Dungeons & Dragons 3.

5 Edition Index – Base Classes
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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

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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

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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

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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

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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

Page 6

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

5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Fast Movement Illiteracy Rage. 1/day Uncanny Dodge Trap Sense +1 Rage. NE. Wis: Listen. N. CG. Fast Movement Illiteracy Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Medium. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Cha: Handle Animal. Shields Weapons: Simple. Swim.Dungeons & Dragons 3. Martial Skill Points: 4 Str: Climb. Jump. Fast Movement Illiteracy Rage. CG. Medium. Martial Skill Points: 4 Str: Climb. 6/day Alignment: NG. Dex: Ride. Survival. 1/day +2 save vs. Cha: Handle Animal. 6/day Alignment: NG. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Swim. Int: Craft. Swim. Survival. Int: Craft. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. NE. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. CN. N. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. CG. Dex: Ride. N. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. CN. Dex: Ride. Survival. 1/day Uncanny Dodge Feat: Improved Trip Trap Sense +1 Rage. Wis: Listen. NE. CN. Wis: Listen. Jump. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Intimidate. 2/day Improved Uncanny Dodge Feat: Track Trap Sense +2 DR 1 / — Rage. Martial Skill Points: 4 Str: Climb. Shields Weapons: Simple. Medium. 6/day Barbarian Variants Class Features Page 9 . Cha: Handle Animal. Intimidate. poison Uncanny Dodge +2 on Move Silently checks Trap Sense +1 Feat: Improved Grapple Rage. Shields Weapons: Simple.5 Edition Index – Base Classes February 28. Intimidate. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 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. Int: Craft. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Jump. 2/day Improved Uncanny Dodge Feat: Improved Initiative 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 DR 2 / — Greater Rage Greater Berserker Strength Rage. 3/day Trap Sense +3 DR 1 / — Rage. Dex: Ride. 4/day Trap Sense +4 DR 2 / — Greater Rage Feat: Greater Two-Weapon Fighting (with Unarmed Strike only) Rage. 6/day DR 4 / — Rage. Medium. 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. 3/day Trap Sense +3 +3 AC vs. your Berserker Strength automatically activates. N. Survival. CN. 1/day When Charging. Cha: Handle Animal. Attacks of Opportunity while Charging DR 1 / — Rage. Attacks of Opportunity while Charging DR 2 / — Greater Rage Rage. Intimidate. NE. Attacks of Opportunity while Charging DR 4 / — Rage. NE. 5/day Tireless Rage Trap Sense +6 +6 AC vs. CN. Swim. Fast Movement Illiteracy Rage. Medium. Survival. Dex: Ride. 2/day Improved Uncanny Dodge Trap Sense +2 Rage. Barbarian Variants Page 10 . Intimidate. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 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. 6/day Barbarian. Medium. Cha: Handle Animal. Swim. Wis: Listen. Int: Craft. Dex: Ride. 1/day 1 Alignment: NG. CG. Wis: Listen. Fast Movement Illiteracy Rage. 6/day Mighty Berserker Strength DR 5 / — Mighty Rage Rage. you go Unconscious. Fast Movement Illiteracy Rage. Berserker Strength can be activated an unlimited number of times per day. Intimidate. Attacks of Opportunity while Charging DR 5 / — Mighty 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 3 / — Indomitable Will Trap Sense +5 DR 3 / — Indomitable Will Trap Sense +5 Rage. Wis: Listen. Shields Weapons: Simple. 2007 Variant Class Features Lvl Barbarian (PH p24) Barbarian variant. CN. Survival. CG. Jump. N. Attacks of Opportunity while Charging Rage. 2/day Improved Uncanny Dodge Trap Sense +2 Rage.5 Edition Index – Base Classes February 28. Dashing Step (DR349 p92) Alignment: NG. Int: Craft. 3/day Trap Sense +3 DR 1 / — Rage. N. or you become Helpless. NE. Jump. Jump. Martial Skill Points: 4 Str: Climb. 4/day Trap Sense +4 +4 AC vs. Martial Skill Points: 4 Str: Climb. CG. Wis: Listen. 4/day Trap Sense +4 Rage. Shields Weapons: Simple. 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. Swim. Survival. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Intimidate. CN. Shields Weapons: Simple. 6/day DR 5 / — Mighty Rage Rage. City Brawler (DR349 p92) Barbarian variant. Berserker Strength variant class abilities Berserker Strength – Any time you are below (5 * Barbarian level) hp. Swim. 2/day Improved Uncanny Dodge Trap Sense +2 Feat: Improved Two-Weapon Fighting (with Unarmed Strike only) DR 1 / — Rage. Cha: Handle Animal. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Berserker Strength (PH2 p33) Barbarian variant. Int: Craft. Jump. Martial Skill Points: 4 Str: Climb. N.Dungeons & Dragons 3. Fast Movement Illiteracy Rage. Attacks of Opportunity while Charging DR 3 / — Indomitable Will Trap Sense +5 +5 AC vs. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. you do not receive the normal –2 penalty to AC Class Features Uncanny Dodge Trap Sense +1 +1 AC vs. Cha: Handle Animal. Dex: Ride. 5/day Tireless Rage Trap Sense +6 DR 4 / — Rage. NE. Shields Weapons: Simple. Int: Craft. 5/day Tireless Rage Trap Sense +6 DR 4 / — Rage. Martial Skill Points: 4 Str: Climb. CG. 2/day Improved Uncanny Dodge Trap Sense +2 +2 AC vs. Medium.

Dungeons & Dragons 3. 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. Shields Weapons: Simple. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Fearsome Gaze Rage. CN. it is knocked Prone (FortNeg. 2007 Variant Class Features (continued) Lvl Barbarian (PH p24) Barbarian variant. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Fast Movement Illiteracy Rage. NE. CG. Jump. 6/day ‘Barbarian variant. N. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Wis: Listen. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. N. ‘Barbarian variant. Medium. Int: Craft. Barbarian Variants Class Features Page 11 . Fearsome Gaze (DR349 p92) Barbarian variant. Int: Craft. 4/day Trap Sense +4 Trap Sense +3 DR 3 / — Indomitable Will Trap Sense +5 Trap Sense +4 DR 4 / — Rage. Martial Skill Points: 4 Str: Climb. Dex: Ride. 6/day Alignment: NG. Int: Craft. Intimidate. Cha: Handle Animal. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Swim. Survival. Intimidate. Survival. Medium. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 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. Fast Movement Illiteracy Rage. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Swim. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Medium. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. CG. N. it is Stunned for 1d3 round (no save) –and– if it is no larger than you. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. CN. Swim. Survival. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Intimidate. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. NE. 6/day Alignment: NG. Intimidate. Jump. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Int: Craft. NE. CG. Jump. Martial Skill Points: 4 Str: Climb. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Fast Movement Illiteracy Rage. Relentless Smash (DR349 p92) Barbarian variant. CG. Wis: Listen. DC = 10 + total damage you dealt it this round). CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light.5 Edition Index – Base Classes February 28. Survival. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Shields Weapons: Simple. 1/day Uncanny Dodge Trap Sense +1 Rage. Shields Weapons: Simple. 1/day Uncanny Dodge Trap Sense +1 Rage. Cha: Handle Animal. Medium. Jump. 6/day Relentless Smash Alignment: NG. Dex: Ride. Fast Movement Illiteracy Rage. Shields Weapons: Simple. NE. 2/day Improved Uncanny Dodge Immune to Fear effects Trap Sense +2 DR 1 / — Rage. Dex: Ride. Martial Skill Points: 4 Str: Climb. CN. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. Cha: Handle Animal. Martial Skill Points: 4 Str: Climb. Dex: Ride. Wis: Listen. Wis: Listen. 1/day Uncanny Dodge Trap Sense +1 Rage. N. 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. Swim. CN. Cha: Handle Animal. 1/day Uncanny Dodge Trap Sense +1 Rage.

2/day Mountain Rage. 6/day Class Features Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. 1/day Uncanny Dodge Trap Sense +1 Rage. Jump. 6/day Barbarian Variants Page 12 . Dex: Ride. Dex: Ride. Intimidate. Medium. Int: Craft. 3/day Trap Sense +3 DR 2 / — DR 4 / adamantine Greater Rage Greater Mountain Rage Rage. Medium. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Wis: Listen. NE. Survival. Cha: Handle Animal. 1/day Uncanny Dodge Trap Sense +1 Rage. Swim. 6/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Martial Skill Points: 4 Str: Climb. Dex: Ride. CN. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 2/day Improved Uncanny Dodge Fortification Trap Sense +2 DR 1 / — DR 2 / adamantine Rage. 1/day Mountain Rage. CG. NE. Dex: Ride. 5/day Alignment: NG. 5/day DR 8 / adamantine Mountain Rage. 4/day Mountain Rage. 5/day Tireless Rage Trap Sense +6 DR 5 / — DR 10 / adamantine Mighty Rage Rage. 6/day Alignment: NG. CN. Shields Weapons: Simple. Survival. 5/day Tireless Rage Tireless Mountain Rage Trap Sense +6 DR 5 / — DR 10 / adamantine Mighty Rage Rage. Know(nature). Martial Skill Points: 4 Str: Climb. 2/day Improved Uncanny Dodge Fortification Trap Sense +2 DR 1 / — Rage. Intimidate. 5/day Mountain Rage. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. N.5 Edition Index – Base Classes February 28. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Fast Movement Illiteracy Rage. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. 3/day Mountain Rage. Wis: Listen. Medium. Cha: Handle Animal. Fast Movement Illiteracy Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. N. Know(nature). Survival. 4/day Mountain Rage. Fast Movement Illiteracy Rage. 4/day Trap Sense +4 DR 3 / — DR 6 / adamantine Indomitable Will Trap Sense +5 DR 4 / — DR 8 / adamantine Rage. Swim. Fast Movement Illiteracy Rage. N. Shields Weapons: Simple. 6/day Alignment: NG. NE. 3/day Mountain Rage. 1/day Uncanny Dodge Trap Sense +1 Rage. 1/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. 1/day Trap Sense +4 DR 3 / — DR 6 / adamantine Indomitable Will Trap Sense +5 DR 4 / — Rage. Survival. Intimidate. Martial Skill Points: 4 Str: Climb. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Wis: Listen. Swim. Dex: Ride. Intimidate. Swim. NE. 2/day Mountain Rage. CN.Dungeons & Dragons 3. Int: Craft. Shields Weapons: Simple. 3/day Trap Sense +3 DR 2 / — DR 4 / adamantine Greater Rage Rage. Int: Craft. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. CG. CG. 5/day Tireless Rage Tireless Mountain Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Intimidate. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — DR 2 / adamantine Rage. Jump. CN. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. Martial Skill Points: 4 Str: Climb. Cha: Handle Animal. Fast Movement Illiteracy Rage. Know(nature). CG. 1/day Mountain Rage. Shields Weapons: Simple. Wis: Listen. Survival. N. Medium. N. Martial Skill Points: 4 Str: Climb. 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. Wis: Listen. Jump. Medium. 5/day Alignment: NG. Int: Craft. CN. Shields Weapons: Simple. Jump. 1/day Uncanny Dodge Trap Sense +1 Rage. 6/day Mighty Mountain Rage Mountain Rage. 6/day Mighty Mountain Rage Mountain Rage. Know(nature). CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 1/day Uncanny Dodge Trap Sense +1 Rage. Swim. Cha: Handle Animal. Cha: Handle Animal. 3/day Trap Sense +3 DR 2 / — Greater Rage Greater Mountain Rage Rage. Int: Craft. CG. Jump. NE.

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

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

CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 5/day Tireless Rage Trap Sense +6 DR 5 4 / — Mighty Rage Rage. Intimidate. 6/day Half-Orc Barbarian Class Abilities Reckless Charge When charging. Intimidate. N. Swim. 5/day Tireless Rage Trap Sense +6 DR 5 4 / — Mighty Rage Rage. Medium. NE. Shields Weapons: Simple. NE. Medium. NE. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage.5 Edition Index – Base Classes February 28. Fast Movement Illiteracy Rage. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. the Half-Orc Barbarian receives a +4 bonus on Will saves to Disbelieve Illusion spells. Cha: Handle Animal. 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. CG. N. Wis: Listen. NE. Jump. Insightful Rage When Raging. CN. Martial Skill Points: 4 Str: Climb. Cha: Handle Animal. Survival. Cha: Handle Animal. Intimidate. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. 2/day Improved Uncanny Dodge Insightful Rage Trap Sense +2 DR 1 / — Two-Handed Strike Rage. 1/day Uncanny Dodge Trap Sense +1 Rage. NE. 4/day Trap Sense +4 DR 3 2 / — Indomitable Will Trap Sense +5 DR 4 3 / — Rage. N. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Intimidate. Survival. CG. Dex: Ride. 6/day Alignment: NG. Int: Craft. Swim. Martial Skill Points: 4 Str: Climb. Shields Weapons: Simple. Survival. 1/day Uncanny Dodge Trap Sense +1 Rage. 4/day Trap Sense +4 DR 3 2 / — Indomitable Will Trap Sense +5 DR 4 3 / — Rage. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Dex: Ride. Barbarian Variants Class Features Page 15 . Shields Weapons: Simple. 1/day Uncanny Dodge Reckless Charge Trap Sense +1 Rage. Int: Craft. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Int: Craft. Medium. Fast Movement Illiteracy Rage. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Fast Movement Illiteracy Rage. Cha: Handle Animal. Shields Weapons: Simple. Dex: Ride. Intimidate. CN. Fast Movement Illiteracy Rage. Wis: Listen. Survival. 3/day Trap Sense +3 DR 2 1 / — Greater Rage Rage. Jump. Swim. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. 6/day Alignment: NG. Wis: Listen. Fast Movement Illiteracy Rage. Two-Handed Strike The Half-Orc Barbarian does +2 damage with any two-handed melee weapon he/she wields. Martial Skill Points: 4 Str: Climb. N. Swim. Int: Craft. 2/day Improved Uncanny Dodge Uncanny Dodge Trap Sense +2 DR 1 / — Rage. CG. N. 3/day Trap Sense +3 DR 2 1 / — Greater Rage Rage. Jump. 1/day Uncanny Dodge Trap Sense +1 Rage. Jump. CG. Medium. 2/day Improved Uncanny Dodge Insightful Rage Trap Sense +2 DR 1 / — Rage. Survival. Martial Skill Points: 4 Str: Climb. Shields Weapons: Simple. Swim. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Int: Craft. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Wis: Listen. Medium. CG. 6/day Alignment: NG. Dex: Ride. Dex: Ride. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Two-Handed Strike Rage. Martial Skill Points: 4 Str: Climb.Dungeons & Dragons 3. Jump. 1/day Uncanny Dodge Reckless Charge Trap Sense +1 Rage. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. CN. Cha: Handle Animal. 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). 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. CN. CN. Wis: Listen. 6/day Alignment: NG.

Shields Simple + Longsword. Con: Concentration. CE Rogue Ref. Sleight of Hand. CG. CE Rogue Fort. N. Shortbow. Int: Appraise. Sense Motive. Craft. Perform. Tumble. Will d6 Light. Tumble. Sap. Disguise. Tumble. Jump. 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. Dex: Balance. Shields Simple + Longsword. Dex: Balance. Move Silently. Decipher Script. Disguise.Dungeons & Dragons 3. Sap. Con: Concentration. Use Magic Device. Wis: Listen. NE. Rapier. Escape Artist. Gather Information. CG. 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. Shortsword. Escape Artist. Sleight of Hand. Know(any).5 Edition Index – Base Classes February 28. Craft. Decipher Script. Sense Motive. Cha: Bluff. Sap. Ref. CG. & Whip Skill Points: 6 Str: Climb. Know(any). Decipher Script. Con: Concentration. 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. Diplomacy. Hide. Will d6 Light. & Whip Skill Points: 6 Str: Climb. Use Magic Device. Sense Motive. Rapier. Shortsword. Spellcraft. Hide. Spellcraft. CN. Lvl Bard (PH p26) Divine Bard (UA p50) Savage Bard (UA p50) Harbinger (DR337 p93) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: NG. NE. Wis: Listen. CE Rogue Ref. Shortbow. Know(any). Con: Concentration. Move Silently. Diplomacy. Swim. Decipher Script. in the same way a Necromancer is a specialized type of Wizard. CN. Escape Artist. Profession. Sense Motive. Swim. Spellcraft. Swim. Hide. Spellcraft. Hide. Wis: Listen. N. Sleight of Hand. Survival. Sap. Shields Simple + Longsword. CE Rogue Ref. Cha: Bluff. Rapier. Move Silently. Int: Appraise. Will d6 Light. 2007 Bard Alternate Base Classes The following are specialized types of Bards. Cha: Bluff. NE. Shortsword. Disguise. Jump. & Whip Skill Points: 6 Str: Climb. Shields Simple + Longsword. Cannot cast spells with an alignment subtype that he/she does not have. 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 . Shortbow. & Whip Skill Points: 6 Str: Climb. Swim. Rapier. Move Silently. Gather Information. Sleight of Hand. The decision to become a specialized Bard must be done when the 1st level of Bard is taken. Gather Information. A character can only be the member of one Bard class. Jump. Shortsword. Profession. Dex: Balance. Wis: Listen. CN. Int: Appraise. Perform. Int: Appraise. Dex: Balance. Craft. Escape Artist. Cha: Bluff. Perform. Disguise. Profession. CN. Speak Language Cast Impromptu Arcane Divine spells based on Charisma from the Bard Spell List + the Divine Bard Supplemental List. Jump. Craft. Will d6 Light. Gather Information. CG. N. NE. Use Magic Device. N. Know(any). Diplomacy. Profession. Shortbow. Use Magic Device. Tumble. Diplomacy. Perform.

DC is Charisma-based). 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. Effect lasts as long as you continue the song and the opponent(s) can hear you. DC is Charismabased). Bardic Music – Dishearten Requires at least 12 ranks in Perform. and on attacks & weapon damage (WillNeg. DC is Charisma-based). Bardic Music – Dirge of Binding Requires at least 15 ranks in Perform. Bard Variants Page 17 . charm & fear effects.5 Edition Index – Base Classes February 28. This is a Mind-Affecting effect. All opponents that can see & hear you receive a –N penalty on saving throws vs. The negative levels never result in permanent level loss. 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. This is a Mind-Affecting Fear effect. This is a Mind-Affecting effect. 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.Dungeons & Dragons 3. Effect lasts as long as you continue the song and the opponent can hear you. Effect lasts as long as you continue the song and the opponent(s) can hear you plus 5 rounds. Bardic Music – Encourage Failure Requires at least 6 ranks in Perform. 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. DC is Charisma-based). Effect lasts as long as you continue the song and the opponent can hear you plus 5 rounds. Bardic Music – Drain Prowess Requires at least 21 ranks in Perform. DC is Charisma-based).

Swim. Profession. Swim. Sleight of Hand. Hide. Rapier. Tumble. 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. Know(any). Use Magic Device. CE Rogue Ref. CE Rogue Ref. Shields Simple + Longsword. & Whip Skill Points: 6 Str: Climb. N. Bardic Knack Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p35) 1 NG. NE. Sense Motive. NE. Sense Motive. Dex: Balance.e.. Profession. Disguise. & Whip Skill Points: 6 Str: Climb. Gather Information. Decipher Script. Tumble. Sleight of Hand. Sap. Cha: Bluff. Shields Simple + Longsword. 2007 Variant Class Features Lvl Bard (PH p26) Bard variant. Gather Information. Shortsword. 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. Con: Concentration. Shortsword. Shortbow. Shortbow. CN. Move Silently. Cha: Bluff. N. Move Silently. Jump. Dex: Balance. Decipher Script. Wis: Listen. 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. Bard Variants Page 18 . Int: Appraise. Rapier. Spellcraft. Jump. Also. Know(any). Craft. Will d6 Light. Sap. these do not apply to qualifying for Feats or Prestige classes). you must have at least 1 real rank in a ‘Trained only’ skill to use it. Int: Appraise. Disguise. Perform.Dungeons & Dragons 3. CG. Perform. CG. Diplomacy. Escape Artist. Diplomacy.5 Edition Index – Base Classes February 28. Use Magic Device. CN. Will d6 Light. Spellcraft. Wis: Listen. Con: Concentration. Escape Artist. Craft. Hide.

Know(any). Craft. Int: Appraise. Int: Appraise. Sleight of Hand. CN. Speak Language. Craft. Profession. Spellcraft. Jump. Disguise. Int: Appraise. CN. Swim. Wis: Listen. Dex: Balance. Decipher Script. Will Class Skill Points: 6 Str: Climb. Int: Appraise. Sense Motive. Diplomacy. CE. NE. Use Magic Device. Dex: Balance. Profession. Diplomacy. Wis: Listen. Know(any). Gather Information. Con: Concentration. Know(any). Know(any). Craft. CG. Spellcraft. CN. Sleight of Hand. Cha: Bluff. Swim. Dex: Balance. Good Save: Ref. Gather Information. 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. Diplomacy. Diplomacy. Use Magic Device. 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. Cha: Bluff. Con: Concentration. Disguise. Diplomacy. Spellcraft. Jump. Disguise. Con: Concentration. Swim. Profession. Use Magic Device. N. N.Dungeons & Dragons 3. Decipher Script. Sense Motive. Will Class Skill Points: 6 Str: Climb. Dex: Balance. CE. Move Silently. Perform. Gather Information. Good Save: Ref. Swim. Sense Motive. Will Class Skill Points: 6 Str: Climb. Cha: Bluff. Perform. Spellcraft. Use Magic Device. NE. NE. Jump. Tumble. Decipher Script. Wis: Listen. Will Class Skill Points: 6 Str: Climb. Speak Language. Int: Appraise. 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 Music – Countersong Music –Fascinate Music– Inspire Courage +1 Alignment: NG. Disguise. NE. Sense Motive. Gather Information. Escape Artist. 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 . Escape Artist. Escape Artist. Perform. CN. CG. Move Silently. Will Class Skill Points: 6 Str: Climb. Speak Language. CE. Perform. CE. CN.5 Edition Index – Base Classes February 28. CN. Tumble. Decipher Script. Wis: Listen. Will Class Skill Points: 6 Str: Climb. Good Save: Ref. Disguise. Escape Artist. Perform. N. Good Save: Ref. Good Save: Ref. Con: Concentration. Speak Language. Move Silently. Cha: Bluff. Hide. Sleight of Hand. Sense Motive. Hide. Con: Concentration. 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. Con: Concentration. Swim. Tumble. Swim. 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. Gather Information. Hide. Know(any). Move Silently. Jump. CG. 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. Hide. CE. Decipher Script. CG. Profession. Wis: Listen. Move Silently. CG. N. Wis: Listen. Cha: Bluff. Tumble. Gather Information. Tumble. Tumble. N. Profession. Jump. Speak Language. Craft. CG. Spellcraft. Dex: Balance. Escape Artist. Dex: Balance. CE. Good Save: Ref. Disguise. Hide. Craft. Craft. Escape Artist. Sleight of Hand. Jump. Know(any). Spellcraft. Int: Appraise. NE. Sleight of Hand. Diplomacy. Use Magic Device. Sense Motive. Use Magic Device. NE. Cha: Bluff. Decipher Script. Profession. Move Silently. Speak Language. N. Perform.

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

Sense Motive. Use Magic Device. Dex: Balance. Spellcraft. Tumble. Craft. Speak Language. Disguise. a Bard doesn’t get 4th level spells until 10th level. Diplomacy. Tumble. Hide. CE. Cha: Bluff. Know(any). Spellcraft. Tumble. N. Use Magic Device. Diplomacy. Move Silently. Dex: Balance. CN. Swim. Use Magic Device. Profession. Diplomacy. Sense Motive. Good Save: Ref. CE. Speak Language. Escape Artist. NE. Dex: Balance. Move Silently. Gather Information. Int: Appraise. 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. Move Silently. Hide. CN. Wis: Listen. 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. Sleight of Hand. Spellcraft. Swim. CG. Sleight of Hand. Decipher Script. N. Hide. Know(any). Hide. Escape Artist. CG. Will Class Skill Points: 6 Str: Climb. Will Class Skill Points: 6 Str: Climb. Use Magic Device. NE. 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. Jump. Craft. NE. Good Save: Ref. Diplomacy. Cha: Bluff. Perform. Will Class Skill Points: 6 Str: Climb. CG. Swim. Sense Motive. Disguise. Gather Information. CN. Wis: Listen. Gather Information. NE. Speak Language. Craft. Sleight of Hand. Con: Concentration. Con: Concentration. Decipher Script. CG. Int: Appraise. Int: Appraise. Profession. Page 21 Bard Variants . Swim. Speak Language. Jump. Con: Concentration. Will Class Skill Points: 6 Str: Climb. Profession. N. Good Save: Ref. Escape Artist. Craft. Tumble. Spellcraft. Decipher Script. Gather Information. Dex: Balance.5 Edition Index – Base Classes February 28. Hide. Wis: Listen. Int: Appraise. NE. CN. 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. Wis: Listen. Jump. Perform. Diplomacy. Profession. Good Save: Ref. Con: Concentration. Int: Appraise. CE. Jump. Move Silently. Jump. N. Escape Artist. Wis: Listen. Sleight of Hand. Sense Motive. CN. Perform. Move Silently. Speak Language. Know(any). Decipher Script. Cha: Bluff. Swim. 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. N. Dex: Balance. Cha: Bluff. 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 – – – – – 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. Craft. Decipher Script. CG. Use Magic Device. Perform. Disguise. CE. Will Class Skill Points: 6 Str: Climb. Tumble. Perform. CE. Disguise. Cha: Bluff. Sense Motive. Disguise. Spellcraft.Dungeons & Dragons 3. Profession. Know(any). Gather Information. Con: Concentration. Good Save: Ref. Escape Artist.

