells Spells Spells – – – – – – – – – – – – Swift Tracker Spells Spells Spells 1 1 1 0 0 1 – – – – – – Evasion 3rd Favored Enemy Creature-Type Combat Style Mastery Evasion 3rd Favored Enemy Creature-Type Combat Style Mastery Evasion 3rd Favored Enemy Creature-Type Combat Style Mastery As a Standard Action. Dex: Hide. Shields Simple. CG. Survival. Shield Simple. Cha: Handle Animal. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: Skill Points: 6 Str: Climb. Lvl Ranger (PH p46) Mystic Ranger (DR336 p105) Non-Spellcasting Ranger (CWar p13) Planar Ranger (UA p55) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Skill Points: 6 Str: Climb. Swim. CN Fighter Fort d8 Light. Use Rope. Shield Simple. Ride. Know(nature).Dungeons & Dragons 3. or Terran) 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy. Know(dungeoneering). Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. in the same way a Necromancer is a specialized type of Wizard. Profession. Survival. Know(nature). Int: Craft. Shield Simple. may have the Celestial or Fiendish template Able to cast Prepared Divine spells from the Ranger Spell List. Wis: Heal. Martial Martial (ranged only) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Swim. Jump. Ignan. Celestial. -orWisdom for 1 minute per Class level. Know(geography). Dex: Hide. but a –4 penalty with Animals Spells per Day: 1st – 2nd – 3rd – 4th – Class Features Spells per Day: 1st – 5th – 2nd – 3rd – 4th – 2 3 Combat Style Spells – – – – Combat Style 1st Favored Enemy Creature-Type 2 1 – – – – Combat Style Spells – – – – Combat Style Spells – – – – Gain Feat: Endurance Spells – – – – Gain Feat: Endurance Combat Style 2 2 – – – – Gain Feat: Endurance Spells – – – – Gain Feat: Endurance Spells – – – – 4 Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Gain Feat: Endurance 3 3 2 2 1 2 – – – – – – Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Animal Companion. Infernal. Profession. Usable 1/day. Int: Craft. N. 1 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy Spells per Day: 1st – 2nd – 3rd – 4th – 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy Able to cast Prepared Divine spells from the Ranger Spell List and the Mystic Ranger Supplemental Spell List (see page 185) Spells per Day: 0th 2 1st – 2nd – 3rd – 4th – 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy Skill Points: 6 Str: Climb. Survival. Know(geography). Know(dungeoneering). Spot. Use Rope. Int: Craft. gain a +4 bonus to Constitution.

1/day.Dungeons & Dragons 3. 4 4 4 5 4 4 4 4 3 3 4 4 3 3 3 3 Spells Spells Spells Spells Spells Spells Spells – – – – – – – – – – – – – – – – – – – – – – – – – – – – Camouflage Spells 1 2 2 2 1 1 1 2 1 1 1 1 – 0 1 1 5 5 5 5 4 4 5 5 Spells Spells Spells Spells 1 2 2 2 1 1 1 2 1 1 1 1 – 0 1 1 14 15 16 17 18 19 20 3rd Favored Enemy Creature-Type Spells Spells Spells 4th Favored Enemy Creature-Type 4th Favored Enemy Creature-Type 4th Favored Enemy Creature-Type Freedom of Movement (self only). 1/day Hide in Plain Sight 4th Favored Enemy Creature-Type Hide in Plain Sight Spells Spells Spells 2 3 3 2 2 3 2 2 3 1 1 2 Hide in Plain Sight 5 5 5 5 5 5 5 5 5 4 4 4 4 4 4 4 4 4 Hide in Plain Sight Spells Spells Spells 2 3 3 2 2 3 2 2 3 1 1 2 5th Favored Enemy Creature-Type Spells 3 3 3 3 5th Favored Enemy Creature-Type 4th Favored Enemy Creature-Type 5 5 5 4 4 4 5th Favored Enemy Creature-Type Spells – – – – 5th Favored Enemy Creature-Type Spells 3 3 3 3 Ranger Variants Page 92 .5 Edition Index – Base Classes February 28. 2007 Lvl 12 13 Ranger (PH p46) Spells 1 1 1 – Mystic Ranger (DR336 p105) Non-Spellcasting Ranger (CWar p13) Spells – – – – 3 3 2 Planar Ranger (UA p55) Spells 1 1 1 – Combat Style Mastery 4 4 4 Camouflage Camouflage Camouflage Neutralize Poison –or– Remove Disease.

Shield Simple. Con: Concentration. 2007 Alternate Base Classes (continued) Lvl Ranger (PH p46) Urban Ranger any Fighter Fort d8 Light. Swim. Know(geography). 1/day. Int: Craft. 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy Able to cast Prepared Divine spells from the Ranger Spell List Nature Lore: +2 on Survival & Know(nature) checks. no larger than Medium size Able to cast Prepared Divine spells from the Ranger Spell List Urban Ranger Spell List 2nd Favored Enemy Creature-Type 2nd Favored Enemy Organization Improved Combat Style Woodland Stride Swift Tracker May make a Urban Tracking check every 30 minutes without a –5 penalty Evasion 3rd Favored Enemy Creature-Type 3rd Favored Enemy Organization Combat Style Mastery Skill Points: 6 Str: Climb. Jump. Int: Craft. Dex: Hide. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Profession. Use Rope.5 Edition Index – Base Classes February 28. Wis: Heal. Cha: Handle Animal. & animals) 4th Favored Enemy Creature-Type Smite (evil). Know(geography). Listen. Know(dungeoneering). Handle Animal. Sense Motive. & animals) Camouflage Rebuke Nature (fey. fey. Use Rope. 2/day. Search. at ½ Class level 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Creature-Type Improved Combat Style Woodland Stride Swift Tracker Combat Style Gain Feat: Endurance Animal Companion. oozes. 4/day. 3/day.Dungeons & Dragons 3. Profession. Profession. Improved Combat Style Rebuke Nature (animals only) Woodland Stride Swift Tracker Rebuke Nature (vermin & animals) Evasion 3rd Favored Enemy Creature-Type Smite (evil). Survival. Con: Concentration.. Move Silently. 5/day. Wis: Heal. Int: Craft. Know(local). Move Silently. Swim. vermin. Spot. Shield Simple. Ride. & animals) Ranger Variants Page 93 . Spot. Know(nature). Hide in Plain Sight Rebuke Nature (oozes. Listen. vermin. Jump. plants. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR310 p59) (UA p55) Wild Defender (DR324 p95) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Dex: Hide. Spot. Wis: Heal. 1st Favored Enemy Creature-Type 1st Favored Enemy Organization Gain Feat: Track Gain Feat: Urban Tracking Wild Empathy. Cha: Handle Animal. Know(nature). Swim. Shield Simple. plants. Search. & animals) Evasion 3rd Favored Enemy Creature-Type Combat Style Mastery Camouflage Camouflage 4 Favored Enemy Creature-Type th 4 Favored Enemy Creature-Type 4th Favored Enemy Organization Hide in Plain Sight. Know(nature). Con: Concentration. Ride. Know(dungeoneering). vermin. Use Rope. Survival. plants. fey. Jump. Know(geography). Combat Style Woodland Stride Gain Feat: Endurance Trackless Step Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Resist Nature’s Lure 2nd Favored Enemy Creature-Type Smite (evil). Cha: Gather Info. Listen. Survival. Rebuke Nature (elementals. Move Silently. Know(dungeoneering). Search. Ride. 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy Skill Points: 6 Str: Climb. Dex: Hide. Smite (evil). Martial 1 Skill Points: 6 Str: Climb. Combat Style Mastery Evasion Rebuke Nature (plants. usable in any terrain (including urban) th Hide in Plain Sight 5th Favored Enemy Creature-Type 20 5th Favored Enemy Creature-Type 5th Favored Enemy Organization 5th Favored Enemy Creature-Type Smite (evil). vermin.

Dungeons & Dragons 3. Spot. Int: Craft. Survival. Know(nature). Con: Concentration. 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy Spells per Day: 1st – – – 2nd – – – 3rd – – – 4th – – – Skill Points: 6 Str: Climb. Use Rope. Solitary Hunting – Your ‘Favored Enemy’ bonus applies to your attack rolls against that enemy. Use Rope. Solitary Hunter Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR347 p91) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Spot. Search. Int: Craft. This allows you to grant a Rogue his/her Sneak Attack with a ranged attack or a Spring Attack. Martial any Fighter Fort d8 Light. Ride. Distracting Attack Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Profession. Search. Know(geography). Dex: Hide. Martial 1 Skill Points: 6 Str: Climb. Search. 1st Favored Enemy Creature-Type Solitary Hunting Gain Feat: Track Wild Empathy Spells per Day: 1st – – – 2nd – – – 3rd – – – 4th – – – 2 3 4 Combat Style Spells Spells Combat Style Spells Spells Combat Style Spells Spells Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Spells 0 – – – Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Distracting Attack Spells 0 – – – Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Spells 0 – – – 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 2nd Favored Enemy Creature-Type Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells 0 1 1 1 1 1 1 1 1 2 2 2 2 3 3 3 – – – 0 0 1 1 1 1 1 1 2 2 2 3 3 – – – – – – 0 1 1 1 1 1 2 2 3 3 – – – – – – – – – 0 1 1 1 1 2 3 2nd Favored Enemy Creature-Type Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells 0 1 1 1 1 1 1 1 1 2 2 2 2 3 3 3 – – – 0 0 1 1 1 1 1 1 2 2 2 3 3 – – – – – – 0 1 1 1 1 1 2 2 3 3 – – – – – – – – – 0 1 1 1 1 2 3 2nd Favored Enemy Creature-Type Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells Spells 0 1 1 1 1 1 1 1 1 2 2 2 2 3 3 3 – – – 0 0 1 1 1 1 1 1 2 2 2 3 3 – – – – – – 0 1 1 1 1 1 2 2 3 3 – – – – – – – – – 0 1 1 1 1 2 3 Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Creature-Type Combat Style Mastery Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Creature-Type Combat Style Mastery Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Creature-Type Combat Style Mastery Camouflage Camouflage Camouflage 4th Favored Enemy Creature-Type 4th Favored Enemy Creature-Type 4th Favored Enemy Creature-Type Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight 5th Favored Enemy Creature-Type 5th Favored Enemy Creature-Type 5th Favored Enemy Creature-Type Class Abilities Distracting Attack – When you hit an enemy with a melee or ranged weapon attack. Cha: Handle Animal. 2007 Variant Class Features Lvl Ranger (PH p46) Ranger variant. Profession. Con: Concentration. Listen. Spot. Jump. Listen. Ranger Variants Page 94 . 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy Spells per Day: 1st – – – 2nd – – – 3rd – – – 4th – – – Skill Points: 6 Str: Climb. the enemy is considered Flanked by you for the purpose of adjudicating your allies’ attacks. Swim. Know(dungeoneering). Con: Concentration. Wis: Heal. Know(dungeoneering). Ride. Wis: Heal. Know(nature). The effect lasts until one of your allies attacks or the start of your next turn. Move Silently. Swim. Use Rope. Survival. Know(dungeoneering). Move Silently. Cha: Handle Animal. Know(geography). Cha: Handle Animal. Know(geography). Profession. Martial (PH2 p55) Ranger variant. Know(nature). Shield Simple. Swim. Move Silently. Shield Simple. Jump. Wis: Heal. Jump. Survival. Dex: Hide.5 Edition Index – Base Classes February 28. Listen. Dex: Hide. Int: Craft. Does not affect creatures that cannot be Flanked. Shield Simple. Ride.

Survival. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Strongheart Slayer Combat Style Mastery Skill Points: 8 Str: Climb. Use Rope. Listen. Know(dungeoneering). Know(nature). Search. or “Servants of Lolth” (i.e. treat it as an Animal (instead of a Magical Beast). Profession. Jump. Con: Concentration. Con: Concentration. Jump. Shield Simple. Spot. Move Silently. Move Silently. Survival. Listen. Shield Simple. Hide. Spot. Martial Class Features 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 6 Str: Climb. Cha: Handle Animal. Elven Hound Companion Gain an Elven Hound(RotW p189) as your Animal Companion. Int: Craft. Spot. Use Rope. Listen. Use Rope. 1st Favored Enemy 1st Elf Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Elven Hound Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy 2nd Elf Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Strongheart Slayer Combat Style Mastery Camouflage Camouflage Camouflage Camouflage Camouflage 4th Favored Enemy 4th Favored Enemy 4th Elf Favored Enemy Hide in Plain Sight 4th Favored Enemy 4th Favored Enemy 3rd Favored Enemy Hide in Plain Sight 4th Favored Enemy 3rd Elf Favored Enemy Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight 5th Favored Enemy 5th Favored Enemy 5th Elf Favored Enemy 5th Favored Enemy 5th Favored Enemy 4th Favored Enemy 5th Favored Enemy 4th Elf Favored Enemy Elf Ranger Class Abilities Elf Favored Enemy As the Ranger Class Ability ‘Favored Enemy’. Know(geography). Listen.5 Edition Index – Base Classes February 28. Shield Simple. Move Silently. Swim. 2007 Racial Substitution Lvl Ranger (PH p46) Elf Ranger – 1st level substitution (RotW p155) Elf Ranger – 4th level substitution (RotW p155) Elf Ranger – 10th level substitution (RotW p155) Elf Ranger – all level substitutions (RotW p155) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Move Silently. Profession. Swim. For purposes of your skills. Use Rope. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Skill Points: 8 Str: Climb. Dex: Balance. Survival. & Monstrous Spiders) as your Favored Enemy. Spot. Int: Craft. Int: Craft. Search. Survival. Undead. Hide. Ride. the bonus is +3 (instead of +2). Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d6 d8 Light. Jump. Search. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d6 d8 Light.Dungeons & Dragons 3. Shield Simple. Ranger Variants Page 95 . Spot. Con: Concentration. Strongheart Slayer Gain a +4 Morale bonus on Will save vs. Wis: Heal. Know(dungeoneering). Swim. Know(nature). Cha: Handle Animal. Shield Simple. Con: Concentration. Con: Concentration. Wis: Heal. Use Rope. Cha: Handle Animal. spell & spell-like abilities of Drow & Driders –and– a +4 Morale bonus on Fortitude save vs. & spells. Dex: Balance. Cha: Handle Animal. Dex: Balance. Wis: Heal. Know(geography). Swim. Profession. 1st Favored Enemy 1st Elf Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy 2nd Elf Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy 3rd Elf Favored Enemy Combat Style Mastery Skill Points: 8 Str: Climb. Search. Know(dungeoneering). Survival. Cha: Handle Animal. Ride. Know(nature). Driders. Know(geography). Swim. Move Silently. Know(geography). Dex: Hide. Ride.. Profession. Know(dungeoneering). Ride. Jump. Profession. Know(geography). class abilities. Know(nature). the Poison of Monstrous Spiders. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Elven Hound Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Skill Points: 8 Str: Climb. Know(dungeoneering). Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d6 d8 Light. Jump. Listen. Wis: Heal. Know(nature). Hide. Dex: Balance. Int: Craft. except that if you choose Humanoid (orc). Wis: Heal. Drow. Hide. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d6 d8 Light. Ride. Int: Craft. Search.

Survival. except that if you choose Humanoid (goblinoid). Know(nature). Ride. Know(dungeoneering). Survival. you may use your Racial Speak with Animals ability to speak with your Animal Companion at will. 2007 Racial Substitution (continued) Lvl Ranger (PH p46) Gnome Ranger – 1st level substitution (RoS p149) Gnome Ranger – 4th level substitution (RoS p149) Gnome Ranger – 8th level substitution (RoS p149) Gnome Ranger – all level substitutions (RoS p149) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Use Rope. Shield Simple. Burrowing Animal Companion If you take a Badger. Con: Concentration. Know(geography). Ride. Survival. Know(geography). Int: Craft. Int: Craft. Listen. Search. Know(geography). Profession. Profession. Cha: Handle Animal. 1st Favored Enemy Gain Feat: Track Wild Empathy 1st Gnome Favored Enemy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy 2nd Gnome Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy 3rd Gnome Favored Enemy Combat Style Mastery Skill Points: 6 Str: Climb. Ride. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. This ability replaces the ‘Share Spells’ ability Rangers normally have with their Animal Companions. Listen. Use Rope. Con: Concentration. Swim. Cha: Handle Animal. Jump. Shield Simple. Spot. Jump. Search. Know(nature). Know(nature). the bonus is +3 (instead of +2). Move Silently. Wis: Heal. Dex: Hide. Cha: Handle Animal. Use Rope. or Giant as your Favored Enemy. Int: Craft. Con: Concentration. Survival. Spot. Listen. Ride. Shield Simple. Search. Move Silently.5 Edition Index – Base Classes February 28. In addition. Cha: Handle Animal. Jump. Search. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Know(nature). Know(dungeoneering). Know(dungeoneering). Spot. Swim. a Wolverine. Profession. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Burrowing Animal Companion 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Skill Points: 6 Str: Climb. Gnome Ranger Spells Your Ranger spell list changes as follows: Remove Lvl Add Barkskin 2nd Blur Invisibility Snare Misdirection Wind Wall 4th Greater Invisibility Commune with Nature Phantasmal Killer Tree Stride Ranger Variants Page 96 . Wis: Heal. Shield Simple. Know(nature). Profession. Move Silently. Spot. Listen. Martial Class Features 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 6 Str: Climb. Profession. Cha: Handle Animal. Survival. Int: Craft. Con: Concentration. Know(dungeoneering). Spot. Shield Simple. Int: Craft. Con: Concentration. your effective Druid level for gaining Animal Companion abilities is (Ranger level / 2) + 3 (instead of Ranger level / 2). Jump. Use Rope.Dungeons & Dragons 3. Swim. Search. Know(geography). a Dire Badger. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Gnome Ranger Spells Evasion 3rd Favored Enemy Combat Style Mastery Skill Points: 6 Str: Climb. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Skill Points: 6 Str: Climb. Ride. Humanoid (reptilian). Wis: Heal. Know(geography). Swim. Know(dungeoneering). Dex: Hide. 1st Favored Enemy Gain Feat: Track Wild Empathy 1st Gnome Favored Enemy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Burrowing Animal Companion 2nd Favored Enemy 2nd Gnome Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Gnome Ranger Spells Evasion 3rd Favored Enemy 3rd Gnome Favored Enemy Combat Style Mastery Camouflage Camouflage Camouflage Camouflage Camouflage 4th Favored Enemy 4th Favored Enemy 4th Gnome Favored Enemy Hide in Plain Sight 4th Favored Enemy 4th Favored Enemy 4th Favored Enemy 4th Gnome Favored Enemy Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight 5th Favored Enemy 5th Favored Enemy 5th Gnome Favored Enemy 5th Favored Enemy 5th Favored Enemy 5th Favored Enemy 5th Gnome Favored Enemy Gnome Ranger Class Abilities Gnome Favored Enemy As the Ranger Class Ability ‘Favored Enemy’. Move Silently. Listen. Jump. or any other mammal with a burrowing speed. Use Rope. Wis: Heal. Dex: Hide. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Swim. Dex: Hide. Move Silently. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Wis: Heal. Dex: Hide.

Know(dungeon. modified by the Street Magic list 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Skill Points: 6 Str: Climb. Profession. Speak Language. Ride. Move Silently. Know(geography). Int: Craft. Con: Concentration.).Dungeons & Dragons 3. Int: Craft. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Spot. Shield Simple. Know(geography). Speak Language. Listen. 1st Favored Enemy Gain Feat: Track Wild Empathy Gain Feat: Urban Tracking Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Accelerated Urban Tracking Evasion 3rd Favored Enemy Combat Style Mastery Skill Points: 6 Str: Climb. Int: Craft. Ride. Shield Simple. Listen. Swim. The Half-Elf Ranger may always “Take 10” with these skills. Dex: Hide. Listen. Jump. Know(geography). Con: Concentration. Use Rope. Wis: Heal. Know(geography). Survival. Survival. Move Silently. Swim.). Search. Spot. Know(nature). Use Rope. Wis: Heal. Spot. Know(dungeon. Cha: Gather Information. Shield Simple. Cha: Gather Information. Move Silently. Use Rope. Con: Concentration. Wis: Heal. Move Silently. Jump. Search. Wis: Heal. Spot. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Skill Points: 6 Str: Climb. Know(dungeon. Jump. Search. even if under stress. Profession. Skill Mastery Choose (3 + Intelligence modifier) skills. modified by the Street Magic list 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Accelerated Urban Tracking Evasion 3rd Favored Enemy Combat Style Mastery Class Features Camouflage Camouflage Camouflage Camouflage Skill Mastery 4th Favored Enemy Camouflage Skill Mastery 4th Favored Enemy 4th Favored Enemy 4th Favored Enemy 4th Favored Enemy Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight 5th Favored Enemy 5th Favored Enemy 5th Favored Enemy 5th Favored Enemy 5th Favored Enemy Half-Elf Ranger Class Abilities tbd Accelerated Urban Tracking The Half-Elf Ranger may make accelerated Gather Information checks without the standard –5 penalty. Jump. Swim. Speak Language. Profession. Know(nature). Search. 2007 Racial Substitution (continued) Lvl Ranger (PH p46) Half-Elf Ranger – 1st level substitution (RoD p158) Half-Elf Ranger – 4th level substitution (RoD p158) Half-Elf Ranger – 13th level substitution (RoD p158) Half-Elf Ranger – all level substitutions (RoD p158) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Know(dungeon. Know(nature). Survival. Shield Simple. Dex: Hide. Street Magic The Half-Elf Ranger spell list changes as follows: Lvl 1st Add Comprehend Languages Detect Secret Doors Message Detect Thoughts Tongues Phantom Steed Remove Detect Animals or Plants Detect Snares and Pits Entangle Summon Nature’s Ally I Snare Speak with Plants Summon Nature’s Ally II Command Plants Diminish Plants Summon Nature’s Ally III Commune with Nature Summon Nature’s Ally IV Tree Stride 2nd 3rd 4th Dimension Door Ranger Variants Page 97 . Swim. Cha: Gather Information. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Skill Points: 6 Str: Climb. Handle Animal. Ride. Cha: Handle Animal. Swim. Move Silently. Ride. Int: Craft. Speak Language. Handle Animal. Con: Concentration. Cha: Gather Information. Profession. Ride. Jump. Handle Animal. Survival. Use Rope. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List. Know(dungeon. Con: Concentration. Spot. Know(nature). Dex: Hide. Dex: Hide. Search. Know(nature). Survival. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light.). Handle Animal. Martial Skill Points: 6 Str: Climb. Dex: Hide. Know(geography). Int: Craft.5 Edition Index – Base Classes February 28. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Wis: Heal. 1st Favored Enemy Gain Feat: Track Wild Empathy Gain Feat: Urban Tracking Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List. Listen. Profession. Use Rope. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Shield Simple. Listen.).).

Con: Concentration. Razorclaw) – your Natural Weapons are treated as Adamantine for the purpose of overcoming Damage Reduction. Swim. Use Rope. Enhanced Shifting When you Shift. Wis: Heal. Search. Know(nature). Con: Concentration. Know(geography). Survival. Longtooth. Shield Simple. Use Rope. Spot. Listen. Profession. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Hide. Ride. Spot. Con: Concentration. Int: Craft. Swim. Know(nature). Profession. Dexterity-based (Cliffwalk. Move Silently. Use Rope. Survival. Wis: Heal. Hide.5 Edition Index – Base Classes February 28. Know(dungeoneering). Know(dungeoneering). Listen. Swim. Dex: Hide. Know(dungeoneering). Int: Craft. but they end when your Shifting ends. Martial Class Features Skill Points: 6 Str: Climb. Wis: Heal. Truedive. Cha: Handle Animal. Know(dungeoneering). Search. Shield Simple. it gains all the benefits that you do (including those caused by your Shifter feats). Hide. Jump. Ride. Use Rope. Survival. Wisdom-based (Dreamsight) – gain immunity to Enchantments. Search. 1st Favored Enemy Gain Feat: Track Wild Empathy based on Wisdom modifier instead of Charisma modifier Combat Style Gain Feat: Endurance Animal Companion. Listen. Jump. Listen. when you go unconscious. Move Silently. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Listen. 1st Favored Enemy Gain Feat: Track Wild Empathy 1 2 3 Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Skill Points: 6 Str: Climb. Know(nature). Search. 1st Favored Enemy Gain Feat: Track Wild Empathy Skill Points: 6 Str: Climb. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Spot. Know(dungeoneering). Dex: Balance. Cha: Handle Animal. Con: Concentration. Dex: Balance. etc. Wildhunt) – gain Fast Healing equal to (1 + number of Shifter feats). Know(nature). Profession. Spot. Wis: Heal. but cannot Share Spells Share Shifting Able to cast Prepared Divine spells from the Ranger Spell List nd 2 Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion Enhanced Shifting 3rd Favored Enemy Combat Style Mastery 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion Enhanced Shifting 3rd Favored Enemy Combat Style Mastery Camouflage Camouflage Camouflage Camouflage Camouflage 4th Favored Enemy 4th Favored Enemy 4th Favored Enemy 4th Favored Enemy 4th Favored Enemy Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight 5th Favored Enemy 5th Favored Enemy 5th Favored Enemy 5th Favored Enemy 5th Favored Enemy Shifter Ranger Class Abilities Share Shifting If your Animal Companion is adjacent to you when you Shift. Know(geography). Ride. Dex: Balance. Int: Craft. Survival. Hide. Longstrike. but cannot Share Spells Share Shifting Able to cast Prepared Divine spells from the Ranger Spell List nd 2 Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Skill Points: 6 Str: Climb. receive the following bonus: Strength-based (Gorebrute. it receives a damage bonus of +1 for each of your four Ranger levels. Wis: Heal. Jump. Int: Craft. but if a Natural Weapon you gain matches your Animal Companion’s attack. Swim. Cha: Handle Animal. Swiftwing) – gain Improved Evasion. Move Silently. Profession. 1st Favored Enemy Gain Feat: Track Wild Empathy based on Wisdom modifier instead of Charisma modifier Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Skill Points: 6 Str: Climb. Ranger Variants Page 98 . Know(geography). 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion. Know(nature). Move Silently. Ride. 2007 Racial Substitution (continued) Lvl Ranger (PH p46) Shifter Ranger – 1st level substitution (RoE p128) Shifter Ranger – 4th level substitution (RoE p128) Shifter Ranger – 9th level substitution (RoE p128) Shifter Ranger – all level substitutions (RoE p128) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Search. Cha: Handle Animal. Shield Simple.Dungeons & Dragons 3. Know(geography). Survival. Swim. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Ride. The Animal Companion does not need to stay next to you to retain the benefits. Know(geography). Constitution-based (Beasthide. Shield Simple. Int: Craft. Jump. Move Silently. Profession. Dex: Balance. Con: Concentration. Jump. Cha: Handle Animal. Shield Simple. Spot. Use Rope. Your Animal Companion does not gain Natural Weapons.

Jump. Search. Ride. Spot. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Spot. 2007 Astrological Substitution Lvl Ranger (PH p46) Moon-Warded Ranger – 2nd level substitution (DR340 p55) Moon-Warded Ranger – 6th level substitution (DR340 p55) Moon-Warded Ranger – 11th level substitution (DR340 p55) Moon-Warded Ranger – all level substitution (DR340 p55) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Helpless. Cha: Handle Animal. Know(nature).5 Edition Index – Base Classes February 28. Wis: Heal. Dex: Hide. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3 Favored Enemy Combat Style Mastery rd Skill Points: 6 Str: Climb. Cha: Handle Animal. Move Silently. Int: Craft. Con: Concentration. Ride. Shield Simple. Use Rope. Con: Concentration. Shield Simple. Know(dungeoneering). Swim. Listen. Survival. Profession. or when carrying a Medium (or heavier) load. This bonus applies to your Touch AC and you keep this bonus even if you are Flat-Footed. Listen. Ranger Variants Page 99 . Know(geography). Search. Know(nature). Spot. Dex: Hide. Listen. Move Silently. Search. Int: Craft. Profession. Know(nature). Spot. Search. you receive Damage Reduction 2 / —. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Con: Concentration. Know(dungeoneering). Cha: Handle Animal. Wis: Heal. Swim. Listen. Know(geography). 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3 Favored Enemy Combat Style Mastery Indomitable Mind Camouflage rd Skill Points: 6 Str: Climb. Know(dungeoneering). Profession. Indomitable Mind You are immune to harmful Mind-affecting spells & abilities. Profession. Move Silently. If you are in direct moon light. Jump. Shield Simple. Search. Wis: Heal. Know(nature). 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Skin of the Moon Woodland Stride Swift Tracker Evasion 3 Favored Enemy Combat Style Mastery Improved Combat Style Camouflage rd Skill Points: 6 Str: Climb. Shield Simple. Know(dungeoneering). Know(geography). Martial Class Features 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 6 Str: Climb. Jump. Swim. Ride. Know(geography). Wis: Heal. Ride. Int: Craft. Survival. wearing Medium (or heavier) armor.Dungeons & Dragons 3. Profession. Skin of the Moon At night. Jump. Dex: Hide. Survival. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Armor of the Senses Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Combat Style Woodland Stride Swift Tracker Evasion 3 Favored Enemy Combat Style Mastery Improved Combat Style Camouflage rd Skill Points: 6 Str: Climb. Ride. Know(nature). Survival. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Armor of the Senses Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Skin of the Moon Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Indomitable Mind Camouflage Camouflage 4th Favored Enemy 4th Favored Enemy 4th Favored Enemy 4th Favored Enemy 4th Favored Enemy Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight 5th Favored Enemy 5th Favored Enemy 5th Favored Enemy 5th Favored Enemy 5th Favored Enemy Moon-Warded Ranger class abilities Armor of the Senses Add your Wisdom modifier to your AC. Use Rope. Move Silently. Use Rope. Jump. Swim. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Shield Simple. The bonus is lost when you are Immobilized. Swim. Stacks with other ‘n / —‘ Damage Reductions (such as received from being a Barbarian). Dex: Hide. Know(geography). Use Rope. Listen. Dex: Hide. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Cha: Handle Animal. Con: Concentration. Cha: Handle Animal. Int: Craft. Spot. your Damage Reduction improves to 3 / —. Wis: Heal. Int: Craft. Survival. Con: Concentration. Know(dungeoneering). Use Rope. Move Silently.

5 Edition Index – Base Classes February 28.Dungeons & Dragons 3. 2007 Combat Styles for Rangers Combat Style Bear-Wrestling Mounted-Combat Piscator Ranged Strong-Arm Throwing Two-Weapon (DR326 p97) (DR326 p97) (DR326 p97) (PH p46) (DR326 p97) (DR326 p97) (PH p46) Combat Style (2nd lvl) Improved Unarmed Strike Ride-By Attack Exotic Weapon Proficiency (net) Rapid Shot Power Attack Quick Draw Two-Weapon Fighting Improved Combat Style (6th lvl) Improved Grapple Spirited Charge Improved Trip Manyshot Improved Sunder Point Blank Shot Improved Two-Weapon Fighting Combat Style Mastery (11th lvl) Stunning Fist Trample Improved Critical Improved Precise Shot Great Cleave Far Shot Greater Two-Weapon Fighting Ranger Variants Page 100 .

Know(geography). Sleight of Hand. Open Lock. Swim. Decipher Script. Perform. Hide. Wis: Listen. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Craft. Jump.5 Edition Index – Base Classes February 28. Intimidate. Sleight of Hand. Survival. Gather Information. Wis: Listen. Use Rope. Know(local). Ride. Know(nature). Intimidate. Sense Motive. Move Silently. Shortbow. 2007 Rogue Alternate Base Classes The following are specialized types of Rogues. Move Silently. Shortbow. Sense Motive. Handle Animal. Perform. A character can only be the member of one Rogue class. Profession. Swim. Rapier. Rapier. Disable Device.Dungeons & Dragons 3. Know(local). The decision to become a specialized Rogue must be done when the 1st level of Rogue is taken. & Short Sword Skill Points: 8 Str: Climb. Use Rope. Lvl Rogue (PH p49) Wilderness Rogue (UA p56) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Use Magical Device. Cha: Bluff. Hide. Decipher Script. Forgery. Use Magical Device. Gather Information. Search. Spot. Cha: Bluff. in the same way a Necromancer is a specialized type of Wizard. Diplomacy. Dex: Balance. Int: Appraise. Disguise. Tumble. Forgery. Escape Artist. Diplomacy. Jump. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Wilderness Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Wilderness Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Wilderness Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Wilderness Rogue Special Ability Rogue Variants Class Features Page 101 . Profession. Craft. Dex: Balance. Tumble. Disable Device. Open Lock. Disguise. Search. Int: Appraise. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability Skill Points: 8 Str: Climb. Spot. Escape Artist.

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

Variant Class Features
Lvl Rogue
(PH p49)

Rogue variant, Disruptive Attack
Alignment: Combat: Good Save: Hit-Die: Armor: Weapons:

(PH2 p57)

Alignment: Combat: Good Save: Hit-Die: Armor: Weapons:

Class Features

any Rogue Ref d6 Light Simple + Hand Crossbow, Rapier, Shortbow, & Short Sword

any Rogue Ref d6 Light Simple + Hand Crossbow, Rapier, Shortbow, & Short Sword

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Skill Points: 8 Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft, Decipher Script, Disable Device, Forgery, Know(local), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability

Skill Points: 8 Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft, Decipher Script, Disable Device, Forgery, Know(local), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Disruptive Attack Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability

‘Rogue variant, Disruptive Attack’ class abilities
Disruptive Attack When you hit a creature that is Flat-Footed or Flanked, you may forgo your Sneak Attack damage to inflict a –5 penalty on the creature’s AC for 1 round. This ability is usable on creatures that are immune to Sneak Attack damage.

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Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

Racial Substitution
Lvl Rogue
(PH p49)

Changeling Rogue – 1st level substitution
(RoE p112)

Changeling Rogue – 3rd level substitution
(RoE p112)

Changeling Rogue – 8th level substitution
(RoE p112)

Changeling Rogue – all level substitutions
(RoE p112)

Alignment: Combat: Good Save: Hit-Die: Armor: Weapons:

any Rogue Ref d6 Light Simple + Hand Crossbow, Rapier, Shortbow, & Short Sword

Alignment: Combat: Good Save: Hit-Die: Armor: Weapons:

any Rogue Ref d6 Light Simple + Hand Crossbow, Rapier, Shortbow, & Short Sword

Alignment: Combat: Good Save: Hit-Die: Armor: Weapons:

any Rogue Ref d6 Light Simple + Hand Crossbow, Rapier, Shortbow, & Short Sword

Alignment: Combat: Good Save: Hit-Die: Armor: Weapons:

any Rogue Ref d6 Light Simple + Hand Crossbow, Rapier, Shortbow, & Short Sword

Alignment: Combat: Good Save: Hit-Die: Armor: Weapons:

any Rogue Ref d6 Light Simple + Hand Crossbow, Rapier, Shortbow, & Short Sword

Skill Points: 8 Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft, Decipher Script, Disable Device, Forgery, Know(local), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Skill Points: 10 Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft, Decipher Script, Disable Device, Forgery, Know(local), Know(any one), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Sneak Attack +1d6 Trapfinding Social Intuition Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability

Skill Points: 10 Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft, Decipher Script, Disable Device, Forgery, Know(local), Know(any one), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Minor Lore Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability

Skill Points: 10 Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft, Decipher Script, Disable Device, Forgery, Know(local), Know(any one), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Mutable Anatomy Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability

Skill Points: 10 Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft, Decipher Script, Disable Device, Forgery, Know(local), Know(any one), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Sneak Attack +1d6 Trapfinding Social Intuition Evasion Sneak Attack +2d6 Trap Sense +1 Minor Lore Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Mutable Anatomy Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability

Rogue Variants

Class Features

Page 103

Dungeons & Dragons 3.5 Edition Index – Base Classes

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Class Features
Social Intuition Gather Information checks to gain knowledge only take (1d4+1 x 10) minutes, instead of 1d4+1 hours. Sense Motive checks to receive a gut assessment of a social situation only take a Full Round Action, instead of 1 minute. Can always ‘Take 10’ on Bluff, Diplomacy, Gather Information, Intimidate, & Sense Motive checks. Minor Lore Gain a bonus on Knowledge checks of +1 per 3 levels. If you ‘Aid Other’ on a Knowledge check, the person you aided receives the above bonus in addition to the normal +2. Mutable Anatomy Gain 50% Fortification against Critical Hits and Sneak Attacks.

Rogue Variants

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Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

Racial Substitution (continued)
Lvl Rogue
(PH p49)

Dwarven Rogue – 1st level substitution
(DR338 p96)

Dwarven Rogue – 3rd level substitution
(DR338 p96)

Dwarven Rogue – 5th level substitution
(DR338 p96)

Dwarven Rogue – all level substitutions
(DR338 p96)

Alignment: Combat: Good Save: Hit-Die: Armor: Weapons:

any Rogue Ref d6 Light Simple + Hand Crossbow, Rapier, Shortbow, & Short Sword

Alignment: Combat: Good Save: Hit-Die: Armor: Weapons:

any Rogue Ref d6 Light Simple + Hand Crossbow, Rapier, Shortbow, & Short Sword

Alignment: Combat: Good Save: Hit-Die: Armor: Weapons:

any Rogue Ref d6 Light Simple + Hand Crossbow, Rapier, Shortbow, & Short Sword

Alignment: Combat: Good Save: Hit-Die: Armor: Weapons:

any Rogue Ref d6 Light Simple + Hand Crossbow, Rapier, Shortbow, & Short Sword

Alignment: Combat: Good Save: Hit-Die: Armor: Weapons:

any Rogue Ref d6 Light Simple + Hand Crossbow, Rapier, Shortbow, & Short Sword

Skill Points: 8 Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft, Decipher Script, Disable Device, Forgery, Know(local), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Skill Points: 8 Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft, Decipher Script, Disable Device, Forgery, Know(arch & eng), Know(local), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Sneak Attack +1d6 Trapfinding Demolitionist Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability

Skill Points: 8 Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft, Decipher Script, Disable Device, Forgery, Know(arch & eng), Know(local), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Expert Demolitionist Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability

Skill Points: 8 Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft, Decipher Script, Disable Device, Forgery, Know(arch & eng), Know(local), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Sneak Attack +3d6 Rapid Demolitionist Trap Sense +2 Sneak Attack +4d6 Sneak Attack +3d6 Improved Uncanny Dodge Sneak Attack +5d6 Sneak Attack +4d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Sneak Attack +5d6 Trap Sense +4 Sneak Attack +7d6 Sneak Attack +6d6 Rogue Special Ability Sneak Attack +8d6 Sneak Attack +7d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Sneak Attack +8d6 Trap Sense +6 Sneak Attack +10d6 Sneak Attack +9d6 Rogue Special Ability

Skill Points: 8 Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft, Decipher Script, Disable Device, Forgery, Know(arch & eng), Know(local), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Sneak Attack +1d6 Trapfinding Demolitionist Evasion Sneak Attack +2d6 Trap Sense +1 Expert Demolitionist Uncanny Dodge Sneak Attack +3d6 Rapid Demolitionist Trap Sense +2 Sneak Attack +4d6 Sneak Attack +3d6 Improved Uncanny Dodge Sneak Attack +5d6 Sneak Attack +4d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Sneak Attack +5d6 Trap Sense +4 Sneak Attack +7d6 Sneak Attack +6d6 Rogue Special Ability Sneak Attack +8d6 Sneak Attack +7d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Sneak Attack +8d6 Trap Sense +6 Sneak Attack +10d6 Sneak Attack +9d6 Rogue Special Ability

Class Features

Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability

Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability

Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability

Rogue Variants

Page 105

Standard Action → Move Action. Any Hardness or Damage Reduction still applies. and Knowledge (architecture & engineering) checks to demolish. Rogue Variants Page 106 . tunnel through. Disable Device. & Knowledge (architecture & engineering) checks to demolish. Any Hardness or Damage Reduction still applies. February 28. or otherwise degrade the structural integrity of an object or building (or to plan to do so). Expert Demolitionist +2d6 damage against Constructs and/or objects. Craft.5 Edition Index – Base Classes Demolitionist +1d6 damage against Constructs and/or objects. Move Action → Free Action. or otherwise degrade the structural integrity of an object or building (or to plan to do so) take ½ the normal time. +2 Competence bonus on Craft. Full Round Action → Standard Action. Any Hardness or Damage Reduction still applies. 2007 Rapid Demolitionist +3d6 damage against Constructs and/or objects. Disable Device. tunnel through.Dungeons & Dragons 3.

Swim. Gather Information. Cha: Bluff. Dex: Balance. Shortbow. Hide. Intimidate. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d8 d6 Light Simple + Hand Crossbow. Dex: Balance. Rapier. Rapier. Intimidate. Wis: Listen. Know(local). Search. Tumble. Forgery. Tumble. Disable Device. Disguise. Profession. Decipher Script. Swim. Sleight of Hand. Sense Motive. Sleight of Hand. Open Lock. Craft. Diplomacy. Tumble. Wis: Listen. Spot. Move Silently. Survival. Escape Artist. Open Lock. Decipher Script.5 Edition Index – Base Classes February 28. Diplomacy. Jump. Use Magical Device. Diplomacy. Spot. Search. Sense Motive. Decipher Script. Jump. Craft. Use Rope. Swim. Disable Device. Forgery. Search. Sense Motive. Move Silently. Forgery. Swim. Cha: Bluff. Profession. Diplomacy. Know(local). Gather Information. Use Rope. Jump. Open Lock. Know(local). Hide. Sense Motive. Sleight of Hand. Wis: Listen. Use Magical Device. Gather Information. Shortbow. Sleight of Hand. Intimidate. Move Silently. Spot. Swim. Hide. Jump. Sense Motive. Gather Information. Escape Artist. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d8 d6 Light Simple + Hand Crossbow. & Short Sword Skill Points: 8 Str: Climb. Move Silently. 2007 Racial Substitution (continued) Lvl Rogue (PH p49) Goliath Rogue – 2nd level substitution (RoS p152) Goliath Rogue – 3rd level substitution (RoS p152) Goliath Rogue – 8th level substitution (RoS p152) Goliath Rogue – all level substitutions (RoS p152) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Perform. Survival. Shortbow. Use Rope. Spot. Survival. Cha: Bluff. Forgery. Cha: Bluff. Disguise. Open Lock. Int: Appraise. Disguise. Int: Appraise. Shortbow. Disable Device. Profession. Diplomacy. Perform. Int: Appraise. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Skill Points: 8 Str: Climb. Dex: Balance. Tumble. Tumble. Gather Information. Open Lock. Craft. Use Rope. Jump. Dex: Balance. Know(local). Survival. Perform. Use Magical Device. Wis: Listen. Escape Artist. Forgery. Spot. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Wild Sense +1 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Wild Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Wild Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Wild Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Wild Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Wild Sense +6 Sneak Attack +10d6 Rogue Special Ability Skill Points: 8 Str: Climb. Know(local). Escape Artist. Use Magical Device. Int: Appraise. Search. Wis: Listen. Cha: Bluff. Disable Device. Move Silently. Search. Decipher Script. Shortbow. Decipher Script. Perform. Escape Artist.Dungeons & Dragons 3. Use Magical Device. Hide. Use Rope. Dex: Balance. Sneak Attack +1d6 Trapfinding Evasion Mettle of Mountains Sneak Attack +2d6 Trap Sense +1 Skill Points: 8 Str: Climb. Intimidate. Sneak Attack +1d6 Trapfinding Evasion Mettle of Mountains Sneak Attack +2d6 Trap Sense +1 Wild Sense +1 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Wild Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Fortification Sneak Attack +5d6 Trap Sense +3 Wild Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Wild Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Wild Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Wild Sense +6 Sneak Attack +10d6 Rogue Special Ability Class Features Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Fortification Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability Rogue Variants Page 107 . Perform. Rapier. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d8 d6 Light Simple + Hand Crossbow. Profession. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 8 Str: Climb. Disable Device. Int: Appraise. Craft. Disguise. Hide. Rapier. Intimidate. Rapier. Sleight of Hand. Craft. Disguise. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d8 d6 Light Simple + Hand Crossbow. Profession.

Effects with “Fortitude partial” or “Fortitude half” supersede this ability. Wild Sense +N Receives a +N bonus on Knowledge (nature) and Survival checks when aboveground. which means you take no damage on a successful Fortitude save. you take no damage at all if you make your save. As a Special Rogue Ability. Fortification 25% chance that Sneak Attacks and Critical Hits will not do their extra damage. 2007 Goliath Rogue Class Abilities Mettle of Mountains Gain a +4 bonus on Fortitude saves.5 Edition Index – Base Classes February 28. Rogue Variants Page 108 . If the saving throw reduces an effect.Dungeons & Dragons 3. you take the effect others would take on a successful save. On a failed save. you may take Improved Mettle of Mountains.

