Dungeons & Dragons 3.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Page 2

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

February 28, 2007

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

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

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

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

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

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

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

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

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

Index

Page 3

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

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

Warforged Artificer – 1st level substitution
(RoE p129)

Warforged Artificer – 4th level substitution
(RoE p129)

Warforged Artificer – 5th level substitution
(RoE p129)

Warforged Artificer – all level substitution
(RoE p129)

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

1

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

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

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

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

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

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

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

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

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

Artificer Variants

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

Page 4

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

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

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

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

Artificer Variants

Page 5

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

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

Lvl

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

Ape Totem Barbarian
(UA p48)

Bear Totem Barbarian
(UA p48)

Boar Totem Barbarian
(UA p48)

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

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

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

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

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

Class Features

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

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

Barbarian Variants

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

Dex: Ride. Cha: Handle Animal. CG. Intimidate. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. N. Survival. NE. Survival. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Swim. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. 2/day Improved Uncanny Dodge Feat: Improved Initiative Trap Sense +2 DR 1 / — Rage. Int: Craft. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. 6/day Alignment: NG. Shields Weapons: Simple. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Shields Weapons: Simple. Martial Skill Points: 4 Str: Climb. Medium. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Int: Craft. Cha: Handle Animal. CG. 1/day Uncanny Dodge Trap Sense +1 Rage. CN. Fast Movement Illiteracy Rage. 2/day Improved Uncanny Dodge Feat: Track Trap Sense +2 DR 1 / — Rage. NE. 1/day Uncanny Dodge Feat: Improved Trip Trap Sense +1 Rage. Fast Movement Illiteracy Rage. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage.5 Edition Index – Base Classes February 28. poison Uncanny Dodge +2 on Move Silently checks Trap Sense +1 Feat: Improved Grapple Rage. CG. 6/day Alignment: NG. NE. Jump. Dex: Ride. 1/day +2 save vs. N. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. Medium. Shields Weapons: Simple. Fast Movement Illiteracy Rage. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light.Dungeons & Dragons 3. Wis: Listen. Dex: Ride. N. Cha: Handle Animal. Survival. Int: Craft. Wis: Listen. Intimidate. Jump. 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. Medium. CE Combat: Fighter Good Save: Fort Hit-Die: d12 Armor: Light. CN. Jump. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Intimidate. Swim. Swim. CN. Martial Skill Points: 4 Str: Climb. Martial Skill Points: 4 Str: Climb. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Wis: Listen. 6/day Barbarian Variants Class Features Page 9 .

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

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

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

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

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

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

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

One opponent that can see & hear and is within 30’ receives a –2 penalty on all rolls for 1 round (WillNeg. This is a Mind-Affecting Fear effect. and on attacks & weapon damage (WillNeg. Effect lasts as long as you continue the song and the opponent(s) can hear you plus 5 rounds. 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. The negative levels never result in permanent level loss. Bard Variants Page 17 . DC is Charismabased). DC is Charisma-based). DC is Charisma-based). Effect lasts as long as you continue the song and the opponent can hear you plus 5 rounds.Dungeons & Dragons 3. 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). 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. charm & fear effects. This is a Mind-Affecting effect.5 Edition Index – Base Classes February 28. Effect lasts as long as you continue the song and the opponent(s) can hear you. All opponents that can see & hear you receive a –N penalty on saving throws vs. Bardic Music – Dishearten Requires at least 12 ranks in Perform. DC is Charisma-based). Bardic Music – Dirge of Binding Requires at least 15 ranks in Perform. Bardic Music – Encourage Failure Requires at least 6 ranks in Perform. Bardic Music – Drain Prowess Requires at least 21 ranks in Perform. One opponent becomes paralyzed (WillNeg. Effect lasts as long as you continue the song and the opponent can hear you. This is a Mind-Affecting effect.

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

5 Edition Index – Base Classes February 28. Wis: Listen. CE. Speak Language. Con: Concentration. Int: Appraise. Tumble. Dex: Balance. Use Magic Device. Hide. CN. Con: Concentration. Move Silently. N. Jump. Diplomacy. NE. Jump. Swim. Decipher Script. Escape Artist. Tumble. NE. Move Silently. NE. Spellcraft. Sleight of Hand. CN. Move Silently. Hide. Decipher Script. Good Save: Ref. Disguise. Will Class Skill Points: 6 Str: Climb. Swim. Hide. CE. Speak Language. Tumble. Diplomacy. Profession. Swim. Int: Appraise. Gather Information. Sense Motive. Good Save: Ref. N. Dex: Balance. CG. Good Save: Ref. CE. Perform. Use Magic Device. Wis: Listen. Move Silently. Perform. Int: Appraise. Move Silently. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music Music – Countersong Music –Fascinate Music– Inspire Courage +1 Alignment: NG. CN. Spellcraft. 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 – – – – – – – – Alignment: NG. Disguise. CG. Spellcraft. Profession. NE. Know(any). Good Save: Ref. Will Class Skill Points: 6 Str: Climb. Perform. CE. Perform. N. Profession. Good Save: Ref. 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. CN. Dex: Balance. Diplomacy. Good Save: Ref. Diplomacy. Disguise. Decipher Script. Jump. Hide. Perform. Know(any). Spellcraft. Escape Artist. Swim. Cha: Bluff. Tumble. Jump. Sense Motive. Int: Appraise. Cha: Bluff. N. Disguise. Wis: Listen. Cha: Bluff. Diplomacy. Wis: Listen. Con: Concentration. Know(any). Speak Language. Speak Language. Profession. Sleight of Hand. Sleight of Hand. N. 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 Music – Countersong Music –Fascinate Music– Inspire Courage +1 Alignment: NG. Craft. Cha: Bluff. CG. Dex: Balance. Craft. Speak Language. Dex: Balance. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music Music – Countersong Music –Fascinate Music– Inspire Courage +1 Alignment: NG. Will Class Skill Points: 6 Str: Climb. Con: Concentration. Gather Information. Perform. CG. Con: Concentration. Speak Language. CG. 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. Craft. CE. Use Magic Device. Dex: Balance. Craft. Diplomacy. CE. Escape Artist. Sense Motive. Int: Appraise. Int: Appraise. CG. Craft. Decipher Script. Hide. Sleight of Hand. Disguise. Know(any). Sense Motive. Profession. N. Gather Information. Know(any). CN. Escape Artist. Craft. Swim. Spellcraft. Gather Information. Wis: Listen. Move Silently. Tumble. Jump. Decipher Script. Sleight of Hand. 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 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 . Disguise. Wis: Listen. Use Magic Device. Escape Artist.Dungeons & Dragons 3. Profession. Sense Motive. Know(any). Will Class Skill Points: 6 Str: Climb. Sleight of Hand. Jump. Gather Information. Tumble. Will Class Skill Points: 6 Str: Climb. Hide. Cha: Bluff. Gather Information. NE. Cha: Bluff. Decipher Script. Sense Motive. Use Magic Device. Will Class Skill Points: 6 Str: Climb. Spellcraft. Swim. Use Magic Device.

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

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. Swim. N. Decipher Script. Jump. Swim. Use Magic Device. Sense Motive. CE. Know(any). NE. CE. CG. Dex: Balance. Page 21 Bard Variants . Cha: Bluff. Jump. NE. Tumble. Dex: Balance. Know(any). N. Gather Information. CN. Int: Appraise. Con: Concentration. Will Class Skill Points: 6 Str: Climb. Dex: Balance. Swim. Move Silently. Jump. Int: Appraise. Sense Motive. 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. CE. NE. Tumble. Hide. Know(any). Decipher Script. Cha: Bluff. Int: Appraise. NE. 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. Gather Information. Good Save: Ref. Sleight of Hand. Con: Concentration. Escape Artist. Sense Motive. Tumble. Diplomacy. Will Class Skill Points: 6 Str: Climb. Good Save: Ref. Sense Motive. Hide. Tumble. Will Class Skill Points: 6 Str: Climb. Jump. Diplomacy. CE. a Bard doesn’t get 4th level spells until 10th level. Cha: Bluff. Con: Concentration. Disguise. Use Magic Device. CG. Wis: Listen. Gather Information. Profession. Perform. Con: Concentration. Move Silently. Use Magic Device. Good Save: Ref. CN. Craft. Gather Information. Speak Language. Disguise. Perform. Wis: Listen. Profession. Perform. Move Silently. Speak Language. CN. Escape Artist. Dex: Balance. Will Class Skill Points: 6 Str: Climb. 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.5 Edition Index – Base Classes February 28. CG. Speak Language. Cha: Bluff. Spellcraft. Speak Language. Sense Motive. Wis: Listen. Int: Appraise. Swim. CN. Good Save: Ref. CE. Know(any). Disguise. Decipher Script. Escape Artist. Diplomacy. CN. CG. Use Magic Device. 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. N. Spellcraft. Hide. Int: Appraise. Dex: Balance. Wis: Listen. Disguise. Gather Information. Good Save: Ref. Decipher Script. Profession. Use Magic Device. Speak Language. Profession. Craft. NE. Craft. N. Perform. Escape Artist. Cha: Bluff. Spellcraft. Diplomacy. Diplomacy. CG. Swim. Profession. Sleight of Hand. Spellcraft. Move Silently. 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 Known Spells 0th 1st 2nd 4 – – Alignment: NG. Jump. Spellcraft. Perform. Escape Artist. Will Class Skill Points: 6 Str: Climb. Decipher Script. Hide. Know(any). Tumble. Sleight of Hand.Dungeons & Dragons 3. Disguise. Move Silently. Craft. Con: Concentration. Wis: Listen. Hide. N.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Page 46

