Dungeons & Dragons 3.

5 Edition Index – Base Classes
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May 17, 2006

Table of Contents
Index .................................................... 2 Standard Base Classes.......................... 3
Artificer..................................................3
Racial Substitution ..................................3

Paladin..................................................59
Alternate Base Classes.......................... 59 Racial Substitution................................ 66 Astrological Substitutions..................... 69 Specific Domains for Paladins.............. 71

NPC Classes.....................................116 Skipped Base Classes.......................116
Psionic Base Classes ......................... 116 Oriental Adventure Classes ............... 116

Barbarian................................................5
Alternate Base Classes ............................5 Racial Substitution ..................................8

Ranger ..................................................72
Alternate Base Classes.......................... 72 Racial Substitution................................ 76 Astrological Substitution ...................... 80 Combat Styles for Rangers ................... 81

Spell Lists.........................................117
Adept Spell List.................................. 117 Anarch Spell List................................ 118 Anti-Paladin Spell List ....................... 118 Avenger Spell List.............................. 119 Bardic Sage Supplemental Spell List.. 120 Cloistered Cleric Supplemental Spell List ............................................................ 120 Corrupter Spell List ............................ 121 Despot Spell List ................................ 122 Divine Bard Supplemental Spell List . 123 Enforcer Spell List.............................. 124 Hexblade Spell List ............................ 125 Incarnate Spell List............................. 126 Magewright Spell List ........................ 127 Paladin of Freedom Spell List ............ 128 Paladin of Slaughter Spell List ........... 129 Paladin of Tyranny Spell List ............. 130 Savage Bard Spell List ....................... 131 Sentinel Spell List .............................. 133 Urban Adept Spell List....................... 134 Urban Druid Spell List ....................... 135 Urban Ranger Spell List ..................... 137 War Mage Spell List........................... 138 Witch Spell List.................................. 140

Bard......................................................12
Alternate Base Classes ..........................12 Racial Substitution ................................14 Schools for Bards ..................................17

Rogue ...................................................82
Alternate Base Classes.......................... 82 Racial Substitution................................ 83 Astrological Substitution ...................... 88 Special Abilities for Rogues ................. 89

Cleric....................................................18
Alternate Base Classes ..........................18 Racial Substitution ................................23 Peripheral Beliefs..................................25 Tokens of Faith .....................................26 Improved Domain Powers.....................27

Sorcerer ................................................91
Alternate Base Classes.......................... 91 Racial Substitution................................ 93 Spheres for Sorcerers ............................ 95

Druid ....................................................28
Alternate Base Classes ..........................28 Racial Substitution ................................35 Environment-based Weapon Lists.........40 Organizations for Druids.......................40

Wizard..................................................96
Alternate Base Classes.......................... 96 Racial Substitution................................ 98 Sub-Specializations for Wizards......... 102

Fighter..................................................41
Alternate Base Classes ..........................41 Racial Substitution ................................46

New Base Classes............................ 104
Hexblade ............................................104 Ninja...................................................106 Samurai ..............................................107 Scout ..................................................108 Spellthief ............................................109 Spirit Shaman.....................................110 Swashbuckler .....................................111 Warlock..............................................112 Warmage ............................................115

Monk....................................................50
Alternate Base Classes ..........................50 Racial Substitution ................................55 Astrological Substitutions .....................56 Fighting Styles ......................................57 Martial Arts Schools .............................58 Weapon Schools....................................58

Miscellaneous...................................142
Cross-Class Examples ....................... 142 Class Progression .............................. 142

Appendix..........................................143
Revision History................................ 143 Key to Sourcebooks .......................... 143

Dungeons & Dragons 3.5 Edition Index – Base Classes

May 17, 2006

Index
A
Adept .......................................116 Adept, Urban ...........................116 Anarch .......................................59 Ancestral Speaker......................18 Anti-Paladin...............................59 Ape Totem Barbarian ..................5 Arcane Disciple .........................18 Aristocrat .................................116 Artificer .......................................3 Artificer, Warforged....................3 Aspirant .....................................18 Avenger .....................................59 Druidic Avenger........................ 28 Dwarf Rogue ............................. 84 Dwarven Cleric ......................... 23 Dwarven Fighter ....................... 46 Dwarven Sorcerer ..................... 93 Kensai ........................................43 Knight ........................................43 Rogue, Wilderness .................... 82

L
Lion Totem Barbarian .................7 Lunar Rogue ..............................88

S
Samurai ................................... 107 Savage Bard .............................. 12 Scout........................................ 108 Sentinel...................................... 63 Serpent Totem Barbarian ............ 7 Shield Bearer............................. 44 Shifter Druid ............................. 38 Shifter Ranger ........................... 79 Shifter Wilder.......................... 116 Shugenja.................................. 116 Sidewinder Monk...................... 52 Sidhe Scholar ............................ 28 Solstice Knight.......................... 70 Sorcerer ..................................... 91 Sorcerer, Battle.......................... 91 Sorcerer, Draconic Ray............. 91 Sorcerer, Dwarven .................... 93 Sorcerer, Raptoran .................... 94 Soul Reaper ............................... 96 Soulknife, Kalashtar................ 116 Soulknife, Umbragen .............. 116 Spellthief ................................. 109 Spirit Shaman.......................... 110 Steadfast Monk ......................... 54 Storm Druid............................... 30 Survivalist ................................. 44 Swashbuckler .......................... 111

E
Eagle Totem Barbarian ............... 6 Egoist, Changeling.................. 116 Elf Paladin................................. 66 Elf Ranger ................................. 76 Elf Wizard ................................. 99 Enforcer..................................... 60 Evangelist.................................. 22 Exoticist .................................... 42 Expert ...................................... 116

M
Magewright..............................116 Martial Monk.............................52 Metal Master..............................28 Monk..........................................50 Monk, Chaos..............................50 Monk, Halfling ..........................55 Monk, Holy................................50 Monk, Hunting ..........................50 Monk, Illuminated .....................56 Monk, Kalashtar ......................116 Monk, Martial............................52 Monk, Raging ............................52 Monk, Sidewinder .....................52 Monk, Steadfast.........................54 Monk, Vigilant ..........................54 Monk, Wild................................54 Moon-Warded Ranger ...............80 Mystic Ranger ...........................72

B
Barbarian .....................................5 Barbarian, Ape Totem .................5 Barbarian, Bear Totem ................5 Barbarian, Boar Totem ................5 Barbarian, Dragon Totem............5 Barbarian, Eagle Totem...............6 Barbarian, Goliath .......................8 Barbarian, Halfling....................10 Barbarian, Half-Orc...................11 Barbarian, Horse Totem ..............6 Barbarian, Jaguar Totem .............5 Barbarian, Lion Totem ................7 Barbarian, Serpent Totem............7 Barbarian, Wolf Totem................7 Bard ...........................................12 Bard, Divine ..............................12 Bard, Gnome..............................14 Bard, Half-Elf ............................16 Bard, Savage..............................12 Battle Sorcerer ...........................91 Bear Totem Barbarian .................5 Benevolent.................................20 Boar Totem Barbarian .................5 Bodyguard .................................41

F
Favored Soul ............................. 22 Fencer........................................ 42 Fighter, Dwarven ...................... 46 Fighter, Half-Elf........................ 47 Fighter, Raptoran ...................... 48 Fighter, Warforged.................... 49 Filidh ......................................... 96 Fleshcrafter................................ 96

G
Gnome Bard .............................. 14 Gnome Illusionist.................... 100 Gnome Paladin.......................... 61 Gnome Ranger .......................... 77 Goliath Barbarian........................ 8 Goliath Druid ............................ 35 Goliath Rogue ........................... 85

N
Ninja ........................................106 Non-Spellcasting Paladin ..........61 Non-Spellcasting Ranger...........72

T
Targetteer .................................. 45 Telepath, Kalashtar ................. 116 Thug .......................................... 45 Totem Druid.............................. 30

P
Paladin .......................................59 Paladin of Freedom....................62 Paladin of Honor........................62 Paladin of Light .........................69 Paladin of Slaughter ..................62 Paladin of Tyranny ....................62 Paladin, Elf ................................66 Paladin, Gnome .........................61 Paladin, Half-Orc.......................67 Paladin, Non-Spellcasting .........61 Paladin, Warforged....................68 Planar Ranger ............................72 Poltergeist ..................................91 Pugilist .......................................44

H
Half-Elf Bard............................. 16 Half-Elf Fighter......................... 47 Half-Elf Ranger......................... 78 Halfling Barbarian .................... 10 Halfling Druid ........................... 36 Halfling Monk........................... 55 Halfling Rogue.......................... 86 Halfling Wizard ...................... 101 Half-Orc Barbarian ................... 11 Half-Orc Druid.......................... 37 Half-Orc Paladin ....................... 67 Harbinger .................................. 12 Hexblade ................................. 104 Holy Monk ................................ 50 Horse Totem Barbarian............... 6 Horselord..................................... 6 Horseman .................................. 42 Hunting Monk........................... 50

U
Umbragen Soulknife ............... 116 Urban Adept............................ 116 Urban Druid .............................. 30 Urban Ranger ............................ 74

C
Changeling Egoist ...................116 Changeling Rogue .....................83 Changeling Wizard....................98 Chaos Monk...............................50 Cleric .........................................18 Cleric, Cloistered.......................20 Cleric, Dwarven.........................23 Cleric, Rage ...............................22 Cleric, Raptoran.........................24 Cloistered Cleric........................20 Commander ...............................41 Commoner ...............................116 Corrupter....................................60 Corsair .......................................41 Crusader.....................................20

V
Vigilant Monk ........................... 54

W
Warforged Artificer .................... 3 Warforged Fighter..................... 49 Warforged Paladin .................... 68 Warlock ................................... 112 Warmage ................................. 115 Warrior .................................... 116 Wild Defender........................... 74 Wild Monk ................................ 54 Wild Reaper .............................. 33 Wilder, Shifter......................... 116 Wilderness Rogue ..................... 82 Wind Walker ............................. 33 Winter Warden.......................... 33 Witch ......................................... 91 Wizard ....................................... 96 Wizard, Changeling .................. 98 Wizard, Elf ................................ 99 Wizard, Halfling...................... 101 Wolf Totem Barbarian ................ 7 Wu Jen..................................... 116 Wyrmslayer ............................... 63

R
Rage Cleric ................................22 Raging Monk .............................52 Ranger........................................72 Ranger, Elf.................................76 Ranger, Gnome..........................77 Ranger, Half-Elf ........................78 Ranger, Moon-Warded..............80 Ranger, Mystic ..........................72 Ranger, Non-Spellcasting..........72 Ranger, Planar ...........................72 Ranger, Shifter...........................79 Ranger, Urban............................74 Raptoran Cleric..........................24 Raptoran Fighter........................48 Raptoran Sorcerer......................94 Religious Adept .......................116 Rogue.........................................82 Rogue, Changeling ....................83 Rogue, Dwarf ............................84 Rogue, Golaith...........................85 Rogue, Halfling .........................86 Rogue, Lunar .............................88

D
Deathwalker...............................96 Despot........................................60 Divine Bard ...............................12 Draconic Ray Sorcerer ..............91 Dragon Totem Barbarian.............5 Druid..........................................28 Druid, Goliath............................35 Druid, Halfling ..........................36 Druid, Half-Orc .........................37 Druid, Shifter.............................38 Druid, Storm ..............................30 Druid, Totem .............................30 Druid, Urban..............................30

I
Illuminated Monk...................... 56 Illusionist, Gnome................... 100 Implacable................................... 7 Incarnate.................................... 61

J
Jaguar Totem Barbarian.............. 5 Janissary .................................... 43

K
Kalashtar Monk....................... 116 Kalashtar Soulknife................. 116 Kalashtar Telepath .................. 116

Index

Page 2

Dungeons & Dragons 3.5 Edition Index – Base Classes

May 17, 2006

Standard Base Classes
Artificer
Racial Substitution
Common Features: • Attack on the Rogue combat chart. • Will is their good save. • Have d6 Hit-Dice. • Proficient in Light, & Medium armor, Shields, & all Simple Weapons. • 4 skill points per level. • any alignment. • In-Class Skills: Dex: Open Lock. Con: Concentration. Int: Appraise, Craft, Disable Device, Know(arcana), Know(architecture & engineering), Know(the planes), Search, Spellcraft. Wis: Profession. Cha: Use Magical Device.