Escape Artist. 3/day Rogue Special Ability Sniping Mastery Sneak Attack +6d6 Melee Sneak Attack +5d6 Ranged Sneak Attack +7d6 Trap Sense +4 Thief’s Luck. 4/day Sneak Attack +7d6 Melee Sneak Attack +6d6 Ranged Sneak Attack +8d6 Rogue Special Ability Class Features Uncanny Dodge Sneak Attack +3d6 Uncanny Dodge Sneak Attack +3d6 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Trap Sense +2 Thief’s Luck. Rapier. Move Silently. Dex: Balance. 1/day Skill Points: 8 Str: Climb. Escape Artist. Rapier. Diplomacy. Dex: Balance. Swim. Disable Device. Craft. Open Lock. Escape Artist. Sense Motive. Sense Motive.Dungeons & Dragons 3. Disguise. Dex: Balance. Disguise. Shortbow. Sneak Attack +1d6 Ranged Sneak Attack +2d6 Trapfinding Evasion Sneak Attack +2d6 Melee Sneak Attack +3d6 Ranged Sneak Attack +1d6 Trap Sense +1 Uncanny Dodge Sneak Attack +3d6 Melee Sneak Attack +2d6 Ranged Sneak Attack +4d6 Trap Sense +2 Sneak Attack +4d6 Melee Sneak Attack +3d6 Ranged Sneak Attack +5d6 Improved Uncanny Dodge Sneak Attack +5d6 Melee Sneak Attack +4d6 Ranged Sneak Attack +6d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Melee Sneak Attack +5d6 Ranged Sneak Attack +7d6 Trap Sense +4 Sneak Attack +7d6 Melee Sneak Attack +6d6 Ranged Sneak Attack +8d6 Rogue Special Ability Skill Points: 8 Str: Climb. Use Magical Device. Wis: Listen. Search. Use Magical Device. Tumble. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Skill Points: 8 Str: Climb. Craft. Decipher Script. Perform. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Skill Points: 8 Str: Climb. Hide. Craft. Profession. Diplomacy. Craft. Disable Device. Int: Appraise. Jump. Tumble. Int: Appraise. Int: Appraise. Use Rope. Disable Device. Disguise. Jump. Hide. Decipher Script. Dex: Balance. Move Silently. 4/day Sneak Attack +7d6 Rogue Special Ability Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Rogue Variants Page 109 . Dex: Balance. Know(local). Gather Information. Spot. Profession. Wis: Listen. Rapier. 2007 Racial Substitution (continued) Lvl Rogue (PH p49) Halfling Rogue – 1st level substitution (RotW p159) Halfling Rogue – 3rd level substitution (RotW p159) Halfling Rogue – 10th level substitution (RotW p159) Halfling Rogue – all level substitutions (RotW p159) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Sleight of Hand. Profession. Intimidate. Intimidate. Escape Artist. Hide. Sense Motive. Decipher Script. Sleight of Hand. 2/day Sneak Attack +4d6 Melee Sneak Attack +3d6 Ranged Sneak Attack +5d6 Improved Uncanny Dodge Sneak Attack +5d6 Melee Sneak Attack +4d6 Ranged Sneak Attack +6d6 Trap Sense +3 Thief’s Luck. Diplomacy. Sleight of Hand. Forgery. Perform. Decipher Script. Craft. Sense Motive.5 Edition Index – Base Classes February 28. Profession. Int: Appraise. Gather Information. Spot. Profession. Use Rope. Spot. Tumble. 3/day Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Rogue Special Ability Sneak Attack +6d6 Rogue Special Ability Sniping Mastery Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Trap Sense +4 Thief’s Luck. Wis: Listen. Use Magical Device. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Thief’s Luck. Tumble. Spot. Sneak Attack +1d6 Ranged Sneak Attack +2d6 Trapfinding Evasion Sneak Attack +2d6 Melee Sneak Attack +1d6 Ranged Sneak Attack +3d6 Trap Sense +1 Thief’s Luck. Forgery. Cha: Bluff. Open Lock. Know(local). Shortbow. Sense Motive. Search. Spot. Shortbow. Disable Device. Use Magical Device. Move Silently. Shortbow. Sleight of Hand. Hide. Open Lock. Disable Device. Perform. Gather Information. Jump. Hide. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Jump. Int: Appraise. Cha: Bluff. Search. Perform. Intimidate. Know(local). 1/day Uncanny Dodge Sneak Attack +3d6 Melee Sneak Attack +2d6 Ranged Sneak Attack +4d6 Trap Sense +2 Thief’s Luck. Escape Artist. Open Lock. Gather Information. & Short Sword 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Skill Points: 8 Str: Climb. Open Lock. Intimidate. Disguise. Wis: Listen. Shortbow. Search. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Use Rope. Swim. Sleight of Hand. Rapier. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Jump. 2/day Sneak Attack +4d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Thief’s Luck. Forgery. Tumble. Move Silently. Wis: Listen. Cha: Bluff. Use Magical Device. Know(local). Swim. Decipher Script. Forgery. Gather Information. Swim. Rapier. Diplomacy. Cha: Bluff. Cha: Bluff. Perform. Diplomacy. Use Rope. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Move Silently. Disguise. Swim. Forgery. Use Rope. Know(local). Intimidate. Search.

etc. By not talking the substitution level. etc. Sniping Mastery You may make one or more ranged attacks and then make a Hide check with a –10 penalty as a Free Action. ‘Sniping’ is a Move Action with a –20 penalty.5 Edition Index – Base Classes February 28. You must be at least 10’ from your target. All standard Ranged Sneak Attack rules apply (30’ limit. since taking the 1st level substitution reduced the Melee Sneak Attack damage and leaves the Ranged Sneak Attack damage the same.). +Nd6 When making a Ranged Sneak Attack with a Thrown weapon or a Sling. 5/day Rogue Special Ability Sneak Attack +9d6 Melee Sneak Attack +8d6 Ranged Sneak Attack +10d6 Trap Sense +6 Thief’s Luck. though you must keep the new result. while not making any changes to Ranged Sneak Attack (such as increasing range. you do the same damage with both melee and ranged. Note: The damage dice listed in ‘Races of the Wild p160’ make no sense. add the listed Sneak Attack dice. Rogue Variants Page 110 . 5/day Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Rogue Special Ability Sneak Attack +9d6 Rogue Special Ability Sneak Attack +9d6 Sneak Attack +8d6 Melee Sneak Attack +7d6 Ranged Sneak Attack +9d6 Trap Sense +5 Thief’s Luck. 6/day Sneak Attack +10d6 Rogue Special Ability Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability Halfling Rogue Class Abilities Ranged Sneak Attack. N/day You may reroll a failed Reflex saving throw.). Thief’s Luck.Dungeons & Dragons 3. 6/day Sneak Attack +10d6 Melee Sneak Attack +9d6 Ranged Sneak Attack +11d6 Rogue Special Ability Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability Trap Sense +6 Thief’s Luck. 2007 Lvl Rogue (PH p49) Halfling Rogue – 1st level substitution (RotW p159) Halfling Rogue – 3rd level substitution (RotW p159) Halfling Rogue – 10th level substitution (RotW p159) Halfling Rogue – all level substitutions (RotW p159) 15 16 17 18 19 20 Sneak Attack +8d6 Trap Sense +5 Sneak Attack +8d6 Melee Sneak Attack +7d6 Ranged Sneak Attack +9d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Melee Sneak Attack +8d6 Ranged Sneak Attack +10d6 Trap Sense +6 Sneak Attack +10d6 Melee Sneak Attack +9d6 Ranged Sneak Attack +11d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Thief’s Luck. Normally. You may only use this ability once per round. I changed the number to what I think they meant to do.

Swim. Wis: Listen. Use Magical Device. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability Skill Points: 8 Str: Climb. Decipher Script. Diplomacy. Jump. Know(local). Sleight of Hand. Craft. Use Rope. Sense Motive. & Short Sword 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 8 Str: Climb. Intimidate. Forgery. Shortbow. Rapier. Escape Artist. Wis: Listen. Use Rope. Tumble. Open Lock. Swim. Disguise. Diplomacy. Cha: Bluff. Swim. Spot. Disguise. Spot. Disguise. Sleight of Hand. Hide. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Changing Rogue Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability Skill Points: 8 Str: Climb. Move Silently. Open Lock. Intimidate. Escape Artist. Disable Device. Search. Forgery. Sense Motive. Use Rope. Diplomacy. Use Magical Device. Disable Device. Rapier. Shortbow. Sense Motive. Disable Device. Open Lock. Know(local). Disable Device. Escape Artist. Intimidate. Rapier. Empowered Rogue Gain Dominate Person (DC is Charisma-based) –or– True Seeing (self only) (choose one). Sleight of Hand. Tumble. Profession. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Raging Rogue Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Changing Rogue Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Empowered Rogue Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability Lunar Rogue class abilities: Raging Rogue Rage (as a Barbarian). Wis: Listen. Sleight of Hand. Int: Appraise. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Cha: Bluff. Escape Artist. 1/day. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Cha: Bluff. Use Magical Device. Shortbow. Move Silently. Int: Appraise. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Empowered Rogue Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability Skill Points: 8 Str: Climb. Search. Changing Rogue Gain Greater Invisibility (self only) –or– Polymorph (self only) (choose one). Profession. Sleight of Hand. Hide. Int: Appraise. Shortbow. Page 111 Rogue Variants Class Features . Use Magical Device. Rapier. Wis: Listen. Search. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Uncanny Dodge Raging Rogue Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Uncanny Dodge Sneak Attack +5d6 Trap Sense +3 Rogue Special Ability Sneak Attack +6d6 Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Rogue Special Ability Sneak Attack +9d6 Trap Sense +6 Sneak Attack +10d6 Rogue Special Ability Skill Points: 8 Str: Climb. Spot. Tumble. Forgery. Know(local). Dex: Balance. Cha: Bluff. Jump. This is a Spell-like Ability that is usable 1/day.5 Edition Index – Base Classes February 28. Decipher Script. Dex: Balance. Decipher Script. Jump. Sense Motive. Search. This is a Spell-like Ability that is usable 1/day. Move Silently. Move Silently. Int: Appraise. Shortbow. Spot. Know(local). Jump. Dex: Balance. Gather Information. Dex: Balance. Craft. Profession. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Wis: Listen. Use Rope. Tumble. Perform. Intimidate. Craft. Cha: Bluff. Move Silently. Diplomacy. Diplomacy. Forgery. Craft. Profession. Decipher Script. Perform. Tumble. Perform. Craft. Perform. Open Lock. Sense Motive. Escape Artist. Hide. Hide. Intimidate. Gather Information. Int: Appraise. Disable Device. Disguise. Rapier. Hide. Gather Information. Spot. Profession. Gather Information. Use Magical Device.Dungeons & Dragons 3. Perform. Swim. Swim. Know(local). Disguise. Jump. Use Rope. Search. Forgery. Gather Information. Decipher Script. Open Lock. 2007 Astrological Substitution Lvl Rogue (PH p49) Lunar Rogue – 4th level substitution (DR340 p55) Lunar Rogue – 8th level substitution (DR340 p55) Lunar Rogue – 10th level substitution (DR340 p55) Lunar Rogue – all level substitutions (DR340 p55) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Dex: Balance.

or Constitution damage. Instead of making a Will save. You may make on an Attack of Opportunity when a Grapple attempt starts. Add your Class level to the amount of damage required to trigger a saving throw to avoid ‘death due to massive damage'. You must be aware of the attack Prerequisite: Must have had your Constitution reduced to below 3 due to a blood-draining attack. On a hit that would take you to 0 or less hp. DC Surface DC Surface 18 Liquid (water. allowing you to bypass the save. You cannot be observed at the time. the Divination spell or effect learns information that is consistent with your disguise. You may make a Hide check. At the end of your round. you may make a Will save (DC equals the DC of the effect you avoided) to return to yourself. If you are targeted by a Fear effect. you become Helpless. 13th.e. & 19th. Adult. 2. If the creature bites you again. building roof) 20 Soft (mud. +4 bonus on Escape Artist checks. but the duration is extended. Gain Damage Reduction 5 / — against Sneak Attacks and the extra damage from a Critical Hit. the caster must make a Spot check opposed by your Disguise check to detect the truth. Your disguises resist Divinations spells & abilities. you can determine details about the author of the document being examined. 1. If a Divination spell is cast on you while in Disguise. The more you exceed the DC by. Prerequisite: Must have successfully resisted a Petrification attack. make a Reflex save for half damage (DC is damage done by the hit). Child. At this point. quicksand) 24 Hard (stone. you may heal 1 extra point if you make a Fortitude save (DC = 15 + current amount of ability damage). You may make a Hide check. tent canopy) Prerequisite: Must have succeeded at a Fortitude save to avoid death due to massive damage. You may automatically receive a “natural 20” on a Strength roll. Otherwise. Venerable) +10 Highest Class Level +15 Law vs. Rogue + Wilderness Rogue + + (DR332 p92) Adrenaline Rush (DR334 p92) + + Camouflage (PH p48) Cartilaginous Skeleton (DR334 p92) + 3. Learn the Writer’s … Exceed DC by … +0 Gender +2 Race +5 Age Category (i. Name <any general feat> Accurate Fall Page (PH p51) Description — Prerequisite: Survive taking 20d6 from falling.5 Edition Index – Base Classes February 28. If a creature vulnerable to sleep and cold hits you with a Bite attack. even if being observed. you have the option of “setting you mind adrift”. it becomes Fatigued for 1 round per two Rogue levels (FortNeg. 1. the more you learn.Dungeons & Dragons 3. DC is Constitution-based). When in cold terrain or a region of Frostfell (including a city in the region). even if the opponent ahs Improved Grapple feat or the Improved Grab special quality. once per day. +2 bonus when attempting to escape a Grapple (stacks with bonus above). 2007 Special Abilities for Rogues Gained at Rogue level 10th. stalagmites) 22 Yielding (underbrush. though both are allowed any normal saving throws and immunities. haystack) 26 Uneven (spikes. Middle Aged. You loose these bonuses if in Medium (or heavier) Armor and/or carrying a Medium (or heavier) load When you successfully make a Decipher Script check or an opposed Forgery check. When you fall. you gain a +2 Competence bonus on Initiative checks & +10’ land movement. You remain Helpless until this save succeeds. Old. + + + + Crippling Strike Defensive Roll (PH p51) (PH p51) Enriched Bone Marrow Façade + (DR334 p92) + (DR326 p93) Face in the Crowd (DR326 p93) + Fear Mirror (DR332 p92) + Frostfell Terrain Mastery Handwriting Analysis + (Frost p45) + (DR326 p93) Happier Days + (DR334 p92) Heart of Stone (DR332 p92) + Hide in Plain Sight (PH p48) + Ice in the Veins (DR332 p92) + Rogue Variants Page 112 . even if you do not Cover or Concealment. You may make a Hide check while being observed as long as you are in a “crowd” – 10+ creatures of at least half your size within a 10’ radius of you. Prerequisite: Must have been reduced to less than 0 hp due to a Bludgeoning or Crushing attack. Prerequisite: Must have been reduced to fewer than 0 hp by a cold attack. Prerequisite: Camouflage Special Ability. Dexterity.. 2. If you are recovering from Strength. Your Sneak Attacks also do 2 Strength damage. Evil Alignment Axis Prerequisite: Must have made a saving throw to resist a Death effect. Prerequisite: Must have succeeded at a Fortitude save to resist Phantasmal Killer. half the damage you take is nonlethal if you can make a Reflex save whose DC is determined by the surface upon which you are falling. the effect does not change. Chaos Alignment Axis +20 Good vs. both you and the source of the effect are affected by it. 16th.

When striking an object or making a Sunder action. you gain a new save one round later at the same DC. you ignore an amount of the object’s Hardness equal to half your Rogue level. 2.5 Edition Index – Base Classes February 28. You may move through non-magical undergrowth at your normal movement rate without injury. but ½ damage on a failed save. This ability then stops working for 1 hour. +2 bonus on saves vs. On a Sneak Attack that would do nonlethal damage. 2007 Name Improved Evasion Knockout Blow Page (PH p51) Description As Evasion. DC 15 + number of Sneak Attack dice). but is Stunned for 1d3 rounds (FortNeg. Rogue + + + + Wilderness Rogue + (DR310 p70) Light Sleeper Opportunist (DR326 p93) (PH p51) + Painful Strike (DR310 p70) + Rainbow Stare (DR334 p92) + Saboteur (DR326 p93) + + + + + Skill Mastery Slippery Mind (PH p51) (PH p51) Swift Kick + (DR326 p93) Toxic Blood (DR332 p92) + + Woodland Stride (PH p36) Rogue Variants Page 113 . You no longer receive a penalty on Disable Device checks if you do not have tool (though you still receive the benefit if you have Masterwork tools). If the opponent fails his/her save. Receive an Attack of Opportunity against an opponent struck for damage in melee. On a failed save against an Enchantment spell or effect. Usable once per round. Immunity to Illusion (pattern). You may make Sneak Attacks on Constructs. you may forego the bonus Sneak Attack damage to put the opponent into lingering pain (FortNeg. 1. Choose 3 + Intelligence modifier skills. If a creature vulnerable to poison hits you with a Bite attack. On a Sneak Attack with an Unarmed Strike. You no longer receive a –10 penalty on Listen checks while asleep. DC is Constitution-based). It the attack succeeds. you may instead attempt a Knockout Blow. Prerequisite: Must have survived passing through at least 4 layers of either a Prismatic Sphere or a Prismatic Wall. it takes 1 point of Constitution damage (FortNeg. DC 15 + number of Sneak Attack dice + spell level. You make ‘Take 10’ with these skill even under stress. any use of a spell or spell-like ability for 1d6 rounds requires a Concentration check vs. The time a Disable Device check takes is reduced by one category: Difficult & Wicked – 1d4 rounds Tricky – 1 round Simple – Free Action Prerequisite: Must have been reduced to fewer than 3 Constitution due to Poison.Dungeons & Dragons 3. DC 10 + Intelligence modifier + number of Sneak Attack dice). the opponent takes no damage. Illusion (figment) or Illusion (glamer).

Intimidate. Know(arcana). Int: Craft. Cha: Bluff. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Ignore Arcane Failure chance due to Light armor Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 3 1 – – – – – – – – 4 1 – – – – – – – – 4 2 – – – – – – – – 5 2 1 – – – – – – – 5 3 1 – – – – – – – 6 3 1 1 – – – – – – 6 4 2 1 – – – – – – 7 4 2 1 1 – – – – – 7 4 3 2 1 – – – – – 8 4 3 2 1 1 – – – – 8 4 4 3 2 1 – – – – 8 4 4 3 2 1 1 – – – 8 4 4 3 3 2 1 – – – 8 4 4 3 3 2 1 1 – – 8 4 4 3 3 3 2 1 – – 8 4 4 3 3 3 2 1 1 – 8 4 4 3 3 3 2 2 1 – 8 4 4 3 3 3 2 2 1 1 8 4 4 3 3 3 2 2 2 1 8 4 4 3 3 3 2 2 2 2 Skill Points: 2 Con: Concentration. Int: Craft. Cha: Bluff. any Wizard Rogue Will d4 d8 — Simple. Know(arcana). Cha: Bluff. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Poltergeist Ability Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 2 2 – – – – – – – – 3 2 – – – – – – – – 3 3 – – – – – – – – 4 3 1 – – – – – – – 4 4 2 – – – – – – – 5 4 2 1 – – – – – – 5 5 3 2 – – – – – – 6 5 3 2 1 – – – – – 6 5 4 3 2 – – – – – 7 5 4 3 2 1 – – – – 7 5 5 4 3 2 – – – – 7 5 5 4 3 2 1 – – – 7 5 5 4 4 3 2 – – – 7 5 5 4 4 3 2 1 – – 7 5 5 4 4 4 3 2 – – 7 5 5 4 4 4 3 2 1 – 7 5 5 4 4 4 3 3 2 – 7 5 5 4 4 4 3 3 2 1 7 5 5 4 4 4 3 3 3 2 7 5 5 4 4 4 3 3 3 3 Casts Impromptu Arcane spells based on Charisma from the Witch Spell List (page 198) Summon Familiar Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 4 3 2 – – – 9 5 5 4 4 3 2 1 – – 9 5 5 4 4 4 3 2 – – 9 5 5 4 4 4 3 2 1 – 9 5 5 4 4 4 3 3 2 – 9 5 5 4 4 4 3 3 2 1 9 5 5 4 4 4 3 3 3 2 9 5 5 4 4 4 3 3 3 3 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 4 3 2 – – – 9 5 5 4 4 3 2 1 – – 9 5 5 4 4 4 3 2 – – 9 5 5 4 4 4 3 2 1 – 9 5 5 4 4 4 3 3 2 – 9 5 5 4 4 4 3 3 2 1 9 5 5 4 4 4 3 3 3 2 9 5 5 4 4 4 3 3 3 3 Sorcerer Variants Page 114 . Int: Craft. Int: Craft. A character can only be the member of one Sorcerer class. Wis: Profession. Wis: Profession.5 Edition Index – Base Classes February 28. Know(arcana). Spellcraft. Skill Points: 2 Con: Concentration. Spellcraft. Cha: Bluff. Wis: Profession. The decision to become a specialized Sorcerer must be done when the 1st level of Sorcerer is taken. Wis: Profession. 2007 Sorcerer Alternate Base Classes The following are specialized types of Sorcerers. plus one Light or One-Handed Martial weapon Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple 1 Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Skill Points: 2 Con: Concentration.Dungeons & Dragons 3. Spellcraft. in the same way a Necromancer is a specialized type of Wizard. Spellcraft. Know(arcana). Lvl Sorcerer (PH p51) Battle Sorcerer (UA p56) Poltergeist (DR336 p107) Witch (DMG p175) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: Skill Points: 2 Con: Concentration.

Any magical healing will remove it. your opponent develops a bruise at the point of contact (FortNeg. Lost Spells: Acid Splash and Arcane Mark. The Pinch – You may force a spellcaster to make a Concentration check vs. The following examples should be used as templates for other abilities. The bruise’s shape is designated by you. otherwise the bruise heals in one week. Lost Spells: Dancing Lights and Ghost Sounds. Lost Spells: Flare and Mage Hand. DC = 10 + Charisma modifier). Frost Fingers – When you first touch an object whose Hardness is 2 or less. it takes damage equal to your Charisma modifier (FortNeg. Crawling Coins – a) You may use Sleight of Hand to conceal objects on your body even if you have no ranks. the Poltergeist gains a Supernatural ability. granting you a +2 bonus on Diplomacy and Intimidate checks for 1 hour upon anyone who was witness. Based on the two spells lost.5 Edition Index – Base Classes February 28. b) Any attempt to use Sleight of Hand on you to take something receives a –4 penalty. DC (15 + spell level) to maintain concentration on an existing spell. the Poltergeist chooses two 0th level spells that he/she can never learn. Lost Spells: Open/Close and Prestidigitation. 2007 Spells per Day Lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Sorcerer (PH p51) Spells per Day 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 5 3 – – – – – – – – 6 4 – – – – – – – – 6 5 – – – – – – – – 6 6 3 – – – – – – – 6 6 4 – – – – – – – 6 6 5 3 – – – – – – 6 6 6 4 – – – – – – 6 6 6 5 3 – – – – – 6 6 6 6 4 – – – – – 6 6 6 6 5 3 – – – – 6 6 6 6 6 4 – – – – 6 6 6 6 6 5 3 – – – 6 6 6 6 6 6 4 – – – 6 6 6 6 6 6 5 3 – – 6 6 6 6 6 6 6 4 – – 6 6 6 6 6 6 6 5 3 – 6 6 6 6 6 6 6 6 4 – 6 6 6 6 6 6 6 6 5 3 6 6 6 6 6 6 6 6 6 4 6 6 6 6 6 6 6 6 6 6 Spells per Day 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 4 2 – – – – – – – – 4 3 – – – – – – – – 4 4 1 – – – – – – – 4 4 2 – – – – – – – 4 4 3 1 – – – – – – 4 4 4 2 – – – – – – 4 4 4 3 1 – – – – – 4 4 4 4 2 – – – – – 4 4 4 4 3 1 – – – – 4 4 4 4 4 2 – – – – 4 4 4 4 4 3 1 – – – 4 4 4 4 4 4 2 – – – 4 4 4 4 4 4 3 1 – – 4 4 4 4 4 4 4 2 – – 4 4 4 4 4 4 4 3 1 – 4 4 4 4 4 4 4 4 2 – 4 4 4 4 4 4 4 4 3 1 4 4 4 4 4 4 4 4 4 2 4 4 4 4 4 4 4 4 4 4 Battle Sorcerer (UA p56) Poltergeist (DR336 p107) Spells per Day 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 5 3 – – – – – – – – 6 4 – – – – – – – – 6 5 – – – – – – – – 6 6 3 – – – – – – – 6 6 4 – – – – – – – 6 6 5 3 – – – – – – 6 6 6 4 – – – – – – 6 6 6 5 3 – – – – – 6 6 6 6 4 – – – – – 6 6 6 6 5 3 – – – – 6 6 6 6 6 4 – – – – 6 6 6 6 6 5 3 – – – 6 6 6 6 6 6 4 – – – 6 6 6 6 6 6 5 3 – – 6 6 6 6 6 6 6 4 – – 6 6 6 6 6 6 6 5 3 – 6 6 6 6 6 6 6 6 4 – 6 6 6 6 6 6 6 6 5 3 6 6 6 6 6 6 6 6 6 4 6 6 6 6 6 6 6 6 6 6 Witch (DMG p175) Spells per Day 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 5 3 – – – – – – – – 6 4 – – – – – – – – 6 5 – – – – – – – – 6 6 3 – – – – – – – 6 6 4 – – – – – – – 6 6 5 3 – – – – – – 6 6 6 4 – – – – – – 6 6 6 5 3 – – – – – 6 6 6 6 4 – – – – – 6 6 6 6 5 3 – – – – 6 6 6 6 6 4 – – – – 6 6 6 6 6 5 3 – – – 6 6 6 6 6 6 4 – – – 6 6 6 6 6 6 5 3 – – 6 6 6 6 6 6 6 4 – – 6 6 6 6 6 6 6 5 3 – 6 6 6 6 6 6 6 6 4 – 6 6 6 6 6 6 6 6 5 3 6 6 6 6 6 6 6 6 6 4 6 6 6 6 6 6 6 6 6 6 Class Features Poltergeist Ability At 1st level. Sorcerer Variants Page 115 . Fanfare – Your entrance into rooms is announced with a fanfare of sounds and lights.Dungeons & Dragons 3. DC = 10 + Charisma modifier). Using this ability is a Standard Action and is usable once per day. Lost Spells: Ray of Frost and Touch of Fatigue. That’ll Leave a Mark! – When you successfully make a Unarmed Attack or Touch Attack.

Cha: Bluff. 1/day Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 4 3 2 – – – 9 5 5 4 4 3 2 1 – – 9 5 5 4 4 4 3 2 – – 9 5 5 4 4 4 3 2 1 – 9 5 5 4 4 4 3 3 2 – 9 5 5 4 4 4 3 3 2 1 9 5 5 4 4 4 3 3 3 2 9 5 5 4 4 4 3 3 3 3 Skill Points: 2 Con: Concentration. Spellcraft. Arcane Reabsorbtion (DR348 p88) Draconic Ray Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple (DR332 p93) Sorcerer variant. Know(arcana).5 Edition Index – Base Classes February 28. Int: Craft. 2007 Variant Class Features Unlike ‘Alternate Classes’ (see above). Int: Craft. Spellcraft. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Focus Caster (least) Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 4 3 2 – – – 9 5 5 4 4 3 2 1 – – 9 5 5 4 4 4 3 2 – – 9 5 5 4 4 4 3 2 1 – 9 5 5 4 4 4 3 3 2 – 9 5 5 4 4 4 3 3 2 1 9 5 5 4 4 4 3 3 3 2 9 5 5 4 4 4 3 3 3 3 Focus Caster (improved) 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 4 3 2 – – – 9 5 5 4 4 3 2 1 – – Focus Caster (greater) 9 5 5 4 4 4 3 2 – – 9 5 5 4 4 4 3 2 1 – 9 5 5 4 4 4 3 3 2 – 9 5 5 4 4 4 3 3 2 1 9 5 5 4 4 4 3 3 3 2 9 5 5 4 4 4 3 3 3 3 Sorcerer Variants Page 116 . Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Skill Points: 2 Con: Concentration. Lvl Sorcerer (PH p51) Sorcerer variant. Int: Craft. Wis: Profession. Spellcraft. Wis: Profession. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Draconic Ray. Wis: Profession. Spellcraft. Int: Craft.Dungeons & Dragons 3. Sorcerer variant. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Arcane Reabsorbtion Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 4 3 2 – – – 9 5 5 4 4 3 2 1 – – 9 5 5 4 4 4 3 2 – – 9 5 5 4 4 4 3 2 1 – 9 5 5 4 4 4 3 3 2 – 9 5 5 4 4 4 3 3 2 1 9 5 5 4 4 4 3 3 3 2 9 5 5 4 4 4 3 3 3 3 Skill Points: 2 Con: Concentration. Cha: Bluff. you may take multiple ‘Variant Class Features’. Cha: Bluff. Focus Caster Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple (DR348 p88) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple 1 Skill Points: 2 Con: Concentration. Cha: Bluff. Know(arcana). Wis: Profession. Know(arcana). Know(arcana).

you retain the Spell Slot. 7th level – your Divination spells have 2x duration. e) additional bonus is School of Magic specific: Abjuration – Bracers. Scythe. The Focus is associated with one school of magic and grants you benefits associated with that school (see below). which last 1 round after you stop concentrating. 7th level – your Enchantment spells have +2 round duration. Conjuration – Quarterstaff. which does 1d4 + 1 per Draconic Ray Sorcerer level of energy damage which matches the chosen Dragon type. spending 24 hours. Ornate Holy Symbol 1st level – cast Divination spells at +1 Caster level. d) if you enchant your Focus. including ‘Concentration’ spells. Kama. Ancestor Dragon Black Blue Green Red White Brass Bronze Copper Gold Silver Energy Type Acid Electricity Acid Fire Cold Fire Electricity Acid Fire Cold Secondary Effect Shadow Eyes Dehydration Command Burning Rime of Ice Sleep Fear Slow Weakening Hold Person (WillNeg) (FortNeg) (WillNeg) (RefNeg) (RefNeg) (WillNeg) (WillNeg) (FortNeg) (FortNeg) (WillNeg) – target’s eyes are obscured for 1d6 rounds. other Harvesting-inspired Weapon 1st level – your Necromancy spells can be cast at +25% range. Buckler. which last 2 round after you stop concentrating. other Bladed Weapon 1st level – your Evocation spells do +1 hp of damage (applies to all in area-of-effect or one if there are multiple missiles). 7th level – your Necromancy spells that inflict Ability Penalties. If successful.. which last 1 round after you stop concentrating. Tools 1st level – any non-Personal Transmutation spell you cast with at least one target affects one extra target.5 Edition Index – Base Classes February 28. Necromancy – Flail. Dagger. 15th level – your Enchantment spells have +3 round duration. Enchantment – Ornate Clothing 1st level – your Enchantment spells have +1 round duration. including ‘Concentration’ spells. which last 3 round after you stop concentrating. In addition. the ray has an additional effect based on the Dragon type. 15th level – you may cast Personal Illusion spells as a Touch spells. Sickle. Evocation – Longsword. Focus Caster A chosen masterwork-quality object now become a required Focus for all your spells. 15th level – you may cast Personal Abjuration spells as a Touch spells. Polearm 1st level – your Conjuration spells have +1 round duration. 15th level – one Transmutation spell per day that grants a bonus to an Ability Score gives a 2x bonus (e. The Focus has the following properties: a) bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp). which last 2 round after you stop concentrating. but take (spell level) nonlethal damage (which bypasses your Damage Reduction / resistances). you are Proficient with it (but not any other weapons / shields of the same type). 15th level – a target that fails a Fortitude save vs. Bull’s Strength would give a +8 bonus). including ‘Concentration’ spells. Illusion – Mask. Ability Damage. Draconic Ray At 1st level. c) if your Focus is a weapon or a shield. who now get the full duration. one of your Necromancy spells is also Fatigued.g. 2007 Class Features Arcane Reabsorbtion If a spell you cast is Countered –or– fails to overcome the target’s Spell Resistance. 7th level – any non-Personal Abjuration spell you cast with at least one target affects one extra target. Transmutation – Instrument. but that target only has ½ the normal duration.Dungeons & Dragons 3. DC 20 + [3 * spell level]. Cloak. 15th level – one Evocation spell per day may ignore one Target’s Energy Immunity. 7th level – your Evocation spells bypass the first 5 points of a target’s Energy Resistance (though Energy Immunity still applies). other Apparel used to conceal 1st level – cast Illusion spells at +1 Caster level. you may “reabsorb” the spell as an Immediate Action by making a Spellcraft check vs. or Ability Drain do +1 point. you may replace it with by bonding with a new masterwork-quality (but not magical) object of the same type. 7th level – your Conjuration spells have +2 round duration. 15th level – receive a (1 + Intelligence modifier (min +1)) bonus vs. Divinations spells. Small Shield 1st level – any non-Personal Abjuration spell you cast with at least one target affects one extra target. b) if destroyed. and expending 100 gp of reagents. but that target only has ½ the normal duration. granting everything the target is fighting Concealment. – target also takes 1d4 per 2 level of nonlethal damage. Note: to use this ability. Gains a ray as a Spell-Like ability. who now get the full duration. including ‘Concentration’ spells. Divination – Large Crystal (may be mounted on a Rod or Staff). which last 3 round after you stop concentrating. 15th level – your Conjuration spells have +3 round duration. including ‘Concentration’ spells. the Draconic Ray Sorcerer chooses the type of Dragon with which he/she is associated. 7th level – any non-Personal Transmutation spell you cast with at least one target affects one extra target. the XP & base materials cost is reduced by 10%. including ‘Concentration’ spells. the spell must have had no effect whatsoever. – as the spell – target takes 1d4 Fire damage per round for one round per 2 levels – target drops whatever it is holding and falls prone – target falls asleep for 1d6 rounds – target becomes panicked for 1d4 rounds – target is Slowed for 1d6 rounds – target takes 1d4 penalty to Strength for 1 round per 2 levels – target is paralyzed for 1d4 rounds Sorcerer Variants Page 117 . 7th level – your Illusion spells receive a bonus on Caster checks to bypass Spell Resistance of +(½ Caster level).

Dungeons & Dragons 3. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar 1 Skill Points: 2 Con: Concentration. Intimidate. –1 effective Caster Level when you cast Abjuration & Divination spells (min 1st lvl). Know(arcana). Cha: Bluff. Know(nature). Int: Craft. Int: Craft.5 Edition Index – Base Classes February 28. Wis: Profession. Diplomacy. You cannot summon creatures with a Good alignment. Cha: Bluff. Diplomacy. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar +1 effective Caster Level when you cast Conjuration (sum) & Transmutation spells. Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 4 3 2 – – – 9 5 5 4 4 3 2 1 – – 9 5 5 4 4 4 3 2 – – 9 5 5 4 4 4 3 2 1 – 9 5 5 4 4 4 3 3 2 – 9 5 5 4 4 4 3 3 2 1 9 5 5 4 4 4 3 3 3 2 9 5 5 4 4 4 3 3 3 3 Skill Points: 2 Con: Concentration. Know(arcana). Int: Craft. Know(the planes). Blood of Siberys Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple (DR351 p79) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple Skill Points: 2 Con: Concentration. Blood of Eberron Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple (DR351 p79) Sorcerer variant. Spellcraft. Skill Points: 2 Con: Concentration. Profession. Wis: Heal. Cha: Bluff. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Your Charisma is effectively +4 for the purpose of receiving extra Sorcerer spells and the maximum Sorcerer spell level you can cast. Handle Animal. its benefits apply also if you are in Animal Form due to Polymorph. If you take Feat: Natural Spell. Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 4 3 2 – – – 9 5 5 4 4 3 2 1 – – 9 5 5 4 4 4 3 2 – – 9 5 5 4 4 4 3 2 1 – 9 5 5 4 4 4 3 3 2 – 9 5 5 4 4 4 3 3 2 1 9 5 5 4 4 4 3 3 3 2 9 5 5 4 4 4 3 3 3 3 Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 4 3 2 – – – 9 5 5 4 4 3 2 1 – – 9 5 5 4 4 4 3 2 – – 9 5 5 4 4 4 3 2 1 – 9 5 5 4 4 4 3 3 2 – 9 5 5 4 4 4 3 3 2 1 9 5 5 4 4 4 3 3 3 2 9 5 5 4 4 4 3 3 3 3 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 4 3 2 – – – 9 5 5 4 4 3 2 1 – – 9 5 5 4 4 4 3 2 – – 9 5 5 4 4 4 3 2 1 – 9 5 5 4 4 4 3 3 2 – 9 5 5 4 4 4 3 3 2 1 9 5 5 4 4 4 3 3 3 2 9 5 5 4 4 4 3 3 3 3 Sorcerer Variants Page 118 . etc. 2007 Variant Class Features (continued) Lvl Sorcerer (PH p51) Sorcerer variant. Know(arcana). Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Gain an Animal Companion as a Druid of ½ your Sorcerer level (levels stacks with Druid & Ranger). Wis: Profession. Spellcraft. Wis: Profession. Blood of Khyber Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple (DR351 p79) Sorcerer variant. Int: Craft. Cha: Bluff. Spellcraft. Spellcraft. Know(arcana). Know(dungeoneering).

Wis: Profession. Int: Craft. Know(arcana). Int: Craft. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Metamagic Specialist Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 4 3 2 – – – 9 5 5 4 4 3 2 1 – – 9 5 5 4 4 4 3 2 – – 9 5 5 4 4 4 3 2 1 – 9 5 5 4 4 4 3 3 2 – 9 5 5 4 4 4 3 3 2 1 9 5 5 4 4 4 3 3 3 2 9 5 5 4 4 4 3 3 3 3 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 4 3 2 – – – 9 5 5 4 4 3 2 1 – – 9 5 5 4 4 4 3 2 – – 9 5 5 4 4 4 3 2 1 – 9 5 5 4 4 4 3 3 2 – 9 5 5 4 4 4 3 3 2 1 9 5 5 4 4 4 3 3 3 2 9 5 5 4 4 4 3 3 3 3 Class Features Metamagic Specialist You may apply Metamagics to your Impromptu Spells without increasing the casting time to a Full Round.Dungeons & Dragons 3. This also allows you to benefit from Feat: Quicken Spell. Metamagic Specialist Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple (PH2 p61) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple 1 Skill Points: 2 Con: Concentration. Spellcraft. Cha: Bluff. Wis: Profession. Know(arcana).5 Edition Index – Base Classes February 28. 2007 Variant Class Features (continued) Lvl Sorcerer (PH p51) Sorcerer. Spellcraft. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – Skill Points: 2 Con: Concentration. Cha: Bluff. Sorcerer Variants Page 119 . variant.

Wis: Profession. Int: Craft.5 Edition Index – Base Classes February 28. Requires a one-time 24 hour ritual that has 100 gp of material components. Int: Craft. Earth Meditation If the Sorcerer spends 8 hours resting and 15 minutes preparing his/her spells while in contact with the earth. Cha: Bluff. Casts Impromptu Arcane spells based on Charisma Summon Familiar Arcane Earthbond Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 3 3 2 – – – 9 5 5 5 4 3 2 – – – 9 5 5 5 4 3 3 1 – – 9 5 5 5 5 4 3 2 – – 9 5 5 5 5 4 3 2 1 – 9 5 5 5 5 4 4 3 2 – 9 5 5 5 5 4 4 3 2 1 9 5 5 5 5 5 4 4 3 2 9 5 5 5 5 5 4 4 3 3 Power of Stone 6 4 1 – – – – – – – 7 4 1 1 – – – – – – 7 5 2 2 – – – – – – 8 5 2 2 1 – – – – – 8 5 3 3 2 – – – – – 9 5 3 3 2 1 – – – – 9 5 4 4 3 2 1 – – – 9 5 4 4 3 3 2 – – – 9 5 4 5 4 3 2 – – – 9 5 4 5 4 3 3 1 – – 9 5 4 5 5 4 3 2 – – 9 5 4 5 5 4 3 2 1 – 9 5 4 5 5 4 4 3 2 – 9 5 4 5 5 4 4 3 2 1 9 5 4 5 5 5 4 4 3 2 9 5 4 5 5 5 4 4 3 3 Power of Stone 6 4 1 – – – – – – – 7 4 1 1 – – – – – – 7 5 2 2 – – – – – – 8 5 2 2 1 – – – – – Earth Meditation 8 5 4 3 1 – – – – – 9 5 4 3 1 1 – – – – 9 5 5 4 2 2 1 – – – 9 5 5 4 2 3 2 – – – 9 5 5 5 3 3 2 – – – 9 5 5 5 3 3 3 1 – – 9 5 5 5 4 4 3 2 – – 9 5 5 5 4 4 3 2 1 – 9 5 5 5 4 4 4 3 2 – 9 5 5 5 4 4 4 3 2 1 9 5 5 5 4 5 4 4 3 2 9 5 5 5 4 5 4 4 3 3 Earth Meditation 8 5 3 3 1 – – – – – 9 5 3 3 1 1 – – – – 9 5 4 4 2 2 1 – – – 9 5 4 4 2 3 2 – – – 9 5 4 5 3 3 2 – – – 9 5 4 5 3 3 3 1 – – 9 5 4 5 4 4 3 2 – – 9 5 4 5 4 4 3 2 1 – 9 5 4 5 4 4 4 3 2 – 9 5 4 5 4 4 4 3 2 1 9 5 4 5 4 5 4 4 3 2 9 5 4 5 4 5 4 4 3 3 Dwarven Sorcerer Class Features Arcane Earthbond While touching the ground. Cha: Bluff. Wis: Profession. Know(arcana). Spellcraft. Spellcraft. Wis: Profession. Know(dungeoneer). the Sorcerer may add his/her Constitution modifier to his/her Charisma modifier for determining bonus Sorcerer spell slots. Int: Craft. Know(dungeoneer). all must be touching the ground for the benefit to apply. Wis: Profession. Sorcerer Variants Page 120 . Know(arcana). 2007 Racial Substitution Lvl Sorcerer (PH p30) Dwarven Sorcerer – 1st level substitution (RoS p147) Dwarven Sorcerer – 5th level substitution (RoS p147) Dwarven Sorcerer – 9th level substitution (RoS p147) Dwarven Sorcerer – all level substitutions (RoS p147) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d6 d4 — Simple Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d6 d4 — Simple Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d6 d4 — Simple Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d6 d4 — Simple Skill Points: 2 Con: Concentration. Casts Impromptu Arcane spells based on Charisma Summon Familiar Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 1 Skill Points: 2 Con: Concentration. Power of Stone If both the Sorcerer and the target of your spell are touching the ground.Dungeons & Dragons 3. Spellcraft. Know(arcana). Casts Impromptu Arcane spells based on Charisma Summon Familiar Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – Skill Points: 2 Con: Concentration. Wis: Profession. Know(dungeoneer). Know(arcana). Cha: Bluff. Casts Impromptu Arcane spells based on Charisma Summon Familiar Arcane Earthbond Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 3 3 2 – – – 9 5 5 5 4 3 2 – – – 9 5 5 5 4 3 3 1 – – 9 5 5 5 5 4 3 2 – – 9 5 5 5 5 4 3 2 1 – 9 5 5 5 5 4 4 3 2 – 9 5 5 5 5 4 4 3 2 1 9 5 5 5 5 5 4 4 3 2 9 5 5 5 5 5 4 4 3 3 Skill Points: 2 Con: Concentration. Cha: Bluff. Spellcraft. Know(dungeoneer). Know(arcana). Casts Impromptu Arcane spells based on Charisma Summon Familiar Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – Skill Points: 2 Con: Concentration. the Sorcerer gains ‘Damage Reduction 1 / adamantine’ –and– Feat: Alertness. Spellcraft. Int: Craft. the spell’s range increases by 50% and its DC increases by +1. Cha: Bluff. If a spell has multiple targets. Int: Craft.

Know(arcana). Sorcerer Variants Page 121 . Spellcraft. Know(arcana). Int: Craft. Spellcraft. Spell on the Wing When airborne and casting a spell whose cast time is no more than 1 Standard Action. Cha: Bluff. Spellcraft. Wis: Profession. Casts Impromptu Arcane spells based on Charisma Summon Familiar Air Magic Air Elemental Familiar Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 2 3 4 5 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – Air Magic Command of the Winds 6 4 2 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 6 4 1 – – – – – – – 7 4 1 1 – – – – – – 7 5 2 2 – – – – – – 8 5 2 2 1 – – – – – 8 5 3 3 2 – – – – – 9 5 3 3 2 1 – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – 8 5 4 3 2 – – – – – 9 5 4 3 2 1 – – – – Command of the Winds 6 4 1 – – – – – – – 7 4 1 1 – – – – – – 7 5 2 2 – – – – – – 8 5 2 2 1 – – – – – 8 5 3 3 2 – – – – – 9 5 3 3 2 1 – – – – 6 7 8 9 10 11 Air Magic Spell on the Wing 9 5 5 4 3 2 1 – – – 9 5 5 4 3 2 1 – – – 9 5 5 4 3 3 2 – – – 9 5 5 5 4 3 2 – – – 9 5 5 5 4 3 3 1 – – 9 5 5 5 5 4 3 2 – – 9 5 5 5 5 4 3 2 1 – 9 5 5 5 5 4 4 3 2 – 9 5 5 5 5 4 4 3 2 1 9 5 5 5 5 5 4 4 3 2 9 5 5 5 5 5 4 4 3 3 9 5 4 4 3 2 1 – – – 9 5 4 4 3 3 2 – – – 9 5 4 5 4 3 2 – – – 9 5 4 5 4 3 3 1 – – 9 5 4 5 5 4 3 2 – – 9 5 4 5 5 4 3 2 1 – 9 5 4 5 5 4 4 3 2 – 9 5 4 5 5 4 4 3 2 1 9 5 4 5 5 5 4 4 3 2 9 5 4 5 5 5 4 4 3 3 9 5 5 4 3 1 1 – – – 9 5 5 4 3 2 2 – – – 9 5 5 5 4 2 2 – – – 9 5 5 5 4 2 3 1 – – 9 5 5 5 5 3 3 2 – – 9 5 5 5 5 3 3 2 1 – 9 5 5 5 5 3 4 3 2 – 9 5 5 5 5 3 4 3 2 1 9 5 5 5 5 4 4 4 3 2 9 5 5 5 5 4 4 4 3 3 9 5 5 4 3 3 2 – – – 9 5 5 5 4 3 2 – – – 9 5 5 5 4 3 3 1 – – 9 5 5 5 5 4 3 2 – – 9 5 5 5 5 4 3 2 1 – 9 5 5 5 5 4 4 3 2 – 9 5 5 5 5 4 4 3 2 1 9 5 5 5 5 5 4 4 3 2 9 5 5 5 5 5 4 4 3 3 Spell on the Wing 9 5 4 4 3 1 1 – – – 9 5 4 4 3 2 2 – – – 9 5 4 5 4 2 2 – – – 9 5 4 5 4 2 3 1 – – 9 5 4 5 5 3 3 2 – – 9 5 4 5 5 3 3 2 1 – 9 5 4 5 5 3 4 3 2 – 9 5 4 5 5 3 4 3 2 1 9 5 4 5 5 4 4 4 3 2 9 5 4 5 5 4 4 4 3 3 12 13 14 15 16 17 18 19 20 Raptoran Sorcerer Class Abilities Air Magic The following spells are added to the Raptoran Sorcerer spell list at the indicated levels. Know(arcana).Dungeons & Dragons 3. Cha: Bluff. Wis: Profession. It never gains the ability to speak with other animals. Cha: Bluff. Wis: Profession. 4th – Air Walk 5th – Control Winds 7th – Wind Walk 8th – Whirlwind Air Elemental Familiar The Raptoran Sorcerer gains a Small Air Elemental as your Familiar. Casts Impromptu Arcane spells based on Charisma Summon Familiar Air Magic Air Elemental Familiar Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – Skill Points: 2 Con: Concentration. and Wind Wall (as a 2nd level spell). Know(arcana). Casts Impromptu Arcane spells based on Charisma Summon Familiar Skill Points: 2 Con: Concentration. Cha: Bluff. Command the Winds The following spells are added to the Raptoran Sorcerer’s Known Spell List: Gust of Wind. Wis: Profession. Whispering Wind. Int: Craft. but otherwise is a standard Familiar. and are available to be learned as normal. Int: Craft. Wis: Profession. Know(arcana). Cha: Bluff.5 Edition Index – Base Classes February 28. Spellcraft. Casts Impromptu Arcane spells based on Charisma Summon Familiar Skill Points: 2 Con: Concentration. Spellcraft. Int: Craft. Int: Craft. 2007 Racial Substitution (continued) Lvl Sorcerer (PH p30) Raptoran Sorcerer – 1st level substitution (RotW p162) Raptoran Sorcerer – 5th level substitution (RotW p162) Raptoran Sorcerer – 11th level substitution (RotW p162) Raptoran Sorcerer – all level substitutions (RotW p162) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple 1 Skill Points: 2 Con: Concentration. Casts Impromptu Arcane spells based on Charisma Summon Familiar Skill Points: 2 Con: Concentration. though the total distance can be no more than his/her speed (effectively Spring Attack with spells). the Raptoran Sorcerer may move before and after casting.

while spell from the Opposite Sphere are cast at –2 Caster level.5 Edition Index – Base Classes February 28. which means that such spells are available later than normal (i. Spheres are organized by spell subtype.e.Dungeons & Dragons 3.. Each Sphere as an Opposite Sphere. Spells from this sphere are cast at +1 Caster level. not by School. 2007 Spheres for Sorcerers (DR330 p95) At 1st level. a Sorcerer can choose a Sphere. Sphere Acid – spells with the [acid] subtype Air – spells with the [air] subtype Fire – spells with the [fire] subtype Shadow – spells with the (shadow) subschool Summoning – spells with the (summoning) subschool Opposite Sphere Electricity – spells with the [electricity] subtype Earth – spells with the [earth] subtype Cold – spells with the [cold] subtype Light – spells with the [light] subtype Creation – spells with the (creation) subschool Sorcerer Variants Page 122 . a Sorcerer with Fire as the Opposite Sphere could not cast Fireball until 8th level).