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

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

Page 47

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

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

Page 48

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

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

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

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

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

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

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

Shield Weapons: Simple. Jump. Medium. Jump. 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). Shield Weapons: Simple. Heavy. Wis: Sense Motive. Jump. Dex: Ride. 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. Shield Weapons: Simple. If successful. Wis: Sense Motive. 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). 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. you are treated as having Feat: Two-Weapon Fighting. Swim. Wis: Sense Motive. Swim. Cha: Bluff. Medium. Dex: Ride. Bonus Fighter Feat Bonus Fighter Feat Main-Gauche Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d8 d10 Light. Martial Skill Points: 4 Str: Climb. Heavy. Int: Craft. Martial Skill Points: 4 Str: Climb. Heavy. Int: Craft. Int: Craft. Int: Craft. Swim. Shield Weapons: Simple. Handle Animal. This is a Language-Dependent. Medium. Int: Craft. Cha: Bluff. Martial Skill Points: 2 Str: Climb. Diplomacy. Cha: Bluff. Martial Skill Points: 4 Str: Climb. Wis: Sense Motive. Cha: Bluff. Medium.5 Edition Index – Base Classes February 28. Bonus Fighter Feat Blade Focus Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d8 d10 Light. you gain a +2 bonus on attack rolls against that foe until the end of your next turn. Counts as Feat: Two-Weapon Fighting for purposes of other Feats and Prestige Classes. Intimidate. Confusing Banter When Fighting Defensively. Jump. Heavy. Diplomacy. Dex: Ride. Heavy. Jump. plus you gain a +1 bonus to AC when Fighting Defensively in this manner. Swim. Medium. Intimidate. Handle Animal. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d8 d10 Light. Main-Gauche When wielding a Longsword or Rapier in your Primary Hand and a Dagger in your Off-Hand. Diplomacy. Intimidate. Handle Animal. Martial Skill Points: 4 Str: Climb. Intimidate. Diplomacy.Dungeons & Dragons 3. Dex: Ride. Fighter Variants Page 55 . Intimidate. Handle Animal. Swim. Cha: Handle Animal. Shield Weapons: Simple. Mind-Affecting ability that can only work on creatures with an intelligence of at least 3. 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. Cha: Handle Animal. Swim. Shield Weapons: Simple. Fighter Variants Page 56 . Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Intimidate. Dex: Ride. When the Raptoran Fighter gains Flight. Bonus Fighter Feat Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Medium. Swim. Heavy. Jump. Swim. Int: Craft. Intimidate. the Raptoran Fighter receives +2 damage on melee weapon attacks. Fast Flight +10’ Racial bonus on Gliding and Flying speeds. Martial Skill Points: 2 Str: Climb. Shield Weapons: Simple. Jump. Swim. Medium. Dex: Ride. Medium. Shield Weapons: Simple. Heavy. Intimidate. Bonus Fighter Feat Encumbered Flight Bonus Fighter Feat Alignment: Combat: Good Save: Hit-Die: Armor: any Fighter Fort d10 Light. Int: Craft. Bonus Fighter Feat Bonus Fighter Feat any Fighter Fort d10 Light. Int: Craft. Cha: Handle Animal.Dungeons & Dragons 3. Dex: Ride. Martial Skill Points: 2 Str: Climb. Medium. Airborne Strike When flying or otherwise higher than his/her opponent. Jump. Shield Weapons: Simple. Martial Skill Points: 2 Str: Climb. Medium. Intimidate. Cha: Handle Animal. Heavy. Cha: Handle Animal. Dex: Ride. Jump. Swim. Heavy. Martial Skill Points: 2 Str: Climb. Int: Craft. he/she may do this also with a Medium Load. Dex: Ride. Intimidate.5 Edition Index – Base Classes February 28. Int: Craft. 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). Cha: Handle Animal. Heavy. Jump. Shield Weapons: Simple. Martial Skill Points: 2 Str: Climb.

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

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

the Chaos Monk’s target is Dazed for 1 round (WillNeg. a Mind-Affecting effect.Dungeons & Dragons 3. DC = 10 + Chaos Monk class level). Monk Variants Page 59 . +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). and becoming –0 at 9th level) to receive a random number of extra attacks (minimum +0). Usable 1/day. the Chaos Monk has the option of taking the listed Penalty (initially –2. Activating this ability is a Standard Action and it can be used (½ Chaos Monk class level) rounds per day (not necessarily consecutive). reduced to –1 at 5th level. Usable Wisdom modifier times per day (min 1). Freedom of Thought If the Chaos Monk fails a Will save vs. Anarchic Self As Perfect Self. Displacing Stance (Percent) When active. he/she may immediately reroll the save.e. 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). but the Chaos Monk gains the (chaotic) subtype. Number of Extra Attacks When making a Full Round Attack with either Unarmed Strike or a Kata (i.. Erratic Advance When charging.5 Edition Index – Base Classes February 28. attacks on the Chaos Monk have a 20% Miss Chance at 7th level and a 50% at 12th level. special monk) weapon. though the second roll must be kept.

Ref. Shuriken. Shuriken. Perform. Know(religion). Handaxe. Spot. Wis: Listen. Int: Craft. Nunchaku. Jump.Dungeons & Dragons 3. LE Rogue Fort. Swim. Bonus Feat Feat: Persuasive or Stealthy Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Feat Feat: Improved Feint or Mobility Evasion +1 Competence to Bluff check Still Mind +10’ to Movement +1d6 Sneak Attack Ki Strike (magic) Slow Fall 20’ Fangs. Quarterstaff. Kama. Nunchaku. Handaxe. Know(religion). Ref. Con: Concentration. LE Rogue Fort. Spot. Javelin. Crossbow (light or heavy). Sense Motive. Hide. Swim. Know(arcana). Dagger. Perform. Con: Concentration. Sai. Tumble. Handaxe. LN. Int: Craft. Sai. Siangham. Cha: Diplomacy. Wis: Listen. Dex: Balance. Know(arcana). Hide. Sling 1 Skill Points: 4 Str: Climb. Move Silently. Jump. Will d8 — Club. Sense Motive. Dex: Balance. 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. Dex: Balance. Swim. Profession. Will d8 — Club. Shuriken. Hide. Handaxe. 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. Shuriken. Sai. 3/day Skill Points: 4 Str: Climb. Move Silently. Dagger. Quarterstaff. 2/day +4 Competence to Bluff check +4 Competence to Intimidate Improved Evasion Flurry of Blows (+0) +30’ to Movement +3d6 Sneak Attack Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC +5 Competence to Bluff check Diamond Body Greater Flurry 9 Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Improved Evasion Flurry of Blows (+0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Greater Rage 10 11 Monk Variants Page 60 . Ref. Know(arcana). Con: Concentration. Hide. Kama. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Javelin. Spot. Spot. Sense Motive. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Will d8 — Club. 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. Int: Craft. Quarterstaff. Know(religion). Cha: Diplomacy. Escape Artist. Int: Craft.5 Edition Index – Base Classes February 28. LN. Siangham. Nunchaku. Perform. 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. Ref. 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. Know(religion). Will d8 — Club. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Rage. Dex: Balance. Jump. Profession. LN. Tumble. Escape Artist. Cha: Diplomacy. Siangham. Wis: Listen. Sense Motive. Crossbow (light or heavy). Dagger. Escape Artist. Javelin. Tumble. Move Silently. Crossbow (light or heavy). Siangham. Crossbow (light or heavy). Tumble. Nunchaku. LE Rogue Fort. Sling Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: LG. Know(arcana). Javelin. Move Silently. LN. Wis: Listen. Dagger. LE Rogue Fort. Profession. Swim. Escape Artist. Kama. Kama. Perform. Profession. Sai. Intimidate. Quarterstaff. Jump. Con: Concentration. Bonus Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Feat Evasion 2 3 Skill Points: 3 Str: Climb. Cha: Diplomacy.