Artificer Lvl
(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 substitutions
(RoE p129)

1

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 Metamagic Spell Trigger Craft Reserve: 100 Feat: Craft Wand 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

2 3 4

Intelligence-based Infusions Artificer Knowledge Artisan Bonus Disable Trap Item Creation Feat: Scribe Scroll Infuse Self 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 Metamagic Spell Trigger Craft Reserve: 100 Feat: Craft Wand 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

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 Metamagic Spell Trigger Craft Reserve: 100 Feat: Craft Wand 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

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 Metamagic Spell Trigger Craft Reserve: 100 Feat: Craft Wand 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

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

Intelligence-based Infusions Artificer Knowledge Artisan Bonus Disable Trap Item Creation Feat: Scribe Scroll Infuse Self 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 Weapon Familiar Craft Reserve: 100 Metamagic Spell Trigger Craft Reserve: 100 Feat: Craft Wand 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

Artificer Variants

Page 3

Senses: Darkvision 60’ and normal hearing. Infusions cast by the Creator while he/she/it holds the Weapon Familiar apply to both. Communication: Telepathically with its master while held.5 Edition Index – Base Classes May 17. and verbally in Common. or magic armor. Living Construct (including yourself). the target is also repaired 1 hit-point per Charisma-modifier (minimum 1) automatically. To gain a Weapon Familiar. Two are 14. Craft Weapon Familiar You may make a Weapon Familiar. Weapon Familiar Details: Ability Scores: The creator of the weapon familiar assigns its Intelligence. Usable 1/day. Tools of War When you cast an Infusion on a Construct. — — Weapon gains Spell Resistance equal to Creator’s Artificer level + 5 Creator can cast Scry on his/her/its Weapon Familiar. Saving Throw: Receives the better of (2 + ½ Creator level) –or– Creator’s base save bonus.000 extra XP and 1 extra day. If you die. Then spend 1. a magic weapon.Dungeons & Dragons 3. — — — 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 4 . If you are then returned to life. craft a Magical Weapon. magic weapon. Wisdom. magic shield. Hits Points: Normal weapon hit-points + ½ Creator’s hit-points. but retains its normal magical features. You may only have one Weapon Familiar at a time. You may add / upgrade magical features to your Weapon Familiar. you must spend 1. each Craft Reserve point counts as 2 XP. magic shield. and Charisma. plus 1 extra language per point of Intelligence modifier. 2006 Warforged Artificer Class Abilities: Infuse Self Any Infusion you cast that effect you (even if it effects others too) is cast at +1 level. which is a magical weapon that has some of the properties of a Wizard’s Familiar. 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 Slashing 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. and the last is a 10. or magic armor. Alignment: Same as Creator’s.000 XP to reconnect to your Weapon Familiar. a Living Construct (including yourself). When using your Craft Reserve to add magical properties to a Construct. your Weapon Familiar looses its sentience and familiar abilities.

Martial. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Jump. CN. Shields Weapons: Simple. CE. CG. 6/day Barbarian Variants Page 5 . Class Skill Points: 4 Str: Climb. Int: Craft. Combat: Fighter chart. Martial. 1/day Feat: Blind-Fight Uncanny Dodge +2 bonus on saves vs. Combat: Fighter chart. Martial. CG. CE. Shields Weapons: Simple. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. N. 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. CN. Dex: Ride. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. 2/day Improved Uncanny Dodge Climb speed. 4/day Trap Sense +4 DR 3 4 / — Indomitable Will Trap Sense +5 DR 4 5 / — Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. 6/day Alignment: NG. Medium. Class Skill Points: 4 Str: Climb. Int: Craft. Intimidate Fast Movement Illiteracy Rage. CG. CN. Cha: Handle Animal. in the same way a Necromancer is a specialized type of Wizard. 1/day Uncanny Dodge Alignment: NG. Wis: Listen. Dex: Ride. CE. NE. CN. Survival. Wis: Listen. Dex: Ride. CG. 6/day Alignment: NG. Jump. N. Survival. CN. Dex: Ride. The decision to become a specialized Barbarian must be done when the 1st level of Barbarian is taken. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. 6/day 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Trap Sense +1 Rage. Swim. 3/day Trap Sense +3 DR 2 3 / — Greater Rage Rage. Medium. 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) Dragon Totem Barbarian (UA p48) Class Features Alignment: NG. Wis: Listen. Dex: Ride. Good Save: Fort HD: d12 Armor: Light. Cha: Handle Animal. NE. 2/day Improved Uncanny Dodge +4 bonus on Grapple checks when Raging Trap Sense +2 DR 1 / — Rage. Good Save: Fort HD: d12 Armor: Light. 5/day Tireless Rage Trap Sense +6 DR 5 6 / — Mighty Rage Rage. Cha: Handle Animal. Swim. Int: Craft. Combat: Fighter chart. Martial. NE. NE. 1/day Climb speed at ½ move Uncanny Dodge +2 bonus on Intimidate checks Trap Sense +1 Feat: Power Attack Rage. Good Save: Fort HD: d12 Armor: Light. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Intimidate Fast Movement Illiteracy Rage. 2006 Barbarian Alternate Base Classes The following are specialized types of Barbarians. Shields Weapons: Simple. Survival. 2/day Improved Uncanny Dodge Gain Frightful Presence (DC is Charisma-based) Trap Sense +2 DR 1 / — Rage. 2/day Improved Uncanny Dodge Trap Sense +1 Rage last +2 rounds Rage. Combat: Fighter chart. NE. gain Feat: Diehard Uncanny Dodge Alignment: NG. Medium. Cha: Handle Animal. Int: Craft. Swim. Shields Weapons: Simple. 1/day Feat: Toughness Uncanny Dodge Feat: Improved Grapple Trap Sense +1 Feat: Great Fortitude Rage. Jump. Cha: Handle Animal. N. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. paralysis & sleep Trap Sense +1 Rage. Intimidate Fast Movement Illiteracy Rage. Class Skill Points: 4 Str: Climb. Shields Weapons: Simple. Martial. 6/day Trap Sense +2 DR 1 2 / — Rage. Swim. Int: Craft. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. CG. Medium. Medium. Swim. Intimidate Fast Movement Illiteracy Rage. full move Trap Sense +2 DR 1 / — Rage. Jump. N. Class Skill Points: 4 Str: Climb. Survival. Intimidate Fast Movement Illiteracy Rage. Wis: Listen. Wis: Listen. Combat: Fighter chart. Jump. N.Dungeons & Dragons 3.5 Edition Index – Base Classes May 17. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. A character can only be the member of one Barbarian class. Good Save: Fort HD: d12 Armor: Light. 1/day When raging. Class Skill Points: 4 Str: Climb. CE. Good Save: Fort HD: d12 Armor: Light. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Survival. CE.

3) It takes 1d4 months and a Handle Animal check vs. NE. Swim. Class Skill Points: 4 Str: Climb. CN. N/day – You gain +4 bonus to Dexterity and Constitution. Int: Craft. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Good Save: Fort HD: d12 Armor: Light. 3/day Battle Ecstasy. Survival. Medium. Martial. You may use any skill or feat. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. 5/day Battle Ecstasy. 2/day Horse Companion Improved Uncanny Dodge Trap Sense +2 Gain Feat: Improved Mounted Archery DR 1 / — Rage. Dex: Ride. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. 2006 Alternate Base Classes (continued) Lvl Barbarian (PH p24) Eagle Totem Barbarian (UA p48) Horse Totem Barbarian (UA p49) Horselord (DR337 p88) Class Features Alignment: NG. Int: Craft. Cha: Handle Animal. Wis: Listen. Martial. 6/day Horselord Class Abilities Battle Ecstasy. N. 1/day Alignment: NG. it takes 2 months to bond with a new companion. NE. Intimidate Fast Movement Illiteracy 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. 2) Your companion stays an Animal (instead of becoming a Magical Beast). CG. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Good Save: Fort HD: d12 Armor: Light. Page 6 Barbarian Variants . Wis: Listen. With a specific breed of horses (usually the ones your tribe raises). CN. CN. Medium. 6/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Shields Weapons: Simple. CE. Wis: Listen. Cha: Handle Animal. Intimidate Fast Movement Illiteracy Rage. Cha: Handle Animal. 1/day +2 bonus on Spot checks Uncanny Dodge Trap Sense +1 Feat: Lightning Reflexes Rage. CG. Tireless Battle Ecstasy – You are no longer Fatigued at the end of Battle Ecstasy. Combat: Fighter chart. Class Skill Points: 4 Str: Climb. Survival. NE. 1/day Horselord Skills Uncanny Dodge Trap Sense +1 1 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. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. 2/day Battle Ecstasy. except for the following: 1) It must be a horse.Dungeons & Dragons 3. Shields Weapons: Simple. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. 6/day Battle Ecstasy. 2/day Alignment: NG. Once located. Swim. Combat: Fighter chart. Shields Weapons: Simple. & a +1 bonus to your Damage Reduction (DR 1 / — if you do not have any yet). 5/day Tireless Rage Tireless Battle Ecstasy Trap Sense +6 DR 5 / — Mighty Rage Mighty Rage Rage. CE. 2/day Rage. 4/day Battle Ecstasy. N. you receive +2 bonus on Handle Animal checks. 1/day Battle Ecstasy. Dex: Ride. Martial. Dex: Ride. Martial. Survival. Class Skill Points: 4 Str: Climb. Medium. Dex: Ride. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. CG. Intimidate Fast Movement Illiteracy Rage. 2/day Uncanny Dodge Feat: Run Trap Sense +1 +2 on Handle Animal & Ride checks with horses Rage. Survival. 1/day Alignment: NG. Intimidate Fast Movement Illiteracy Rage. Jump. Combat: Fighter chart. Good Save: Fort HD: d12 Armor: Light. NE. Wis: Listen. Horselord Skills – You take no penalty for making a Ride check without a saddle. N. CE. Medium. N. Int: Craft. Jump. Class Skill Points: 4 Str: Climb.5 Edition Index – Base Classes May 17. DC 15 to find a new companion if the previous one dies. Shields Weapons: Simple. CE. CN. Combat: Fighter chart. but receive a +2 bonus if there is a saddle. Horse Companion – Same as the Animal Companion of a Ranger of the same level. Int: Craft. Good Save: Fort HD: d12 Armor: Light. but all skill checks except for Handle Animal and Ride are at –2. Swim. Jump. CG. Swim. 6/day Improved Uncanny Dodge Feat: Endurance Trap Sense +2 DR 1 / — Rage. Cha: Handle Animal. 6/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Jump. a +2 bonus on Will saves.