Crossbow. Spellcraft.5 Edition Index – Base Classes February 28. 8 points Bonus Wizard Feat Mastery of Undeath Bonus Wizard Feat Greater Diving +3 Bonus Wizard Feat Bonus Wizard Feat Good Fortune. 10 points Bonus Wizard Feat Mantle of Undeath Bonus Wizard Feat Greater Diving +4 Bonus Wizard Feat Bonus Wizard Feat Good Fortune. Bardic Knowledge 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bonus Wizard Feat Bonus Wizard Feat Good Fortune. Cha: Bluff. Wis: Profession. May specialize in a school of magic. Specialized in the Necromancy School Can summon a Familiar. Spellcraft. May specialize in a school of magic Can summon a Familiar 1 Cast Prepared Arcane Intelligencebased spells from the Wizard list plus the spells in the Anagakok Supplemental spell list (see page 169) Gain Feat: Scribe Scroll. Decipher Script. Crossbow. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Dagger. Spellcraft. Intimidate Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll. Know(any). 4 points Bonus Wizard Feat Aura of the Grave Bonus Wizard Feat Greater Diving +1 Wizard Variants Page 123 . 2 points Can summon a Familiar Skill Points: 2 Con: Concentration. Specialized in the Anagakok ‘School’ Anagakok Spontaneous Casting Anagakok Illiteracy Wilderness Lore Good Fortune. Skill Points: 2 Con: Concentration. Dagger. Can summon an Undead Familiar Master of the Dead any Wizard Will d4 — Club. 6 points Bonus Wizard Feat Shroud of Death Bonus Wizard Feat Greater Diving +2 Bonus Wizard Feat Bonus Wizard Feat Good Fortune. Wis: Profession. Sense Motive. Survival. Int: Craft. Short Bow Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll. May specialize in a school of magic. Survival. 2007 Wizard Alternate Base Classes Lvl Wizard (PH p55) Anagakok (DR344 p104) Deathwalker (DR312 p30) Filidh (DR324 p90) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Crossbow. Quarterstaff. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll. Int: Craft. Wis: Profession. Dagger. Crossbow. Decipher Script. Spellcraft. Decipher Script. Cha: Gather Info.Dungeons & Dragons 3. Int: Craft. Skill Points: 2 Con: Concentration.. May specialize in a school of magic. Know(any). Int: Craft. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: Skill Points: 2 Con: Concentration. Dagger. Decipher Script. Know(any). Know(any). Can summon a Familiar. Wis: Profession.

3. 4. The Stitched Flesh Familiar may use this ability also. If the Deathwalker or his/her allies attack the target (before or after the check). Is immune to Disease. If successful. Forge Life – Leans how to create Flesh Golems that are much cheaper than usual. Gains 50% resistance to Sneak Attacks & Critical Hits. 3. +4 Circumstance bonus on saves vs. non-Undead. you may add a total of N points of Luck bonus as an Immediate Action to your own attacks. Undead Familiar – Use the standard Familiar rules. Anagakoks specialize in a list of nature-related spells (see page 169). These spells can be learned by the Anagakok as Arcane spells. 2.Dungeons & Dragons 3. Mantle of Undeath – Becomes an Undead. Can Rebuke / Command Undead as a Cleric of the same level. skill checks. except that instead of a School of Magic. Anagakok Illiteracy – An Anagakok understands his/her own spellbook (often transcribed on bark). Aura of the Grave 1. 2. ‘Deathwalker’ Class Abilities: Master of the Dead 1. and/or ability checks. Anagakok Spontaneous Casting – An Anagakok may loose a prepared spell of at least 1st level in order to cast Endure Elements. or broken up as you wish. Can control up to (Class level * 5) HD of Skeletons and Zombies by making a Charisma check vs. ‘Fleshcrafter’ Class Abilities: Reaper’s Touch – May sabotage a patient’s healing by making a Heal check vs. Has pale skin. Wizard Variants Page 124 . the DC to help – 5. but change the familiar into an Undead. & Diplomacy checks vs. DC 25 will identify the person as a Death Walker. Brink of Life and Death – May make a Coup de Grace as a Standard Action.5 Edition Index – Base Classes February 28. Know(arcana) check vs. No longer sleeps & is immune to Sleep effects. & Mind-Affecting Effects. Master of Life and Death – Spells that target a living creature are at +1 DC. Good Fortune. Receives a –2 penalty on Fortitude saves vs. N points – Each day. Forge Flesh – Can create animated objects made from body parts that are under the Fleshcrafter’s control. You may even grant the bonus to a touched creature as a Readied Action. though only these spells may be memorized in his/her bonus slot. ‘Filidh’ Class Abilities: Greater Divining +N – When casting Divination spells. Receives a –2 penalty on Charisma. He/she is limited to 2HD per Class level & the available body parts. To realize that patient is being purposely harmed requires a contested Heal check. Paralysis. An Anagakok’s Prohibited Schools of Magic are always Illusion and Necromancy. it cannot be controlled. His/her skin becomes stretched & eyes look hollow. saving throws. You may use the bonus on one roll. Begins looking very corpse-like. No longer eats & drinks. Follow the Familiar rules on (DR312 p34). (1 + Charisma modifier) times per day. Mastery of Undeath 1. Shroud of Death 1. DC (15 + HD). & glassy-looking eyes. the caster level increases by (N). Stitched Flesh Familiar – The Fleshcrafter “builds” his/her familiar from body parts & his/her own life force. as long as it is within empathic range and the Fleshcrafter spends a Full Round Action to mentally help it. 2. 2007 Alternate Base Classes (continued) ‘Anagakok’ Class Abilities: Anagakok ‘School’ – An Anagakok is treated like any other specialized wizard. 4. the patient looses hitpoints and/or ability scores twice as fast. Poison. Negative Levels 3. but cannot otherwise read unless he/she spends 2 skill points –or– takes a level in a literate class. 2. Wilderness Lore – +2 bonus on Knowledge (nature) and Survival checks. a low body temperature. Bluff.

or Necromantic Feat(DR312 p37). Gain Feat: Craft Construct. Spiritual Vassal Speak with Dead. Wisdom. Spellcraft. The Soul Reaper must Ready the action for the moment the target dies (i. Bonus Soul Reaper Feat – Choose a Metamagic. The new Undead Servitor has the Soul Reaper’s alignment. Spellcraft. Int: Craft. Int: Craft. May specialize in a school of magic Can summon a Familiar Skill Points: 2 Con: Concentration. Dagger. Charisma. but can grant its master temporary skills. Dagger. The Spiritual Vassal looks like a ball of light (similar to a Will-O’-Wisp). etc. The Undead gain the Spirit’s Intelligence. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Spawn Undead Servitor – The Soul Reaper imprints a Skeleton or Zombie with a Spirit trapped by the Bind Spirit ability. Crossbow. Wis: Profession. Weapon & Armor Proficiencies. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll.. Int: Craft. Wis: Profession. & Feats. speak one of the spirit’s languages for 1 hour. The Soul Reaper may do one of the following once per day: get the answer to a “yes” / “no” question. but must be controlled normally.e. Quarterstaff 1 Skill Points: 2 Con: Concentration. or use the ranks of one of the spirit’s skills for 1 minute. Follow the Familiar rules on (DR312 p36). Bind Spirit – The Soul Reaper can trap the Spirit of a creature in a 500gp gem. Can summon a Stitched Flesh Familiar Reaper’s Touch Skill Points: 2 Con: Concentration. Skill Ranks. Know(any). –10 hp.Dungeons & Dragons 3. & feats gleaned from the afterlife. Decipher Script. Crossbow. Wis: Profession.5 Edition Index – Base Classes February 28. If trapped. etc. Spellcraft. Decipher Script. the target cannot be restored to life. 2007 Alternate Base Classes (continued) Lvl Wizard (PH p55) Fleshcrafter (DR312 p32) Soul Reaper (DR312 p34) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. May specialize in a school of magic. Dagger.. Wizard Variants Page 125 . Base Attack Bonus. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll. 1/day as a Spell-like ability 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bonus Wizard Feat Bonus Wizard Feat Forge Life Bonus Wizard Feat Bonus Soul Reaper Feat Bonus Wizard Feat Bonus Wizard Feat Master of Life and Death Bonus Wizard Feat Spawn Undead Servant Bonus Wizard Feat Bonus Wizard Feat Forge Flesh Bonus Wizard Feat Bonus Soul Reaper Feat Bonus Wizard Feat Bonus Wizard Feat Brink of Life and Death Bonus Wizard Feat Bind Spirit ‘Soul Reaper’ Class Abilities: Spiritual Vassal – The Soul Reaper can perform a ritual (that includes sacrificing a humanoid) to summon a Spirit to use as his/her familiar. Heal. Specialized in the Necromancy School Can summon a Familiar. Crossbow. Know(any). languages. Decipher Script.) & it receives a Will save to avoid the effect (DC = 15 + Intelligence modifier). Specialized in the Necromancy School Can summon a Familiar. Item Creation. May specialize in a school of magic. The Spirit used to make the imprint is freed once the process is finished. Know(any). until its Spirit is free again (either by 1 day per Class level passing or by breaking the gem).

Wis: Profession. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll. Quarterstaff 1 Skill Points: 2 Con: Concentration. Crossbow. May specialize in a school of magic Summon Familiar Focus Caster (least) 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Focus Caster (improved) Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Focus Caster (greater) Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Wizard Variants Page 126 . Lvl Wizard (PH p55) Wizard variant. Decipher Script. Wizard variant. May specialize in a school of magic Can summon a Familiar Skill Points: 2 Con: Concentration. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR348 p88) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Dagger. Know(any). you may take multiple ‘Variant Class Features’. Know(any). 2007 Variant Class Features – any Wizard Unlike ‘Alternate Classes’ (see above). Int: Craft. Arcane Reabsorbtion (DR348 p88) Focus Caster Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Wis: Profession. Quarterstaff any Wizard Will d4 — Club. Int: Craft. Spellcraft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll. Know(any). Spellcraft.Dungeons & Dragons 3. Spellcraft. Wis: Profession. Decipher Script. Crossbow. Dagger. May specialize in a school of magic Summon Familiar Arcane Reabsorbtion Skill Points: 2 Con: Concentration.5 Edition Index – Base Classes February 28. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll. Int: Craft. Crossbow. Dagger. Decipher Script.

7th level – any non-Personal Transmutation spell you cast with at least one target affects one extra target. which last 3 round after you stop concentrating. 7th level – any non-Personal Abjuration spell you cast with at least one target affects one extra target. 15th level – receive a (1 + Intelligence modifier (min +1)) bonus vs. c) if your Focus is a weapon or a shield. who now get the full duration. e) additional bonus is School of Magic specific (note: if you are a Specialized Wizard. including ‘Concentration’ spells. 2007 Class Features Arcane Reabsorbtion If a spell you cast is Countered –or– fails to overcome the target’s Spell Resistance. which last 1 round after you stop concentrating. but take (spell level) nonlethal damage (which bypasses your Damage Reduction / resistances). The Focus is associated with one school of magic and grants you benefits associated with that school (see below). 15th level – you may cast Personal Abjuration spells as a Touch spells. Tools 1st level – any non-Personal Transmutation spell you cast with at least one target affects one extra target. Sickle. the spell must have had no effect whatsoever. which last 3 round after you stop concentrating. Conjuration – Quarterstaff. Small Shield 1st level – any non-Personal Abjuration spell you cast with at least one target affects one extra target.g. 7th level – your Necromancy spells that inflict Ability Penalties. other Harvesting-inspired Weapon 1st level – your Necromancy spells can be cast at +25% range. including ‘Concentration’ spells. Note: to use this ability. 15th level – a target that fails a Fortitude save vs. Enchantment – Ornate Clothing 1st level – your Enchantment spells have +1 round duration. 7th level – your Illusion spells receive a bonus on Caster checks to bypass Spell Resistance of +(½ Caster level). 15th level – your Conjuration spells have +3 round duration. including ‘Concentration’ spells. the XP & base materials cost is reduced by 10%. Scythe. Kama. Ornate Holy Symbol 1st level – cast Divination spells at +1 Caster level. spending 24 hours. Buckler. Wizard Variants Page 127 . you retain the Spell Slot.Dungeons & Dragons 3.5 Edition Index – Base Classes February 28. you may replace it with by bonding with a new masterwork-quality (but not magical) object of the same type. Focus Caster A chosen masterwork-quality object now become a required Focus for all your spells. and expending 100 gp of reagents. Bull’s Strength would give a +8 bonus). 7th level – your Enchantment spells have +2 round duration. but that target only has ½ the normal duration. Necromancy – Flail. Cloak. which last 2 round after you stop concentrating. or Ability Drain do +1 point. Polearm 1st level – your Conjuration spells have +1 round duration. Dagger. which last 2 round after you stop concentrating. Evocation – Longsword. your Focus has the same School of Magic as your specialty): Abjuration – Bracers. The Focus has the following properties: a) bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp). b) if destroyed. 15th level – one Transmutation spell per day that grants a bonus to an Ability Score gives a 2x bonus (e. Divination – Large Crystal (may be mounted on a Rod or Staff). Transmutation – Instrument. Divinations spells. DC 20 + [3 * spell level]. 15th level – you may cast Personal Illusion spells as a Touch spells. which last 1 round after you stop concentrating. other Apparel used to conceal 1st level – cast Illusion spells at +1 Caster level. including ‘Concentration’ spells. Illusion – Mask. 7th level – your Conjuration spells have +2 round duration. d) if you enchant your Focus. other Bladed Weapon 1st level – your Evocation spells do +1 hp of damage (applies to all in area-of-effect or one if there are multiple missiles). 7th level – your Evocation spells bypass the first 5 points of a target’s Energy Resistance (though Energy Immunity still applies). 7th level – your Divination spells have 2x duration. who now get the full duration. you are Proficient with it (but not any other weapons / shields of the same type). one of your Necromancy spells is also Fatigued. but that target only has ½ the normal duration. including ‘Concentration’ spells.. Ability Damage. including ‘Concentration’ spells. 15th level – your Enchantment spells have +3 round duration. 15th level – one Evocation spell per day may ignore one Target’s Energy Immunity. If successful. you may “reabsorb” the spell as an Immediate Action by making a Spellcraft check vs.

Wis: Profession. Usable 1/day. 2007 Variant Class Features – Abjurer Lvl Abjurer (PH p55) Abjurer variant. Crossbow. which last 2 round after you stop concentrating. Dagger. your Conjuration spells have +1 round duration. Decipher Script. your Conjuration spells have +2 round duration. including ‘Concentration’ spells. Spellcraft. Focus Caster Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR348 p88) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. b) at 7th level. you are Proficient with it (but not any other weapons / shields of the same type). including ‘Concentration’ spells. Decipher Script. Know(any). which last 3 round after you stop concentrating. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Abjuration +1 1st lvl Abjuration spell/day Urgent Shield +1 2nd lvl Abjuration spell/day Bonus Wizard Feat +1 3rd lvl Abjuration spell/day +1 4th lvl Abjuration spell/day Skill Points: 2 Con: Concentration. Spellcraft. Quarterstaff 1 Skill Points: 2 Con: Concentration. c) at 15th level. Know(any). Buckler. including ‘Concentration’ spells. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Abjuration +1 1st lvl Abjuration spell/day Skill Points: 2 Con: Concentration. or Small Shield now become a required Focus for all your spells. Dagger. Decipher Script. your Conjuration spells have +3 round duration. The Focus has the following properties: a) at 1st level. Wis: Profession. Urgent Shield Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Abjurer variant. Crossbow. Crossbow. Dagger. Int: Craft.5 Edition Index – Base Classes February 28. Focus Caster A chosen masterwork-quality Bracers. Dagger. spending 24 hours. Decipher Script. Int: Craft. Quarterstaff any Wizard Will d4 — Club. which last 1 round after you stop concentrating. Wis: Profession. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Abjuration +1 1st lvl Abjuration spell/day Resistance to Energy +1 2nd lvl Abjuration spell/day Bonus Wizard Feat +1 3rd lvl Abjuration spell/day +1 4th lvl Abjuration spell/day Skill Points: 2 Con: Concentration. Urgent Shield Grant yourself a +2 Shield bonus to AC against one attack as an Immediate Action. Spellcraft. Spellcraft. f) if your Focus is a weapon or a shield. Quarterstaff any Wizard Will d4 — Club. Page 128 Wizard Variants . and expending 100 gp of reagents.Dungeons & Dragons 3. The Supernatural Ability is activated as a Standard Action and lasts for 1 hour. Int: Craft. Int: Craft. g) if you enchant your Focus. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. e) if destroyed. the XP & base materials cost are 10% less. Crossbow. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Abjuration +1 1st lvl Abjuration spell/day Focus Caster (least) +1 2nd lvl Abjuration spell/day Bonus Wizard Feat +1 3rd lvl Abjuration spell/day +1 4th lvl Abjuration spell/day Focus Caster (improved) +1 5th lvl Abjuration spell/day Bonus Wizard Feat +1 6th lvl Abjuration spell/day +1 7th lvl Abjuration spell/day Bonus Wizard Feat +1 8th lvl Abjuration spell/day Focus Caster (greater) +1 9th lvl Abjuration spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 2nd lvl Abjuration spell/day Bonus Wizard Feat +1 3rd lvl Abjuration spell/day +1 4th lvl Abjuration spell/day +1 5th lvl Abjuration spell/day Bonus Wizard Feat +1 6th lvl Abjuration spell/day +1 7th lvl Abjuration spell/day Bonus Wizard Feat +1 8th lvl Abjuration spell/day +1 5th lvl Abjuration spell/day Bonus Wizard Feat +1 6th lvl Abjuration spell/day +1 7th lvl Abjuration spell/day Bonus Wizard Feat +1 8th lvl Abjuration spell/day +1 5th lvl Abjuration spell/day Bonus Wizard Feat +1 6th lvl Abjuration spell/day +1 7th lvl Abjuration spell/day Bonus Wizard Feat +1 8th lvl Abjuration spell/day +1 9th lvl Abjuration spell/day +1 9th lvl Abjuration spell/day +1 9th lvl Abjuration spell/day Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Class Features Resistance to Energy Grant yourself or a touched creature Energy Resistance against one chosen energy type of 5 + ½ Class level. Wis: Profession. Quarterstaff any Wizard Will d4 — Club. Resistance to Energy Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Abjurer variant. Know(any). Usable (Intelligence modifier) times per day. Know(any). d) the Focus receives a bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp).

Any combination of Prepared spells (not counting 0th) may be lost to use this Extraordinary ability. Aura of Protection (UA p59) Abjurer variant.Dungeons & Dragons 3.5 Edition Index – Base Classes February 28. Spellcraft. n/day You receives a Deflection bonus to AC –or– a Resistance bonus to all Saving Throws equal to your Intelligence modifier. This Extraordinary ability only applies to the next single attack or saving throw that applies to you. Wis: Profession. Dagger. Spontaneous Dispelling You may “loose” four levels of Prepared spells to cast Dispel Magic spontaneously. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Abjuration +1 1st lvl Abjuration spell/day +1 2nd lvl Abjuration spell/day Bonus Wizard Feat +1 3rd lvl Abjuration spell/day Skill Points: 2 Con: Concentration. Activated as a Standard Action and it dissipates in 1 minute is not used. Know(any). Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Abjuration +1 1st lvl Abjuration spell/day +1 2nd lvl Abjuration spell/day Bonus Wizard Feat +1 3rd lvl Abjuration spell/day Aura of Protection. Know(any). Crossbow. Decipher Script. Int: Craft. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. 4/day Bonus Wizard Feat Class Features Aura of Protection. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Wis: Profession. 1/day +1 4th lvl Abjuration spell/day +1 5th lvl Abjuration spell/day Bonus Wizard Feat Aura of Protection. 2/day +1 6th lvl Abjuration spell/day Skill Points: 2 Con: Concentration. Int: Craft. Crossbow. Int: Craft. Spontaneous Dispelling (UA p59) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Crossbow. Decipher Script. Dagger. 3/day +1 9th lvl Abjuration spell/day +1 9th lvl Abjuration spell/day +1 9th lvl Abjuration spell/day Bonus Wizard Feat Bonus Wizard Feat Aura of Protection. Wis: Profession. Spellcraft. Dagger. you may “loose” seven levels of Prepared spells to cast Greater Dispel Magic Wizard Variants Page 129 . Know(any). 2007 Variant Class Features – Abjurer (continued) Lvl Abjurer (PH p55) Abjurer variant. Decipher Script. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Abjuration +1 1st lvl Abjuration spell/day +1 2nd lvl Abjuration spell/day Bonus Wizard Feat +1 3rd lvl Abjuration spell/day Spontaneous Dispelling +1 4th lvl Abjuration spell/day +1 5th lvl Abjuration spell/day Bonus Wizard Feat +1 6th lvl Abjuration spell/day Spontaneous Dispelling (greater) +1 7th lvl Abjuration spell/day Bonus Wizard Feat +1 8th lvl Abjuration spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 4th lvl Abjuration spell/day +1 5th lvl Abjuration spell/day Bonus Wizard Feat +1 6th lvl Abjuration spell/day +1 7th lvl Abjuration spell/day Bonus Wizard Feat +1 8th lvl Abjuration spell/day +1 7th lvl Abjuration spell/day Bonus Wizard Feat +1 8th lvl Abjuration spell/day Aura of Protection. Quarterstaff 1 Skill Points: 2 Con: Concentration. At 11th level. Spellcraft.

Focus Caster A chosen masterwork-quality Quarterstaff or Polearm now become a required Focus for all your spells. Quarterstaff 1 Skill Points: 2 Con: Concentration. Wis: Profession. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Conjuration +1 1st lvl Conjuration spell/day Abrupt Jaunt +1 2nd lvl Conjuration spell/day Bonus Wizard Feat +1 3rd lvl Conjuration spell/day +1 4th lvl Conjuration spell/day Skill Points: 2 Con: Concentration. Int: Craft.5 Edition Index – Base Classes February 28. including ‘Concentration’ spells. g) if you enchant your Focus. which last 1 round after you stop concentrating. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Conjuration +1 1st lvl Abjuration spell/day Focus Caster (least) +1 2nd lvl Abjuration spell/day Bonus Wizard Feat +1 3rd lvl Abjuration spell/day +1 4th lvl Abjuration spell/day Focus Caster (improved) +1 5th lvl Abjuration spell/day Bonus Wizard Feat +1 6th lvl Abjuration spell/day +1 7th lvl Abjuration spell/day Bonus Wizard Feat +1 8th lvl Abjuration spell/day Focus Caster (greater) +1 9th lvl Conjuration spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 2nd lvl Conjuration spell/day Bonus Wizard Feat +1 3rd lvl Conjuration spell/day +1 4th lvl Conjuration spell/day +1 5th lvl Conjuration spell/day Bonus Wizard Feat +1 6th lvl Conjuration spell/day +1 7th lvl Conjuration spell/day Bonus Wizard Feat +1 8th lvl Conjuration spell/day +1 5th lvl Conjuration spell/day Bonus Wizard Feat +1 6th lvl Conjuration spell/day +1 7th lvl Conjuration spell/day Bonus Wizard Feat +1 8th lvl Conjuration spell/day +1 5th lvl Conjuration spell/day Bonus Wizard Feat +1 6th lvl Conjuration spell/day +1 7th lvl Conjuration spell/day Bonus Wizard Feat +1 8th lvl Conjuration spell/day +1 9th lvl Conjuration spell/day +1 9th lvl Conjuration spell/day +1 9th lvl Conjuration spell/day Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Class Features Abrupt Jaunt Teleport yourself (and only yourself) up to 10’ as an Immediate Action. c) at 15th level. Page 130 Wizard Variants . and expending 100 gp of reagents. Dagger. Spellcraft. 2007 Variant Class Features – Conjurer Lvl Conjurer (PH p55) Conjurer variant. Spellcraft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Conjuration +1 1st lvl Conjuration spell/day Skill Points: 2 Con: Concentration. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Rapid Summoning Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Conjurer variant.Dungeons & Dragons 3. spending 24 hours. Wis: Profession. Wis: Profession. Dagger. Decipher Script. Int: Craft. your Conjuration spells have +1 round duration. your Conjuration spells have +3 round duration. which last 3 round after you stop concentrating. Focus Caster Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR348 p88) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Quarterstaff any Wizard Will d4 — Club. Crossbow. including ‘Concentration’ spells. Dagger. including ‘Concentration’ spells. Abrupt Jaunt Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Conjurer variant. Dagger. Crossbow. Decipher Script. f) if your Focus is a weapon or a shield. Quarterstaff any Wizard Will d4 — Club. The summoned creatures may only take a Standard Action on the round they are summoned. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Conjuration +1 1st lvl Conjuration spell/day Rapid Summoning +1 2nd lvl Conjuration spell/day Bonus Wizard Feat +1 3rd lvl Conjuration spell/day +1 4th lvl Conjuration spell/day Skill Points: 2 Con: Concentration. Spellcraft. Usable (Intelligence modifier) times per day Rapid Summoning You may cast Summon Monster spells as a Standard Action (instead of a Full Round Action). Int: Craft. Know(any). Know(any). Spellcraft. Crossbow. Quarterstaff any Wizard Will d4 — Club. Decipher Script. Int: Craft. Wis: Profession. Know(any). e) if destroyed. d) the Focus receives a bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp). The Focus has the following benefits / properties: a) at 1st level. b) at 7th level. Decipher Script. Crossbow. your Conjuration spells have +2 round duration. the XP & base materials cost are 10% less. Know(any). which last 2 round after you stop concentrating. you are Proficient with it (but not any other weapons / shields of the same type).

Dispel +4) Bonus Wizard Feat +1 3rd lvl Conjuration spell/day +1 2nd lvl Conjuration spell/day +1 2nd lvl Conjuration spell/day Spontaneous Summoning +1 4th lvl Conjuration spell/day +1 5th lvl Conjuration spell/day Bonus Wizard Feat +1 6th lvl Conjuration spell/day +1 7th lvl Conjuration spell/day Bonus Wizard Feat +1 8th lvl Conjuration spell/day +1 4th lvl Conjuration spell/day +1 5th lvl Conjuration spell/day Bonus Wizard Feat +1 6th lvl Conjuration spell/day +1 7th lvl Conjuration spell/day Bonus Wizard Feat +1 8th lvl Conjuration spell/day Bonus Wizard Feat Bonus Wizard Feat Enh Summon (Str & Con +4) Bonus Wizard Feat Class Features Enh Summon (Dispel +n) Your summoned creatures have +n to resist being dispelled. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Spellcraft.. Enh Summon (Str & Con +n) Your summoned creatures gain +n Strength and Constitution (stacks with Feat: Augmented Summoning). Decipher Script. 2007 Variant Class Features – Conjurer (continued) Lvl Conjurer (PH p55) Conjurer variant. Dagger. Dagger. Know(any). Decipher Script. Spellcraft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Conjuration +1 1st lvl Conjuration spell/day Skill Points: 2 Con: Concentration. Dispel +2) +1 4th lvl Conjuration spell/day +1 5th lvl Conjuration spell/day Bonus Wizard Feat Enh Summon (Str & Con +2) +1 6th lvl Conjuration spell/day +1 7th lvl Conjuration spell/day Bonus Wizard Feat +1 8th lvl Conjuration spell/day Enh Summon (vs. loosing a 4th level spell allows you to spontaneously cast Summon Monster III. or even Summon Monster I). Crossbow. Dagger. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Conjuration +1 1st lvl Conjuration spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 9th lvl Conjuration spell/day +1 9th lvl Conjuration spell/day +1 9th lvl Conjuration spell/day Bonus Wizard Feat +1 3rd lvl Conjuration spell/day Bonus Wizard Feat +1 3rd lvl Conjuration spell/day Enh Summon (vs. Know(any).Dungeons & Dragons 3.e.5 Edition Index – Base Classes February 28. Decipher Script. Summon Monster II. Wis: Profession. Quarterstaff 1 Skill Points: 2 Con: Concentration. Crossbow. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Int: Craft. Spellcraft. Spontaneous Summoning (UA p59) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Enhanced Summoning (UA p59) Conjurer variant. Wizard Variants Page 131 . Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Conjuration +1 1st lvl Conjuration spell/day Feat: Augmented Summoning +1 2nd lvl Conjuration spell/day Skill Points: 2 Con: Concentration. Spontaneous Summoning You may “loose” a Prepared spell to cast a Summon Monster spell of a lower level (i. Crossbow. Int: Craft. Know(any). Wis: Profession. Wis: Profession. Int: Craft.

Focus Caster A chosen masterwork-quality Large Crystal (may be mounted on a Rod or Staff) or Ornate Holy Symbol now become a required Focus for all your spells. b) at 7th level. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Divination +1 1st lvl Divination spell/day Skill Points: 2 Con: Concentration. Crossbow. Focus Caster Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR348 p88) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Decipher Script. your Divination spells have 2x duration. Glimpse Peril Gain a +2 Insight bonus on your next saving throw you make before your next turn as an Immediate Action. Quarterstaff any Wizard Will d4 — Club. Quarterstaff any Wizard Will d4 — Club. Wizard Variants Page 132 . spending 24 hours. Sense Motive Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Divination +1 1st lvl Divination spell/day Enhanced Awareness +1 2nd lvl Divination spell/day Bonus Wizard Feat +1 3rd lvl Divination spell/day +1 4th lvl Divination spell/day Skill Points: 2 Con: Concentration.Dungeons & Dragons 3. Glimpse Peril Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Diviner variant. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Divination +1 1st lvl Divination spell/day Glimpse Peril +1 2nd lvl Divination spell/day Bonus Wizard Feat +1 3rd lvl Divination spell/day +1 4th lvl Divination spell/day Skill Points: 2 Con: Concentration. Wis: Profession. g) if you enchant your Focus. Crossbow. f) if your Focus is a weapon or a shield. The Focus has the following benefits / properties: a) at 1st level.5 Edition Index – Base Classes February 28. Quarterstaff Diviner variant. Know(any). e) if destroyed. Crossbow. Know(any). Spellcraft. the XP & base materials cost are 10% less. Decipher Script. Wis: Profession. c) Divination spells have +1 DC (stacks with Feat: Spell Focus). Wis: Profession. Dagger. Int: Craft. you are Proficient with it (but not any other weapons / shields of the same type). Spellcraft. Spellcraft. Spellcraft. Know(any). Wis: Profession. Know(any). Int: Craft. Divinations spells. Quarterstaff 1 Skill Points: 2 Con: Concentration. Int: Craft. Dagger. you receive a (1 + Intelligence modifier (min +1)) bonus on saves vs. Enhanced (UA p59) Awareness Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Decipher Script. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Divination +1 1st lvl Divination spell/day Focus Caster (least) +1 2nd lvl Divination spell/day Bonus Wizard Feat +1 3rd lvl Divination spell/day +1 4th lvl Divination spell/day Focus Caster (improved) +1 5th lvl Divination spell/day Bonus Wizard Feat +1 6th lvl Divination spell/day +1 7th lvl Divination spell/day Bonus Wizard Feat +1 8th lvl Divination spell/day Focus Caster (greater) +1 9th lvl Divination spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 2nd lvl Divination spell/day Bonus Wizard Feat +1 3rd lvl Divination spell/day +1 4th lvl Divination spell/day +1 5th lvl Divination spell/day Bonus Wizard Feat +1 6th lvl Divination spell/day +1 7th lvl Divination spell/day Bonus Wizard Feat +1 8th lvl Divination spell/day +1 5th lvl Divination spell/day Bonus Wizard Feat +1 6th lvl Divination spell/day +1 7th lvl Divination spell/day Bonus Wizard Feat +1 8th lvl Divination spell/day +1 5th lvl Divination spell/day Bonus Wizard Feat +1 6th lvl Divination spell/day +1 7th lvl Divination spell/day Bonus Wizard Feat +1 8th lvl Divination spell/day +1 9th lvl Divination spell/day +1 9th lvl Divination spell/day +1 9th lvl Divination spell/day Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Class Features Enhanced Awareness a) Identify only takes 10 minutes to cast (instead of 1 hour). Decipher Script. Dagger. c) at 15th level. 2007 Variant Class Features – Diviner Lvl Diviner (PH p55) Diviner variant. cast Divination spells at +1 Caster level. Crossbow. b) Arcane Eye moves at 20’ per round when studying its surroundings (instead of 10’). d) the Focus receives a bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp). Usable (Intelligence modifier) times per day. and expending 100 gp of reagents. Dagger. Int: Craft.

Quarterstaff any Wizard Will d4 — Club. Decipher Script. Decipher Script. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Divination +1 1st lvl Divination spell/day Prescience. Skill Focus (Listen). Int: Craft. Prescience. 5/day Class Features Bonus Diviner Feat Caster can choose one of the following for which he/she has the prerequisites: Alertness. Wis: Profession. 4/day +1 9th lvl Divination spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 2nd lvl Divination spell/day Bonus Wizard Feat +1 3rd lvl Divination spell/day +1 2nd lvl Divination spell/day Bonus Wizard Feat +1 3rd lvl Divination spell/day Bonus Diviner Feat +1 4th lvl Divination spell/day +1 5th lvl Divination spell/day Bonus Wizard Feat Bonus Diviner Feat +1 6th lvl Divination spell/day +1 7th lvl Divination spell/day Bonus Wizard Feat +1 8th lvl Divination spell/day Bonus Diviner Feat +1 9th lvl Divination spell/day +1 4th lvl Divination spell/day +1 5th lvl Divination spell/day Bonus Wizard Feat +1 6th lvl Divination spell/day +1 7th lvl Divination spell/day Bonus Wizard Feat +1 8th lvl Divination spell/day +1 9th lvl Divination spell/day Bonus Wizard Feat Bonus Wizard Feat Bonus Diviner Feat Bonus Wizard Feat Prescience. Crossbow. Know(any). Int: Craft.Dungeons & Dragons 3. Dagger. Prescience Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Improved Initiative. Blind-Fight. Bonus Diviner Feat Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Diviner variant. and Spell Mastery. 2/day +1 4th lvl Divination spell/day +1 5th lvl Divination spell/day Bonus Wizard Feat Prescience. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Divination +1 1st lvl Divination spell/day Skill Points: 2 Con: Concentration. Dagger. Crossbow. saving throw. Int: Craft. You must decide you are using this Extraordinary ability before you make your roll. or level check as a Free Action. Crossbow. Skill Focus (Spot). Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Divination +1 1st lvl Divination spell/day Skill Points: 2 Con: Concentration. Know(any). Spellcraft. Quarterstaff any Wizard Will d4 — Club. 2007 Variant Class Features – Diviner (continued) Lvl Diviner (PH p55) Diviner variant. Skill Focus (Sense Motive). Wizard Variants Page 133 . skill check. Lightning Reflexes. Wis: Profession. This ability is usable 1/day at 1st and an additional time per day for every 5 levels. any Item Creation. Dagger. Spellcraft. Spellcraft. Quarterstaff 1 Skill Points: 2 Con: Concentration. Decipher Script. Know(any). Wis: Profession. 1/day +1 2nd lvl Divination spell/day Bonus Wizard Feat +1 3rd lvl Divination spell/day Prescience.5 Edition Index – Base Classes February 28. 3/day +1 6th lvl Divination spell/day +1 7th lvl Divination spell/day Bonus Wizard Feat +1 8th lvl Divination spell/day Prescience. n/day You may gain an Insight bonus equal to your Intelligence modifier on any attack roll.

Quarterstaff any Wizard Will d4 — Club. Crossbow. Know(any). b) at 7th level. Crossbow. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Enchantment +1 1st lvl Enchantment spell/day Skill Points: 2 Con: Concentration. Int: Craft. The Cohort starts at 4th level and increases under the standard Leadership rules (DMG p106). the XP & base materials cost are 10% less. Focus Caster A chosen masterwork-quality Ornate Clothing now become a required Focus for all your spells. Usable (Intelligence modifier) times per day. Quarterstaff 1 Skill Points: 2 Con: Concentration. Instant Daze Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Enchanter variant.5 Edition Index – Base Classes February 28. Spellcraft. The Focus has the following benefits / properties: a) at 1st level. Cohort Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Enchanter variant. e) if destroyed. Wis: Profession.Dungeons & Dragons 3. f) if your Focus is a weapon or a shield. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Enchantment +1 1st lvl Enchantment spell/day Skill Points: 2 Con: Concentration. Know(any). Wis: Profession. Dagger. Crossbow. though you count as 2 levels lower than normal. Decipher Script. Crossbow. Know(any). d) the Focus receives a bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp). including ‘Concentration’ spells. Quarterstaff any Wizard Will d4 — Club. Focus Caster Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR348 p88) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Enchantment +1 1st lvl Enchantment spell/day Instant Daze +1 2nd lvl Enchantment spell/day Bonus Wizard Feat +1 3rd lvl Enchantment spell/day +1 4th lvl Enchantment spell/day Skill Points: 2 Con: Concentration. and expending 100 gp of reagents. Int: Craft. your Enchantment spells have +2 round duration. Instant Daze Daze an opponent that is making a melee attack against you & who has no more HD than you have Wizard levels as an Immediate Action (WillNeg). If you take Feat: Leadership. Int: Craft. Wis: Profession. including ‘Concentration’ spells. Decipher Script. the penalty to your level is removed and you automatically qualify for the “special power” Leadership modifier. Dagger. Dagger. Wis: Profession. 2007 Variant Class Features – Enchanter Lvl Enchanter (PH p55) Enchanter variant. which last 1 round after you stop concentrating. which last 3 round after you stop concentrating. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. your Enchantment spells have +1 round duration. you are Proficient with it (but not any other weapons / shields of the same type). Page 134 Wizard Variants . Decipher Script. your Enchantment spells have +3 round duration. You cannot gain Followers with this ability. Dagger. Decipher Script. Spellcraft. spending 24 hours. c) at 15th level. Spellcraft. Spellcraft. including ‘Concentration’ spells. Quarterstaff any Wizard Will d4 — Club. which last 2 round after you stop concentrating. Know(any). Int: Craft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Enchantment +1 1st lvl Enchantment spell/day Focus Caster (least) +1 2nd lvl Enchantment spell/day Bonus Wizard Feat +1 3rd lvl Enchantment spell/day +1 4th lvl Enchantment spell/day Focus Caster (improved) +1 5th lvl Enchantment spell/day Bonus Wizard Feat +1 6th lvl Enchantment spell/day +1 7th lvl Enchantment spell/day Bonus Wizard Feat +1 8th lvl Enchantment spell/day Focus Caster (greater) +1 9th lvl Enchantment spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 2nd lvl Enchantment spell/day Bonus Wizard Feat +1 3rd lvl Enchantment spell/day +1 4th lvl Enchantment spell/day +1 2nd lvl Enchantment spell/day Bonus Wizard Feat +1 3rd lvl Enchantment spell/day Cohort +1 4th lvl Enchantment spell/day +1 5th lvl Enchantment spell/day Bonus Wizard Feat +1 6th lvl Enchantment spell/day +1 7th lvl Enchantment spell/day Bonus Wizard Feat +1 8th lvl Enchantment spell/day +1 5th lvl Enchantment spell/day Bonus Wizard Feat +1 6th lvl Enchantment spell/day +1 7th lvl Enchantment spell/day Bonus Wizard Feat +1 8th lvl Enchantment spell/day +1 5th lvl Enchantment spell/day Bonus Wizard Feat +1 6th lvl Enchantment spell/day +1 7th lvl Enchantment spell/day Bonus Wizard Feat +1 8th lvl Enchantment spell/day +1 9th lvl Enchantment spell/day +1 9th lvl Enchantment spell/day +1 9th lvl Enchantment spell/day Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Class Features Cohort Gain a loyal Cohort of the player’s choice. g) if you enchant your Focus.

Extended Enchantments You may apply Feat: Extend Spell to an Enchantment spell you cast with no increase in its level. Dagger. Extended Enchantments(UA p59) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Decipher Script. Decipher Script. Diplomacy.Dungeons & Dragons 3. Int: Craft.5 Edition Index – Base Classes February 28. Wizard Variants Page 135 . Dagger. Quarterstaff In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Wis: Profession. Int: Craft. Gather Information. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Enchantment +1 1st lvl Enchantment spell/day Extended Enchantments +1 2nd lvl Enchantment spell/day Bonus Wizard Feat +1 3rd lvl Enchantment spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 2nd lvl Enchantment spell/day Bonus Wizard Feat +1 3rd lvl Enchantment spell/day +1 2nd lvl Enchantment spell/day Bonus Wizard Feat +1 3rd lvl Enchantment spell/day Social Proficiency +1 4th lvl Enchantment spell/day +1 5th lvl Enchantment spell/day Bonus Wizard Feat Social Proficiency +1 6th lvl Enchantment spell/day +1 7th lvl Enchantment spell/day Bonus Wizard Feat +1 8th lvl Enchantment spell/day Social Proficiency +1 9th lvl Enchantment spell/day +1 4th lvl Enchantment spell/day +1 5th lvl Enchantment spell/day Bonus Wizard Feat +1 6th lvl Enchantment spell/day +1 7th lvl Enchantment spell/day Bonus Wizard Feat +1 8th lvl Enchantment spell/day +1 4th lvl Enchantment spell/day +1 5th lvl Enchantment spell/day Bonus Wizard Feat +1 6th lvl Enchantment spell/day +1 7th lvl Enchantment spell/day Bonus Wizard Feat +1 8th lvl Enchantment spell/day +1 9th lvl Enchantment spell/day +1 9th lvl Enchantment spell/day Bonus Wizard Feat Bonus Wizard Feat Social Proficiency Bonus Wizard Feat Class Features Social Proficiency Gain a +2 Competence bonus on one of the following skills: Bluff. or Sense Motive. Quarterstaff any Wizard Will d4 — Club. Dagger. Quarterstaff Skill Points: 2 Con: Concentration. This Supernatural ability may be used 1/day plus 1 per 2 levels. Know(any). Gather Info. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Enchantment +1 1st lvl Enchantment spell/day Skill Points: 2 Con: Concentration. Crossbow. Decipher Script. Diplomacy. Crossbow. Crossbow. Wis: Profession. 2007 Variant Class Features – Enchanter (continued) Lvl Enchanter (PH p55) Enchanter variant. Know(any). Spellcraft. Spellcraft. Int: Craft. Spellcraft. Intimidate. Sense Motive Cha: Bluff. Know(any). Wis: Profession. Social Proficiency Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Enchanter variant. 1 Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Enchantment +1 1st lvl Enchantment spell/day Skill Points: 2 Con: Concentration. Intimidate.

or Sonic). Wis: Profession. one Evocation spell per day may ignore one Target’s Energy Immunity. Counterfire Make a ranged touch attack on a visible foe within 60’ who is targeting you with a spell or ranged attack as an Immediate Action. Cold. Int: Craft. Know(any). Spellcraft. Know(any). Energy Affinity Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Evoker variant. Int: Craft. When you cast an Evocation spell with the designated subtype. Crossbow. Spellcraft. spending 24 hours. Dagger. Counterfire Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Evoker variant. Spellcraft. Crossbow.. your Evocation spells bypass the first 5 points of a target’s Energy Resistance (though Energy Immunity still applies). Dagger. or other Bladed Weapon now become a required Focus for all your spells. and expending 100 gp of reagents. Wis: Profession. Decipher Script. Dagger. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Evocation +1 1st lvl Evocation spell/day Energy Affinity +1 2nd lvl Evocation spell/day Bonus Wizard Feat +1 3rd lvl Evocation spell/day +1 4th lvl Evocation spell/day Skill Points: 2 Con: Concentration. you are Proficient with it (but not any other weapons / shields of the same type). 2007 Variant Class Features – Evoker Lvl Evoker (PH p55) Evoker variant. Quarterstaff any Wizard Will d4 — Club. Electricity. Decipher Script. Quarterstaff any Wizard Will d4 — Club. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Evocation +1 1st lvl Evocation spell/day Focus Caster (least) +1 2nd lvl Evocation spell/day Bonus Wizard Feat +1 3rd lvl Evocation spell/day +1 4th lvl Evocation spell/day Focus Caster (improved) +1 5th lvl Evocation spell/day Bonus Wizard Feat +1 6th lvl Evocation spell/day +1 7th lvl Evocation spell/day Bonus Wizard Feat +1 8th lvl Evocation spell/day Focus Caster (greater) +1 9th lvl Evocation spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 2nd lvl Evocation spell/day Bonus Wizard Feat +1 3rd lvl Evocation spell/day +1 4th lvl Evocation spell/day +1 5th lvl Evocation spell/day Bonus Wizard Feat +1 6th lvl Evocation spell/day +1 7th lvl Evocation spell/day Bonus Wizard Feat +1 8th lvl Evocation spell/day +1 5th lvl Evocation spell/day Bonus Wizard Feat +1 6th lvl Evocation spell/day +1 7th lvl Evocation spell/day Bonus Wizard Feat +1 8th lvl Evocation spell/day +1 5th lvl Evocation spell/day Bonus Wizard Feat +1 6th lvl Evocation spell/day +1 7th lvl Evocation spell/day Bonus Wizard Feat +1 8th lvl Evocation spell/day +1 9th lvl Evocation spell/day +1 9th lvl Evocation spell/day +1 9th lvl Evocation spell/day Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Class Features Energy Affinity At 1st level. Spellcraft. g) if you enchant your Focus. Decipher Script. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Evocation +1 1st lvl Evocation spell/day Countefire +1 2nd lvl Evocation spell/day Bonus Wizard Feat +1 3rd lvl Evocation spell/day +1 4th lvl Evocation spell/day Skill Points: 2 Con: Concentration. Dagger. Fire. e) if destroyed. your Evocation spells do +1 hp of damage (applies to all in area-of-effect or one if there are multiple missiles). Wis: Profession. Decipher Script. Know(any). Focus Caster A chosen masterwork-quality Longsword. Crossbow. Page 136 Wizard Variants . Crossbow. Quarterstaff 1 Skill Points: 2 Con: Concentration.e. c) at 15th level. Focus Caster Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR348 p88) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. The Focus has the following benefits / properties: a) at 1st level. it is cast at +1 effective Caster level. so neither needs to make a Concentration check.Dungeons & Dragons 3. chose an Energy Type (i. Wis: Profession. Attacks are simultaneous. b) at 7th level. d) the Focus receives a bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp). Acid. Quarterstaff any Wizard Will d4 — Club. Dagger. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Int: Craft. Usable (Intelligence modifier) times per day. the XP & base materials cost are 10% less. Int: Craft. f) if your Focus is a weapon or a shield.5 Edition Index – Base Classes February 28. Effect does 1d6 per three levels of Force damage. Know(any). Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Evocation +1 1st lvl Evocation spell/day Skill Points: 2 Con: Concentration.