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

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

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

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

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

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

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

Cha: Diplomacy. Profession. HD: d6 d8 Class Skill Points: 6 4. Con: Concentration. HD: d6 d8 Class Skill Points: 6 4. Profession. Page 68 . Cha: Diplomacy. Sense Motive. Hide. Swim Dex: Balance. Know(religion) Wis: Listen. Swim Dex: Balance. Tumble. Tumble. Creatures invulnerable to critical hits do not take extra Skirmish damage. Know(arcana).5 Edition Index – Base Classes February 28. Perform. HD: d6 d8 Class Skill Points: 6 4. Tumble. Perform. Str: Climb. Jump. Perform. Jump. Hide. If you have Feat: Stunning Fist. 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’. Spot. Str: Climb. Tumble. Swim Dex: Balance. Know(religion) Wis: Listen. Perform. Profession. Str: Climb. Con: Concentration. Escape Artist. Int: Craft. Monk Variants Class Features Size Matters Not If you have Feat: Improved Grapple. Sense Motive. Int: Craft. Escape Artist. Profession. Str: Climb. you receive a +4 bonus on the DC against a creature at least two size categories larger than you. Move Silently. Spot. Con: Concentration. 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. 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. Int: Craft. Cha: Diplomacy. Str: Climb. 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. Move Silently. Know(arcana). Perform.Dungeons & Dragons 3. Escape Artist. Move Silently. Profession. Know(arcana). Hide. Int: Craft. he/she receives the indicated bonus. Jump. Con: Concentration. Escape Artist. Swim Dex: Balance. Tumble. 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. Swim Dex: Balance. HD: d6 d8 Class Skill Points: 6 4. Cha: Diplomacy. Int: Craft. Know(religion) Wis: Listen. Hide. Sense Motive. Hide. Move Silently. The damage bonus only applies to Unarmed Strikes or when using a Monk’s Special Weapon. Sense Motive. Spot. Know(arcana). Know(religion) Wis: Listen. Jump. Sense Motive. Know(religion) Wis: Listen. Con: Concentration. Spot. Move Silently. you receive an additional +4 bonus on Grapple checks against a creature at least 2 size categories larger than you. Spot. Jump. Cha: Diplomacy. HD: d8 Class Skill Points: 4. Escape Artist. Know(arcana). 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.

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

gain a +2 bonus on Grapple checks & Disarm attempts. Sense Motive: 4 ranks. 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. receive a bonus to the damage equal to ½ Monk level. 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. 2nd. 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. Tumble: 4 ranks. Feat: Combat Expertise. You may use the Flurry of Blows class ability with a Flail. +6 hp. +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). When Fighting Defensively or using Combat Expertise. Invisible Eye (very good at being defensive) (DR310 p43) Listen: 9 ranks. Perform (dance): 4 ranks. Metered Style (perfect focus on combat patterns) (DR337 p97) You may ‘Take 10’ on any Strength-based or DexterityConcentration: 9 ranks. Skill Focus(any Strength-based based skill check.Dungeons & Dragons 3. Intimidate: 4 ranks. If you have used Intimidate to perform a Demoralize action against an opponent within 10 rounds. Denying Stance (focuses on creating an unbeatable defense) (DR310 p42) Tumble: 9 ranks. Sacred Path of Heironeous (Lawful Good monks of the Deity of Righteous War) (DR346 p90) You may use the Flurry of Blows class ability with a Longsword. Proficiency with Flails. Total Defense. Feat: Agile.5 Edition Index – Base Classes February 28. the Monk gains a +2 bonus on a skill (starting at 1st). Escape Artist: 9 ranks Bonus Ability Dodge feat now grants a +2 bonus to AC. The Monk automatically meets the prerequisites for the indicated feats. or using Combat Expertise. –or– Dexterity-based skill). Feat: Die Hard. Hand and Foot (difficult to knock over) (DR310 p42) Balance: 9 ranks. If the Monk meets the additional prerequisites when taking the 6th level feat. he/she gains the Bonus Ability. Overwhelming Attack (scare a foe. When making a Sunder action with a Warhammer. Kyokushinkai Karate (tireless & almost unkillable) (DR334 p89) Concentration: 9 ranks. 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. 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. you gain a +4 bonus to Strength checks made to Bull Rush or Overrun that opponent. +2 bonus on Attacks of Opportunity against someone trying to Bull Rush or Trip you. Proficiency with Longswords. & 6th levels. Feat: Skill Focus (Bluff). Monk Variants Page 70 . Diplomacy: 4 ranks. you Proficiency with Warhammers. even if distraction would normally not all you to do so. +4 bonus on Dexterity or Strength checks to avoid being Bull Rushed or Tripped.

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

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

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

that use of Destructive Strike is wasted. Slippery Mind(DR310 p48) – If the Anarch fails his/her saving throw against an Enchantment. ‘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. All enemies within 10’ of the Anti-Paladin receive a –4 Morale penalty on saves vs. 5/day Dispel Law. a target with fewer HD than the Anti-Paladin receives a –2 penalty on saves vs. 4/week Smite Evil. The Destructive Strike is designated when a critical is threatened but before it is confirmed. Turn Constructs(DR310 p48) – Able to Turn / Destroy Constructs as a Cleric three levels lower Turns / Destroys Undead. 2007 Lvl 20 Paladin (PH p42) Anarch (DR310 p47) Anti-Paladin (DR312 p20) Avenger (DR310 p49) Smite Evil.Dungeons & Dragons 3.5 Edition Index – Base Classes February 28. the spell Death Knell that the Anti-Paladin casts. he/she receives a new saving throw after 1 round. Also. It gains abilities as the Anti-Paladin goes up in level based on the “Paladin’s Mount” table(PH p45). 5/day Smite Law. times per day. Paladin Variants Page 74 . Aura of Fear(DR312 p21) – The Anti-Paladin is immune to Fear effects. he/she receives a new saving throw after 1 round. 5/day Smite Law. 5/day Smite Good. Fear effects. This ability may be suppressed or activated as a Free Fiendish Mount(DR312 p21) – The Anti-Paladin gains a magical steed. 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). If not dismissed earlier. Usable 3 + Charisma mod. If the threatened critical is not confirmed. 5/day Smite Evil. 5/day Class Features ‘Anarch’ Class Abilities: Destructive Strike(DR310 p48) – The Anarch is able to inflict critical hit damage on Constructs or objects. ‘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. Animal Minion(DR310 p49) – The Avenger gains a magical bird as a scout & guardian. typically a Heavy Warhorse or Warpony that has the Fiendish Template. 5/day Smite Evil.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 .Dungeons & Dragons 3. 1/day. 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). 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.

& animals) Camouflage Rebuke Nature (fey. Shield Simple. Cha: Handle Animal. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Martial 1 Skill Points: 6 Str: Climb. Rebuke Nature (elementals. Con: Concentration. vermin. Know(geography). Move Silently. Int: Craft. 1/day. Int: Craft. Swim. Wis: Heal. Jump. 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: (DR310 p59) (UA p55) Wild Defender (DR324 p95) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Know(nature). Shield Simple. Profession. Listen. & animals) 4th Favored Enemy Creature-Type Smite (evil). plants. vermin. 1st Favored Enemy Creature-Type 1st Favored Enemy Organization Gain Feat: Track Gain Feat: Urban Tracking Wild Empathy. Con: Concentration. vermin. Spot. Spot. Listen. 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy Skill Points: 6 Str: Climb. Shield Simple. Search. vermin. Smite (evil). Use Rope.. Know(geography). Swim. Spot. Ride. Search. fey. 2007 Alternate Base Classes (continued) Lvl Ranger (PH p46) Urban Ranger any Fighter Fort d8 Light. 4/day.5 Edition Index – Base Classes February 28. 3/day. Handle Animal. Know(local). fey. Listen. 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). 5/day. Dex: Hide. Con: Concentration. Know(dungeoneering). Cha: Gather Info. Move Silently. Improved Combat Style Rebuke Nature (animals only) Woodland Stride Swift Tracker Rebuke Nature (vermin & animals) Evasion 3rd Favored Enemy Creature-Type Smite (evil). Jump. Hide in Plain Sight Rebuke Nature (oozes. Ride. Profession. Use Rope. Cha: Handle Animal. 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. Know(geography). Dex: Hide. Profession. oozes. Know(dungeoneering). 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).Dungeons & Dragons 3. Ride. Use Rope. plants. Sense Motive. Wis: Heal. Survival. 2/day. Int: Craft. Wis: Heal. Jump. Swim. plants. Know(nature). Know(dungeoneering). Combat Style Mastery Evasion Rebuke Nature (plants. Search. Dex: Hide. Survival. & animals) Ranger Variants Page 93 . Survival. Know(nature). & 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. Move Silently. 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.