5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Mighty Rage Mighty Resilient Rage Rage. N. CN. Swim. CE. Int: Craft. Dex: Ride. Wis: Listen. Greater Resilient Rage – When you are in a Resilient Rage. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Dex: Ride. at 13th level.e. Wis: Listen. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage.. Survival.5 Edition Index – Base Classes May 17. and a +1 bonus to your Damage Reduction (DR 1 / — if you do not have any yet). 2/day Improved Uncanny Dodge Feat: Improved Initiative Trap Sense +2 DR 1 / — Rage. Jump. Jump. 1/day Uncanny Dodge Feat: Improved Trip Trap Sense +1 Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Greater Resilient Rage Rage. Intimidate Fast Movement Illiteracy Rage. 1/day Feat: Run Uncanny Dodge +2 on Hide checks Trap Sense +1 Rage. 1/day +2 save vs. Martial. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. you gain a +8 bonus to Dexterity and Constitution. Martial. Combat: Fighter chart. 2/day Resilient Rage. Shields Weapons: Simple. Medium. CG. and a +3 bonus to your Damage Reduction (i. N. Medium. Int: Craft. 4/day Resilient Rage. Shields Weapons: Simple. Int: Craft.Dungeons & Dragons 3. Mighty Resilient Rage – When you are in a Resilient Rage. Swim. CG. NE. Medium. 6/day 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Implacable Class Abilities Resilient Rage – You gain +4 bonus to Dexterity and Constitution. CE. and a +2 bonus to your Damage Reduction (i. Swim. Shields Weapons: Simple. 1/day Uncanny Dodge Trap Sense +1 Rage. Good Save: Fort HD: d12 Armor: Light. Dex: Ride. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Dex: Ride. Class Skill Points: 4 Str: Climb. Class Skill Points: 4 Str: Climb. Wis: Listen. Jump. Int: Craft. N. Survival. CN. Survival. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. 2006 Alternate Base Classes (continued) Lvl Barbarian (PH p24) Implacable (DR330 p84) Lion Totem Barbarian (UA p49) Serpent Totem Barbarian Wolf Totem Barbarian (UA p49) (UA p49) Class Features Alignment: NG. Intimidate Fast Movement Illiteracy Rage. Good Save: Fort HD: d12 Armor: Light. 2/day Improved Uncanny Dodge Feat: Track Trap Sense +2 DR 1 / — Rage. NE. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. CN. Shields Weapons: Simple.e. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. a +2 bonus on Will saves. Barbarian Variants Page 7 . 6/day Resilient Rage. Swim. N. you gain a +6 bonus to Dexterity and Constitution. NE. Survival. Jump. Medium. 5/day Resilient Rage. Good Save: Fort HD: d12 Armor: Light. NE. Wis: Listen. CN. Dex: Ride. NE. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. CN. 6/day Alignment: NG. Intimidate Fast Movement Illiteracy Rage. 1/day Uncanny Dodge Trap Sense +1 Rage. 2/day Improved Uncanny Dodge +2 damage on a Charge Trap Sense +2 DR 1 / — Rage. Class Skill Points: 4 Str: Climb. 3/day Resilient Rage. Combat: Fighter chart. Swim. Good Save: Fort HD: d12 Armor: Light. Medium. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. N. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Class Skill Points: 4 Str: Climb.. Cha: Handle Animal. CE. Cha: Handle Animal. Combat: Fighter chart. Martial. Cha: Handle Animal. Cha: Handle Animal. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Int: Craft. Survival. 6/day Alignment: NG. Martial. Jump. 6/day Alignment: NG. Intimidate Fast Movement Illiteracy Rage. CE. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Combat: Fighter chart. CE. CG. Martial. poison Uncanny Dodge +2 on Move Silently checks Trap Sense +1 Feat: Improved Grapple Rage. Combat: Fighter chart. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. 1/day Resilient Rage. Good Save: Fort HD: d12 Armor: Light. CG. goes from DR 5 / — to DR 8 / —). Shields Weapons: Simple. a +2 bonus on Will saves. 6/day Alignment: NG. CG. Class Skill Points: 4 Str: Climb. a +2 bonus on Will saves. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. goes from DR 3 / — to DR 5 / —). Cha: Handle Animal. Intimidate Fast Movement Illiteracy Rage. Wis: Listen.

6/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Combat: Fighter chart. Class Skill Points: 4 Str: Climb. CE. Int: Craft. 1/day Mountain Rage. Cha: Handle Animal. CG. Shields Weapons: Simple. Know(nature). Martial. Int: Craft. Good Save: Fort HD: d12 Armor: Light. Cha: Handle Animal. Class Skill Points: 4 Str: Climb. Shields Weapons: Simple. Swim. Jump.5 Edition Index – Base Classes May 17. Int: Craft. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. NE. Survival. Intimidate Fast Movement Illiteracy Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. 3/day Trap Sense +3 DR 2 / — Greater Rage Greater Mountain Rage Rage. Wis: Listen. Good Save: Fort HD: d12 Armor: Light. Good Save: Fort HD: d12 Armor: Light. 3/day Mountain Rage. Know(nature). 2/day Improved Uncanny Dodge Fortification Trap Sense +2 DR 1 / — Rage. 2/day Improved Uncanny Dodge Fortification Trap Sense +2 DR 1 / — DR 2 / adamantine Rage. 1/day Trap Sense +4 DR 3 / — DR 6 / adamantine Indomitable Will Trap Sense +5 DR 4 / — Rage. Martial. CG. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — DR 2 / adamantine Rage. Medium. 5/day Tireless Rage Tireless Mountain Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Combat: Fighter chart. Combat: Fighter chart. Wis: Listen. Swim. 5/day Mountain Rage. Wis: Listen. Shields Weapons: Simple. CN. 6/day Alignment: NG. Jump. Swim. Medium. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. CN. 3/day Mountain Rage. Good Save: Fort HD: d12 Armor: Light. N. Combat: Fighter chart. Jump. Survival. Martial. NE. Intimidate Fast Movement Illiteracy Rage. Cha: Handle Animal. 6/day Mighty Mountain Rage Mountain Rage. 2006 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) Class Features Alignment: NG. Survival. 6/day Mighty Mountain Rage Mountain Rage. 5/day Alignment: NG. 6/day 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Medium. 5/day Tireless Rage Tireless Mountain Rage Trap Sense +6 DR 5 / — DR 10 / adamantine Mighty Rage Rage. Cha: Handle Animal.Dungeons & Dragons 3. CE. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. 5/day Tireless Rage Trap Sense +6 DR 5 / — DR 10 / adamantine Mighty Rage Rage. CG. Medium. CN. Dex: Ride. 3/day Trap Sense +3 DR 2 / — DR 4 / adamantine Greater Rage Greater Mountain Rage Rage. 3/day Trap Sense +3 DR 2 / — DR 4 / adamantine Greater Rage Rage. Wis: Listen. NE. N. Combat: Fighter chart. CG. 2/day Mountain Rage. Swim. CN. CG. 1/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Dex: Ride. Dex: Ride. 4/day Trap Sense +4 DR 3 / — DR 6 / adamantine Indomitable Will Trap Sense +5 DR 4 / — DR 8 / adamantine Rage. Know(nature). 1/day Uncanny Dodge Trap Sense +1 Rage. Intimidate Fast Movement Illiteracy Rage. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Medium. Jump. Good Save: Fort HD: d12 Armor: Light. Martial. CE. Class Skill Points: 4 Str: Climb. 4/day Mountain Rage. 1/day Uncanny Dodge Trap Sense +1 Rage. Intimidate Fast Movement Illiteracy Rage. 1/day Uncanny Dodge Trap Sense +1 Rage. Jump. Cha: Handle Animal. 6/day Alignment: NG. 1/day Uncanny Dodge Trap Sense +1 Rage. 5/day DR 8 / adamantine Mountain Rage. Survival. Shields Weapons: Simple. N. NE. NE. Shields Weapons: Simple. Dex: Ride. CN. N. Martial. Intimidate Fast Movement Illiteracy Rage. CE. Class Skill Points: 4 Str: Climb. Wis: Listen. Int: Craft. N. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. CE. 6/day Barbarian Variants Page 8 . 1/day Uncanny Dodge Trap Sense +1 Rage. Int: Craft. 1/day Mountain Rage. 4/day Mountain Rage. Dex: Ride. Swim. 5/day Alignment: NG. Class Skill Points: 4 Str: Climb. 2/day Mountain Rage. Know(nature). Survival.

Dungeons & Dragons 3. +4 Constitution. lasts for (3 + new Constitution modifier) rounds. +3 Morale bonus on Will saves. lasts for (3 + new Constitution modifier) rounds. & Fatigued at end. the following apply: +8 Strength. Barbarian Variants Page 9 . increase to Large-size (see below). +4 Morale bonus on Will saves. increasing to Large-size only results in a few additional changes. Due to your Powerful Build Racial feature. lasts for (3 + new Constitution modifier) rounds. +6 Constitution. –2 penalty to AC. the following apply: +8 Strength. lasts for (3 + new Constitution modifier) rounds. 2006 Racial Substitution (continued) Goliath Barbarian Class Abilities Mountain Rage When you Mountain Rage.5 Edition Index – Base Classes May 17. the following apply: +10 Strength. +2 Morale bonus on Will saves. +8 Constitution. +3 Morale bonus on Will saves.increase in height & mass Greater Mountain Rage When you Mountain Rage. –2 penalty to AC. –2 penalty to AC. Tireless Mountain Rage When you Mountain Rage. –2 penalty to AC.gain 10’ reach . increase to Large-size (see above). . increase to Large-size (see above). increase to Large-size (see above). +6 Constitution. Fortification 25% chance that Sneak Attacks and Critical Hits will not do their extra damage.receive a –1 penalty to attacks & AC . the following apply: +6 Strength. & Fatigued at end. Mighty Mountain Rage When you Mountain Rage.