Usable ‘n’ times per day. Int: Craft. Usable ‘n’ times per day. This is done as a Free Action just before you cast the designated spell. Spellcraft. Wis: Profession. This is done as a Free Action just before you cast the spell. Overcome Resistance Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. 4/day +1 9th lvl Evocation spell/day +1 9th lvl Evocation spell/day Bonus Wizard Feat +1 8th lvl Evocation spell/day Bonus Wizard Feat +1 8th lvl Evocation spell/day Energy Substitution. 5/day Bonus Wizard Feat +1 6th lvl Evocation spell/day Overcome Resistance.5 Edition Index – Base Classes February 28. Overcome Resistance. 3/day +1 4th lvl Evocation spell/day Overcome Resistance. 9/day Overcome Resistance. Decipher Script. Wis: Profession. Crossbow. Know(any). 2/day +1 6th lvl Evocation spell/day +1 4th lvl Evocation spell/day +1 4th lvl Evocation spell/day Bonus Wizard Feat +1 3rd lvl Evocation spell/day Bonus Wizard Feat +1 3rd lvl Evocation spell/day Energy Substitution. Dagger. Spellcraft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Evocation +1 1st lvl Evocation spell/day Skill Points: 2 Con: Concentration. Int: Craft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Evocation +1 1st lvl Evocation spell/day Overcome Resistance. Quarterstaff 1 Skill Points: 2 Con: Concentration. Energy Substitution Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Evoker variant. Crossbow. Dagger.Dungeons & Dragons 3. Decipher Script. Know(any). 7/day Bonus Wizard Feat +1 8th lvl Evocation spell/day Overcome Resistance. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Evocation +1 1st lvl Evocation spell/day Skill Points: 2 Con: Concentration. 1/day +1 2nd lvl Evocation spell/day +1 2nd lvl Evocation spell/day Bonus Wizard Feat Class Features Energy Substitution. 8/day +1 9th lvl Evocation spell/day Overcome Resistance. 1/day +1 2nd lvl Evocation spell/day Overcome Resistance. Wis: Profession. Decipher Script. Quarterstaff any Wizard Will d4 — Club. Know(any). n/day You may ignore 10 points Energy Resistance of every creature affected by a designated spell. 2/day Bonus Wizard Feat +1 3rd lvl Evocation spell/day Overcome Resistance. Crossbow. Int: Craft. Wizard Variants Page 137 . Dagger. This ability has no effect on a creature with Immunity to the designated spell’s energy type. 3/day +1 7th lvl Evocation spell/day +1 7th lvl Evocation spell/day +1 5th lvl Evocation spell/day Bonus Wizard Feat +1 6th lvl Evocation spell/day +1 5th lvl Evocation spell/day Bonus Wizard Feat Energy Substitution. 10/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bonus Wizard Feat Bonus Wizard Feat Energy Substitution. 4/day +1 5th lvl Evocation spell/day Overcome Resistance. n/day You may change the Energy Type of a designated spell to another of your choosing. 2007 Variant Class Features – Evoker (continued) Lvl Evoker (PH p55) Evoker variant. Spellcraft. 6/day +1 7th lvl Evocation spell/day Overcome Resistance. Quarterstaff any Wizard Will d4 — Club.

2007 Variant Class Features – Illusionist Lvl Illusionist (PH p55) Illusionist variant. c) at 15th level. Crossbow. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Illusion +1 1st lvl Illusion spell/day Skill Points: 2 Con: Concentration. you may cast Personal Illusion spells as a Touch spells. Wizard Variants Page 138 . the XP & base materials cost are 10% less. Wis: Profession. Dagger. Dagger. Spellcraft. Dagger. Know(any). you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Quarterstaff any Wizard Will d4 — Club. d) the Focus receives a bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp).5 Edition Index – Base Classes February 28. If the creature is shown absolute proof that something is an Illusion. cast Illusion spells at +1 Caster level. Chain of Disbelief Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Illusionist variant. g) if you enchant your Focus. Decipher Script. Crossbow. Know(any). though it gets a +10 bonus. Int: Craft. and expending 100 gp of reagents. Quarterstaff any Wizard Will d4 — Club. Crossbow. Brief Figment Create a single Mirror Image as an Immediate Action. Decipher Script. Wis: Profession. Wis: Profession. Focus Caster A chosen masterwork-quality Mask. Know(any). Dagger. The Focus has the following benefits / properties: a) at 1st level. Focus Caster Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR348 p88) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. e) if destroyed. Quarterstaff 1 Skill Points: 2 Con: Concentration. Wis: Profession. f) if your Focus is a weapon or a shield. spending 24 hours. Int: Craft. you are Proficient with it (but not any other weapons / shields of the same type). Spellcraft. Lasts until your turn starts. b) at 7th level. Decipher Script. Int: Craft. Know(any). Spellcraft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Illusion +1 1st lvl Illusion spell/day Focus Caster (least) +1 2nd lvl Illusion spell/day Bonus Wizard Feat +1 3rd lvl Illusion spell/day +1 4th lvl Illusion spell/day Focus Caster (improved) +1 5th lvl Illusion spell/day Bonus Wizard Feat +1 6th lvl Illusion spell/day +1 7th lvl Illusion spell/day Bonus Wizard Feat +1 8th lvl Illusion spell/day Focus Caster (greater) +1 9th lvl Illusion spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 2nd lvl Illusion spell/day Bonus Wizard Feat +1 3rd lvl Illusion spell/day +1 4th lvl Illusion spell/day +1 5th lvl Illusion spell/day Bonus Wizard Feat +1 6th lvl Illusion spell/day +1 7th lvl Illusion spell/day Bonus Wizard Feat +1 8th lvl Illusion spell/day +1 5th lvl Illusion spell/day Bonus Wizard Feat +1 6th lvl Illusion spell/day +1 7th lvl Illusion spell/day Bonus Wizard Feat +1 8th lvl Illusion spell/day +1 5th lvl Illusion spell/day Bonus Wizard Feat +1 6th lvl Illusion spell/day +1 7th lvl Illusion spell/day Bonus Wizard Feat +1 8th lvl Illusion spell/day +1 9th lvl Illusion spell/day +1 9th lvl Illusion spell/day +1 9th lvl Illusion spell/day Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Class Features Chain of Disbelief If a creature is being told that something is an Illusion. Usable (Intelligence modifier) times per day. your Illusion spells receive a bonus on Caster checks to bypass Spell Resistance of +(½ Caster level). Int: Craft. Brief Figment Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Illusionist variant. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Illusion +1 1st lvl Illusion spell/day Chain of Disbelief +1 2nd lvl Illusion spell/day Bonus Wizard Feat +1 3rd lvl Illusion spell/day +1 4th lvl Illusion spell/day Skill Points: 2 Con: Concentration. Quarterstaff any Wizard Will d4 — Club. Decipher Script. or other Apparel used to conceal oneself now become a required Focus for all your spells. Cloak. Spellcraft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Illusion +1 1st lvl Illusion spell/day Brief Figment +1 2nd lvl Illusion spell/day Bonus Wizard Feat +1 3rd lvl Illusion spell/day +1 4th lvl Illusion spell/day Skill Points: 2 Con: Concentration.Dungeons & Dragons 3. Crossbow. the creature does not get the standard +4 bonus on its save. it still must make a save.

Wis: Profession. you receive the bonus of having Total Concealment. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Illusion +1 1st lvl Illusion spell/day 1 Skill Points: 2 Dex: Hide. Know(any). Int: Craft. Dagger. Dagger. Illusion Master Gain 2 additional Illusionist spells every time you gain a new spell level. Wis: Profession. Know(any). Know(any). Spellcraft. Spellcraft. Wis: Profession. Shadow Shaper (Hide in Sight) You may make a Hide check even if there is no Cover or Concealment. Dagger.5 Edition Index – Base Classes February 28. Decipher Script.Dungeons & Dragons 3. Crossbow. Shadow Shaper (Total Conc. Decipher Script. Int: Craft.) Bonus Wizard Feat Class Features Shadow Shaper (Hide bonus) Gain your Intelligence modifier as a bonus to your Hide checks. Crossbow. Con: Concentration. All Illusionist spells you learn are treated as being mastered with Feat: Spell Mastery. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Illusion +1 1st lvl Illusion spell/day Skill Points: 2 Con: Concentration. Quarterstaff any Wizard Will d4 — Club. Shadow Shaper Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Illusionist variant. Wizard Variants Page 139 . Int: Craft. Quarterstaff Skill Points: 2 Con: Concentration. Crossbow. 2007 Variant Class Features – Illusionist (continued) Lvl Illusionist (PH p55) Illusionist variant. Decipher Script. Illusion Master Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Spellcraft. Quarterstaff any Wizard Will d4 — Club.) If you are in an environment that grants Concealment. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Illusion +1 1st lvl Illusion spell/day Illusion Master +1 2nd lvl Illusion spell/day Bonus Wizard Feat +1 3rd lvl Illusion spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 2nd lvl Illusion spell/day Bonus Wizard Feat +1 3rd lvl Illusion spell/day +1 2nd lvl Illusion spell/day Bonus Wizard Feat +1 3rd lvl Illusion spell/day Shadow Shaper (Hide bonus) +1 4th lvl Illusion spell/day +1 5th lvl Illusion spell/day Bonus Wizard Feat +1 DC with Illusions +1 6th lvl Illusion spell/day +1 7th lvl Illusion spell/day Bonus Wizard Feat +1 8th lvl Illusion spell/day Shadow Shaper (Hide in Sight) +1 9th lvl Illusion spell/day +1 4th lvl Illusion spell/day +1 5th lvl Illusion spell/day Bonus Wizard Feat +1 6th lvl Illusion spell/day +1 7th lvl Illusion spell/day Bonus Wizard Feat +1 8th lvl Illusion spell/day +1 4th lvl Illusion spell/day +1 5th lvl Illusion spell/day Bonus Wizard Feat +1 6th lvl Illusion spell/day +1 7th lvl Illusion spell/day Bonus Wizard Feat +1 8th lvl Illusion spell/day +1 9th lvl Illusion spell/day +1 9th lvl Illusion spell/day Bonus Wizard Feat Bonus Wizard Feat Shadow Shaper (Total Conc.

Scythe. or Ability Drain do +1 point. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Necromancy +1 1st lvl Necromancy spell/day Skeletal Minion +1 2nd lvl Necromancy spell/day Bonus Wizard Feat +1 3rd lvl Necromancy spell/day +1 4th lvl Necromancy spell/day +1 5th lvl Necromancy spell/day Bonus Wizard Feat +1 6th lvl Necromancy spell/day +1 7th lvl Necromancy spell/day Bonus Wizard Feat +1 8th lvl Necromancy spell/day +1 9th lvl Necromancy spell/day Skill Points: 2 Con: Concentration. Foe receives a –2 penalty on AC & saving throws for 1 round (WillNeg). Quarterstaff any Wizard Will d4 — Club. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Necromancy +1 1st lvl Necromancy spell/day Skill Points: 2 Con: Concentration. Skeletal Minion Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Necromancer variant. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Necromancy +1 1st lvl Necromancy spell/day Cursed Glance +1 2nd lvl Necromancy spell/day Bonus Wizard Feat +1 3rd lvl Necromancy spell/day +1 4th lvl Necromancy spell/day +1 5th lvl Necromancy spell/day Bonus Wizard Feat +1 6th lvl Necromancy spell/day +1 7th lvl Necromancy spell/day Bonus Wizard Feat +1 8th lvl Necromancy spell/day +1 9th lvl Necromancy spell/day Skill Points: 2 Con: Concentration. Dagger. or other Harvestinginspired Weapon now become a required Focus for all your spells. Sickle. Int: Craft. Ability Damage. Focus Caster Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR348 p88) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Decipher Script. spending 24 hours. Know(any). Spellcraft. d) the Focus receives a bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp). Crossbow. Kama. and expending 100 gp of reagents. Dagger. Spellcraft. Usable (Intelligence modifier) times per day. Quarterstaff any Wizard Will d4 — Club. Know(any). Int: Craft.+1/3 Class level as a bonus to its Strength and Dexterity scores. Wis: Profession. If your Minion is destroyed. Decipher Script. Spellcraft. Know(any). The Focus has the following benefits / properties: a) at 1st level. Int: Craft. Dagger. g) if you enchant your Focus. you are Proficient with it (but not any other weapons / shields of the same type). Spellcraft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Necromancy +1 1st lvl Necromancy spell/day Cursed Glance +1 2nd lvl Necromancy spell/day Bonus Wizard Feat +1 3rd lvl Necromancy spell/day +1 4th lvl Necromancy spell/day +1 5th lvl Necromancy spell/day Bonus Wizard Feat +1 6th lvl Necromancy spell/day +1 7th lvl Necromancy spell/day Bonus Wizard Feat +1 8th lvl Necromancy spell/day +1 9th lvl Necromancy spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 2nd lvl Necromancy spell/day Bonus Wizard Feat +1 3rd lvl Necromancy spell/day +1 4th lvl Necromancy spell/day +1 5th lvl Necromancy spell/day Bonus Wizard Feat +1 6th lvl Necromancy spell/day +1 7th lvl Necromancy spell/day Bonus Wizard Feat +1 8th lvl Necromancy spell/day +1 9th lvl Necromancy spell/day Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Class Features Skeletal Minion Gain an Undead Minion (initially a human warrior skeleton or the equivalent) as a loyal servant. Crossbow. Dagger. b) at 7th level. Wizard Variants Page 140 .its HD are equivalent to your Class level . your Necromancy spells that inflict Ability Penalties. Quarterstaff any Wizard Will d4 — Club. a target that fails a Fortitude save vs. the XP & base materials cost are 10% less. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Crossbow. Know(any). Int: Craft. f) if your Focus is a weapon or a shield.Dungeons & Dragons 3. but gains the following as you gain Class levels: . Crossbow.5 Edition Index – Base Classes February 28. Decipher Script. 2007 Variant Class Features – Necromancer Lvl Necromancer (PH p55) Necromancer variant. Focus Caster A chosen masterwork-quality Flail. Your Minion starts as a standard skeleton. e) if destroyed. you receive no penalty and can replace it by spending 24 hours and consuming 100gp of materials. Wis: Profession. your Necromancy spells can be cast at +25% range. Cursed Glance Target a visible foe within 60’ who is targeting you with a spell or ranged attack as an Immediate Action.+½ Class level as a bonus to its Natural Armor . c) at 15th level. one of your Necromancy spells is also Fatigued. Wis: Profession. Cursed Glance Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Necromancer variant. Decipher Script. Wis: Profession. Quarterstaff 1 Skill Points: 2 Con: Concentration.

Dagger. Spellcraft. & Disease +1 9th lvl Necromancy spell/day +1 9th lvl Necromancy spell/day +1 9th lvl Necromancy spell/day Bonus Wizard Feat Bonus Wizard Feat Light Fortification Bonus Wizard Feat Class Features Enhanced Undead Any Undead that you create with Animate Dead. Wizard Variants Page 141 . Sleep. Poison. Crossbow. Ability Drain. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Necromancy +1 1st lvl Necromancy spell/day Enhanced Undead +1 2nd lvl Necromancy spell/day Bonus Wizard Feat +1 3rd lvl Necromancy spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 2nd lvl Necromancy spell/day Bonus Wizard Feat +1 3rd lvl Necromancy spell/day +1 2nd lvl Necromancy spell/day Bonus Wizard Feat +1 3rd lvl Necromancy spell/day +2 on saves vs. Wis: Profession. Poison. Create Undead. Dagger. Int: Craft. Quarterstaff any Wizard Will d4 — Club. Wis: Profession. Decipher Script. Enhance Undead Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. etc. Wis: Profession.Dungeons & Dragons 3. Quarterstaff 1 Skill Points: 2 Con: Concentration. Know(any).5 Edition Index – Base Classes February 28. & Disease +1 4th lvl Necromancy spell/day +1 5th lvl Necromancy spell/day Bonus Wizard Feat +4 on saves vs. 2007 Variant Class Features – Necromancer (continued) Lvl Necromancer (PH p55) Necromancer variant. Paralysis. gain a +4 Enhancement bonus to Strength & Dexterity. Spellcraft. Know(any). Ability Damage. Int: Craft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Necromancy +1 1st lvl Necromancy spell/day Skill Points: 2 Con: Concentration. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Necromancy +1 1st lvl Necromancy spell/day Skill Points: 2 Con: Concentration. and +2 hit-points per HD. Decipher Script. Dagger. Spellcraft. & Energy Drain +1 6th lvl Necromancy spell/day +1 4th lvl Necromancy spell/day +1 5th lvl Necromancy spell/day Bonus Wizard Feat +1 4th lvl Necromancy spell/day +1 5th lvl Necromancy spell/day Bonus Wizard Feat +1 6th lvl Necromancy spell/day +1 6th lvl Necromancy spell/day Spontaneous Dispelling (greater) +1 7th lvl Necromancy spell/day Bonus Wizard Feat +1 8th lvl Necromancy spell/day +1 7th lvl Necromancy spell/day Bonus Wizard Feat +1 8th lvl Necromancy spell/day +1 7th lvl Necromancy spell/day Bonus Wizard Feat +1 8th lvl Necromancy spell/day +4 on saves vs. Sleep. Quarterstaff any Wizard Will d4 — Club. Stun. Crossbow. Crossbow. Decipher Script. Stun. Undead Apotheosis Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Necromancer variant. Int: Craft.. Know(any). Paralysis.

Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Transmutation +1 1st Transmutation spell/day Skill Points: 2 Con: Concentration. Crossbow. Decipher Script. or Swim speed equal to your Land speed as an Immediate Action. d) the Focus receives a bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp). Quarterstaff any Wizard Will d4 — Club. 2007 Variant Class Features – Transmuter Lvl Transmuter (PH p55) Transmuter variant. one Transmutation spell per day that grants a bonus to an Ability Score gives a 2x bonus (e. Wis: Profession. Int: Craft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Transmutation +1 1st Transmutation spell/day Focus Caster (least) +1 2nd Transmutation spell/day Bonus Wizard Feat +1 3rd Transmutation spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 2nd Transmutation spell/day Bonus Wizard Feat +1 3rd Transmutation spell/day +1 4th Transmutation spell/day +1 4th Transmutation spell/day +1 4th Transmutation spell/day Focus Caster (improved) +1 5th Transmutation spell/day Bonus Wizard Feat +1 6th Transmutation spell/day +1 7th Transmutation spell/day Bonus Wizard Feat +1 8th Transmutation spell/day Focus Caster (greater) +1 9th Transmutation spell/day +1 5th Transmutation spell/day Bonus Wizard Feat +1 6th Transmutation spell/day +1 7th Transmutation spell/day Bonus Wizard Feat +1 8th Transmutation spell/day +1 5th Transmutation spell/day Bonus Wizard Feat Enhance Attribute. Spellcraft. The Focus has the following benefits / properties: a) at 1st level. Dagger. any non-Personal Transmutation spell you cast with at least one target affects one extra target. Sudden Shift You gain a Climb. Crossbow. Crossbow. e) if destroyed.Dungeons & Dragons 3. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Focus Caster Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR348 p88) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club.. 2/day +1 4th Transmutation spell/day Skill Points: 2 Con: Concentration. Decipher Script. Lasts until the end of your turn. the XP & base materials cost are 10% less. Crossbow. Decipher Script. Focus Caster A chosen masterwork-quality Instrument or Tool now become a required Focus for all your spells. Know(any). Dagger. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Transmutation +1 1st Transmutation spell/day Sudden Shift +1 2nd Transmutation spell/day Bonus Wizard Feat +1 3rd Transmutation spell/day Skill Points: 2 Con: Concentration. who now get the full duration. Page 142 . Sudden Shift Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Transmuter variant. and expending 100 gp of reagents. Know(any). Spellcraft. c) at 15th level. Int: Craft. Bull’s Strength would give a +8 Enhancement bonus to Strength). 3/day +1 6th Transmutation spell/day +1 7th Transmutation spell/day Bonus Wizard Feat +1 8th Transmutation spell/day Enhance Attribute. 5/day Bonus Wizard Feat Bonus Wizard Feat Class Features Enhance Attribute. spending 24 hours. Wis: Profession. Wizard Variants b) at 7th level. g) if you enchant your Focus. Know(any). Enhance Attribute Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Transmuter variant. n/day Gain a +2 Enhancement bonus to one of your Ability scores for one minute per Caster level. Dagger. Decipher Script. Int: Craft. Spellcraft. but that target only has ½ duration. 4/day +1 9th Transmutation spell/day +1 5th Transmutation spell/day Bonus Wizard Feat +1 6th Transmutation spell/day +1 7th Transmutation spell/day Bonus Wizard Feat +1 8th Transmutation spell/day +1 9th Transmutation spell/day +1 9th Transmutation spell/day Bonus Wizard Feat Bonus Wizard Feat Enhance Attribute. Spellcraft.5 Edition Index – Base Classes February 28.g. Int: Craft. Fly. 1/day +1 2nd Transmutation spell/day Bonus Wizard Feat +1 3rd Transmutation spell/day Enhance Attribute. Know(any). Usable (Intelligence modifier) times per day. Quarterstaff any Wizard Will d4 — Club. f) if your Focus is a weapon or a shield. any non-Personal Transmutation spell you cast with at least one target affects one extra target. you are Proficient with it (but not any other weapons / shields of the same type). Wis: Profession. Quarterstaff 1 Skill Points: 2 Con: Concentration. Dagger. Wis: Profession. Activated as a Swift Action. Quarterstaff any Wizard Will d4 — Club. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Transmutation +1 1st Transmutation spell/day Enhance Attribute.

Dungeons & Dragons 3. Know(any). Quarterstaff any Wizard Will d4 — Club. Wis: Profession. Quarterstaff 1 Skill Points: 2 Con: Concentration. Wis: Profession. To do this. Dagger. you must meditate for a number of minutes equal to the number of spell levels being changed. Once picked.5 Edition Index – Base Classes February 28. Decipher Script. the spell cannot be changed. Spellcraft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Transmutation +1 1st Transmutation spell/day +1 2nd Transmutation spell/day Bonus Wizard Feat +1 3rd Transmutation spell/day Skill Points: 2 Con: Concentration. Int: Craft. Crossbow. if your Prohibited school was Abjuration. If you are interrupted. You may change up to half your Class level of spell levels. Quarterstaff In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Transmutation +1 1st Transmutation spell/day +1 2nd Transmutation spell/day Bonus Wizard Feat +1 3rd Transmutation spell/day Spell Versatility +1 4th Transmutation spell/day +1 5th Transmutation spell/day Bonus Wizard Feat Spell Versatility +1 6th Transmutation spell/day +1 7th Transmutation spell/day Bonus Wizard Feat +1 8th Transmutation spell/day Spell Versatility +1 9th Transmutation spell/day Skill Points: 2 Con: Concentration. at 5th level you could learn Dispel Magic at a Transmutation spell. Know(any). Spell Versatility Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Transmuter variant. Crossbow. Decipher Script. Wizard Variants Page 143 . Transmutable Memory You may change Prepared spells into other Prepared spells once per day. Dagger. For example. Wis: Profession. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Transmutation +1 1st Transmutation spell/day +1 2nd Transmutation spell/day Bonus Wizard Feat +1 3rd Transmutation spell/day Spontaneous Dispelling +1 4th Transmutation spell/day +1 5th Transmutation spell/day Bonus Wizard Feat +1 6th Transmutation spell/day +1 7th Transmutation spell/day Bonus Wizard Feat +1 8th Transmutation spell/day 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bonus Wizard Feat Bonus Wizard Feat Spell Versatility Bonus Wizard Feat +1 4th Transmutation spell/day +1 5th Transmutation spell/day Bonus Wizard Feat +1 6th Transmutation spell/day +1 7th Transmutation spell/day Bonus Wizard Feat +1 8th Transmutation spell/day +1 9th Transmutation spell/day +1 9th Transmutation spell/day Class Features Spell Versatility You may choose one Wizard spell of a level you can cast (including one from your Prohibited school) and learn it as a Transmutation spell. Spellcraft. Int: Craft. Spellcraft. you loose the old spells and do not gain the new spells. Int: Craft. 2007 Variant Class Features – Transmuter (continued) Lvl Transmuter (PH p55) Transmuter variant. Transmutable Memory(UA p59) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Crossbow. Dagger. Decipher Script. Know(any).

Wis: Profession. Crossbow. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Morphic Familiar As a Full Round Action. Decipher Script. Dagger. Spellcraft. May specialize in a school of magic Can summon a Familiar Skill Points: 4 Con: Concentration. Crossbow. Decipher Script. Spellcraft. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Dagger.5 Edition Index – Base Classes February 28. Dagger. 2007 Racial Substitution Lvl Wizard (PH p55) Changeling Wizard – 1st level substitution (RoE p123) Changeling Wizard – 5th level substitution (RoE p123) Changeling Wizard – 10th level substitution (RoE p123) Changeling Wizard – all level substitutions (RoE p123) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Quarterstaff 1 Skill Points: 2 Con: Concentration. Conjuration. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll.Dungeons & Dragons 3. you gain three Illusion and/or Transmutation spells. Crossbow. Spellcraft. Know(any). Spellcraft. Able to prepare 1 extra spell per day from either the School of Illusion or the School of Transmutation at each level. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. you receive a second saving throw one round later. May specialize in a school of magic Dual Specialization Can summon a Familiar Skill Points: 4 Con: Concentration. Know(any). Decipher Script. Decipher Script. your Familiar can change into another type of familiar available to a 1st level Wizard. Know(any). Int: Craft. Crossbow. Spellcraft. but loose access to three schools of magic from the following list: Abjuration. Wis: Profession. Int: Craft. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. +2 bonus on Spellcraft checks to learn Illusions and Transmutation spells. Know(any). Enchantment. You loose the previous Familiar Bonus (such as +3 bonus on Climb for a Lizard familiar) and gain the bonus for your familiar’s new form. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Wizard Variants Page 144 . Crossbow. Int: Craft. Dagger. Wis: Profession. Limited Spell Knowledge Instead of the normal two spells you gain at each level. Dagger. Wis: Profession. May specialize in a school of magic Can summon a Familiar Skill Points: 4 Con: Concentration. Int: Craft. Evocation. May specialize in a school of magic Dual Specialization Can summon a Familiar 2 3 4 Bonus Wizard Feat Bonus Wizard Feat 5 6 7 8 9 Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Limited Spell Knowledge Morphic Familiar Bonus Wizard Feat Bonus Wizard Feat Limited Spell Knowledge Morphic Familiar Bonus Wizard Feat 10 11 12 13 14 15 16 17 18 19 20 Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Limited Spell Knowledge Override Transmutation Bonus Wizard Feat Limited Spell Knowledge Override Transmutation Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Changeling Wizard Class Features Dual Specialization Become specialized in Illusions and Transmutation. Necromancy. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Know(any). Override Transmutation If you fail your saving throw on a Transmutation spell or spell-like ability that has a duration of greater than Instantaneous. Int: Craft. Wis: Profession. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Decipher Script. May specialize in a school of magic Can summon a Familiar Skill Points: 4 Con: Concentration.

Spellcraft. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. May specialize in a school of magic Can summon a Familiar – Share Spells – Empathic Link – gains Improved Evasion – Master gains Alertness Skill Points: 2 Con: Concentration. Bow Feat Choose one of the following Feats (you must meet the prerequisites): Defensive Archery. Know(any). Wis: Profession. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. May specialize in a school of magic Can summon a Familiar – Share Spells – Empathic Link – gains Improved Evasion – Master gains Alertness 1 Skill Points: 2 Con: Concentration. Precise Shot.5 Edition Index – Base Classes February 28. You may prepare one additional spell of your highest spell level each day. Rapid Shot.e. Spellcraft. Wis: Profession. Dagger. Dagger.).. 2. Crossbow. Int: Craft. Spellcraft. 2007 Racial Substitution (continued) Lvl Wizard (PH p55) Elf Wizard – 1st level substitution (RotW p157) Elf Wizard – 3rd level substitution (RotW p157) Elf Wizard – 5th level substitution (RotW p157) Elf Wizard – all level substitutions (RotW p157) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Search. Dagger. Wis: Profession. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Wizard Variants Page 145 . Natural Link When your Familiar is within arm’s reach. Search. Crossbow. On Wizard level where you gain a new spell level. Int: Craft. Quarterstaff Skill Points: 2 Con: Concentration. Point Blank Shot. Crossbow. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Crossbow. Decipher Script. Know(any). Decipher Script. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Search. etc. Wis: Profession. Weapon Focus (longbow). Decipher Script. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Search. Know(any). Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. you gain an additional spell in your book for free. a Weasel familiar would grant a +4 bonus on Reflex saves. Far Shot. Decipher Script. May specialize in a school of magic Can summon a Familiar – Share Spells – Empathic Link – gains Improved Evasion – Master gains Alertness Skill Points: 2 Con: Concentration. Spellcraft. Spellcraft. Know(any). Dagger. Know(any). you gain double the normal skill. Decipher Script. Int: Craft. Int: Craft. Int: Craft. May specialize in a school of magic Can summon a Familiar – Share Spells – Empathic Link – gains Improved Evasion – Master gains Alertness 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bonus Wizard Feat Familiar – speak with Master Bonus Wizard Feat Familiar – speak with Master Bonus Wizard Feat Familiar – speak with Master Bonus Wizard Feat Bow Feat Familiar – speak with Master Familiar – Animal Speech Bonus Wizard Feat Familiar – speak with Master Familiar – Touch Spells Familiar – Touch Spells Natural Link Familiar – Touch Spells Familiar – Touch Spells Familiar – Animal Speech Familiar – Animal Speech Familiar – Animal Speech Familiar – Animal Speech Bonus Wizard Feat Familiar – gains SR Bonus Wizard Feat Familiar – gains SR Bonus Wizard Feat Familiar – gains SR Bonus Wizard Feat Familiar – gains SR Bonus Wizard Feat Familiar – gains SR Familiar – Scry Familiar – Scry Familiar – Scry Familiar – Scry Familiar – Scry Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Elf Wizard Class Abilities Generalist Wizardry 1. Weapon Focus (shortbow). Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Dagger. or hit point bonus your Familiar normally grants you (i. Wis: Profession. saving throw. Crossbow.Dungeons & Dragons 3. May specialize in a school of magic Generalist Wizardry Can summon a Familiar – Share Spells – Empathic Link – gains Improved Evasion – Master gains Alertness Familiar – Touch Spells Skill Points: 2 Con: Concentration.

Specialized in the School of Illusions Can summon a Familiar Gnome Illusion Spells Skill Points: 2 Con: Concentration. Crossbow. 4th – Persistent Image. Specialized in the School of Illusions Can summon a Familiar Skill Points: 2 Con: Concentration. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Dagger. Ventriloquism. Know(any). Decipher Script. your opponent must make a Caster level check vs. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Wis: Profession. Quarterstaff 1 Skill Points: 2 Con: Concentration. Wis: Profession. Wis: Profession. Int: Craft. Decipher Script. Wizard Variants Extend Illusions All your Illusion spells last longer than normal: Normal Duration Concentration Concentration+N Instantaneous <others> New Duration Concentration+1d4 Condentration+2N <unchanged> 2 x Normal Duration Example Silent Image Minor Image Nightmare Mirror Image Insidious Illusions In order to see through or detect one of your Illusions with a Divination spell. 1st – Leomund’s Trap. Specialized in the School of Illusions Can summon a Familiar Gnome Illusion Spells 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Insidious Illusions Bonus Wizard Feat Extended Illusions Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Extended Illusions Bonus Wizard Feat Bonus Wizard Feat Extended Illusions Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Gnome Illusionist Class Features Gnome Illusion Spells 1. Spellcraft. Wis: Profession. Int: Craft. Int: Craft. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. May specialize in a school of magic. 2nd – Illusory Script. At 1st level. Dagger. Dagger. Dagger. Know(any). Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Know(any). Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Crossbow. Page 146 . 5th – Programmed Image. May specialize in a school of magic. All your Racial Spell-Like abilities are cast at your Wizard level (instead of at 1st level). Specialized in the School of Illusions Can summon a Familiar Skill Points: 2 Con: Concentration. Spellcraft. Spellcraft. Evocation. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Major Image. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. May specialize in a school of magic. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Transmutation. May specialize in a school of magic. Spellcraft. DC (11 + your Caster level). May specialize in a school of magic Can summon a Familiar Skill Points: 2 Con: Concentration. Minor Image. Know(any).5 Edition Index – Base Classes February 28. Decipher Script. or magic item. Int: Craft. Spellcraft. Dagger. Wis: Profession. you may not cast spells from this School at all. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Crossbow. You gain access some Illusion spells at an earlier level than normal (indicated below): 0th – Silent Image. Choose one of the following School (may not be one of your Prohibited Schools): Conjuration. Decipher Script. spell-like ability. Crossbow. Crossbow. Int: Craft. 3rd – Illusory Wall. 2007 Racial Substitution (continued) Lvl Wizard (PH p55) Gnome Illusionist – 1st level substitution (RoS p148) Gnome Illusionist – 5th level substitution (RoS p148) Gnome Illusionist – 10th level substitution (RoS p148) Gnome Illusionist – all level substitutions (RoS p148) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. 2.Dungeons & Dragons 3. Decipher Script. Know(any). 3. You cast spells from this School at –1 Caster level.

Decipher Script. Int: Craft. Greater Alternative Spell Gain one spell from any class’ 5th level or lower spell list. May specialize in a school of magic Can summon a Familiar Alternative Spell Skill Points: 2 Con: Concentration. Know(any). Spellcraft. Int: Craft. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Wizard Variants Page 147 . Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. You loose the two automatic spells added to your spell book this level. Crossbow. Otherwise. Know(any). Wis: Profession. You loose the two automatic spells added to your spell book this level. Int: Craft. Decipher Script. Decipher Script. May specialize in a school of magic Can summon a Familiar Alternative Spell 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Lore Bonus Wizard Feat Bonus Wizard Feat Lore Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Greater Alternative Spell Greater Alternative Spell Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Bonus Wizard Feat Halfling Wizard Class Abilities Alternative Spell Gain one spell from any class’ 1st level spell list. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Int: Craft. May specialize in a school of magic Can summon a Familiar Skill Points: 2 Con: Concentration. Know(any). based on your Wizard level and your Intelligence modifier. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Decipher Script. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. You loose the two automatic spells added to your spell book this level. Quarterstaff 1 Skill Points: 2 Con: Concentration. Decipher Script. Spellcraft. 2007 Racial Substitution (continued) Lvl Wizard (PH p55) Halfling Wizard – 3rd level substitution (DR336 p102) Halfling Wizard – 5th level substitution (DR336 p102) Halfling Wizard – 12th level substitution (DR336 p102) Halfling Wizard – all level substitutions (DR336 p102) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. treat it as a 2nd level spell. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. it is learned at the normal level (even if available at a lower level by another class). If it is not on the Wizard spell list. Spellcraft. Spellcraft. Dagger. Crossbow. If it is on the Wizard spell list. Dagger.Dungeons & Dragons 3. Dagger. Wis: Profession. Spellcraft. Know(any). Dagger. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Wis: Profession. Crossbow. Dagger. Int: Craft.5 Edition Index – Base Classes February 28. Wis: Profession. Know(any). Crossbow. Lore You may make Bardic Knowledge checks. May specialize in a school of magic Can summon a Familiar Skill Points: 2 Con: Concentration. May specialize in a school of magic Can summon a Familiar Skill Points: 2 Con: Concentration. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Crossbow. Wis: Profession. treat the spell as one level higher than it is on the target spell list. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll.

At 6th level. Tumble. Search. Open Lock. so your opponent still is allowed an Attack of Opportunity against you if you do not cast defensively. Short Sword Skill Points: 6 Str: Climb. Armored Mage (light armor) – A Beguiler ignores the Arcane Failure chance of Light Armor when casting Beguiler spells.. Rapier. as long as it is cast by the end of your next round. Advanced Learning – you may permanently add one Sorcerer / Wizard spell of the Enchantment or Illusion School to your Beguiler spell list. your opponent looses his/her Dexterity bonus to AC against you for your next attack or next spell. Hide. Int: Appraise. Wis: Listen. You must stay in melee with the target. 2007 New Base Classes Beguiler (PH2 p6) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d6 Light Simple + Hand Crossbow. Cha: Bluff. Forgery.5 Edition Index – Base Classes February 28. Sleight of Hand. Speak Language Armored Mage (light armor) Trapfinding Cloaked Casting (+1 DC) Surprise Casting Advanced Learning — Feat: Silent Spell Surprise Casting (move action) Advanced Learning Cloaked Casting (+2 to overcome SR) — Feat: Still Spell Advanced Learning — — Cloaked Casting (+2 DC) Advanced Learning — — — Advanced Learning Cloaked Casting (overcomes SR) Class Features Spells per Day 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 – – – 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 – – – – – 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 – – – – – – – 3 4 5 6 6 6 6 6 6 6 6 6 6 – – – – – – – – – 3 4 5 6 6 6 6 6 6 6 6 – – – – – – – – – – – 3 4 5 6 6 6 6 6 6 – – – – – – – – – – – – – 3 4 5 6 6 6 6 – – – – – – – – – – – – – – – 3 – – – – – – – – – – – – – – – – 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 4 — 5 6 6 3 4 5 Class Features: Spellcasting – Able to cast Spontaneous Intelligence-based Arcane spell from the Beguiler spell list (see page 174). Profession. Diplomacy. Swim. Gather Info. you receive the indicated bonus. Spot. Spellcraft. due to a Feint in Combat. Move Silently. Beguiler Page 148 . you automatically overcome the target’s Spell Resistance. Escape Artist. Shortbow.Dungeons & Dragons 3. Know(local). Its spell level may not be higher than the highest level Beguiler spell you can currently cast. you may Feint as a Swift Action. Cloaked Casting – when casting a spell on an opponent that would be denied a Dexterity bonus to AC (typically because he/she is unaware of you. etc. Surprise Casting – by using Feint in Combat.). At 20th level. Jump. Know(arcana). If you have Feat: Improved Feint. Decipher Script. Dex: Balance. Disguise. Use Magic Device. Con: Concentration. you may Feint in Combat as a Move Action (instead of a Standard Action). Disable Device. Sense Motive.

Wis: Sense Motive. The spell’s casting time must be no more than 1 Standard Action. Arcane Attunement Armored Mage (light armor & shield) Feat: Combat Casting Arcane Channeling (standard attack) Armored Mage (medium armor) Quick Cast. Each subsequent levels. Arcane Attunement – Able to cast the following as Spell-like Abilities: Dancing Lights. Armored Mage (xxx) – A Duskblade ignores the Arcane Failure chance of certain types of armors when casting Duskblade spells: 1st – Light Armor & Light Shields 4th – Medium Armor 7th – Heavy Shields Arcane Channeling (standard attack) – As a Standard Attack. a Duskblade knows two 0th level spells and two 1st level spells. 2/day Spell Power +4 — Spell Power +5 — Quick Cast. Will d8 Light. 2007 Duskblade (PH2 p19) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort. The ‘touch attack’ spell’s duration is reduced down to 1 round when used this way. Jump. Duskblade Page 149 . Shield Simple. Spell Power +N – If a Duskblade has injured an opponent in melee the current battle. Flare. a Duskblade may cast a ‘touch attack’ spell and deliver the spell through a melee weapon attack. This action does not provoke an Attack of Opportunity. a Duskblade may cast a ‘touch attack’ spell and deliver the spell through every attack that is part of a Full Round Attack. Spellcraft. Int: Craft. Dex: Ride. The spell must have a casting time of 1 Standard Action. Con: Concentration.Dungeons & Dragons 3. Arcane Channeling (full attack) – As a Full Round Attack. Ghost Sound. Castable 3 + Intelligence modifier times per day total. Starting at 5th level (and every odd-numbered level afterwards). 1/day Spell Power +2 Armored Mage (heavy shield) — — Quick Cast. 1/day Spell Power +3 — Arcane Channeling (full attack) — Quick Cast. N/day – The Duskblade may reduce the cast time of N spells per day to 1 Swift Action.5 Edition Index – Base Classes February 28. The spell’s casting time must be no more than 1 Standard Action. Does not count against the normal spell per day. Detect Magic. Swim. & Read Magic. a Duskblade leans one spell of any level he/she can cast. Quick Cast. Martial 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 2 Str: Climb. Know(any). a Duskblade may replace one Known spell with another of the same level and they both must two levels below the highest the Duskblade is able to cast). This action does not provoke an Attack of Opportunity. At 1st level. he/she receives a +N bonus on checks to overcome the Spell Resistance of that creature for the duration of the encounter. 2/day Spells Per Day 0th 1st 2nd 3rd 4th 5th 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 2 3 4 5 5 7 6 7 7 8 8 8 9 9 9 9 – – – – 2 3 5 6 6 7 7 8 8 8 8 9 – – – – – – – – 2 3 5 6 6 7 7 8 8 8 – – – – – – – – – – – – 2 3 5 6 6 7 7 – – – – – – – – – – – – – – – – 2 3 5 6 6 10 9 6 10 9 6 10 10 9 6 10 10 10 8 Class Features: Spellcasting – Able to cast Spontaneous Intelligence-based Arcane spell from the Duskblade spell list (see page 180).

2007 Dragon Shaman (PH2 p11) Lvl Black Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CN. Dex: Hide. Medium. 10d6 Fire in a 120’ Line Draconic Aura +5 Skill Points: 2 Str: Climb. Search. Cha: Bluff. 4d6 Electricity in a 30’ Line Skill Focus (Disguise or Survival or Swim) Immunity to Electricity Draconic Auras Known: 7 Breath Weapon. 7d6 Fire in a 60’ Line Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. 10d6 Acid in a 120’Line Draconic Aura +5 Skill Points: 2 Str: Climb.Dungeons & Dragons 3. Draconic Aura +1 Draconic Auras Known: 3 Skill Focus (Bluff or Gather Info or Survival) Draconic Auras Known: 4 Draconic Adaptation – Endure Elements (self only). Draconic Aura +1 Draconic Auras Known: 3 Skill Focus (Bluff or Hide or Jump) Draconic Auras Known: 4 Draconic Adaptation – Spider Climb (self only). 8d6 Electricity in a 60’ Line Skill Focus (Disguise or Survival or Swim) Natural Armor +3 Breath Weapon. Know(nature). Dex: Hide. Medium. Know(nature). 5d6 Acid in a 30’Line Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. Shield Simple Copper Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: NG. Intimidate. Intimidate. Medium. 10d6 Electricity in a 120’ Line Draconic Aura +5 Skill Points: 2 Str: Climb. 2d6 Electricity in a 30’ Line Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon. NG. 3d6 Fire in a 30’ Line Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. 5d6 Fire in a 30’ Line Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. 8d6 Electricity in a 60’ Line Skill Focus (Bluff or Hide or Spellcraft) Natural Armor +3 Breath Weapon. 2d6 Electricity in a 30’ Line Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon. CN Rogue Fort. Cha: Intimidate. 4d6 Acid in a 30’Line Skill Focus (Hide or Move Silently or Swim) Immunity to Acid Draconic Auras Known: 7 Breath Weapon. 6d6 Electricity in a 60’ Line Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. Know(nature). Draconic Aura +1 Draconic Auras Known: 3 Skill Focus (Hide or Move Silently or Swim) Draconic Auras Known: 4 Draconic Adaptation – Water Breathing. CN Rogue Fort. 9d6 Acid in a 60’Line Draconic Wings Breath Weapon. CG. Intimidate. Medium. 3d6 Acid in a 30’Line Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. 4d6 Fire in a 30’ Line Skill Focus (Bluff or Gather Info or Survival) Immunity to Fire Draconic Auras Known: 7 Breath Weapon. 2d6 Acid in a 30’Line Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon. Spellcraft. Gather Info. Swim. NE. 9d6 Electricity in a 60’ Line Draconic Wings Breath Weapon. Search. Draconic Aura +1 Draconic Auras Known: 3 Skill Focus (Bluff or Hide or Spellcraft) Draconic Auras Known: 4 Draconic Adaptation – Ventriloquism. 6d6 Electricity in a 60’ Line Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. 2d6 Fire in a 30’ Line Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon. Intimidate. 3d6 Electricity in a 30’ Line Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. Will TBD Light. Cha: Bluff. Swim. CE Rogue Fort. 10d6 Acid in a 120’Line Draconic Aura +5 Dragon Shaman Page 150 . Cha: Bluff. LN Rogue Fort. 6d6 Acid in a 60’Line Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. 5d6 Electricity in a 30’ Line Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. 4d6 Acid in a 30’Line Skill Focus (Bluff or Hide or Jump) Immunity to Acid Draconic Auras Known: 7 Breath Weapon. 3d6 Acid in a 30’Line Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. Medium. 7d6 Electricity in a 60’ Line Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. Shield Simple Brass Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: NG. LE. Shield Simple Bronze Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Cha: Disguise. 5d6 Electricity in a 30’ Line Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. Will TBD Light. Int: Craft. 4d6 Electricity in a 30’ Line Skill Focus (Bluff or Hide or Spellcraft) Immunity to Electricity Draconic Auras Known: 7 Breath Weapon. NE Rogue Fort. Shield Simple Class Features Skill Points: 2 Str: Climb. 9d6 Electricity in a 60’ Line Draconic Wings Breath Weapon. CG. Int: Craft. 7d6 Electricity in a 60’ Line Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. 8d6 Acid in a 60’Line Skill Focus (Bluff or Hide or Jump) Natural Armor +3 Breath Weapon. 7d6 Acid in a 60’Line Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. Move Silently. Will TBD Light. 9d6 Acid in a 60’Line Draconic Wings Breath Weapon. 5d6 Acid in a 30’Line Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. always on Breath Weapon. 9d6 Fire in a 60’ Line Draconic Wings Breath Weapon. 6d6 Acid in a 60’Line Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. Wis: Survival. 8d6 Acid in a 60’Line Skill Focus (Hide or Move Silently or Swim) Natural Armor +3 Breath Weapon. Wis: Survival. 3d6 Electricity in a 30’ Line Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. at will Breath Weapon. at will Breath Weapon. Int: Craft. 2d6 Acid in a 30’Line Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon.. 8d6 Fire in a 60’ Line Skill Focus (Bluff or Gather Info or Survival) Natural Armor +3 Breath Weapon. Dex: Hide. always on Breath Weapon. at will Breath Weapon. Search. Shield Simple Blue Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LN.5 Edition Index – Base Classes February 28. Will TBD Light. 7d6 Acid in a 60’Line Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. Draconic Aura +1 Draconic Auras Known: 3 Skill Focus (Disguise or Survival or Swim) Draconic Auras Known: 4 Draconic Adaptation – Water Breathing. Will TBD Light. Int: Craft. Search. 6d6 Fire in a 60’ Line Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. Search. Know(nature). Int: Craft. Know(nature). 10d6 Electricity in a 120’ Line Draconic Aura +5 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 2 Str: Climb. Jump.