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

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

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

Know(nature). Ride. Spot. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List. Know(nature). Search. Cha: Gather Information. Con: Concentration. Handle Animal. Dex: Hide. Know(dungeon. Jump. Profession. 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. Shield Simple. Swim. Profession. Search.).). Shield Simple.5 Edition Index – Base Classes February 28. Spot. Con: Concentration. Use Rope. Handle Animal. Move Silently. Dex: Hide. Listen. Survival. Profession. Survival. Move Silently. Int: Craft. The Half-Elf Ranger may always “Take 10” with these skills. Know(geography). Survival. Wis: Heal. Listen. Handle Animal. Con: Concentration. Con: Concentration. Use Rope. Listen. Spot. 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 . Spot. Shield Simple. Know(geography). Speak Language. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Profession. Ride. Ride. Con: Concentration. Use Rope. 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. Int: Craft. Int: Craft. Know(dungeon. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Search. Cha: Handle Animal. Martial Skill Points: 6 Str: Climb.Dungeons & Dragons 3.). Survival. Know(dungeon. Speak Language. Swim. Know(nature). Dex: Hide. Jump. Swim. Know(nature). Handle Animal. Dex: Hide.). Cha: Gather Information. Swim. Skill Mastery Choose (3 + Intelligence modifier) skills. Cha: Gather Information. Move Silently. Wis: Heal. 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. 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. Wis: Heal. Spot. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Listen. Jump. Use Rope. Profession. 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. Wis: Heal. 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. Shield Simple. even if under stress. 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. Swim. Know(geography). Move Silently. Jump. Know(dungeon. Survival. Move Silently. Know(nature). Int: Craft. Ride. Search. Speak Language. Martial Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Fighter Fort d8 Light. Know(geography). Know(geography). Wis: Heal. Jump.). Shield Simple. Int: Craft. Listen. Search. Speak Language. Ride. Cha: Gather Information. Know(dungeon. Use Rope. Dex: Hide.

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

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

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.

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

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.

Rogue Variants

Page 102

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

Racial Substitution
Lvl Rogue
(PH p49)

Changeling Rogue – 1st level substitution
(RoE p112)

Changeling Rogue – 3rd level substitution
(RoE p112)

Changeling Rogue – 8th level substitution
(RoE p112)

Changeling Rogue – all level substitutions
(RoE p112)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rogue Variants

Class Features

Page 103

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

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

Rogue Variants

Page 104

Dungeons & Dragons 3.5 Edition Index – Base Classes

February 28, 2007

Racial Substitution (continued)
Lvl Rogue
(PH p49)

Dwarven Rogue – 1st level substitution
(DR338 p96)

Dwarven Rogue – 3rd level substitution
(DR338 p96)

Dwarven Rogue – 5th level substitution
(DR338 p96)

Dwarven Rogue – all level substitutions
(DR338 p96)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Class Features

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

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

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

Rogue Variants

Page 105

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

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

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

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

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

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

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

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

in the same way a Necromancer is a specialized type of Wizard. Know(arcana). 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 . Spellcraft. 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. 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. Cha: Bluff. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Ignore Arcane Failure chance due to Light armor Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 3 1 – – – – – – – – 4 1 – – – – – – – – 4 2 – – – – – – – – 5 2 1 – – – – – – – 5 3 1 – – – – – – – 6 3 1 1 – – – – – – 6 4 2 1 – – – – – – 7 4 2 1 1 – – – – – 7 4 3 2 1 – – – – – 8 4 3 2 1 1 – – – – 8 4 4 3 2 1 – – – – 8 4 4 3 2 1 1 – – – 8 4 4 3 3 2 1 – – – 8 4 4 3 3 2 1 1 – – 8 4 4 3 3 3 2 1 – – 8 4 4 3 3 3 2 1 1 – 8 4 4 3 3 3 2 2 1 – 8 4 4 3 3 3 2 2 1 1 8 4 4 3 3 3 2 2 2 1 8 4 4 3 3 3 2 2 2 2 Skill Points: 2 Con: Concentration. Spellcraft. Int: Craft. Wis: Profession. Int: Craft. Know(arcana). Spellcraft. Wis: Profession. Know(arcana). Wis: Profession. Cha: Bluff. Wis: Profession.Dungeons & Dragons 3. Know(arcana). 2007 Sorcerer Alternate Base Classes The following are specialized types of Sorcerers. any Wizard Rogue Will d4 d8 — Simple. Skill Points: 2 Con: Concentration. A character can only be the member of one Sorcerer class. Int: Craft. Spellcraft. Intimidate. Int: Craft. Cha: Bluff. Cha: Bluff.5 Edition Index – Base Classes February 28. The decision to become a specialized Sorcerer must be done when the 1st level of Sorcerer is taken.

Dungeons & Dragons 3. Lost Spells: Acid Splash and Arcane Mark. The bruise’s shape is designated by you. 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.5 Edition Index – Base Classes February 28. That’ll Leave a Mark! – When you successfully make a Unarmed Attack or Touch Attack. DC = 10 + Charisma modifier). DC (15 + spell level) to maintain concentration on an existing spell. otherwise the bruise heals in one week. DC = 10 + Charisma modifier). Based on the two spells lost. Lost Spells: Open/Close and Prestidigitation. Frost Fingers – When you first touch an object whose Hardness is 2 or less. Lost Spells: Dancing Lights and Ghost Sounds. Using this ability is a Standard Action and is usable once per day. b) Any attempt to use Sleight of Hand on you to take something receives a –4 penalty. The Pinch – You may force a spellcaster to make a Concentration check vs. 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. the Poltergeist gains a Supernatural ability. granting you a +2 bonus on Diplomacy and Intimidate checks for 1 hour upon anyone who was witness. it takes damage equal to your Charisma modifier (FortNeg. The following examples should be used as templates for other abilities. Sorcerer Variants Page 115 . your opponent develops a bruise at the point of contact (FortNeg. Lost Spells: Ray of Frost and Touch of Fatigue.

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. Wis: Profession. Int: Craft. Wis: Profession. 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 . Spellcraft. Cha: Bluff. Know(arcana). Cha: Bluff. Focus Caster Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple (DR348 p88) Class Features Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple 1 Skill Points: 2 Con: Concentration. 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. Know(arcana). 2007 Variant Class Features Unlike ‘Alternate Classes’ (see above). Cha: Bluff. Lvl Sorcerer (PH p51) Sorcerer variant. Int: Craft. Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Draconic Ray. 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.5 Edition Index – Base Classes February 28. Know(arcana). Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Skill Points: 2 Con: Concentration. Know(arcana). Cha: Bluff. Sorcerer variant. Wis: Profession. you may take multiple ‘Variant Class Features’. Spellcraft. Int: Craft. Int: Craft. Spellcraft. Spellcraft. Wis: Profession.Dungeons & Dragons 3.

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

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. its benefits apply also if you are in Animal Form due to Polymorph. Know(the planes). Diplomacy.Dungeons & Dragons 3. Know(dungeoneering). 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. Diplomacy. Cha: Bluff. 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 . Wis: Profession.5 Edition Index – Base Classes February 28. Wis: Profession. –1 effective Caster Level when you cast Abjuration & Divination spells (min 1st lvl). Blood of Eberron Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Simple (DR351 p79) Sorcerer variant. Handle Animal. Cha: Bluff. Spellcraft. Profession. 2007 Variant Class Features (continued) Lvl Sorcerer (PH p51) Sorcerer variant. Int: Craft. Cha: Bluff. Int: Craft. Know(arcana). Spellcraft. Know(nature). Wis: Profession. Cha: Bluff. Spellcraft. Spellcraft. Int: Craft. Intimidate. etc. Know(arcana). Int: Craft. You cannot summon creatures with a Good alignment. 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. Wis: Heal. If you take Feat: Natural Spell. Blood of Khyber 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 1 Skill Points: 2 Con: Concentration. Know(arcana). Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Gain an Animal Companion as a Druid of ½ your Sorcerer level (levels stacks with Druid & Ranger). 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. Know(arcana). Skill Points: 2 Con: Concentration.

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

Know(arcana). Earth Meditation If the Sorcerer spends 8 hours resting and 15 minutes preparing his/her spells while in contact with the earth. Know(dungeoneer). Wis: Profession. Spellcraft. Sorcerer Variants Page 120 . Power of Stone If both the Sorcerer and the target of your spell are touching the ground. Wis: Profession. all must be touching the ground for the benefit to apply. Int: Craft. Wis: Profession. Know(dungeoneer).5 Edition Index – Base Classes February 28. Know(arcana). Cha: Bluff. Int: Craft. 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. the Sorcerer may add his/her Constitution modifier to his/her Charisma modifier for determining bonus Sorcerer spell slots. Cha: Bluff.Dungeons & Dragons 3. 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. 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. If a spell has multiple targets. 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. Int: Craft. Spellcraft. Cha: Bluff. Cha: Bluff. Int: Craft. the Sorcerer gains ‘Damage Reduction 1 / adamantine’ –and– Feat: Alertness. Spellcraft. Know(arcana). Wis: Profession. Int: Craft. Know(dungeoneer). the spell’s range increases by 50% and its DC increases by +1. Cha: Bluff. Spellcraft. Know(arcana). 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 – – – – – – – – 1 Skill Points: 2 Con: Concentration. Know(dungeoneer). Spellcraft. Know(arcana). Casts Impromptu Arcane spells based on Charisma Summon Familiar Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – Skill Points: 2 Con: Concentration. Requires a one-time 24 hour ritual that has 100 gp of material components.