N. 4/day Trap Sense +4 Intimidating Presence +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. 1/day Halfling Rage. CN. Wis: Listen. Martial. 1/day Uncanny Dodge Trap Sense +1 Intimidating Presence +1 Rage. Bigger Than Life May make Intimidate check as a Medium-sized creature (i. 5/day 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Cha: Handle Animal. Good Save: Fort HD: d12 Armor: Light. 2/day Halfling Rage. 2/day Improved Uncanny Dodge Bigger Than Life Trap Sense +2 Intimidating Presence +2 DR 1 / — Rage. Combat: Fighter chart. Class Skill Points: 4 Str: Climb. CN. CG. N. Survival. 4/day Trap Sense +4 Intimidating Presence +4 DR 3 / — Indomitable Will Trap Sense +5 Intimidating Presence +5 DR 4 / — Rage. but looses the +1 Size bonus to AC & attack. Medium. Combat: Fighter chart. 4/day DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. CG. 3/day Halfling Rage. Martial. Combat: Fighter chart. Cha: Handle Animal. 6/day Alignment: NG. 3/day Halfling Rage. Int: Craft. Intimidate Fast Movement Illiteracy Rage. Shields Weapons: Simple. CE. Wis: Listen. Jump. 4/day Trap Sense +4 Alignment: NG. 5/day Tireless Rage Trap Sense +6 Intimidating Presence +6 DR 5 / — Mighty Rage Rage. NE. 4/day Trap Sense +4 Alignment: NG. Swim. no size penalty). 5/day Tireless Rage Trap Sense +6 Intimidating Presence +6 DR 5 / — Mighty Rage Rage. Jump. 6/day Halfling Barbarian Class Abilities Halfling Rage. Combat: Fighter chart. Jump. Shields Weapons: Simple. Swim. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. CE. NE. Good Save: Fort HD: d12 Armor: Light. CN. NE. Shields Weapons: Simple. Swim. Medium. Int: Craft. 2/day Improved Uncanny Dodge Trap Sense +2 Intimidating Presence +2 DR 1 / — Rage. Intimidate Fast Movement Illiteracy Rage. Bull Rush checks. 5/day Halfling Rage. Survival. CE. Cha: Handle Animal. 6/day DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. NE.Dungeons & Dragons 3. Wis: Listen. 5/day Alignment: NG. N. Class Skill Points: 4 Str: Climb. N. 4/day Trap Sense +4 Halfling Rage. Dex: Ride. NE. N/day As the Rage class ability. Intimidating Presence +N +N bonus on Intimidate checks. 3/day Trap Sense +3 Intimidating Presence +3 DR 2 / — Greater Rage Rage. Intimidate Fast Movement Illiteracy Rage. Medium. Shields Weapons: Simple. Martial. Swim. CG. 1/day Uncanny Dodge Trap Sense +1 Rage. Intimidate Fast Movement Illiteracy Rage. Int: Craft. Wis: Listen. 5/day Halfling Rage. Swim. 1/day Uncanny Dodge Trap Sense +1 Rage.). Survival. 1/day Uncanny Dodge Trap Sense +1 Intimidating Presence +1 Rage. Martial.. Dex: Ride. CE. Class Skill Points: 4 Str: Climb. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Intimidate Fast Movement Illiteracy Rage. Good Save: Fort HD: d12 Armor: Light. Medium. Survival. 2/day Improved Uncanny Dodge Bigger Than Life Trap Sense +2 DR 1 / — Rage. Class Skill Points: 4 Str: Climb. CE. 4/day Halfling Rage. CN. Barbarian Variants Page 10 . etc. 3/day Trap Sense +3 Intimidating Presence +3 DR 2 / — Greater Rage Rage. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. Int: Craft. Cha: Handle Animal. Int: Craft.5 Edition Index – Base Classes May 17. CG. Cha: Handle Animal. Dex: Ride. Shields Weapons: Simple. Class Skill Points: 4 Str: Climb. Dex: Ride. 2006 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) Class Features Alignment: NG. 1/day Halfling Rage. Survival. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage.e. 5/day Halfling Rage. except the Halfling is treated as a Medium-sized creature when beneficial (such as Grapple checks. Combat: Fighter chart. 5/day Halfling Rage. CN. Wis: Listen. Good Save: Fort HD: d12 Armor: Light. Jump. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Dex: Ride. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. 1/day Uncanny Dodge Trap Sense +1 Rage. N. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. CG. Jump. Martial. Good Save: Fort HD: d12 Armor: Light. Medium. 2/day Halfling Rage.

3/day Trap Sense +3 DR 2 1 / — Greater Rage Rage. Medium. Dex: Ride. Cha: Handle Animal. Jump. CE. Cha: Handle Animal. Dex: Ride. Good Save: Fort HD: d12 Armor: Light. CN. Wis: Listen. Wis: Listen. Survival. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Rage. NE. CG. Combat: Fighter chart. CN. Int: Craft. 5/day Tireless Rage Trap Sense +6 DR 5 4 / — Mighty Rage Rage. Insightful Rage When Raging. 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). Int: Craft. Good Save: Fort HD: d12 Armor: Light. N. Good Save: Fort HD: d12 Armor: Light. CE. Shields Weapons: Simple. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. 6/day Alignment: NG. Martial. NE. CG. Cha: Handle Animal. 6/day 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Half-Orc Barbarian Class Abilities Reckless Charge When charging. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. CG. 3/day Trap Sense +3 DR 2 1 / — Greater Rage Rage. 1/day Uncanny Dodge Reckless Charge Trap Sense +1 Rage. Combat: Fighter chart. N. Dex: Ride. 1/day Uncanny Dodge Trap Sense +1 Rage. Swim. 2/day Improved Uncanny Dodge Trap Sense +2 DR 1 / — Two-Handed Strike Rage.Dungeons & Dragons 3. CN. Wis: Listen. 6/day Alignment: NG. Medium. Two-Handed Strike The Half-Orc Barbarian does +2 damage with any two-handed melee weapon he/she wields. Class Skill Points: 4 Str: Climb. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Good Save: Fort HD: d12 Armor: Light. CN. Swim. Swim.5 Edition Index – Base Classes May 17. Martial. Barbarian Variants Page 11 . the Half-Orc Barbarian receives a +4 bonus on Will saves to Disbelieve Illusion spells. Medium. 4/day Trap Sense +4 DR 3 / — Indomitable Will Trap Sense +5 DR 4 / — Rage. Shields Weapons: Simple. Good Save: Fort HD: d12 Armor: Light. Class Skill Points: 4 Str: Climb. Martial. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Wis: Listen. Combat: Fighter chart. Survival. Intimidate Fast Movement Illiteracy Rage. Cha: Handle Animal. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. Jump. 2/day Improved Uncanny Dodge Insightful Rage Trap Sense +2 DR 1 / — Rage. N. 2/day Improved Uncanny Dodge Uncanny Dodge Trap Sense +2 DR 1 / — Rage. Shields Weapons: Simple. Intimidate Fast Movement Illiteracy Rage. 2006 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) Class Features Alignment: NG. Combat: Fighter chart. N. 6/day Alignment: NG. CG. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. Martial. Dex: Ride. NE. Class Skill Points: 4 Str: Climb. Survival. Cha: Handle Animal. 5/day Tireless Rage Trap Sense +6 DR 5 4 / — Mighty Rage Rage. Survival. NE. Shields Weapons: Simple. Int: Craft. Class Skill Points: 4 Str: Climb. 1/day Uncanny Dodge Trap Sense +1 Rage. Shields Weapons: Simple. 3/day Trap Sense +3 DR 2 / — Greater Rage Rage. CN. Jump. NE. 1/day Uncanny Dodge Reckless Charge Trap Sense +1 Rage. Jump. Survival. Dex: Ride. Wis: Listen. CG. 4/day Trap Sense +4 DR 3 2 / — Indomitable Will Trap Sense +5 DR 4 3 / — Rage. Int: Craft. Jump. 2/day Improved Uncanny Dodge Insightful Rage Trap Sense +2 DR 1 / — Two-Handed Strike Rage. Medium. Intimidate Fast Movement Illiteracy Rage. Swim. Swim. 4/day Trap Sense +4 DR 3 2 / — Indomitable Will Trap Sense +5 DR 4 3 / — Rage. Martial. Intimidate Fast Movement Illiteracy Rage. Medium. Intimidate Fast Movement Illiteracy Rage. Class Skill Points: 4 Str: Climb. N. CE. Int: Craft. 5/day Tireless Rage Trap Sense +6 DR 5 / — Mighty Rage Rage. 1/day Uncanny Dodge Trap Sense +1 Rage. CE. CE. 6/day Alignment: NG. Combat: Fighter chart.

Escape Artist. Move Silently. Will Class Skill Points: 6 Str: Climb. CE. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – Countersong Bardic Music – Fascinate Bardic Music – Inspire Courage +1 Illiterate Class Features 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 17 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 Bardic Music – Encourage Failure 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 – 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 Bardic Music – Instill Fear –2 6 4 4 3 – – – Bardic Music – Inspire Courage +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 Bardic Music – Dishearten 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 – 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 – Song of Freedom 6 6 4 4 4 4 4 4 3 4 – 2 – – Bardic Music – Inspire Courage +3 6 6 6 6 4 4 5 5 4 4 4 5 4 4 4 4 4 4 4 4 3 3 4 4 – – 2 3 Bardic Music – Inspire Courage +3 6 6 6 6 4 4 5 5 4 4 4 5 4 4 4 4 4 4 4 4 3 3 4 4 – – 2 3 Bardic Music – Inspire Courage +3 Bardic Music – Instill Fear –3 6 6 6 6 4 4 5 5 4 4 4 5 4 4 4 4 4 4 4 4 3 3 4 4 – – 2 3 Bardic Music – Inspire Courage +3 6 6 6 6 4 4 5 5 4 4 4 5 4 4 4 4 4 4 4 4 3 3 4 4 – – 2 3 Bardic Music – Inspire Heroics Bardic Music – Inspire Heroics Bardic Music – Inspire Heroics Bardic Music – Inspire Heroics Bard Variants Page 12 . Gather Information. Dex: Balance. Jump. Good Save: Ref. CG. Sap. Know(any). Disguise. Wis: Listen. Dex: Balance. Rapier. Con: Concentration. Int: Appraise. CG. Speak Language. Perform. Disguise. Diplomacy. Use Magic Device. Profession. CG. Con: Concentration. 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 – – – – – – – – – Alignment: NG. CE. Move Silently. Common Features: • Attack on the Rogue combat chart. Cannot cast spells with an alignment subtype that he/she does not have. Know(any). • Proficient with all Simple weapons. Jump. Move Silently. Good Save: Ref. Escape Artist. Will Class Skill Points: 6 Str: Climb. Craft. Hide. Cast Impromptu Arcane Divine spells based on Charisma from the Bard Spell List + the Divine Bard Supplemental List. Wis: Listen. Tumble. Sleight of Hand. Sense Motive. Diplomacy. Int: Appraise.Dungeons & Dragons 3. Con: Concentration. Gather Information. Ref. Wis: Listen. Cha: Bluff.5 Edition Index – Base Classes May 17. NE. Good Save: Ref. CN. NE. Profession. Jump. CN. Good Save: Fort. Con: Concentration. Swim. Hide. 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: NG. Decipher Script. Know(any). Disguise. Cha: Bluff. • Have d6 Hit-Dice. Hide. Dex: Balance. CG. Decipher Script. Gather Information. Cha: Bluff. Use Magic Device. CN. Craft. Move Silently. Swim. Spellcraft. Will Str: Climb. • Proficient in Light Armor & Shields. Swim. 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 – Instill Fear –1 Alignment: NG. Sense Motive. 2006 Bard Alternate Base Classes The following are specialized types of Bards. Dex: Balance. N. Tumble. CE. NE. Diplomacy. Escape Artist. A character can only be the member of one Bard class. N. Sense Motive. Sleight of Hand. Spellcraft. Tumble. Use Magic Device. Swim. Tumble. Perform. Shortsword. Int: Appraise. Cha: Bluff. Speak Language. Decipher Script. Speak Language. Wis: Listen. plus Longsword. Perform. Know(any). Use Magic Device. Speak Language. in the same way a Necromancer is a specialized type of Wizard. Perform. Disguise. Survival. Jump. Sense Motive. Shortbow. Diplomacy. NE. Sleight of Hand. Escape Artist. Profession. Craft. The decision to become a specialized Bard must be done when the 1st level of Bard is taken. Craft. Profession. Spellcraft. Will Class Skill Points: 6 Str: Climb. N. Gather Information. Hide. Decipher Script. N. Spellcraft. CE. Int: Appraise. & Whip. CN. Lvl Bard (PH p26) Divine Bard (UA p50) Harbinger (DR337 p93) Savage Bard (UA p50) 1 Alignment: NG.

DC is Charisma-based). One opponent that can see & hear and is within 30’ receives a –2 penalty on all rolls for 1 round (WillNeg. All opponents that can see & hear you receive a –N penalty on saving throws vs. The negative levels never result in permanent level loss. Bardic Music – Encourage Failure Requires at least 6 ranks in Perform. DC is Charisma-based). Effect lasts as long as you continue the song and the opponent can hear you plus 5 rounds. Effect lasts as long as you continue the song and the opponent can hear you. DC is Charismabased). Bardic Music – Dishearten Requires at least 12 ranks in Perform. and on attacks & weapon damage (WillNeg. One opponent (plus one per three levels above 18th) that can hear you for one full round and is within 30’ receives 2 Negative Levels (WillNeg. DC is Charisma-based). Bard Variants Page 13 . One opponent becomes paralyzed (WillNeg. Effect lasts as long as you continue the song and the opponent(s) can hear you plus 5 rounds.Dungeons & Dragons 3. This is a Mind-Affecting Fear effect. charm & fear effects. 2006 Lvl 18 19 20 Bard (PH p26) Divine Bard (UA p50) Harbinger (DR337 p93) Savage Bard (UA p50) 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 – Mass Suggestion 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 Bardic Music – Instill Fear –4 6 5 5 5 5 5 4 Bardic Music – Inspire Courage +4 6 5 5 5 5 5 4 Harbinger Class Features Bardic Music – Instill Fear –N Requires at least 3 ranks in Perform. Bardic Music – Drain Prowess Requires at least 21 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. This is a Mind-Affecting effect. Effect lasts as long as you continue the song and the opponent(s) can hear you. This is a Mind-Affecting effect.5 Edition Index – Base Classes May 17. Bardic Music – Dirge of Binding Requires at least 15 ranks in Perform.