5d6 Acid in a 15’ Cone Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. Will TBD Light. NG. LN Rogue Fort. 2d6 Fire in a 15’ Cone Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon. 5d6 Fire in a 15’ Cone Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. LN Rogue Fort. Move Silently. 7d6 Fire in a 30’ Cone Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. Will TBD Light. always on Breath Weapon. always on Breath Weapon. 6d6 Cold in a 30’ Cone Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. Will TBD Light. 3d6 Cold in a 15’ Cone Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. Swim. Int: Appraise. 10d6 Cold in a 60’ Cone Draconic Aura +5 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Draconic Aura +1 Draconic Auras Known: 3 Skill Focus (Appraise or Bluff or Jump) Draconic Auras Known: 4 Draconic Adaptation – +5 Competence bonus on Appraise & Search checks. Search. 8d6 Acid in a 30’ Cone Skill Focus (Bluff or Hide or Move Silently) Natural Armor +3 Breath Weapon. 6d6 Cold in a 30’ Cone Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. Craft. Medium. 7d6 Cold in a 30’ Cone Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. NE. Medium. Cha: Disguise. Jump. 6d6 Fire in a 30’ Cone Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. Intimidate. Cha: Bluff. at will Breath Weapon. Skill Points: 2 Str: Climb. 10d6 Fire in a 60’ Cone Draconic Aura +5 Skill Points: 2 Str: Climb. Int: Craft. Search. Will TBD Light. Know(nature). Move Silently. 5d6 Cold in a 15’ Cone Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. 9d6 Fire in a 30’ Cone Draconic Wings Breath Weapon. Cha: Bluff. 6d6 Acid in a 30’ Cone Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. Shield Simple Class Features Skill Points: 2 Str: Climb. NE. Dex: Hide. Know(nature). 9d6 Acid in a 30’ Cone Draconic Wings Breath Weapon. Int: Craft. 4d6 Acid in a 15’ Cone Skill Focus (Bluff or Hide or Move Silently) Immunity to Acid Draconic Auras Known: 7 Breath Weapon. 5d6 Cold in a 15’ Cone Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. Move Silently. Disguise. 2d6 Acid in a 15’ Cone Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon. 7d6 Cold in a 30’ Cone Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. 10d6 Acid in a 60’ Cone Draconic Aura +5 Skill Points: 2 Str: Climb. 2d6 Cold in a 15’ Cone Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon. 7d6 Fire in a 30’ Cone Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. 6d6 Fire in a 30’ Cone Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. Know(nature). Intimidate. 8d6 Cold in a 30’ Cone Skill Focus (Bluff or Disguise or Jump) Natural Armor +3 Breath Weapon. Medium. 3d6 Cold in a 15’ Cone Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. Intimidate. Dex: Hide. Swim. Cha: Intimidate. Dex: Hide. Shield Simple Silver Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Draconic Aura +1 Draconic Auras Known: 3 Skill Focus (Disguise or Heal or Swim) Draconic Auras Known: 4 Draconic Adaptation – Water Breathing. Draconic Aura +1 Draconic Auras Known: 3 Skill Focus (Bluff or Hide or Move Silently) Draconic Auras Known: 4 Draconic Adaptation – Water Breathing. Medium. Cha: Bluff. 3d6 Fire in a 15’ Cone Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. 2d6 Fire in a 15’ Cone Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon. 9d6 Fire in a 30’ Cone Draconic Wings Breath Weapon. Medium. Search. Jump. Int: Craft. 8d6 Fire in a 30’ Cone Skill Focus (Disguise or Heal or Swim) Natural Armor +3 Breath Weapon. NG.Dungeons & Dragons 3. Search. 8d6 Fire in a 30’ Cone Skill Focus (Appraise or Bluff or Jump) Natural Armor +3 Breath Weapon. 7d6 Acid in a 30’ Cone Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. 8d6 Cold in a 30’ Cone Skill Focus (Hide or Move Silently or Swim) Natural Armor +3 Breath Weapon. Breath Weapon. 9d6 Cold in a 30’ Cone Draconic Wings Breath Weapon. Wis: Heal. 10d6 Cold in a 60’ Cone Draconic Aura +5 Skill Points: 2 Str: Climb. 5d6 Fire in a 15’ Cone Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. 10d6 Fire in a 60’ Cone Draconic Aura +5 Dragon Shaman Page 151 . Shield Simple Red Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CN. Know(nature). Shield Simple White Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CN. Shield Simple Green Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LN. Will TBD Light. CE Rogue Fort. 4d6 Cold in a 15’ Cone Skill Focus (Hide or Move Silently or Swim) Immunity to Cold Draconic Auras Known: 7 Breath Weapon. 2007 Dragon Shaman (continued) Lvl Gold Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Search. Int: Craft. 3d6 Acid in a 15’ Cone Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. NE Rogue Fort. Know(nature).5 Edition Index – Base Classes February 28. 4d6 Fire in a 15’ Cone Skill Focus (Appraise or Bluff or Jump) Immunity to Fire Draconic Auras Known: 7 Breath Weapon. 2d6 Cold in a 15’ Cone Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon. 9d6 Cold in a 30’ Cone Draconic Wings Breath Weapon. 3d6 Fire in a 15’ Cone Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. Draconic Aura +1 Draconic Auras Known: 3 Skill Focus (Bluff or Disguise or Jump) Draconic Auras Known: 4 Draconic Adaptation – Feather Fall (self only). 4d6 Fire in a 15’ Cone Skill Focus (Disguise or Heal or Swim) Immunity to Fire Draconic Auras Known: 7 Breath Weapon. Draconic Aura +1 Draconic Auras Known: 3 Skill Focus (Hide or Move Silently or Swim) Draconic Auras Known: 4 Draconic Adaptation – Icewalker (may walk across icy surfaces without reducing speed or Balance checks) Breath Weapon. 4d6 Cold in a 15’ Cone Skill Focus (Bluff or Disguise or Jump) Immunity to Cold Draconic Auras Known: 7 Breath Weapon. CE Rogue Fort. Intimidate. LE.

& Initiative checks.5 Edition Index – Base Classes February 28. speed drops to 40’. removal of Daze. Power – subjects melee attacks do +N damage. suppressed. Nauseated. you may heal also ‘conditions’ by expending some of the hit-points of healing: 5 hp – 1 point of Ability Damage.Dungeons & Dragons 3. or Diseased. Starting at 11th level. though you must be conscious. Draconic Adaptation (share with others) – As a Swift Action. or Sickened. but with no Material Component. Draconic Resolve – Gain immunity to Paralysis & Sleep effects. Commune with Dragon Spirit – Commune. Diplomacy. Senses – subjects gain +N on Listen. Touch of Vitality – You may heal yourself or others. Activated. & Intimidate checks. Spot. Vigor – subjects gain Fast Healing (N) when below ½ normal hit-points. or XP cost –and– only one question per 3 Class levels may be asked. Breath Weapon – Reflex save for ½ damage. the attacker takes (2 * N) damage of the same type as your Breath Weapon. Fatigued. Dragon Shaman Page 152 . No duration. 2007 Dragon Shaman (continued) Class Features: Draconic Aura +N – You and all allies within a 30’ radius Emanation gain benefits from one of the following Auras. Blinded. or swapped as a Swift Action. divided as you wish. DC is Constitution-based. This ability has no effect on Undead. Poisoned. Draconic Wings – Gain wings that grant Fly 60’ (Good maneuverability). The number of Auras you have access to is based on your level (up to all seven aura at 9th level): Energy Shield – if any subject is struck with a Natural Attack or a non-reach weapon. Focus. If carrying a Medium load. 20 hp – removal of 1 Negative Level. you may share the Draconic Adaptation you received at 4th level with one or more allies within 30’. Cannot be used again for 7 days. 10 hp – removal of Exhausted. You may heal (2 * Class level * Charisma modifier) hp per day. Only one Aura may be active at a time. and the Frightful Presence of Dragons. Using this ability is a Standard Action with a range of ‘touch’. or Stunned. Toughness – subjects gain Damage Reduction (N) / magic. Deafened. Resistance – all subjects gain Resistance (5 * N) to the energy type of your Breath Weapon. Usable every 1d4 rounds. Presence – subjects gain +N on Bluff.

Deity’s Favor (all allies) – As above. 2007 Favored Soul Favored Soul (CDiv p6) Favored Soul variant. Profession. Ref. energy type of choice) Weapon Focus (deity’s Favored Weapon) Weapon Focus (deity’s Favored Weapon) Deity’s Favor (one ally) 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 — 5 6 6 3 4 5 Damage Reduction Damage Reduction 6 ‘Favored Soul’ Class Abilities Spellcasting – Able to cast Spontaneous Charisma-based Divine spells from the Cleric spell list. Spellcraft. Sense Motive.Dungeons & Dragons 3. Know(religion). Spells per Day 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 5 6 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 – – – 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 – – – – – 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 – – – – – – – 3 4 5 6 6 6 6 6 6 6 6 6 6 – – – – – – – – – 3 4 5 6 6 6 6 6 6 6 6 – – – – – – – – – – – 3 4 5 6 6 6 6 6 6 – – – – – – – – – – – – – 3 4 5 6 6 6 6 – – – – – – – – – – – – – – – 3 – – – – – – – – – – – – – – – – 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Energy Resistance 10 (vs. a different energy type) Energy Resistance 10 (vs. A Neutrally aligned Favored Soul can choose either. A Favored Soul with a Good alignment gains bird wings. Con: Concentration. multiple applications of Temporary HP do not stack. Sense Motive. Spellcraft. Int: Craft. Shield Simple + deity’s Favored Weapon Spells Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Fort. Skill Points: 2 Str: Jump. Cha: Diplomacy. Profession. Deity’s (PH2 p43) Favor Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Fort. a 3rd energy type) Wings Weapon Specialization (deity’s Favored Weapon) Weapon Specialization (deity’s Favored Weapon) Deity’s Favor (all allies) Energy Resistance 10 (vs. Medium. Know(arcana). Wings – The Favored Soul grows wings that grant Fly 60’ with Good maneuverability. Know(arcana). Will TBD Light. while one with an Evil alignment gains bat wings. Will TBD Light. a 3rd energy type) Wings Energy Resistance 10 (vs. Favored Soul Page 153 . Medium. while one with a Chaotic alignment gains DR 10 / cold iron.5 Edition Index – Base Classes February 28. A Neutrally aligned Favored Soul is allowed to choose. but all affected allies gain the Temporary HP. the subject simple keeps the best. Wis: Heal. choose one affected person to gains (3 * spell level) Temporary HP that last for up to 1 minute per spell level. energy type of choice) Energy Resistance 10 (vs. a different energy type) Energy Resistance 10 (vs. Ref. Shield Simple + deity’s Favored Weapon Skill Points: 2 Str: Jump. Damage Reduction – The Favored Soul with a Lawful alignment gains Damage Reduction 10 / silver. Con: Concentration. Int: Craft. ‘Favored Soul’ Class Abilities Deity’s Favor (one ally) – Whenever you cast a Favored Soul spell on yourself and/or your allies. Cha: Diplomacy. Wis: Heal. Know(religion). As usual.

Con: Concentration. Intimidate. Hexblade’s Curse. NE. LE. N. CE Fighter Fort. Hexblade’s Curse. 3/day Bonus Hexblade Feat Spells 3 [5] 3 [5] 3 [5] 3 [5] Hexblade Page 154 . Cha: Bluff.5 Edition Index – Base Classes February 28. CE Fighter Fort. NE. Will d10 Light Simple. Diplomacy. Wis: Profession. Cha: Bluff. 2/day Spells 0 [2] Spells 0 [3] – [–] – [–] – [–] – [–] – [–] – [–] Greater Hexblade’s Curse Spells 1 [3] Spells 1 [4] Spells 1 [4] Spells 1 [4] Spells 1 [4] Spells 1 [4] Spells 1 [4] Spells 2 [4] – [–] 0 [2] 0 [2] 1 [3] 1 [3] 1 [4] 1 [4] 1 [4] – [–] – [–] – [–] – [–] 0 [2] 1 [3] 1 [3] 1 [4] – [–] – [–] – [–] – [–] – [–] – [–] – [–] 0 [2] Greater Hexblade’s Curse Spells 1 [3] Spells 1 [4] Spells 1 [4] Spells 1 [4] Spells 1 [4] Spells 1 [4] Spells 1 [4] Spells 2 [4] – [–] 0 [2] 0 [2] 1 [3] 1 [3] 1 [4] 1 [4] 1 [4] – [–] – [–] – [–] – [–] 0 [2] 1 [3] 1 [3] 1 [4] – [–] – [–] – [–] – [–] – [–] – [–] – [–] 0 [2] Greater Hexblade’s Curse Focus Caster (improved) Spells 1 [3] Spells 1 [4] Spells 1 [4] Spells 1 [4] Spells 1 [4] Spells 1 [4] Spells 1 [4] Spells 2 [4] – [–] 0 [2] 0 [2] 1 [3] 1 [3] 1 [4] 1 [4] 1 [4] – [–] – [–] – [–] – [–] 0 [2] 1 [3] 1 [3] 1 [4] – [–] – [–] – [–] – [–] – [–] – [–] – [–] 0 [2] Hexblade’s Curse. Martial 1 Skill Points: 2 Dex: Ride. 1/day Spells per Day [Known Spells] 1st 2nd 3rd 4th – [–] – [–] – [–] – [–] 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Arcane Resistance Spells – [–] – [–] – [–] – [–] – [–] – [–] – [–] Arcane Resistance Spells – [–] – [–] – [–] – [–] – [–] – [–] – [–] Arcane Resistance Spells – [–] – [–] – [–] – [–] – [–] – [–] – [–] Mettle Spells – [–] Mettle Spells – [–] Mettle Spells – [–] Summon Familiar Spells 0 [2] – [–] – [–] – [–] Summon Familiar Dark Companion Spells 0 [2] – [–] – [–] – [–] Summon Familiar Focus Caster (least) Spells 0 [2] – [–] – [–] – [–] Bonus Hexblade Feat Hexblade’s Curse. 3/day Bonus Hexblade Feat Hexblade’s Curse. CE Fighter Fort. Cha: Bluff. 1/day Spells per Day [Known Spells] 1st 2nd 3rd 4th – [–] – [–] – [–] – [–] Skill Points: 2 Dex: Ride. 4/day Bonus Hexblade Feat Spells 2 [4] Spells 2 [4] Spells 2 [5] Spells 3 [5] Spells 3 [5] 1 [4] 2 [4] 2 [4] 2 [5] 3 [5] 1 [4] 1 [4] 2 [4] 2 [4] 3 [5] 1 [3] 1 [3] 1 [4] 1 [4] 2 [4] Bonus Hexblade Feat Spells 2 [4] Spells 2 [4] Spells 2 [5] Spells 3 [5] Spells 3 [5] 1 [4] 2 [4] 2 [4] 2 [5] 3 [5] 1 [4] 1 [4] 2 [4] 2 [4] 3 [5] 1 [3] 1 [3] 1 [4] 1 [4] 2 [4] Bonus Hexblade Feat Focus Caster (greater) Spells 2 [4] Spells 2 [4] Spells 2 [5] Spells 3 [5] Spells 3 [5] 1 [4] 2 [4] 2 [4] 2 [5] 3 [5] 1 [4] 1 [4] 2 [4] 2 [4] 3 [5] 1 [3] 1 [3] 1 [4] 1 [4] 2 [4] Aura of Unluck. Focus Caster (DR348 p88) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LN. N. Wis: Profession. Diplomacy. 4/day Aura of Unluck. 3/day Bonus Hexblade Feat Spells 3 [5] 3 [5] 3 [5] 3 [5] Dire Hexblade’s Curse Aura of Unluck. Int: Craft. Will d10 Light Simple. Know(arcana). 1/day Hexblade’s Curse. Int: Craft. NE. LE. Know(arcana).Dungeons & Dragons 3. 3/day Bonus Hexblade Feat Hexblade’s Curse. Int: Craft. 2/day Hexblade’s Curse. Martial Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LN. CN. 5/day Dire Hexblade’s Curse Aura of Unluck. 5/day Aura of Unluck. 4/day Aura of Unluck. Will d10 Light Simple. 2/day Hexblade’s Curse. Spellcraft. CN. 1/day Spells per Day [Known Spells] 1st 2nd 3rd 4th – [–] – [–] – [–] – [–] Skill Points: 2 Dex: Ride. 2/day Spells 0 [2] Spells 0 [3] – [–] – [–] – [–] – [–] – [–] – [–] Bonus Hexblade Feat Hexblade’s Curse. Know(arcana). N. LE. Wis: Profession. 3/day Bonus Hexblade Feat Aura of Unluck. 2/day Hexblade’s Curse. Hexblade’s Curse. 2007 Hexblade Hexblade (CWar p5) Hexblade variant. Diplomacy. Dark Companion Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p47) Hexblade variant. Martial LN. 3/day Bonus Hexblade Feat Spells 3 [5] 3 [5] 3 [5] 3 [5] Dire Hexblade’s Curse Aura of Unluck. Intimidate. CN. 1/day Hexblade’s Curse. 1/day Hexblade’s Curse. Spellcraft. Spellcraft. Intimidate. 2/day Spells 0 [2] Spells 0 [3] – [–] – [–] – [–] – [–] – [–] – [–] Bonus Hexblade Feat Hexblade’s Curse. Con: Concentration. 5/day Aura of Unluck. Con: Concentration.

which last 2 round after you stop concentrating. you may change one of your Known spells for a different Known spell at the same level. Divination – Large Crystal (may be mounted on a Rod or Staff). Hexblade Page 155 . 7th level – your Illusion spells receive a bonus on Caster checks to bypass Spell Resistance of +(½ Caster level). Cloak. Arcane Resistance – Receive your Charisma modifier (minimum +1) as a bonus on Saving Throws vs..). but can be Dispelled (effective spell level is ¼th your Hexblade level). you take no effect on a successful save (i.e. including ‘Concentration’ spells. 7th level – any non-Personal Abjuration spell you cast with at least one target affects one extra target. The Dark Companion moves at your speed and instantly returns to your side if ever more than 120’ from you at the start of a turn. N/day – All melee and ranged attacks targeting you receive a 20% Miss Chance. 7th level – your Divination spells have 2x duration. which last 2 round after you stop concentrating. The opponent receives a –2 penalty on attacks. N/day – A visible opponent within 60’ can be targeted with a curse as a Free Action. Aura of Unluck. 15th. Mettle – If you make a Will save or Fortitude save that has an effect on a successful save (such as the damage on a successful save vs. Polearm 4th level – your Conjuration spells have +1 round duration. you are Proficient with it (but not any other weapons / shields of the same type). all of your enemies that are adjacent to the Dark Companion receive a –2 penalty on saves & AC. other Apparel used to conceal 4th level – cast Illusion spells at +1 Caster level. 15th level – one Transmutation spell per day that grants a bonus to an Ability Score gives a 2x bonus (e. other Bladed Weapon 4th level – your Evocation spells do +1 hp of damage (applies to all in area-of-effect or one if there are multiple missiles).. necromancy. Sickle. d) if you enchant your Focus. saves. 15th level – you may cast Personal Illusion spells as a Touch spells. Greater Hexblade’s Curse – Your Hexblade’s Curse now causes a –4 penalty (instead of –2). Dire Hexblade’s Curse – Your Hexblade’s Curse now causes a –6 penalty. other Harvesting-inspired Weapon 4th level – your Necromancy spells can be cast at +25% range. including ‘Concentration’ spells. Divinations spells. It cannot be harmed. Tools 4th level – any non-Personal Transmutation spell you cast with at least one target affects one extra target. Activated as a Free Action and lasts for (3 + Charisma modifier) rounds. The effect is ended by anything that removes or dispels curses. You ignore Arcane Spell Failure due to Light armor. 7th level – your Conjuration spells have +2 round duration. 15th level – you may cast Personal Abjuration spells as a Touch spells. or Spell Penetration. Bonus Hexblade Feat – Choose one feat whose prerequisites you meet from the following list: Combat Casting. Dagger. you may replace it with by bonding with a new masterwork-quality (but not magical) object of the same type. At 12th. If dispelled. including ‘Concentration’ spells. or Ability Drain do +1 point. Multiple curses do not stack & an opponent that successfully saves cannot be targeted again by that Hexblade for 24 hours. Small Shield 4th level – any non-Personal Abjuration spell you cast with at least one target affects one extra target.g. Necromancy – Flail. Illusion – Mask. who now get the full duration. you can summon a Dark Companion. The Focus is associated with one school of magic and grants you benefits associated with that school (see below). Scythe. which last 1 round after you stop concentrating. ‘Will half’ & ‘Fortitude partial’ become ‘Will none’ and ‘Fortitude’ none for you). c) if your Focus is a weapon or a shield. Greater Spell Focus (enchantment. which last 3 round after you stop concentrating. 2007 ‘Hexblade’ Class Features: Hexblade’s Curse. the XP & base materials cost is reduced by 10%. Greater Spell Penetration. damage. 15th level – your Conjuration spells have +3 round duration. & skill checks for one hour (WillNeg DC = 10 + ½ Class level + Charisma modifier). 15th level – your Enchantment spells have +3 round duration. The Focus has the following properties: a) bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp).Dungeons & Dragons 3. or transmutation only). Spells & Spell-like effects. one of your Necromancy spells is also Fatigued. Ornate Holy Symbol 4th level – cast Divination spells at +1 Caster level. 7th level – your Necromancy spells that inflict Ability Penalties. a shadowy extension of your will. including ‘Concentration’ spells. 15th level – receive a (1 + Intelligence modifier (min +1)) bonus vs. Kama. and expending 100 gp of reagents. ability checks. ‘Hexblade with Focus Caster’ Class Features: Focus Caster – A chosen masterwork-quality object now become a required Focus for all your spells. necromancy. but that target only has ½ the normal duration. 7th level – your Evocation spells bypass the first 5 points of a target’s Energy Resistance (though Energy Immunity still applies). it reappears in 24 hours. but that target only has ½ the normal duration. including ‘Concentration’ spells. Transmutation – Instrument. Ability Damage. & 18th level.5 Edition Index – Base Classes February 28. b) if destroyed. Enchantment – Ornate Clothing 4th level – your Enchantment spells have +1 round duration. Evocation – Longsword. Bull’s Strength would give a +8 bonus). Spell Focus (enchantment. 7th level – any non-Personal Transmutation spell you cast with at least one target affects one extra target. including ‘Concentration’ spells. Conjuration – Quarterstaff. Buckler. which last 3 round after you stop concentrating. who now get the full duration. 7th level – your Enchantment spells have +2 round duration. Hexblade Spells – You receive Charisma-based Arcane Spontaneous Spells from the Hexblade Spell List (see page Error! Bookmark not defined. 15th level – one Evocation spell per day may ignore one Target’s Energy Immunity. If it is in its own 5’ square. Disintegrate). spending 24 hours. ‘Hexblade with Dark Companion’ Class Features: Dark Companion – By expending 100 gp and 24 hours. e) additional bonus is School of Magic specific: Abjuration – Bracers. or transmutation only). which last 1 round after you stop concentrating. 15th level – a target that fails a Fortitude save vs.

and a +N Morale bonus on attack & damage vs. He/she follows the following rule: – You forgo the +2 bonus you receive when Flanking. The decision must be made after the hit is successful. your Shield bonus to AC improves by +N. Your challenge targets all foes within 100’ that are within your ‘line of sight’ and ‘line of effect’. is activated as a Swift Action & lasts for 5 + Charisma modifier round. you loose 2 uses of your Knight’s Challenge for the day. you receive a –2 penalty on attacks & saves for the rest of the day. etc. Loyal beyond Death – Consume one daily use of Knight’s Challenge to continue to function normally even if at 0 or lower hp. – Never do lethal damage to a Helpless Opponent. Diehard. Jump. they would already be following it). Call to Battle – Consumes one daily use of Knight’s Challenge. but before damage is rolled. he/she treats all squares threatened by you as Difficult Terrain for the round. You do not require non-Knights to follow your Code (since if they were honorable. Shield Block +N – Against one designated foe. Great Fortitude. Weapon Focus (lance). has some sort of language. If that foe brings you to 0 (or lower) hp. Improved Shield Ally – Once per round. The ally takes the other half of the damage. Grant an ally who failed a save vs. Fighting Challenge +N – Consumes one daily use of Knight’s Challenge. Note that this ability does not force your foes to attack you unintelligently. DC is Charisma-based). Vigilant Defender – Any attempt to Tumble adjacent or through your square to avoid an Attack of Opportunity has its DC increased by your Knight level. is activated as a Swift Action & lasts for 5 + Charisma modifier round. Shield Ally – As an Immediate Action. LN. Martial Class Features: Knight’s Code – A Knight desires to win due to skill. you survive. Impetuous Endurance – A ‘natural 1’ on a saving throw is not an automatic failure. you can take all the damage from a melee or ranged attack that is about to be taken by an adjacent ally. Intimidate. Bond of Loyalty – Consume one daily use of Knight’s Challenge to grant yourself a new save vs. Endurance. not trickery. Cha: Handle Animal. has some sort of language. you gain an additional use of your Knight’s Challenge for the day (limit of one can be gained in a given day). You may still use your Shield Ally class ability in the same round. The ability even applies if you are below –10 hp as long as your body is still intact (i. the danger is over. & has a CR of (your Character level – 2) or higher is forced to attacks at you (WillNeg. that foe. Allow the opponent to become ready before attacking. If this foe has an Intelligence of at least 5. Bulwark of Defense – If an opponent begins his/her round in a square threatened by you. Dex: Ride. Nonlethal damage is acceptable.Dungeons & Dragons 3. A foe using an area-of-effect attack (such as a Fireball or Dragon’s breath) must include you in the area of effect. Bonus Knight Feat – Choose one of the following for which you qualify: Animal Affinity. is activated as a Swift Action & lasts for 5 + Charisma modifier round. – Never strike a Flat-Footed Opponent. If a foe under the effect of your ‘Test of Mettle’ brings you to 0 (or lower) hp. & has a CR of (your Character level – 2) or higher. a MindAffecting spell or ability. Armor Master (medium / heavy) – Your speed in the indicated type of armor is as fast as if you were in light armor.. Any given foe may only be affected by your ‘Test of Mettle’ once per day. DC is Charisma-based).). Iron Will. Spirited Charge. Daunting Challenge – Consumes one daily use of Knight’s Challenge.5 Edition Index – Base Classes February 28. the challenge takes effect and you receive a +N Morale bonus on all Will saves. Each foe that has an Intelligence of at least 5. Each foe that has an Intelligence of at least 5.e. LE Fighter Will d12 Light. Your challenge targets all foes within 100’ that are within your ‘line of sight’ and ‘line of effect’. If they are all expended. Violating any of these rules causes you to loose a daily use of Knight’s Challenge. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 2 Str: Climb. Knight’s Challenge – Usable ½ Knight level + Charisma modifier times per day (minimum 1). Medium. not Disintegrate’d). You may not make another Fighting Challenge in a single encounter unless you defeat your foe. Trample. is activated as a Swift Action. a Fear effect a new saving throw. Your challenge targets a single foe. has some sort of language. You must be using a shield to collect this bonus. As long as you have –9 or greater hp when you stop using this ability (because you run out of daily uses. Ride-By Attack. Int: Know(nobility & royalty). Any given foe may only be affected by your ‘Daunting Challenge’ once per day. Heavy Shields Simple. Fighting Challenge +1 Knight’s Challenge Knight’s Code Feat: Mounted Combat Shield Block +1 Bulwark of Defense Armor Master (medium) Test of Mettle Bonus Knight Feat Vigilant Defender Shield Ally Fighting Challenge +2 Call to Battle Armor Master (heavy) Bonus Knight Feat Shield Block +2 Daunting Challenge Fighting Challenge +3 Improved Shield Ally Bonus Knight Feat Bond of Loyalty Impetuous Endurance — Fighting Challenge +4 Loyal beyond Death Shield Block +3 Knight Page 156 . Test of Mettle – Consumes one daily use of Knight’s Challenge. & has a CR of (your Character level – 2) or lower is Shaken (WillNeg. More challenges become available at higher levels. Swim. though your ‘partner’ still receives the bonus. you can take half the damage from a melee or ranged attack that is being taken by an adjacent ally. Quick Draw. Usable once per round. 2007 Knight (PH2 p24) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LN.

Wis: Listen. Dex: Ride. Martial 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 4 Str: Swim. Will d8 Light. etc. Spot. Int: Know(any). Demand Fortitude – bonus on Fortitude saves. Perform. Intimidate. Trip. Diplomacy. Motivate Constitution – bonus on Constitution checks & Constitution-based Skill checks. Cha: Bluff. Cha: Bluff. N/day – As a Standard Action. Art of War – bonus Disarm. Stunned. & Sunder attempts. Profession (siege engineer). 2/day — — — Grant Move Action. 1/day — — Major Aura +2 Grant Move Action. 3/day — Major Aura +3 — Grant Move Action. Shield Simple. Bull Rush. Medium. Perform. Motivate Wisdom – bonus on Wisdom checks & Wisdom-based Skill checks. Wis: Listen. Master of Opportunity – bonus to AC vs. 1/day — — Major Aura +2 Grant Move Action. Adrenaline Boost (PH2 p49) (DR348 p92)+ ‘Marshal’ Class Features: Aura – The Marshal can maintain one Minor Aura – and– one Major Aura continuously. Note that Temporary HP do not stack. Motivate Attack – +N bonus on melee attacks. the Marshal grants all allies with a 3+ Intelligence within 30’ (but not himself/herself) Temporary HP equal to his/her Marshal level that last of up to 1 minute per Marshal level. Marshal Page 157 . 2007 Marshal Marshal (Mini p11) (DR348 p92)+ Marshal variant. N/day – As a Standard Action. Profession (siege engineer). as long as he/she is able to communicate with the surrounding allies. Dex: Ride. Minor Aura – grant a bonus equal to the Marshal’s Charisma modifier: Accurate Strike – bonus on confirming a Critical. Alignment: Combat: Good Save: Hit-Die: Armor: Class Features Weapons: any Fighter Fort. Resilient Troops – +N bonus on all saving throws. Animal. Speak Language Skill Focus (Diplomacy) Minor Aura Major Aura +1 — Grant Move Action. Grant Move Action. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort. 2/day Adrenaline Boost. Medium.5 Edition Index – Base Classes February 28. 4/day Adrenaline Boost. Attacks of Opportunity. Handle. 1/day Adrenaline Boost. Watchful Eye – bonus on Reflex saves Major Aura +N – grant a bonus equal to ‘N’ (determined by level): Hardy Soldiers – allies gain Damage Reduction ‘N’ / — Motivated Ardor – +N bonus on damage. An aura is activated as a Swift Action and Dismissed as a Free Action. & have at least a 3 Intelligence. Sense Motive. Handle. 3/day — Major Aura +3 — Grant Move Action. Motivate Dexterity – bonus on Dexterity checks & Dexterity-based Skill checks. 2/day — — — Grant Move Action. 4/day — — — Grant Move Action. Motivate Intelligence – bonus on Intelligence checks & Intelligence-based Skill checks. Paralyzed. Force of Will – bonus on Will saves. Animal. Adrenaline Boost’ Class Features: Adrenaline Boost. Sense Motive. 4/day — — — Grant Move Action. Over the Top – bonus on damage rolls when charging. This does not change the allies’ location in the initiative order. The Aura affects all allies within a 60’ radius (including the Marshal) who can hear the Marshal. Intimidate. Speak Language Skill Focus (Diplomacy) Minor Aura Major Aura +1 — Grant Move Action. 5/day Major Aura +4 Adrenaline Boost. Will d8 Light. 3/day Adrenaline Boost. Motivate Care – +N bonus to AC. Steady Hand – +N bonus on ranged attacks. Motivate Urgency – Land speed increases by + (2*N)’.Dungeons & Dragons 3. Spot. Unconscious. the Marshal grants all allies within 30’ (but not himself/herself) an extra Move Action to be taken immediately. A person can only benefit from this class ability once per round (in the case of multiple Marshals). Heavy. Diplomacy. Motivate Charisma – bonus on Charisma checks & Charisma-based Skill checks. Motivate Strength – bonus on Strength checks & Strength-based Skill checks. Heavy. Shield Simple. Master of Tactics – bonus on damage rolls when flanking. Determined Caster – bonus on rolls to overcome Spell Resistance. 5/day Major Aura +4 Skill Points: 4 Str: Swim. Int: Know(any). The Aura ends if the Marshal is Dazed. share a language. 5/day Number of Auras Minor Major 1 1 2 2 3 3 4 4 5 5 5 6 6 6 7 7 7 7 8 8 – 1 1 1 2 2 2 2 3 3 3 3 3 4 4 4 4 4 4 5 ‘Marshal variant.

Int: Craft. ‡ Acrobatics +N – receive a +N bonus on Climb.5 Edition Index – Base Classes February 28. Ghost Mind – Spells of the Scry sub-school must make a Caster check vs. Kama. Kukri. ‡ Ghost Strike – become able to strike Ethereal / Incorporeal creatures –or– strike Corporeal creatures while Ethereal until the start of your next round by expending one use of your Ki Power as a Move Action that does not Provoke an Attack of Opportunity. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Sudden Strike +5d6 Improved Poison Use Ghost Step (ethereal) ‡ +(Wisdom modifier + 2) bonus to AC ‡ Sudden Strike +6d6 Acrobatics +4 Evasion Sudden Strike +7d6 Ghost Mind Sudden Strike +8d6 +(Wisdom modifier + 3) bonus to AC ‡ Ghost Sight Sudden Strike +9d6 — Acrobatics +4 Greater Ki Dodge ‡ Ghost Walk ‡ +(Wisdom modifier + 4) bonus to AC ‡ ‡ This class ability is suppressed if you are wearing any armor. For purposes of qualifying for Prestige Classes. Ki Dodge – receive a 20% Miss Chance due to Concealment by expending one use of your Ki Power as a Swift Action that does not Provoke an Attack of Opportunity. Poison Use – you never accidentally poison yourself when envenoming a weapon.e. If the spell was targeted around you. starting on a street and ending on a roof). you are simply not seen. Skill Points: 6 Str: Climb. this counts as ‘Sneak Attack’. Disable Device.Dungeons & Dragons 3. Ghost Sight – you are able to see Invisible and Ethereal creature without difficulty. Only requires one free hand. Search. Nunchaku. DC + Class level in order to see you. If you were the target.. Giant Leap – all your Jump checks are treated as if you were running and had Feat: Run.. Shortbow. Siangham. Ghost Step (invisible) – become Invisible for 1 round by expending one use of your Ki Power as a Swift Action that does not Provoke an Attack of Opportunity. the spell does not work. May be used with a Melee weapon or a Ranged weapon within 30’. do +Nd6 of damage. 2007 Ninja (CAdv p5)(DR348 p86)+ Class Features Alignment: any Hit Dice: d6 Attack Table: Rogue Good Save: Ref Armor: — Weapons: Simple + Hand Crossbow. Spot. Page 158 Ninja . or when carrying a Medium (or heavier) load. Gather Info. Greater Ki Dodge – receive a 50% Miss Chance due to Concealment by expending one use of your Ki Power as a Swift Action that does not Provoke an Attack of Opportunity. Sense Motive. As long as you have at least one use left. This bonus applies even when you are Flat-Footed.‡ Sudden Strike +Nd6 – When attacking a creature vulnerable to Sneak Attack who is denied his/her Dexterity bonus to AC.‡ Ki Power – receive ½ Ninja level (min 1) + Wisdom modifier uses of your Ki powers (see below) each day. Note: The main difference from Sneak Attack is that it does not applied to Flanked foes. you do not receive your Wisdom modifier twice). Hide. Swim. Sai. Move Silently. Tumble. Ki Power ‡ Sudden Strike +1d6 Trapfinding +(Wisdom modifier) bonus to AC ‡ Ghost Step (invisible) ‡ Sudden Strike +2d6 Poison Use Great Leap ‡ Sudden Strike +3d6 +(Wisdom modifier + 1) bonus to AC ‡ Acrobatics +2 Ki Dodge ‡ Sudden Strike +4d6 Speed Climb ‡ Ghost Strike ‡ Class Features: +(Wisdom modifier + N) bonus to AC – receive the indicated bonus to AC. Shuriken.e. Short Sword. you receive a +2 bonus on Will saves. Speed Climb – you may Climb your speed as a Move Action as long a you start and end your movement on a horizontal surface (e.. Escape Artist. Jump. Ghost Walk – Ethereal Jaunt at Class level as a Supernatural ability by expending two uses of your Ki Power. “N”) stacks with the Monk class’ bonus to AC (i. Wis: Listen. Improved Poison Use – you may apply poison to a weapon as a Move Action (instead of a Standard Action). Con: Concentrate. Only the class level specific part of this bonus (i. Dex: Balance. Open Lock. May not be used to do non-lethal damage. & Tumble checks. Cha: Bluff. using a shield. but not when immobilized.g. Sleight of Hand. Disguise. Ghost Step (ethereal) – become Ethereal for 1 round by expending one use of your Ki Power as a Swift Action that does not Provoke an Attack of Opportunity. Jump. & Ghost Spike(DR348 p86).

Medium. Frightful Presence – When you draw your blade. Intimidate. you are treated as having Feat: Quick Draw. you are treated as having Feat: Two-Weapon Fighting. Samurai Page 159 . A creature that makes is save is immune to your Frightful Presence for 24 hours. Heavy Simple. LN. Wis: Sense Motive. you are treated as having Feat: Greater Two-Weapon Fighting. Daisho Proficiency Two Swords as One Kiai Smite. Improved Two Swords as One – When fighting with a Bastard Sword and a Short Sword. Know(nobility & royalty). you are treated as having Feat: Improved Two-Weapon Fighting. 2007 Samurai (CWar p8) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. 4/day — — Frightful Presence 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Class Features: Daisho Proficiency – Gain Feat: Exotic Weapon Proficiency (Bastard Sword). LE Fighter Fort d10 Light.5 Edition Index – Base Classes February 28. you shout and gain a bonus on your next attack & damage roll equal to your Charisma modifier (minimum +1). all opponents within 30’ must make a Will save (DC = 20 + Charisma modifier) or become Panicked for 4d6 rounds (up to 4 HD) or Shaken for 4d6 rounds (5 – 19 HD). Greater Two Swords as One – When fighting with a Bastard Sword and a Short Sword. N/day – As a Free Action. Two Swords as One – When fighting with a Bastard Sword and a Short Sword. Know(history). Kiai Smite. 2/day Feat: Improved Initiative — Mass Staredown Improved Two Swords as One Kiai Smite.Dungeons & Dragons 3. Cha: Diplomacy. Staredown – +4 bonus on Intimidate checks. Creatures with 20+ HD are not affected. Mass Staredown – You may attempt the Demoralize action on all opponents within 30’ as a Standard Action. 1/day — Iaijutsu Master Staredown Kiai Smite. Int: Craft. Improved Staredown – You may attempt the Demoralize action as a Move Action (instead of a Standard Action). Martial Skill Points: 2 Dex: Ride. Iaijutsu Master – When drawing a Bastard Sword and/or a Short Sword. 3/day — Improved Staredown — Greater Two Swords as One Kiai Smite.

Move Silently. Spellcraft. Dex: Balance. Page 160 Scout . Short Sword. +3 AC Light Cavalry Mount (+20’. Swim. Dex: Balance. Throwing Axe. Move Silently. Hide. Wis: Listen. +3 AC Bonus Scout Feat Skirmish +4d6. Know(dungeoneering). +1 AC Bonus Scout Feat Evasion Skirmish +2d6. +1 AC When on the ground & adjacent to a wall. Use Rope. +3 AC Bonus Scout Feat Skirmish +5d6. 2007 Scout Scout Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (CAdv p10) (CAdvErrata)+ Scout variant. Short Sword. Wis: Listen. Use Rope. +5 AC Battle Fortitude +3 † Blindsight 30’ Bonus Scout Feat † This class ability is suppressed when you are in Medium (or heavier) armor –or– when carrying a Medium (or heavier) load. +5 AC Battle Fortitude +3 † Blindsight 30’ Bonus Scout Feat Flawless Stride † Skirmish +2d6. Tumble. Search. Skirmish +1d6 Trapfinding Battle Fortitude +1 † Uncanny Dodge Fast Movement +10’ † Skirmish +1d6. Know(dungeoneering). Sense Motive. Skirmish +1d6 Trapfinding Battle Fortitude +1 † Uncanny Dodge Fast Movement +10’ Skirmish +1d6. +3 AC Bonus Scout Feat Skirmish +5d6. Throwing Axe. +4 AC Free Movement Light Cavalry Mount (freedom of move) Skirmish +5d6. Dungeon Specialist (PH2 p59) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d8 Light Simple + Handaxe. Jump. Speak Language. Sense Motive. Tumble. Int: Craft. Search. Int: Craft. +1 AC Trackless Step Gain Climb speed of ½ land movement & fight with Light weapons while climbing † Bonus Scout Feat Evasion Skirmish +2d6. Int: Craft. +5 AC Battle Fortitude +3 † Blindsight 30’ Bonus Scout Feat Skirmish +5d6. Throwing Axe. Know(geography). Ride. Skirmish +1d6 Trapfinding Sniper Shot +1d6 Battle Fortitude +1 † Uncanny Dodge Fast Movement +10’ Skirmish +1d6. Search. Escape Artist. Speak Language. Ride. & Short Bow Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d8 Light Simple + Handaxe. +1 AC Trackless Step 3 4 Bonus Scout Feat Evasion Skirmish +2d6. Know(nature). Know(dungeoneering). Disable Device. Dex: Balance. Search. Ride. +4 AC Free Movement † Skirmish +4d6. Throwing Axe. Know(nature). +1 AC Trackless Step Skill Points: 8 Str: Climb. Tumble. +2 AC Camouflage Bonus Scout Feat Skirmish +3d6. Hide. +4 AC Free Movement † Skirmish +4d6. Move Silently. Speak Language. Spot. Hide. Ride. +3 AC Bonus Scout Feat Skirmish +5d6. Skirmish +1d6 Trapfinding Battle Fortitude +1 Uncanny Dodge Fast Movement +10’ Skirmish +1d6. Light Cavalry (DR346 p87) Scout variant. Know(geography). Jump. & Short Bow 1 2 Skill Points: 8 Str: Climb. Spellcraft. Spot. Move Silently. Swim. Escape Artist. +5 AC Battle Fortitude +3 † Blindsight 30’ Bonus Scout Feat Skirmish +5d6. +3 AC Hide in Plain Sight † † Skill Points: 8 Str: Climb.5 Edition Index – Base Classes February 28.Dungeons & Dragons 3. +3 AC Bonus Scout Feat Skirmish +4d6. +1 AC Sniper Shot +2d6 5 Flawless Stride † Skirmish +2d6. +2 AC Sniper Shot +3d6 Blindsense 30’ Battle Fortitude +2 † Fast Movement +20’ Skirmish +3d6. Sense Motive. +3 AC Sniper Shot +4d6 Hide in Plain Sight † Skirmish +4d6. +2 AC Camouflage † Bonus Scout Feat Skirmish +3d6. receive +2 AC & if you are flanked. Escape Artist. Spot. +2 AC Blindsense 30’ Battle Fortitude +2 † Fast Movement +20’ Skirmish +3d6. Know(geography). +4 AC Sniper Shot +5d6 Free Movement † Skirmish +5d6. Dex: Balance. +2 AC Camouflage Bonus Scout Feat Skirmish +3d6. Swim. Wis: Listen. Spellcraft. Disable Device. & Short Bow Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d8 Light Simple + Handaxe. Swim. Jump. Know(geography). Disable Device. you opponent does not receive a bonus on his/her attack roll † Flawless Stride † Skirmish +2d6. +3 AC Bonus Scout Feat Skirmish +5d6. Int: Craft. +2 AC Blindsense 30’ Battle Fortitude +2 † Fast Movement +20’ Skirmish +3d6. Jump. Use Rope. Wis: Listen. Know(nature). +1 AC Trackless Step Skill Points: 8 Str: Climb. Sense Motive. +2 AC Camouflage Bonus Scout Feat Skirmish +3d6. Sniper (DR346 p87) Class Features any Rogue Ref d8 Light Simple + Handaxe. Tumble. Know(nature). +3 AC Hide in Plain Sight † † 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Flawless Stride † Skirmish +2d6. +3 AC Gain Climb speed of your land move † Bonus Scout Feat Skirmish +4d6. Short Sword. Hide. Speak Language. Spellcraft. & Short Bow Scout variant. Know(dungeoneering). trackless) Bonus Scout Feat Skirmish +4d6. Disable Device. Use Rope. Short Sword. +3 AC Hide in Plain Sight Skirmish +4d6. Escape Artist. +2 AC Blindsense 30’ Battle Fortitude +2 † Fast Movement +20’ Skirmish +3d6. +1 AC Light Cavalry Mount (+10’) Bonus Scout Feat Evasion Skirmish +2d6. Spot.

Blind-Fight. Freedom of Movement. Brachiation. Camouflage – able to make Hide checks in natural terrain without Cover or Concealment. Spring Attack. Scout the Path. Quick Draw. Mounted Fighting. ‘Sniper’ Class Features: Sniper Shot +Nd6 – as a Full Round Action (that does not allow a 5’ Step). corporeal. Hear the Unseen. Battle Fortitude +N – receive a +N bonus on Initiative checks and Fortitude saves. Improved Swimming. † Free Movement – as an extraordinary ability. † Flawless Stride – able to move through all non-magical terrain at his/her normal movement. Lightning Reflexes. Also. Alertness. Athletic. always on. Ranged Skirmisher. † ‘Light Cavalry’ Class Features: Light Cavalry Mount (bonus feature) – as a Paladin’s Special Mount. Iron Will. Danger Dense. Combat Expertise.Dungeons & Dragons 3. the Scout receives a +X Competence bonus to AC in those same rounds. † Hide in Plain Sight – able to make Hide checks in natural terrain without Cover or Concealment while being observed. 2007 ‘Scout’ Class Features: Skirmish +Nd6. The target must be alive. but it does not allow the sharing of spells or the ability to Command similar creatures. Endurance. Precise Shot. vulnerable to Critical Hits. Agile. etc. Rapid Reload. Shot on the Run. Dodge. Passive Reconnoiter. If it hits no matter what the range. It also gains the indicated ‘bonus feature’ at the indicated level. make a single shot with a projectile weapon. Track.5 Edition Index – Base Classes February 28. Only creatures vulnerable to critical hits are vulnerable to the extra damage. Improved Acrobatic Skirmisher. This class feature does not apply when mounted. as long as he/she is not being observed. Scout Page 161 . Point Blank Shot. † Bonus Scout Feat – the Scout may choose on of the following which he/she qualifies for: Acrobatic. Quick Reconnoiter. Skill Focus. Acrobatic Skirmisher. Mobility. not benefiting from Cover or Concealment. Great Fortitude. the Scout does +Nd6 damage with all melee attacks & all ranged attack within 30’. Improved Initiative. +X AC – in a round where the Scout moves 10’ or more from his/her starting position. Far Shot. Hinder(DR344 p103). it does +Nd6 damage.