Trained to be part of a noble’s entourage. This is a Supernatural. Located next to a forest. Informal group that travels and is known for their dancing. School in the mountains. Calm Emotions on one target within 30’ (WillNeg. Learn the music of the trees in an isolated forest. though possibly as a spy.Dungeons & Dragons 3. but not for ‘book learning’. 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. Bardic Music – Command Requires at least 9 ranks in Diplomacy. Command either on one target within 30’–or– all creatures currently under the effect of your Fascinate or Soothing Voice ability (WillNeg. 2007 Half-Elf Bard Class Abilities Bardic Music – Soothing Voice Requires at least 3 ranks in Diplomacy. DC = your Diplomacy check). Two skills receive a +1 bonus.5 Edition Index – Base Classes February 28. School Blackburn College (DR332 p85) Description School with relaxed standards and many parties. with little outside contact. Effect lasts as long as you continue using the ability and the target says in range. 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 . DC = 11 + Charisma modifier). Highly academic program that is an offshoot of a Wizard’s school. Language-based ability. Focuses on the written word at the expense of physical activity. but two other skills are treated as out-of-class. where many lessons take place.

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. Know(the planes). Spellcraft. Shields Weapons: Simple Skill Points: 4 Con: Concentration. Know(history). Heavy. Wis: Heal. Medium. Know(religion). 5/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. Int: Craft. Heavy. 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. Know(arcana). 2/day +2 Bonus to AC. Know(religion). Int: Craft. Spellcraft. 4/day Ancestral Communion. Medium. Will d8 Light. Profession. Shields Weapons: Simple Skill Points: 2 Con: Concentration. even when Helpless Aspirant Spontaneous Casting. 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. Ref. Shields Weapons: Simple Skill Points: 4 Con: Concentration. A character can only be the member of one Cleric class. Common Features: • Any alignment within one step of his/her Deity. 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). even when Helpless Perfect Self Cleric Variants Page 23 . The decision to become a specialized Cleric must be done when the 1st level of Cleric is taken. Underlined Class-abilities are explained below.5 Edition Index – Base Classes February 28. Know(local). Spellcraft. Int: Craft. 2007 Cleric Alternate Base Classes The following are specialized types of Clerics. • Has an alignment aura of a Cleric. Know(history). Cha: Diplomacy. Cha: Diplomacy. Know(history). 3/day +3 Bonus to AC. Know(planes). Cha: Diplomacy. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Use Magic Device. Profession. Know(religion). 1/day Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. Will d8 Light. Medium. even when Helpless Death Talker +6 Aspirant Spontaneous Casting. Profession. Wis: Heal. Profession. Know(religion). 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. Wis: Heal. Perform. • Cannot cast spells of the opposing alignment. even when Helpless Death Talker +2 Ancestral Communion. Spellcraft. Int: Craft. 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. in the same way a Necromancer is a specialized type of Wizard. 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. Know(the planes). Will d8 d6 Light. Know(history). 5/day Death Talker +10 Bonus Item Creation or Metamagic Feat Arcane to Divine +5 Bonus to AC. Cha: Diplomacy. Know(the planes). Know(arcana). Heavy. 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. Heavy. Wis: Heal. Sense Motive. even when Helpless Aspirant Spontaneous Casting.Dungeons & Dragons 3.

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

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

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

Wis: Heal. Shields Weapons: Simple Skill Points: 2 Con: Concentration. 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. Heavy. 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. Will d8 Light. Spellcraft. Will d8 Light. you receive double the effect. Profession. Medium. Know(religion). 2007 Variant Class Features Lvl Cleric (PH p30) Cleric variant. Medium. Int: Craft. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Know(history). Wis: Heal. Heavy. this number of uses per day is doubled (such as Luck Domain). Domain Focus Alignment: Combat: Good Save: Hit-Die: Armor: (DR347 p91) Cleric variant. Alignment: Combat: Good Save: Hit-Die: Armor: 1 any Rogue Fort. Spontaneous (PH2 p36) Domain Casting any Rogue Fort. Spellcraft. Int: Craft. In others. In some cases. Profession. Cha: Diplomacy. Cha: Diplomacy. Medium. Know(religion).5 Edition Index – Base Classes February 28. 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 . Int: Craft. Know(religion). Cha: Diplomacy. Profession. Cleric Variants Class Features Alignment: Combat: Good Save: Hit-Die: Armor: any Rogue Fort. Spellcraft. Know(the planes). Know(the planes). Will d8 Light. Cure or Inflict spells may be memorized in your Domain slots. Wis: Heal. Know(the planes). the bonus is doubled. Heavy. Know(history). Know(history).Dungeons & Dragons 3. Shields Weapons: Simple Skill Points: 2 Con: Concentration.

Know(dungeoneer). Will d10 d8 Light. Earthen Spell Power When touching the ground. Spellcraft. Know(the planes). Know(history). Cha: Diplomacy.5 Edition Index – Base Classes February 28. Medium.Dungeons & Dragons 3. Will d10 d8 Light. Spellcraft. Will d10 d8 Light. Wis: Heal. Spellcraft. 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. Will d10 d8 Light. Cha: Diplomacy. 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. Heavy. 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. Profession. cast all [earth] spells and spells on the Earth Domain list at +1 caster level. Know(history). Int: Craft. Know(religion). Spellcraft. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Know(history). Cha: Diplomacy. Heavy. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Spellcraft. Know(the planes). Heavy. Int: Craft. Wis: Heal. Profession. Know(the planes). 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. Profession. Know(the planes). Int: Craft. Medium. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Know(history). Int: Craft. Usable 1 + Constitution modifier times per day. Cleric Variants Page 28 . Profession. Opponent must be a Giant. Heavy. Wis: Heal. Profession. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Int: Craft. 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. Know(religion). Wis: Heal. Medium. Know(religion). Hammer Specialist Gain proficiency with Warhammers and receive a +2 bonus on damage with them. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Know(dungeoneer). Wis: Heal. Cha: Diplomacy. Heavy. Know(religion). Know(dungeoneer). Medium. Know(the planes). Know(religion). Know(dungeoneer). Will d8 Light. Cha: Diplomacy. Know(history). Medium. 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.

Will d6 d8 Light. Wis: Heal. Spellcraft. Cha: Diplomacy. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. skill checks. Will d6 d8 Light. Greater – 24HD Elder Air Elemental or multiple Air Elementals adding up to 24HD. allied Air Elementals within 60’ of you gain +1 Morale bonus on attack and damage rolls. Medium. Know(religion). Medium. Know(religion). all spells with [earth] subtype are removed from your spell list. Know(the planes). Shields Weapons: Simple Skill Points: 2 Con: Concentration. Lesser– 8HD Large Air Elemental Planar Ally – 16HD Huge Air Elemental or two 8HD Large Air Elemental Planar Ally. and ability 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. Wis: Heal. Profession.Dungeons & Dragons 3. Spontaneously convert spells into Cure or Inflict spells Turn Undead any Rogue Fort. 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. Will d8 Light. Profession. Medium. Spellcraft. Profession. Int: Craft. Know(religion). Speak Language (Auran) as a bonus language. Will d6 d8 Light. Cha: Diplomacy. 2. Know(the planes). Medium. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. Know(history). Heavy. Cha: Diplomacy. Cha: Diplomacy. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. your cannot summon another one & receive a –1 penalty on attack. Open the Wind-Gate Your Planar Ally spells summon unusually powerful. Heavy. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Int: Craft. Spellcraft. Spellcraft. you may only summon Air Elementals with Planar Ally spells –and– if your Ally dies while in your service. 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. Shields Weapons: Simple Skill Points: 2 Con: Concentration. Heavy. 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. Heavy. Profession. if you have Air Domain.5 Edition Index – Base Classes February 28. saves. your receive a +4 bonus when Bolstering Air creatures. Know(the planes). Know(history). Shields Weapons: Simple Skill Points: 2 Con: Concentration. though the cost is the same: Planar Ally. one of which must be Air or Sky. Profession. Medium. Know(the planes). Wis: Heal. 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. Know(history). one of which must be Air or Sky. both for seven days. Wis: Heal. 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. Know(religion). Will d6 d8 Light. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. Cha: Diplomacy. Int: Craft. Know(history). Int: Craft. and 4. gain the following: 1. Spellcraft. Page 29 . 3. Know(history). one of which must be Air or Sky. Empathy of the Winds Due to the strong bond with the Plane of Air. Wis: Heal. one of which must be Air or Sky. including Summon Monster spells used to summon earth creatures. Int: Craft. Know(the planes). Heavy. Know(religion). In exchange. Shields Weapons: Simple Skill Points: 2 Con: Concentration. +4 Circumstance bonus on Diplomacy check with Plane of Air natives.

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

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

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

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

1st – n/a 2nd – Chill Metal. Elemental (Huge). Craft (blacksmithing). Elemental 2/day Wild Shape. 6/day Wild Shape.Dungeons & Dragons 3. 2007 Lvl 18 19 20 Druid (PH p33) Druidic Avenger (UA p51) Metal Master (DR311 p59) Sidhe Scholar (DR339 p90) Wild Shape. 6/day Wild Shape. and Craft (weaponsmithing) checks. Elemental (Huge). or silver Iron Body. 3/day Wild Shape. The forms will not blend in with similar animals. ‘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. 6/day Wild Shape. 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. Metal Sense – +2 bonus on Craft (armorsmithing). 3/day Wild Shape. Druid Variants Page 34 . You can make magical staves in only half the normal time. Elemental 2/day Damage Reduction 5 / adamantine. Elemental 2/day Wild Shape. 6/day Wild Shape. Elemental 2/day Wild Shape. 3/day Damage Reduction 5 / adamantine Wild Shape.5 Edition Index – Base Classes February 28. 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. 1/day Wild Shape. Sylvan Gifts – Calculate your number of bonus Druid spells as if your Wisdom was +2. Sylvan Craft – Gain Feat: Craft Staff. Otherworldly Shifting – The animal forms you shift into while using Wild Shape look different every time are always strange & exotic. Dark Moon’s Secret – Add the spells from the Evil Domain to your Druid spell list. Elemental (Huge). Blessing of the Fey – +2 bonus on Know(arcana) & Survival checks. Elemental (Huge).

Short-sword. 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. 5/day Venom Immunity Wild Shape. Sickle. Int: Craft. 4/day Urban Shape. Dex: Ride. LN. 4/day Wild Shape (Tiny) Urban Shape (Tiny) Wild Shape (Plants) Urban Shape (Object) Favored City 4 A Thousand Faces Wild Shape. 2/day Urban Shape. Spot. Know(arch & eng). Sling Skill Points: 4 Str: Swim. Wis: Heal. Spot. 3/day Wild Shape (Large) Urban Shape (Large) Favored City 3 Venom Immunity Information Network Wild Shape. Leather. 3/day Wild Shape (Large) Frightful Presence (magical beasts. & vermin) Venom Immunity +2 Insight on Reflex saves Wild Shape. Con: Concentration. Con: Concentration. 4/day Electricity Resistance 10 Wild Shape (Tiny) Thunder Strike (2d6 electrical. Listen. Leather. Wis: Heal. Know(history). Rapier. CN. Leather. LN. Con: Concentration. Dagger. Spellcraft. Will d8 Padded. 3/day Totem Shape (4/day) Wild Shape (Large) Totem Speech Venom Immunity Wild Shape. Dex: Ride. Sickle. Shield (wood only) Weapons: Club. Cha: Diplomacy. Quarterstaff. LN. Hide. Survival. Dart. Survival. temporary deafness). Sling Skill Points: 4 Str: Swim. CN. Sling Skill Points: 4 Str: Swim. Sickle. Profession. Alignment: Combat: Good Save: Hit-Die: Armor: NG. Intimidate. N.Dungeons & Dragons 3. 2/day Trackless Step Resist Nature’s Lure Woodland Stride Frightful Presence (animals) Thunder Strike (1d6 electrical. Know(nature). Will d8 Padded. NE Rogue Fort. NE Rogue Fort. Handle Animal. Int: Craft. Listen. Know(nature). Spot. Profession. Dagger. 5/day Urban Shape. Int: Craft. CN. Short Spear. N. Dart. Short Spear. Listen. Quarterstaff. Know(nature). Will d8 Padded. Buckler Weapons: Club. 2/day Thunder Strike (1d6 electrical. Speak Language. Quarterstaff. Sap. Sickle. 3/day Urban Shape. Will d8 Padded. Spellcraft. Cha: Diplomacy. Spellcraft. 3/day Wild Shape (Large) Wild Shape. Dagger. Survival.5 Edition Index – Base Classes February 28. Wis: Heal. 2/day Wild Shape. Handle Animal. temporary deafness). 5/day Trackless Step Totem Shape (2/day) Resist Nature’s Lure Wild Shape. Shortspear. Listen. NE Rogue Fort. 5/day Wild Shape. 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. Shield (wood only) Weapons: Club. 2/day Wild Shape. NE Rogue Fort. Cha: Bluff. Short Spear. Know(local). Spellcraft. 1/day Urban Shape. Int: Craft. Handle Animal. Studded Leather. 1/day Trackless Step +1 Insight on Reflex saves Resist Nature’s Lure NG. Spot. Dagger. Scimitar. Hide. Profession. 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. Leather. Con: Concentration. 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. Dex: Ride. 5/day Totem Shape (6/day) Wild Shape (Plants) Druid Variants Page 35 . 1/day Totem Shape (3/day) Wild Shape. Dex: Ride. 1/day Wild Shape. CN. 3/day Wild Shape (Plants) Gain Improved Initiative feat A Thousand Faces Wild Shape. Hide. LN. Dart. fey. Sling Skill Points: 4 Str: Swim. 1/day Electricity Resistance 5 Wild Shape. Scimitar. Know(nature). N. 1/day Wild Shape. 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. Cha: Diplomacy. Dart. Perform. 2/day Dire Totem Shape (1/day) Wild Shape. Scimitar. Hide. Gather Info. Quarterstaff. Profession. Shield (wood only) .. temporary deafness). 4/day Wild Shape (Tiny) Wild Shape. Diplomacy. Wis: Heal. Handle Animal. Crossbow(any). Survival. Shield (wood only) Weapons: Club. N. Scimitar.

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

Hide. Dagger. Ref. Wis: Heal. Hide. Dagger. Con: Concentration. Throwing Axe Skill Points: 2 Str: Swim. 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. Cha: Diplomacy. 1/day Resist Nature’s Lure Air Mastery Wild Shape. 1/day Whispering Winds. Listen. 1/day Ice Stride 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. Sling. Dart. 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. 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. Will d8 Padded. 5/day Air Domain (domain spells) Timeless Body Wild Shape (Huge) Wild Shape. Elemental 2/day Wild Shape. Elemental 1/day Fast Healing 1 Ability Damage Healing 1 Wild Shape. Int: Craft. Short Spear. 2/day Wild Shape (Large) Feather Fall. Know(nature). Leather. Leather. N.Dungeons & Dragons 3. Spellcraft. 2/day Wild Shape. 5/day Timeless Body Wild Shape (Huge) Wild Shape. 2/day Wild Shape. CN. Dex: Ride. CN. 1/day Wild Shape. Know(nature). Shield (wood only) Weapons: Club. Spot. 2/day 3/day Resist Nature’s Lure Wild Shape. Javelin. Int: Craft. Elemental 1/day Wild Shape (Huge) Otiluke’s Freezing Sphere. Dart. Spellcraft. LN. NE Rogue Fort. Cha: Diplomacy. Leather. 1/day Wild Shape. Air Elemental 1/day NG. Profession. 6/day Wild Shape. Con: Concentration. Short Spear. NE Rogue Fort. Handle Animal. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Sickle. Scimitar. Listen. 1/day Trackless Step Whispering Winds. Spear. 3/day Wild Shape (Plants) Air Domain (granted power) A Thousand Faces Fly. Ride. Int: Craft. 6/day Wild Shape. CN. Spellcraft. Shield (wood only) Weapons: Club. (Large) 4/day Wild Shape 4/day (Tiny) Wild Shape (Plants) Resistance to Cold 10 A Thousand Faces Wall of Ice. 5/day Timeless Body Wild Shape (Huge) Resistance to Cold 15 Wild Shape. N. Air Elemental 2/day Druid Variants Page 37 . Spot. Battleaxe. NE Rogue Fort. 1/day Wild Shape.5 Edition Index – Base Classes February 28. Listen. 2/day Wild Shape (Tiny) Whispering Winds. Kama. CN. Survival. Know(nature). Dart. Sickle. Quarterstaff. 3/day Wild Shape. Short Spear. Dex: Ride. Survival. Survival. 4/day Wild Shape (Tiny) Wild Shape (Plants) Turn Undead A Thousand Faces Resist Death’s Lure Wild Shape. 1/day Wild Shape. 1/day Feather Fall. Con: Concentration. Scimitar. LN. 1/day 2/day Wild Shape. Know(geography). Dagger. Wis: Heal. N. Magical Beasts with [cold] subtype. 2/day Friend of the Air Wild Shape. Listen. NE Rogue Fort. Int: Craft. 6/day Wild Shape. Leather. Hide. Cha: Diplomacy. Dagger. Scimitar. Quarterstaff. Wis: Heal. Shield (wood only) Weapons: Club. Cha: Diplomacy. Know(nature). Dart. Wis: Heal. Dex: Balance. LN. Spellcraft. Profession. Sling Skill Points: 4 Str: Swim. Elemental 1/day Wild Shape (Large) Venom Immunity Disease Immunity Wild Shape. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Sling Skill Points: 4 Str: Swim. Hide. Intimidate. Quarterstaff. Nunchaku. Sling Skill Points: 4 Str: Swim. 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. Scimitar. Handle Animal. Survival. Elemental 2/day Immunity to Cold Wild Shape. LN. Sickle. 3/day Venom Immunity Air Spell Immunity Wild Shape. Will d8 Padded. 4/day Fly. Shortbow. Shield (wood only) Weapons: Club. Handle Animal. Con: Concentration. 6/day Wild Shape. Elemental 2/day Wild Shape 3/day (Large) Venom Immunity Resistance to Cold 5 Wild Shape. Dex: Ride. Profession. 3/day Fly. Profession. Will d8 Padded. 3/day Woodland Stride Ray of Frost added to spell list Trackless Step Drift Stride Resist Nature’s Lure Trackless Step Wild Shape. Spot. N. no penalty vs. Quarterstaff. Spot. Handle Animal. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Sickle. Will d8 Padded. 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. 2/day Wild Shape.

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

Cha: Diplomacy. Quarterstaff. Sling Skill Points: 4 Str: Swim. Spellcraft. 6/day Wild Shape. Wis: Heal. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. N. N. Will d8 Padded. Dagger. Elemental 1/day NG. Spellcraft. Dex: Ride. Spot.Dungeons & Dragons 3. 3/day Wild Shape (Large) Venom Immunity Wild Shape. LN. Elemental (Huge). Profession. Will d8 Padded. Elemental 2/day Wild Shape. Leather. Dart. Elemental 1/day NG. Elemental 1/day Alignment: Combat: Good Save: Hit-Die: Armor: 1 NG. Dart. Hide.5 Edition Index – Base Classes February 28. Int: Craft. Spellcraft. Dex: Ride. Spot. Sickle. Scimitar. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Sickle. Listen. Know(nature). NE Rogue Fort. Scimitar. 2007 Variant Class Features Lvl Druid (PH p33) Druid variant. Listen. Elemental 2/day Wild Shape. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Know(nature). Quarterstaff. Handle Animal. Shield (wood only) Weapons: Club. Shield (wood only) Weapons: Club. N. Cha: Diplomacy. Shield (wood only) Weapons: Club. Handle Animal. Leather. N. Know(nature). Hide. 6/day Wild Shape. CN. 3/day Wild Shape. LN. 3/day Wild Shape. 6/day Wild Shape. Dart. 5/day Timeless Body Wild Shape (Huge) Wild Shape. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Quarterstaff. Wis: Heal. Con: Concentration. Elemental 2/day Wild Shape. Con: Concentration. Elemental 2/day Wild Shape. Con: Concentration. Sling Skill Points: 4 Str: Swim. 1/day Wild Shape. Spot. Elemental 1/day Shapeshift – Elemental Fury Form Wild Shape. LN. 4/day Wild Shape (Tiny) Wild Shape (Plants) Shapeshift – Forest Avenger Form A Thousand Faces Wild Shape. Elemental (Huge). Int: Craft. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Sling Skill Points: 4 Str: Swim. Wis: Heal. Handle Animal. 2/day Wild Shape. Sickle. Short Spear. Survival. 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. 2/day Wild Shape. Spot. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Leather. Listen. 3/day Druid Variants Page 39 . Dagger. Will d8 Padded. Spellcraft. Scimitar. 2/day Wild Shape. Dex: Ride. 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. Survival. Dagger. Int: Craft. CN. Profession. Survival. Spontaneous Rejuvenation (PH2 p39) Alignment: Combat: Good Save: Hit-Die: Armor: NG. Focused Animal Alignment: Combat: Good Save: Hit-Die: Armor: (DR347 p91) Druid variant. 6/day Wild Shape. NE Rogue Fort. Listen. NE Rogue Fort. Short Spear. 3/day Wild Shape (Large) Shapeshift – Ferocious Slayer Form Venom Immunity Wild Shape. NE Rogue Fort. CN. CN. Int: Craft. 5/day Timeless Body Wild Shape (Huge) Wild Shape. 1/day Wild Shape. Know(nature). Hide. Will d8 Padded. Sling Skill Points: 4 Str: Swim. 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. Elemental (Huge). 5/day Timeless Body Wild Shape (Huge) 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. Cha: Diplomacy. Wis: Heal. Scimitar. Cha: Diplomacy. 1/day Wild Shape. Elemental (Huge). Short Spear. Profession. Quarterstaff. Dex: Ride. LN. Dagger. Sickle. Handle Animal. Shapeshift Alignment: Combat: Good Save: Hit-Die: Armor: (PH2 p39) Druid variant. Leather. Profession. 2/day Wild Shape. Survival. 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. Con: Concentration. 1/day Shapeshift – Aerial Form Wild Shape. Short Spear. Hide. Shield (wood only) Weapons: Club.

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

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

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

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. even if it does not grant Cover or Concealment. you receive the following: a) +4 Circumstance bonus on Ride checks.Dungeons & Dragons 3. b) no penalty when not using a saddle. your Animal Companion also gains it. and c) if you have Trackless Step and/or Woodland Stride. 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.5 Edition Index – Base Classes February 28. Camouflage You may make a Hide check in natural terrain. Druid Variants Page 43 .