Spellcraft. though the total distance can be no more than his/her speed (effectively Spring Attack with spells). but otherwise is a standard Familiar. the Raptoran Sorcerer may move before and after casting. Cha: Bluff. 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. Int: Craft. Casts Impromptu Arcane spells based on Charisma Summon Familiar Skill Points: 2 Con: Concentration. Wis: Profession. and Wind Wall (as a 2nd level spell). Sorcerer Variants Page 121 . Know(arcana). Wis: Profession. Int: Craft. Spellcraft. 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. Int: Craft. Know(arcana). Spell on the Wing When airborne and casting a spell whose cast time is no more than 1 Standard Action. 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. Know(arcana). Spellcraft. It never gains the ability to speak with other animals. Wis: Profession. and are available to be learned as normal. Wis: Profession.Dungeons & Dragons 3.5 Edition Index – Base Classes February 28. Cha: Bluff. Int: Craft. Int: Craft. Whispering Wind. 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. Spellcraft. Casts Impromptu Arcane spells based on Charisma Summon Familiar Skill Points: 2 Con: Concentration. Command the Winds The following spells are added to the Raptoran Sorcerer’s Known Spell List: Gust of Wind. Spellcraft. Casts Impromptu Arcane spells based on Charisma Summon Familiar Skill Points: 2 Con: Concentration. Cha: Bluff. Know(arcana). Cha: Bluff. Know(arcana).

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

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

as long as it is within empathic range and the Fleshcrafter spends a Full Round Action to mentally help it. If successful. & Diplomacy checks vs. 2. ‘Fleshcrafter’ Class Abilities: Reaper’s Touch – May sabotage a patient’s healing by making a Heal check vs. ‘Deathwalker’ Class Abilities: Master of the Dead 1. You may even grant the bonus to a touched creature as a Readied Action. An Anagakok’s Prohibited Schools of Magic are always Illusion and Necromancy. No longer eats & drinks. Paralysis. Aura of the Grave 1. Know(arcana) check vs. you may add a total of N points of Luck bonus as an Immediate Action to your own attacks. saving throws. 2. 3. He/she is limited to 2HD per Class level & the available body parts. Gains 50% resistance to Sneak Attacks & Critical Hits. Wilderness Lore – +2 bonus on Knowledge (nature) and Survival checks. Can control up to (Class level * 5) HD of Skeletons and Zombies by making a Charisma check vs. 2.5 Edition Index – Base Classes February 28. the DC to help – 5.Dungeons & Dragons 3. it cannot be controlled. 4. Stitched Flesh Familiar – The Fleshcrafter “builds” his/her familiar from body parts & his/her own life force. The Stitched Flesh Familiar may use this ability also. DC 25 will identify the person as a Death Walker. Anagakoks specialize in a list of nature-related spells (see page 169). Forge Life – Leans how to create Flesh Golems that are much cheaper than usual. the patient looses hitpoints and/or ability scores twice as fast. or broken up as you wish. Poison. To realize that patient is being purposely harmed requires a contested Heal check. Mastery of Undeath 1. though only these spells may be memorized in his/her bonus slot. +4 Circumstance bonus on saves vs. non-Undead. a low body temperature. & glassy-looking eyes. Begins looking very corpse-like. Has pale skin. Anagakok Illiteracy – An Anagakok understands his/her own spellbook (often transcribed on bark). 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. Wizard Variants Page 124 . 4. Master of Life and Death – Spells that target a living creature are at +1 DC. N points – Each day. Bluff. but cannot otherwise read unless he/she spends 2 skill points –or– takes a level in a literate class. except that instead of a School of Magic. 3. Mantle of Undeath – Becomes an Undead. You may use the bonus on one roll. 2. Undead Familiar – Use the standard Familiar rules. the caster level increases by (N). 2007 Alternate Base Classes (continued) ‘Anagakok’ Class Abilities: Anagakok ‘School’ – An Anagakok is treated like any other specialized wizard. Can Rebuke / Command Undead as a Cleric of the same level. His/her skin becomes stretched & eyes look hollow. These spells can be learned by the Anagakok as Arcane spells. ‘Filidh’ Class Abilities: Greater Divining +N – When casting Divination spells. skill checks. but change the familiar into an Undead. Brink of Life and Death – May make a Coup de Grace as a Standard Action. & Mind-Affecting Effects. Negative Levels 3. DC (15 + HD). (1 + Charisma modifier) times per day. Receives a –2 penalty on Fortitude saves vs. and/or ability checks. Forge Flesh – Can create animated objects made from body parts that are under the Fleshcrafter’s control. Receives a –2 penalty on Charisma. No longer sleeps & is immune to Sleep effects. Good Fortune. If the Deathwalker or his/her allies attack the target (before or after the check). Is immune to Disease. Shroud of Death 1.

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

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

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

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

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

5 Edition Index – Base Classes February 28. you are Proficient with it (but not any other weapons / shields of the same type). Quarterstaff any Wizard Will d4 — Club. Know(any). Dagger. and expending 100 gp of reagents. Know(any). 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. which last 1 round after you stop concentrating. Quarterstaff any Wizard Will d4 — Club. Spellcraft. Decipher Script. the XP & base materials cost are 10% less. your Conjuration spells have +2 round duration. Spellcraft. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Usable (Intelligence modifier) times per day Rapid Summoning You may cast Summon Monster spells as a Standard Action (instead of a Full Round Action). The Focus has the following benefits / properties: a) at 1st level. Crossbow. Crossbow. including ‘Concentration’ spells. Decipher Script. g) if you enchant your Focus. your Conjuration spells have +3 round duration. The summoned creatures may only take a Standard Action on the round they are summoned. Int: Craft. Crossbow. Quarterstaff any Wizard Will d4 — Club. 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 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. Wis: Profession. Spellcraft. Spellcraft. Dagger.Dungeons & Dragons 3. Abrupt Jaunt Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Conjurer variant. Wis: Profession. Int: Craft. Quarterstaff 1 Skill Points: 2 Con: Concentration. Wis: Profession. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Conjuration +1 1st lvl Conjuration spell/day 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. including ‘Concentration’ spells. f) if your Focus is a weapon or a shield. 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). which last 2 round after you stop concentrating. Focus Caster A chosen masterwork-quality Quarterstaff or Polearm now become a required Focus for all your spells. Know(any). spending 24 hours. Wis: Profession. Crossbow. e) if destroyed. b) at 7th level. which last 3 round after you stop concentrating. 2007 Variant Class Features – Conjurer Lvl Conjurer (PH p55) Conjurer variant. Dagger. Rapid Summoning Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) 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 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. your Conjuration spells have +1 round duration. c) at 15th level. including ‘Concentration’ spells. 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. Page 130 Wizard Variants . Know(any). 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 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. Spontaneous Summoning (UA p59) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club.. Know(any). Quarterstaff 1 Skill Points: 2 Con: Concentration. Crossbow.5 Edition Index – Base Classes February 28. Crossbow. Int: Craft. Decipher Script. Spellcraft. Summon Monster II. Decipher Script. Dagger. 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. Know(any). Wis: Profession. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Decipher Script. Wis: Profession. loosing a 4th level spell allows you to spontaneously cast Summon Monster III. Int: Craft.e. 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. Dagger. Wizard Variants Page 131 . Dagger. Spontaneous Summoning You may “loose” a Prepared spell to cast a Summon Monster spell of a lower level (i. 2007 Variant Class Features – Conjurer (continued) Lvl Conjurer (PH p55) Conjurer variant. Crossbow. Spellcraft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Conjuration +1 1st lvl Conjuration spell/day Skill Points: 2 Con: Concentration. Know(any). Wis: Profession. Enhanced Summoning (UA p59) Conjurer variant. Spellcraft. Int: Craft.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 Conjuration +1 1st lvl Conjuration spell/day Feat: Augmented Summoning +1 2nd lvl Conjuration spell/day Skill Points: 2 Con: Concentration. Enh Summon (Str & Con +n) Your summoned creatures gain +n Strength and Constitution (stacks with Feat: Augmented Summoning). or even Summon Monster I).

you are Proficient with it (but not any other weapons / shields of the same type). Wis: Profession. Spellcraft. b) at 7th level. Divinations spells. c) Divination spells have +1 DC (stacks with Feat: Spell Focus). Wis: Profession. 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. 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. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Divination +1 1st lvl Divination spell/day Skill Points: 2 Con: Concentration. Dagger. you receive a (1 + Intelligence modifier (min +1)) bonus on saves vs. Enhanced (UA p59) Awareness Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club.5 Edition Index – Base Classes February 28. Wis: Profession. Crossbow. Know(any). Decipher Script. Know(any). Know(any). Crossbow. Quarterstaff Diviner variant. Int: Craft. Quarterstaff any Wizard Will d4 — Club. the XP & base materials cost are 10% less. Crossbow. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Dagger. Wizard Variants Page 132 . and expending 100 gp of reagents. Wis: Profession. Spellcraft. Know(any). Decipher Script. Crossbow.Dungeons & Dragons 3. Spellcraft. Int: Craft. Decipher Script. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Divination +1 1st lvl Divination spell/day 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. 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). 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. b) Arcane Eye moves at 20’ per round when studying its surroundings (instead of 10’). Int: Craft. f) if your Focus is a weapon or a shield. Glimpse Peril Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Diviner variant. e) if destroyed. spending 24 hours. g) if you enchant your Focus. Quarterstaff any Wizard Will d4 — Club. your Divination spells have 2x duration. The Focus has the following benefits / properties: a) at 1st level. Glimpse Peril Gain a +2 Insight bonus on your next saving throw you make before your next turn as an Immediate Action. 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. 2007 Variant Class Features – Diviner Lvl Diviner (PH p55) Diviner variant. Decipher Script. c) at 15th level. cast Divination spells at +1 Caster level. Dagger. Usable (Intelligence modifier) times per day. Int: Craft. Quarterstaff 1 Skill Points: 2 Con: Concentration. Dagger.