CG. N. CG.5 Edition Index – Base Classes May 17. Perform. Good Save: Ref. Swim. Decipher Script. Craft. Will Class Skill Points: 6 Str: Climb. Hide. NE. NE. Jump. Con: Concentration. Will Class Skill Points: 6 Str: Climb. Know(any). Wis: Listen. Cha: Bluff. CN. Escape Artist. Wis: Listen. Tumble. Swim. Swim. Know(any). Gather Information. Use Magic Device. Profession. CG. Speak Language. Move Silently. Dex: Balance. Will Class Skill Points: 6 Str: Climb. Con: Concentration. Int: Appraise. Tumble. Know(any). Spellcraft. Know(any). Tumble. Disguise. Sense Motive. Diplomacy. Move Silently. N. Sense Motive. Perform. Escape Artist. Sleight of Hand. Spellcraft. CN. Sleight of Hand. Hide. 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. CG. Perform. Tumble. Hide. Cha: Bluff. Dex: Balance. Sense Motive. Decipher Script. CN. CE. Con: Concentration. Jump. Perform. Cha: Bluff. Sense Motive. NE. Profession. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music Music – Countersong Music –Fascinate Music– Inspire Courage +1 Music – Counter Fear Gnome Cantrips Known Spells 2 – – – 3 2 – – – – – – – – Alignment: NG. Decipher Script. Con: Concentration. Jump. Diplomacy. N. Disguise. Craft. Con: Concentration. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music Music – Countersong Music –Fascinate Music– Inspire Courage +1 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 14 . Know(any). Dex: Balance. Disguise. N. Speak Language. Sleight of Hand. Perform. Diplomacy. Good Save: Ref. CE. Use Magic Device. Know(any). Diplomacy. 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. Gather Information. Decipher Script. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music Music – Countersong Music –Fascinate Music– Inspire Courage +1 Alignment: NG. Escape Artist. Diplomacy. Int: Appraise. Speak Language. Cha: Bluff. Swim. CE. Gather Information. Sleight of Hand. CE. Jump. NE. Escape Artist. Swim. Move Silently. Hide. Swim. Gather Information. Good Save: Ref. Diplomacy. Profession. Spellcraft. Will Class Skill Points: 6 Str: Climb. Craft. Int: Appraise. CN. Spellcraft. Profession. Wis: Listen. Profession. Disguise. Escape Artist. Disguise. CG. Int: Appraise. Disguise. Speak Language. Cha: Bluff. Escape Artist. Use Magic Device. Craft. Int: Appraise. Will Class Skill Points: 6 Str: Climb. NE. Jump. Wis: Listen. Craft. Move Silently. Hide. 2006 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. Move Silently. Sleight of Hand.Dungeons & Dragons 3. Perform. CE. Dex: Balance. N. Jump. Use Magic Device. CG. Hide. Craft. Use Magic Device. Decipher Script. 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. Speak Language. CE. Gather Information. Good Save: Ref. Spellcraft. Sense Motive. Tumble. N. Speak Language. Use Magic Device. Profession. Sleight of Hand. Tumble. Wis: Listen. NE. CN. Will Class Skill Points: 6 Str: Climb. Cha: Bluff. Con: Concentration. Good Save: Ref. Decipher Script. Wis: Listen. Dex: Balance. Move Silently. Good Save: Ref. Sense Motive. Spellcraft. Gather Information. Int: Appraise.

that enemy becomes Frightened (no save). Bardic Music – Inspire Defiance Requires at least 6 ranks in Perform. plus 1 round. and Prestidigitation to your Known Spell list as bonus 0th spells. Ghost Sound. Illusions and Mind-Affecting spells & effects.5 Edition Index – Base Classes May 17. All allies within 30’ (including yourself) may use your Perform check as their saving throw against a Fear effect. You can maintain this song for up to 10 rounds. Bardic Music – Counter Fear Requires at least 3 ranks in Perform. All enemies within 30’ become Shaken (WillNeg. Bard Variants Page 15 . Secrets of Bardic Trickery Add the following spells to your Known Spell list as bonus spells at the indicated level: 1st – Color Spray. Bardic Music – Phantasmal Song Requires at least 9 ranks in Perform. 2006 Racial Substitution (continued) Gnome Bard Class Features Gnome Cantrips Add Dancing Lights.Dungeons & Dragons 3. 4th – Phantasmal Killer. it gets a new save. All allies within 30’ (including yourself) receive a +2 Circumstance bonus on saves vs. If an enemy who failed his/her save stays within 30’ for 3 consecutive rounds. The song lasts as an ally can hear it + 5 rounds after. though it must use your check. If a creature is already under the effect of Fear. DC is Charisma-based). The effect lasts as long as you continue to perform –and– the enemy stays within 30’. 2nd – Touch of Idiocy.

Sleight of Hand. Perform. Disguise. NE. Spellcraft. Move Silently. Speak Language. Perform. Con: Concentration. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – 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. Diplomacy. Tumble. Know(any). Hide. Will Class Skill Points: 6 Str: Climb. Decipher Script. Int: Appraise. Good Save: Ref. Diplomacy. Craft. NE. Perform. N. Hide. Sense Motive. Diplomacy. Move Silently. Tumble. Jump. Decipher Script. Con: Concentration. CG. Escape Artist. Gather Information. Swim. Escape Artist. Dex: Balance. Speak Language. Decipher Script. Gather Information. Use Magic Device. NE. CE. Wis: Listen. Know(any). Dex: Balance. Jump. Use Magic Device. Speak Language. Cha: Bluff. CG. Wis: Listen. Use Magic Device. Int: Appraise. Spellcraft. Disguise. Cha: Bluff. Wis: Listen. Profession. Diplomacy. CN. Move Silently. Sleight of Hand. Decipher Script. Swim. Jump. Swim. Speak Language. Good Save: Ref. Spellcraft. Move Silently. Spellcraft. CG. Swim. Know(any). CE. Tumble. Good Save: Ref. Speak Language. Will Class Skill Points: 6 Str: Climb. Wis: Listen. Int: Appraise. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – Countersong Bardic Music –Fascinate Bardic Music– Inspire Courage +1 Known Spells 0th 1st 2nd 4 – – Alignment: NG. Diplomacy. Escape Artist. Cha: Bluff. Use Magic Device. N. N. Profession. Move Silently. CN. Jump. Sleight of Hand. Gather Information. Will Class Skill Points: 6 Str: Climb. Cha: Bluff. Craft. CG. Tumble. a Bard doesn’t get 4th level spells until 10th level. CG. Dex: Balance. Profession. Page 16 Bard Variants . Sense Motive. Profession. Disguise. N. Cha: Bluff. Int: Appraise. Will Class Skill Points: 6 Str: Climb. Dex: Balance. Hide. Jump. Craft. CE. Sleight of Hand. Use Magic Device. Gather Information. Con: Concentration. Craft. Disguise. Dex: Balance. Sense Motive. 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. N. Sense Motive. Int: Appraise.Dungeons & Dragons 3. Con: Concentration. CN. NE. Sense Motive. Escape Artist. Hide. Good Save: Ref. Good Save: Ref. Profession. Spellcraft. Wis: Listen. Decipher Script. NE. Con: Concentration. Hide. Disguise. CE. 2006 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. 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. Perform. Know(any). Sleight of Hand. Gather Information. Tumble. Escape Artist. Know(any). Swim. Cast Impromptu Arcane spells based on Charisma from the Bard Spell List Ignore Arcane Failure chance due to Light armor Bardic Knowledge Bardic Music – 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.5 Edition Index – Base Classes May 17. Perform. Will Class Skill Points: 6 Str: Climb. CN. Craft. CE. CN.

Two skills receive a +1 bonus. Trained to be part of a noble’s entourage. Effect lasts as long as you continue using the ability and the target says in range. Command either on one target within 30’–or– all creatures currently under the effect of your Fascinate or Soothing Voice ability (WillNeg.Dungeons & Dragons 3. DC = your Diplomacy check). Learn the music of the trees in an isolated forest. Calm Emotions on one target within 30’ (WillNeg. Highly academic program that is an offshoot of a Wizard’s school. 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. though possibly as a spy. School in the mountains. Informal group that travels and is known for their dancing.5 Edition Index – Base Classes May 17. 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 17 . where many lessons take place. 2006 Half-Elf Bard Class Abilities Bardic Music – Soothing Voice Requires at least 3 ranks in Diplomacy. but two other skills are treated as out-of-class. with little outside contact. School Blackburn College (DR332 p85) Description School with relaxed standards and many parties. Focuses on the written word at the expense of physical activity. DC = 11 + Charisma modifier). This is a Supernatural. Bardic Music – Command Requires at least 9 ranks in Diplomacy. Located next to a forest. Language-based ability. but not for ‘book learning’.

Spellcraft. 2006 Cleric Alternate Base Classes The following are specialized types of Clerics. Know(religion). Spellcraft. 5/day Ancestral Communion. even when Helpless Perfect Self Cleric Variants Page 18 . Lvl Cleric (PH p30) Ancestral Speaker (DR311 p49) Arcane Disciple (DR311 p49) Aspirant (DR311 p50) Combat: Rogue Hit Dice: d8 Good Save: Fort. 4/day Ancestral Communion. The decision to become a specialized Cleric must be done when the 1st level of Cleric is taken. Will Armor: Light. Spellcraft. Will Armor: Light. Wis: Heal. Medium. even when Helpless Aspirant Spontaneous Casting. Medium. Know(religion). 3/day +3 Bonus to AC. Know(religion). 2/day Arcane to Divine Bonus Item Creation or Metamagic Feat Arcane to Divine Arcane to Divine Arcane to Divine Death Talker +4 Ancestral Communion (questions) Improved Resurrection Ancestral Communion. Know(planes). Know(arcana). Medium. Know(planes). Will Armor: Light. Ref. Wis: Heal. Shields Weapons: Simple Skill Points: 4 Int: Craft. 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. 2/day +2 Bonus to AC. Good Save: Fort. Wis: Heal. Common Features: • Any alignment within one step of his/her Deity. Heavy. 5/day Death Talker +10 Bonus Item Creation or Metamagic Feat Arcane to Divine +5 Bonus to AC. • Has an alignment aura of a Cleric. Shields Weapons: Simple Skill Points: 2 Int: Craft. Know(planes). Know(religion). 1/day Combat: Rogue Hit Dice: d8 d6 Good Save: Fort. even when Helpless Death Talker +6 Aspirant Spontaneous Casting. Know(history).Dungeons & Dragons 3. Con: Concentrate Cha: Diplomacy. 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 Combat: Rogue Hit Dice: d8 Good Save: Fort. Heavy. Sense Motive. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead 1 Combat: Rogue Hit Dice: d8. Profession Con: Concentrate Cha: Diplomacy. Know(history). Wis: Heal. Know(arcana). Spellcraft. Will Armor: Light. Heavy. 4/day Death Talker +8 Bonus Item Creation or Metamagic Feat Arcane to Divine Arcane to Divine Arcane to Divine Arcane to Divine Arcane to Divine +4 Bonus to AC. Know(history). Know(planes). • Cannot cast spells of the opposing alignment.5 Edition Index – Base Classes May 17. Know(history). Use Magic Device. in the same way a Necromancer is a specialized type of Wizard. 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. Medium. 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). Underlined Class-abilities are explained below. Know(local). Perform. even when Helpless Death Talker +2 Ancestral Communion. Profession. even when Helpless Aspirant Spontaneous Casting. 1/day Class Features 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Divine Counterspell Aspirant Spontaneous Casting. Heavy. Profession Con: Concentrate Cha: Diplomacy. Shields Weapons: Simple Skill Points: 4 Int: Craft. A character can only be the member of one Cleric class. Profession Con: Concentrate Cha: Diplomacy. Shields Weapons: Simple Skill Points: 4 Int: Craft.