Quarterstaff. Quarterstaff. Shield (wood only) Weapons: Club. 1/day Wild Shape. Elemental (Huge). Survival. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. This does not stack with Feat: Augment Summoning. Survival. 3/day Alignment: NG. 3/day Alignment: NG. 5 6/day Wild Shape. Dex: Ride. Hide. Medium. Cha: Diplomacy. 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). Medium. 1 2/day Augmented Nature’s Allies Wild Shape. CN. 3/day Wild Shape (Large) Venom Immunity Wild Shape. 3/day Alignment: NG. Spot. Intimidate. Dart. 4 5/day Timeless Body Wild Shape (Huge) Wild Shape. Spot. Spellcraft. Wis: Heal. Will Hit-Die: d10 d8 Armor: Padded. 2/day Wild Shape. Con: Concentration. LN. Elemental (Small. Hide. Profession. Augmented Nature’s Allies Any Animal summoned by Summon Nature’s Allies receives +4 bonus to Strength and Constitution. NE Combat: Rogue Good Save: Fort. LN. Listen. Scimitar. Dex: Ride. Handle Animal. Leather. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Scimitar. Spellcraft. Know(nature). Shield (wood only) Weapons: Club. 5 6/day Wild Shape. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Will Hit-Die: d10 d8 Armor: Padded. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Medium. N. NE Combat: Rogue Good Save: Fort. Dex: Ride. Leather. Dagger. Spellcraft. 3 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Scimitar. CN. Short Spear. Sling Skill Points: 4 Str: Swim. 2 3/day Wild Shape (Large) Venom Immunity Wild Shape. & Large) 1/day Wild Shape. Con: Concentration. & Large) 1/day Wild Shape. Know(nature). Sickle. Profession. Know(nature). Dagger. Know(nature). Spot. Sickle. Know(nature). Hide. Elemental (Small. Listen. Int: Craft. Intimidate. Quarterstaff. Wis: Heal. 6/day Wild Shape. Hide. Dagger. Elemental (Small. a Half-Orc Druid may add his/her Strength modifier instead of his/her Charisma modifier. Cha: Diplomacy. Spot. Wis: Heal. NE Combat: Rogue Good Save: Fort. Elemental 2/day Wild Shape. Int: Craft. Shield (wood only) Weapons: Club. Elemental (Huge). CN. 1/day Wild Shape. Survival. LN. N.5 Edition Index – Base Classes February 28. 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). Will Hit-Die: d10 d8 Armor: Padded. Will Hit-Die: d8 Armor: Padded. Sling Skill Points: 4 Str: Swim. LN. Sling Skill Points: 4 Str: Swim. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Hide. Dart. 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. Elemental 2/day Wild Shape.Dungeons & Dragons 3. Elemental (Huge). & Large) 1/day Wild Shape. Dex: Ride. Int: Craft. 2/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 Bully Animal Wild Shape (Small & Medium). Leather. 1/day Wild Shape. & Large) 1/day Wild Shape. 1 2/day Augmented Nature’s Allies Wild Shape. Sling Skill Points: 4 Str: Swim. Survival. Cha: Diplomacy. Intimidate. Profession. Intimidate. Profession. Sling Skill Points: 4 Str: Swim. Bully Animal When making Wild Empathy checks. 6/day Wild Shape. Dex: Ride. 1/day Wild Shape. Elemental (Small. Listen. N. Handle Animal. Quarterstaff. Medium. Medium. Handle Animal. & Large) 1/day Wild Shape. N. CN. Wis: Heal. Shield (wood only) Weapons: Club. Elemental (Huge). LN. Shield (wood only) Weapons: Club. 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 . Sickle. 1/day Wild Shape. Will Hit-Die: d10 d8 Armor: Padded. Short Spear. Scimitar. Dagger. 3/day Wild Shape (Large) Venom Immunity Wild Shape. CN. Spot. Sickle. Elemental 2/day Wild Shape. Short Spear. Handle Animal. 3/day Alignment: NG. Profession. Listen. NE Combat: Rogue Good Save: Fort. 5/day Timeless Body Wild Shape (Huge) Wild Shape. 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 (Small & Medium). N. Leather. Dart. Sickle. Handle Animal. Cha: Diplomacy. 2/day Wild Shape. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Wis: Heal. 3 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Spellcraft. Con: Concentration. Int: Craft. Elemental (Small. Cha: Diplomacy. NE Combat: Rogue Good Save: Fort. Dagger. Con: Concentration. 4 5/day Timeless Body Wild Shape (Huge) Wild Shape. Short Spear. Dart. 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). 3/day Half-Orc Druid Class Abilities Tough Animal Companion A Half-Orc Druid’s Animal Companion receives Feat: Toughness. Scimitar. Survival. Elemental 2/day Wild Shape. 2 3/day Wild Shape (Large) Venom Immunity Wild Shape. Dart. Int: Craft. 6/day Wild Shape. Spellcraft. Elemental 2/day Wild Shape. Short Spear. Leather. Con: Concentration. Listen.

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. Elemental 2/day Wild Shape. Shield (wood only) Weapons: Club. 6/day Wild Shape. Elemental 2/day Wild Shape. Shield (wood only) Weapons: Club. LN. Short Spear. Will Hit-Die: d8 Armor: Padded. Scimitar. Survival. 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. Swim. Listen. Cha: Diplomacy. Handle Animal. Int: Craft. Cha: Diplomacy. Wis: Heal. 4/day Wild Shifting +4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Know(nature). Handle Animal. Spot. N. Elemental 2/day Wild Shape. NE Combat: Rogue Good Save: Fort. Dagger. Profession. Dex: Balance. Profession. Dart. Hide. Quarterstaff. Dex: Balance. Listen. Scimitar. Dart. 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. Jump. 1/day Wild Shape. Spellcraft. 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. LN. Hide. Hide. Ride. NE Combat: Rogue Good Save: Fort. CN. Will Hit-Die: d8 Armor: Padded. Elemental 1/day Wild Shape. Sickle. 4/day Wild Shifting +4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Sling Skill Points: 4 Str: Climb. LN. Sling Skill Points: 4 Str: Climb. Jump. Wis: Heal. Int: Craft.Dungeons & Dragons 3. Sling Skill Points: 4 Str: Climb. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Ride. LN. 6/day Wild Shape. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Handle Animal. Quarterstaff. Will Hit-Die: d8 Armor: Padded. CN. Short Spear. 1/day Wild Shifting +1/day Wild Shape. 2/day Wild Shape. 5/day Timeless Body Wild Shape (Huge) Alignment: NG. Con: Concentration. Spellcraft. Sickle. Shield (wood only) Weapons: Club. 3/day Druid Variants Page 45 . Survival. Quarterstaff. Dagger. Spot. Dex: Balance. Sickle. Scimitar. Wis: Heal. 1/day Wild Shape. 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. Con: Concentration. Sickle. Cha: Diplomacy. 2/day Wild Shifting +2/day Wild Shape. Leather. Elemental 1/day Wild Shape. Elemental (Huge). Spot. Elemental (Huge). Will Hit-Die: d8 Armor: Padded. CN. CN. Scimitar. 1/day Wild Shape. 2/day Wild Shape. Dart. Short Spear. Wis: Heal. Hide. Swim. Cha: Diplomacy. Shield (wood only) Weapons: Club. Elemental (Huge). 2/day Wild Shifting +2/day Wild Shape. Swim. 3/day Wild Shape. Elemental 1/day Alignment: NG. Swim. Ride. Dart. Sling Skill Points: 4 Str: Swim. Elemental (Huge). Handle Animal. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Spellcraft. 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. Short Spear. Listen. Listen. 3/day Wild Shape. Profession. Know(nature). N. Will Hit-Die: d8 Armor: Padded. Sling Skill Points: 4 Str: Climb. Dagger. Spot. Know(nature). Survival. Handle Animal. Profession. Int: Craft. Con: Concentration. Elemental 2/day Wild Shape. Spellcraft. Con: Concentration. 3/day Wild Shifting +3/day Wild Shape (Large) Wild Shifting (improved dmg 1) Venom Immunity Wild Shape. Sickle. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Quarterstaff. Elemental 2/day Wild Shape. Know(nature). Dex: Ride. Elemental (Huge).5 Edition Index – Base Classes February 28. Cha: Diplomacy. 5/day Wild Shifting +5/day Timeless Body Wild Shape (Huge) Wild Shape (Huge) Wild Shifting (improved dmg 2) Wild Shape. N. Wis: Heal. NE Combat: Rogue Good Save: Fort. Elemental 1/day Wild Shape. Dart. Hide. NE Combat: Rogue Good Save: Fort. Leather. Int: Craft. Spot. N. Survival. Scimitar. 6/day Wild Shifting +6/day Wild Shape. 5/day Timeless Body Wild Shape (Huge) Alignment: NG. 2/day Wild Shape. Dex: Balance. Quarterstaff. LN. 6/day Wild Shape. 3/day Wild Shape. Listen. Profession. Leather. Ride. 3/day Wild Shape. Jump. Shield (wood only) Weapons: Club. Leather. Jump. Int: Craft. 3/day Wild Shifting +3/day Wild Shape (Large) Wild Shifting (improved dmg 1) Venom Immunity Wild Shape. Con: Concentration. Leather. 6/day Wild Shifting +6/day Wild Shape. CN. Short Spear. N. 1/day Wild Shifting +1/day Wild Shape. Know(nature). Dagger. Survival. 5/day Timeless Body Wild Shape (Huge) Alignment: NG. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. 5/day Wild Shifting +5/day Timeless Body Wild Shape (Huge) Wild Shape (Huge) Wild Shifting (improved dmg 2) Wild Shape. 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. NE Combat: Rogue Good Save: Fort. Spellcraft. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Dagger.

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

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

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

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

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. Dex: Ride. Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Elusive Attack. Fighter Feat Fighter Feat any Fighter Fort d10 Light. Cha: Handle Animal. Cha: Handle Animal. Medium. Swim. Dex: Ride. Overpowering Attack Make a Full Round Action with only one attack (at your best attack bonus). Swim. as do any other attacks you make until the start of your next round. Int: Craft. Medium. Shield Weapons: Simple. Martial Skill Points: 2 Str: Climb. Cha: Handle Animal. Martial Skill Points: 2 Str: Climb. Dex: Ride. Before the start of your next turn. 2007 Variant Class Feature Lvl Fighter (PH p37) Fighter variant. Swim. it does double damage. +2 Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Fighter Feat Elusive Attack. +n Make a Full Round Action with only one attack (at your best attack bonus). +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). Martial Skill Points: 2 Str: Climb. Swim. Fighter Feat Fighter Feat any Fighter Fort d10 Light. Shield Weapons: Simple. Jump. Elusive Attack Alignment: Combat: Good Save: Hit-Die: Armor: (PH2 p44) Fighter variant. Heavy. Fighter Variants Page 53 . Int: Craft. Int: Craft. Counterattack Alignment: Combat: Good Save: Hit-Die: Armor: (PH2 p45) Fighter variant. Heavy. Shield Weapons: Simple. Medium. Heavy. Cha: Handle Animal. +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. Gain ‘+n’ Dodge bonus to AC until your next round.5 Edition Index – Base Classes February 28. Jump. Intimidate. If it hits. Jump. Intimidate. Elusive Attack.Dungeons & Dragons 3. Intimidate. Medium. Jump. Martial Skill Points: 2 Str: Climb. Intimidate. Dex: Ride. 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). Fighter Feat Fighter Feat any Fighter Fort d10 Light. Shield Weapons: Simple. Heavy. Int: Craft.

Dex: Ride. Jump. Intimidate. Heavy. Medium. Handaxe. Jump. Martial Skill Points: 2 Str: Climb. Swim. Jump. Fighter Variants Page 54 . Intimidate. Int: Craft Know(dungeoneer). & Giants. Cha: Handle Animal. Swim. Shield Weapons: Simple. Martial Skill Points: 2 Str: Climb. Cha: Handle Animal. Int: Craft. Racial Foes +2 bonus to weapon damage vs. Cha: Handle Animal. Shield Weapons: Simple. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light. Martial Skill Points: 2 Str: Climb. Cha: Handle Animal. Swim. Intimidate. Dex: Ride. Bonus Fighter Feat Bonus Fighter Feat Racial Foes Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light. Cha: Handle Animal. Intimidate. Goblinoids. Jump. 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. Int: Craft Know(dungeoneer). Dex: Ride.5 Edition Index – Base Classes February 28. Int: Craft Know(dungeoneer). Swim. Martial Skill Points: 2 Str: Climb. and the axe head of a Dwarven Urgrosh. 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. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light. Dwarven Waraxe. Heavy. Throwing Axe. Greateaxe. Medium. Martial Skill Points: 2 Str: Climb. Intimidate. Medium. Bonus Fighter Feat Axe Focus Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light. Heavy Armor Expertise Gain an additional +1 Armor bonus to AC when wearing Heavy Armor. Dex: Ride. Medium.Dungeons & Dragons 3. Swim. Dex: Ride. Heavy. Orcs. Jump. Shield Weapons: Simple. Heavy. Heavy. Shield Weapons: Simple. Shield Weapons: Simple. Int: Craft Know(dungeoneer). Medium.

Swim. Cha: Handle Animal. Dex: Ride. This is a Language-Dependent.Dungeons & Dragons 3. Bonus Fighter Feat Blade Focus Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d8 d10 Light. Martial Skill Points: 2 Str: Climb. Jump. Cha: Bluff. Intimidate. Medium. Martial Skill Points: 4 Str: Climb. Wis: Sense Motive.5 Edition Index – Base Classes February 28. Martial Skill Points: 4 Str: Climb. Dex: Ride. Shield Weapons: Simple. Int: Craft. Dex: Ride. Jump. Int: Craft. Handle Animal. Main-Gauche When wielding a Longsword or Rapier in your Primary Hand and a Dagger in your Off-Hand. plus you gain a +1 bonus to AC when Fighting Defensively in this manner. you gain a +2 bonus on attack rolls against that foe until the end of your next turn. Shield Weapons: Simple. Shield Weapons: Simple. Counts as Feat: Two-Weapon Fighting for purposes of other Feats and Prestige Classes. Diplomacy. Mind-Affecting ability that can only work on creatures with an intelligence of at least 3. Swim. Jump. Shield Weapons: Simple. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d8 d10 Light. If successful. Swim. 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. Intimidate. Intimidate. Medium. Fighter Variants Page 55 . Wis: Sense Motive. Dex: Ride. Martial Skill Points: 4 Str: Climb. Diplomacy. Cha: Bluff. Confusing Banter When Fighting Defensively. Bonus Fighter Feat Bonus Fighter Feat Main-Gauche Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d8 d10 Light. Medium. Wis: Sense Motive. Cha: Bluff. Int: Craft. Heavy. Handle Animal. Swim. Handle Animal. Diplomacy. Cha: Bluff. Jump. Shield Weapons: Simple. 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. Wis: Sense Motive. Heavy. Int: Craft. Medium. Jump. Swim. you are treated as having Feat: Two-Weapon Fighting. 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). Dex: Ride. Heavy. Heavy. 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). Heavy. Martial Skill Points: 4 Str: Climb. Medium. Handle Animal. Int: Craft. Intimidate. Intimidate. Diplomacy.

Int: Craft. Bonus Fighter Feat Encumbered Flight Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. he/she may do this also with a Medium Load. Medium. When the Raptoran Fighter gains Flight. Heavy. Int: Craft. Shield Weapons: Simple. Martial Skill Points: 2 Str: Climb. Heavy. Martial Skill Points: 2 Str: Climb. Cha: Handle Animal. Heavy.Dungeons & Dragons 3. Bonus Fighter Feat Bonus Fighter Feat any Fighter Fort d10 Light. Swim. Int: Craft. Heavy. Dex: Ride. Jump. Heavy. Jump. Shield Weapons: Simple. Dex: Ride. Medium. Intimidate. Intimidate. Medium. Martial Skill Points: 2 Str: Climb. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Swim. 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). Martial Skill Points: 2 Str: Climb. Jump. Swim. Int: Craft. Martial Skill Points: 2 Str: Climb. Fast Flight +10’ Racial bonus on Gliding and Flying speeds. Shield Weapons: Simple. Jump. Cha: Handle Animal. Dex: Ride. Cha: Handle Animal. Swim. Fighter Variants Page 56 . Int: Craft. Airborne Strike When flying or otherwise higher than his/her opponent. Intimidate.5 Edition Index – Base Classes February 28. Cha: Handle Animal. Intimidate. Jump. Medium. Swim. Cha: Handle Animal. Shield Weapons: Simple. Dex: Ride. 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. Medium. Shield Weapons: Simple. the Raptoran Fighter receives +2 damage on melee weapon attacks. Intimidate.

Dex: Ride. Dex: Ride. Cha: Handle Animals. Jump. Body as Weapon +2 bonus on weapon damage with your Slam attack or any weapon attached to your body. Cha: Handle Animals. Int: Craft. Medium. 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. Bonus Fighter Feat Battle Hardened Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light. Int: Craft. 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. Cha: Handle Animal. Martial Skill Points: 2 Str: Climb. Intimidate. Heavy. Martial Skill Points: 2 Str: Climb. Int: Craft. Shield Weapons: Simple. Medium. Intimidate. Martial Skill Points: 2 Str: Climb. Jump. Swim. Bonus Fighter Feat Bonus Fighter Feat Bonus Warforged Feat Bonus Fighter Feat any Fighter Fort d12 d10 Light. Swim. Dex: Ride. Shield Weapons: Simple. Jump. Jump. Jump.Dungeons & Dragons 3. Cha: Handle Animals. Medium. Heavy. Heavy. Intimidate. Dex: Ride.5 Edition Index – Base Classes February 28. Martial Skill Points: 2 Str: Climb. Dex: Ride. Medium. Intimidate. Intimidate. Int: Craft. Swim. Int: Craft. Heavy. Shield Weapons: Simple. Medium. Heavy. Swim. Martial Skill Points: 2 Str: Climb. Shield Weapons: Simple. Cha: Handle Animals. Shield Weapons: Simple. Fighter Variants Page 57 . Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d12 d10 Light. Swim. Fear.

Shuriken. Escape Artist. Cha: Diplomacy. Sai. LE Rogue Fort. Handaxe. Int: Craft. Nunchaku. Will d8 — Club. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Aura of Courage Smite Evil. Handaxe. Sense Motive. Sai. Profession. Tumble. Jump. Shuriken. Kama. Spot. 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. Escape Artist. Wis: Listen. Hide. Perform. Swim. Quarterstaff. Perform. Profession. Con: Concentration. Shuriken. Move Silently. 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). Siangham. Con: Concentration. Nunchaku. Quarterstaff. Swim. LN. Int: Craft. Escape Artist. Sense Motive. LE CG. Quarterstaff. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Flailing Strike (–2). Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Skill Points: 4 Str: Climb. +1d4–1 Skill Points: 4 Str: Climb. Con: Concentration. Int: Craft. Will d8 — Club. Know(arcana). Profession. Javelin. Know(religion). Dagger. Dagger. Will d8 — Club. Escape Artist. LN. Spot. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Ref. Kama. LN. Know(arcana). Wis: Listen. Know(arcana). Tumble. Crossbow (light or heavy). Ref. Know(arcana). LE Rogue Fort. Handaxe. Javelin. Perform. Will d8 — Club. Wis: Listen. Cha: Diplomacy. Dagger. Cha: Diplomacy. Ref. Spot. Hide. Swim. Swim. LN. Dex: Balance. Hide. Javelin. Hide. Con: Concentration. LE Rogue Fort. Dex: Balance. Sense Motive. Nunchaku. Sense Motive. Siangham. Ref. Kama. Crossbow (light or heavy). Handaxe. Dex: Balance.5 Edition Index – Base Classes February 28. Crossbow (light or heavy). Move Silently. Kama. Perform. Sling 1 Skill Points: 4 Str: Climb. Jump. Tumble. +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). Nunchaku. Javelin.Dungeons & Dragons 3. Jump. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. CE Rogue Fort. Siangham. Quarterstaff. CN. Move Silently. Profession. Int: Craft. 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. Crossbow (light or heavy). +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 . Dex: Balance. Move Silently. Siangham. Know(religion). Shuriken. Know(religion). +1d4 Ki Strike (lawful) Ki Strike (chaotic) Slow Fall 50’ +2 bonus to AC Flailing Strike (–0). Tumble. Sai. Spot. Wis: Listen. 2007 Monk Alternate Base Classes . Dagger. Know(religion). Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Cha: Diplomacy. Jump. Sai.

and becoming –0 at 9th level) to receive a random number of extra attacks (minimum +0). 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). Freedom of Thought If the Chaos Monk fails a Will save vs. 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. +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). 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). he/she may immediately reroll the save.5 Edition Index – Base Classes February 28. Number of Extra Attacks When making a Full Round Attack with either Unarmed Strike or a Kata (i. Displacing Stance (Percent) When active. but the Chaos Monk gains the (chaotic) subtype.Dungeons & Dragons 3. special monk) weapon. DC = 10 + Chaos Monk class level). the Chaos Monk’s target is Dazed for 1 round (WillNeg. Anarchic Self As Perfect Self. Usable 1/day. though the second roll must be kept. Monk Variants Page 59 . the Chaos Monk has the option of taking the listed Penalty (initially –2..e. a Mind-Affecting effect. Erratic Advance When charging.

Shuriken. Escape Artist. LE Rogue Fort. Sai. Tumble. Quarterstaff. LN. Wis: Listen. Sense Motive. Know(arcana). Will d8 — Club. Sense Motive. Spot. 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. Dagger. Crossbow (light or heavy). Javelin. Cha: Diplomacy. 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. Spot. LE Rogue Fort. Jump. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. 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. Javelin. Profession. Kama. Javelin. Ref. Handaxe. Sense Motive. Jump. Dagger. Wis: Listen. Move Silently. Know(arcana). Con: Concentration. Tumble. Tumble. Know(religion). Kama. Perform. Will d8 — Club. Cha: Diplomacy. Con: Concentration. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Rage. Siangham. Escape Artist. Int: Craft. Escape Artist. Tumble. Sense Motive. Swim. Hide. 3/day Skill Points: 4 Str: Climb. Profession. Wis: Listen. Kama. LE Rogue Fort. Profession. Int: Craft. Perform. Nunchaku. Cha: Diplomacy. Sai. Perform. LN. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG.5 Edition Index – Base Classes February 28. Siangham. Move Silently. Sai. Kama. Jump. Hide. Nunchaku. LN. Handaxe. Will d8 — Club. Spot. Intimidate. Crossbow (light or heavy). Sai. Int: Craft. Ref. 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 . LE Rogue Fort. Shuriken. LN.Dungeons & Dragons 3. Wis: Listen. Move Silently. Dagger. Siangham. Nunchaku. Nunchaku. Quarterstaff. Perform. Know(arcana). Quarterstaff. Hide. Hide. Will d8 — Club. Dex: Balance. Ref. Dex: Balance. Dex: Balance. Dagger. Crossbow (light or heavy). 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. Escape Artist. Ref. Sling 1 Skill Points: 4 Str: Climb. Con: Concentration. Profession. Dex: Balance. Move Silently. Siangham. Con: Concentration. 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. Javelin. Know(religion). Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Feat Evasion 2 3 Skill Points: 3 Str: Climb. Know(arcana). Crossbow (light or heavy). Int: Craft. 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. Swim. Swim. Swim. Know(religion). Handaxe. Cha: Diplomacy. Shuriken. Handaxe. Spot. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Know(religion). Shuriken. Quarterstaff. Jump.

6/day ‘Sidewinder Monk’ Class Abilities Fangs. 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. 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. 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. 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. Lasts for 1 + Constitution modifier rounds (minimum 1). 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. the creature you bite dies due to poison from your bite (FortNeg. Fangs (death) – Once per day. n/day – you grow fangs that do 1d4 Piercing damage. you gain a +6 Competence bonus on Intimidate checks when using your fangs. DC is Constitution based).Dungeons & Dragons 3. Monk Variants Page 61 . 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. As of 8th level. This is an additional attack at highest attack bonus.5 Edition Index – Base Classes February 28.

Quarterstaff. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Ref. Know(religion). Spot. Siangham. Kama. Javelin. Perform. Profession. Sense Motive. Kama. Will d8 — Club. Know(arcana). Perform.5 Edition Index – Base Classes February 28. Swim. Hide. Con: Concentration. Move Silently. Know(nature). Crossbow (light or heavy). LE Rogue Fort. Quarterstaff. LE Rogue Fort. Survival. Nunchaku. Cha: Diplomacy. Javelin. Perform. 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. Jump. Kama. Int: Craft. Int: Craft. 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. Will d8 — Club. Handaxe. Handaxe. Dex: Balance. Will d8 — Club. Kama. Javelin. Swim. Sling 1 Skill Points: 4 Str: Climb. Jump. Con: Concentration. Hide. Shuriken. Ref. LN. Perform. Dagger. Dagger. Con: Concentration. 1/day Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Wild Shape. Escape Artist. Know(religion). 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. Cha: Diplomacy. Crossbow (light or heavy). Know(religion). Hide. LE Rogue Fort.. Nunchaku. Move Silently. Cha: Diplomacy. Tumble. Shuriken. Shuriken. Int: Craft.Dungeons & Dragons 3. 3/day Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Wild Shape (large) Diamond Soul Slow Fall 70’ Wild Shape. Know(religion). Nunchaku. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Escape Artist. Wis: Listen. Sense Motive. Sai. Cha: Diplomacy. Spot. Sai. Nunchaku. Tumble. Tumble. Move Silently. Profession. Siangham. Dagger. LN. Handaxe. Javelin. Profession. Dex: Balance. Spot. Handaxe. Profession. Con: Concentration. LN. Hide. LE Rogue Fort. Int: Craft. Swim. Siangham. Dagger. Ref. Dex: Balance. Quarterstaff. Wis: Listen. 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. Crossbow (light or heavy). Swim. Sense Motive. Jump. LN. Shuriken. Know(arcana). Quarterstaff. Dex: Balance. Wis: Listen. 2/day Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Wild Shape. Sai. Wis: Listen. Sai. Know(arcana). Escape Artist. Escape Artist. Spot. Jump. Move Silently. Know(arcana). Crossbow (light or heavy). 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 . Will d8 — Club. Sense Motive. Ref. Tumble. 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. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG.

6/day Wild Shape into an Elemental. 1/day Perfect Self Slow Fall any distance +4 bonus to AC Wild Shape. 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. 2/day Monk Variants Page 63 .5 Edition Index – Base Classes February 28.Dungeons & Dragons 3. 5/day Empty Body Wild Shape into an Elemental.