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

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). Wis: Profession. Decipher Script. 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. the XP & base materials cost are 10% less. Spellcraft. Quarterstaff 1 Skill Points: 2 Con: Concentration. You cannot gain Followers with this ability. which last 1 round after you stop concentrating. Quarterstaff any Wizard Will d4 — Club. Spellcraft. Cohort Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Enchanter variant. Dagger. Crossbow. Wis: Profession. including ‘Concentration’ spells. Page 134 Wizard Variants . d) the Focus receives a bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp). including ‘Concentration’ spells. f) if your Focus is a weapon or a shield. your Enchantment spells have +3 round duration. Int: Craft. spending 24 hours. Know(any). Dagger. 2007 Variant Class Features – Enchanter Lvl Enchanter (PH p55) Enchanter variant. The Focus has the following benefits / properties: a) at 1st level. If you take Feat: Leadership. the penalty to your level is removed and you automatically qualify for the “special power” Leadership modifier. Usable (Intelligence modifier) times per day.5 Edition Index – Base Classes February 28. Int: Craft. Decipher Script.Dungeons & Dragons 3. Int: Craft. which last 3 round after you stop concentrating. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of 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. you are Proficient with it (but not any other weapons / shields of the same type). which last 2 round after you stop concentrating. Spellcraft. b) at 7th level. Quarterstaff any Wizard Will d4 — Club. Int: Craft. Quarterstaff any Wizard Will d4 — Club. Dagger. e) if destroyed. 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. and expending 100 gp of reagents. Focus Caster A chosen masterwork-quality Ornate Clothing now become a required Focus for all your spells. 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. g) if you enchant your Focus. Wis: Profession. Dagger. Instant Daze Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Enchanter variant. including ‘Concentration’ spells. your Enchantment spells have +1 round duration. Decipher Script. c) at 15th level. Decipher Script. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Crossbow. Know(any). Know(any). Spellcraft. Cast Prepared Arcane Intelligencebased spells from the Wizard list Gain Feat: Scribe Scroll Can summon a Familiar Specialized in the School of Enchantment +1 1st lvl Enchantment spell/day Skill Points: 2 Con: Concentration. Wis: Profession. your Enchantment spells have +2 round duration. though you count as 2 levels lower than normal. The Cohort starts at 4th level and increases under the standard Leadership rules (DMG p106). Know(any). Crossbow.

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

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

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

e) if destroyed. Wis: Profession. Brief Figment Create a single Mirror Image as an Immediate Action. 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. Int: Craft. Crossbow. f) if your Focus is a weapon or a shield. the creature does not get the standard +4 bonus on its save. Decipher Script. If the creature is shown absolute proof that something is an Illusion. Int: Craft. Spellcraft. Quarterstaff any Wizard Will d4 — Club. Spellcraft. Usable (Intelligence modifier) times per day. Decipher Script. Know(any). though it gets a +10 bonus. it still must make a save. 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. Focus Caster Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (DR348 p88) In-Class Skills Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. cast Illusion spells at +1 Caster level. you may replace the Focus with by bonding with a new masterwork-quality (but not magical) object of the same type. Chain of Disbelief Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (UA p59) Illusionist variant. Wis: Profession. 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). Brief Figment Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: (PH2 p70) Illusionist variant. The Focus has the following benefits / properties: a) at 1st level. you may cast Personal Illusion spells as a Touch spells. 2007 Variant Class Features – Illusionist Lvl Illusionist (PH p55) Illusionist variant. Cloak. Focus Caster A chosen masterwork-quality Mask. 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 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. Know(any).5 Edition Index – Base Classes February 28. Quarterstaff any Wizard Will d4 — Club. spending 24 hours. Dagger. Wis: Profession. Know(any). Decipher Script. c) at 15th level. g) if you enchant your Focus. Dagger. 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. Wizard Variants Page 138 . your Illusion spells receive a bonus on Caster checks to bypass Spell Resistance of +(½ Caster level). Wis: Profession. Crossbow. Spellcraft. Crossbow. Quarterstaff any Wizard Will d4 — Club.Dungeons & Dragons 3. and expending 100 gp of reagents. Int: Craft. Decipher Script. the XP & base materials cost are 10% less. b) at 7th level. Lasts until your turn starts. Int: Craft. Quarterstaff 1 Skill Points: 2 Con: Concentration. or other Apparel used to conceal oneself now become a required Focus for all your spells. Crossbow. Know(any). Spellcraft.

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

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

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

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

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

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

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

Dungeons & Dragons 3. May specialize in a school of magic. Int: Craft. May specialize in a school of magic. At 1st level. Choose one of the following School (may not be one of your Prohibited Schools): Conjuration. Dagger. Ventriloquism. Spellcraft. Int: Craft. you may not cast spells from this School at all. Dagger. 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. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Major Image. Spellcraft. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Int: Craft. May specialize in a school of magic Can summon a Familiar Skill Points: 2 Con: Concentration. 3. Wis: Profession. Specialized in the School of Illusions Can summon a Familiar Skill Points: 2 Con: Concentration. 5th – Programmed Image. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Specialized in the School of Illusions Can summon a Familiar Skill Points: 2 Con: Concentration. Crossbow. Spellcraft. Dagger. 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. Crossbow. Crossbow. Know(any). 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. DC (11 + your Caster level). your opponent must make a Caster level check vs. Int: Craft. Spellcraft. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Crossbow. Dagger. You gain access some Illusion spells at an earlier level than normal (indicated below): 0th – Silent Image. spell-like ability. Know(any). Evocation. Transmutation. 2nd – Illusory Script. Know(any). 4th – Persistent Image. Wis: Profession. Decipher Script. Specialized in the School of Illusions Can summon a Familiar Gnome Illusion Spells Skill Points: 2 Con: Concentration. Minor Image. Spellcraft. or magic item. You cast spells from this School at –1 Caster level. Quarterstaff 1 Skill Points: 2 Con: Concentration. May specialize in a school of magic. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Crossbow. Decipher Script. May specialize in a school of magic. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Decipher Script. All your Racial Spell-Like abilities are cast at your Wizard level (instead of at 1st level). Page 146 . Int: Craft. Dagger. 2.5 Edition Index – Base Classes February 28. Decipher Script. 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. Wis: Profession. Know(any). Wis: Profession. Wis: Profession. 1st – Leomund’s Trap. Decipher Script. 3rd – Illusory Wall. Quarterstaff Alignment: Combat: Good Save: Hit-Die: Armor: Weapons: any Wizard Will d4 — Club. Know(any).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Transmute Metal to Wood(PH p294) – Metal within 40’ becomes wood.5 Edition Index – Base Classes February 28. 6th Level Find the Path(PH p230) – Shows most direct way to a location. Commune with Nature(PH p211) – Learn about terrain for one mile per level. Repel Vermin(PH p271) – Insects. 9th Level Elemental Swarm(PH p226) – Summons multiple elementals. 2nd Level Animal Trance(PH p198) – Fascinates 2d6 HD of animals. Control Plants(PH p213) – Control actions of one or more plant creatures. Snare(PH p280) – Creates a magical booby trap. Regenerate(PH p270) – Subject’s severed limbs grow back. Repel Metal or Stone(PH p271) – Pushes away metal and stone. cures 4d8 damage +1 per level (max +35). Detect Snares and Pits(PH p220) – Reveals natural or primitive traps. Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water. Quench(PH p267) – Extinguishes nonmagical fires or one magic item. Longstrider(PH p249) – Increases your speed. Stone Tell(PH p284) – Talk to natural or worked stone. Reduce Animal(PH p269) – Shrinks one willing animal. Rusting Grasp(PH p273) – Your touch corrodes iron and alloys. spiders. Dominate Animal(PH p224) – Subject animal obeys silent mental commands. Know Direction(PH p246) – You discern north. Neutralize Poison(PH p257) – Immunizes subject against poison. Control Winds(PH p214) – Change wind direction and speed. Wind Walk(PH p302) – You and your allies turn vaporous and travel fast.Dungeons & Dragons 3.5e)+ – Move instantly from one plant to another of the same species. 7th Level Animate Plants(PH p199) – One or more trees animate and fight for you. Wood Shape(PH p303) – Rearranges wooden objects to suit you. 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. Anagakok Supplemental spell list Page 169 . Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per lvl. 1st Level Calm Animals(PH p207) – Calms (2d4 + level) HD of animals. Charm Animal(PH p208) – Makes one animal your friend. Tree Stride(PH p296) – Step from one tree to another far away. 5th Level Awaken(PH p202)(DR330 p81)+ – Animal or tree gains human intellect. Transport via Plants(PH p295)(PH3. Hold Animal(PH p241) – Paralyzes one animal for 1 round per level. Command Plants(PH p211) – Sway the actions of one or more plant creatures. 4th Level Antiplant Shell(PH p200) – Keeps animated plants at bay. Detect Animals or Plants(PH p218) – Detects species of animals or plants. 8th Level Animal Shapes(PH p198) – One ally per level polymorphs into chosen animal. detoxifies venom in or on subject. and other vermin stay 10’ away. 3rd Level Diminish Plants(PH p221) – Reduces size or blights growth of normal plants. Repel Wood(PH p271) – Pushes away wooden objects. Shambler(PH p277) – Summons 1d4+2 shambling mounds to fight for you.