Steal Spell Resistance – the Spell Thief may “steal” 5 points of Spell Resistance from the target and gain a Spell Resistance of (5 + Class level. Only spells that could target the Spell Thief (i. Int: Craft. Sense Motive. etc. & pay any XP. from a target creature and benefit himself / herself. Tumble. Swim Dex: Escape Artist. Enchantment. Gather Info. even if it has remaining daily uses. Cha: Bluff. etc. Cast at Class level as an Immediate Action. Light armor does not cause a chance of Spell Failure. Caster level is ½ Class level. Know(arcana). Divination. the Spell Thief uses the original caster’s level & ability scores to determine effects. The Spell Thief has the option of using the stolen spell levels to power his/her own spells. Open Lock.. Cast at Class level. up to 1 minute per Class level 1 minute Until used. Stealing from an unwilling target requires a Sneak Attack & the Spell Thief must forgo the number of d6 of damage indicated in the table below 3. up to 1 hour Spell’s duration. All limits on spell level and total number of spell levels apply. energy resistance. Illusion. Speak Language Sneak Attack +1d6 Steal Spell – 0th or 1st Trapfinding Detect Magic Spellgrace +1 Steal Spell Effect Steal Energy Resistance 10 Steal Spell – 2nd Sneak Attack +2d6 Steal Spell-Like Ability Steal Spell – 3 Absorb Spell Steal Spell – 4th Arcane Sight Sneak Attack +3d6 Steal Spell – 5th Spellgrace +2 Steal Energy Resistance 20 Steal Spell – 6 th rd Class Features: Steal XXX – a Spell Thief may “steal” spells. Know(local). willing target may be “stolen” from as a Standard Action. If an Impromptu Spell is stolen (such as those cast by Bards. Unless indicated otherwise. Spell Grace +N – receive a +N Competence bonus on saves vs. Absorb Spell – if the Spell Thief makes his/her saving throw against a targeted spell. The Spell Thief must provide the Material components. he/she may attempt to add it to his/her pool of Stolen Spells by making a Level Check vs. spells. but the Spell Thief may cast the absorbed spell or cast one of his/her own with the levels gained from it as an Immediate Action. Decipher Script. Detect Magic – usable (Charisma modifier) times per day. Steal Spell – the Spell Thief may “steal” a Prepared or Spontaneous spell and then cast it when desired. Spot. Discover Spells – if the Spell Thief successfully use ‘Steal Spell’. etc. not “Personal”) –and– which are vulnerable to Dispel Magic can be stolen. the XXX returns to the target. Use Magic Device. These are Charismabased Impromptu Arcane spells. the target looses access to what is stolen for the Duration of the Theft. up to the target’s Spell Resistance). Sorcerers. then what is taken is random.e. The Spell Thief may try to steal a specific spell. 2007 Spellthief (CAdv p13) Class Features Alignment: any Hit Dice: d6 Attack Table: Rogue Good Save: Will Armor: Light Weapons: Simple Skill Points: 6 Str: Jump. Hide. DC (10 + target spell’s Caster level). the Focus. & Transmutation. the target may not use the ability. Can’t be used on the same creature again until the effect ends. the target cannot cast the stolen spell for 1 minute. Spell Resistances do not stack. 4. Only (Class level) spell levels may be “stolen” at one time. At the end of the duration. If it is unavailable. plus be able to perform the Verbal & Somatic components. Arcane Sight – usable (Charisma modifier) times per day. Wis: Listen. Spells per Day 1st 2nd 3rd 4th – – – – Known Spells 1st 2nd 3rd 4th – – – – 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 – – 0 0 1 1 1 1 1 1 1 1 2 2 2 2 3 3 3 – – – – – – 0 0 1 1 1 1 1 1 2 2 2 3 3 – – – – – – – – – 0 1 1 1 1 1 2 2 3 3 – – – – – – – – – – – – 0 1 1 1 1 2 3 – – 2 2 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 – – – – – – 2 2 3 3 4 4 4 4 4 4 5 5 5 – – – – – – – – – 2 3 3 4 4 4 4 4 5 5 – – – – – – – – – – – – 2 3 3 4 4 4 5 Discover Spell Sneak Attack +4d6 Steal Spell – 7 th Steal Spell Resistance Steal Spell – 8th Sneak Attack +5d6 Steal Spell – 9th Steal Energy Resistance 30 Absorb Spell (Immediate Casting) Spellgrace +3 Stolen Spell Spell Effect Energy Resistance Spell-Like Ability Spell Resistance Sneak Attack Cost 1d6 1d6 1d6 1d6 3d6 Max Level / Amount (units) By Class level (Spell level) Class level + Cha mod (Caster level) By Class level Class level / 3 (Caster level) 5 Duration of Theft Until cast. A touched. Search. and Favored Souls).Dungeons & Dragons 3. Steal Spell Effect – the Spell Thief may “steal” a spell that is in effect on the target and use it on himself/herself. Until the Spell Thief uses the ability (or 1 minute elapses). Steal Spell-Like Ability – the Spell Thief may “steal” a Spell-Like Ability from the target.5 Edition Index – Base Classes February 28. energy resistance. Steal Energy Resistance N – the Spell Thief may “steal” up to N points of one type of Energy Resistance / Immunity possessed by a target and gain N Resistance for himself/herself. removing one of its daily uses for that day. Multiple stealings of the same energy do not stack for the Spell Thief and a given creature may only have each type of energy resistance stolen once by a given Spell Thief at a time. 2. These class features have the following details in common: 1.. Disable Device. DC’s. he/she knows all the other spells Prepared / Known by the target. Spells – able to cast Sorcerer/Wizard spells from the Schools of Abjuration. A target with Energy Immunity retains its immunity. Move Silently. up to 1 minute 1 round per Charisma modifier Spellthief Page 162 . Absorb Spell (immediate) – As ‘Absorb Spell’. When casting.

Sling. If a spell requires a check. Fey. 3 + Charisma modifier times per day. This is a Supernatural ability which is activated with a Standard Action and has a duration of 1 minute. Incorporeal creatures attempting to make a Touch Attack on you must hit your normal AC instead (i. Page 163 Spirit Shaman . Blessing of the Spirits – Activated with a 10 minute ritual. In addition to the standard benefits of being Incorporeal. Wis: Cha: Spells per Day 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 2 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 – – 2 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 – – – – 2 3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 – – – – – – 2 3 4 5 6 6 6 6 6 6 6 6 6 6 – – – – – – – – 2 3 4 5 6 6 6 6 6 6 6 6 – – – – – – – – – – 2 3 4 5 6 6 6 6 6 6 – – – – – – – – – – – – 2 3 4 5 6 6 6 6 – – – – – – – – – – – – – – 2 3 4 5 6 6 – – – – – – – – – – – – – – – – 2 3 4 5 Spells Retrieved per Day 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 1 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 – – 1 1 1 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 – – – – 1 1 1 2 2 2 3 3 3 3 3 3 3 3 3 3 – – – – – – 1 1 1 2 2 2 3 3 3 3 3 3 3 3 – – – – – – – – 1 1 1 2 2 2 3 3 3 3 3 3 – – – – – – – – – – 1 1 1 2 2 2 3 3 3 3 – – – – – – – – – – – – 1 1 1 2 2 2 3 3 – – – – – – – – – – – – – – 1 1 1 2 2 3 – – – – – – – – – – – – – – – – 1 1 2 2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Spirit Guide Wild Empathy Chastise Spirits Detect Spirits Blessing of the Spirits Follow the Guide Ghost Warrior Warding of the Spirits — Spirit Form. Listen. Spot. N/day – You become Incorporeal.. you gain a Touch Attack (attack roll is Dexterity based) that does 1d6 damage and is treated as ‘magic’ for purposes of overcoming Damage Reduction. As Magic Circle against Evil. but access is based on Wisdom (i. Same as Detect Undead.5 Edition Index – Base Classes February 28.e. & spirit creatures created by spells such as Dream Sight & Wood Wose. Detect Spirits – Usable at will as a Spell-Like Ability. Permanent until dispelled or discharged.. For this class.Dungeons & Dragons 3. Spirit Folk. Guide Magic – Your “guide” (i. Will Armor: Light + Light Shields Weapons: Club. Each affected Spirit has the following suppressed: Spell Resistance.000 XP. Travels through the Plane of Spirit (instead of the Plane of Shadow). Ghost Warrior – 1. Quarterstaff. DC’s of the spells are based on your Charisma. Follow the Guide – If you fail a saving throw vs.. Chastise Spirit – Spirits3 (even if Incorporeal) within a 30’ radius Burst of you take 1d6 per Class level (Will½. Dagger.e. You may change your ‘Retrieved’ (i. Heal. Spellcraft. ‘spirits’ are defined as the following: Incorporeal Undead.. Usable as a Standard Action. Diplomacy. Hand Axe. Recall Spirit – Raise Dead. Known) spells each day after 1 hour of meditation. Shortspear. Dart. so it does not normally have to make Concentration checks. 3/day Spirit Who Walks Class Features: Spirit Guide – Gain Feat: Alertness. DC is Charisma-base). you receive a save the next round at the same DC. Concentrate. DC 10 + possessing creature’s HD + possessing creature’s Charisma modifier. Spirit Journey – Shadow Walk (self only). Know(nature). Profession. Usable as a will as a Full Round action. ‘adamantine’ or everything (i. Conditions affecting your body (such as damage and being entangled) do not apply to it. ‘–‘). Any weapon you hold gains ‘Ghost Touch’.e. Spirit Who Walks – You become a ‘fey’ and gain Damage Reduction 5 / cold iron. Spells – Casts Impromptu Divine spells from the Druid Spell List. Exorcism – Drive a Spirit out of a body it is possessing by making an Class Level Check + Charisma modifier vs. 2007 Spirit Shaman (CDiv p14) Class Features Alignment: any. Craft. & its ability to move through solid objects. usable 1/day as a Spell-Like Ability. Telthors. Favored of the Spirits – Activated with an 8 hour ritual & expenditure of 1. Survival. As Protection from Evil (self only).. Skill Points: 4 Str: Dex: Con: Int: Swim.e. a second sentience within your mind) can maintain Concentration on spells for you. an Enchantment. Warding of the Spirits – Activated with a 10 minute ritual. 2. but does not result in loss of level. Hit Dice: d8 Attack Table: Rogue Good Save: Fort. Javelin. Usable once per day as a Spell-Like Ability. Damage Reduction (except vs. you may forgo damage to remove some of the defenses of every Spirit in the area of effect (WillNeg). Weaken Spirits – When using the Chastise Spirit class ability. An exorcized Spirit cannot attempt to possess the same victim for 24 hours. 2/day Weaken Spirits Spirit Journey — Favored of the Spirits Spirit Form. usable once per week as a Spell-Like Ability. but applies to Spirits 3. Handle Animal. except it applies to Spirits and has a duration of 10 minutes per level. Spear. the 50% miss chance of corporeal attacks.e. Creatures with the ‘spirit’ subtype (see Oriental Adventures). and an Incorporeal creature looses its immunity to non-magic attacks. Creatures in Astral Form or with Astral Bodies. except it applies to Spirits 3 and has a duration of Permanent (may be dispelled or dismissed). Know(history). you need a Wisdom of at least 16 to use a 6th level spell). Throwing Ax. Usable at will as a Spell-Like Ability. it uses your Concentration check bonus. Know(local). all your bonuses to AC are ‘Ghost Touch’ too). Know(geography). Only usable within 1 round of the target’s death. Longspear. The effect lasts for 1 round per 3 HD of damage forgone. Short Bow. You gain a Contingency affect that activates a Heal if your hit-points or ability score drop to 0 (or lower). 3 Spirit Form. Know(arcana). so does not need to enter through shadows. Ride. 1/day Guide Magic Recall Spirit — Exorcism — Spirit Form.

2007 Swashbuckler Swashbuckler (CWar p11) Swashbuckler variant. Feat: Weapon Finesse Grace +1 † Insightful Strike † — Dodge Bonus +1 † Shield of Blades +2 † — Acrobatic Charge Improved Flanking — Dodge Bonus +2 † Shield of Blades +3 † Grace +2 Lucky — Acrobatic Mastery Weakening Critical Dodge Bonus +3 † Shield of Blades +4 † — Slippery Mind — Wounding Critical Grace +3 † Dodge Bonus +4 † Shield of Blades +5 † ‘Swashbuckler variant. Jump. Cha: Bluff. Wounding Critical – On a Critical Hit. Wis: Profession. Int: Craft. Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d10 Light Simple. Slippery Mind – If you fail a saving throw vs. Shield of Blades (PH2 p63) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d10 Light Simple. Jump. Feat: Weapon Finesse Grace +1 † Insightful Strike — Dodge Bonus +1 — Acrobatic Charge Improved Flanking — Dodge Bonus +2 † Grace +2 Lucky — Acrobatic Mastery Weakening Critical Dodge Bonus +3 † — Slippery Mind — Wounding Critical Grace +3 † Dodge Bonus +4 † † † Skill Points: 4 Str: Climb. Sense Motive. Insightful Strike – When using a Finesse weapon. Skill check. you also do 2 points of Constitution damage (in addition to the Strength damage from ‘Weakening Critical’). † Dodge Bonus +N – Receive a +N Dodge Bonus to AC against one of your melee opponents. Dex: Balance. You may designate a new opponent each round. Sense Motive. Lucky – You may reroll one failed Attack roll. Swim.Dungeons & Dragons 3. though the bonuses stack. you receive a new save the next round at the same DC. Dex: Balance. you also do 2 points of Strength damage. Escape Artist. or Saving Throw per day. Int: Craft. Ability check. Page 164 Swashbuckler . you must designate the same opponent for the feat and the class ability. Wis: Profession. an Enchantment. † This class ability is suppressed when you are in Medium (or heavier) armor –or– when carrying a Medium (or heavier) load. though you must keep the new roll. Tumble. Martial 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 4 Str: Climb. you receive a +4 bonus on your attack roll (instead of +2). Escape Artist. Diplomacy. Only applies to creatures vulnerable to Critical Hits. add your Intelligence modifier to your weapon damage (in addition to your Strength modifier). Improved Flanking – When you Flank an opponent. though skill checks (such as Jump or Tumble) may be necessary. Acrobatic Skill Mastery – You may always “Take 10” on Jump and Tumble checks. If you have the Feat Dodge. you receive a +N Shield bonus to AC until the start of your next round. Martial ‘Swashbuckler’ class features: Grace +N – +N Competence bonus on Reflex saves. † Acrobatic Charge – You may Charge over difficult terrain. Swim.5 Edition Index – Base Classes February 28. Tumble. Use Rope. Shield of Blades’ class features: Shield of Blades +N – In any round where you attack with both of a pair of Light weapons. Diplomacy. Use Rope. Cha: Bluff. Weakening Critical – On a Critical Hit.

Greater Imbue Item Fiendish Resilience 2 Eldritch Blast 7d6 Damage Reduction 4 / cold iron Invocation. Any creature that strikes you with a non-reach weapon takes Nd6 Fire damage. Intimidate.5 Edition Index – Base Classes February 28. (Note: Some Invocations change these default behaviors). Electricity. Least or Lesser Eldritch Blast 4d6 Damage Reduction 2 / cold iron Fiendish Resilience 1 Eldritch Blast 5d6 Energy Resistance 5 Eldritch Blast 6d6 Damage Reduction 3 / cold iron Invocation. Verbal) components. At 1st level. Know(the planes). Know(the planes). SR applies) (½ damage to objects). Invocation – Invocations are Spell-Like Abilities. NE. DC 15 + Spell level for Arcane spells –or– DC 25 + Spell level for Divine spells. Sense Motive. Activated as a Free Action. Eldritch Blast 1d6 Invocation. Use Magic Device. Disguise. CE Rogue Will d6 Light Simple 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 2 Str: Jump. Fiendish Flamewreath (PH2 p65) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CG. Least Detect Magic. Nd6 – Cover your body with flames. doing so will change the Eldritch Blast’s Effective Cater level (default is 1st (CArcErrata)). Usable 1/day. Usable 1/day. 1d6 Eldritch Blast 5d6 Fiendish Resilience 5 Eldritch Blast 6d6 Damage Reduction 3 / cold iron Invocation. Cha: Bluff. Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CG. Wis: Profession. Sense Motive. up to Dark Eldritch Blast 8d6 Fiendish Resilience 5 Damage Reduction 5 / cold iron Eldritch Blast 9d6 Energy Resistance 10 Skill Points: 2 Str: Jump. Con: Concentrate. 5d6 Damage Reduction 5 / cold iron Eldritch Blast 9d6 Energy Resistance 10 Invocations Known 1 2 2 3 3 4 4 5 5 6 7 7 8 8 9 10 10 11 11 12 ‘Warlock variant. which is Charisma-based and can be increased with Feat: Ability Focus (Eldritch Blast). One ‘eldritch essence’ and one ‘blast shape’ Invocation may be applied to the Eldritch Blast (assuming the Warlock knows any). 2007 Warlock Warlock (CArc p5) (CArcErrata)+ Warlock variant. at will Eldritch Blast 2d6 Damage Reduction 1 / cold iron Deceive Item Eldritch Blast 3d6 Invocation. Spellcraft. Provides light equal to a torch. NE. Use Magic Device. Disguise. at will Eldritch Blast 2d6 Damage Reduction 1 / cold iron Deceive Item Eldritch Blast 3d6 Invocation.Dungeons & Dragons 3. Int: Craft. up to Dark Eldritch Blast 8d6 Fiendish Resilience 5 Fiendish Flamewreath. you may change one Invocation that was learned at an earlier level. Warlock Page 165 . The resistance to the two chosen energy types improves at 20th level. Lesser. Energy Resistance N – At 10th level. LE. Some Invocations add additional effects which allow a save. Whenever a new list of Invocations becomes available. Intimidate. Greater Imbue Item Fiendish Resilience 2 Fiendish Flamewreath. only Least Invocations may be learned. CN. Invocations have Somatic (and in a few cases. Invocations are activated as a Standard Action and can be used an unlimited number of times per day. Cha: Bluff. Gain Energy Resistance N against those two energy types. you may generate a ray that does Nd6 of Untyped Damage to one target within 30’ (no save. Int: Craft. CE Rogue Will d6 Light Simple ‘Warlock’ Class Features: Eldritch Blast Nd6 – As a Standard Action. Unlike most Spell-Like Abilities. you can learn any Invocation from the Least or Lesser list. At 6th level. Activated as a Free Action and lasts for 2 minutes (unless you dismiss the effect as a Free Action). Cold. choose two Energy Types from the following list: Acid. You must take the appropriate Item Creation Feat and then make a Use Magic Device check vs. LE. Least. Arcane Spell failure of Medium (and heavier) Armor & Shields apply. Know(arcana). & Sonic. Least Detect Magic. Imbue Item – You can create magic items based on spells you cannot cast. Know(arcana). CN. Least or Lesser Eldritch Blast 4d6 Damage Reduction 2 / cold iron Fiendish Resilience 1 Fiendish Flamewreath. Lesser. Con: Concentrate. Fiendish Flamewreath’ Class Features: Fiendish Flamewreath. Spellcraft. Usable an unlimited number of times per day. Fire. 2d6 Eldritch Blast 7d6 Damage Reduction 4 / cold iron Invocation. Deceive Item – You may always “take 10” when making Use Magic Device checks. Wis: Profession. Fiendish Resilience N – Gain ‘Fast Healing N’ for 2 minutes. Eldritch Blast 1d6 Invocation. Least.

so Mirror Image would be a 3rd level spell (instead of a 2nd as usual). You know all Warmage spells on any level list available to you. There is no chance of Arcane Spell Failure when wearing no more than Light Armor and/or a Light Shield. 2007 Warmage Warmage (CArc p10) Warmage variant. Cha: Intimidate. Shield (light only) Simple 1 2 3 Skill Points: 2 Con: Concentrate. Eclectic Learning – You may add one spell of any School of Magic from the Sorcerer / Wizard Spell List to your list of Known Spells. Int: Craft. The spell counts as one level higher than normal. such as Fireball. Warmage Edge – Add your Intelligence modifier to the damage done by any spell that does hit-point damage. only one target takes the extra damage. Know(arcana). Armored Mage (light) Warmage Edge Spells per Day 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 5 3 – – – – – – – – Spells 6 4 – – – – – – – – Skill Points: 2 Con: Concentrate. You may alternate between ‘Advanced Learning’ and ‘Eclectic Learning’ as desired. such as Ray of Fire and Magic Missile. Know(arcana). Know(history).Dungeons & Dragons 3. Wis: Profession. Cha: Intimidate. Advanced Learning – You may add one Evocation from the Sorcerer / Wizard Spell List whose level you can cast to your list of Known Spells. Spellcraft. Warmage Page 166 . Eclectic Learning Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p67) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d6 Light. Wis: Profession. Shield (light only) Simple any Wizard Will d6 Light. For Area of effect spells. Armored Mage (medium) – As Armored Mage (light). but now you can cast spells while wearing Medium Armor with no chance of Arcane Spell Failure. Int: Craft. Armored Mage (light) Warmage Edge Spells per Day 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 5 3 – – – – – – – – Spells 6 4 – – – – – – – – Advanced Learning Spells 6 5 6 6 – 3 4 – – – – – – – – – – – – – – – – – – – – – Advanced Learning Eclectic Learning Spells 6 Spells 6 Spells 6 5 6 6 – 3 4 – – – – – – – – – – – – – – – – – – – – – 4 5 6 Spells 6 Spells 6 Advanced Learning Spells 6 6 6 6 6 5 6 6 6 3 4 5 6 – – 3 4 – – – – – – – – – – – – – – – – – – – – Advanced Learning Eclectic Learning Spells 6 Spells 6 Spells 6 Spells 6 6 6 6 6 5 6 6 6 3 4 5 6 – – 3 4 – – – – – – – – – – – – – – – – – – – – 7 8 9 10 11 Gain Feat: Sudden Empower Spells 6 Spells 6 Spells 6 Gain Feat: Sudden Empower Armored Mage (medium) Armored Mage (medium) Gain Feat: Sudden Enlarge Spells 6 6 6 6 5 3 – – – – Gain Feat: Sudden Enlarge Spells 6 6 6 6 5 3 – – – – Advanced Learning Spells 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 5 6 6 6 – 3 4 5 6 – – – 3 4 – – – – – – – – – – Advanced Learning Eclectic Learning Spells 6 Spells 6 Spells 6 Spells 6 Spells 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 5 6 6 6 – 3 4 5 6 – – – 3 4 – – – – – – – – – – 12 13 14 15 16 Spells 6 Spells 6 Spells 6 Spells 6 Gain Feat: Sudden Widen Advanced Learning Spells 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 5 6 6 6 6 3 4 5 6 6 – – 3 4 5 Gain Feat: Sudden Widen Advanced Learning Eclectic Learning Spells 6 Spells 6 Spells 6 Spells 6 Spells 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 5 6 6 6 6 3 4 5 6 6 – – 3 4 5 17 18 19 20 Spells 6 Spells 6 Spells 6 Spells 6 Gain Feat: Sudden Maximize Gain Feat: Sudden Maximize Class Features: Armored Mage (light) – Cast Impromptu Charisma-based Arcane Spells from the Warmage Spell List (see page 196).5 Edition Index – Base Classes February 28. For targeted spells. Spellcraft. Know(history). all foes receive the bonus damage.

Survival. 1st Level Casts Prepared Wisdom-based Divine spells from the Urban Adept Spell List (see page 192). Armor: — Weapons: Simple 1st Level Casts Prepared Intelligence-based Arcane spells from the Magewright Spell List (see page 184). Sense Motives. Jump. Use Rope. Urban (a healer. Know(any).5 Edition Index – Base Classes February 28. 1st Level Casts Prepared Wisdom-based Divine spells from the Adept Spell List (see page 168). etc. Cha: Handle Animals. 2nd Level Summon Familiar. Adept. Spellcraft. Know(any). Gather Info. Str: Climb. Dex: Ride.. Armor: All Weapons: Simple. Swim. Jump. 2nd Level — Warrior (a soldier / bandit militia member. Martial Skipped Base Classes Psionic Base Classes Changeling Egoist(RoE p121) Erudite(DR319 p46) Kalashtar Monk(RoE p124) Kalashtar Soulknife(RoE p124) Kalashtar Telepath(RoE p125) Shifter Wilder(RoE p129) Umbragen Soulknife(DR330 p45) Al-Qadim & Oriental Adventure Classes Sha’ir(DR315p79) NPC Classes Shugenja(CDiv p10) Wu Jen(CArc p14) Page 167 . Spot. The spells from a single Clerical Domain are added to this list. Proficiencies Armor: — Weapons: Simple Misc. Swim. Forgery. Handle Animals. Intimidate. who knows how to fight) (DMG p109) Hit Dice: d8 Class Skill Points: 2 Attack Table: Fighter Good Save: Fort Str: Climb. Profession.Dungeons & Dragons 3. Know(any). Cha: Handle Animals. Intimidate. Profession. Int: Appraise. Cha: Handle Animal. Wis: Profession. Wis: Heal. Disguise. Cha: Handle Animal. Con: Concentrate. Spot. Survival. Cha: Bluff. Int: Craft Wis: Listen. 1st Level Casts Prepared Wisdom-based Divine spells from the Adept Spell List (see page 168). Survival. 2007 NPC Classes NPC Class Adept (often a tribal shaman or hermit) (DMG p107) Class Features Hit Dice: d6 Class Skill Points: 2 Attack Table: Wizard Good Save: Will Hit Dice: d6 Class Skill Points: 2 Attack Table: Wizard Good Save: Will Skills Int: Craft. Martial Armor: — Weapons: one Simple weapon Armor: Light Weapons: Simple Magewright (a professional in a magical craft) (Eb p256) Int: Craft. Wis: Heal.. Spellcraft. Con: Concentrate. Armor: All Weapons: Simple. Wis: Heal. Perform. 2nd Level Summon Familiar. etc. Cha: Handle Animals. 2nd Level Summon Familiar. Dex: Ride. Know(any) Wis: Listen. fortuneteller. Int: Craft. Cha: Handle Animals. Armor: — Weapons: Simple Aristocrat (member of the ruling class) (DMG p108) Hit Dice: d8 Class Skill Points: 4 Attack Table: Rogue Good Save: Will Commoner (a peasant) (DMG p108) Hit Dice: d4 Class Skill Points: 2 Attack Table: Wizard Good Save: — Hit Dice: d6 Class Skill Points: 4 Attack Table: Rogue Good Save: Will Hit Dice: d4 Class Skill Points: 2 Attack Table: Wizard Good Save: Will Expert (a professional in any craft. Gain Feat: Spell Mastery. Profession. Diplomacy. Profession. profession. Survival. Know(any). from a city) (Sharn p167) Hit Dice: d6 Class Skill Points: 2 Attack Table: Wizard Good Save: Will Int: Craft. Spellcraft. Con: Concentrate. Religious (a tribal shaman or hermit with a strong connection to a deity) (Eb p256) Armor: — Weapons: Simple Adept. Dex: Ride.. or knowledge) (DMG p109) Str: Swim. Speak Language. Spellcraft. Any 10 skills can be in-class. Con: Concentrate.

heatless torch. 3rd Level Animate Dead(PH p198) – Creates undead skeletons and zombies. Detect Manifest Zone(FoE p150) – Locates dimensional overlaps within 120’. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Remove Disease(PH p271) – Cures all diseases affecting subject. 2007 Spell Lists Adept Spell List Wisdom-based Prepared Divine Spells(DMG p108) (FoE p150)+ 0th Level Create Water(PH p215) – Creates 2 gallons/level of pure water. spells. Page 168 Adept spell list . Command(PH p211) – One subject obeys selected command for 1 round. Light(PH p248) – Object shines like a torch. or 50% chance of losing each action.5p208) – Subject gains +4 Dexterity for 1 minute per level. +20). plus stone and metal. Restoration. Scorching Ray(PH p274) – Ranged touch attack. True Seeing(PH p296) – See all things as they really are. Burning Hands(PH p207) – 1d4 fire damage per level (max 5d4). counters mind control. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). & hedges out elementals & outsiders. Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Ghost Sound(PH p235) – Figment sounds. Remove Curse(PH p270) – Frees person or object from a curse. Contagion(PH p213) – Infects subject with chosen disease. Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water. Stoneskin(PH p284) – Ignore 10 points of damage per attack. or objects. Touch of Fatigue(PH p294) – Touch attack fatigues target. Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. deals 4d6 fire damage. Restoration(PH p272) – Restores level and ability score drains. -4 enhancement penalty on attacks. counters mind control. Heal(PH p239) – Cures 10 points per level. and skill checks. counters mind control. Detect Evil(PH p218) – Reveals evil creatures. Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. & petrifaction. Polymorph(PH p263) – Gives one willing subject a new form. Lightning Bolt(PH p248) – Electricity deals 1d6 damage per level. Guidance(PH p238) – +1 on one attack roll. spells. & hedges out elementals & outsiders. Detect Chaos(PH p218) – Reveals chaotic creatures. Sleep(PH p280) – Puts 4HD of creatures into magical slumber. Raise Dead(PH p268) – Restores life to subject who died up to 1 day per level ago. Major Creation(PH p252) – As Minor Creation. Darkness(PH p216) – 20’ radius of supernatural shadow. Wall of Fire(PH p298) – Deals 2d4 fire damage out to 10’ and 1d4 out to 20’. Cat’s Grace(PH 3. 1d8 temporary hp +1/lvl (max +10) Animal Trance(PH p198) – Fascinates 2d6 HD of animals. +1 on saves against fear. Protection from Good(PH p266) – +2 bonus to AC & saves against good. curses. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). counters mind control. fear. 2nd Level Aid(PH p196) – +1 on attack rolls. & hedges out elementals & outsiders. Break Enchantment(PH p207) – Frees subject from enchantments. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Web(PH p301) – Fills 20’ radius spread with sticky spider webs. saves. Mending(PH p253) – Makes minor repairs on an object. Bestow Curse(PH p203) – Subject either receives a –6 on one ability.Dungeons & Dragons 3. Minor Creation(PH p253) – Creates one cloth or wood object. saving throw. & hedges out elementals & outsiders. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). 5th Level Baleful Polymorph(PH p202) – Transforms subject into a harmless animal. or objects. detoxifies venom in or on subject. Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. Neutralize Poison(PH p257) – Immunizes subject against poison. See Invisibility(PH p275) – Reveals invisible creatures or objects. spells.5 Edition Index – Base Classes February 28. Mirror Image(PH p254) – Creates decoy duplicates of you (1d4 + 1 per three levels (max 8)). alterations. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. or objects. Tongues(PH p294) – Speak any language. Detect Magic(PH p219) – Detects spells and magic items within 60’. Cure Minor Wounds(PH p216) – Cures 1 point of damage. Detect Good(PH p219) – Reveals good creatures. or objects. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. +1 ray/4 levels (max 3). Daylight(PH p216) – 60’ radius of bright light. all diseases and mental conditions. or skill check. 4th Level Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. Wall of Stone(PH p299) – Creates a stone wall that can be shaped. 1st Level Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. Obscuring Mist(PH p258) – Fog surrounds you. Continual Flame(PH p213) – Makes a permanent. spells. Comprehend Languages(PH p212) – You understand all spoken and written languages. Passing through wall deals 2d6 + 1 per level. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Detect Law(PH p219) – Reveals lawful creatures. Protection from Law(PH p266) – +2 bonus to AC & saves against law. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Read Magic(PH p269) – Reads scrolls and spellbooks.

5th Level Awaken(PH p202)(DR330 p81)+ – Animal or tree gains human intellect. cures 4d8 damage +1 per level (max +35). Control Winds(PH p214) – Change wind direction and speed. Snare(PH p280) – Creates a magical booby trap. Detect Snares and Pits(PH p220) – Reveals natural or primitive traps. Anagakok Supplemental spell list Page 169 . Quench(PH p267) – Extinguishes nonmagical fires or one magic item. 6th Level Find the Path(PH p230) – Shows most direct way to a location. spiders. Rusting Grasp(PH p273) – Your touch corrodes iron and alloys. 9th Level Elemental Swarm(PH p226) – Summons multiple elementals. 1st Level Calm Animals(PH p207) – Calms (2d4 + level) HD of animals. Dominate Animal(PH p224) – Subject animal obeys silent mental commands. 3rd Level Diminish Plants(PH p221) – Reduces size or blights growth of normal plants.Dungeons & Dragons 3. Transmute Metal to Wood(PH p294) – Metal within 40’ becomes wood. 7th Level Animate Plants(PH p199) – One or more trees animate and fight for you. Know Direction(PH p246) – You discern north. Longstrider(PH p249) – Increases your speed. Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water.5 Edition Index – Base Classes February 28. Neutralize Poison(PH p257) – Immunizes subject against poison. 8th Level Animal Shapes(PH p198) – One ally per level polymorphs into chosen animal. Repel Wood(PH p271) – Pushes away wooden objects. 4th Level Antiplant Shell(PH p200) – Keeps animated plants at bay. Charm Animal(PH p208) – Makes one animal your friend. Detect Animals or Plants(PH p218) – Detects species of animals or plants. Stone Tell(PH p284) – Talk to natural or worked stone. Command Plants(PH p211) – Sway the actions of one or more plant creatures. Repel Vermin(PH p271) – Insects. Hold Animal(PH p241) – Paralyzes one animal for 1 round per level. Transport via Plants(PH p295)(PH3. Shambler(PH p277) – Summons 1d4+2 shambling mounds to fight for you. detoxifies venom in or on subject. and other vermin stay 10’ away. Control Plants(PH p213) – Control actions of one or more plant creatures. 2nd Level Animal Trance(PH p198) – Fascinates 2d6 HD of animals. Wind Walk(PH p302) – You and your allies turn vaporous and travel fast. Regenerate(PH p270) – Subject’s severed limbs grow back.5e)+ – Move instantly from one plant to another of the same species. Repel Metal or Stone(PH p271) – Pushes away metal and stone. Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per lvl. Commune with Nature(PH p211) – Learn about terrain for one mile per level. Wood Shape(PH p303) – Rearranges wooden objects to suit you. Reduce Animal(PH p269) – Shrinks one willing animal. Tree Stride(PH p296) – Step from one tree to another far away. 2007 Anagakok Supplemental Spell List Intelligence-based Prepared Arcane Spells(DR344 p105) This list is also treated by Anagakoks as their specialized ‘School of Magic’ 0th Level Create Water(PH p215) – Creates 2 gallons/level of pure water.

Blur(PH p206) – Attacks miss subject 20% of the time. Entropic Shield(PH p227) – Ranged attacks against you suffer 20% miss chance. Planar Ally. +1 on Will saves. Poison(PH p262) – Touch deals 1d10 Constitution damage. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. but 10’ radius & 10 minutes per lvl. Darkness(PH p216) – 20’ radius of supernatural shadow. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Obscuring Mist(PH p258) – Fog surrounds you. & petrifaction. Protection from Law(PH p266) – +2 bonus to AC & saves against law. and checks. Contagion(PH p213) – Infects subject with a disease. or chaotic. Chaos Hammer(PH p208)(PHe)+ – Damages and staggers lawful creatures. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Bless Weapon(PH p205) – Weapon strikes true against evil foes. 3rd Level Blindness/Deafness(PH p206) – Makes subject blind or deaf. Wisdom & Charisma damage. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Confusion(PH p212) – Makes subject behave oddly for 1 round per level. repeats in 1 minute. & hedges out elementals & outsiders. Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. 1st Level Bane(PH p203) – Enemies take –1 on attack rolls and saves against fear. Scare(PH p274) – Panics creatures of less than 6HD. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Slow(PH p280) – One subject per level takes only one action per round. counters mind control. 2007 Anarch Spell List Wisdom-based Prepared Divine Spells(DR310 p49). Freedom of Movement(PH p233) – Subject moves normally despite impediments. Rage(PH p268) – Subjects gain +2 to Strength and Constitution. –2 to AC. saves. Detect Poison(PH p219) – Detects poison in one creature or small object. Shatter(PH p278) – Sonic vibration damages objects or crystalline creatures. Touch of Idiocy(PH p294) – Subject takes 1d6 Intelligence. Shout(PH p279) – Deafens all within cone and deals 5d6 damage. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Magic Circle against Law(PH p250) – As Protection from Law. Lesser(PH p261) – Exchange services with a 6 HD extraplanar creature. damage rolls. alterations. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Note that an Anarch’s Caster Level is half his/her Class Level. Magic Weapon. Lesser Confusion(PH p212) – One creature is confused for 1 round. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Anarch spell list Page 170 . Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures. Misdirection(PH p254) – Misleads divinations for one creature or object.5 Edition Index – Base Classes February 28.Dungeons & Dragons 3. Doom(PH p225) – One subject takes –2 on attack rolls. evil. Greater(PH p251) – +1 bonus per four levels (max +5). 2nd Level Align Weapon(PH p197) – Weapon becomes good. –2 AC and attack rolls. Mirror Image(PH p254) – Creates decoy duplicates of you (1d4 + 1 per three levels (max 8)). lawful. Magic Weapon(PH p251) – Weapon gains +1 bonus. curses.

3rd Level Bestow Curse(PH p203) – Subject either receives a –6 on one ability. Doom(PH p225) – One subject takes –2 on attack rolls. & hedges out elementals & outsiders. Profane Weapon (DR312 p22) – Weapon strikes true against good foes. Summon Monster II(PH p286) – Summons an extraplanar creature to fight for you. Deathwatch(PH p217) – Reveals how near death subjects within 30’ are. and skill checks. Desecrate(PH p218) – Fills area with negative energy.Dungeons & Dragons 3. Shatter(PH p278) – Sonic vibration damages objects or crystalline creatures. -4 enhancement penalty on attacks. saves. 2nd Level Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. 1st Level Bane(PH p203) – Enemies take –1 on attack rolls and saves against fear. Poison(PH p262) – Touch deals 1d10 Constitution damage. Protection from Good(PH p266) – +2 bonus to AC & saves against good. deals +2d6 damage against good. Anti-Paladin spell list Page 171 . Blindness/Deafness(PH p206) – Makes subject blind or deaf. Darkness(PH p216) – 20’ radius of supernatural shadow.5 Edition Index – Base Classes February 28. counters mind control. Greater(PH p251) – +1 bonus per four levels (max +5). but 10’ radius and 10 min/lvl. 2d8 +1 per level (max +10). Magic Weapon. 3d8 +1 per level (max +15). Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Fear(PH p229) – Subjects flee for 1 round per level. Read Magic(PH p269) – Reads scrolls and spellbooks. Note that an Anti-Paladin’s Caster Level is half his/her Class Level. or 50% chance of losing each action. making undead stronger. damage rolls. counters mind control. & hedges out elementals & outsiders. Summon Monster I(PH p285) – Summons an extraplanar creature to fight for you. Inflict Light Wounds(PH p244) – Touch deals 1d8 damage +1 per level (max +5). saves. Heal Mount(PH p239) – As Heal on special mount. Protection from Law(PH p266) – +2 bonus to AC & saves against law. and checks. repeats in 1 minute. Magic Circle against Law(PH p250) – As Protection from Law. Curse Water(PH p216) – Makes Unholy Water. but 10’ radius and 10 min/lvl. Inflict Serious Wounds(PH p244) – Touch attack. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Dispel Good(PH p222) – +4 bonus against attacks by good creatures. Magic Circle against Good(PH p250) – As Protection from Good. Inflict Moderate Wounds(PH p244) – Touch attack. 2007 Anti-Paladin Spell List Wisdom-based Prepared Divine Spells(DR312 p22). Ray of Enfeeblement(PH p260) – Ray reduces Strength by 1d6 points +1 per 2 levels (max +5). Death Ward(PH p217) – Grants immunity to death spells and negative energy effects. Summon Monster III(PH p286) – Summons an extraplanar creature to fight for you. 4th Level Corrupt Sword(DMG p182) – Weapon becomes +5.

Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Magic Stone(PH p251) – Three stones become +1 projectiles. evil. Alter Self(PH p197) – Assume the form of a similar creature. counters mind control. detoxifies venom in or on subject. Neutralize Poison(PH p257) – Immunizes subject against poison. or clothes gain +1 enhancement per four levels. lawful. Dispel Evil(PH p222) – +4 bonus against attacks by evil creatures. Holy Sword(PH p215) – Weapon becomes +5. deals +2d6 damage against evil. & hedges out elementals & outsiders. Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage. Shield Other(PH p278) – You take half of subject’s damage. 4th Level Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Obscure Object(PH p258) – Masks object against scrying. Restoration. Mending(PH p253) – Makes minor repairs on an object. Detect Poison(PH p219) – Detects poison in one creature or small object. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. Invisibility. but subject can attack and stay invisible. Magic Circle against Law(PH p250) – As Protection from Law. but 10’ radius & 10 minutes per lvl. Restoration(PH p272) – Restores level and ability score drains. Freedom of Movement(PH p233) – Subject moves normally despite impediments.5p208) – Subject gains +4 Dexterity for 1 minute per level. Make Whole(PH p252) – Repairs an object. Magic Vestment(PH p251) – Armor. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. & hedges out elementals & outsiders. Nondetection(PH p257) – Hides subject from divination and scrying. Cat’s Grace(PH 3. 2nd Level Align Weapon(PH p197) – Weapon becomes good. Magic Weapon. Read Magic(PH p269) – Reads scrolls and spellbooks. Greater(PH p245) – As Invisibility. Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures. Bless Weapon(PH p205) – Weapon strikes true against evil foes. 3rd Level Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). fear. Greater(PH p251) – +1 bonus per four levels (max +5). Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). but 10’ radius & 10 minutes per lvl. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Disguise Self(PH p222) – Changes our appearance. Shield of Faith(PH p278) – Aura grants +2 (or higher) deflection bonus. 1st Level Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. Flame Arrow(PH p231) – Arrows deal +1d6 fire. Protection from Law(PH p266) – +2 bonus to AC & saves against law. 1d6+1 damage. Detect Scrying(PH p219) – Alerts you to magical eavesdropping. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. or chaotic. Bless Water(PH p205) – Makes Holy Water.Dungeons & Dragons 3. 2007 Avenger Spell List Wisdom-based Prepared Divine Spells(DR310 p50) Note that an Avenger’s Caster Level is half his/her Class Level. Avenger spell list Page 172 . counters mind control. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Misdirection(PH p254) – Misleads divinations for one creature or object. Magic Circle against Evil(PH p249) – As Protection from Evil. shield.5 Edition Index – Base Classes February 28.

4th Level Analyze Dweomer(PH p197) – Reveals magical aspects of subject. spells. 2007 Bardic Sage Supplemental Spell List Charisma-based Impromptu Arcane Spells(UA p48) 1st Level Detect Chaos(PH p218) – Reveals chaotic creatures. or objects. Detect Good(PH p219) – Reveals good creatures. instantly. or objects. 5th Level Contact Other Plane(PH p212) – Lets you ask question of an extraplanar entity. spells.4 6th Level True Seeing(PH p296) – See all things as they really are. Vision(PH p298) – As Legend Lore. spells. Page 173 Bardic Sage supplemental spell list . spells. 3rd Level Arcane Sight(PH p201) – Magical auras become visible to you. Greater(PH p275)(PHe)+ – As Scrying. 4 This is a 6th level spell for a normal Bard.Dungeons & Dragons 3. 2nd Level Zone of Truth(PH p303) – Subjects within range cannot lie. but faster and longer. Scrying. Detect Law(PH p219) – Reveals lawful creatures.4 Sending(PH p275) – Delivers a short message anywhere. or objects. or objects.5 Edition Index – Base Classes February 28. but quicker and strenuous. Detect Evil(PH p218) – Reveals evil creatures.

Misdirection(PH p254) – Misleads divinations for one creature or object. Legion of Sentinels(PH2 p116) – Ghostly swordsmen threaten a 10’ radius. Displacement(PH p223) – Attacks miss subject 50% of the time. saves. plus some sound. +1 on attack rolls. gain Invisibility. Daze Monster(PH3. Obscuring Mist(PH p258) – Fog surrounds you. Confusion(PH p212) – Makes subject behave oddly for 1 round per level. and your lies can escape magical discernment. Glitterdust(PH p236) – Blinds creatures. Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level. Fog Cloud(PH p232) – Fog obscures vision. Detect Secret Doors(PH p220) – Reveals hidden doors within 60’. Disguise Self(PH p222) – Changes your appearance. Read Magic(PH p269) – Reads scrolls and spellbooks. Open/Close(PH p258) – Opens or closes small or light things. Wisdom & Charisma damage. Knock(PH p246) – Opens locked or magically sealed door. Slow(PH p280) – One subject per level takes only one action per round. Crown of Veils(PH2 p108) – Gain +2 to Disguise and Hide. Phantom Battle(PH2 p120) – Illusion of battle flanks creatures and denies attacks of opportunity. Hesitate(PH2 p114) – Force subject to lose actions. Color Spray(PH p210) – Knocks unconscious. Detect Thoughts(PH p220) – Allows “listening” to surface thoughts. Mage Armor(PH p249) – Gives subject +4 armor bonus. but subject can attack and stay invisible. Rouse(PH2 p123) – Awakens creatures in area.5 217) – Living creature up to 6HD or less looses next action. Invisibility Sphere(PH p245) – Makes everyone within 10’ invisible. Silent Image(PH p279) – Creates a minor illusion of your design. Mirror Image. Invisibility.5e)+ – You gain +30 bonus on Bluff checks. Deep Slumber(PH p217) – Puts 10HD of creatures to sleep. Hypnotism(PH p242) – Fascinates 2d4 HD of creatures. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Dispel Magic(PH p223)(PH3. Rainbow Pattern(PH p268) – Lights fascinate 24 HD of creatures. Mirror Image(PH p254) – Creates decoy duplicates of you (1d4 + 1 per three levels (max 8)). Touch of Idiocy(PH p294) – Subject takes 1d6 Intelligence. outlines invisible creatures. Vertigo Field(PH2 p128) – Creatures have a 20% miss chance and possibly become nauseated. Solid Fog(PH p281) – Blocks vision and slows movement. Ghost Sound(PH p235) – Figment sounds. Message(PH p253) – Whispered conversation at distance. 4th Level Charm Monster(PH p209) – Makes monster believe it is your ally. damage rolls. Comprehend Languages(PH p212) – You understand all spoken and written languages. Major Image(PH p252) – As Silent Image. and checks. Hypnotic Pattern(PH p242) – Fascinates (2d4 + level) HD of creatures. Detect Magic(PH p219) – Detects spells and magic items within 60’. Haste(PH p239) – One creature per level moves faster. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. Blur(PH p206) – Attacks miss subject 20% of the time. smell. and Reflex saves. Expeditious Retreat(PH p228) – Your land speed increases by 30’. AC. 1st Level Charm Person(PH p209) – Make one person your friend. blinds. 2007 Beguilder Spell List Intelligence-based Spontaneous Arcane Spells(PH2 p11) 0th Level Dancing Lights(PH p216) – Creates torches or other lights. See Invisibility(PH p275) – Reveals invisible creatures or objects. 2nd Level Blinding Color Surge(PH2 p104) – Blind subject for 1 round. Glibness(PH p235)(PH3. or stuns weak creatures. Vertigo(PH2 p128) – Subject creature must succeed on a DC 10 Balance check to move each round. Daze(PH p217) – Humanoid creature of 4HD or less loses next action. Mass(PH2 p128) – 1d6 nonlethal damage per level (max 10d6) to 1 creature per level. Whelm. Spider Climb(PH p283) – Grants ability to walk on walls & ceilings. Stay the Hand(PH2 p126) – Change subject creature’s attitude to helpful for 1 round. but sound. Silence(PH p279) – Negate sound in 15’ radius. discharge to gain +8. 3rd Level Arcane Sight(PH p201) – Magical auras become visible to you. Inevitable Defeat(PH2 p115) – Subject takes 3d6 nonlethal damage per round. Zone of Silence(PH p303) – Keeps eavesdroppers from overhearing conversations. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks.5e)+ – Cancels magical spells and effects. Crushing Despair(PH p215) – Subjects take –2 on attack rolls. Sleep(PH p280) – Puts 4HD of creatures into magical slumber.5 Edition Index – Base Classes February 28. and thermal effects. Nondetection(PH p257) – Hides subject from divination and scrying. deal 1d8 damage +1 per 3 levels (max 1d8+5). Greater(PH p245) – As Invisibility. but gain an addditional image each round. Locate Creature(PH p249) – Indicates direction to familiar creature.Dungeons & Dragons 3. Greater(PH2 p120) – As Mirror Image. Whelming Burst(PH2 p128) – 15’ cone deals 1d6 nonlethal damage per 2 levels (max 5d6). Halt(PH2 p114) – Subject’s feet become stuck to ground. –1 AC and attack rolls. Freedom of Movement(PH p233) – Subject moves normally despite impediments. Whelm(PH2 p128) – Deal 1d6 nonlethal damage +1d6 per 2 levels above 1st (max 5d6). Minor Image(PH p254) – As Silent Image. Suggestion(PH p285) – Compels subject to follow stated course of action. Beguiler spell list Page 174 .