Int: Craft. Wis: Listen. Javelin. Siangham. Move Silently. Quarterstaff. Profession. LE Rogue Fort. Cha: Diplomacy. Javelin. Crossbow (light or heavy). Shuriken. Escape Artist. Know(religion). Kama. Escape Artist. Kama. Sling 1 Skill Points: 4 Str: Climb. Quarterstaff. Crossbow (light or heavy). Swim. Spot. Hide. LE Rogue Fort. Handaxe. Jump. Escape Artist. Know(arcana). LE Rogue Fort. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Decisive Strike (–2) Skill Points: 4 Str: Climb. Kama. Dagger. Escape Artist. Know(arcana). Sense Motive. Sai. Decisive Strike Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p51) Monk variant. Bane of the (DR351 p93) Clockwork Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Sling LG. Perform. Dagger. LE Rogue Fort. Cha: Diplomacy. Hide. Spot. Know(arcana). Know(religion). Ref. Hide. Sense Motive. Javelin. Sai. Javelin. Int: Craft. Dagger. Shuriken. Wis: Listen. Swim. Sai. Quarterstaff. Int: Craft. Profession. Siangham. Shuriken. Know(religion). Know(religion). Jump. Lvl Monk (PH p39) Monk variant. Wis: Listen. Sacred Strike Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR346 p91) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: In-Class Skills LG. Jump. Hide. Move Silently. LN. 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 . Ref. Will d8 — Club. Sense Motive.5 Edition Index – Base Classes February 28. Tumble. Con: Concentration. 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. Nunchaku. Perform. Con: Concentration. Spot. Con: Concentration. Sling Monk variant. Handaxe. Siangham. Siangham. Jump. LN. Move Silently. 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. Perform. Sling LG. LN. Cha: Diplomacy. Ref. Swim. Sense Motive. Tumble. Dex: Balance. 2007 Variant Class Feature . Dagger. Sai. Will d8 — Club. Crossbow (light or heavy). Profession. Int: Craft. Tumble. Quarterstaff. Will d8 — Club. LN. Wis: Listen. Tumble. Nunchaku. Dex: Balance. Move Silently. Ref. Spot. Shuriken. Will d8 — Club. Nunchaku. Handaxe. Nunchaku. Know(arcana). Dex: Balance. Kama.Dungeons & Dragons 3. Handaxe. Crossbow (light or heavy). Cha: Diplomacy. Profession. Swim. Dex: Balance. Perform. Con: Concentration.

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

LN. Spot. Sense Motive. Perform. Int: Craft. 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. Con: Concentration. Cha: Diplomacy. Perform. 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. Sai. Know(religion). Cha: Diplomacy. Int: Craft. Profession. Perform. Dagger. Sling 1 2 3 4 5 6 7 8 9 Skill Points: 4 Str: Climb. Know(religion). Con: Concentration. Kama. Swim. Move Silently. Javelin. Wis: Listen. Ref. Siangham. Escape Artist. Dagger. Know(arcana). Unwavering (DR346 p91) Dedication Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. 2007 Variant Class Feature . Kama. Handaxe. Will d8 — Club. Ref. Profession. Will d8 — Club. Wis: Listen. Hide. Hide. Shuriken. Profession. Move Silently. Move Silently. LE Rogue Fort. 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 . LE Rogue Fort. LN. Spot. Wis: Listen. LN. Nunchaku. Handaxe.5 Edition Index – Base Classes February 28. LN. Sense Motive. Shuriken. LE Rogue Fort. Cha: Diplomacy. Tumble. Quarterstaff. Handaxe. Sai. Wis: Listen. Shuriken. Dex: Balance. Quarterstaff. Nunchaku. Jump. Profession. Sling LG. Jump. Crossbow (light or heavy). Nunchaku. Int: Craft. Know(arcana). Kama. Will d8 — Club. Int: Craft. Tumble. 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. Know(arcana). Crossbow (light or heavy). Javelin. Crossbow (light or heavy). Con: Concentration. Jump. Ref. Wholeness of Others (DR346 p91) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Jump. Swim. Handaxe. Dagger. Nunchaku. Escape Artist. Move Silently. Quarterstaff. Tumble. Dex: Balance. Swim. Crossbow (light or heavy). Quarterstaff. Sense Motive. Dex: Balance. Perform. Tumble. Shuriken. Siangham. Sense Motive. Spot. Know(religion). Ref. Kama. Hide.Dungeons & Dragons 3. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: In-Class Skills LG. Know(arcana). Hide. Con: Concentration. Dex: Balance. Sai. Lvl Monk (PH p39) Monk variant. Swim. Will d8 — Club. Javelin. Sacred Strike’ Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR346 p91) Monk variant. Cha: Diplomacy. Siangham. Sai. Spot. Escape Artist. Javelin. Dagger. LE Rogue Fort. Siangham. Sling Monk variant. Know(religion). Escape Artist.

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

Move Silently. Hide. Swim Dex: Balance. Jump. Know(arcana). 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. Swim Dex: Balance. Sense Motive. Spot. Spot. Con: Concentration. Con: Concentration. Int: Craft. Know(religion) Wis: Listen. Jump. Jump. Str: Climb. Know(religion) Wis: Listen. Tumble. Int: Craft. Jump. he/she receives the indicated bonus. Sense Motive. Escape Artist. Move Silently. Int: Craft. Perform. you receive an additional +4 bonus on Grapple checks against a creature at least 2 size categories larger than you. Profession. Str: Climb. Cha: Diplomacy. Know(religion) Wis: Listen. Str: Climb. HD: d6 d8 Class Skill Points: 6 4. 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 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. Tumble. Con: Concentration. Cha: Diplomacy. Sense Motive. Perform. Escape Artist. Hide. Tumble. HD: d6 d8 Class Skill Points: 6 4.5 Edition Index – Base Classes February 28. Creatures invulnerable to critical hits do not take extra Skirmish damage. Profession. Know(arcana). Know(religion) Wis: Listen. Escape Artist. Profession. Swim Dex: Balance. Con: Concentration. Spot. Cha: Diplomacy. Profession. Move Silently. Perform. Con: Concentration. HD: d8 Class Skill Points: 4. Escape Artist. Str: Climb. 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’. Page 68 . Sense Motive. Cha: Diplomacy. Spot. Know(arcana). Know(arcana). Move Silently. Move Silently. Sense Motive. Int: Craft. Hide. Perform. The damage bonus only applies to Unarmed Strikes or when using a Monk’s Special Weapon. If you have Feat: Stunning Fist. Know(religion) Wis: Listen. Tumble. Str: Climb. Hide. Hide. Swim Dex: Balance. Spot.Dungeons & Dragons 3. Monk Variants Class Features Size Matters Not If you have Feat: Improved Grapple. Int: Craft. Profession. Perform. Cha: Diplomacy. Know(arcana). Tumble. you receive a +4 bonus on the DC against a creature at least two size categories larger than you. HD: d6 d8 Class Skill Points: 6 4. Swim Dex: Balance. 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. HD: d6 d8 Class Skill Points: 6 4. 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. Escape Artist. Jump.

Cha: Diplomacy. Move Silently. Profession. Sense Motive. Escape Artist. Know(religion) Wis: Listen. Int: Craft. Str: Climb. Profession. The skill can be changed each day at dawn after 15 minutes of meditation. Cha: Diplomacy. Cha: Diplomacy. Perform. Perform. Con: Concentration. Perform. Int: Craft. Con: Concentration. Hide.5 Edition Index – Base Classes February 28. Know(arcana). Str: Climb. Spot. HD: d6 d8 Class Skill Points: 4. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Monk Feat Evasion Alignment: any Lawful. Move Silently. Swim Dex: Balance. Int: Craft. Escape Artist. Perform. Spot. Hide. Escape Artist.Dungeons & Dragons 3. Know(religion) Wis: Listen. Jump. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Monk Feat Evasion Alignment: any Lawful. Tumble. Str: Climb. Swim Dex: Balance. Sense Motive. Con: Concentration. Profession. Str: Climb. HD: d6 d8 Class Skill Points: 4. Hide. Tumble. Con: Concentration. Escape Artist. Swim Dex: Balance. HD: d6 d8 Class Skill Points: 4. Know(arcana). 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. Sense Motive. even under duress. Con: Concentration. Sense Motive. Jump. Move Silently. Move Silently. Hide. Int: Craft. Spot. Hide. Spot. HD: d8 Class Skill Points: 4. Jump. Tumble. Know(religion) Wis: Listen. Tumble. Profession. Jump. Str: Climb. Swim Dex: Balance. 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. Know(arcana). Profession. Monk Variants Page 69 . Spot. Know(arcana). Jump. Know(religion) Wis: Listen. Know(religion) Wis: Listen. 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. 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. Cha: Diplomacy. HD: d6 d8 Class Skill Points: 4. Skill Mastery means you can always ‘Take 10’ with a skill. Move Silently. Cha: Diplomacy. Perform. Sense Motive. Know(arcana). Escape Artist. Tumble. Int: Craft. Swim Dex: Balance.

+6 hp. Diplomacy: 4 ranks. 2nd. even if distraction would normally not all you to do so. Denying Stance (focuses on creating an unbeatable defense) (DR310 p42) Tumble: 9 ranks. or using Combat Expertise. 2007 Fighting Styles By taking the listed feats at 1st. Gain an additional +1 bonus to AC when unarmed & doing any of the following: Fighting Defensively. Feat: Die Hard. +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). & 6th levels. If the Monk meets the additional prerequisites when taking the 6th level feat. Escape Artist: 9 ranks Bonus Ability Dodge feat now grants a +2 bonus to AC. When Fighting Defensively or using Combat Expertise. Feat: Combat Expertise. the Monk gains a +2 bonus on a skill (starting at 1st).5 Edition Index – Base Classes February 28. receive a bonus to the damage equal to ½ Monk level. Total Defense. Hand and Foot (difficult to knock over) (DR310 p42) Balance: 9 ranks. +4 bonus on Dexterity or Strength checks to avoid being Bull Rushed or Tripped. you gain a +4 bonus to Strength checks made to Bull Rush or Overrun that opponent. When making a Sunder action with a Warhammer. 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. Perform (dance): 4 ranks. 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. The Monk automatically meets the prerequisites for the indicated feats. Monk Variants Page 70 . Skill Focus(any Strength-based based skill check. You may use the Flurry of Blows class ability with a Flail. Proficiency with Flails. Proficiency with Longswords. Tumble: 4 ranks. +2 bonus on Attacks of Opportunity against someone trying to Bull Rush or Trip you. gain a +2 bonus on Grapple checks & Disarm attempts. Feat: Skill Focus (Bluff). Invisible Eye (very good at being defensive) (DR310 p43) Listen: 9 ranks. he/she gains the Bonus Ability. Kyokushinkai Karate (tireless & almost unkillable) (DR334 p89) Concentration: 9 ranks. If you have used Intimidate to perform a Demoralize action against an opponent within 10 rounds. Overwhelming Attack (scare a foe. Feat: Agile. Metered Style (perfect focus on combat patterns) (DR337 p97) You may ‘Take 10’ on any Strength-based or DexterityConcentration: 9 ranks. –or– Dexterity-based skill).Dungeons & Dragons 3. 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. 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. Sense Motive: 4 ranks. you Proficiency with Warhammers. 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. Intimidate: 4 ranks.

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

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

at will Detect Good. 4/day Smite Law. 4/day Remove Disease. Aura of Good Aura of Chaos Detect Evil. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CN LG Fighter Fort d10 Light. Aura of Good Aura of Chaos Detect Evil.5 Edition Index – Base Classes February 28. Shield Simple. Ride. 1/week Smite Evil. 1/day Smite Good. Con: Concentration. Heavy. 4/day Remove Disease. Con: Concentration. Craft. 3/week Dispel Law. 4/day Remove Disease. 5/week Remove Disease. Handle Animals. 4/day Smite Law. at will Smite Evil.Dungeons & Dragons 3. Know(religion). Int: Craft. Know(nobility & royalty). Con: Concentration. at will Smite Evil. 5/week Death Knell. Heavy. Handle Animals. 2/week Remove Disease. Handle Animals. 4/week Remove Disease. Diplomacy. at will Detect Law. 1/week 1 Aura of Good Detect Evil. 3/week Contagion. 5/week Contagion. Diplomacy. Ride. Wis: Heal. Know(nobility & royalty). 1/week Contagion. Profession. 3/day Smite Law. Sense Motive. 5/week Page 73 . 3/day Remove Disease. 3/day Smite Good. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CE LG Fighter Fort d10 Light. Know(the planes). Profession. Disable Device. 5/week Break Enchantment. Handle Animal. Skill Points: 2 Dex: Ride. Dex: Hide. 1/week Break Enchantment. at will Smite Evil. 1/week Dispel Law. Wis: Heal. Wis: Heal. Shield Simple. 2/day Special Mount Smite Evil. 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. Sense Motive. 4/week Break Enchantment. Shield Simple. 3/day Remove Disease. Know(local). 3/day Remove Disease. Cha: Bluff. 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. Know(arch & eng). 1/week Remove Disease. Intimidate. Heavy. at will Detect Law. Aura of Good Aura of Evil Detect Evil. 4/week Smite Evil. 2/day Smite Law. at will Smite Evil. Know(religion). Int: Craft. 1/week Break Enchantment. 2/day Smite Good. Diplomacy. 4/week Smite Evil. Survival. Medium. 2/day Special Mount Fiendish Mount Remove Disease. 1/day Smite Law. 3/week Smite Evil. 3/day Skill Points: 2 Dex: Hide. Jump. 3/week Remove Disease. Know(nobility & royalty). 1/week Death Knell. Intimidate. Know(religion). Martial Skill Points: 2 Dex: Ride. 2/day Special Mount Remove Disease. Profession. 4/day Remove Disease. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CG LG Fighter Fort d10 Light. 5/week 18 19 Paladin Variants Remove Disease. 3/week Smite Evil. 1/day Skill Points: 2 Str: Climb. 2/week Smite Evil. Medium. 1/day Divine Grace Lay on Hands Slaughter of the Weak Aura of Courage Aura of Fear Divine Health Death Knell. 4/day Smite Law. 2/day Smite Law. 4/week Dispel Law. Wis: Heal. Cha: Bluff. Cha: Bluff. 2/week Smite Evil. 3/day Remove Disease. Intimidate. Cha: Diplomacy. 3/week Death Knell. Move Silently. 3/week Break Enchantment. Medium. Sense Motive. Heavy. 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. 1/week Remove Disease. 2/day Special Mount Animal Minion Remove Disease. 4/day Remove Disease. 2/week Contagion. Know(nobility & royalty). Shield Simple. Know(religion). Sense Motive. 4/week Contagion. 2/week Smite Evil. Int: Craft. 3/day Smite Law. Int: Craft. Profession. Con: Concentration. Survival. 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. 1/day Smite Law. 2/day Remove Disease. Medium.

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

3/week Mark of Justice. 1/week Skill Points: 2 Dex: Ride. Con: Concentration. at will Smite Evil. Profession. Medium. 3/day Remove Disease. Shield Simple. 2/day Special Mount Leadership Remove Disease. Search. Shield Simple. 3/day Smite Chaos. Diplomacy. 1/day Divine Grace Lay on Hands Subdue Aura of Courage Divine Health Suggestion. 1/day Cast spells from the Paladin spell list Cast spells from the Enforcer spell list Turn Undead Rebuke Undead Smite Evil. Ride. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: NE LG Fighter Fort d10 Light. 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. Martial Skill Points: 2 Dex: Ride. Wis: Heal. at will Smite Evil. 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. Profession. 2/week Smite Evil. Know(religion). Shield Simple. 2week Smite Evil. 2/day Remove Disease. at will Smite Evil. 3/day Smite Chaos. 2/week Smite Evil. Disguise. Con: Concentration. 2/day Smite Heathen. Know(nobility & royalty). Medium. Cha: Bluff. Medium. Wis: Heal. Cha: Bluff. 3/day Dominate Person. Aura of Good Aura of Evil Detect Evil. 2/day Smite Chaos. 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. Heavy. Sense Motive. Know(nobility & royalty). 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. 5/day 20 Smite Evil. Con: Concentration. 4/week Smite Evil. at will Detect Chaos. 2/week Smite Evil. 5/day Smite Evil. Handle Animal. 5/week Remove Disease. Handle Animals. Cha: Diplomacy. Sense Motive. 1/week Dominate Person. 1/day Divine Grace Lay on Hands Hidden Faith Aura of Courage Aura of Fear Divine Health Disguise Self. Know(history). 1/day Smite Heathen. 1/week Fallen Soul (DR312 p22). 1/day Smite Chaos. 5/week Smite Evil. at will Smite Evil. Gather Information. Int: Craft. Aura of Good Aura of Law Detect Evil. Heavy. 3/week Suggestion. 4/day Remove Disease. 3/week Fallen Soul. Search. Know(nobility & royalty). 3/day Smite Heathen. 4/day Remove Disease. 5/day Remove Disease. Con: Concentration. 4/day Dominate Person. 3/week Suggestion. at will Detect Chaos. 4/week Mark of Justice. Know(religion). 5/week Suggestion. at will Detect Good. Int: Craft. Heavy. Medium. 3/week Smite Evil. 4/week Dominate Person. 4/week Fallen Soul. 5/day Smite Chaos. Wis: Heal. 4/day Smite Chaos. 2/week Remove Disease. 4/week Paladin Variants Page 75 . 3/week Remove Disease. 2/day Special Mount Remove Disease. 2week Mark of Justice. 4/day Smite Heathen. Intimidate. 1/day Skill Points: 2 Dex: Hide. 3/day Remove Disease. 2/week Remove Disease.5 Edition Index – Base Classes February 28. 1 Aura of Good Detect Evil. 5/day Smite Heathen. Aura of Good Aura of Law Detect Evil. 1/day Smite Chaos. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: NE LG Fighter Fort d10 Light. Sense Motive. 5/day Smite Chaos. 2/day Smite Chaos. Diplomacy. Heavy. Know(history). Int: Craft. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LE LG Fighter Fort d10 Light. 1/week Mark of Justice. 5/week Mark of Justice. 4/week Smite Evil. 1/week Skill Points: 2 Dex: Ride. Profession. Int: Craft. 3/week Smite Evil. 4/day Remove Disease. Profession. 2/day Special Mount Fiendish Familiar Remove Disease. 3/day Remove Disease. Intimidate. 4/day Remove Disease. 5/week Remove Disease. 1/week Remove Disease. Know(religion). 3/day Remove Disease. 4/week Smite Evil. 5/day Fallen Soul. Shield Simple. Sense Motive. 4/day Smite Chaos. Know(religion). 2/day Special Mount Leadership Remove Disease. Cha: Diplomacy. Handle Animals. Wis: Heal.Dungeons & Dragons 3. Know(nobility & royalty). Handle Animals. Forgery.

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

Medium. 2/day Special Mount Smite Evil. Sense Motive. 5/day 20 Smite Evil. 1/week Tend to Mount Smite Evil. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. 4/week Smite Evil. 1/day 1 Aura of Good Detect Evil. Cha: Diplomacy. 3/day Divine Might Remove Disease. Know(religion). 1/week Skill Points: 2 Dex: Ride. Con: Concentration. 3/day Smite Extremist. Cha: Diplomacy. 5/week Remove Disease. Profession. Con: Concentration. Con: Concentration. 5/day Smite Evil. Con: Concentration. at will Smite Evil. at will Detect Imbalance. 2/day Smite Extremist. 1/day Skill Points: 2 Dex: Ride. Know(nature). Handle Animal. Know(religion). 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. 5/day Commune with Nature. Wis: Heal. 4/week Smite Evil. 2/day Special Mount Remove Disease. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: N LG Fighter Fort d10 Light. 3/day Remove Disease. 1/day Remove Disease. Martial Skill Points: 2 Dex: Ride. 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.5 Edition Index – Base Classes February 28. 4/day Remove Disease. 5/day Smite Extremist. at will Smite Evil. Heavy. Perform(comedy). 4/week Smite Evil. 3/day Remove Disease. 1/week Remove Disease. 2/week Remove Disease. 3/week Commune with Nature. 5/week Remove Disease. 3/day Remove Disease. 2/week Smite Evil. 1/week Remove Disease. Int: Craft. 2/week Smite Evil. Shield Simple. Medium. 3/week Remove Disease. Profession. Page 77 Paladin Variants . Int: Craft. 1/week Blessed Weapon Commune with Nature. Know(nobility & royalty). Sense Motive. Know(religion). 4/day Smite Extremist. Medium. 1/week Smite Evil. Listen. Int: Craft. Skill Points: 2 Dex: Ride. 4/week Commune with Nature. Wis: Heal. since the class has 20 levels. Sense Motive. Heavy. Survival. Search. 2/week Smite Evil. Shield Simple. 5/day 2 This is not being treated as a ‘Racial Substitution’. Heavy. Sense Motive. Wis: Heal. Handle Animal. 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.Dungeons & Dragons 3. Int: Craft. 3/week Smite Evil. Medium. Handle Animal. Know(nobility & royalty). Shield Simple. Heavy. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. 2/day Special Mount Smite Evil. 5/week Remove Disease. 4/day Remove Disease. Aura of Good Detect Evil. 1/day Smite Extremist. 3/week Remove Disease. Profession. 2/day Special Mount Elemental Minion Remove Disease. Know(religion). Wis: Heal. Shield Simple. 1/week Remove Disease. Profession. Aura of Good Elemental Affinity Detect Evil. Handle Animals. at will Smite Evil. 4/day Remove Disease. Cha: Diplomacy. Sense Motive. Aura of Good Detect Evil. 4/day Remove Disease. Know(nobility & royalty). Know(nobility & royalty). 1/week Holy Sword. at will Smite Evil. 1/week Smite Evil. Cha: Diplomacy.

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

Know(religion). Int: Craft. Sense Motive. 4/week Cause Disease. Aura of Good Detect Evil. Know(religion). at will Detect Good. 1/week Smite Evil. Diplomacy. 3/week Remove Disease. Aura of Good Aura of Evil Detect Evil. Handle Animal. 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. Aura of Good Aura of Evil Detect Evil. Heavy. 3/day Remove Disease. 1/week Remove Disease. Shield Simple. 5/day Smite Evil. 1/day Smite Good. Int: Craft. 5/week Remove Disease. at will Smite Evil. 5/day Paladin Variants Page 79 . at will Smite Evil. Aura of Good Detect Evil. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LE LG Fighter Fort d10 Light. 1/day Skill Points: 2 Dex: Ride. 5/week Cause Disease. 5/week Smite Evil. Con: Concentration. Cha: Bluff. Medium. Profession. Cha: Diplomacy. 5/week Smite Evil. 2/day Smite Good. 4/day Remove Disease.e. Know(religion). 2/day Special Mount Remove Disease. Handle Animal. 2007 Alternate Base Classes (continued) Lvl Paladin of Honor (i. 2/day Smite Good. Heavy. 4/day Smite Good. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CG LG Fighter Fort d10 Light. 3/week Cause Disease. Handle Animal. 3/day Smite Good. Know(nobility & royalty). 5/week Cause Disease. 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. 5/day Smite Good. Sense Motive. Cha: Diplomacy. 1/week Cause Disease. Medium. Know(nobility & royalty). Con: Concentration. Cha: Diplomacy. 4/week Smite Evil. Medium. 4/week Cause Disease. at will Smite Evil. Know(religion). Know(nobility & royalty). Wis: Heal. 3/week Cause Disease. Wis: Heal. Heavy. 2/day Special Mount Remove Disease. 4/week Remove Disease. 5/day Remove Disease. Martial Skill Points: 2 Dex: Ride. 1/week Smite Evil. 1/day 1 Skill Points: 2 Dex: Ride. 3/day Smite Good. 1/week Cause Disease. 1/week Remove Disease. Sense Motive. 2/week Cause Disease. 3/day Remove Disease. Shield Simple. Int: Craft. Profession.Dungeons & Dragons 3. 2/week Cause Disease. 3/week Remove Disease. at will Detect Good. Int: Craft. 4/week Smite Evil. 3/day Remove Disease. Shield Simple. Profession. 1/day Smite Good. 2/week Smite Evil. at will Smite Evil. 1/week 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Smite Evil. 3/week Remove Disease. Profession. 4/day Remove Disease. Sense Motive. Medium. Wis: Heal. 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. 2/week Smite Evil. 1/week Smite Evil.. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CE LG Fighter Fort d10 Light. Con: Concentration. 5/day Smite Evil. 4/day Remove Disease. Intimidate.5 Edition Index – Base Classes February 28. 2/day Special Mount Remove Disease. 1/week Skill Points: 2 Dex: Ride. 4/day Smite Good. 3/day Remove Disease. 2/week Smite Evil. Handle Animals. Heavy. Know(nobility & royalty). Shield Simple. 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. 2/day Special Mount Remove Disease. Con: Concentration. Wis: Heal. 5/day Smite Good. 4/day Remove Disease.