Cleric Variants Page 19 . 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. providing a bonus of (Charisma modifier + Class level) for (1 + Charisma modifier bonus) rounds. N/day – The Aspirant may removes one prepared spell and substitute one spell of equal or lower level. 2006 Class Abilities ‘Ancestral Speaker’ Class Abilities: Ancestral Communication (skills) – An Ancestor spirit imparts understanding of a skill. & Sense Motive checks vs. ‘Aspirant Class Abilities: Aspirant Spontaneous Casting. they still loose a level.Dungeons & Dragons 3. Perfect Self – The Aspirant becomes a magical creatures (as per the Monk ability). but doing so does not consume the usage of the spell. Death Talker +N – Gain a +N bonus to Diplomacy. Ancestral Communion (questions) – Commune at Class level. but their new XP is 3/4th of the way through the level (instead of ½). Undead. Holy Presence – The Ancestral Speaker acts as his/her own holy symbol & does not require any other object.5 Edition Index – Base Classes May 17. Bluff. Improved Resurrection – When raising someone from the dead. Intimidate. The spell’s level is limited to one lower than the Arcane Disciple’s highest spell level. Usable (3 + Charisma modifier) times per day.

Profession Con: Concentrate Cha: Diplomacy. Profession Con: Concentrate Cha: Diplomacy. Medium. Know(history). Medium. Know(religion). Will Armor: Light. Spellcraft. Wis: Heal. Medium. Heavy. one Martial Weapon Skill Points: 2 Dex: Ride. Speak Language. Know(history). Handle Animal. Spellcraft. Spellcraft. Decipher Script. Intimidate. Shields Weapons: Simple Skill Points: 4 Int: Craft.5 Edition Index – Base Classes May 17. Spontaneously convert spells into Cure or Inflict spells Turn Undead Add spells from the Cloistered Cleric supplemental spell list to your Known spells. 1/day Smite. Combat: Wizard Hit Dice: d8 d6 Good Save: Fort. Medium. Wis: Heal. 1 Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Benevolent Spontaneous Casting Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. Shields Weapons: Simple Skill Points: 2 Int: Craft. Heavy. Int: Craft.Dungeons & Dragons 3. Combat: Rogue Hit Dice: d8 Good Save: Fort. 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 Class Features 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bonus Crusader Feat Luck of the Gods. Know(planes). plus ‘Knowledge Domain’ as a bonus domain. 2006 Alternate Base Classes (continued) Lvl Cleric (PH p30) Benevolent (DR311 p50) Cloistered Cleric (UA p50) Crusader (DR311 p50) Combat: Rogue Hit Dice: d8 Good Save: Fort. Spellcraft. 2/day Bonus Crusader Feat Smite. Profession Con: Concentrate Cha: Diplomacy. Will Armor: Light. Will Armor: Light. Know(all). Heavy. Shields Weapons: Simple. 4/day Deific Foe Bonus Crusader Feat Luck of the Gods. Wis: Heal. 5/day Smite. Know(history). 1/day Deific Foe Luck of the Gods. Baric Knowledge. 2/day Deific Foe Luck of the Gods. Wis: Heal. Will Armor: Light. Know(planes). 3/day Luck of the Gods. Know(religion). Know(religion). based on Cleric levels. Profession Con: Concentrate Cha: Diplomacy. Shields Weapons: Simple Skill Points: 6 Int: Craft. Heavy. 4/day Cleric Variants Page 20 . Know(arcana). Combat: Rogue Hit Dice: d8 Good Save: Fort. 3/day Bonus Crusader Feat Smite. Know(planes). Know(arcana).

Dungeons & Dragons 3.5 Edition Index – Base Classes

May 17, 2006

Class Abilities ‘Benevolent’ Class Abilities:
Benevolent Spontaneous Casting – The Benevolent may substitute one of the following spells (same level or lower) for a prepared spell. 0th: Cure Minor Wounds, Guidance, 6th: Mass Cure Moderate Wounds, Heal. 3rd: Cure Serious Wounds, Prayer, Remove Resistance. Curse. 7th: Greater Restoration, Mass Cure Serious Wounds. 1st: Bless, Cure Light Wounds, Sanctuary. 4th: Cure Critical Wounds, Restoration, 2nd: Aid, Cure Moderate Wounds, Shield Spell Immunity. 8th: Mass Cure Critical Wounds. Other. 9th: Mass Heal. 5th: Atonement, Mass Cure Light Wounds. Luck of the Gods, N/day – The Benevolent says a prayer over a subject (but not himself/herself) within one alignment step of the Benevolent’s Deity. The subject can do the following in the next 24 hours. 1. Reroll one roll, as per the Luck Domain ability; and 2. Add the Benevolent’s Charisma modifier as a Luck bonus to any singe roll. Multiple applications of this ability do not stack.

‘Crusader’ Class Abilities:
Deific Foe – The Crusader chooses a Deity opposed to his/her Patron Deity. Against worshipers of an enemy Deity, the Crusader gains a +4 Morale bonus on attacks & damage. Turn Foe’s Followers – The Crusader may Turn / Destroy worshipers of a Deific Foe. This is resolved in the same way as Turning / Destroying Undead. Usable (3 + Charisma modifier) times per day. 5+ ranks of Knowledge (religion) grants a +2 bonus on the Turning check. Crusader Bonus Feats – Same as Fighter Bonus Feats, except remove Weapon Specialization & Greater Weapon Specialization and add Combat Casting. Smite, N/day – The Crusader declares a use of Smite before attacking. As long as the target does not worship the Crusader’s Deity, does not have the Crusader’s alignment, & does not have the Deity’s alignment, the attack has a bonus of the Crusader’s Charisma modifier, and if successful, does +Class level damage.

Cleric Variants

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Alternate Base Classes (continued)
Lvl Cleric
(PH p30)

Evangelist
(DR311 p52)

Favored Soul
(CDiv p6)

Rage Cleric
(DR333 p86)

Class Features

Alignment: any within one step of patron deity Combat: Rogue Hit Dice: d8 Good Save: Fort, Will Armor: Light, Medium, Heavy, Shields Weapons: Simple Skill Points: 2 Int: Craft, Know(history), Know(religion), Know(planes), Spellcraft. Wis: Heal, Profession Con: Concentrate Cha: Diplomacy. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead

Combat: Rogue Hit Dice: d8 Good Save: Fort, Will Armor: Light, Medium, Heavy, Shields Weapons: Simple Skill Points: 2 Int: Craft, Know(history), Know(religion), Know(planes), Spellcraft. Wis: Heal, Profession Con: Concentrate Cha: Diplomacy, Gather Info.

Combat: Rogue Hit Dice: d8 Good Save: Fort, Ref, Will Armor: Light, Medium, Heavy, Shields Weapons: Simple + Deity’s Favored Weapon Skill Points: 2 Str: Jump. Int: Craft, Know(arcana), Know(history), Know(religion), Know(planes), Spellcraft. Wis: Heal, Profession, Sense Motive. Con: Concentrate Cha: Diplomacy. Cast Prepared Impromptu Divine Wisdom Charisma-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead

Alignment: any non-Lawful within one step of patron deity Combat: Rogue Hit Dice: d8 Good Save: Fort, Will Armor: Light, Medium, Heavy, Shields Weapons: Simple Skill Points: 2 Int: Craft, Know(history), Know(religion), Know(planes), Spellcraft. Wis: Heal, Profession Con: Concentrate Cha: Diplomacy. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Rage, 1/day

1

Cast Prepared Impromptu Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead

2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Class Abilities ‘Evangelist’ Class Abilities
Bonus Domain – The Evangelist add the spell of a new Domain to his/her spell list.
Bonus Domain Bonus Domain Gain Energy Resistance 10 (vs. 3rd energy type) Rage, 5/day Wings Tireless Rage Weapon Specialization (deity’s favored weapon) Bonus Domain Gain Energy Resistance 10 (vs. 2nd energy type) Greater Rage Rage, 4/day Bonus Domain Gain Energy Resistance 10 (vs. energy type of choice) Weapon Focus (deity’s favored weapon) Rage, 2/day

Rage, 3/day

Indomitable Will

Damage Reduction

Mighty Rage Rage, 6/day

‘Favored Soul’ Class Abilities
Wings – The Favored Soul grows wings that grant Fly 60’ with Good maneuverability. A Favored Soul with a Good alignment gains bird wings, while one with an Evil alignment gains bat wings. A Neutrally aligned Favored Soul is allowed to choose. Damage Reduction – The Favored Soul with a Lawful alignment gains Damage Reduction 10 / silver, while one with a Chaotic alignment gains DR 10 / cold iron. A Neutrally aligned Favored Soul is allowed to choose.

‘Rage Cleric’ Class Abilities
‘Rage’ class abilities work the same as with a Barbarian. Barbarian level stack with Rage Cleric level for determining Rage class abilities.

Cleric Variants

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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)

Class Features

Combat: Rogue Hit Dice: d8 Good Save: Fort, Will Armor: Light, Medium, Heavy, Shields Weapons: Simple Skill Points: 2 Int: Craft, Know(history), Know(religion), Know(planes), Spellcraft. Wis: Heal, Profession Con: Concentrate Cha: Diplomacy. Cast Prepared Divine Wisdombased spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead
3 1 – – – – – – – –

Combat: Rogue Hit Dice: d10 d8 Good Save: Fort, Will Armor: Light, Medium, Heavy, Shields Weapons: Simple Skill Points: 2 Int: Craft, Know(dungeoneer), Know(history), Know(religion), Know(planes), Spellcraft. Wis: Heal, Profession Con: Concentrate Cha: Diplomacy. 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

Combat: Rogue Hit Dice: d10 d8 Good Save: Fort, Will Armor: Light, Medium, Heavy, Shields Weapons: Simple Skill Points: 2 Int: Craft, Know(dungeoneer), Know(history), Know(religion), Know(planes), Spellcraft. Wis: Heal, Profession Con: Concentrate Cha: Diplomacy. Cast Prepared Divine Wisdombased spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead
3 1 – – – – – – – – 4 2 – – – – – – – – 4 2 1 – – – – – – –

Combat: Rogue Hit Dice: d10 d8 Good Save: Fort, Will Armor: Light, Medium, Heavy, Shields Weapons: Simple Skill Points: 2 Int: Craft, Know(dungeoneer), Know(history), Know(religion), Know(planes), Spellcraft. Wis: Heal, Profession Con: Concentrate Cha: Diplomacy. Cast Prepared Divine Wisdombased spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead
3 1 – – – – – – – – 4 2 – – – – – – – – 4 2 1 – – – – – – – 5 3 2 – – – – – – – 5 3 2 1 – – – – – – 5 3 3 2 – – – – – – 6 4 3 2 1 – – – – –

Combat: Rogue Hit Dice: d10 d8 Good Save: Fort, Will Armor: Light, Medium, Heavy, Shields Weapons: Simple Skill Points: 2 Int: Craft, Know(dungeoneer), Know(history), Know(religion), Know(planes), Spellcraft. Wis: Heal, Profession Con: Concentrate Cha: Diplomacy. 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 – – – – – – –

1

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. Usable 1 + Constitution modifier times per day. Opponent must be a Giant. Hammer Specialist Gain proficiency with Warhammers and receive a +2 bonus on damage with them. Earthen Spell Power When touching the ground, cast all [earth] spells and spells on the Earth Domain list at +1 caster level.