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

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

1st Level Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. Greater(PH p251) – +1 bonus per four levels (max +5). Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. or chaotic. Greater(PH p245) – As Invisibility. counters mind control. deals +2d6 damage against evil. Read Magic(PH p269) – Reads scrolls and spellbooks. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Shield Other(PH p278) – You take half of subject’s damage. or clothes gain +1 enhancement per four levels.5 Edition Index – Base Classes February 28.5p208) – Subject gains +4 Dexterity for 1 minute per level. 3rd Level Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Flame Arrow(PH p231) – Arrows deal +1d6 fire. but 10’ radius & 10 minutes per lvl. counters mind control. Detect Poison(PH p219) – Detects poison in one creature or small object. Magic Circle against Law(PH p250) – As Protection from Law. Freedom of Movement(PH p233) – Subject moves normally despite impediments. Restoration(PH p272) – Restores level and ability score drains. Alter Self(PH p197) – Assume the form of a similar creature. Bless Water(PH p205) – Makes Holy Water. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Nondetection(PH p257) – Hides subject from divination and scrying. Protection from Law(PH p266) – +2 bonus to AC & saves against law. Make Whole(PH p252) – Repairs an object. Obscure Object(PH p258) – Masks object against scrying. Bless Weapon(PH p205) – Weapon strikes true against evil foes. Mending(PH p253) – Makes minor repairs on an object. Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures.Dungeons & Dragons 3. Avenger spell list Page 172 . Magic Vestment(PH p251) – Armor. Neutralize Poison(PH p257) – Immunizes subject against poison. Invisibility. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. but 10’ radius & 10 minutes per lvl. & hedges out elementals & outsiders. fear. & hedges out elementals & outsiders. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. evil. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Shield of Faith(PH p278) – Aura grants +2 (or higher) deflection bonus. Holy Sword(PH p215) – Weapon becomes +5. shield. Magic Weapon. Magic Circle against Evil(PH p249) – As Protection from Evil. 1d6+1 damage. Dispel Evil(PH p222) – +4 bonus against attacks by evil creatures. 2nd Level Align Weapon(PH p197) – Weapon becomes good. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Detect Scrying(PH p219) – Alerts you to magical eavesdropping. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Misdirection(PH p254) – Misleads divinations for one creature or object. 2007 Avenger Spell List Wisdom-based Prepared Divine Spells(DR310 p50) Note that an Avenger’s Caster Level is half his/her Class Level. Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. but subject can attack and stay invisible. Restoration. Magic Stone(PH p251) – Three stones become +1 projectiles. 4th Level Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Cat’s Grace(PH 3. lawful. detoxifies venom in or on subject. Disguise Self(PH p222) – Changes our appearance.

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

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

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

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

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

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

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

Ghoul Touch(PH p235) – Paralyzes one subject. Gain Fly speed of 60’ for 1 round. Gain +1 bonus per 3 levels on next attack. Swift(CAdv p149) – Swift. Chain Lightning(PH p208) – 1d6 damage per level. Greater(PH p251) – +1 bonus per four levels (max +5). Halt(PH2 p114) – Immediate. Toxic Weapon(PH2 p126) – Coats weapon with poison. Touch of Idiocy(PH p294) – Subject takes 1d6 Intelligence. +1 Resistance bonus on saves. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Energy Aegis(PH2 p111) – Immediate. you are protected from cold (in the case of a Warm Shield) or heat (in the case of a Chill Shield). Ray of Exhaustion(PH p269) – Ray makes subject exhausted.5e)+ – Cancels magical spells and effects. Darkvision(PH p216) – See 60’ in total darkness. Subject’s feet become stuck to ground. Dimension Hop(PH2 p110) – Teleport subject short distance. who exudes stench that sickens those nearby. caster gains damage as hit points. 5th Level Bigby’s Clenched Fist(PH p203) – Large hand provides cover. Disrupt Undead(PH p223) – Deals 1d6 damage to one undead. Dimension Door(PH p221) – Teleports you a short distance. Burning Hands(PH p207) – 1d4 fire damage per level (max 5d4). partially ignores SR. Vampiric Touch(PH p298) – Touch deals 1d6 per 2 caster levels. or stuns weak creatures. or attacks your foes. Swift(CAdv p149) – Swift. Disintegrate(PH p222) – Makes one creature or object vanish. You are invisible for 1 round or until you attack. 2007 Duskblade Spell List Intelligence-based Spontaneous Arcane Spells(PH2 p24) 0th Level Acid Splash(PH p196) – Orb deals 1d3 damage. Ray of Frost(PH p269) – Ray deals 1d3 Cold damage. 1d8 Sonic damage and pushes back creatures that hit you in melee. Sonic Shield(PH2 p125) – +4 Deflection bonus to AC. Melee weapon gains 5’ of reach for one attack. Gain a Deflection bonus of +1/3 levels (max +5) against one attack. discharge to gain +4 for 1 round. Phantasmal Killer(PH p260) – Fearsome illusion kill subject or deals 3d6 damage. Expeditious Retreat. Wisdom & Charisma damage. discharge to gain +8 bonus for 1 round. Gain bonus to AC for one attack. Kelgore’s Fire Bolt(PH2 p116) – 1d6 Fire damage per level (max 5d6). Dispelling Touch(PH2 p110) – Dispel one magical effect on touched subject. Swift(CAdv p153) – Swift. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Stretch Weapon(PH2 p126) – Swift. and Constitution. ignores Concealment and Cover. Crown of Protection(PH2 p108) – +1 Deflection bonus to AC. Invisibility. cold damage for a Chill Shield). Magic Weapon. Chill Touch(PH p209) – 1 touch per level deals 1d6 damage and possibly 1 Strength damage. Regroup(PH2 p122) – Teleports nearby allies to your side. Your speed increases by 30’ for 1 round. Color Spray(PH p210) – Knocks unconscious. Doom Scarabs(PH2 p110) – Scarab swarm deals 1d6 per 2 levels. Waves of Fatigue(PH p301) – Several targets become fatigued. Melf’s Acid Arrow(PH p253) – Ranged touch attack. Stand(PH2 p125) – Immediate. deals 4d6 fire damage. Lesser(PH2 p109) – Immediate. Keen Edge(PH p245) – Doubles normal weapon’s threat range. Channeled Pyroburst(PH2 p106) – Deal fire damage. Enervation(PH p226) – Subject gains 1d4 negative levels. Touch of Fatigue(PH p294) – Touch attack fatigues target. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Dispel Magic(PH p223)(PH3. Obscuring Mist(PH p258) – Fog surrounds you. Energy Surge(PH2 p112) – Swift. Fire Shield(PH p230) – Creatures attacking you take 1d6 + 1 per level damage (fire damage for a Warm Shield. Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy. Hold Monster(PH p241) – As Hold Person. Rouse(PH2 p123) – Awakens creatures in area. or +3d6 if you take 5 points of damage. 1 secondary bolt per level each deal half damage. Slashing Dispel(PH2 p125) – As Dispel Magic. Ray of Enfeeblement(PH p260) – Ray reduces Strength by 1d6 points +1 per 2 levels (max +5). Fly. Jump(PH p246) – Subject gains bonus on Jump checks. See Invisibility(PH p275) – Reveals invisible creatures or objects. 2d4 acid damage for 1 round + 1 round per 3 levels (7 rounds max). 1st Level Bigby’s Tripping Hand(PH2 p103) – Hand trips subject. Shout(PH p279) – Deafens all within cone and deals 5d6 damage.Dungeons & Dragons 3.5 Edition Index – Base Classes February 28. blinds. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Blade of Blood(PH2 p103) – Swift. Weapon deals +1d6 damage. Sure Strike(PH2 p126) – Swift. but creatures take damage for spells dispelled. Spider Climb(PH p283) – Grants ability to walk on walls & ceilings. Deflect(PH2 p109) – Immediate. Seeking Ray(PH2 p124) – Ray deals 4d6 Electricity damage. amount and radius based on casting time. 3rd Level Crown of Might(PH2 p108) – Gain +2 Strength. you gain +4 on attacks with rays against the subject. Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. Deflect. Dexterity. Shocking Grasp(PH p279) – Touch delivers 1d6 per level (max 5d6) of electricity damage. but can effect any creature. gives you temporary hit points. Scorching Ray(PH p274) – Ranged touch attack. Cat’s Grace(PH p208) – Subject gains +4 Dexterity for 1 minute per level. pushes. Polar Ray(PH p262) – Ranged touch attack deals 1d6 per level cold damage. True Strike(PH p296) – Add +20 insight bonus to your next attack roll. 4th Level Bigby’s Interposing Hand(PH p204) – Hand provides cover against one opponent. +1 ray/4 levels (max 3). One attack deals an extra 2d6 energy damage. Bigby’s Striking Fist(PH2 p103) – Hand deals 1d6 nonleathal damage per 2 levels (max 5d6) and knocks subject back. 2nd Level Animalistic Power(PH2 p101) – Subject gains +2 bonus to Strength. Duskblade spell list Page 180 . Subject gains Resistance 20 against one energy type for one attack. Subject stands up from prone.