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

Know(religion). 4/day Remove Disease. Con: Concentration. 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. 2/day Smite Evil. the effect does no damage on a successful save to the Sentinel. 3/day Remove Disease. the minion remains for 1 hour per Class level. 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. 5/week Remove Disease. 5/day Dispel Evil. 1/week 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Smite Evil.5 Edition Index – Base Classes February 28. Spot. Handle Animal. Wis: Heal. Int: Craft. Heavy. Handle Animal. Int: Craft. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: NG LG Fighter Fort d10 Light. Aura of Good Detect Evil. Medium. Know(the planes). Profession. at will Smite Evil. Medium. 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. Aura of Good Detect Evil. Medium. Profession. 3/week Resist Energy. Know(religion). Sense Motive. Know(religion). 5/day Smite Evil. 1/week Dispel Evil. 3/week Smite Evil. Know(arcana). 4/week Smite Evil. 2/day Special Mount Remove Disease. Con: Concentration. Know(nobility & royalty). Handle Animals. 5/day Smite Evil. 2/day Special Mount Remove Disease. If the effect or spell normally causes half or partial damage on a successful save. Con: Concentration. Survival. Celestial Fortitude(DR310 p51) – The Sentinel gains a +2 Sacred bonus on saving throws against the effects of Evil Outsiders & Evil Spells. 5/week Resist Energy. .Dungeons & Dragons 3. Shield Simple. 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. Heavy. 1 Aura of Good Detect Evil. 4/day Remove Disease. 3/week Remove Disease. 3/week Dispel Evil. Sense Motive. Paladin Variants Page 81 . 5/week Remove Disease. 2/week Smite Evil. 4/week Dispel Evil. 3/day Remove Disease. Martial Skill Points: 2 Dex: Ride. Celestial Minion(DR310 p51) – The Sentinel can summon a Medium-size (or smaller) animal with the Celestial Template once per day. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. 4/day Remove Disease. at will Smite Evil. Int: Craft. Sense Motive. Listen. 1/day Skill Points: 2 Dex: Ride. 3/day Smite Evil. 2/week Smite Evil. 5/day Smite Evil. 2/week Remove Disease. 2/day Special Mount Celestial Minion Remove Disease. 1/day Skill Points: 2 Dex: Ride. 3/day Remove Disease. If not dismissed earlier. Cha: Diplomacy. 3/week Resist Energy. Shield Simple. Search. Profession. Know(nobility & royalty). Know(nobility & royalty). Cha: Diplomacy. 2/week Resist Energy. at will Smite Evil. It gains abilities based as the Sentinel goes up in level based on the “Paladin’s Mount” table(PH p45). Heavy. 1/week Remove Disease. Wis: Heal. 1/week Resist Energy. 3/day Remove Disease. Shield Simple. Wis: Heal. Cha: Diplomacy.

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

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

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

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

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

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

Medium. Profession. Handle Animal. Shield Simple. Handle Animal. Int: Craft. 5/day Smite Evil. Medium. Handle Animal. 3/day Remove Disease. at will Detect Night Creature. Profession. 4/week Smite Evil. 4/day Remove Disease. 1/week Skill Points: 2 Dex: Ride. 2/day Special Mount Remove Disease. 5/week Remove Curse. at will Smite Evil. 4/week Smite Evil. 3/day Remove Disease. 3/day Remove Disease. 2/day Special Mount Remove Disease. Medium. 1/week Remove Disease. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Wis: Heal. Aura of Good Detect Evil. 4/day Remove Disease. 4/day Remove Disease. Con: Concentration. at will Detect Night Creature. Sense Motive. 3/week Remove Disease. 4/week Remove Disease. 2/week Remove Curse. at will Smite Evil. Int: Craft. Aura of Good Detect Evil. Con: Concentration. Aura of Good Detect Evil. Paladin Variants Page 88 . 2/day Special Mount Remove Disease. Wis: Heal. Cha: Diplomacy. 3/day Remove Disease. Profession. Sense Motive. 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. Profession. 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. Each application lasts 10 minutes per Class level and is applied by Touch with a Standard Action. Shield Simple. 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. 5/week Remove Disease. Sense Motive. Heavy. Handle Animal. Int: Craft. Sense Motive. 4/day Remove Disease. Know(nobility & royalty). Wis: Heal. 3/day Remove Disease. 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. Heavy. 2/day Special Mount Remove Disease. 5/week Remove Disease.5 Edition Index – Base Classes February 28. These may be divided up however the Paladin of Light desires. Aura of Good Detect Evil. 3/week Remove Disease. Medium. Know(religion). at will Smite Evil. 2/week Remove Curse. Con: Concentration. Know(nobility & royalty). Con: Concentration. 1/week Skill Points: 2 Dex: Ride. 1/week Skill Points: 2 Dex: Ride. Medium. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. at will Smite Evil.Dungeons & Dragons 3. Cha: Diplomacy. Profession. Cha: Diplomacy. Heavy. 2/week Smite Evil. 2/week Smite Evil. 4/week Smite Evil. 2/week Smite Evil. 4/week Remove Curse. Know(religion). 3/week Remove Disease. 3/week Smite Evil. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. Wis: Heal. Know(nobility & royalty). Know(religion). Handle Animal. Know(nobility & royalty). 3/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. Know(religion). 5/week Smite Evil. Cha: Diplomacy. 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). 4/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. 5/week Smite Evil. 3/week Remove Curse. 3/week Remove Disease. 1/week Remove Curse. Know(religion). 2/day Special Mount Remove Disease. at will Smite Evil. 5/day Remove Disease. Cha: Diplomacy. 1/week Remove Curse. Con: Concentration. Wis: Heal. Int: Craft. 1/week Skill Points: 2 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: 2 Dex: Ride. 4/week Smite Evil. 5/week Remove Disease. Shield Simple. Int: Craft. Sense Motive. 5/day Smite Evil. Heavy. Heavy. 2/week Smite Evil. Aura of Good Detect Evil. 5/day Smite Evil. 4/day Remove Disease. Shield Simple. 5/week Remove Curse. Shield Simple. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG Fighter Fort d10 Light. 2/week Smite Evil.

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

but gains the Special Ability listed below. Lasts for 1 round is usable once per day. Special True Warrior Ability – As a Free Action. Special Divine Inspiration – You may make a Bardic Knowledge check up to (1 + Charisma modifier) times per day. Domain Death Knowledge Luck Magic Protection Strength War Special Ability Special Death Ward – As a Standard Action. Wands. Paladin Variants Page 90 . 2007 Specific Domains for Paladins Described in (DR328 p90) In place of the ability to Turn Undead at 3rd level. Know (arcana) and Spellcraft are class skills for you. This is an extraordinary ability. The Paladin receives no additional spells. You must take the new roll. The bonus lasts for 1 minute and may be granted (3 + Charisma modifier) times per day. you gain an Enhancement bonus to your Strength equal to (Paladin level – 2).Dungeons & Dragons 3.5 Edition Index – Base Classes February 28. you may grant yourself or an ally of Good alignment a bonus on saving throws vs. a Paladin can select one Domain granted by his/her Patron Deity. Feat of Strength – As a Free Action. You may use Scrolls. Protective Ward – As a Standard Action. You may reroll one roll you have just made before the DM declares whether it was a success or a failure. you can bypass the Damage Reduction of any Evil-Aligned creature. and other Spell Completion or Spell Trigger items as if you were a Wizard of (Paladin level / 2) + your Wizard levels (if any). Usable once per day. Lasts for 1 round and is usable once per day. Death effects equal to (Paladin level – 2). except your bonus on the roll is (Paladin level + Charisma modifier). you may grant yourself or an ally a Resistance bonus on his/her next saving throws equal to (Paladin level – 2). The effect fades if not used in 1 hour.

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. LN. Int: Craft. Wis: Heal. Know(nature). CN Fighter Fort d8 Light. Spot. Skill Points: 6 Str: Climb. 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 . Know(nature). Int: Craft. Cha: Handle Animal. Profession. Know(nature). Know(geography). A character can only be the member of one Ranger class. Use Rope. Know(geography). Dex: Hide. Martial Martial (ranged only) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Cha: Handle Animal. Use Rope. Auran. Dex: Hide. Shield Simple. in the same way a Necromancer is a specialized type of Wizard. Con: Concentration. 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. Know(dungeoneering). Know(geography). Spellcraft. Wis: Heal. Int: Craft. Ride. Shield Simple. gain a +4 bonus to Constitution. Search. Aquan. 2007 Ranger Alternate Base Classes The following are specialized types of Rangers. Listen. Move Silently. Cha: Handle Animal. Use Rope. or Terran) 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy. 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. may have the Celestial or Fiendish template Able to cast Prepared Divine spells from the Ranger Spell List. Move Silently. Dex: Hide. Con: Concentration. Survival. Know(geography). Spot. Know(the planes). at no penalty with Magical Beasts with Celestial or Fiendish templates. Ride. Ride. Spot. NG. -orWisdom for 1 minute per Class level. Ignan. Swim. Jump. Jump. Infernal. 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. Wis: Heal.Dungeons & Dragons 3. The decision to become a specialized Ranger must be done when the 1st level of Ranger is taken. Swim. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: Skill Points: 6 Str: Climb. Search. Search.5 Edition Index – Base Classes February 28. Jump. Listen. Usable 1/day. Speak Language (Abyssal. Spot. Listen. Dexterity. Search. Use Rope. Survival. Int: Craft. Survival. Celestial. Con: Concentration. Profession. Wis: Heal. CG. Swim. Profession. Listen. Survival. Know(dungeoneering). Con: Concentration. Shields Simple. Know(dungeoneering). LG. N. Move Silently. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Jump. Move Silently. Know(dungeoneering). Shield Simple. Dex: Hide. Swim. Profession. Know(nature). Cha: Handle Animal. Martial Skill Points: 6 Str: Climb. Ride.

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. 1/day.5 Edition Index – Base Classes February 28. 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 . 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).Dungeons & Dragons 3.

Int: Craft. Know(dungeoneering). Dex: Hide. Search. Spot. Profession. oozes. Wis: Heal. Cha: Gather Info. Sense Motive. plants. Know(dungeoneering). Handle Animal. Move Silently. Shield Simple. Jump. 2007 Alternate Base Classes (continued) Lvl Ranger (PH p46) Urban Ranger any Fighter Fort d8 Light. Martial 1 Skill Points: 6 Str: Climb. fey. Swim. Know(nature). fey. Shield Simple. Ride.Dungeons & Dragons 3. vermin. & 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. Improved Combat Style Rebuke Nature (animals only) Woodland Stride Swift Tracker Rebuke Nature (vermin & animals) Evasion 3rd Favored Enemy Creature-Type Smite (evil). Hide in Plain Sight Rebuke Nature (oozes. Combat Style Mastery Evasion Rebuke Nature (plants. Con: Concentration. 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. Wis: Heal. Know(geography). Use Rope. 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. Cha: Handle Animal. 3/day. Listen. Swim. vermin. Profession. Jump. 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. Spot. Ride. Con: Concentration. Move Silently. 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy Skill Points: 6 Str: Climb. 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). Dex: Hide. Ride. Jump. Use Rope. & animals) Camouflage Rebuke Nature (fey. Rebuke Nature (elementals. 1/day. Know(nature). Know(geography). Wis: Heal. vermin.. 1st Favored Enemy Creature-Type 1st Favored Enemy Organization Gain Feat: Track Gain Feat: Urban Tracking Wild Empathy.5 Edition Index – Base Classes February 28. Spot. Search. Search. Dex: Hide. & animals) Ranger Variants Page 93 . Swim. Listen. Use Rope. 2/day. Move Silently. Cha: Handle Animal. 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. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Profession. & animals) 4th Favored Enemy Creature-Type Smite (evil). Know(dungeoneering). Listen. Con: Concentration. Know(nature). Know(geography). 5/day. 4/day. Survival. plants. Smite (evil). 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. Survival. plants. Int: Craft. Survival. Shield Simple. Know(local). Int: Craft.

Use Rope. The effect lasts until one of your allies attacks or the start of your next turn. Survival. Spot. 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. Profession. Know(geography). Martial any Fighter Fort d8 Light. 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. Listen. Cha: Handle Animal. Listen. Cha: Handle Animal. Know(dungeoneering). Move Silently.5 Edition Index – Base Classes February 28. Listen. Con: Concentration. Con: Concentration. 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy Spells per Day: 1st – – – 2nd – – – 3rd – – – 4th – – – Skill Points: 6 Str: Climb. Con: Concentration. Wis: Heal. Jump. Search. Int: Craft. Move Silently. Shield Simple. Jump. Know(geography). Use Rope. Ride. Distracting Attack Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Int: Craft. Profession. Ride. Spot. Ride. Martial 1 Skill Points: 6 Str: Climb. Search. Swim. Wis: Heal. Know(dungeoneering). Dex: Hide. Does not affect creatures that cannot be Flanked. Dex: Hide. Martial (PH2 p55) Ranger variant. Survival. Move Silently. Cha: Handle Animal. Solitary Hunting – Your ‘Favored Enemy’ bonus applies to your attack rolls against that enemy. Swim. Know(geography). Use Rope.Dungeons & Dragons 3. Shield Simple. Profession. Survival. 2007 Variant Class Features Lvl Ranger (PH p46) Ranger variant. Jump. Shield Simple. Dex: Hide. This allows you to grant a Rogue his/her Sneak Attack with a ranged attack or a Spring Attack. Know(nature). Know(dungeoneering). Spot. Wis: Heal. 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. Swim. Search. the enemy is considered Flanked by you for the purpose of adjudicating your allies’ attacks. Int: Craft. Know(nature). Know(nature).

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. 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(geography). Jump. Con: Concentration. Move Silently. Profession. & spells. & Monstrous Spiders) as your Favored Enemy. 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. Wis: Heal. Hide. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d6 d8 Light. Listen. Survival. Wis: Heal. Int: Craft. Swim. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d6 d8 Light.e. Jump. Cha: Handle Animal. except that if you choose Humanoid (orc). Cha: Handle Animal. Listen. Know(dungeoneering). Survival. Hide. Profession. Con: Concentration. Know(dungeoneering). Driders. Undead. Shield Simple.Dungeons & Dragons 3. Swim. Hide. Ride. Know(geography). Survival. Con: Concentration. Wis: Heal. Spot. Dex: Balance. Spot. Ride. treat it as an Animal (instead of a Magical Beast). Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d6 d8 Light. Swim. Move Silently. Int: Craft. Shield Simple. Wis: Heal. 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. Know(nature). Use Rope. Search. Know(nature). Int: Craft. Know(nature). Con: Concentration. Search. Profession. Dex: Balance. Know(dungeoneering). Profession. Use Rope. Wis: Heal. Swim. Search. Jump. Elven Hound Companion Gain an Elven Hound(RotW p189) as your Animal Companion. 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’. Hide. spell & spell-like abilities of Drow & Driders –and– a +4 Morale bonus on Fortitude save vs.. Know(nature). Dex: Balance. Know(nature). Search. Survival. Int: Craft. Know(dungeoneering). Swim. Move Silently. the bonus is +3 (instead of +2). Cha: Handle Animal.5 Edition Index – Base Classes February 28. Cha: Handle Animal. Use Rope. Spot. Int: Craft. Listen. class abilities. Use Rope. Use Rope. 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. Shield Simple. Ride. Jump. Ride. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d6 d8 Light. Ranger Variants Page 95 . 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 3rd Favored Enemy Strongheart Slayer Combat Style Mastery Skill Points: 8 Str: Climb. Dex: Hide. Listen. Know(geography). Cha: Handle Animal. Con: Concentration. Ride. Search. Drow. Spot. Move Silently. Profession. Shield Simple. Dex: Balance. Know(dungeoneering). Move Silently. For purposes of your skills. the Poison of Monstrous Spiders. Strongheart Slayer Gain a +4 Morale bonus on Will save vs. or “Servants of Lolth” (i. Jump. Shield Simple. Survival. Spot. Listen. Know(geography).

Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Survival. a Wolverine. 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. In addition. Know(dungeoneering). Profession. This ability replaces the ‘Share Spells’ ability Rangers normally have with their Animal Companions. Jump. Know(geography). Con: Concentration. Know(nature). Know(geography). Ride. Burrowing Animal Companion If you take a Badger. Ride. Con: Concentration. Con: Concentration. 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. Jump. Wis: Heal. Int: Craft. Know(nature). Spot. Know(dungeoneering). Move Silently. Move Silently. 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 . Search. Know(dungeoneering). Listen. you may use your Racial Speak with Animals ability to speak with your Animal Companion at will. Cha: Handle Animal. Wis: Heal. Move Silently. Cha: Handle Animal. Jump. your effective Druid level for gaining Animal Companion abilities is (Ranger level / 2) + 3 (instead of Ranger level / 2). Swim. Search. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. the bonus is +3 (instead of +2). Profession. Search. Spot. Survival. Survival.Dungeons & Dragons 3. Profession. Profession. Know(geography). or any other mammal with a burrowing speed. Listen. Know(dungeoneering). Con: Concentration. Know(geography). Know(dungeoneering). Profession. Shield Simple. Survival. Dex: Hide. Wis: Heal. Shield Simple. Spot. except that if you choose Humanoid (goblinoid). Dex: Hide. Ride. Jump. Listen. Con: Concentration. Wis: Heal. Jump. or Giant as your Favored Enemy. Ride. Listen. Know(nature). Cha: Handle Animal. Use Rope. Move Silently. Dex: Hide. Survival. Dex: Hide. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. 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’. Int: Craft. Shield Simple. Use Rope. Int: Craft. 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. Humanoid (reptilian). Dex: Hide. Know(nature). Swim. Swim. Swim. Search. Use Rope.5 Edition Index – Base Classes February 28. Know(nature). Spot. a Dire Badger. Int: Craft. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Shield Simple. Cha: Handle Animal. 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. Listen. Move Silently. Spot. Cha: Handle Animal. 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 Gnome Ranger Spells Evasion 3rd Favored Enemy Combat Style Mastery Skill Points: 6 Str: Climb. Wis: Heal. Int: Craft. Search. 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. Ride. Use Rope. Use Rope. Swim. Shield Simple.

Shield Simple. Search. Move Silently. Swim. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Survival. Ride. Ride. Swim. Listen. Cha: Gather Information. Handle Animal. Cha: Gather Information. Know(nature).Dungeons & Dragons 3. Ride. Know(nature). Speak Language. Handle Animal. The Half-Elf Ranger may always “Take 10” with these skills. Know(dungeon. Know(nature). Swim. Speak Language. Search. Shield Simple. 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 . Wis: Heal. Use Rope. Cha: Handle Animal. Use Rope. Listen. Shield Simple. Swim. Jump. Ride. Swim.5 Edition Index – Base Classes February 28. Move Silently. Dex: Hide. Cha: Gather Information. 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. Dex: Hide. Search. Know(dungeon. Profession. Listen. Con: Concentration. 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. Jump. Wis: Heal. Jump. Spot. Profession. Move Silently. Con: Concentration. 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. Con: Concentration. Int: Craft. Use Rope. Use Rope. Survival. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Dex: Hide. 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. Know(geography). Spot. Know(nature). Spot.). Jump. Profession. Ride. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. 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(geography). 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. Move Silently. Survival. Jump. Know(geography). even if under stress. Survival. Con: Concentration. Dex: Hide. Survival. Know(dungeon. Wis: Heal. Search.). Cha: Gather Information. Listen. Skill Mastery Choose (3 + Intelligence modifier) skills. Profession. Spot. Use Rope.). Speak Language. Know(nature). Int: Craft. Int: Craft.).). Shield Simple. Wis: Heal. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. 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. Handle Animal. Dex: Hide. Wis: Heal. Handle Animal. Profession. Know(geography). Martial 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. Con: Concentration. Know(dungeon. Int: Craft. Spot. Know(geography). Speak Language. Search. Listen. Move Silently. Shield Simple. Int: Craft. Know(dungeon.

Move Silently. Listen. Dex: Balance. Longtooth. Spot. Move Silently. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Ride. Dex: Balance. Search. Profession. Cha: Handle Animal. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Search. Hide. Razorclaw) – your Natural Weapons are treated as Adamantine for the purpose of overcoming Damage Reduction. Swim. Search. 1st Favored Enemy Gain Feat: Track Wild Empathy based on Wisdom modifier instead of Charisma modifier Combat Style Gain Feat: Endurance Animal Companion. Know(geography). 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. Dexterity-based (Cliffwalk. Search. Use Rope. Int: Craft. Listen. Cha: Handle Animal. Swiftwing) – gain Improved Evasion. Con: Concentration. but they end when your Shifting ends. Know(geography). Swim. Dex: Hide. Know(nature). Know(dungeoneering). Wisdom-based (Dreamsight) – gain immunity to Enchantments. Know(geography). 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. Spot. Know(dungeoneering). Survival. Int: Craft. Wis: Heal. etc. Know(geography). Shield Simple. Know(dungeoneering). 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. Hide. Ride. Search. 1st Favored Enemy Gain Feat: Track Wild Empathy Skill Points: 6 Str: Climb. Wis: Heal. Swim. Jump. Constitution-based (Beasthide. Know(nature). Shield Simple. Ranger Variants Page 98 . Use Rope. Use Rope. Int: Craft. but if a Natural Weapon you gain matches your Animal Companion’s attack. Cha: Handle Animal. Ride. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Survival. The Animal Companion does not need to stay next to you to retain the benefits. when you go unconscious. Listen. Dex: Balance. Int: Craft. Move Silently. Wis: Heal. receive the following bonus: Strength-based (Gorebrute. Ride. Profession. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Shield Simple. Wis: Heal. Wildhunt) – gain Fast Healing equal to (1 + number of Shifter feats). Move Silently. Move Silently. Spot. Longstrike. Know(geography). Your Animal Companion does not gain Natural Weapons. Con: Concentration. Listen. Jump. Know(nature). Swim. Profession. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion. Profession. Survival. Spot. Survival. Jump. 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.Dungeons & Dragons 3.5 Edition Index – Base Classes February 28. Ride. Jump. Con: Concentration. Listen. Shield Simple. Cha: Handle Animal. Know(dungeoneering). Jump. Hide. Profession. Con: Concentration. Know(dungeoneering). it gains all the benefits that you do (including those caused by your Shifter feats). Truedive. Cha: Handle Animal. Hide. Wis: Heal. Swim. Know(nature). Know(nature). Survival. Enhanced Shifting When you Shift. Con: Concentration. Dex: Balance. Use Rope. Int: Craft. 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. Martial Class Features Skill Points: 6 Str: Climb. it receives a damage bonus of +1 for each of your four Ranger levels. Spot. Shield Simple. Use Rope.

The bonus is lost when you are Immobilized. Jump. Int: Craft. Ride. Cha: Handle Animal. Ride. Con: Concentration. 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. Search. 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. Listen. Ranger Variants Page 99 . Shield Simple. Jump. Know(geography). Use Rope. Int: Craft. Indomitable Mind You are immune to harmful Mind-affecting spells & abilities. Jump. Use Rope. Con: Concentration. Use Rope. Profession. 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 rd Skill Points: 6 Str: Climb. Know(dungeoneering). Spot. Con: Concentration. Search.Dungeons & Dragons 3. Stacks with other ‘n / —‘ Damage Reductions (such as received from being a Barbarian). Shield Simple. Survival. Search. Swim. Cha: Handle Animal. Move Silently. Know(geography). you receive Damage Reduction 2 / —. Survival. 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. Listen. Search. Wis: Heal. Dex: Hide. Dex: Hide. Dex: Hide. Ride. Spot. Shield Simple. Know(nature). Know(dungeoneering). Listen. Survival. Swim. Cha: Handle Animal. Move Silently. Use Rope.5 Edition Index – Base Classes February 28. Int: Craft. If you are in direct moon light. Swim. Know(nature). Know(dungeoneering). Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Shield Simple. Know(nature). Listen. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Listen. Jump. Int: Craft. Shield Simple. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Dex: Hide. Ride. Profession. Know(dungeoneering). Know(geography). Know(dungeoneering). wearing Medium (or heavier) armor. Swim. Move Silently. Wis: Heal. Con: Concentration. Profession. Cha: Handle Animal. Ride. Spot. or when carrying a Medium (or heavier) load. 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. Con: Concentration. Know(geography). Search. Jump. Int: Craft. Know(nature). Wis: Heal. Spot. Survival. Helpless. Profession. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Cha: Handle Animal. 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 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. Know(nature). 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. Wis: Heal. your Damage Reduction improves to 3 / —. Wis: Heal. Move Silently. Move Silently. Profession. Survival. Dex: Hide. Swim. This bonus applies to your Touch AC and you keep this bonus even if you are Flat-Footed. Skin of the Moon At night.

5 Edition Index – Base Classes February 28. 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 .Dungeons & Dragons 3.

Wis: Listen. 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. Open Lock. Disguise. Forgery. Spot. 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. Open Lock.Dungeons & Dragons 3. Cha: Bluff. Search. Craft. Gather Information. Know(nature). The decision to become a specialized Rogue must be done when the 1st level of Rogue is taken. Swim. in the same way a Necromancer is a specialized type of Wizard. Decipher Script. 2007 Rogue Alternate Base Classes The following are specialized types of Rogues. Move Silently. Gather Information. Intimidate. Forgery. & Short Sword Skill Points: 8 Str: Climb. Swim. Hide. Intimidate. Tumble. Dex: Balance. Escape Artist. Jump. Int: Appraise. Cha: Bluff. Use Magical Device. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Disguise. A character can only be the member of one Rogue class. Tumble. Shortbow. Sleight of Hand. Profession. Know(local). Perform. Sense Motive. 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 . Int: Appraise. Decipher Script. Jump. Profession. Diplomacy. Escape Artist. Move Silently. Hide. Use Rope. Diplomacy. Rapier. Know(geography). Wis: Listen. Handle Animal. Disable Device. Perform. Use Magical Device. Search. Know(local). Spot. Dex: Balance.5 Edition Index – Base Classes February 28. Craft. Rapier. Sense Motive. Ride. Shortbow. Disable Device. Sleight of Hand. Survival.