Cleric Variants

Page 23

Open the Wind-Gate Your Planar Ally spells summon unusually powerful. Greater – 24HD Elder Air Elemental or multiple Air Elementals adding up to 24HD. allied Air Elementals within 60’ of you gain +1 Morale bonus on attack and damage rolls. Spellcraft. Know(planes). if you have Air Domain. Profession Con: Concentrate Cha: Diplomacy. Shields Weapons: Simple Skill Points: 2 Int: Craft. Speak Language (Auran) as a bonus language. Wis: Heal. Know(religion). Page 24 Cleric Variants . 3. Profession Con: Concentrate Cha: Diplomacy. though the cost is the same: Planar Ally. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. Shields Weapons: Simple Skill Points: 2 Int: Craft. Shields Weapons: Simple Skill Points: 2 Int: Craft. Will Armor: Light. Will Armor: Light. Medium. Wis: Heal. Wis: Heal.5 Edition Index – Base Classes May 17. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. and ability checks. Profession Con: Concentrate Cha: Diplomacy. Wis: Heal. Know(history). Know(religion). Spellcraft. including Summon Monster spells used to summon earth creatures. Spellcraft. Medium.Dungeons & Dragons 3. Heavy. Spontaneously convert spells into Cure or Inflict spells Turn Undead Air Mastery Empathy of the Winds 3 1 – – – – – – – – 4 2 – – – – – – – – 1 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. Profession Con: Concentrate Cha: Diplomacy. Know(planes). Know(history). skill checks. Shields Weapons: Simple Skill Points: 2 Int: Craft. Spellcraft. Medium. saves. Know(religion). and 4. one of which must be Air or Sky. Medium. 2006 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 Combat: Rogue Hit Dice: d8 Good Save: Fort. Know(religion). Medium. Know(religion). Spontaneously convert spells into Cure or Inflict spells Turn Undead Combat: Rogue Hit Dice: d6 d8 Good Save: Fort. your cannot summon another one & receive a –1 penalty on attack. Know(history). Know(planes). both for seven days. all spells with [earth] subtype are removed from your spell list. one of which must be Air or Sky. one of which must be Air or Sky. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. +4 Circumstance bonus on Diplomacy check with Plane of Air natives. In exchange. Lesser– 8HD Large Air Elemental Planar Ally – 16HD Huge Air Elemental or two 8HD Large Air Elemental Planar Ally. Spontaneously convert spells into Cure or Inflict spells Turn Undead Combat: Rogue Hit Dice: d6 d8 Good Save: Fort. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains. Will Armor: Light. gain the following: 1. Know(history). Wis: Heal. 2. your receive a +4 bonus when Bolstering Air creatures. Heavy. Heavy. one of which must be Air or Sky. Empathy of the Winds Due to the strong bond with the Plane of Air. Cast Prepared Divine Wisdom-based spells Gain spells & abilities from 2 Domains Spontaneously convert spells into Cure or Inflict spells Turn Undead Combat: Rogue Hit Dice: d6 d8 Good Save: Fort. Shields Weapons: Simple Skill Points: 2 Int: Craft. Know(planes). Know(history). Will Armor: Light. Profession Con: Concentrate Cha: Diplomacy. Spellcraft. Will Armor: Light. you may only summon Air Elementals with Planar Ally spells –and– if your Ally dies while in your service. Know(planes). 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 Combat: Rogue Hit Dice: d6 d8 Good Save: Fort. 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. Heavy. Heavy.

receive a +2 bonus on all Survival checks.5 Edition Index – Base Classes May 17. or carry a load heavier than a Light load. you can determine if a given food or potion is safe for you to consume. 2006 Peripheral Beliefs A Cleric may choose up to two of the following Peripheral Beliefs that match with his/her deity. The clothing must take up a spot that can be used for magic items. (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. Typical times are Sunrise. Make Listen checks while asleep without the normal –10 penalty. Name Daily Prayer Restriction Must pray in a predetermined direction 3+ times per day. Your sacred clothing cannot be armor. Receive a +4 bonus on saves vs. If your allies fight your sacred animal in self-defense. activate mechanical devices. You receive a +2 bonus on Charisma-based skill checks when dealing with followers of your religion. If you cast Detect Poison.Dungeons & Dragons 3. Receive a +1 bonus on saves vs. even in selfdefense. It is no uncommon for your religion to make magic items of this special apparel. you may not take attack actions. Food you eat must be prepared by you or a devout follower of your religion. and Sunset. You may only use potions that you made yourself. Your sacred animal will not attack you except in selfdefense or if under magical compulsion. Violating the Restriction for any reason cause the Cleric to loose the Benefit until he/she receives Atonement. You receive a +4 bonus on Charisma-based skill check when interacting with your sacred animal. Poison and Disease. Day of Rest (DR328 p86) Dietary Restriction (DR328 p86) Sacred Animal (DR328 p86) Sacred Clothing (DR328 p86) On day per week. If your allies attack your sacred animal as aggressors. The prayer is about 5 minutes long. Cleric Variants Page 25 . Sleep effects. If you have at least 5 ranks in Survival. Noon. you must make sure it survives (healing or bandaging it after it is unconscious). You cannot attack your sacred animal. The sacred clothing costs at least 25 gp and must be of Masterwork quality. cast spells with a Somatic component. you may not cast beneficial spells on them for 24 hours. You must wear a special piece of clothing (such as a hat) at all times.

etc. 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. each filled with a colored powder. Domain Speak with Animals spell cast at +1 Caster level. Necklace made from tiny silver and gold coins. orange. 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 26 . or the wrist. the DC is at +2. Worn around the neck.g. +1 bonus on Fortitude saves to resist cold weather and spells with the [cold] descriptor. Red-leather fingerless-gloves. in a pocket. which is adhered to the wearer’s forehead. Piece of wood with four finger holes for the fingers. It is engraved with scenes of battle. Teardrop-shaped glass pendant filled with ash & decorated with red glass. +1 Circumstance bonus on Strength checks to resist Trip attempts. and then only if he/she has the matching Domain. decorated with red glass buttons. Hood lined with black silk & embroidered with silver runes. the heart. +1 bonus on attack rolls made to confirm a critical threat while wielding the deity’s chosen weapon. Costs 100 gp. Scarf that is gray on one side and colorful silk on the other. +1 Circumstance bonus on saves vs. +1 Circumstance bonus on attack rolls when using an Aid Other Action to grant an ally an Armor Class bonus. or yellow. When the wearer performs a Coup de Grace. Belt woven from leaves that change colors to match the seasons. worn over the throat. Necklace of knotted ash-white rope that seems to bruise the skin. the head. Sliver necklace with small pieces of parchment hanging from it. Necklace of tiny blue and green beads. Any spell the wearer casts that has the [light] descriptor has its radius increased by 5’.5 Edition Index – Base Classes May 17. Baleful Polymorph or Flesh to Stone). Leather collar with a downward-pointing triangle of interlocking chain links. +1 Sacred bonus on saves vs. spell & effects that change the target’s form (e. Leather arm band studded with bronze. Patchwork belt with a gold buckle and embroidered with symbols of luck. Metal plate which is strapped to the wearer’s chest. Silver bracer with a colorless crystal disk attached over the wearer’s palm. Circlet of translucent blue and white ribbons. Worn on the sleeves. Oval crystal (½ inch in diameter) of red. Only Clerics benefit from these token. +1 Circumstance bonus on Disguise checks. Can be uses as Holy / Unholy Symbol. +1 Sacred bonus on Spellcraft checks made to determine the school of magic of a spell when using Detect Magic. +1 Sacred bonus on Spellcraft checks made to decipher magic writings. Shield-shaped badge made from polished cherry-red wood. +1 Profane bonus on Knowledge (the planes) checks when dealing with Good Outsiders. +1 Sacred bonus on Survival checks to predict weather and avoid getting lost. 2006 Tokens of Faith The following Tokens are not magic items and do not take up a magic item slot.. +1 bonus on Strength checks made to resist a Bull Rush. +1 bonus on Knowledge (nature) checks when dealing with Plants and Plant creatures. 1/day. 3” – 10” oval of stone which is strapped to the thigh. +1 Sacred bonus on Knowledge (the planes) checks when dealing with Evil Outsiders. Leather strap with a cluster of tiny glass globes. +1 Sacred bonus on the attack roll of a Sunder action. Pair of leather epaulets with feathers sewn onto them. Reroll a Stabilization attempt.Dungeons & Dragons 3. Wearer may hold his/her breath 3x Constitution score rounds. +1 Sacred bonus on Heal checks to Stabilize. Compulsion spells. Fist-sized mosaic-covered amulet of irregular shape.