8th Level Demand(PH p217) – As Sending. Suggestion. Repulsion(PH p271) – Creatures can’t approach you. Sending(PH p275) – Delivers a short message anywhere. Mind Blank(PH p253) – Subject is immune to mental/emotional magic and scrying. but can effect any creature. Scintillating Pattern(PH p274) – Twisting colors confuse. Etherealness.5e)+ – Reflects 1d4+6 spell levels back at caster. Friend to Foe(PH2 p114) – Make subject creature believe its allies are its enemies. Hold Person. Invisibility. Project Image(PH p265) – Illusory double can talk and cast spells. but up to +20 on the check. plus one subject per level. Screen(PH p274) – Illusion hides area from vision. Mind Fog(PH p253) – Subjects in fog get a –10 on Will saves & Wisdom checks. Seeming(PH p275) – Changes the appearance of one person per two levels. Feeblemind(PH p229) – Subject’s Intelligence and Charisma drop to 1. 2007 Beguiler Spell List (continued) 5th Level Break Enchantment(PH p207) – Frees subject from enchantments. Hold Monster(PH p241) – As Hold Person. 6th Level Dispel Magic. curses.5e)+ – As Dispel Magic. 7th Level Arcane Sight. scrying. Mislead(PH p255) – Turns you invisible and creates illusory double. Power Word Stun(PH p263) – Stuns creatures with 150 hp or less. but affects all in range. Rary’s Telepathic Bond(PH p268) – Link lets allies communicate. Mass(PH p241) – As Hold Person. Greater(PH p210)(PH3. Discern Location(PH p222) – Reveals the exact location of a creature or object. but any creature. Mass(PH p241) – As Hold Monster. 9th Level Dominate Monster(PH p224) – As Dominate Person. or save. Phase Door(PH p261) – Invisible passage through wood or stone. stun. Hold Monster. & petrifaction. Swift(PH2 p113) – Subject momentarily becomes ethereal. Foresight(PH p207) – “Sixth sense” warns of impending danger. Dominate Person(PH p224) – Controls humanoid telepathically. alterations. Etherealness(PH p228) – Travel to Ethereal Plane with companions. Moment of Prescience(PH p255) – You gain insight bonus on a single attack roll. plus you can send Suggestion. but also reveals magic effects on creatures and objects. Overwhelm(PH2 p120) – Nonlethal damage knocks out subject. but all within 30’. Incite Riot(PH2 p115) – Subjects attack nearest creature. Beguiler spell list Page 175 . Shadow Walk(PH p277) – Step into shadow to travel rapidly. check . instantly. Power Word Kill(PH p263) – Kills one creature with 100 hp or less. Time Stop(PH p294) – You act freely for 1d4+1 rounds.Dungeons & Dragons 3. True Seeing(PH p296) – See all things as they really are. Power Word Blind(PH p263) – Blinds creatures with 200 hp or less. Veil(PH p298) – Changes appearance of group of creatures. Ethereal Jaunt(PH p227) – You become ethereal for 1 round per level.5 Edition Index – Base Classes February 28. or render unconscious. but all within 30’. Greater(PH p201) – As Arcane Sight. Spell Turning(PH p282)(PH3. Mass(PH p285) – As Suggestion. Mass(PH p245) – As Invisibility.

Dungeons & Dragons 3. Secret Page(PH p275) – Changes one page to hide its real contents. but quicker and strenuous. 5 This is a 4th level spell for a normal Cleric. 2007 Cloistered Cleric Supplemental Spell List Wisdom-based Prepared Divine Spells(UA p50) 0th Level Message(PH p253) – Whispered conversation at distance. Page 176 Cloistered Cleric supplemental spell list . 8th Level n/a 9th Level Vision(PH p298) – As Legend Lore. 7th Level Sequester(PH p276) – Subject is invisible to sight and scrying.5 Edition Index – Base Classes February 28. Identify(PH p243) – Determines properties of a magic item. Unseen Servant(PH p297) – Invisible force obeys your commands. 2nd Level Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. 5th Level n/a 6th Level Analyze Dweomer(PH p197) – Reveals magical aspects of subject. 1st Level Erase(PH p227) – Mundane or magical writing vanishes. Tongues(PH p294) – Speak any language.5 4th Level Detect Scrying(PH p219) – Alerts you to magical eavesdropping. 3rd Level Illusory Script(PH p243) – Only intended reader can decipher.

Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Protection from Good(PH p266) – +2 bonus to AC & saves against good. 1st Level Bane(PH p203) – Enemies take –1 on attack rolls and saves against fear. Curse Water(PH p216) – Makes Unholy Water. Greater(PH p251) – +1 bonus per four levels (max +5). Inflict Serious Wounds(PH p244) – Touch attack. counters mind control. Nondetection(PH p257) – Hides subject from divination and scrying. Magic Weapon. Sanctuary(PH p274) – Opponents can’t attack you and you can’t attack. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Profane Weapon (DR312 p22) – Weapon strikes true against good foes. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. curses. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Dream(PH p225) – Sends message to anyone sleeping. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws.5 Edition Index – Base Classes February 28.Dungeons & Dragons 3. saves. Cat’s Grace(PH 3. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Corrupter spell list Page 177 . 2d8 +1 per level (max +10). Dispel Good(PH p222) – +4 bonus against attacks by good creatures. Inflict Light Wounds(PH p244) – Touch deals 1d8 damage +1 per level (max +5). Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). & petrifaction. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. 2nd Level Calm Emotions(PH p207) – Calms creatures. Poison(PH p262) – Touch deals 1d10 Constitution damage. making undead stronger. Doom(PH p225) – One subject takes –2 on attack rolls. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Tongues(PH p294) – Speak any language. Scrying(PH p274)(PHe)+ – Spies on subject from a distance. damage rolls. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. & hedges out elementals & outsiders. Command. and your lies can escape magical discernment. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Read Magic(PH p269) – Reads scrolls and spellbooks. and checks. Unhallow(PH p297) – Designates location as Unholy. Magic Circle against Good(PH p250) – As Protection from Good.5p208) – Subject gains +4 Dexterity for 1 minute per level. Obscure Object(PH p258) – Masks object against scrying. Locate Creature(PH p249) – Indicates direction to familiar creature. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. 3rd Level Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level. Glibness(PH p235)(PHe)+ – You gain +30 bonus on Bluff checks. but affects one subject per level. Inflict Moderate Wounds(PH p244) – Touch attack. Greater(PH p211) – As Command. Charm Person(PH p209) – Make one person your friend. negating emotion effects. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. 3d8 +1 per level (max +15). 2007 Corrupter Spell List Wisdom-based Prepared Divine Spells(DR312 p26) Note that a Corrupter’s Caster Level is half his/her Class Level. but 10’ radius & 10 minutes per lvl. Silence(PH p279) – Negate sound in 15’ radius. repeats in 1 minute. Desecrate(PH p218) – Fills area with negative energy. Dominate Person(PH p224) – Controls humanoid telepathically. alterations.

damage rolls. but can effect any creature. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Dispel Good(PH p222) – +4 bonus against attacks by good creatures. Magic Circle against Good(PH p250) – As Protection from Good. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. fear. Status(PH p284) – Monitors condition & position of allies. & hedges out elementals & outsiders. Greater(PH p211) – As Command. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Virtue(PH p289) – Subject gains 1 temporary hp. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Suggestion(PH p285) – Compels subject to follow stated course of action. & checks. plus it affects any creature. Command. Curse Water(PH p216) – Makes Unholy Water. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. & hedges out elementals & outsiders. Prayer(PH p264) – Allies gain +1 bonus on most rolls. 2nd Level Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. counters mind control. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. Helping Hand(PH p239) – Ghostly hand leads subject to you. Geas. Dispel Chaos(PH p222) – +4 bonus against attacks by chaotic creatures. Geas/Quest(PH p234) – As Lesser Geas.5 Edition Index – Base Classes February 28. Command(PH p211) – One subject obeys selected command for 1 round. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. Hold Monster(PH p241) – As Hold Person. Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. but 10’ radius & 10 minutes per lvl. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Lesser(PH p235) – Commands subject of 7 HD or less. Zone of Truth(PH p303) – Subjects within range cannot lie. saves. counters mind control. alterations. Charm Monster(PH p209) – Makes monster believe it is your ally.Dungeons & Dragons 3. Dominate Person(PH p224) – Controls humanoid telepathically. but affects one subject per level. Discern Lies(PH p221) – Reveals deliberate falsehoods. Protection from Good(PH p266) – +2 bonus to AC & saves against good. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. enemies suffer –1 penalty. Profane Weapon (DR312 p22) – Weapon strikes true against good foes. 1st Level Alarm(PH p197) – Wards an area for 2 hours per lvl. but 10’ radius & 10 minutes per lvl. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Despot spell list Page 178 . 3rd Level Crushing Despair(PH p215) – Subject takes –2 on attack rolls. Bane(PH p203) – Enemies take –1 on attack rolls and saves against fear. Magic Circle against Chaos(PH p249) – As Protection from Chaos. 2007 Despot Spell List Wisdom-based Prepared Divine Spells(DR312 p24) Note that a Despot’s Caster Level is half his/her Class Level. Detect Poison(PH p219) – Detects poison in one creature or small object. curses. & petrifaction.

4th Level Remove Disease(PH p271) – Cures all diseases affecting subject. 3rd Level Magic Circle against Evil(PH p249) – As Protection from Evil. & hedges out elementals & outsiders. 2nd Level Consecrate(PH p212) – Fills area with positive energy. counters mind control. or objects. Protection from Law(PH p266) – +2 bonus to AC & saves against law. Prayer(PH p264) – Allies gain +1 bonus on most rolls. Desecrate(PH p218) – Fills area with negative energy. Protection from Good(PH p266) – +2 bonus to AC & saves against good. counters mind control. spells.Dungeons & Dragons 3. 6th Level Commune(PH p211) – Deity answers one yes-or-no question per level. Hallow(PH p238) – Designates location as Holy. counters mind control. spells. making undead stronger. & hedges out elementals & outsiders. spells. but 10’ radius & 10 minutes per lvl. Magic Circle against Good(PH p250) – As Protection from Good. enemies suffer –1 penalty.5 Edition Index – Base Classes February 28. instantly. Sending(PH p275) – Delivers a short message anywhere. but 10’ radius & 10 minutes per lvl. Divine Bard supplemental spell list Page 179 . & hedges out elementals & outsiders. making undead weaker. but 10’ radius & 10 minutes per level. Unhallow(PH p297) – Designates location as Unholy. Speak with Dead(PH p281) – Corpse answer one question per two levels. Restoration(PH p272) – Restores level and ability score drains. or objects. Magic Circle against Law(PH p250) – As Protection from Law. 5th Level Divination(PH p224) – Provides useful advice for specific proposed actions. Raise Dead(PH p268) – Restores life to subject who died up to 1 day per level ago. 2007 Divine Bard Supplemental Spell List Charisma-based Impromptu Divine Spells(UA p50) 1st Level Detect Evil(PH p218) – Reveals evil creatures. Detect Law(PH p219) – Reveals lawful creatures. or objects. Detect Good(PH p219) – Reveals good creatures. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Gentle Repose(PH p234) – Preserves one corpse.

Deflect. Dimension Hop(PH2 p110) – Teleport subject short distance. Ray of Exhaustion(PH p269) – Ray makes subject exhausted. and Constitution. Energy Aegis(PH2 p111) – Immediate. or stuns weak creatures. blinds. Gain a Deflection bonus of +1/3 levels (max +5) against one attack. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Melee weapon gains 5’ of reach for one attack. Halt(PH2 p114) – Immediate. Subject gains Resistance 20 against one energy type for one attack. 3rd Level Crown of Might(PH2 p108) – Gain +2 Strength. you gain +4 on attacks with rays against the subject. Obscuring Mist(PH p258) – Fog surrounds you. Fire Shield(PH p230) – Creatures attacking you take 1d6 + 1 per level damage (fire damage for a Warm Shield. Magic Weapon. Dimension Door(PH p221) – Teleports you a short distance. See Invisibility(PH p275) – Reveals invisible creatures or objects. Shout(PH p279) – Deafens all within cone and deals 5d6 damage. 1d8 Sonic damage and pushes back creatures that hit you in melee. amount and radius based on casting time.Dungeons & Dragons 3. caster gains damage as hit points. Spider Climb(PH p283) – Grants ability to walk on walls & ceilings. ignores Concealment and Cover. Blade of Blood(PH2 p103) – Swift. Ray of Enfeeblement(PH p260) – Ray reduces Strength by 1d6 points +1 per 2 levels (max +5). discharge to gain +8 bonus for 1 round. Ghoul Touch(PH p235) – Paralyzes one subject. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. partially ignores SR. Ray of Frost(PH p269) – Ray deals 1d3 Cold damage. Subject stands up from prone. Touch of Idiocy(PH p294) – Subject takes 1d6 Intelligence. Crown of Protection(PH2 p108) – +1 Deflection bonus to AC. Swift(CAdv p153) – Swift. cold damage for a Chill Shield). Swift(CAdv p149) – Swift. Sonic Shield(PH2 p125) – +4 Deflection bonus to AC. Enervation(PH p226) – Subject gains 1d4 negative levels. Bigby’s Striking Fist(PH2 p103) – Hand deals 1d6 nonleathal damage per 2 levels (max 5d6) and knocks subject back. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Slashing Dispel(PH2 p125) – As Dispel Magic. Doom Scarabs(PH2 p110) – Scarab swarm deals 1d6 per 2 levels.5 Edition Index – Base Classes February 28. Dispelling Touch(PH2 p110) – Dispel one magical effect on touched subject. Expeditious Retreat. discharge to gain +4 for 1 round. Your speed increases by 30’ for 1 round.5e)+ – Cancels magical spells and effects. 1 secondary bolt per level each deal half damage. Keen Edge(PH p245) – Doubles normal weapon’s threat range. Gain Fly speed of 60’ for 1 round. 2nd Level Animalistic Power(PH2 p101) – Subject gains +2 bonus to Strength. you are protected from cold (in the case of a Warm Shield) or heat (in the case of a Chill Shield). who exudes stench that sickens those nearby. Gain bonus to AC for one attack. Touch of Fatigue(PH p294) – Touch attack fatigues target. 5th Level Bigby’s Clenched Fist(PH p203) – Large hand provides cover. Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. or attacks your foes. 2d4 acid damage for 1 round + 1 round per 3 levels (7 rounds max). Dispel Magic(PH p223)(PH3. Scorching Ray(PH p274) – Ranged touch attack. Melf’s Acid Arrow(PH p253) – Ranged touch attack. Phantasmal Killer(PH p260) – Fearsome illusion kill subject or deals 3d6 damage. Regroup(PH2 p122) – Teleports nearby allies to your side. pushes. Toxic Weapon(PH2 p126) – Coats weapon with poison. Cat’s Grace(PH p208) – Subject gains +4 Dexterity for 1 minute per level. Energy Surge(PH2 p112) – Swift. Kelgore’s Fire Bolt(PH2 p116) – 1d6 Fire damage per level (max 5d6). Seeking Ray(PH2 p124) – Ray deals 4d6 Electricity damage. Chain Lightning(PH p208) – 1d6 damage per level. Greater(PH p251) – +1 bonus per four levels (max +5). but creatures take damage for spells dispelled. Disintegrate(PH p222) – Makes one creature or object vanish. Shocking Grasp(PH p279) – Touch delivers 1d6 per level (max 5d6) of electricity damage. deals 4d6 fire damage. but can effect any creature. Fly. Invisibility. Rouse(PH2 p123) – Awakens creatures in area. Deflect(PH2 p109) – Immediate. 4th Level Bigby’s Interposing Hand(PH p204) – Hand provides cover against one opponent. Polar Ray(PH p262) – Ranged touch attack deals 1d6 per level cold damage. One attack deals an extra 2d6 energy damage. Stretch Weapon(PH2 p126) – Swift. Dexterity. +1 Resistance bonus on saves. 2007 Duskblade Spell List Intelligence-based Spontaneous Arcane Spells(PH2 p24) 0th Level Acid Splash(PH p196) – Orb deals 1d3 damage. Lesser(PH2 p109) – Immediate. Burning Hands(PH p207) – 1d4 fire damage per level (max 5d4). Weapon deals +1d6 damage. You are invisible for 1 round or until you attack. or +3d6 if you take 5 points of damage. Swift(CAdv p149) – Swift. Vampiric Touch(PH p298) – Touch deals 1d6 per 2 caster levels. +1 ray/4 levels (max 3). Darkvision(PH p216) – See 60’ in total darkness. Chill Touch(PH p209) – 1 touch per level deals 1d6 damage and possibly 1 Strength damage. Gain +1 bonus per 3 levels on next attack. Duskblade spell list Page 180 . Color Spray(PH p210) – Knocks unconscious. Stand(PH2 p125) – Immediate. 1st Level Bigby’s Tripping Hand(PH2 p103) – Hand trips subject. Disrupt Undead(PH p223) – Deals 1d6 damage to one undead. Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy. Channeled Pyroburst(PH2 p106) – Deal fire damage. Jump(PH p246) – Subject gains bonus on Jump checks. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Sure Strike(PH2 p126) – Swift. Wisdom & Charisma damage. Subject’s feet become stuck to ground. gives you temporary hit points. Waves of Fatigue(PH p301) – Several targets become fatigued. Hold Monster(PH p241) – As Hold Person. True Strike(PH p296) – Add +20 insight bonus to your next attack roll.

Zone of Truth(PH p303) – Subjects within range cannot lie. Restoration(PH p272) – Restores level and ability score drains. Discern Lies(PH p221) – Reveals deliberate falsehoods. Sleep(PH p280) – Puts 4HD of creatures into magical slumber. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. 1st Level Alarm(PH p197) – Wards an area for 2 hours per lvl. Remove Curse(PH p270) – Frees person or object from a curse. Remove Blindness/Deafness(PH p270) – Cures normal or magical conditions. Enforcer spell list Page 181 . but 10’ radius & 10 minutes per lvl. Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. but can effect any creature.5 Edition Index – Base Classes February 28. Command(PH p211) – One subject obeys selected command for 1 round. Bless Water(PH p205) – Makes Holy Water. Detect Poison(PH p219) – Detects poison in one creature or small object. Shield Other(PH p278) – You take half of subject’s damage. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. Magic Circle against Chaos(PH p249) – As Protection from Chaos. Neutralize Poison(PH p257) – Immunizes subject against poison.Dungeons & Dragons 3. curses. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. & petrifaction. Hold Portal(PH p241) – Holds one door shut. detoxifies venom in or on subject. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. 3rd Level Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). & hedges out elementals & outsiders. Greater(PH p211) – As Command. Bless Weapon(PH p205) – Weapon strikes true against evil foes. Remove Disease(PH p271) – Cures all diseases affecting subject. alterations. Status(PH p284) – Monitors condition & position of allies. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. Dispel Chaos(PH p222) – +4 bonus against attacks by chaotic creatures. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. 2nd Level Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Hold Monster(PH p241) – As Hold Person. counters mind control. 2007 Enforcer Spell List Wisdom-based Prepared Divine Spells(DR310 p54) Note that an Enforcer’s Caster Level is half his/her Class Level. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. but affects one subject per level. Virtue(PH p289) – Subject gains 1 temporary hp. Command. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. fear.

Protection from Arrows(PH p266) – Subject immune to most ranged attacks. Spectral Weapon(CAdv p157) – Swift. Suggestion(PH p285) – Compels subject to follow stated course of action. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Deep Slumber(PH p217) – Puts 10HD of creatures to sleep. Wisdom & Charisma damage. and Escape Artist checks. Invisibility. Detect Scrying(PH p219) – Alerts you to magical eavesdropping. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. False Life(PH p229) – Gain 1d10 +1 per level (max +10) temporary hit points. Baleful Polymorph(PH p202) – Transforms subject into a harmless animal. Polymorph(PH p263) – Gives one willing subject a new form. –2 to AC. Expeditious Retreat(PH p228) – Your land speed increases by 30’. Phantasmal Killer(PH p260) – Fearsome illusion kill subject or deals 3d6 damage. Rage(PH p268) – Subjects gain +2 to Strength and Constitution.Dungeons & Dragons 3. 2nd Level Alter Self(PH p197) – Assume the form of a similar creature. curses. Break Enchantment(PH p207) – Frees subject from enchantments. but subject can attack and stay invisible. Fear(PH p229) – Subjects within cone flee for 1 round per level. & petrifaction. Magic Weapon. Nystul’s Magic Aura(PH p257) – Alters object’s magic aura. Dominate Person(PH p224) – Controls humanoid telepathically. Protection from Law(PH p266) – +2 bonus to AC & saves against law. and other vermin stay 10’ away. Unseen Servant(PH p297) – Invisible force obeys your commands. spiders. 4th Level Assay Resistance(CArc p120) – +10 bonus on caster level checks to defeat one creature’s Spell Resistance. Phantasmal Assailants(CArc p117) – Nightmare creatures strike target for 4 Wisdom damage and 4 Dexterity damage. Nondetection(PH p257) – Hides subject from divination and scrying. +1 on Will saves. 2007 Hexblade Spell List Charisma-based Impromptu Arcane Spells. Page 182 . (CWar p5) (CArc p94)+ (CAdv p139)+ 1st Level Alarm(PH p197) – Wards an area for 2 hours per lvl. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. doubled threat range. you can move through obstacles if you have ranks in Escape Artist. uses worst result for 1 round per level. Entropic Shield(PH p227) – Ranged attacks against you suffer 20% miss chance. Hound of Doom(CWar p117) – Creates shadowy protector. Swift(CAdv p153) – Swift. and concealment. Contact Other Plane(PH p212) – Lets you ask question of an extraplanar entity. & hedges out elementals & outsiders. Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy. Charm Person(PH p209) – Make one person your friend. –2 AC and attack rolls.5 Edition Index – Base Classes February 28. Glitterdust(PH p236) – Blinds creatures. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Stinking Cloud(PH p284) – Nauseating vapors. Sending(PH p275) – Delivers a short message anywhere. Repel Vermin(PH p271) – Insects. Solid Fog(PH p281) – Blocks vision and slows movement. caster gains damage as hit points. Blindness/Deafness(PH p206) – Makes subject blind or deaf. counters mind control. Phantom Steed(PH p260) – Magical horse appears for 1 hour per level. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Invisibility Sphere(PH p245) – Makes everyone within 10’ invisible. Prestidigitation(PH p264) – Performs minor tricks. Touch of Idiocy(PH p294) – Subject takes 1d6 Intelligence. Use quasi-real weapon to make touch attacks. Enervation(PH p226) – Subject gains 1d4 negative levels. Darkness(PH p216) – 20’ radius of supernatural shadow. Wind Wall(PH p302) – Deflects arrows. alterations. Critical Strike(CAdv p145) – Swift. Sleep(PH p280) – Puts 4HD of creatures into magical slumber. Mirror Image(PH p254) – Creates decoy duplicates of you (1d4 + 1 per three levels (max 8)). Phantom Threat(CWar p118) – Subject thinks it’s flanked. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. counters mind control. Confusion(PH p212) – Makes subject behave oddly for 1 round per level. instantly. & hedges out elementals & outsiders. Identify(PH p243) – Determines properties of a magic item. You are invisible for 1 round or until you attack. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Light(PH p248) – Object shines like a torch. outlines invisible creatures. Read Magic(PH p269) – Reads scrolls and spellbooks. & hedges out elementals & outsiders. 3rd Level Arcane Sight(PH p201) – Magical auras become visible to you. and +4 on attack rolls to confirm critical hits. Move Silently. Scrying(PH p274)(PHe)+ – Spies on subject from a distance. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. Poison(PH p262) – Touch deals 1d10 Constitution damage. smaller creatures. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Charm Monster(PH p209) – Makes monster believe it is your ally. & hedges out elementals & outsiders. 1 round per level. For 1 round you gain +1d6 damage. Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. Cursed Blade(CWar p117) – Wounds dealt by weapon can’t be healed without Remove Curse. Distract Assailant(CAdv p146) – Swift. Arcane Mark(PH201 p201) – Inscribes a personal rune (visible or invisible). Slow(PH p280) – One subject per level takes only one action per round. repeats in 1 minute. Shadow Form(CAdv p156) – Gain +4 on Hide. Backbiter(CArc p98) – Wooden-hafted weapon strikes wielder. Greater(PH p245) – As Invisibility. See Invisibility(PH p275) – Reveals invisible creatures or objects. Hexblade spell list Dimension Door(PH p221) – Teleports you a short distance. Mount(PH p256) – Summons riding horse for 2 hours per level. Greater(PH p251) – +1 bonus per four levels (max +5). Whirling Blade(CArc p129) – Hurled slashing weapon magically attacks all foes in a 60’ line. One creature is flat-footed for 1 round. counters mind control. Unluck(CArc p128) – Target remakes all rolls. Invisibility. Disguise Self(PH p222) – Changes our appearance. Augment Familiar(CWar p116) – Your familiar becomes more powerful. Detect Magic(PH p219) – Detects spells and magic items within 60’. Tasha’s Hideous Laughter(PH p292) – Subject loses actions for 1 round per level. counters mind control. Protection from Good(PH p266) – +2 bonus to AC & saves against good. Vampiric Touch(PH p298) – Touch deals 1d6 per 2 caster levels. and gases. Spider Climb(PH p283) – Grants ability to walk on walls & ceilings.

counters mind control. Freedom of Movement(PH p233) – Subject moves normally despite impediments. Longstrider(PH p249) – Increases your speed. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Magic Circle against Law(PH p250) – As Protection from Law. enemies suffer –1 penalty. Dispel Good(PH p222) – +4 bonus against attacks by good creatures. & hedges out elementals & outsiders. Bless Weapon(PH p205) – Weapon strikes true against evil foes. fear. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). counters mind control. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. but 10’ radius & 10 minutes per lvl. counters mind control. Bless Water(PH p205) – Makes Holy Water. Protection from Law(PH p266) – +2 bonus to AC & saves against law. Tree Shape(PH p296) – You look exactly like a tree for 1 hour per level. Tree Stride(PH p296) – Step from one tree to another far away. Detect Poison(PH p219) – Detects poison in one creature or small object. Greater(PH p250) – One natural weapon of subject creature gets +1 per three levels to attack and damage rolls –or– all the subject’s natural weapons get a +1 bonus. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. & hedges out elementals & outsiders. & petrifaction.Dungeons & Dragons 3. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. Restoration. may be slowed. 2nd Level Animal Messenger(PH p198) – Sends a Tiny animal to a specific place. Magic Fang. Speak with Animals(PH p281) – You can communicate with animals. Diminish Plants(PH p221) – Reduces size or blights growth of normal plants. Prayer(PH p264) – Allies gain +1 bonus on most rolls. Magic Circle against Chaos(PH p249) – As Protection from Chaos. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. Magic Circle against Good(PH p250) – As Protection from Good. Command Plants(PH p211) – Sway the actions of one or more plant creatures. Incarnate spell list Page 183 .5 Edition Index – Base Classes February 28. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. alterations. Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. Charm Animal(PH p208) – Makes one animal your friend. but 10’ radius & 10 minutes per lvl. 2007 Incarnate Spell List Wisdom-based Prepared Divine Spells(DR310 p53) Note that an Incarnate’s Caster Level is half his/her Class Level. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Entangle(PH p227) – Plants entangle everyone in a 40’ radius. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. improves crops. Speak with Plants(PH p282) – You can talk to normal plants and plant creatures. Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Barkskin(PH p202) – Grants +2 (or higher) enhancement to natural armor. Magic Circle against Evil(PH p249) – As Protection from Evil. Spike Growth(PH p283) – Creatures in area take 1d4 damage. & hedges out elementals & outsiders. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Dismissal(PH p222) – Forces a creature to return to native plane. Protection from Good(PH p266) – +2 bonus to AC & saves against good. Dominate Animal(PH p224) – Subject animal obeys silent mental commands. Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures. but 10’ radius & 10 minutes per lvl. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Plant Growth(PH p236) – Grows vegetation. Magic Fang(PH p250) – One natural weapon of subject creature gets +1 on attack and damage. but 10’ radius & 10 minutes per lvl. curses. Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per lvl. 1st Level Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. counters mind control. Shield Other(PH p278) – You take half of subject’s damage. Dispel Evil(PH p222) – +4 bonus against attacks by evil creatures. & hedges out elementals & outsiders. 3rd Level Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Dispel Chaos(PH p222) – +4 bonus against attacks by chaotic creatures. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type.

Leomund’s Trap(PH p247) – Makes one item seem trapped. Gentle Repose(PH p234) – Preserves one corpse. Divination(PH p224) – Provides useful advice for specific proposed actions. Illusory Script(PH p243) – Only intended reader can decipher. Phantom Steed(PH p260) – Magical horse appears for 1 hour per level. Sepia Snake Sigil(PH p276) – Creates text symbol that immobilizes reader. Daylight(PH p216) – 60’ radius of bright light. Minor Creation(PH p253) – Creates one cloth or wood object. Symbol of Sleep(PH p291) – Triggered rune puts nearby creatures into a catatonic slumber. Animate Rope(PH p199) – Makes a rope move at your command. Major Creation(PH p252) – As Minor Creation. instantly. Message(PH p253) – Whispered conversation at distance. 1st Level Alarm(PH p197) – Wards an area for 2 hours per lvl. 3rd Level Arcane Seal(DR344 p82) – Permanently locks and alarms a portal. or ceiling looks real. Explosive Runes(PH p228) – Deals 6d6 damage when read. Imbue with Spell Ability(PH p243) – Transfer spells to subject. Augury(PH p202) – Leans whether an action will be good or bad. Wall of Stone(PH p299) – Creates a stone wall that can be shaped. Prestidigitation(PH p264) – Performs minor tricks. 2nd Level Arcane Lock(PH p200) – Magically locks a portal or chest. Hardening(Eb p112) – Item’s Hardness increases by 1 per 2 levels. 4th Level Animate Dead(PH p198) – Creates undead skeletons and zombies.5 Edition Index – Base Classes February 28. Misdirection(PH p254) – Misleads divinations for one creature or object. Nystul’s Magic Aura(PH p257) – Alters object’s magic aura. Nondetection(PH p257) – Hides subject from divination and scrying. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. 2007 Magewright Spell List Intelligence-based Prepared Arcane Spells(Eb p256) (RoE p191) 0th Level Arcane Mark(PH201 p201) – Inscribes a personal rune (visible or invisible). Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level. Illusory Wall(PH p243) – Wall. 5th Level Contact Other Plane(PH p212) – Lets you ask question of an extraplanar entity. Unseen Servant(PH p297) – Invisible force obeys your commands. Glyph of Warding(PH p236) – Inscription harms those who pass it. Magic Mouth(PH p251) – Speaks once when triggered. Fire Trap(PH p231) – Opened object deals 1d4 + 1 per level fire damage. Sending(PH p275) – Delivers a short message anywhere. Detect Magic(PH p219) – Detects spells and magic items within 60’. Remove Curse(PH p270) – Frees person or object from a curse. Obscure Object(PH p258) – Masks object against scrying. Mount(PH p256) – Summons riding horse for 2 hours per level. floor.Dungeons & Dragons 3. Stone Shape(PH p284)(PHe)+ – Sculpts stone into any shape. Make Whole(PH p252) – Repairs an object. Mending(PH p253) – Makes minor repairs on an object. Light(PH p248) – Object shines like a torch. Open/Close(PH p258) – Opens or closes small or light things. Leomund’s Secret Chest(PH p247) – Hides expensive chest on Ethereal Plane. Identify(PH p243) – Determines properties of a magic item. Magewright spell list Page 184 . Locate Creature(PH p249) – Indicates direction to familiar creature. Detect Scrying(PH p219) – Alerts you to magical eavesdropping. Symbol of Pain(PH p290) – Triggered rune wracks nearby creatures with pain. Locate Object(PH p249) – Senses direction toward object (specific or type). False Vision(PH p229) – Fools scrying with an illusion. Fabricate(PH p229) – Transforms raw materials into finished items. you retrieve it at will. Arcane Sight(PH p201) – Magical auras become visible to you. Scrying(PH p274)(PHe)+ – Spies on subject from a distance. Tenser’s Floating Disk(PH p294) – 3’ diameter horizontal disk that holds 100 pounds per level. Secret Page(PH p275) – Changes one page to hide its real contents. Permanency(PH p259) – Makes certain spells permanent. Unseen Crafter(RoE p191) – Invisible force obeys your command and can use the Craft skill. plus stone and metal. Tongues(PH p294) – Speak any language. Whispering Wind(PH p301) – Sends a short message one mile per level. Mage Hand(PH p249) – 5 pound telekinesis. but anything can pass through. Erase(PH p227) – Mundane or magical writing vanishes. chest. Hold Portal(PH p241) – Holds one door shut. etc. Comprehend Languages(PH p212) – You understand all spoken and written languages. Magecraft(Eb p113) – +5 Competence bonus on one Craft check. Read Magic(PH p269) – Reads scrolls and spellbooks. False Vision(PH p229) – Fools scrying with an illusion.

5th Level Awaken(PH p202)(DR330 p81)+ – Animal or tree gains human intellect. +20). Know Direction(PH p246) – You discern north. Wall of Thorns(PH p300) – Thorns damage anyone who tries to pass. Cure Minor Wounds(PH p216) – Cures 1 point of damage. Guidance(PH p238) – +1 on one attack roll. Virtue(PH p289) – Subject gains 1 Temporary HP. Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. 0th Level Create Water(PH p215) – Creates 2 gallons/level of pure water. Summon Nature’s Ally V(PH p289) – Calls creature to fight.Dungeons & Dragons 3. Light(PH p248) – Object shines like a torch. or skill check. Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water. 2007 Mystic Ranger Supplemental Spell List Wisdom-based Prepared Divine Spells(DR336 p105) The following spells are in addition to the standard Ranger spell list. saving throw.5 Edition Index – Base Classes February 28. Flare(PH p232) – Dazzles one creature (–1 on attack rolls). Control Winds(PH p214) – Change wind direction and speed. Baleful Polymorph(PH p202) – Transforms subject into a harmless animal. Mending(PH p253) – Makes minor repairs on an object. Paladin of Freedom spell list Page 185 .

& hedges out elementals & outsiders. curses. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Magic Circle against Evil(PH p249) – As Protection from Evil. deals +2d6 damage against evil. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Zone of Truth(PH p303) – Subjects within range cannot lie. 3rd Level Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Daylight(PH p216) – 60’ radius of bright light. Detect Poison(PH p219) – Detects poison in one creature or small object. Detect Undead(PH p220) – Reveals undead within 60’. Paladin of Freedom spell list Page 186 . Bless Weapon(PH p205) – Weapon strikes true against evil foes. Remove Paralysis(PH p271) – Frees one or more creatures from paralysis. & hedges out elementals & outsiders. Neutralize Poison(PH p257) – Immunizes subject against poison. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. enemies suffer –1 penalty. alterations. Magic Circle against Law(PH p250) – As Protection from Law. Prayer(PH p264) – Allies gain +1 bonus on most rolls. Remove Blindness/Deafness(PH p270) – Cures normal or magical conditions. counters mind control. but 10’ radius & 10 minutes per lvl. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Bless Water(PH p205) – Makes Holy Water. Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. Read Magic(PH p269) – Reads scrolls and spellbooks. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. 1st Level Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. or Slow. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. detoxifies venom in or on subject. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. & petrifaction. Freedom of Movement(PH p233) – Subject moves normally despite impediments. Restoration(PH p272) – Restores level and ability score drains. Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage. Holy Sword(PH p215) – Weapon becomes +5.Dungeons & Dragons 3. Shield Other(PH p278) – You take half of subject’s damage. fear. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. hold. Greater(PH p251) – +1 bonus per four levels (max +5). 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. but 10’ radius & 10 minutes per lvl. Heal Mount(PH p239) – As Heal on warhorse or other special mount. 2nd Level Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Protection from Law(PH p266) – +2 bonus to AC & saves against law. Magic Weapon. Dispel Evil(PH p222) – +4 bonus against attacks by evil creatures. Remove Curse(PH p270) – Frees person or object from a curse. Restoration.5 Edition Index – Base Classes February 28. Create Water(PH p215) – Creates 2 gallons/level of pure water. Mark of Justice(PH p252) – Designates action that will trigger cure on subject. counters mind control. 2007 Paladin of Freedom Spell List Wisdom-based Prepared Divine Spells(UA p53) Note that a Paladin of Freedom’s Caster Level is half his Class Level. Virtue(PH p289) – Subject gains 1 temporary hp.

Protection from Law(PH p266) – +2 bonus to AC & saves against law. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). 4d8 + 1 per level (max +20). Darkness(PH p216) – 20’ radius of supernatural shadow. Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Endure Elements(PH p226) – Exist comfortably in hot or cold environments. repeats in 1 minute. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. Greater(PH p251) – +1 bonus per four levels (max +5). Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. counters mind control. Create Water(PH p215) – Creates 2 gallons/level of pure water. 3d8 +1 per level (max +15). Corrupt Weapon(DMG p182) – Weapon strikes true again good foes. 1st Level Bane(PH p203) – Enemies take –1 on attack rolls and saves against fear. Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. Heal Mount(PH p239) – As Heal on warhorse or other special mount. Corrupt Sword(DMG p182) – Weapon becomes +5. curses. Detect Poison(PH p219) – Detects poison in one creature or small object. 2nd Level Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. Inflict Critical Wounds(PH p244) – Touch attack. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Magic Circle against Law(PH p250) – As Protection from Law. Poison(PH p262) – Touch deals 1d10 Constitution damage. Curse Water(PH p216) – Makes Unholy Water. but 10’ radius & 10 minutes per lvl. enemies suffer –1 penalty. Magic Circle against Good(PH p250) – As Protection from Good. counters mind control. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type.Dungeons & Dragons 3. Read Magic(PH p269) – Reads scrolls and spellbooks. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Magic Weapon. Paladin of Slaughter spell list Page 187 . alterations. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). & hedges out elementals & outsiders. Dispel Good(PH p222) – +4 bonus against attacks by good creatures. Prayer(PH p264) – Allies gain +1 bonus on most rolls. deals +2d6 damage against good. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. Protection from Good(PH p266) – +2 bonus to AC & saves against good. but 10’ radius & 10 minutes per lvl. Virtue(PH p289) – Subject gains 1 temporary hp. Detect Undead(PH p220) – Reveals undead within 60’.5 Edition Index – Base Classes February 28. 2d8 +1 per level (max +10). Note that a Paladin of Slaughter’s Caster Level is half his Class Level. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. 3rd Level Blindness/Deafness(PH p206) – Makes subject blind or deaf. & petrifaction. 2007 Paladin of Slaughter Spell List Wisdom-based Prepared Divine Spells(UA p54). Inflict Moderate Wounds(PH p244) – Touch attack. Inflict Serious Wounds(PH p244) – Touch attack. & hedges out elementals & outsiders. Inflict Light Wounds(PH p244) – Touch deals 1d8 damage +1 per level (max +5). Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level.

enemies suffer –1 penalty. saves. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. Note that a Paladin of Tyranny’s Caster Level is half his Class Level. and skill checks. Dominate Person(PH p224) – Controls humanoid telepathically. Discern Lies(PH p221) – Reveals deliberate falsehoods. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. counters mind control. curses. or 50% chance of losing each action. Inflict Serious Wounds(PH p244) – Touch attack. Detect Poison(PH p219) – Detects poison in one creature or small object. Prayer(PH p264) – Allies gain +1 bonus on most rolls. 4d8 + 1 per level (max +20). saves. Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. Virtue(PH p289) – Subject gains 1 temporary hp. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Dispel Good(PH p222) – +4 bonus against attacks by good creatures. alterations. Create Water(PH p215) – Creates 2 gallons/level of pure water. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Heal Mount(PH p239) – As Heal on warhorse or other special mount. Inflict Critical Wounds(PH p244) – Touch attack. & petrifaction. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Darkness(PH p216) – 20’ radius of supernatural shadow. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. Paladin of Tyranny spell list Page 188 . Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. 3rd Level Bestow Curse(PH p203) – Subject either receives a –6 on one ability. Greater(PH p251) – +1 bonus per four levels (max +5). Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. Curse Water(PH p216) – Makes Unholy Water. 2007 Paladin of Tyranny Spell List Wisdom-based Prepared Divine Spells(UA p55). 1st Level Bane(PH p203) – Enemies take –1 on attack rolls and saves against fear. -4 enhancement penalty on attacks. 2d8 +1 per level (max +10).Dungeons & Dragons 3. but 10’ radius & 10 minutes per lvl. damage rolls. Read Magic(PH p269) – Reads scrolls and spellbooks. Dispel Chaos(PH p222) – +4 bonus against attacks by chaotic creatures.5 Edition Index – Base Classes February 28. Magic Circle against Good(PH p250) – As Protection from Good. Detect Undead(PH p220) – Reveals undead within 60’. deals +2d6 damage against good. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Magic Circle against Chaos(PH p249) – As Protection from Chaos. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. but 10’ radius & 10 minutes per lvl. counters mind control. 3d8 +1 per level (max +15). Magic Weapon. Protection from Good(PH p266) – +2 bonus to AC & saves against good. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. and checks. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Inflict Light Wounds(PH p244) – Touch deals 1d8 damage +1 per level (max +5). Doom(PH p225) – One subject takes –2 on attack rolls. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Corrupt Weapon(DMG p182) – Weapon strikes true again good foes. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). & hedges out elementals & outsiders. & hedges out elementals & outsiders. 2nd Level Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Corrupt Sword(DMG p182) – Weapon becomes +5. Inflict Moderate Wounds(PH p244) – Touch attack.

Nystul’s Magic Aura(PH p257) – Alters object’s magic aura. Detect Magic(PH p219) – Detects spells and magic items within 60’. Charm Person(PH p209) – Make one person your friend. Remove Fear(PH p271) – Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Expeditious Retreat(PH p228) – Your land speed increases by 30’. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Unseen Servant(PH p297) – Invisible force obeys your commands. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Pyrotechnics(PH p267) – Turns fire into blinding light or choking smoke. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. Animal Trance(PH p198) – Fascinates 2d6 HD of animals.5p208) – Subject gains +4 Dexterity for 1 minute per level. Feather Fall(PH p229) – Objects or creatures fall slowly. Summon Swarm(PH p289) – Summons a swarm of bats. Rage(PH p268) – Gives +2 to Str and Con. Tongues(PH p294) – Speak any language. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Message(PH p253) – Whispered conversation at distance. Sleep(PH p280) – Puts 4HD of creatures into magical slumber. Blindness/Deafness(PH p206) – Makes subject blind or deaf. Blur(PH p206) – Attacks miss subject 20% of the time. Hypnotism(PH p242) – Fascinates 2d4 HD of creatures. Animal Messenger(PH p198) – Sends a Tiny animal to a specific place. Heroism(PH p240) – Gives a +2 on attack rolls. may stun them. Ventriloquism(PH p298) – Throws voice for 1 minute per level. 2nd Level Alter Self(PH p197) – Assume the form of a similar creature. Summon Nature’s Ally II(PH p288) – Calls creature to fight. & skill checks. 2007 Savage Bard Spell List Charisma-based Impromptu Arcane Spells(UA p50) 0th Level Dancing Lights(PH p216) – Creates torches or other lights. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. Darkness(PH p216) – 20’ radius of supernatural shadow. –2 to AC. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Detect Snares and Pits(PH p220) – Reveals natural or primitive traps. Glitterdust(PH p236) – Blinds creatures. Animate Rope(PH p199) – Makes a rope move at your command. Minor Image(PH p254) – As Silent Image. Silence(PH p279) – Negate sound in 15’ radius. Silent Image(PH p279) – Creates a minor illusion of your design. Light(PH p248) – Object shines like a torch.Dungeons & Dragons 3. Grease(PH p237) – Makes 10’ square or 1 object slippery. Lesser Confusion(PH p212) – One creature is confused for 1 round. 1st Level Alarm(PH p197) – Wards an area for 2 hours per lvl. Scare(PH p274) – Panics creatures of less than 6HD. Lullaby(PH p249) – Makes subject drowsy. Disguise Self(PH p222) – Changes your appearance Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Obscure Object(PH p258) – Masks object against scrying. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. Flare(PH p232) – Dazzles one creature (–1 on attack rolls). Identify(PH p243) – Determines properties of a magic item. Suggestion(PH p285) – Compels subject to follow stated course of action. Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per lvl. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Mirror Image(PH p254) – Creates decoy duplicates of you (1d4 + 1 per three levels (max 8)). outlines invisible creatures. Sound Burst(PH p281) – Deals 1d8 sonic damage to subjects. Shatter(PH p278) – Sonic vibration damages objects or crystalline creatures. Ghost Sound(PH p235) – Figment sounds. Whispering Wind(PH p301) – Sends a short message one mile per level. Misdirection(PH p254) – Misleads divinations for one creature or object. +1 on Will saves. –5 on Spot & Listen checks. Daze(PH p217) – Humanoid creature of 4HD or less loses next action. Summon Nature’s Ally I(PH p288) – Calls creature to fight. Hypnotic Pattern(PH p242) – Fascinates (2d4 + level) HD of creatures. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. plus some sound. Savage Bard spell list Page 189 . rats. –2 Will saves against Sleep. saves. Tasha’s Hideous Laughter(PH p292) – Subject loses actions for 1 round per level. Magic Mouth(PH p251) – Speaks once when triggered.5 Edition Index – Base Classes February 28. Locate Object(PH p249) – Senses direction toward object (specific or type). Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. Calm Animals(PH p207) – Calms (2d4 + level) HD of animals. Cat’s Grace(PH 3. Mage Hand(PH p249) – 5 pound telekinesis. Detect Thoughts(PH p220) – Allows “listening” to surface thoughts. Mending(PH p253) – Makes minor repairs on an object. or spiders. Know Direction(PH p246) – You discern north. Open/Close(PH p258) – Opens or closes small or light things. Summon Instrument(PH p285) – Summons one instrument of the caster’s choice.

skill checks. Suggestion. saves. Freedom of Movement(PH p233) – Subject moves normally despite impediments. Glibness(PH p235)(PHe)+ – You gain +30 bonus on Bluff checks. Hold Monster(PH p241) – As Hold Person. alterations. or the like). Speak with Animals(PH p281) – You can communicate with animals. Repel Vermin(PH p271) – Insects. but only 20% real. +20). damage rolls. Cat’s Grace. –1 AC and attack rolls. Animate Objects(PH p199) – Objects attack your foes.Dungeons & Dragons 3. Greater(PH p245) – As Invisibility. and thermal effects. Mass(PH p216) – Cures 2d8 damage + 1 per level for many creatures. Eagle’s Splendor. & checks. 5th Level Commune with Nature(PH p211) – Learn about terrain for one mile per level. Confusion(PH p212) – Makes subject behave oddly for 1 round per level. Programmed Image(PH p265) – As Major Image. Speak with Plants(PH p282) – You can talk to normal plants and plant creatures. but only 20% real. Greater(PH p210)(PHe)+ – As Dispel Magic. Daylight(PH p216) – 60’ radius of bright light. plus one subject per level. Geas. place. Mass(PH p225) – As Eagle’s Splendor. and smell. False Vision(PH p229) – Fools scrying with an illusion. sickened. Detect Scrying(PH p219) – Alerts you to magical eavesdropping. and petrifaction Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. Greater(PH p279) – Devastating yell deals 10d6 sonic damage. Dream(PH p225) – Sends message to anyone asleep. Phantom Steed(PH p260) – Magical horse appears for 1 hour per level. immunity to fear. 2007 Savage Bard Spell List (continued) 3rd Level Blink(PH p206) – You randomly vanish and reappear for 1 round per level. plus triggered by an event. Slow(PH p280) – One subject per level takes only one action per round. Leomund’s Secure Shelter(PH p247) – Creates study cottage. smell. Remove Curse(PH p270) – Frees person or object from a curse. Cure Moderate Wounds. Geas/Quest(PH p234) – As Lesser Geas. Hallucinatory Terrain(PH p238) – Makes one type of terrain appear like another (field into forest. Mass(PH p233) – As Fox’s Cunning. damage rolls. +1 on attack rolls. Good Hope(PH p237) – Subjects gain +2 on attack rolls. temporary hp. Mass(PH p216) – Cures 1d8 damage +1 per level for many creatures. Heroism. but sound. Secret Page(PH p275) – Changes one page to hide its real contents. Page 190 . Seeming(PH p275) – Changes the appearance of one person per two levels. Fear(PH p229) – Subjects within cone flee for 1rnd/lvl. Permanent Image(PH p260) – Includes sight. Greater(PH p285) – Gives +4 bonus on attack rolls. Modify Memory(PH p255) – Changes 5 minutes of subject’s memories. Legend Lore(PH p246) – Lets you learn tales about a person. and other vermin stay 10’ away. Locate Creature(PH p249) – Indicates direction to familiar creature. Mass(PH p208) – As Cat’s Grace. plus it affects any creature. stuns creatures. cures. and Reflex saves. damages objects. detoxifies venom in or on subject. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. fatigue. affects one subject per level. Sympathetic Vibration(PH p291) – Inflicts 2d10 damage per round on a free-standing structure. plus structures. Cure Light Wounds. Rainbow Pattern(PH p268) – Lights fascinate 24 HD of creatures. Mind Fog(PH p253) – Subjects in fog get a –10 on Will saves & Wisdom checks. but can effect any creature. and comatose. Creeping Doom(PH p214) – Swarms of centipedes attack at your command. Shout(PH p279) – Deafens all within cone and deals 5d6 damage. Invisibility. Mass(PH p285) – As Suggestion. Song of Discord(PH p281) – Forces targets to attack each other. Displacement(PH p223) – Attacks miss subject 50% of the time. Persistent Image(PH p260) – As Major Image. Otto’s Irresistible Dance(PH p259) – Forces subject to dance. Heroes’ Feast(PH p240) – Ford for one creature per level. Sculpt Sound(PH p275) – Creates new sounds or changes existing ones. Mirage Arcana(PH p254) – As Hallucinatory Terrain. Snare(PH p280) – Creates a magical booby trap. Summon Nature’s Ally III(PH p288) – Calls creature to fight. Reincarnate(PH p270) – Brings dead subject back in a random humanoid body. Haste(PH p239) – One creature per level moves faster. Summon Nature’s Ally VI(PH p289) – Calls creature to fight. but faster and longer. Shadow Evocation(PH p277) – Mimics evocation of lower than 5th level. curses. Shadow Conjuration(PH p276) – Mimics conjuring below 4th level. spiders. but subject can attack and stay invisible.5 Edition Index – Base Classes February 28. Summon Nature’s Ally V(PH p289) – Calls creature to fight. or thing. Major Image(PH p252) – As Silent Image. saves. but no concentration required. Shout. Lesser(PH p235) – Commands subject of 7 HD or less. affects one subject per level. Crushing Despair(PH p215) – Subject takes –2 on attack rolls. Dominate Person(PH p224) – Controls humanoid telepathically. Summon Nature’s Ally IV(PH p288) – Calls creature to fight. saves. Mislead(PH p255) – Turns you invisible and creates illusory double. Scrying. Greater(PH p275)(PHe)+ – As Scrying. Deep Slumber(PH p217) – Puts 10HD of creatures to sleep. Veil(PH p298) – Changes appearance of group of creatures. Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level. Find the Path(PH p230) – Shows most direct way to a location. Savage Bard spell list Fox’s Cunning. but up to +20 on the check. Scrying(PH p274)(PHe)+ – Spies on subject from a distance. Dimension Door(PH p221) – Teleports you a short distance. and grants combat bonuses. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). 6th Level Analyze Dweomer(PH p197) – Reveals magical aspects of subject. Dispel Magic. and your lies can escape magical discernment. Leomund’s Tiny Hut(PH p247) – Creates shelter for ten creatures. affects one subject per level. Charm Monster(PH p209) – Makes monster believe it is your ally. Illusory Script(PH p243) – Only intended reader can decipher. Invisibility Sphere(PH p245) – Makes everyone within 10’ invisible. AC. Insect Plague(PH p244) – Locust swarms attack. Neutralize Poison(PH p257) – Immunizes subject against poison. Zone of Silence(PH p303) – Keeps eavesdroppers from overhearing conversations. and checks. Gaseous Form(PH p234) – Subject becomes insubstantial and can fly slowly. Nightmare(PH p257) – Send vision dealing 1d10 damage. See Invisibility(PH p275) – Reveals invisible creatures or objects. Project Image(PH p265) – Illusory double can talk and cast spells. Eyebite(PH p228) – Target becomes panics. Shadow Walk(PH p277) – Step into shadow to travel rapidly. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. sound.