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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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

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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.

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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

Disable Device. February 28. tunnel through. 2007 Rapid Demolitionist +3d6 damage against Constructs and/or objects. Any Hardness or Damage Reduction still applies. Disable Device. Full Round Action → Standard Action. tunnel through. Craft. Rogue Variants Page 106 . and Knowledge (architecture & engineering) checks to demolish. Move Action → Free Action. Any Hardness or Damage Reduction still applies. Standard Action → Move Action. +2 Competence bonus on Craft. Any Hardness or Damage Reduction still applies. or otherwise degrade the structural integrity of an object or building (or to plan to do so). & Knowledge (architecture & engineering) checks to demolish.Dungeons & Dragons 3.5 Edition Index – Base Classes Demolitionist +1d6 damage against Constructs and/or objects. or otherwise degrade the structural integrity of an object or building (or to plan to do so) take ½ the normal time. Expert Demolitionist +2d6 damage against Constructs and/or objects.

Tumble. Open Lock. Craft. Use Magical Device. Gather Information. Jump. Move Silently. Wis: Listen. Perform. Swim. Rapier. Tumble. Know(local). Profession. Intimidate. Tumble. Profession. Decipher Script. Tumble. Gather Information. Craft. Cha: Bluff. Sense Motive. Gather Information. Disguise. Perform. Rapier. Swim. Use Rope. Use Rope. Disable Device. Int: Appraise. Profession. Intimidate. Dex: Balance. Forgery. Hide. Spot.Dungeons & Dragons 3. Int: Appraise. Perform. Intimidate. Rapier. Gather Information. Decipher Script. Escape Artist. Disguise. Use Rope. Wis: Listen. Use Magical Device. Cha: Bluff. Use Magical Device. Use Rope. Profession. Move Silently. Int: Appraise. Sleight of Hand. Perform. Open Lock. Move Silently. Wis: Listen. Use Rope. Tumble. Open Lock. Sleight of Hand. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Skill Points: 8 Str: Climb. Escape Artist. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d8 d6 Light Simple + Hand Crossbow. Craft. Jump. Shortbow. Decipher Script. Gather Information. Disable Device. Sense Motive. Dex: Balance. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d8 d6 Light Simple + Hand Crossbow. Diplomacy. Dex: Balance. Hide. Forgery. Jump. Intimidate. Cha: Bluff. 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. Perform. Decipher Script. Spot. Sense Motive. Diplomacy. Escape Artist. & Short Sword Skill Points: 8 Str: Climb. Hide. Know(local). Forgery. Search. Jump. Know(local). Forgery. Forgery. Move Silently. Escape Artist. Open Lock. Sleight of Hand. Disable Device. Disguise. Shortbow. Search. Craft. Spot. 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. Disguise. Use Magical Device. Sleight of Hand. Intimidate. Hide. 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. Survival. Cha: Bluff. Cha: Bluff. Search. Escape Artist. Swim. Search. Int: Appraise. Sneak Attack +1d6 Trapfinding Evasion Mettle of Mountains Sneak Attack +2d6 Trap Sense +1 Skill Points: 8 Str: Climb. Use Magical Device. Profession. Int: Appraise. Know(local). Disable Device. Move Silently.5 Edition Index – Base Classes February 28. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d8 d6 Light Simple + Hand Crossbow. Disguise. Survival. Shortbow. Sense Motive. Wis: Listen. Open Lock. Swim. Dex: Balance. Diplomacy. Rapier. Craft. Spot. Jump. Know(local). Survival. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d8 d6 Light Simple + Hand Crossbow. Spot. Disable Device. Dex: Balance. Survival. Swim. Decipher Script. Shortbow. Rapier. Search. Shortbow. Sleight of Hand. Hide. Sense Motive. 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 . Wis: Listen. Diplomacy. Diplomacy.

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

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

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

Profession. Int: Appraise. Know(local). Disable Device. Intimidate. Forgery. Move Silently. Know(local). Empowered Rogue Gain Dominate Person (DC is Charisma-based) –or– True Seeing (self only) (choose one). Diplomacy. Shortbow. Jump. Search. Craft. Use Rope. Profession. Shortbow. Use Rope. Open Lock. Open Lock. Know(local). Cha: Bluff. Wis: Listen. 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. Hide. Craft. Forgery. Disguise. Int: Appraise. Move Silently. Swim. Search. Profession. Diplomacy. This is a Spell-like Ability that is usable 1/day. Decipher Script. Perform. Gather Information. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Disable Device. Perform. Gather Information. Wis: Listen. Rapier. Use Magical Device. Use Magical Device. Use Magical Device. Wis: Listen. Disable Device. Tumble. Dex: Balance. Changing Rogue Gain Greater Invisibility (self only) –or– Polymorph (self only) (choose one). Intimidate. Perform. Profession. & 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. Disguise. Open Lock. Escape Artist. Disable Device. Spot. Rapier. Decipher Script. Int: Appraise. Disguise. Know(local). Sense Motive. Tumble. Craft. Int: Appraise. Intimidate. Escape Artist. Sleight of Hand. Forgery. Tumble. Know(local). Escape Artist. Intimidate. Spot. Jump. Use Rope.5 Edition Index – Base Classes February 28. Rapier. Rapier. Perform. Disable Device. Dex: Balance. Craft. Use Magical Device. Wis: Listen. Craft. Spot. Profession. Rapier. Perform. Dex: Balance. 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). Tumble. Sense Motive. Page 111 Rogue Variants Class Features . Open Lock. Wis: Listen. Dex: Balance. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Escape Artist. Use Magical Device. Search. Swim. Swim. Cha: Bluff. Spot. Diplomacy. Hide. Gather Information. Use Rope. Intimidate. Jump. Tumble. Swim. Sleight of Hand. Sense Motive. Sleight of Hand. Escape Artist. 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. Search. Decipher Script. Shortbow. Dex: Balance. Swim. Move Silently. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Use Rope. Hide. Jump. Hide. Gather Information. Jump. Spot. Gather Information. Sleight of Hand. Search. 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. This is a Spell-like Ability that is usable 1/day. Decipher Script. Move Silently. Decipher Script. Sense Motive. Cha: Bluff. Forgery. Hide. Disguise.Dungeons & Dragons 3. Sense Motive. 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. Sleight of Hand. Move Silently. Forgery. Diplomacy. Shortbow. 1/day. & Short Sword Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Rogue Ref d6 Light Simple + Hand Crossbow. Int: Appraise. Diplomacy. Open Lock. Cha: Bluff. 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. Disguise. Cha: Bluff. Shortbow.

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

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. You make ‘Take 10’ with these skill even under stress.Dungeons & Dragons 3. If the opponent fails his/her save. When striking an object or making a Sunder action. Immunity to Illusion (pattern). Illusion (figment) or Illusion (glamer). you may instead attempt a Knockout Blow. You no longer receive a –10 penalty on Listen checks while asleep. If a creature vulnerable to poison hits you with a Bite attack. 1. you may forego the bonus Sneak Attack damage to put the opponent into lingering pain (FortNeg. you ignore an amount of the object’s Hardness equal to half your Rogue level. Choose 3 + Intelligence modifier skills. On a Sneak Attack with an Unarmed Strike. 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 may make Sneak Attacks on Constructs.5 Edition Index – Base Classes February 28. 2. but is Stunned for 1d3 rounds (FortNeg. DC is Constitution-based). It the attack succeeds. Prerequisite: Must have survived passing through at least 4 layers of either a Prismatic Sphere or a Prismatic Wall. DC 15 + number of Sneak Attack dice + spell level. +2 bonus on saves vs. DC 15 + number of Sneak Attack dice). it takes 1 point of Constitution damage (FortNeg. On a Sneak Attack that would do nonlethal damage. any use of a spell or spell-like ability for 1d6 rounds requires a Concentration check vs. 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). You may move through non-magical undergrowth at your normal movement rate without injury. 2007 Name Improved Evasion Knockout Blow Page (PH p51) Description As Evasion. On a failed save against an Enchantment spell or effect. you gain a new save one round later at the same DC. This ability then stops working for 1 hour. Usable once per round. Receive an Attack of Opportunity against an opponent struck for damage in melee. but ½ damage on a failed save. the opponent takes no damage. DC 10 + Intelligence modifier + number of Sneak Attack dice).

Intimidate. Wis: Profession. Spellcraft. in the same way a Necromancer is a specialized type of Wizard. any Wizard Rogue Will d4 d8 — Simple. Cha: Bluff.Dungeons & Dragons 3. Int: Craft. Know(arcana). Spellcraft. Spellcraft. Int: Craft. 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. The decision to become a specialized Sorcerer must be done when the 1st level of Sorcerer is taken. Know(arcana). Skill Points: 2 Con: Concentration. Wis: Profession. Spellcraft. A character can only be the member of one Sorcerer class. 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 . Cha: Bluff. Cha: Bluff. Cha: Bluff. 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. Wis: Profession. Know(arcana). Int: Craft. Wis: Profession. Know(arcana).5 Edition Index – Base Classes February 28. 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.

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

Spellcraft. Know(arcana). Know(arcana). Cha: Bluff. Cha: Bluff. Cha: Bluff. Wis: Profession. Wis: Profession. Int: Craft.5 Edition Index – Base Classes February 28. Know(arcana). Int: Craft. Spellcraft. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Skill Points: 2 Con: Concentration. 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. 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. Sorcerer variant. 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. Lvl Sorcerer (PH p51) Sorcerer variant. Know(arcana). Spellcraft. 2007 Variant Class Features Unlike ‘Alternate Classes’ (see above). Int: Craft. 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 . Int: Craft. Spellcraft. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Draconic Ray. you may take multiple ‘Variant Class Features’. Wis: Profession. Wis: Profession.Dungeons & Dragons 3. 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.

spending 24 hours. 7th level – your Conjuration spells have +2 round duration. including ‘Concentration’ spells. which last 1 round after you stop concentrating. which last 3 round after you stop concentrating. you may replace it with by bonding with a new masterwork-quality (but not magical) object of the same type. 15th level – your Enchantment spells have +3 round duration. the ray has an additional effect based on the Dragon type. Gains a ray as a Spell-Like ability. 7th level – any non-Personal Transmutation spell you cast with at least one target affects one extra target. Necromancy – Flail. you retain the Spell Slot. who now get the full duration. d) if you enchant your Focus. which last 2 round after you stop concentrating. but take (spell level) nonlethal damage (which bypasses your Damage Reduction / resistances). other Apparel used to conceal 1st level – cast Illusion spells at +1 Caster level. – target also takes 1d4 per 2 level of nonlethal damage. Note: to use this ability. one of your Necromancy spells is also Fatigued. Small Shield 1st level – any non-Personal Abjuration spell you cast with at least one target affects one extra target. c) if your Focus is a weapon or a shield. 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). you may “reabsorb” the spell as an Immediate Action by making a Spellcraft check vs. Dagger. 7th level – your Necromancy spells that inflict Ability Penalties. which last 2 round after you stop concentrating. The Focus is associated with one school of magic and grants you benefits associated with that school (see below). Sickle.. and expending 100 gp of reagents. Focus Caster A chosen masterwork-quality object now become a required Focus for all your spells. Draconic Ray At 1st level. Divination – Large Crystal (may be mounted on a Rod or Staff). 15th level – receive a (1 + Intelligence modifier (min +1)) bonus vs. the XP & base materials cost is reduced by 10%. Kama. 15th level – a target that fails a Fortitude save vs. 15th level – you may cast Personal Illusion spells as a Touch spells. Buckler. which last 1 round after you stop concentrating. 7th level – your Illusion spells receive a bonus on Caster checks to bypass Spell Resistance of +(½ Caster level). who now get the full duration. Scythe. but that target only has ½ the normal duration.g. including ‘Concentration’ spells. 7th level – your Enchantment spells have +2 round duration. 7th level – any non-Personal Abjuration spell you cast with at least one target affects one extra target. Tools 1st level – any non-Personal Transmutation spell you cast with at least one target affects one extra target. b) if destroyed. Ornate Holy Symbol 1st level – cast Divination spells at +1 Caster level. 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). 15th level – one Evocation spell per day may ignore one Target’s Energy Immunity. Conjuration – Quarterstaff. granting everything the target is fighting Concealment. Evocation – Longsword. 15th level – your Conjuration spells have +3 round duration. Illusion – Mask. 2007 Class Features Arcane Reabsorbtion If a spell you cast is Countered –or– fails to overcome the target’s Spell Resistance. 15th level – one Transmutation spell per day that grants a bonus to an Ability Score gives a 2x bonus (e. 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. Divinations spells. including ‘Concentration’ spells. DC 20 + [3 * spell level]. you are Proficient with it (but not any other weapons / shields of the same type). including ‘Concentration’ spells. including ‘Concentration’ spells. but that target only has ½ the normal duration. Cloak.5 Edition Index – Base Classes February 28. Ability Damage.Dungeons & Dragons 3. Polearm 1st level – your Conjuration spells have +1 round duration. If successful. In addition. Enchantment – Ornate Clothing 1st level – your Enchantment spells have +1 round duration. e) additional bonus is School of Magic specific: Abjuration – Bracers. Bull’s Strength would give a +8 bonus). 7th level – your Evocation spells bypass the first 5 points of a target’s Energy Resistance (though Energy Immunity still applies). or Ability Drain do +1 point. the spell must have had no effect whatsoever. 15th level – you may cast Personal Abjuration spells as a Touch spells. the Draconic Ray Sorcerer chooses the type of Dragon with which he/she is associated. 7th level – your Divination spells have 2x duration. Transmutation – Instrument. including ‘Concentration’ spells. which last 3 round after you stop concentrating. – 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 . which does 1d4 + 1 per Draconic Ray Sorcerer level of energy damage which matches the chosen Dragon type.

Handle Animal. Spellcraft. 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. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar 1 Skill Points: 2 Con: Concentration. Diplomacy. Profession. Cha: Bluff. Know(the planes). Int: Craft. 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. Intimidate. Wis: Profession. Know(arcana). Skill Points: 2 Con: Concentration. Spellcraft. Spellcraft. 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 . Cha: Bluff. Know(arcana). Diplomacy. Int: Craft. Blood of Khyber Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple (DR351 p79) Sorcerer variant. 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. Wis: Heal. Spellcraft. If you take Feat: Natural Spell. Int: Craft. Know(dungeoneering).5 Edition Index – Base Classes February 28. Know(arcana). its benefits apply also if you are in Animal Form due to Polymorph. Know(nature). etc. Know(arcana). 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. Cha: Bluff. –1 effective Caster Level when you cast Abjuration & Divination spells (min 1st lvl). Wis: Profession. Blood of Eberron Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple (DR351 p79) Sorcerer variant. 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).Dungeons & Dragons 3. Wis: Profession. 2007 Variant Class Features (continued) Lvl Sorcerer (PH p51) Sorcerer variant. Int: Craft. You cannot summon creatures with a Good alignment.

Int: Craft. 2007 Variant Class Features (continued) Lvl Sorcerer (PH p51) Sorcerer. Cha: Bluff. Wis: Profession. 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. 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. Know(arcana). 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.5 Edition Index – Base Classes February 28. Sorcerer Variants Page 119 . variant. Wis: Profession.Dungeons & Dragons 3. Int: Craft. Know(arcana). This also allows you to benefit from Feat: Quicken Spell.

Dungeons & Dragons 3. 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. all must be touching the ground for the benefit to apply. Wis: Profession. Know(dungeoneer). If a spell has multiple targets. 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. Int: Craft. Know(arcana). Cha: Bluff. Know(dungeoneer). Wis: Profession. Know(arcana). Know(arcana). Know(dungeoneer). the Sorcerer gains ‘Damage Reduction 1 / adamantine’ –and– Feat: Alertness. Wis: Profession. Cha: Bluff. Power of Stone If both the Sorcerer and the target of your spell are touching the ground. Spellcraft. Know(arcana). 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. the Sorcerer may add his/her Constitution modifier to his/her Charisma modifier for determining bonus Sorcerer spell slots. Int: Craft. Int: Craft. the spell’s range increases by 50% and its DC increases by +1. Know(arcana). Sorcerer Variants Page 120 . Spellcraft. Int: Craft. 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. Spellcraft. Earth Meditation If the Sorcerer spends 8 hours resting and 15 minutes preparing his/her spells while in contact with the earth. Cha: Bluff. Wis: Profession. Int: Craft.5 Edition Index – Base Classes February 28. Know(dungeoneer). Spellcraft. Spellcraft. Wis: Profession. 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. Cha: Bluff. Requires a one-time 24 hour ritual that has 100 gp of material components. 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.

Casts Impromptu Arcane spells based on Charisma Summon Familiar Skill Points: 2 Con: Concentration. 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. Wis: Profession. Int: Craft. Know(arcana). Cha: Bluff. Wis: Profession. Know(arcana). the Raptoran Sorcerer may move before and after casting. Spell on the Wing When airborne and casting a spell whose cast time is no more than 1 Standard Action. Int: Craft. Cha: Bluff. though the total distance can be no more than his/her speed (effectively Spring Attack with spells). Sorcerer Variants Page 121 . Int: Craft. Casts Impromptu Arcane spells based on Charisma Summon Familiar Skill Points: 2 Con: Concentration. but otherwise is a standard Familiar. Spellcraft. Command the Winds The following spells are added to the Raptoran Sorcerer’s Known Spell List: Gust of Wind. Int: Craft. Wis: Profession. 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.5 Edition Index – Base Classes February 28. Cha: Bluff. Whispering Wind. Know(arcana). Int: Craft. 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. Cha: Bluff. Spellcraft. Spellcraft. Wis: Profession. Spellcraft. Spellcraft. Casts Impromptu Arcane spells based on Charisma Summon Familiar Skill Points: 2 Con: Concentration. It never gains the ability to speak with other animals.Dungeons & Dragons 3. and Wind Wall (as a 2nd level spell). Wis: Profession. Know(arcana). Cha: Bluff. 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. Know(arcana). and are available to be learned as normal.

5 Edition Index – Base Classes February 28. Spells from this sphere are cast at +1 Caster level.e. 2007 Spheres for Sorcerers (DR330 p95) At 1st level. 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 .. Each Sphere as an Opposite Sphere.Dungeons & Dragons 3. which means that such spells are available later than normal (i. a Sorcerer can choose a Sphere. Spheres are organized by spell subtype. not by School. a Sorcerer with Fire as the Opposite Sphere could not cast Fireball until 8th level). while spell from the Opposite Sphere are cast at –2 Caster level.

May specialize in a school of magic. Dagger. Int: Craft. Int: Craft. Skill Points: 2 Con: Concentration. Can summon a Familiar. 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. Sense Motive. Spellcraft..5 Edition Index – Base Classes February 28. Survival. Spellcraft. Dagger. Quarterstaff. May specialize in a school of magic. Skill Points: 2 Con: Concentration. Decipher Script. May specialize in a school of magic. Int: Craft. Decipher Script. 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. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll.Dungeons & Dragons 3. Specialized in the Anagakok ‘School’ Anagakok Spontaneous Casting Anagakok Illiteracy Wilderness Lore Good Fortune. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: Skill Points: 2 Con: Concentration. Dagger. Crossbow. Crossbow. 2 points Can summon a Familiar Skill Points: 2 Con: Concentration. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Cha: Gather Info. Wis: Profession. Wis: Profession. Know(any). Know(any). Decipher Script. Know(any). 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 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. 4 points Bonus Wizard Feat Aura of the Grave Bonus Wizard Feat Greater Diving +1 Wizard Variants Page 123 . Wis: Profession. Survival. Short Bow Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll. 10 points Bonus Wizard Feat Mantle of Undeath Bonus Wizard Feat Greater Diving +4 Bonus Wizard Feat Bonus Wizard Feat Good Fortune. Can summon an Undead Familiar Master of the Dead any Wizard Will d4 — Club. Wis: Profession. Crossbow. Int: Craft. 8 points Bonus Wizard Feat Mastery of Undeath Bonus Wizard Feat Greater Diving +3 Bonus Wizard Feat Bonus Wizard Feat Good Fortune. Spellcraft. Know(any). 6 points Bonus Wizard Feat Shroud of Death Bonus Wizard Feat Greater Diving +2 Bonus Wizard Feat Bonus Wizard Feat Good Fortune. Specialized in the Necromancy School Can summon a Familiar. Decipher Script. Intimidate Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll. Cha: Bluff. Spellcraft. Crossbow. Dagger.

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

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

Lvl Wizard (PH p55) Wizard variant. 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 . Wis: Profession. Dagger. Wizard variant. Spellcraft. Spellcraft. Crossbow. 2007 Variant Class Features – any Wizard Unlike ‘Alternate Classes’ (see above). Decipher Script. 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. Spellcraft.Dungeons & Dragons 3. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll. May specialize in a school of magic Can summon a Familiar Skill Points: 2 Con: Concentration. Crossbow.5 Edition Index – Base Classes February 28. Know(any). Quarterstaff any Wizard Will d4 — Club. Int: Craft. Crossbow. Decipher Script. Decipher Script. Dagger. Wis: Profession. Arcane Reabsorbtion (DR348 p88) Focus Caster Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Know(any). Int: Craft. Wis: Profession. Dagger. May specialize in a school of magic Summon Familiar Arcane Reabsorbtion Skill Points: 2 Con: Concentration. Int: Craft. 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. Know(any). you may take multiple ‘Variant Class Features’. Quarterstaff 1 Skill Points: 2 Con: Concentration.

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

b) at 7th level. Int: Craft. Crossbow. which last 1 round after you stop concentrating. 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). Focus Caster A chosen masterwork-quality Bracers. your Conjuration spells have +2 round duration. Crossbow. The Focus has the following properties: a) at 1st level. including ‘Concentration’ spells. Crossbow. Int: Craft. Spellcraft. Page 128 Wizard Variants . Wis: Profession. and expending 100 gp of reagents. Urgent Shield Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Abjurer variant. 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. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Know(any). the XP & base materials cost are 10% less. your Conjuration spells have +1 round duration. Int: Craft. Spellcraft. including ‘Concentration’ spells. Decipher Script. Usable 1/day. Dagger. Dagger.Dungeons & Dragons 3. Know(any). Usable (Intelligence modifier) times per day. which last 2 round after you stop concentrating. 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 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. Quarterstaff any Wizard Will d4 — Club. Int: Craft. 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. c) at 15th level. Quarterstaff 1 Skill Points: 2 Con: Concentration. or Small Shield now become a required Focus for all your spells. Resistance to Energy Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Abjurer variant. Know(any). Know(any). Crossbow. Dagger. Wis: Profession. Urgent Shield Grant yourself a +2 Shield bonus to AC against one attack as an Immediate Action. Wis: Profession. Decipher Script. Spellcraft. 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 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. Decipher Script. The Supernatural Ability is activated as a Standard Action and lasts for 1 hour. 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. Wis: Profession. e) if destroyed. spending 24 hours. you are Proficient with it (but not any other weapons / shields of the same type). Spellcraft. 2007 Variant Class Features – Abjurer Lvl Abjurer (PH p55) Abjurer variant. Decipher Script. g) if you enchant your Focus. your Conjuration spells have +3 round duration.5 Edition Index – Base Classes February 28. Buckler. including ‘Concentration’ spells. Dagger.

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

Usable (Intelligence modifier) times per day Rapid Summoning You may cast Summon Monster spells as a Standard Action (instead of a Full Round Action). Know(any). Spellcraft. Quarterstaff 1 Skill Points: 2 Con: Concentration.5 Edition Index – Base Classes February 28. Abrupt Jaunt Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Conjurer variant. Crossbow. The summoned creatures may only take a Standard Action on the round they are summoned. Crossbow. Quarterstaff any Wizard Will d4 — Club. Know(any). Spellcraft. your Conjuration spells have +1 round duration. Dagger. which last 2 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 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. and expending 100 gp of reagents. Page 130 Wizard Variants . 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. Know(any). your Conjuration spells have +3 round duration. Int: Craft. Int: Craft. 2007 Variant Class Features – Conjurer Lvl Conjurer (PH p55) Conjurer variant. 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. Int: Craft. including ‘Concentration’ spells. Dagger. Wis: Profession. Dagger. g) if you enchant your Focus. Wis: Profession. Int: Craft. Crossbow. Decipher Script.Dungeons & Dragons 3. The Focus has the following benefits / properties: a) at 1st level. 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. Decipher Script. Focus Caster A chosen masterwork-quality Quarterstaff or Polearm now become a required Focus for all your spells. including ‘Concentration’ spells. f) if your Focus is a weapon or a shield. Know(any). Crossbow. 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. including ‘Concentration’ spells. Spellcraft. Rapid Summoning Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Conjurer variant. Spellcraft. Dagger. 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. spending 24 hours. Decipher Script. Quarterstaff any Wizard Will d4 — Club. which last 1 round after you stop concentrating. Decipher Script. you are Proficient with it (but not any other weapons / shields of the same type). 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). c) at 15th level. which last 3 round after you stop concentrating. e) if destroyed. Quarterstaff any Wizard Will d4 — Club. your Conjuration spells have +2 round duration. Wis: Profession.