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

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

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

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

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

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

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

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

Expeditious Retreat(PH p228) – Your land speed increases by 30’. Summon Nature’s Ally II(PH p288) – Calls creature to fight. Animal Messenger(PH p198) – Sends a Tiny animal to a specific place. Mirror Image(PH p254) – Creates decoy duplicates of you (1d4 + 1 per three levels (max 8)). Tasha’s Hideous Laughter(PH p292) – Subject loses actions for 1 round per level. Obscure Object(PH p258) – Masks object against scrying. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Blur(PH p206) – Attacks miss subject 20% of the time. Hypnotism(PH p242) – Fascinates 2d4 HD of creatures. Summon Nature’s Ally I(PH p288) – Calls creature to fight. Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per lvl. Summon Swarm(PH p289) – Summons a swarm of bats. Grease(PH p237) – Makes 10’ square or 1 object slippery. Detect Snares and Pits(PH p220) – Reveals natural or primitive traps. Flare(PH p232) – Dazzles one creature (–1 on attack rolls). Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. Identify(PH p243) – Determines properties of a magic item. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. Magic Mouth(PH p251) – Speaks once when triggered. Message(PH p253) – Whispered conversation at distance. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. Animate Rope(PH p199) – Makes a rope move at your command. Rage(PH p268) – Gives +2 to Str and Con. 2007 Savage Bard Spell List Charisma-based Impromptu Arcane Spells(UA p50) 0th Level Dancing Lights(PH p216) – Creates torches or other lights. Pyrotechnics(PH p267) – Turns fire into blinding light or choking smoke. outlines invisible creatures. –2 to AC. saves. Heroism(PH p240) – Gives a +2 on attack rolls. Unseen Servant(PH p297) – Invisible force obeys your commands. Suggestion(PH p285) – Compels subject to follow stated course of action. Glitterdust(PH p236) – Blinds creatures. Ventriloquism(PH p298) – Throws voice for 1 minute per level. may stun them. Lesser Confusion(PH p212) – One creature is confused for 1 round. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). +1 on Will saves. Lullaby(PH p249) – Makes subject drowsy. Disguise Self(PH p222) – Changes your appearance Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Sleep(PH p280) – Puts 4HD of creatures into magical slumber. Hypnotic Pattern(PH p242) – Fascinates (2d4 + level) HD of creatures. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. Shatter(PH p278) – Sonic vibration damages objects or crystalline creatures. & skill checks. Remove Fear(PH p271) – Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Ghost Sound(PH p235) – Figment sounds. Silent Image(PH p279) – Creates a minor illusion of your design. Daze(PH p217) – Humanoid creature of 4HD or less loses next action. Charm Person(PH p209) – Make one person your friend. Feather Fall(PH p229) – Objects or creatures fall slowly. Know Direction(PH p246) – You discern north. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Nystul’s Magic Aura(PH p257) – Alters object’s magic aura. Scare(PH p274) – Panics creatures of less than 6HD. Tongues(PH p294) – Speak any language. Sound Burst(PH p281) – Deals 1d8 sonic damage to subjects. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Summon Instrument(PH p285) – Summons one instrument of the caster’s choice. Animal Trance(PH p198) – Fascinates 2d6 HD of animals. Minor Image(PH p254) – As Silent Image. or spiders. rats. –5 on Spot & Listen checks. plus some sound. Blindness/Deafness(PH p206) – Makes subject blind or deaf.5 Edition Index – Base Classes February 28. Darkness(PH p216) – 20’ radius of supernatural shadow. Locate Object(PH p249) – Senses direction toward object (specific or type). Mending(PH p253) – Makes minor repairs on an object. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Savage Bard spell list Page 189 . Open/Close(PH p258) – Opens or closes small or light things. 2nd Level Alter Self(PH p197) – Assume the form of a similar creature. Detect Magic(PH p219) – Detects spells and magic items within 60’. Silence(PH p279) – Negate sound in 15’ radius. Cat’s Grace(PH 3.5p208) – Subject gains +4 Dexterity for 1 minute per level. Detect Thoughts(PH p220) – Allows “listening” to surface thoughts. Light(PH p248) – Object shines like a torch. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Misdirection(PH p254) – Misleads divinations for one creature or object. 1st Level Alarm(PH p197) – Wards an area for 2 hours per lvl. Calm Animals(PH p207) – Calms (2d4 + level) HD of animals. Whispering Wind(PH p301) – Sends a short message one mile per level. Mage Hand(PH p249) – 5 pound telekinesis.Dungeons & Dragons 3. –2 Will saves against Sleep.

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

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

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

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

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

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

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

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

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

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

Dungeons & Dragons 3.5 Edition Index – Base Classes February 28. 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 .

2004 October 12.5 Edition Index – Base Classes February 28. Added Dragon #339 – #343. September 7.zip http://www.3. Appendix Page 201 . – Added Eberron Campaign Setting. – Added Complete Arcane.3.zip http://www.5 & parts of Monster Manual v.5 from “PH3.5 Dungeon Master’s Guide 2 Monster Manual v.com/dnd/files/CompleteAdventurer_Errata08022005. 2005 – Start of D&D 3.3.zip Note: If a Key reference is followed by a “+”. Added Dragon #324.zip http://www. Change the abbreviation of Player’s Handbook v3. & Underdark Added Dragon #336 – #338. 2006 February 28.5up PH3.wizards.3. 2004 April 1. – Added Complete Adventurer.com/dnd/files/Eberron_Errata10222004.wizards.wizards.3. Races of the Wild.zip http://www. – Added details to the Base Classes added in the “Complete” books.zip http://www. Unearthed Arcana.5e PGFe CDivErrata CArcErrata CAdvErrata EbErrata – – – – – – – – – – – – – – – – – – – – – – Player’s Handbook v. Races of Destiny. – Added Races of Stone.3.com/dnd/files/PHB_Errata09242003.5 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. then it is partially superseded the entry above it.5” to “PH”. Includes Player’s Handbook v. Added Dungeon #135 – #144.3. Added Dragon #330 – #335.5” to “DMG”.5 Edition.zip http://www. 2007 Key to Sourcebooks PH PH2 DMG DMG2 MM MM MM3 MM4 CWar CDiv CArc CAdv RoS RoD RotW 3.5 Accessory Update Player’s Handbook v.5 Player’s Handbook 2 Dungeon Master’s Guide v.com/dnd/files/PgtF_Errata07192004. 2007 Appendix Revision History March 16. – Added Complete Divine.com/dnd/files/DnD35_update_booklet. Change the abbreviation of Dungeonmaster’s Guide v3. 2005 December 9. 2004 August 5.wizards. Added Races of Eberron.com/dnd/files/CompDiv_Errata09102004. & Dragon #309 – Dragon #313. – Added Unearthed Arcana & Book of Exalted Deeds.wizards. 2005 May 17.Dungeons & Dragons 3.5 Errata Player’s Guide to Faerûn Errata Complete Divine Errata Complete Arcane Errata Complete Adventurer Errata Eberron Errata – – – – – – – RoE BoED UA FR MoF LoD RoF SM Und PGF Eb DR### DU## – – – – – – – – – – – – – Races of Eberron Book of Exalted Deeds Unearthed Arcana Forgotten Realms Campaign Setting Magic of Faerûn Lords of Darkness Races of Faerûn Silver Marches Underdark Player’s Guide to Faerûn Eberron Campaign Setting Dragon Magazine (with issue number) Dungeon Magazine (with issue number) http://www. – Added Player’s Handbook 2 Added Dragon #344 – #352.wizards.wizards. Includes Complete Warrior.5 from “DMG3. #326 – #329.com/dnd/files/CompArcaneErrata03162005. 2004 November 12.5.

Sign up to vote on this title
UsefulNot useful