Freedom of Movement(PH p233) – Subject moves normally despite impediments. Daylight(PH p216) – 60’ radius of bright light. evil. deals +2d6 damage against evil. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Magic Circle against Evil(PH p249) – As Protection from Evil.5 Edition Index – Base Classes February 28. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. 1st Level Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. Summon Monster III(PH p286) – Summons an extraplanar creature to fight for you. Shield Other(PH p278) – You take half of subject’s damage. Shield of Faith(PH p278) – Aura grants +2 (or higher) deflection bonus. Summon Monster IV(PH p286) – Calls an extraplanar creature to fight for you. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Prayer(PH p264) – Allies gain +1 bonus on most rolls. Neutralize Poison(PH p257) – Immunizes subject against poison. Remove Disease(PH p271) – Cures all diseases affecting subject. Summon Monster I(PH p285) – Summons an extraplanar creature to fight for you. enemies suffer –1 penalty. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Bless Water(PH p205) – Makes Holy Water. Protection from Good(PH p266) – +2 bonus to AC & saves against good. Invisibility Purge(PH p245) – Dispels invisibility within 5’ per level. curses. Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. Summon Monster II(PH p286) – Summons an extraplanar creature to fight for you. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Bless Weapon(PH p205) – Weapon strikes true against evil foes. alterations. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. & hedges out elementals & outsiders. but 10’ radius & 10 minutes per lvl. making undead weaker. counters mind control. Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage. Restoration. Spiritual Weapon(PH p283) – Magical weapon attacks on its own. & petrifaction. 2007 Sentinel Spell List Wisdom-based Prepared Divine Spells(DR310 p52) Note that a Sentinel’s Caster Level is half his/her Class Level. Remove Fear(PH p271) – Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Restoration(PH p272) – Restores level and ability score drains. 3rd Level Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). or chaotic.Dungeons & Dragons 3. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. & hedges out elementals & outsiders. Death Ward(PH p217) – Grants immunity to death spells and negative energy effects. fear. Sentinel spell list Page 191 . detoxifies venom in or on subject. lawful. Remove Blindness/Deafness(PH p270) – Cures normal or magical conditions. Remove Curse(PH p270) – Frees person or object from a curse. counters mind control. Detect Poison(PH p219) – Detects poison in one creature or small object. Dismissal(PH p222) – Forces a creature to return to native plane. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Consecrate(PH p212) – Fills area with positive energy. Hold Portal(PH p241) – Holds one door shut. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). 2nd Level Align Weapon(PH p197) – Weapon becomes good. Holy Sword(PH p215) – Weapon becomes +5.

or skill check. Detect Good(PH p219) – Reveals good creatures. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Dream(PH p225) – Sends message to anyone sleeping. Contagion(PH p213) – Infects subject with chosen disease. Minor Creation(PH p253) – Creates one cloth or wood object. & hedges out elementals & outsiders. or objects. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. Continual Flame(PH p213) – Makes a permanent. Darkness(PH p216) – 20’ radius of supernatural shadow. curses. Nightmare(PH p257) – Send vision dealing 1d10 damage. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. spells. +20). Protection from Good(PH p266) – +2 bonus to AC & saves against good. 1st Level Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs.5p208) – Subject gains +4 Dexterity for 1 minute per level. & hedges out elementals & outsiders. 2nd Level Aid(PH p196) – +1 on attack rolls. saves. & hedges out elementals & outsiders. Remove Curse(PH p270) – Frees person or object from a curse. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. alterations.Dungeons & Dragons 3. counters mind control. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. 4th Level Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level. or objects. Urban Adept spell list Page 192 . 5th Level Break Enchantment(PH p207) – Frees subject from enchantments. Identify(PH p243) – Determines properties of a magic item. Commune(PH p211) – Deity answers one yes-or-no question per level. spells. Obscuring Mist(PH p258) – Fog surrounds you. plus stone and metal. Neutralize Poison(PH p257) – Immunizes subject against poison. fatigue. Daylight(PH p216) – 60’ radius of bright light. Whispering Wind(PH p301) – Sends a short message one mile per level. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. counters mind control. +1 on saves against fear. Comprehend Languages(PH p212) – You understand all spoken and written languages. Legend Lore(PH p246) – Lets you learn tales about a person. Guidance(PH p238) – +1 on one attack roll. & hedges out elementals & outsiders. counters mind control. 2007 Urban Adept Spell List Wisdom-based Prepared Divine Spells(Sharn p167) 0th Level Create Water(PH p215) – Creates 2 gallons/level of pure water. Mending(PH p253) – Makes minor repairs on an object. Detect Magic(PH p219) – Detects spells and magic items within 60’. Tongues(PH p294) – Speak any language. Detect Evil(PH p218) – Reveals evil creatures. Heal(PH p239) – Cures 10 points per level. -4 enhancement penalty on attacks. 1d8 temporary hp +1/lvl (max +10) Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). or objects. or objects. saving throw. Major Creation(PH p252) – As Minor Creation. and skill checks. Charm Person(PH p209) – Make one person your friend. See Invisibility(PH p275) – Reveals invisible creatures or objects. Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water. True Seeing(PH p296) – See all things as they really are. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. Locate Object(PH p249) – Senses direction toward object (specific or type). Restoration(PH p272) – Restores level and ability score drains. Detect Law(PH p219) – Reveals lawful creatures. 3rd Level Animate Dead(PH p198) – Creates undead skeletons and zombies. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. fear. Light(PH p248) – Object shines like a torch. spells. Stoneskin(PH p284) – Ignore 10 points of damage per attack. Scrying(PH p274)(PHe)+ – Spies on subject from a distance. Remove Disease(PH p271) – Cures all diseases affecting subject. Bestow Curse(PH p203) – Subject either receives a –6 on one ability. Command(PH p211) – One subject obeys selected command for 1 round. counters mind control. detoxifies venom in or on subject. or thing. heatless torch. or 50% chance of losing each action. Cure Minor Wounds(PH p216) – Cures 1 point of damage. spells. Raise Dead(PH p268) – Restores life to subject who died up to 1 day per level ago. Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. place. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. & petrifaction.5 Edition Index – Base Classes February 28. Protection from Law(PH p266) – +2 bonus to AC & saves against law. all diseases and mental conditions. Read Magic(PH p269) – Reads scrolls and spellbooks. Cat’s Grace(PH 3. Detect Chaos(PH p218) – Reveals chaotic creatures.

1d6+1 damage. concealment. Diminish Plants(PH p221) – Reduces size or blights growth of normal plants. Suggestion(PH p285) – Compels subject to follow stated course of action. Calm Emotions(PH p207) – Calms creatures. 1 round per level. Scatterspray(DR317 p36) – A collection of small objects (stones. apples. Magic Mouth(PH p251) – Speaks once when triggered.5p208) – Subject gains +4 Dexterity for 1 minute per level. Knock(PH p246) – Opens locked or magically sealed door. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. Chill Metal(PH p209) – Cold metal damages those who touch it. Keen Edge(PH p245) – Doubles normal weapon’s threat range. Magic Stone(PH p251) – Three stones become +1 projectiles. handle. Animate Rope(PH p199) – Makes a rope move at your command. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. 2007 Urban Druid Spell List Charisma-based Prepared Divine Spells(DR317 p33) 0th Level Create Water(PH p215) – Creates 2 gallons/level of pure water. Locate Object(PH p249) – Senses direction toward object (specific or type). Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage. Comprehend Languages(PH p212) – You understand all spoken and written languages. Charm Person(PH p209) – Make one person your friend. Detect Undead(PH p220) – Reveals undead within 60’. Tongues(PH p294) – Speak any language. Warp Wood(PH p300) – Bends wood (shaft. as appropriate. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Detect Magic(PH p219) – Detects spells and magic items within 60’. Detect Thoughts(PH p220) – Allows “listening” to surface thoughts. door. Neutralize Poison(PH p257) – Immunizes subject against poison. Repair Moderate Damage(DR317 p36) – Restores 2d8 + 1/lvl (max +10) points of damage to a Construct. Faerie Fire(PH p229) – Outline subjects with light. Mending(PH p253) – Makes minor repairs on an object. Virtue(PH p289) – Subject gains 1 temporary hp. etc. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level.5 Edition Index – Base Classes February 28. Heat Metal(PH p239) – Makes metal so hot it damages those who touch it. doing lethal or nonlethal damage. Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per lvl. etc. Detect Secret Doors(PH p220) – Reveals hidden doors within 60’. Magic Fang(PH p250) – One natural weapon of subject creature gets +1 on attack and damage. Quench(PH p267) – Extinguishes nonmagical fires or one magic item. 1st Level Alarm(PH p197) – Wards an area for 2 hours per lvl. Obscure Object(PH p258) – Masks object against scrying. Repair Light Damage(DR317 p35) – Restores 1d8 + 1/lvl (max +5) points of damage to a Construct. Cure Minor Wounds(PH p216) – Cures 1 point of damage. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. Charm Monster(PH p209) – Makes monster believe it is your ally. or spiders. Shrink Item(PH p279) – Object shrinks to 1/16th its normal size. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Magic Fang. Longstrider(PH p249) – Increases your speed. Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water. Summon Swarm(PH p289) – Summons a swarm of bats. Repair Serious Damage(DR317 p36) – Restores 3d8 + 1/lvl (max +15) points of damage to a Construct. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. Repair Minor Damage(DR317 p35) – Restores 1 point of damage to a Construct. and your lies can escape magical discernment. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Halt Undead(PH p238) – Immobilizes undead for 1 round per level. Nondetection(PH p257) – Hides subject from divination and scrying. Restoration. Leomund’s Tiny Hut(PH p247) – Creates shelter for ten creatures. Know Direction(PH p246) – You discern north. Detect Poison(PH p219) – Detects poison in one creature or small object. Hold Portal(PH p241) – Holds one door shut. Greater(PH p250) – One natural weapon of subject creature gets +1 per three levels to attack and damage rolls –or– all the subject’s natural weapons get a +1 bonus. Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy. Wood Shape(PH p303) – Rearranges wooden objects to suit you. Remove Disease(PH p271) – Cures all diseases affecting subject. Light(PH p248) – Object shines like a torch.Dungeons & Dragons 3. Obscuring Mist(PH p258) – Fog surrounds you. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. negating emotion effects. canceling Blur. saving throw. Urban Druid spell list Page 193 . Poison(PH p262) – Touch deals 1d10 Constitution damage. Jump(PH p246) – Subject gains bonus on Jump checks. 2nd Level Barkskin(PH p202) – Grants +2 (or higher) enhancement to natural armor. Speak with Dead(PH p281) – Corpse answer one question per two levels. detoxifies venom in or on subject. Spider Climb(PH p283) – Grants ability to walk on walls & ceilings. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. Read Magic(PH p269) – Reads scrolls and spellbooks. Glibness(PH p235)(PHe)+ – You gain +30 bonus on Bluff checks. Misdirection(PH p254) – Misleads divinations for one creature or object. repeats in 1 minute. Cat’s Grace(PH 3. rats. Daylight(PH p216) – 60’ radius of bright light. Stinking Cloud(PH p284) – Nauseating vapors. Rope Trick(PH p273) – As many as eight creatures hide in an extradimensional space. Contagion(PH p213) – Infects subject with chosen disease. Fog Cloud(PH p232) – Fog obscures vision. or skill check. Guidance(PH p238) – +1 on one attack roll.) fly in a 10’ radius burst. Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. 3rd Level Call Lightning(PH p207) – Calls down lightning bolts (3d6 per bolt) from the sky. plank). Endure Elements(PH p226) – Exist comfortably in hot or cold environments.

Call Lightning Storm(PH p207) – As Call Lightning. Word of Recall(PH p303) – Teleports you back to a designated place. Discern Location(PH p222) – Reveals the exact location of a creature or object. Freedom(PH p233) – Releases creature suffering from the spell Imprisonment. Earthquake(PH p225) – tremor shakes 5’/level radius. Susurrus of the City(DR317 p36) – Gain information about the goings on in a city. Mass(PH p259) – As Owl’s Wisdom. 8th Level Cure Serious Wounds. Suggestion. +20). Major Creation(PH p252) – As Minor Creation. Unhallow(PH p297) – Designates location as Unholy. but 5d6 damage per bolt. Finger of Death(PH p230) – Kills one subject. Giant Vermin(PH p235) – Turns centipedes. Wall of Iron(PH p299) – 30 hp per 4 levels. Mass(PH p216) – Cures 3d8 damage +1 per level for many creatures. Legend Lore(PH p246) – Lets you learn tales about a person. and other vermin stay 10’ away. Locate Creature(PH p249) – Indicates direction to familiar creature. Minor Creation(PH p253) – Creates one cloth or wood object. affects one subject per level. Regenerate(PH p270) – Subject’s severed limbs grow back. Reverse Gravity(PH p273) – Objects and creatures fall upward. Phase Door(PH p261) – Invisible passage through wood or stone. Leomund’s Secret Chest(PH p247) – Hides expensive chest on Ethereal Plane. Death Ward(PH p217) – Grants immunity to death spells and negative energy effects. Dominate Person(PH p224) – Controls humanoid telepathically. Mass(DR317 p35) – Restores 4d8 + 1/lvl (max +40) points of damage to many Constructs.Dungeons & Dragons 3. Stone to Flesh(PH p285) – Restores a petrified creature. Mass(PH p203) – As Bear’s Endurance. Repel Wood(PH p271) – Pushes away wooden objects. Fabricate(PH p229) – Transforms raw materials into finished items. Eagle’s Splendor. Cat’s Grace. Flesh to Stone(PH p232) – Turns subject creature into a statue. Freedom of Movement(PH p233) – Subject moves normally despite impediments. scorpions. lightning. Blight(PH p206) – Withers one plant or deals 1d6 per level damage to a plant creature. Move Earth(PH p257) – Digs trenches and builds hills. Mass(PH p285) – As Suggestion. so that traveling out of one gate causes creatures to enter the other. but up to +20 on the check. lowers bodies of water. Repair Serious Damage. Polymorph Any Object(PH p263)(PHe)+ – Changes any subject into anything else. Storm of Vengeance(PH p285) – Storm rains acid. all diseases and mental conditions. Owl’s Wisdom. affects one subject per level. Bear’s Endurance. Statue(PH p284) – Subject can become a statue at will. Repel Metal or Stone(PH p271) – Pushes away metal and stone. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Mass(DR317 p36) – Restores 2d8 + 1/lvl (max +30) points of damage to many Constructs. or spiders into giant vermin. Mass(DR317 p35) – Restores 1d8 + 1/lvl (max +25) points of damage to many Constructs. Mass(PH p207) – As Bull’s Strength. Spellstaff(PH p282) – Stores one spell in wooden quarterstaff. place. and hail. Control Water(PH p214) – Raises. Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. Control Winds(PH p214) – Change wind direction and speed. Bull’s Strength. Scrying(PH p274)(PHe)+ – Spies on subject from a distance. 2007 Urban Druid Spell List (continued) 4th Level Antiplant Shell(PH p200) – Keeps animated plants at bay. Foresight(PH p207) – “Sixth sense” warns of danger. Mordenkainen’s Magnificent Mansion(PH p256) – Door leads to extradimensional mansion. 6th Level Antilife Shell(PH p199) – 10’ radius field hedges out living creatures. cures 4d8 damage +1 per level (max +35). Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. True Seeing(PH p296) – See all things as they really are. Hallow(PH p238) – Designates location as Holy. Greater(PH p275)(PHe)+ – As Scrying. Wall of Stone(PH p299) – Creates a stone wall that can be shaped. Imprisonment(PH p244) – Entombs subject beneath the earth. Repair Critical Damage. Mass(DR317 p36) – Restores 3d8 + 1/lvl (max +35) points of damage to many Constructs. Dispel Magic. Dimensional Lock(PH p221) – Teleportation and interplanar travel are blocked for 1 day per lvl. Find the Path(PH p230) – Shows most direct way to a location. Hold Monster(PH p241) – As Hold Person. Repair Critical Damage(DR317 p35) – Restores 4d8 + 1/lvl (max +20) points of damage to a Construct. Mordenkainen’s Private Sanctum(PH p256) – Prevents anyone from viewing or scrying an area for 24 hours. Mass(PH p216) – Cures 2d8 damage + 1 per level for many creatures. Guards and Wards(PH p237) – Array of magic effects protect area. affects one subject per level. Repair Moderate Damage. you retrieve it at will. Stone Tell(PH p284) – Talk to natural or worked stone. Citygate(DR317 p35) – Connect the entrances of two cities. Atonement(PH p201) – Removes burden of misdeeds from subject. Iron Body(PH p245) – You body becomes living iron. Passwall(PH p259) – Creates a passage through wood or stone walls. Mass(PH p208) – As Cat’s Grace. or vice versa. 7th Level Control Weather(PH p214) – Changes weather locally. Greater(PH p210)(PHe)+ – As Dispel Magic. Undeath to Death(PH p297) – Destroys 1d4 per level HD of undead (max 20d4). but faster and longer. and change forms once /rnd. affects one subject per level. Rusting Grasp(PH p273) – Your touch corrodes iron and alloys. Sequester(PH p276) – Subject is invisible to sight and scrying. 9th Level Antipathy(PH p200) – Object of location affect by spell repels certain creatures. Transmute Rock to Mud(PH p295) – Transforms two 10’ cubes per level. but can effect any creature. 5th Level Animate Objects(PH p199) – Objects attack your foes. affects one subject per level. Cure Light Wounds. Cure Moderate Wounds. Wind Walk(PH p302) – You and your allies turn vaporous and travel fast.5 Edition Index – Base Classes February 28. Transmute Mud to Rock(PH p295) – Transforms two 10’ cubes per level. Transmute Metal to Wood(PH p294) – Metal within 40’ becomes wood. Mass(PH p216) – Cures 1d8 damage +1 per level for many creatures. Disintegrate(PH p222) – Makes one creature or object vanish. Page 194 . Mass(PH p225) – As Eagle’s Splendor. Cure Critical Wounds. Creeping Doom(PH p214) – Swarms of centipedes attack at your command. plus stone and metal. Sympathy(PH p292) – Object or location attracts certain creatures. Scrying. can topple onto foes. spiders. plus one subject per level. Leomund’s Secure Shelter(PH p247) – Creates study cottage. Maze(PH p252) – Traps subject in an extradimensional maze. Heal(PH p239) – Cures 10 points per level. Mass(PH p215) – Cures 4d8 damage +1 per level (max +40) for many targets Urban Druid spell list Shapechange(PH p277)(PHe)+ – Transforms you into any creature. or thing. Repair Light Damage. Repel Vermin(PH p271) – Insects. Stoneskin(PH p284) – Ignore 10 points of damage per attack.

or objects. spells. Discern Lies(PH p221) – Reveals deliberate falsehoods. Darkvision(PH p216) – See 60’ in total darkness. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Comprehend Languages(PH p212) – You understand all spoken and written languages. Message(PH p253) – Whispered conversation at distance. Magic Fang(PH p250) – One natural weapon of subject creature gets +1 on attack and damage. Detect Chaos(PH p218) – Reveals chaotic creatures. 3rd Level Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Detect Snares and Pits(PH p220) – Reveals natural or primitive traps. and other vermin stay 10’ away. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. spells. Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy. Detect Law(PH p219) – Reveals lawful creatures.Dungeons & Dragons 3. spiders. Magic Fang. may be slowed. Spike Growth(PH p283) – Creatures in area take 1d4 damage. Summon Nature’s Ally IV(PH p288) – Calls creature to fight. or objects. 1st Level Alarm(PH p197) – Wards an area for 2 hours per lvl. smaller creatures. Freedom of Movement(PH p233) – Subject moves normally despite impediments. 2nd Level Barkskin(PH p202) – Grants +2 (or higher) enhancement to natural armor. Neutralize Poison(PH p257) – Immunizes subject against poison. Summon Nature’s Ally I(PH p288) – Calls creature to fight. Locate Object(PH p249) – Senses direction toward object (specific or type). Summon Nature’s Ally III(PH p288) – Calls creature to fight. Longstrider(PH p249) – Increases your speed. Dimensional Anchor(PH p221)(PH p250)+ – Bars extradimensional movement. Read Magic(PH p269) – Reads scrolls and spellbooks. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Hide from Animals(PH p241) – Animals can’t perceive one subject per level. Speak with Dead(PH p281) – Corpse answer one question per two levels. Mordenkainen’s Faithful Hound(PH p255) – Phantom dog can guard. Summon Nature’s Ally II(PH p288) – Calls creature to fight. Calm Animals(PH p207) – Calms (2d4 + level) HD of animals. Entangle(PH p227) – Plants entangle everyone in a 40’ radius. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level.5p208) – Subject gains +4 Dexterity for 1 minute per level. Detect Poison(PH p219) – Detects poison in one creature or small object. Knock(PH p246) – Opens locked or magically sealed door. detoxifies venom in or on subject. or objects. or objects. Nondetection(PH p257) – Hides subject from divination and scrying. 4th Level Animal Growth(PH p198) – One animal per two levels doubles in size. Urban Ranger spell list Page 195 . Detect Secret Doors(PH p220) – Reveals hidden doors within 60’.5 Edition Index – Base Classes February 28. True Seeing(PH p296) – See all things as they really are. Repel Vermin(PH p271) – Insects. Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per lvl. Remove Disease(PH p271) – Cures all diseases affecting subject. Cat’s Grace(PH 3. spells. Locate Creature(PH p249) – Indicates direction to familiar creature. and gases. 2007 Urban Ranger Spell List Wisdom-based Prepared Divine Spells (UA p56) Note that an Urban Ranger’s Caster Level is half his Class Level. Greater(PH p250) – One natural weapon of subject creature gets +1 per three levels to attack and damage rolls –or– all the subject’s natural weapons get a +1 bonus. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Tongues(PH p294) – Speak any language. Detect Good(PH p219) – Reveals good creatures. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Jump(PH p246) – Subject gains bonus on Jump checks. attack. Detect Thoughts(PH p220) – Allows “listening” to surface thoughts. Wind Wall(PH p302) – Deflects arrows. Detect Evil(PH p218) – Reveals evil creatures. spells.

Mass(CArc p106) – Creatures attacking allies take damage. +1 missile per two levels above 1st (max 5 missiles) Orb of Acid. 5th Level Arc of Lightning(CArc p97) – Line of electricity between two creatures (1d6/level damage). Lightning Bolt(PH p248) – Electricity deals 1d6 damage per level. Sleet Storm(PH p280) – Hampers vision and movement. Orb of Fire. Wall of Fire(PH p298) – Deals 2d4 fire damage out to 10’ and 1d4 out to 20’. 6+ HD take Constitution damage. Orb of Cold. Orb of Cold(CArc p115) – Ranged touch attack deals 1d6 per level Cold damage (max 15d6) and the target may be Blinded for 1 round. Flame Strike(PH p231) – Smites foes with divine fire (1d6 / level). lasts 1 round per level. Fireball(PH p231) – 1d6 fire damage per level. deals 4d6 fire damage. Pyrotechnics(PH p267) – Turns fire into blinding light or choking smoke. 2d6 damage. Gust of Wind(PH p238) – Blows away or knocks down smaller creatures. Cloudkill(PH p210) – Kills up to 3 HD. Burning Hands(PH p207) – 1d4 fire damage per level (max 5d4). Greater(CArc p107) – Subjects within10’ take 1d8/level fire damage. Lesser(CArc p115) – Ranged touch attack deals 1d8 Acid damage + 1d8 per two levels beyond 1st (max 5d8). Fire Trap(PH p231) – Opened object deals 1d4 + 1 per level fire damage. 4-6 HD save or die. Poison(PH p262) – Touch deals 1d10 Constitution damage. Melf’s Acid Arrow(PH p253) – Ranged touch attack. Ice Storm(PH p243) – Hail deals 5d6 damage in cylinder 40’ across. Fist of Stone(CArc p107) – Gain +6 Strength and Natural Slam Attack. Evard’s Black Tentacles(PH p228) – Tentacles grapple all within a 15’ spread. Disrupt Undead(PH p223) – Deals 1d6 damage to one undead. 3rd Level Fire Shield(PH p230) – Creatures attacking you take 1d6 + 1 per level damage (fire damage for a Warm Shield.Dungeons & Dragons 3. you are protected from cold (in the case of a Warm Shield) or heat (in the case of a Chill Shield). Hail of Stone(CArc p110) – Stones deal 1d4/level (max 5d4) damage to creatures in the area. Lesser(CArc p116) – Ranged touch attack deals 1d8 Cold damage + 1d8 per two levels beyond 1st (max 5d8). cold damage for a Chill Shield). Ray of Frost(PH p269) – Ray deals 1d3 Cold damage. max 10d6). 20’ radius. Shatter(PH p278) – Sonic vibration damages objects or crystalline creatures. Lesser(CArc p116) – Ranged touch attack deals 1d6 Sonic damage + 1d6 per two levels beyond 1st (max 5d6). Continual Flame(PH p213) – Makes a permanent. Ring of Blades(CArc p121) – Blades surround you. Fireburst(CArc p107) – Subjects adjacent to the caster take 1d8/level Fire damage. 1 round per level. 2nd Level Blades of Fire(CArc p99) – Your melee weapons deal +1d6 Fire damage for 1 round. War Mage spell list Page 196 . deals random effect. Lesser(CArc p116) – Ranged touch attack deals 1d8 Fire damage + 1d8 per two levels beyond 1st (max 5d8). repeats in 1 minute. 2007 Warmage Spell List Charisma-based Impromptu Arcane Spells(CArc p90) 0th Level Acid Splash(PH p196) – Orb deals 1d3 damage. Lesser(CArc p116) – Ranged touch attack deals 1d8 Electricity damage + 1d8 per two levels beyond 1st (max 5d8). Magic Missile(PH p251) – 1d4+1 force damage. Scorching Ray(PH p274) – Ranged touch attack. Orb of Electricity. True Strike(PH p296) – Add +20 insight bonus to your next attack roll. Orb of Acid(CArc p115) – Ranged touch attack deals 1d6 per level Acid damage (max 15d6) and the target may be Sickened for 1 round. +1 ray/4 levels (max 3). heatless torch. Orb of Force(CArc p116) – Ranged touch attack deals 1d6 per level Force damage (max 10d6). Shocking Grasp(PH p279) – Touch delivers 1d6 per level (max 5d6) of electricity damage. Passing through wall deals 2d6 + 1 per level. Flame Arrow(PH p231) – Arrows deal +1d6 fire. Chill Touch(PH p209) – 1 touch per level deals 1d6 damage and possibly 1 Strength damage. Shout(PH p279) – Deafens all within cone and deals 5d6 damage. Contagion(PH p213) – Infects subject with chosen disease. Prismatic Ray(CArc p118) – Ray of light blinds target. allies are protected from fire or cold. 1st Level Accuracy(CArc p96) – Doubles weapon’s range increment. damaging other creatures (1d6+1/lvl damage). Light(PH p248) – Object shines like a torch. Phantasmal Killer(PH p260) – Fearsome illusion kill subject or deals 3d6 damage. 4th Level Blast of Flame(CArc p99) – 60’ cone of Fire (1d6 per level damage. Orb of Electricity(CArc p116) – Ranged touch attack deals 1d6 per level Electricity damage (max 15d6) and the target may be Entangled for 1 round. Fireburst. Fire Shield. 2d4 acid damage for 1 round + 1 round per 3 levels (7 rounds max).5 Edition Index – Base Classes February 28. Whirling Blade(CArc p129) – Hurled slashing weapon magically attacks all foes in a 60’ line. Flaming Sphere(PH p232) – Creates a ball of fire. Cone of Cold(PH p212) – 1d6 cold damage per level (max 15d6). Orb of Sound. Stinking Cloud(PH p284) – Nauseating vapors. Orb of Sound(CArc p116) – Ranged touch attack deals 1d4 per level Sonic damage (max 15d4) and the target may be Deafened for 1 round. Orb of Fire(CArc p116) – Ranged touch attack deals 1d6 per level Fire damage (max 15d6) and the target may be Dazed for 1 round. Ice Knife(CArc p112) – Magical shard of ice deals 2d8 cold damage.

or render unconscious. Wail of the Banshee(PH p298) – Kills one creature per level. Finger of Death(PH p230) – Kills one subject. but affects all within 30’. Otiluke’s Freezing Sphere(PH p258) – Freezes water or deals cold damage. 8th Level Horrid Wilting(PH p242) – Deals 1d6 damage per level within 30’. Waves of Exhaustion(PH p301) – Several targets become exhausted. but surrounds on all sides. Great(PH p279) – Devastating yell deals 10d6 sonic damage. Shout. Weird(PH p301) – As Phantasmal Killer. Chain Lightning(PH p208) – 1d6 damage per level. 7th Level Delayed Blast Fireball(PH p217) – 1d6 per level fire damage. Tenser’s Transformation(PH p298) – You gain combat bonuses. Meteor Swarm(PH p253) – Four exploding spheres each deal 6d6 fire damage. 9th Level Elemental Swarm(PH p226) – Summons multiple elementals. Prismatic Wall(PH p264) – Wall’s colors have array of effects. Incendiary Cloud(PH p244) – Cloud deals 4d6 fire damage per round. stuns creatures. stun. deals 6d6 damage. War Mage spell list Page 197 . Blade Barrier(PH p205) – Wall of blades deals 1d6 per level damage. 1 secondary bolt per level each deal half damage Circle of Death(PH p209) – Kills 1d4 HD per level of creatures. Disintegrate(PH p222) – Makes one creature or object vanish. Sunburst(PH p289) – Blinds all within 10’. Fire Storm(PH p231) – Deals 1d6 per level fire damage.Dungeons & Dragons 3. Implosion(PH p243) – Kills one creature per round. Scintillating Pattern(PH p274) – Twisting colors confuse. Prismatic Spray(PH p264) – Rays hit subjects with a variety of effects. 2007 War Mage Spell List (continued) 6th Level Acid Fog(PH p196) – Fog deals acid damage. Sunbeam(PH p289) – Beam blinds and deals 4d6 damage. damages objects. Fire Seeds(PH p230) – Acorns and berries become grenades and bombs. Mordenkainen’s Sword(PH p256) – Floating magic blade strikes opponents. Polar Ray(PH p262) – Ranged touch attack deals 1d6 per level cold damage. Earthquake(PH p225) – Intense tremor shakes 5’ per level radius.5 Edition Index – Base Classes February 28. you can postpone the blast for up to 5 rounds. Prismatic Sphere(PH p264) – As Prismatic Wall.

Identify(PH p243) – Determines properties of a magic item. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Minor Image(PH p254) – As Silent Image. 2007 Witch Spell List Charisma-based Impromptu Arcane Spells(DMG p175) 0th Level Arcane Mark(PH201 p201) – Inscribes a personal rune (visible or invisible).Dungeons & Dragons 3. Flare(PH p232) – Dazzles one creature (–1 on attack rolls). Magic Circle against Chaos(PH p249) – As Protection from Chaos. Cure Minor Wounds(PH p216) – Cures 1 point of damage. –2 to AC. Speak with Animals(PH p281) – You can communicate with animals. Tongues(PH p294) – Speak any language. negating emotion effects. Rage(PH p268) – Subjects gain +2 to Strength and Constitution. Create Food and Water(PH p214) – Feeds 3 humans (or 1 horse) per level. Contagion(PH p213) – Infects subject with chosen disease. Mending(PH p253) – Makes minor repairs on an object. Major Image(PH p252) – As Silent Image. Witch spell list Page 198 . 3rd Level Bestow Curse(PH p203) – Subject either receives a –6 on one ability. Sleep(PH p280) – Puts 4HD of creatures into magical slumber. +1 on Will saves. Ventriloquism(PH p298) – Throws voice for 1 minute per level. or 50% chance of losing each action. damage rolls. Silent Image(PH p279) – Creates a minor illusion of your design. Calm Emotions(PH p207) – Calms creatures. Comprehend Languages(PH p212) – You understand all spoken and written languages. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). but sound. Ghost Sound(PH p235) – Figment sounds. Detect Thoughts(PH p220) – Allows “listening” to surface thoughts. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Read Magic(PH p269) – Reads scrolls and spellbooks. and skill checks. Magic Circle against Evil(PH p249) – As Protection from Evil. Scare(PH p274) – Panics creatures of less than 6HD. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. saves. smell. plus some sound. and thermal effects. Command(PH p211) – One subject obeys selected command for 1 round. but 10’ radius & 10 minutes per lvl. but 10’ radius & 10 minutes per lvl. Doom(PH p225) – One subject takes –2 on attack rolls. Blindness/Deafness(PH p206) – Makes subject blind or deaf. but 10’ radius & 10 minutes per lvl. Locate Object(PH p249) – Senses direction toward object (specific or type). Detect Poison(PH p219) – Detects poison in one creature or small object. Magic Circle against Good(PH p250) – As Protection from Good. Detect Magic(PH p219) – Detects spells and magic items within 60’. Remove Blindness/Deafness(PH p270) – Cures normal or magical conditions. Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level. Magic Circle against Law(PH p250) – As Protection from Law. Disguise Self(PH p222) – Changes your appearance. saves. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Suggestion(PH p285) – Compels subject to follow stated course of action. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Hypnotism(PH p242) – Fascinates 2d4 HD of creatures. Dancing Lights(PH p216) – Creates torches or other lights. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. but 10’ radius & 10 minutes per lvl. Whispering Wind(PH p301) – Sends a short message one mile per level. 1st Level Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Leomund’s Tiny Hut(PH p247) – Creates shelter for ten creatures. Charm Person(PH p209) – Make one person your friend. 2nd Level Alter Self(PH p197) – Assume the form of a similar creature. and checks.5 Edition Index – Base Classes February 28. Virtue(PH p289) – Subject gains 1 temporary hp. -4 enhancement penalty on attacks. Light(PH p248) – Object shines like a torch.

Insanity(PH p244) – Subject suffers continuous Confusion. Scrying(PH p274)(PHe)+ – Spies on subject from a distance. 2007 Witch Spell List (continued) 4th Level Charm Monster(PH p209) – Makes monster believe it is your ally.5 Edition Index – Base Classes February 28. fatigue. Finger of Death(PH p230) – Kills one subject. Sympathy(PH p292) – Object or location attracts certain creatures. sickened. Refuge(PH p270) – Alters item to transport its possessor to you. Trap the Soul(PH p296) – Imprisons subject within gem. Feeblemind(PH p229) – Subject’s Intelligence and Charisma drop to 1. plus stone and metal. Scrying. Demand(PH p217) – As Sending. Foresight(PH p207) – “Sixth sense” warns of impending danger. Good Hope(PH p237) – Subjects gain +2 on attack rolls. instantly. Shapechange(PH p277)(PHe)+ – Transforms you into any creature. 8th Level Antipathy(PH p200) – Object of location affect by spell repels certain creatures. saves. Repulsion(PH p271) – Creatures can’t approach you. Mirage Arcana(PH p254) – As Hallucinatory Terrain. Giant Vermin(PH p235) – Turns centipedes. 9th Level Earthquake(PH p225) – Intense tremor shakes 5’ per level radius. Dream(PH p225) – Sends message to anyone sleeping. Minor Creation(PH p253) – Creates one cloth or wood object. but affects all within 30’. plus it affects any creature. or spiders into giant vermin. damage rolls. Control Weather(PH p214) – Changes weather in local area. plus structures. 5th Level Baleful Polymorph(PH p202) – Transforms subject into a harmless animal. Liveoak(PH p248) – Oak becomes a treant guardian Repel Wood(PH p271) – Pushes away wooden objects. Suggestion. Magic Jar(PH p250) – Enables possession of another creature. Discern Lies(PH p221) – Reveals deliberate falsehoods. & checks. Mislead(PH p255) – Turns you invisible and creates illusory double. Divination(PH p224) – Provides useful advice for specific proposed actions. Transport via Plants(PH p295)(PHe)+ – Move instantly from one plant to another of the same species. Heroes’ Feast(PH p240) – Ford for one creature per level. Locate Creature(PH p249) – Indicates direction to familiar creature. Nightmare(PH p257) – Send vision dealing 1d10 damage. Crushing Despair(PH p215) – Subject takes –2 on attack rolls. and change forms once per round. Discern Location(PH p222) – Reveals the exact location of a creature or object. Greater(PH p211) – As Command. Eyebite(PH p228) – Target becomes panics. Witch spell list Page 199 . Major Creation(PH p252) – As Minor Creation. scorpions. True Seeing(PH p296) – See all things as they really are. Polymorph Any Object(PH p263)(PHe)+ – Changes any subject into anything else. but faster and longer. Remove Curse(PH p270) – Frees person or object from a curse. saves. plus one subject per level. Tenser’s Transformation(PH p298) – You gain combat bonuses. and grants combat bonuses. place. Polymorph(PH p263) – Gives one willing subject a new form. Neutralize Poison(PH p257) – Immunizes subject against poison.Dungeons & Dragons 3. Wail of the Banshee(PH p298) – Kills one creature per level. cures. but affects one subject per level. or thing. Find the Path(PH p230) – Shows most direct way to a location. Greater(PH p275)(PHe)+ – As Scrying. detoxifies venom in or on subject. Mass(PH p285) – As Suggestion. Fear(PH p229) – Subjects within cone flee for 1 round per level. damage rolls. Sending(PH p275) – Delivers a short message anywhere. 6th Level Animate Objects(PH p199) – Objects attack your foes. Seeming(PH p275) – Changes the appearance of one person per two levels. Command. Weird(PH p301) – As Phantasmal Killer. and comatose. Horrid Wilting(PH p242) – Deals 1d6 damage per level within 30’. False Vision(PH p229) – Fools scrying with an illusion. plus you can send Suggestion. Legend Lore(PH p246) – Lets you learn tales about a person. and checks. Geas/Quest(PH p234) – As Lesser Geas. 7th Level Creeping Doom(PH p214) – Swarms of centipedes attack at your command.

5 Edition Index – Base Classes February 28.Dungeons & Dragons 3. 2007 Miscellaneous Cross-Class Examples Barbarian / Cleric (DR310 p24) Barbarian / Rogue (DR310 p28) Barbarian / Sorcerer (DR310 p29) Barbarian / Wizard (DR310 p29) Bard / Ranger (DR310 p60) Cleric / Ranger (DR310 p61) Druid / Barbarian (DR310 p25) Fighter / Barbarian (DR310 p26) Fighter / Ranger (DR310 p63) Ranger / Barbarian (DR310 p27) Ranger / Druid (DR310 p62) Ranger / Rogue (DR310 p64) Ranger / Sorcerer (DR310 p65) Ranger / Wizard (DR310 p65) Class Progression Level Attack Bonus Fighter +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Attack Bonus Rogue +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Attack Bonus Wizard +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +6/+1 +6/+1 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Save Good +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Save Bad +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Class Skill Max Rank 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 Cross-Class Skill Max Rank 2 2½ 3 3½ 4 4½ 5 5½ 6 6½ 7 7½ 8 8½ 9 9½ 10 10 ½ 11 11 ½ Feats Ability Increases – – – 1st – – – 2nd – – – 3rd – – – 4th – – – 5th 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 1st – 2nd – – 3rd – – 4th – – 5th – – 6th – – 7th – – Index Page 200 .

com/dnd/files/DnD35_update_booklet. 2007 Key to Sourcebooks PH PH2 DMG DMG2 MM MM MM3 MM4 CWar CDiv CArc CAdv RoS RoD RotW 3. Races of the Wild.zip http://www. Appendix Page 201 . 2005 May 17.5 Accessory Update Player’s Handbook v.3. Added Dungeon #135 – #144. 2005 December 9.5 from “PH3. 2007 Appendix Revision History March 16.wizards.5up PH3. – Added Races of Stone.com/dnd/files/Eberron_Errata10222004.wizards. & Dragon #309 – Dragon #313.Dungeons & Dragons 3. Change the abbreviation of Player’s Handbook v3. Races of Destiny. Added Dragon #339 – #343.zip Note: If a Key reference is followed by a “+”. – Added details to the Base Classes added in the “Complete” books.3. – Added Eberron Campaign Setting.wizards. 2006 February 28. Added Dragon #324.5 from “DMG3.3.com/dnd/files/CompDiv_Errata09102004.com/dnd/files/CompArcaneErrata03162005.5” to “DMG”.wizards. Unearthed Arcana. 2004 August 5.3. then it is partially superseded the entry above it. #326 – #329.5 & parts of Monster Manual v.com/dnd/files/PHB_Errata09242003. – Added Player’s Handbook 2 Added Dragon #344 – #352.zip http://www.3.5e PGFe CDivErrata CArcErrata CAdvErrata EbErrata – – – – – – – – – – – – – – – – – – – – – – Player’s Handbook v.zip http://www.com/dnd/files/CompleteAdventurer_Errata08022005. Includes Player’s Handbook v.com/dnd/files/PgtF_Errata07192004.zip http://www.5 Player’s Handbook 2 Dungeon Master’s Guide v. 2004 November 12.5. 2005 – Start of D&D 3.5 Edition.5 Edition Index – Base Classes February 28.wizards. 2004 April 1.wizards.5 Monster Manual 2 Monster Manual 3 Monster Manual 4 Complete Warrior Complete Divine Complete Arcane Complete Adventurer Races of Stone Races of Destiny Races of the Wild D&D v.3. – Added Complete Divine. – Added Unearthed Arcana & Book of Exalted Deeds. 2004 October 12.zip http://www. Change the abbreviation of Dungeonmaster’s Guide v3.3. – Added Complete Adventurer.5 Dungeon Master’s Guide 2 Monster Manual v. Added Races of Eberron. September 7. & Underdark Added Dragon #336 – #338. – Added Complete Arcane. Includes Complete Warrior.wizards.zip http://www.5” to “PH”.5 Errata Player’s Guide to Faerûn Errata Complete Divine Errata Complete Arcane Errata Complete Adventurer Errata Eberron Errata – – – – – – – RoE BoED UA FR MoF LoD RoF SM Und PGF Eb DR### DU## – – – – – – – – – – – – – Races of Eberron Book of Exalted Deeds Unearthed Arcana Forgotten Realms Campaign Setting Magic of Faerûn Lords of Darkness Races of Faerûn Silver Marches Underdark Player’s Guide to Faerûn Eberron Campaign Setting Dragon Magazine (with issue number) Dungeon Magazine (with issue number) http://www. Added Dragon #330 – #335.

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