Summon Monster II. or even Summon Monster I). Crossbow. Enh Summon (Str & Con +n) Your summoned creatures gain +n Strength and Constitution (stacks with Feat: Augmented Summoning). Spellcraft. loosing a 4th level spell allows you to spontaneously cast Summon Monster III. Spellcraft. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Know(any). Spontaneous Summoning (UA p59) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Know(any). Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. 2007 Variant Class Features – Conjurer (continued) Lvl Conjurer (PH p55) Conjurer variant. 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 +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 1 Skill Points: 2 Con: Concentration. Wis: Profession. Dagger.. Int: Craft. Wis: Profession. Enhanced Summoning (UA p59) Conjurer variant. Dagger. Spellcraft. Int: Craft. Spontaneous Summoning You may “loose” a Prepared spell to cast a Summon Monster spell of a lower level (i. 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. Dagger.5 Edition Index – Base Classes February 28. 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. Crossbow. Decipher Script. Know(any). Wis: Profession. Decipher Script. Crossbow.e.Dungeons & Dragons 3. 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. Int: Craft. Decipher Script. Wizard Variants Page 131 .

Usable (Intelligence modifier) times per day. b) Arcane Eye moves at 20’ per round when studying its surroundings (instead of 10’). e) if destroyed. The Focus has the following benefits / properties: a) at 1st level. spending 24 hours. Spellcraft. Dagger. and expending 100 gp of reagents. Decipher Script. c) Divination spells have +1 DC (stacks with Feat: Spell Focus). 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 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. Crossbow. the XP & base materials cost are 10% less. Know(any).Dungeons & Dragons 3. Know(any). Wis: Profession. Quarterstaff 1 Skill Points: 2 Con: Concentration. Wizard Variants Page 132 . Know(any). 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. Int: Craft. Dagger. Enhanced (UA p59) Awareness Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. cast Divination spells at +1 Caster 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. Spellcraft. b) at 7th level. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Glimpse Peril Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Diviner variant. Quarterstaff any Wizard Will d4 — Club. Decipher Script. 2007 Variant Class Features – Diviner Lvl Diviner (PH p55) Diviner variant. Divinations spells. you are Proficient with it (but not any other weapons / shields of the same type). Decipher Script. Dagger. Spellcraft. g) if you enchant your Focus. 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). Int: Craft. Int: Craft. your Divination spells have 2x duration. you receive a (1 + Intelligence modifier (min +1)) bonus on saves vs. Crossbow. 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). Know(any). f) if your Focus is a weapon or a shield. Crossbow. 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. Wis: Profession. Glimpse Peril Gain a +2 Insight bonus on your next saving throw you make before your next turn as an Immediate Action. Crossbow. Int: Craft. Quarterstaff Diviner variant. c) at 15th level. Wis: Profession.5 Edition Index – Base Classes February 28. 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. Spellcraft. 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 Divination +1 1st lvl Divination spell/day Skill Points: 2 Con: Concentration. Wis: Profession. and Spell Mastery. Skill Focus (Listen). 5/day Class Features Bonus Diviner Feat Caster can choose one of the following for which he/she has the prerequisites: Alertness. Wizard Variants Page 133 . Bonus Diviner Feat Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Diviner variant. Wis: Profession. Spellcraft. Decipher Script. 2007 Variant Class Features – Diviner (continued) Lvl Diviner (PH p55) Diviner variant. Skill Focus (Spot). Know(any). Dagger. 1/day +1 2nd lvl Divination spell/day Bonus Wizard Feat +1 3rd lvl Divination spell/day Prescience. Wis: Profession. Quarterstaff 1 Skill Points: 2 Con: Concentration. 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 Divination +1 1st lvl Divination spell/day Skill Points: 2 Con: Concentration. Spellcraft. Crossbow. Decipher Script. Dagger. or level check as a Free Action. Crossbow. n/day You may gain an Insight bonus equal to your Intelligence modifier on any attack roll. Know(any). Skill Focus (Sense Motive). Improved Initiative. Int: Craft. Blind-Fight. 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. 2/day +1 4th lvl Divination spell/day +1 5th lvl Divination spell/day Bonus Wizard Feat Prescience. saving throw. Int: Craft. Know(any). Int: Craft. Crossbow.Dungeons & Dragons 3. any Item Creation. Decipher Script. Dagger. This ability is usable 1/day at 1st and an additional time per day for every 5 levels. skill check. 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 Divination +1 1st lvl Divination spell/day Prescience. 3/day +1 6th lvl Divination spell/day +1 7th lvl Divination spell/day Bonus Wizard Feat +1 8th lvl Divination spell/day Prescience. Lightning Reflexes. Prescience.5 Edition Index – Base Classes February 28. Spellcraft. 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. You must decide you are using this Extraordinary ability before you make your roll.

Wis: Profession. your Enchantment spells have +3 round duration. Quarterstaff any Wizard Will d4 — Club. including ‘Concentration’ spells. Know(any). 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). and expending 100 gp of reagents. Int: Craft. f) if your Focus is a weapon or a shield. Int: Craft. Cohort Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Enchanter variant.5 Edition Index – Base Classes February 28. The Cohort starts at 4th level and increases under the standard Leadership rules (DMG p106). 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. Decipher Script. you are Proficient with it (but not any other weapons / shields of the same type). Crossbow. including ‘Concentration’ spells. the XP & base materials cost are 10% less. The Focus has the following benefits / properties: a) at 1st level. Dagger. 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). Decipher Script. your Enchantment spells have +2 round duration. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. If you take Feat: Leadership. 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. e) if destroyed. Spellcraft. Page 134 Wizard Variants . Usable (Intelligence modifier) times per day. b) at 7th level. Know(any). Quarterstaff any Wizard Will d4 — Club. Spellcraft. spending 24 hours. Wis: Profession. Know(any). Wis: Profession. Quarterstaff any Wizard Will d4 — Club. Quarterstaff 1 Skill Points: 2 Con: Concentration. which last 2 round after you stop concentrating. Wis: Profession. Int: Craft. c) at 15th level. Dagger. the penalty to your level is removed and you automatically qualify for the “special power” Leadership modifier. Instant Daze Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Enchanter variant. g) if you enchant your Focus. your Enchantment spells have +1 round duration. Decipher Script. though you count as 2 levels lower than normal.Dungeons & Dragons 3. 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. 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. Int: Craft. Dagger. Decipher Script. including ‘Concentration’ spells. 2007 Variant Class Features – Enchanter Lvl Enchanter (PH p55) Enchanter variant. Spellcraft. Focus Caster A chosen masterwork-quality Ornate Clothing now become a required Focus for all your spells. which last 1 round after you stop concentrating. which last 3 round after you stop concentrating. Crossbow. Dagger. Spellcraft. You cannot gain Followers with this ability. Crossbow. Crossbow. Know(any). 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.

Spellcraft. Gather Information. 2007 Variant Class Features – Enchanter (continued) Lvl Enchanter (PH p55) Enchanter variant. Spellcraft. Crossbow. Extended Enchantments You may apply Feat: Extend Spell to an Enchantment spell you cast with no increase in its level. 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. Wizard Variants Page 135 . Diplomacy. Sense Motive Cha: Bluff. Quarterstaff In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Decipher Script.5 Edition Index – Base Classes February 28. Dagger. Intimidate. Wis: Profession. 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 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. Diplomacy. Dagger. Dagger.Dungeons & Dragons 3. Wis: Profession. Extended Enchantments(UA p59) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Know(any). This Supernatural ability may be used 1/day plus 1 per 2 levels. Intimidate. Decipher Script. Int: Craft. Social Proficiency Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Enchanter variant. Decipher Script. Know(any). Quarterstaff Skill Points: 2 Con: Concentration. Know(any). 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. Spellcraft. Wis: Profession. Int: Craft. Crossbow. Quarterstaff any Wizard Will d4 — Club. Gather Info. Int: Craft. or Sense Motive.

Wis: Profession. 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. Wis: Profession. e) if destroyed.Dungeons & Dragons 3. the XP & base materials cost are 10% less. and expending 100 gp of reagents. Cold. Dagger. Dagger.. Fire. Crossbow. Decipher Script. Int: Craft. 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 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. your Evocation spells do +1 hp of damage (applies to all in area-of-effect or one if there are multiple missiles). or Sonic). Quarterstaff 1 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 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. Dagger. Electricity. Know(any). c) at 15th level. Quarterstaff any Wizard Will d4 — Club. 2007 Variant Class Features – Evoker Lvl Evoker (PH p55) Evoker variant. g) if you enchant your Focus. Decipher Script. Quarterstaff any Wizard Will d4 — Club.5 Edition Index – Base Classes February 28. Counterfire Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Evoker variant. f) if your Focus is a weapon or a shield. Attacks are simultaneous. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Wis: Profession. Energy Affinity Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Evoker variant. Page 136 Wizard Variants . Crossbow. Focus Caster A chosen masterwork-quality Longsword. you are Proficient with it (but not any other weapons / shields of the same type). Wis: Profession. Usable (Intelligence modifier) times per day. 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. Int: Craft. Decipher Script. Spellcraft. your Evocation spells bypass the first 5 points of a target’s Energy Resistance (though Energy Immunity still applies). The Focus has the following benefits / properties: a) at 1st level. Crossbow. Know(any). chose an Energy Type (i. it is cast at +1 effective Caster level. or other Bladed Weapon now become a required Focus for all your spells.e. 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. Know(any). so neither needs to make a Concentration check. Spellcraft. Dagger. 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). Decipher Script. Crossbow. Quarterstaff any Wizard Will d4 — Club. Effect does 1d6 per three levels of Force damage. Acid. 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. Dagger. Know(any). Int: Craft. one Evocation spell per day may ignore one Target’s Energy Immunity. b) at 7th level. When you cast an Evocation spell with the designated subtype. Spellcraft. spending 24 hours.

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

Quarterstaff 1 Skill Points: 2 Con: Concentration. Quarterstaff any Wizard Will d4 — Club. the XP & base materials cost are 10% less. If the creature is shown absolute proof that something is an Illusion. Wis: Profession. The Focus has the following benefits / properties: a) at 1st level. c) at 15th level. Usable (Intelligence modifier) times per day. Quarterstaff any Wizard Will d4 — Club. g) if you enchant your Focus. 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. 2007 Variant Class Features – Illusionist Lvl Illusionist (PH p55) Illusionist variant. Int: Craft. spending 24 hours. Crossbow. Dagger.Dungeons & Dragons 3. Int: Craft. Crossbow. e) if destroyed. Wis: Profession. you are Proficient with it (but not any other weapons / shields of the same type). Know(any). Chain of Disbelief Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Illusionist variant. 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). Spellcraft. Int: Craft. Focus Caster A chosen masterwork-quality Mask. Know(any). or other Apparel used to conceal oneself now become a required Focus for all your spells. and expending 100 gp of reagents. you may cast Personal Illusion spells as a Touch spells. 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. Dagger. 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. though it gets a +10 bonus. Wis: Profession. Crossbow. Know(any). Decipher Script. your Illusion spells receive a bonus on Caster checks to bypass Spell Resistance of +(½ Caster level). f) if your Focus is a weapon or a shield. the creature does not get the standard +4 bonus on its save. cast Illusion spells at +1 Caster level. Wizard Variants Page 138 . 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. Dagger.5 Edition Index – Base Classes February 28. b) at 7th level. Decipher Script. Brief Figment Create a single Mirror Image as an Immediate Action. Int: Craft. Spellcraft. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Spellcraft. Know(any). Dagger. Crossbow. Brief Figment Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Illusionist variant. it still must make a save. Decipher Script. Wis: Profession. Quarterstaff any Wizard Will d4 — Club. Spellcraft. Lasts until your turn starts. Decipher Script. 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. Cloak.

Dagger. Quarterstaff any Wizard Will d4 — Club. Quarterstaff Skill Points: 2 Con: Concentration. Wis: Profession. Know(any). Wis: Profession. 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.) Bonus Wizard Feat Class Features Shadow Shaper (Hide bonus) Gain your Intelligence modifier as a bonus to your Hide checks. Shadow Shaper (Hide in Sight) You may make a Hide check even if there is no Cover or 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 Skill Points: 2 Con: Concentration. 2007 Variant Class Features – Illusionist (continued) Lvl Illusionist (PH p55) Illusionist variant. Shadow Shaper (Total Conc. Crossbow. Decipher Script. 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. Int: Craft. Int: Craft. Wis: Profession. Shadow Shaper Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Illusionist variant. Con: Concentration. Spellcraft.Dungeons & Dragons 3. Wizard Variants Page 139 . Int: Craft. All Illusionist spells you learn are treated as being mastered with Feat: Spell Mastery. Spellcraft.) If you are in an environment that grants Concealment. you receive the bonus of having Total Concealment. Spellcraft.5 Edition Index – Base Classes February 28. Decipher Script. Quarterstaff any Wizard Will d4 — Club. Dagger. Crossbow. 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. Know(any). Crossbow. Dagger. Decipher Script. Illusion Master Gain 2 additional Illusionist spells every time you gain a new spell level. Know(any).

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

Crossbow. & 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. 2007 Variant Class Features – Necromancer (continued) Lvl Necromancer (PH p55) Necromancer variant. Ability Drain. Stun.5 Edition Index – Base Classes February 28. Sleep. Wis: Profession. Know(any). Know(any). Int: Craft. Paralysis. 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. Know(any). Spellcraft. Undead Apotheosis Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Necromancer variant. etc. Crossbow. Paralysis. & Disease +1 4th lvl Necromancy spell/day +1 5th lvl Necromancy spell/day Bonus Wizard Feat +4 on saves vs. Wis: Profession. Spellcraft. and +2 hit-points per HD. Dagger. Quarterstaff 1 Skill Points: 2 Con: Concentration. Ability Damage. Quarterstaff any Wizard Will d4 — Club. Int: Craft.. Wis: Profession. Stun. Poison. Dagger. 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. Wizard Variants Page 141 .Dungeons & Dragons 3. 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. gain a +4 Enhancement bonus to Strength & Dexterity. Spellcraft. Quarterstaff any Wizard Will d4 — Club. Crossbow. 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. & 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. Int: Craft. Poison. Decipher Script. Decipher Script. Create Undead. Dagger. Decipher Script. Sleep.

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

Dungeons & Dragons 3. Wis: Profession. 2007 Variant Class Features – Transmuter (continued) Lvl Transmuter (PH p55) Transmuter variant. Decipher Script. Wis: Profession. 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 +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.5 Edition Index – Base Classes February 28. Int: Craft. Crossbow. 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 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. If you are interrupted. Int: Craft. Know(any). Quarterstaff any Wizard Will d4 — Club. the spell cannot be changed. Crossbow. Wizard Variants Page 143 . Transmutable Memory You may change Prepared spells into other Prepared spells once per day. Spellcraft. you loose the old spells and do not gain the new spells. Transmutable Memory(UA p59) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Decipher Script. Quarterstaff In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. if your Prohibited school was Abjuration. Once picked. Crossbow. you must meditate for a number of minutes equal to the number of spell levels being changed. at 5th level you could learn Dispel Magic at a Transmutation spell. Spell Versatility Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Transmuter variant. Spellcraft. For example. Dagger. 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 +1 2nd Transmutation spell/day Bonus Wizard Feat +1 3rd Transmutation spell/day Skill Points: 2 Con: Concentration. Decipher Script. Know(any). Quarterstaff 1 Skill Points: 2 Con: Concentration. You may change up to half your Class level of spell levels. To do this. Know(any). Int: Craft. Wis: Profession.

but loose access to three schools of magic from the following list: Abjuration. Int: Craft. you gain three Illusion and/or Transmutation spells. Decipher Script. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. 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. Able to prepare 1 extra spell per day from either the School of Illusion or the School of Transmutation at each level. Wizard Variants Page 144 . Know(any). Conjuration. 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 Skill Points: 4 Con: Concentration. Spellcraft. Crossbow. you receive a second saving throw one round later. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Int: Craft. Spellcraft. +2 bonus on Spellcraft checks to learn Illusions and Transmutation spells. May specialize in a school of magic Can summon a Familiar Skill Points: 4 Con: Concentration. Dagger. Dagger. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Necromancy.Dungeons & Dragons 3. May specialize in a school of magic Dual Specialization Can summon a Familiar Skill Points: 4 Con: Concentration. Int: Craft. Know(any). Wis: Profession. May specialize in a school of magic Can summon a Familiar Skill Points: 4 Con: Concentration. Dagger. Spellcraft. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Know(any). Wis: Profession. Wis: Profession. Enchantment. Override Transmutation If you fail your saving throw on a Transmutation spell or spell-like ability that has a duration of greater than Instantaneous. Know(any). 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. Crossbow. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. 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. Wis: Profession. Quarterstaff 1 Skill Points: 2 Con: Concentration. Wis: Profession. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll.5 Edition Index – Base Classes February 28. Limited Spell Knowledge Instead of the normal two spells you gain at each level. your Familiar can change into another type of familiar available to a 1st level Wizard. Dagger. Spellcraft. Know(any). Decipher Script. Crossbow. Decipher Script. Int: Craft. Crossbow. Decipher Script. Crossbow. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Int: Craft. Morphic Familiar As a Full Round Action. Decipher Script. Dagger. Evocation. Spellcraft.

Spellcraft. Decipher Script. Wis: Profession. Far Shot. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Crossbow. saving throw. Point Blank Shot. Int: Craft. Dagger. Quarterstaff Skill Points: 2 Con: Concentration. 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. Decipher Script. Dagger. Int: Craft. Wizard Variants Page 145 . Spellcraft.. or hit point bonus your Familiar normally grants you (i. Rapid Shot. Weapon Focus (longbow). Wis: Profession. You may prepare one additional spell of your highest spell level each day. etc. Precise Shot. Decipher Script. Decipher Script. Natural Link When your Familiar is within arm’s reach. 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.). Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Wis: Profession. Wis: Profession. Dagger.5 Edition Index – Base Classes February 28. Dagger. Spellcraft. Crossbow. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Int: Craft. Crossbow. Crossbow. Int: Craft. Decipher Script.Dungeons & Dragons 3. Search. you gain an additional spell in your book for free. Know(any). Search. Weapon Focus (shortbow). 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. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Spellcraft. Wis: Profession. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. On Wizard level where you gain a new spell level. Know(any). Spellcraft. Know(any). Int: Craft. 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.e. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Search. you gain double the normal skill. Search. 2. Crossbow. Know(any). a Weasel familiar would grant a +4 bonus on Reflex saves. 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. 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 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. 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. Dagger. Bow Feat Choose one of the following Feats (you must meet the prerequisites): Defensive Archery.

Know(any). 3rd – Illusory Wall. Int: Craft. You gain access some Illusion spells at an earlier level than normal (indicated below): 0th – Silent Image. spell-like ability. Ventriloquism. 3. 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. Crossbow. 2nd – Illusory Script. Dagger. Specialized in the School of Illusions Can summon a Familiar Skill Points: 2 Con: Concentration. May specialize in a school of magic. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Know(any). Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Crossbow. Wis: Profession. Int: Craft. Dagger. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. At 1st level. Specialized in the School of Illusions Can summon a Familiar Skill Points: 2 Con: Concentration. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Decipher Script. 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. Decipher Script. Specialized in the School of Illusions Can summon a Familiar Gnome Illusion Spells Skill Points: 2 Con: Concentration. Transmutation. May specialize in a school of magic Can summon a Familiar Skill Points: 2 Con: Concentration. Page 146 .Dungeons & Dragons 3. Evocation. Spellcraft. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Spellcraft. Int: Craft. Know(any). Minor Image. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Crossbow. Decipher Script. All your Racial Spell-Like abilities are cast at your Wizard level (instead of at 1st level). You cast spells from this School at –1 Caster level. your opponent must make a Caster level check vs. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Know(any). you may not cast spells from this School at all. May specialize in a school of magic. Spellcraft. Choose one of the following School (may not be one of your Prohibited Schools): Conjuration. Wis: Profession. 1st – Leomund’s Trap. May specialize in a school of magic. 5th – Programmed Image. or magic item. Crossbow. DC (11 + your Caster level).5 Edition Index – Base Classes February 28. Major Image. Int: Craft. Wis: Profession. May specialize in a school of magic. Decipher Script. Quarterstaff 1 Skill Points: 2 Con: Concentration. 2. Wis: Profession. Dagger. Dagger. Decipher Script. Spellcraft. Wis: Profession. 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. Int: Craft. Dagger. Spellcraft. 4th – Persistent Image. Know(any). Crossbow. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll.

Wis: Profession. Int: Craft. Dagger. 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. Wizard Variants Page 147 . Lore You may make Bardic Knowledge checks. Dagger. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. If it is on the Wizard spell list. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Spellcraft. Spellcraft. Decipher Script. treat the spell as one level higher than it is on the target spell list. based on your Wizard level and your Intelligence modifier. May specialize in a school of magic Can summon a Familiar Skill Points: 2 Con: Concentration. Crossbow. Quarterstaff 1 Skill Points: 2 Con: Concentration. Int: Craft. Int: Craft. Spellcraft. Know(any). Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Wis: Profession. Know(any). You loose the two automatic spells added to your spell book this level. Wis: Profession.5 Edition Index – Base Classes February 28. Int: Craft. Crossbow. treat it as a 2nd level spell. 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. You loose the two automatic spells added to your spell book this level. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Know(any). May specialize in a school of magic Can summon a Familiar Skill Points: 2 Con: Concentration. Know(any). Dagger. You loose the two automatic spells added to your spell book this level. If it is not on the Wizard spell list. 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 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. Spellcraft. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Decipher Script. Crossbow. Wis: Profession. Otherwise. Decipher Script. Wis: Profession. Crossbow. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Int: Craft. Crossbow. Decipher Script. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Decipher Script. Dagger. Spellcraft. it is learned at the normal level (even if available at a lower level by another class).Dungeons & Dragons 3. Know(any). Dagger. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll.

If you have Feat: Improved Feint.5 Edition Index – Base Classes February 28. Its spell level may not be higher than the highest level Beguiler spell you can currently cast. Diplomacy. Beguiler Page 148 . 2007 New Base Classes Beguiler (PH2 p6) Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d6 Light Simple + Hand Crossbow. Spot. Int: Appraise. 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. Shortbow. Jump. your opponent looses his/her Dexterity bonus to AC against you for your next attack or next spell. Open Lock. you may Feint as a Swift Action. etc. At 6th level. Search. At 20th level. you automatically overcome the target’s Spell Resistance. Use Magic Device. Short Sword Skill Points: 6 Str: Climb. Tumble. Disable Device. Surprise Casting – by using Feint in Combat. Forgery. Wis: Listen. Rapier. so your opponent still is allowed an Attack of Opportunity against you if you do not cast defensively. Sleight of Hand. due to a Feint in Combat.Dungeons & Dragons 3. Gather Info. Disguise. Sense Motive. as long as it is cast by the end of your next round. Escape Artist.). Advanced Learning – you may permanently add one Sorcerer / Wizard spell of the Enchantment or Illusion School to your Beguiler spell list. you may Feint in Combat as a Move Action (instead of a Standard Action). Dex: Balance. Cha: Bluff. you receive the indicated bonus. 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). You must stay in melee with the target. Move Silently. Hide. Know(local). Profession. Know(arcana). Decipher Script. Armored Mage (light armor) – A Beguiler ignores the Arcane Failure chance of Light Armor when casting Beguiler spells. Swim. Con: Concentration. Spellcraft..

1/day Spell Power +2 Armored Mage (heavy shield) — — Quick Cast. Spellcraft. 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. Will d8 Light. & Read Magic. Flare. a Duskblade knows two 0th level spells and two 1st level spells. At 1st level. 2007 Duskblade (PH2 p19) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort. a Duskblade may cast a ‘touch attack’ spell and deliver the spell through every attack that is part of a Full Round Attack. This action does not provoke an Attack of Opportunity. Spell Power +N – If a Duskblade has injured an opponent in melee the current battle. Wis: Sense Motive. The ‘touch attack’ spell’s duration is reduced down to 1 round when used this way. N/day – The Duskblade may reduce the cast time of N spells per day to 1 Swift Action. Each subsequent levels. The spell must have a casting time of 1 Standard Action. 1/day Spell Power +3 — Arcane Channeling (full attack) — Quick Cast. The spell’s casting time must be no more than 1 Standard Action. Int: Craft. Ghost Sound. 2/day Spell Power +4 — Spell Power +5 — Quick Cast. Detect Magic.5 Edition Index – Base Classes February 28. This action does not provoke an Attack of Opportunity. Arcane Attunement – Able to cast the following as Spell-like Abilities: Dancing Lights. Castable 3 + Intelligence modifier times per day total. Quick Cast.Dungeons & Dragons 3. a Duskblade leans one spell of any level he/she can cast. 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. Does not count against the normal spell per day. 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). Con: Concentration. Shield Simple. he/she receives a +N bonus on checks to overcome the Spell Resistance of that creature for the duration of the encounter. Duskblade Page 149 . Arcane Attunement Armored Mage (light armor & shield) Feat: Combat Casting Arcane Channeling (standard attack) Armored Mage (medium armor) Quick Cast. Know(any). a Duskblade may cast a ‘touch attack’ spell and deliver the spell through a melee weapon attack. Jump. Swim. The spell’s casting time must be no more than 1 Standard Action. 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). Starting at 5th level (and every odd-numbered level afterwards). Dex: Ride. Arcane Channeling (full attack) – As a Full Round Attack.

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

Move Silently. Int: Craft. Int: Craft. LE. 2d6 Cold in a 15’ Cone Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon. 8d6 Cold in a 30’ Cone Skill Focus (Hide or Move Silently or Swim) Natural Armor +3 Breath Weapon. Medium. Shield Simple White Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CN. Draconic Aura +1 Draconic Auras Known: 3 Skill Focus (Bluff or Disguise or Jump) Draconic Auras Known: 4 Draconic Adaptation – Feather Fall (self only). CE Rogue Fort. 3d6 Acid in a 15’ Cone Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. Search. 2d6 Acid 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. always on Breath Weapon. 5d6 Fire in a 15’ Cone Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. 9d6 Acid in a 30’ Cone Draconic Wings Breath Weapon.Dungeons & Dragons 3. 8d6 Cold in a 30’ Cone Skill Focus (Bluff or Disguise or Jump) Natural Armor +3 Breath Weapon. Draconic Aura +1 Draconic Auras Known: 3 Skill Focus (Bluff or Hide or Move Silently) Draconic Auras Known: 4 Draconic Adaptation – Water Breathing. 4d6 Cold in a 15’ Cone Skill Focus (Hide or Move Silently or Swim) Immunity to Cold Draconic Auras Known: 7 Breath Weapon. Skill Points: 2 Str: Climb. Move Silently. Cha: Bluff. 6d6 Acid in a 30’ Cone Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. 5d6 Acid in a 15’ Cone Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. Intimidate. Know(nature). 9d6 Cold in a 30’ Cone Draconic Wings Breath Weapon. Dex: Hide. Craft. Will TBD Light. 5d6 Cold in a 15’ Cone Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. Move Silently. Know(nature). Intimidate. CE Rogue Fort. 5d6 Fire in a 15’ Cone Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. Shield Simple Class Features Skill Points: 2 Str: Climb. Medium. Medium. NE Rogue Fort. 2d6 Fire in a 15’ Cone Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon. 10d6 Acid in a 60’ Cone Draconic Aura +5 Skill Points: 2 Str: Climb. 10d6 Cold in a 60’ Cone Draconic Aura +5 Skill Points: 2 Str: Climb. Jump. Dex: Hide.5 Edition Index – Base Classes February 28. 4d6 Cold in a 15’ Cone Skill Focus (Bluff or Disguise or Jump) Immunity to Cold Draconic Auras Known: 7 Breath Weapon. NE. 9d6 Cold in a 30’ Cone Draconic Wings Breath Weapon. Will TBD Light. 10d6 Fire in a 60’ Cone Draconic Aura +5 Dragon Shaman Page 151 . at will Breath Weapon. 3d6 Fire in a 15’ Cone Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. 9d6 Fire in a 30’ Cone Draconic Wings Breath Weapon. Know(nature). Cha: Intimidate. NG. 2007 Dragon Shaman (continued) Lvl Gold Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Int: Appraise. 10d6 Fire in a 60’ Cone Draconic Aura +5 Skill Points: 2 Str: Climb. Swim. 8d6 Fire in a 30’ Cone Skill Focus (Disguise or Heal or Swim) Natural Armor +3 Breath Weapon. Medium. Wis: Heal. Medium. Intimidate. 3d6 Cold in a 15’ Cone Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. 6d6 Fire in a 30’ Cone Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. 4d6 Fire in a 15’ Cone Skill Focus (Disguise or Heal or Swim) Immunity to Fire Draconic Auras Known: 7 Breath Weapon. Cha: Disguise. 5d6 Cold in a 15’ Cone Draconic Aura +3 Touch of Vitality (remove conditions) Breath Weapon. 7d6 Cold in a 30’ Cone Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. Search. always on Breath Weapon. 6d6 Cold in a 30’ Cone Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. Intimidate. Cha: Bluff. 7d6 Fire in a 30’ Cone Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. Shield Simple Silver Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Search. Will TBD Light. 4d6 Fire in a 15’ Cone Skill Focus (Appraise or Bluff or Jump) Immunity to Fire Draconic Auras Known: 7 Breath Weapon. Swim. Int: Craft. 6d6 Fire in a 30’ Cone Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. Cha: Bluff. Jump. Know(nature). 2d6 Fire in a 15’ Cone Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon. LN Rogue Fort. 7d6 Cold in a 30’ Cone Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. Shield Simple Red Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: CN. 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 (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. Will TBD Light. Know(nature). Disguise. 8d6 Fire in a 30’ Cone Skill Focus (Appraise or Bluff or Jump) Natural Armor +3 Breath Weapon. NE. Breath Weapon. 9d6 Fire 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. Search. NG. 2d6 Cold in a 15’ Cone Draconic Resolve Draconic Aura +2 Draconic Auras Known: 5 Breath Weapon. 3d6 Cold in a 15’ Cone Touch of Vitality (heal wounds) Draconic Auras Known: 6 Natural Armor +1 Breath Weapon. 7d6 Acid in a 30’ Cone Commune with Dragon Spirit Draconic Aura +4 Breath Weapon. 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. Draconic Aura +1 Draconic Auras Known: 3 Skill Focus (Disguise or Heal or Swim) Draconic Auras Known: 4 Draconic Adaptation – Water Breathing. LN Rogue Fort. 6d6 Cold in a 30’ Cone Natural Armor +2 Draconic Adaptation (share with allies) Breath Weapon. Search. Will TBD Light. 8d6 Acid in a 30’ Cone Skill Focus (Bluff or Hide or Move Silently) Natural Armor +3 Breath Weapon. Shield Simple Green Dragon Shaman Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LN. Dex: Hide.

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

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

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

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

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

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

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

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

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

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

The Spell Thief has the option of using the stolen spell levels to power his/her own spells. Can’t be used on the same creature again until the effect ends. 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. Steal Spell – the Spell Thief may “steal” a Prepared or Spontaneous spell and then cast it when desired. etc. the target looses access to what is stolen for the Duration of the Theft. Steal Spell Effect – the Spell Thief may “steal” a spell that is in effect on the target and use it on himself/herself. Know(arcana).. Move Silently. then what is taken is random. 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. Enchantment. If it is unavailable.. up to 1 minute 1 round per Charisma modifier Spellthief Page 162 . removing one of its daily uses for that day. Only spells that could target the Spell Thief (i. from a target creature and benefit himself / herself. the Spell Thief uses the original caster’s level & ability scores to determine effects. At the end of the duration.5 Edition Index – Base Classes February 28. Steal Spell-Like Ability – the Spell Thief may “steal” a Spell-Like Ability from the target. Spot. These are Charismabased Impromptu Arcane spells. 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. Tumble. etc. Int: Craft. All limits on spell level and total number of spell levels apply. A touched. Caster level is ½ Class level. Gather Info. Cast at Class level. 4. The Spell Thief may try to steal a specific spell. Detect Magic – usable (Charisma modifier) times per day. the XXX returns to the target. Absorb Spell – if the Spell Thief makes his/her saving throw against a targeted spell. Swim Dex: Escape Artist. energy resistance. plus be able to perform the Verbal & Somatic components. the target cannot cast the stolen spell for 1 minute. up to the target’s Spell Resistance). Hide. Cha: Bluff. Search. Only (Class level) spell levels may be “stolen” at one time. Spell Resistances do not stack. the Focus. etc. The Spell Thief must provide the Material components. These class features have the following details in common: 1. up to 1 minute per Class level 1 minute Until used. up to 1 hour Spell’s duration. Divination. DC’s. Spells – able to cast Sorcerer/Wizard spells from the Schools of Abjuration. A target with Energy Immunity retains its immunity. not “Personal”) –and– which are vulnerable to Dispel Magic can be stolen. 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. When casting. Decipher Script. Wis: Listen. If an Impromptu Spell is stolen (such as those cast by Bards.Dungeons & Dragons 3. willing target may be “stolen” from as a Standard Action. 2. he/she may attempt to add it to his/her pool of Stolen Spells by making a Level Check vs. the target may not use the ability. 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. Open Lock. he/she knows all the other spells Prepared / Known by the target. Arcane Sight – usable (Charisma modifier) times per day.e. Discover Spells – if the Spell Thief successfully use ‘Steal Spell’. Know(local). Cast at Class level as an Immediate Action. energy resistance. Absorb Spell (immediate) – As ‘Absorb Spell’. even if it has remaining daily uses. Disable Device. & pay any XP. 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. Sense Motive. & Transmutation. 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. and Favored Souls). spells. Sorcerers. Light armor does not cause a chance of Spell Failure. Use Magic Device. Unless indicated otherwise. Until the Spell Thief uses the ability (or 1 minute elapses). Illusion. DC (10 + target spell’s Caster level). 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. Spell Grace +N – receive a +N Competence bonus on saves vs.

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

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

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

Know(history). Spellcraft. such as Fireball. Warmage Edge – Add your Intelligence modifier to the damage done by any spell that does hit-point damage. but now you can cast spells while wearing Medium Armor with no chance of Arcane Spell Failure. all foes receive the bonus damage. For Area of effect spells. Know(arcana). Spellcraft. Eclectic Learning – You may add one spell of any School of Magic from the Sorcerer / Wizard Spell List to your list of Known Spells. Know(history). Warmage Page 166 . Advanced Learning – You may add one Evocation from the Sorcerer / Wizard Spell List whose level you can cast to your list of Known Spells. 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 know all Warmage spells on any level list available to you. Cha: Intimidate. Armored Mage (medium) – As Armored Mage (light). Cha: Intimidate. For targeted spells. Shield (light only) Simple 1 2 3 Skill Points: 2 Con: Concentrate. Wis: Profession. 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. only one target takes the extra damage.Dungeons & Dragons 3.5 Edition Index – Base Classes February 28. such as Ray of Fire and Magic Missile. Shield (light only) Simple any Wizard Will d6 Light. The spell counts as one level higher than normal. 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). You may alternate between ‘Advanced Learning’ and ‘Eclectic Learning’ as desired. Know(arcana). Wis: Profession. 2007 Warmage Warmage (CArc p10) Warmage variant. so Mirror Image would be a 3rd level spell (instead of a 2nd as usual). Int: Craft. Int: Craft. There is no chance of Arcane Spell Failure when wearing no more than Light Armor and/or a Light Shield.

Spellcraft. Cha: Handle Animal. Swim. who knows how to fight) (DMG p109) Hit Dice: d8 Class Skill Points: 2 Attack Table: Fighter Good Save: Fort Str: Climb. Gather Info. Spot. 2nd Level Summon Familiar. Dex: Ride. 1st Level Casts Prepared Wisdom-based Divine spells from the Adept Spell List (see page 168). Survival. Jump. Armor: — Weapons: Simple 1st Level Casts Prepared Intelligence-based Arcane spells from the Magewright Spell List (see page 184). Wis: Heal. Know(any) Wis: Listen. Forgery. Survival. Wis: Heal. or knowledge) (DMG p109) Str: Swim. Cha: Handle Animals. Intimidate. Know(any). Martial Armor: — Weapons: one Simple weapon Armor: Light Weapons: Simple Magewright (a professional in a magical craft) (Eb p256) Int: Craft. Urban (a healer.. Cha: Handle Animals. Proficiencies Armor: — Weapons: Simple Misc. Spellcraft. 2nd Level Summon Familiar. 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. profession. Survival. Profession. Wis: Heal. Con: Concentrate. Know(any). Spellcraft. Spellcraft. Profession. 2nd Level — Warrior (a soldier / bandit militia member. Cha: Handle Animals. Con: Concentrate. Gain Feat: Spell Mastery. etc. Disguise. fortuneteller. Adept. Handle Animals. Religious (a tribal shaman or hermit with a strong connection to a deity) (Eb p256) Armor: — Weapons: Simple Adept. etc. Con: Concentrate. 1st Level Casts Prepared Wisdom-based Divine spells from the Urban Adept Spell List (see page 192). Int: Craft. 2nd Level Summon Familiar. 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 . 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. Armor: All Weapons: Simple. Spot. The spells from a single Clerical Domain are added to this list. 1st Level Casts Prepared Wisdom-based Divine spells from the Adept Spell List (see page 168). Str: Climb.5 Edition Index – Base Classes February 28. Con: Concentrate. Know(any). Jump. Speak Language. Cha: Bluff. Dex: Ride. Cha: Handle Animal. Any 10 skills can be in-class. Profession.. Survival. Cha: Handle Animals. Dex: Ride. Wis: Profession. Swim. Perform. Armor: All Weapons: Simple. Intimidate. Profession.. Know(any). from a city) (Sharn p167) Hit Dice: d6 Class Skill Points: 2 Attack Table: Wizard Good Save: Will Int: Craft. Use Rope. Int: Craft Wis: Listen.Dungeons & Dragons 3. Int: Appraise. Sense Motives. Diplomacy.

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

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

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

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

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

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

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

but all within 30’. Hold Monster(PH p241) – As Hold Person. but any creature. Ethereal Jaunt(PH p227) – You become ethereal for 1 round per level. Power Word Stun(PH p263) – Stuns creatures with 150 hp or less. Discern Location(PH p222) – Reveals the exact location of a creature or object. Spell Turning(PH p282)(PH3. but up to +20 on the check. but affects all in range. Veil(PH p298) – Changes appearance of group of creatures. Repulsion(PH p271) – Creatures can’t approach you. Power Word Kill(PH p263) – Kills one creature with 100 hp or less. scrying. Shadow Walk(PH p277) – Step into shadow to travel rapidly. Phase Door(PH p261) – Invisible passage through wood or stone. but all within 30’. but can effect any creature.5 Edition Index – Base Classes February 28.5e)+ – As Dispel Magic. Foresight(PH p207) – “Sixth sense” warns of impending danger. Power Word Blind(PH p263) – Blinds creatures with 200 hp or less. Friend to Foe(PH2 p114) – Make subject creature believe its allies are its enemies. Etherealness. Mind Fog(PH p253) – Subjects in fog get a –10 on Will saves & Wisdom checks. Rary’s Telepathic Bond(PH p268) – Link lets allies communicate.5e)+ – Reflects 1d4+6 spell levels back at caster. Invisibility. Sending(PH p275) – Delivers a short message anywhere. stun. instantly. Time Stop(PH p294) – You act freely for 1d4+1 rounds. Screen(PH p274) – Illusion hides area from vision. or save. Mass(PH p241) – As Hold Person. check . 8th Level Demand(PH p217) – As Sending. Incite Riot(PH2 p115) – Subjects attack nearest creature. Greater(PH p210)(PH3. Mass(PH p241) – As Hold Monster. 6th Level Dispel Magic. but also reveals magic effects on creatures and objects. Mass(PH p245) – As Invisibility. Scintillating Pattern(PH p274) – Twisting colors confuse. Mislead(PH p255) – Turns you invisible and creates illusory double. plus one subject per level. alterations. 7th Level Arcane Sight. Hold Monster. Mind Blank(PH p253) – Subject is immune to mental/emotional magic and scrying. Project Image(PH p265) – Illusory double can talk and cast spells. curses. Moment of Prescience(PH p255) – You gain insight bonus on a single attack roll. plus you can send Suggestion. Feeblemind(PH p229) – Subject’s Intelligence and Charisma drop to 1. Greater(PH p201) – As Arcane Sight. Mass(PH p285) – As Suggestion. Overwhelm(PH2 p120) – Nonlethal damage knocks out subject. Beguiler spell list Page 175 . Swift(PH2 p113) – Subject momentarily becomes ethereal. Dominate Person(PH p224) – Controls humanoid telepathically. 9th Level Dominate Monster(PH p224) – As Dominate Person. Hold Person. Etherealness(PH p228) – Travel to Ethereal Plane with companions. True Seeing(PH p296) – See all things as they really are. Seeming(PH p275) – Changes the appearance of one person per two levels. & petrifaction. or render unconscious.Dungeons & Dragons 3. Suggestion. 2007 Beguiler Spell List (continued) 5th Level Break Enchantment(PH p207) – Frees subject from enchantments.

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

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

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

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

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

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

Greater(PH p251) – +1 bonus per four levels (max +5). Light(PH p248) – Object shines like a torch. One creature is flat-footed for 1 round. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Detect Magic(PH p219) – Detects spells and magic items within 60’. Contact Other Plane(PH p212) – Lets you ask question of an extraplanar entity. Magic Weapon. Shadow Form(CAdv p156) – Gain +4 on Hide. caster gains damage as hit points. Sleep(PH p280) – Puts 4HD of creatures into magical slumber. Identify(PH p243) – Determines properties of a magic item. Phantasmal Assailants(CArc p117) – Nightmare creatures strike target for 4 Wisdom damage and 4 Dexterity damage. Backbiter(CArc p98) – Wooden-hafted weapon strikes wielder. Dominate Person(PH p224) – Controls humanoid telepathically. Charm Person(PH p209) – Make one person your friend. but subject can attack and stay invisible. Use quasi-real weapon to make touch attacks. Unluck(CArc p128) – Target remakes all rolls. Baleful Polymorph(PH p202) – Transforms subject into a harmless animal. counters mind control. Solid Fog(PH p281) – Blocks vision and slows movement. See Invisibility(PH p275) – Reveals invisible creatures or objects. and gases. Critical Strike(CAdv p145) – Swift. Deep Slumber(PH p217) – Puts 10HD of creatures to sleep. Expeditious Retreat(PH p228) – Your land speed increases by 30’. 2nd Level Alter Self(PH p197) – Assume the form of a similar creature. outlines invisible creatures. Nondetection(PH p257) – Hides subject from divination and scrying. –2 AC and attack rolls. & hedges out elementals & outsiders. Break Enchantment(PH p207) – Frees subject from enchantments. & hedges out elementals & outsiders. Protection from Law(PH p266) – +2 bonus to AC & saves against law. Invisibility. Glitterdust(PH p236) – Blinds creatures. Arcane Mark(PH201 p201) – Inscribes a personal rune (visible or invisible). +1 on Will saves. Move Silently. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. and other vermin stay 10’ away. Swift(CAdv p153) – Swift. Greater(PH p245) – As Invisibility. Invisibility. Mount(PH p256) – Summons riding horse for 2 hours per level. and +4 on attack rolls to confirm critical hits. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. and Escape Artist checks.Dungeons & Dragons 3. 2007 Hexblade Spell List Charisma-based Impromptu Arcane Spells. Page 182 . Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Touch of Idiocy(PH p294) – Subject takes 1d6 Intelligence. Mirror Image(PH p254) – Creates decoy duplicates of you (1d4 + 1 per three levels (max 8)). Phantasmal Killer(PH p260) – Fearsome illusion kill subject or deals 3d6 damage. counters mind control. Tasha’s Hideous Laughter(PH p292) – Subject loses actions for 1 round per level. –2 to AC. Rage(PH p268) – Subjects gain +2 to Strength and Constitution. Disguise Self(PH p222) – Changes our appearance. Confusion(PH p212) – Makes subject behave oddly for 1 round per level. Nystul’s Magic Aura(PH p257) – Alters object’s magic aura. Poison(PH p262) – Touch deals 1d10 Constitution damage. & petrifaction. 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. Hound of Doom(CWar p117) – Creates shadowy protector. Stinking Cloud(PH p284) – Nauseating vapors. Blindness/Deafness(PH p206) – Makes subject blind or deaf. Entropic Shield(PH p227) – Ranged attacks against you suffer 20% miss chance. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Protection from Good(PH p266) – +2 bonus to AC & saves against good. Whirling Blade(CArc p129) – Hurled slashing weapon magically attacks all foes in a 60’ line. Detect Scrying(PH p219) – Alerts you to magical eavesdropping. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. You are invisible for 1 round or until you attack. alterations. Vampiric Touch(PH p298) – Touch deals 1d6 per 2 caster levels. curses. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. & hedges out elementals & outsiders. Phantom Threat(CWar p118) – Subject thinks it’s flanked. Scrying(PH p274)(PHe)+ – Spies on subject from a distance. Augment Familiar(CWar p116) – Your familiar becomes more powerful. Spider Climb(PH p283) – Grants ability to walk on walls & ceilings.5 Edition Index – Base Classes February 28. Charm Monster(PH p209) – Makes monster believe it is your ally. repeats in 1 minute. 4th Level Assay Resistance(CArc p120) – +10 bonus on caster level checks to defeat one creature’s Spell Resistance. doubled threat range. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Phantom Steed(PH p260) – Magical horse appears for 1 hour per level. Prestidigitation(PH p264) – Performs minor tricks. spiders. Hexblade spell list Dimension Door(PH p221) – Teleports you a short distance. Distract Assailant(CAdv p146) – Swift. (CWar p5) (CArc p94)+ (CAdv p139)+ 1st Level Alarm(PH p197) – Wards an area for 2 hours per lvl. counters mind control. 3rd Level Arcane Sight(PH p201) – Magical auras become visible to you. Enervation(PH p226) – Subject gains 1d4 negative levels. Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy. you can move through obstacles if you have ranks in Escape Artist. Repel Vermin(PH p271) – Insects. instantly. Invisibility Sphere(PH p245) – Makes everyone within 10’ invisible. smaller creatures. Slow(PH p280) – One subject per level takes only one action per round. Fear(PH p229) – Subjects within cone flee for 1 round per level. Protection from Arrows(PH p266) – Subject immune to most ranged attacks. Suggestion(PH p285) – Compels subject to follow stated course of action. Polymorph(PH p263) – Gives one willing subject a new form. & hedges out elementals & outsiders. Wisdom & Charisma damage. Read Magic(PH p269) – Reads scrolls and spellbooks. and concealment. uses worst result for 1 round per level. 1 round per level. Sending(PH p275) – Delivers a short message anywhere. Wind Wall(PH p302) – Deflects arrows. Darkness(PH p216) – 20’ radius of supernatural shadow. For 1 round you gain +1d6 damage. counters mind control. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Unseen Servant(PH p297) – Invisible force obeys your commands. False Life(PH p229) – Gain 1d10 +1 per level (max +10) temporary hit points. Spectral Weapon(CAdv p157) – Swift.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 .5 Edition Index – Base Classes February 28.Dungeons & Dragons 3.

3.5 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.5 Edition.com/dnd/files/CompArcaneErrata03162005. – Added Complete Arcane. Races of the Wild. – Added details to the Base Classes added in the “Complete” books. Includes Complete Warrior.com/dnd/files/CompDiv_Errata09102004.5up PH3. – Added Eberron Campaign Setting. – Added Complete Adventurer.zip http://www.5 Player’s Handbook 2 Dungeon Master’s Guide v.wizards.5 from “DMG3.wizards.zip http://www. Added Races of Eberron.3.3.wizards.wizards.zip http://www. Added Dungeon #135 – #144.5 Dungeon Master’s Guide 2 Monster Manual v. – Added Complete Divine.wizards. 2004 October 12. then it is partially superseded the entry above it.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.3.com/dnd/files/CompleteAdventurer_Errata08022005.5” to “DMG”.com/dnd/files/PgtF_Errata07192004. 2004 August 5. Unearthed Arcana. Change the abbreviation of Dungeonmaster’s Guide v3. Includes Player’s Handbook v.5 Accessory Update Player’s Handbook v.5 & parts of Monster Manual v.5 Edition Index – Base Classes February 28.5. Added Dragon #330 – #335.wizards. Change the abbreviation of Player’s Handbook v3. 2004 April 1.zip http://www. & Dragon #309 – Dragon #313. Added Dragon #324.zip http://www. 2006 February 28. & Underdark Added Dragon #336 – #338.3.5 from “PH3. 2007 Key to Sourcebooks PH PH2 DMG DMG2 MM MM MM3 MM4 CWar CDiv CArc CAdv RoS RoD RotW 3. – Added Player’s Handbook 2 Added Dragon #344 – #352. Races of Destiny.3.zip Note: If a Key reference is followed by a “+”.5” to “PH”.Dungeons & Dragons 3. Appendix Page 201 .zip http://www. September 7. 2005 May 17. – Added Races of Stone. – Added Unearthed Arcana & Book of Exalted Deeds.com/dnd/files/Eberron_Errata10222004. Added Dragon #339 – #343.com/dnd/files/DnD35_update_booklet. #326 – #329. 2004 November 12. 2005 – Start of D&D 3.3.com/dnd/files/PHB_Errata09242003.wizards.5e PGFe CDivErrata CArcErrata CAdvErrata EbErrata – – – – – – – – – – – – – – – – – – – – – – Player’s Handbook v. 2005 December 9. 2007 Appendix Revision History March 16.

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