Each round. of course). Usable (Cleric level) times per day.. Saving Throw. all creatures within a 20’ radius of the Cleric are knocked Prone (Balance check to avoid. 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 Cleric must be at least waist deep in water to use this ability. 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). Chime of Opening. etc. • Receiving a magic item that makes the ability available to a qualified Cleric. Usable (Cleric level) times per day. the Cleric may ignore an opponent’s Armor or Shield bonus to AC on a single attack. • When taking the 1st level of Cleric. there is 50% chance of provoking an Attack of Opportunity. and granting the Cleric a bonus on Intimidate checks vs. • When taking the 1st level of Cleric. lift. all of the Cleric’s natural & manufactured weapons are treated as being Adamantine for purposes of overcoming Damage Reduction and/or Hardness.g. Activated as a Move Action.). Torture Strike – Touched living creature feels great pain. 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). Usable (Cleric level / 2) times per day. it is now only Fatigued. Charmed Existence – The Cleric receives a +2 Luck bonus on one Attack Roll. Skill Checks. 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. Usable (Cleric level) times per day. Conjuration(healing) spells heal ½ normal –and– spells which restore life (e. Usable (Cleric level / 2) times per day.) do not function. there is a the target has a 50% chance of dropping anything held. Usable (Cleric level) rounds per day. 2006 Improved Domain Powers The following improved Domain powers can be gained in several ways (with DM approval. or Ability Check. Tremendous Might – The Cleric receives a +6 Morale bonus on a Strength-based skill check –or– a Strength check to break. Activated as a Free Action. A touched melee weapon can be thrown with a Range Increment of 20’. The Clerics opponent’s receive a penalty on Attack rolls equal to the Cleric’s Charisma modifier. Usable (Cleric level / 2) times per day. This may be used with a Knowledge skill in which the Cleric has no ranks. If nothing is held. Skill Check. Domain Air (DR342 p22) Improved Power Far-Reaching Wind – A touched ranged weapon has its Range Increment doubled. The number of daily uses expended at one time indicates the spell level (e. the power is activated as a Standard Action that does not provoke an Attack of Opportunity. If the creature was neither Exhausted or Fatigued. Usable (Cleric level / 2) times per day. then it is back to normal. DC is Charisma-based). Useable (Cleric level / 2) times per day. Unless otherwise noted. the target equal to his/her Cleric level for 1 minute. DC is Charisma-based).g. Cleric must be standing on a solid. Usable (Cleric level) rounds per day. Second Wind – If the touched creature is Exhausted. Activated as an Immediate Action. Saving Grace – One ally within 30’ receives a Sacred bonus equal to the Cleric’s Charisma modifier on the subject’s next Attack Roll. Activated as a Free Action. Skill Check. Effect lasts for 1 minute and may be used Cleric level times per day. Usable (Cleric level) rounds per day. then it gains +30’ movement for 1 round. Disguise. or push an object. If no one is threatening the target. Usable (Cleric level / 2) times per day. The Cleric’s level must be equal or higher than the magic item’s caster level. Totemic Spirit Companion – As Summon Nature’s Ally. expending three daily uses at one time results in Summon Nature’s Ally III). and Ability Checks. the character only takes one Domain (instead of the standard two). • Taking the Feat: Improved Power. grapples. Piercing Steel Talon – When the Cleric is wielding his/her Deity’s Favored Weapon. 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. drag. or Ability Check. DC is Charisma based). the Cleric can use the item without expending charges. Waves Protect Their Own – The Cleric and his/her allies within 30’ receive no penalties from Underwater combat and have no chance of being drowned by rough water. If it was Fatigued. Activated as an Immediate Action. damage. Within this radius.Dungeons & Dragons 3. Activated as a Free Action. Shield of the Martyr – The Cleric may take ½ of the damage of an ally within 30’ that comes from a single source. resulting in the target becoming Nauseated (Fortitude save for Sickened) for 1 round. Healing Light – Conjuration(healing) spells that normally have a range of ‘Touch’ instead have a range of ‘Close-range’. etc. Usable (Cleric level) rounds per day. a target within 60’ is “cursed” for 1 minute (WillNeg. Does not apply to attacks. Saving Throws. there is a 50% chance of falling Prone. the character does not gain the ability to Turn / Rebuke Undead. Staff. all Chaotic creatures receive a –2 penalty on Attack Rolls. Activated as a Free Action.5 Edition Index – Base Classes May 17. except the creature summoned has the Celestial or Fiendish template. etc. Within this radius. Usable (Cleric level / 2) times per day. Shattering Blow – For 1 round. Power Magical Device – When using a charged magic item (such as a Wand.. Miraculous Deception – The Cleric receives a +4 Divine bonus on one Bluff. The Cleric may supply (Cleric level / 2) charges per day. though they do not need to be consecutive. Saving Throw. or Hide check. 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 Page 27 . taking 1d4 Strength damage (FortNeg). Raise Dead. Chaos Curse – By making a Ranged Touch Attack. natural surface. Usable (Cleric level) rounds per day. but only once per round. Usable (Cleric level / 2) times per day. Usable (Cleric level / 2) times per day. Tremor Step – When activated. DC is Charisma-based).

Listen. 2/day Wild Shape. 2/day Damage Reduction 1 / bludgeoning Wild Shape. Cha: Diplomacy. Quarterstaff. Con: Concentration. Wis: Heal. Leather. 4/day Wild Shape (Tiny) Rage. 2/day Rage. Wooden Shields Weapons: Club. 3/day Wild Shape (Large) Damage Reduction 2 / bludgeoning Venom Immunity Wild Shape. A character can only be the member of one Druid class. Know(nature). Elemental 1/day Damage Reduction 5 / cold iron. Shields Weapons: Simple. Class Skill Points: 4 Str: Swim. Know(architecture). Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting 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. 2/day Dark Moon’s Secret Wild Shape. 1/day Wild Shape (Plants) Damage Reduction 4 / bludgeoning A Thousand Faces Wild Shape. Class Skill Points: 4 Str: Swim. 1/day Wild Shape. • Alignment must be one of the following: NG. Class Skill Points: 2 Str: Swim. Common Features: • Attack on the Rogue combat chart. Listen. Con: Concentration. Intimidate. Survival. 4/day Tireless Rage Hit Dice: d8 d10 Good Save: Fort. Tower Shields. 1/day Wild Shape. 1/day Otherworldly Shifting Wild Shape. Spot. NE (Exception: Urban Druids cannot be CN) Storm Druids tend to be CN. 3/day Wild Shape (Plants) A Thousand Faces Wild Shape. Int: Craft. Elemental 1/day 1 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. Sling. Weapons: Simple & Martial weapons that are primarily made out of metal. 3/day Wild Shape (Large) Venom Immunity Wild Shape. 1/day Wild Shape. Listen. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Hit Dice: d8 Good Save: Fort. Spellcraft. Will Armor: Padded. Note: Class Abilities that are underlined are detailed below the table. Profession. Dart. 2/day Wild Shape. 4/day Wild Shape (Tiny) Wild Shape (Plants) Sylvan Craft A Thousand Faces Wild Shape. 1/day Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. 4/day Damage Reduction 3 / bludgeoning Wild Shape (Tiny) Major Creation. Know(nature). 3/day Wild Shape (Large) Venom Immunity Wild Shape. Wis: Heal. Elemental 1/day Rage. Spot. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy. Leather. Short-spear. adamantine. Dagger. Spellcraft. or silver Hit Dice: d8 d6 Good Save: Fort. Scimitar. Know(arcana). Know(dungeon). Survival. Dex: Ride. Handle Animal. Handle Animal. Profession. Dex: Ride. Wis: Heal. Handle Animal. 5/day Damage Reduction 5 / bludgeoning Timeless Body Wild Shape (Huge) Wild Shape. Shields. Spellcraft. • Cannot cast spells of opposing alignment. Quarterstaff. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Metal Master Spontaneous Casting Animal Companion Nature Sense Mine Sense Wild Empathy Gain ‘Terran’ as a free language Woodland Stride Trackless Step Metal Sense Resist Nature’s Lure Wild Shape. Hide. Sling. Dagger. Profession. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Know(nature). Wooden Shields Weapons: Club. Spot.5 Edition Index – Base Classes May 17. CN. Profession. Listen. The decision to become a specialized Druid must be done when the 1st level of Druid is taken. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Handle Animal. Class Skill Points: 4 Str: Swim. Wis: Heal. Int: Craft. Will Armor: Padded. Know(nature). Dex: Ride. Int: Craft. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Will Armor: Light. Dart. Int: Craft. Elemental 1/day Druid Variants Page 28 . Will Armor: Light. Short-spear. Sickle. Cha: Diplomacy. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Cha: Diplomacy. Cha: Diplomacy. Spellcraft. Hide. Spot. Lvl Druid (PH p33) Druidic Avenger (UA p51) Metal Master (DR311 p59) Sidhe Scholar (DR339 p90) Class Features Hit Dice: d8 Good Save: Fort. Con: Concentration. Dex: Ride. Survival. in the same way a Necromancer is a specialized type of Wizard. Sickle.Dungeons & Dragons 3. Con: Concentration. Heavy. 2006 Druid Alternate Base Classes The following are specialized types of Druids. Scimitar. Medium. with a –4 penalty +10’ movement Rage. N. LN. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Survival.

You can make magical staves in only half the normal time. 6/day Wild Shape. Heat Metal 3rd – n/a 4th – Rusting Grasp 5th – n/a 6th – Ironwood 7th – Transmute Metal to Wood 8th – Repel Metal and Stone 9th – n/a Mine Sense – +2 bonus on Knowledge (dungeoneering) and Knowledge (architecture and engineering) checks. 3/day Wild Shape. Metal Sense – +2 bonus on Craft (armorsmithing). and Craft (weaponsmithing) checks. Sylvan Gifts Calculate your number of bonus Druid spells as if your Wisdom was +2. Elemental 2/day Wild Shape. Blessing of the Fey +2 bonus on Know(arcana) & Survival checks. Craft (blacksmithing). 2006 Lvl 18 19 20 Druid (PH p33) Druidic Avenger (UA p51) Metal Master (DR311 p59) Sidhe Scholar (DR339 p90) Wild Shape. Elemental (Huge).5 Edition Index – Base Classes May 17. 3/day Damage Reduction 5 / adamantine Wild Shape. The forms will not blend in with similar animals. Elemental (Huge). Elemental 2/day Wild Shape. Elemental (Huge). Elemental 2/day Wild Shape. 6/day Wild Shape.Dungeons & Dragons 3. 6/day Wild Shape. Otherworldly Shifting The animal forms you shift into while using Wild Shape look different every time are are always strange & exotic. ‘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. 3/day Class Abilities ‘Metal Master’ Class Abilities: Metal Master Spontaneous Casting You may “lose” a prepared spell to cast any spell from the following list of the same level or lower. 1/day Wild Shape. Druid Variants Page 29 . 1st – n/a 2nd – Chill Metal. Sylvan Craft Gain Feat: Craft Staff. 6/day Wild Shape. Elemental (Huge). or silver Iron Body. Dark Moon’s Secret Add the spells from the Evil Domain to your Druid spell list. 3/day Wild Shape. Elemental 2/day Damage Reduction 5 / adamantine.

Cha: Diplomacy. Con: Concentration. Spellcraft. 1 Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Storm Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Immunity to natural and magical Deafness Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Totem Animal Companion Totem Shape (1/day) Woodland Stride 2 3 4 5 6 7 8 9 10 11 12 13 14 Wild Shape. Dagger. Survival. Intimidate. Dart. 1/day Totem Shape (3/day) Wild Shape. 4/day Electricity Resistance 10 Wild Shape (Tiny) Thunder Strike (2d6 electrical. Leather. 2/day Wild Shape. Perform Speak Language. Cast Prepared Divine Wisdom-based Charisma-based spells from Urban Druid list Druid Spontaneous Casting Urban Druid Spontaneous Casting Animal Companion Urban Companion Nature Sense City Sense Wild Empathy Favored City 1 Woodland Stride Crowdwalk Str: Swim. Sap. 5/day Urban Shape. Int: Craft. Quarterstaff. & vermin) Venom Immunity +2 Insight on Reflex saves Wild Shape. Spellcraft. Wooden Shields Weapons: Club. Listen. Quarterstaff. 2006 Alternate Base Classes (continued) Lvl Druid (PH p33) Storm Druid (DR328 p87) Totem Druid (DR335 p87) Urban Druid (DR317 p30) Hit Dice: d8 Good Save: Fort. Class Features Hit Dice: d8 Good Save: Fort. 1/day Wild Shape. Know(arch & eng). Sickle. 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. Dex: Ride. Dex: Ride. 2/day Urban Shape. Short-spear. Handle Animal. 3/day Wild Shape (Large) Wild Shape. Leather. Sling. Listen. 5/day Wild Shape. Spellcraft. Survival. Sling. Crossbow(any). Wooden Shield. Survival. Sickle. Hide. Cha: Diplomacy. Gather Info. Know(nature). Listen. 5/day Wild Shape. Buckler Weapons: Club. Con: Concentration. Wooden Shields Weapons: Club. Dart. Know(nature). Quarterstaff. Quarterstaff. Con: Concentration. Scimitar. Dart.. 2/day Dire Totem Shape (1/day) Wild Shape. Know(history). 2/day Trackless Step Resist Nature’s Lure Woodland Stride Frightful Presence (animals) Thunder Strike (1d6 electrical. 2/day Thunder Strike (1d6 electrical. Listen. Survival. temporary deafness). Wis: Heal. Wis: Heal. Class Skill Points: 4 Str: Swim. Int: Craft. Will Armor: Padded. Hit Dice: d8 Good Save: Fort. Sling. Spot. Dagger. Int: Craft. 4/day Wild Shape (Tiny) Wild Shape. Know(local). 4/day Urban Shape. Spot. Will Armor: Padded.5 Edition Index – Base Classes May 17. Leather. 3/day Wild Shape (Large) Urban Shape (Large) Favored City 3 Venom Immunity Information Network Wild Shape. 3/day Wild Shape (Large) Frightful Presence (magical beasts. Rapier. Wis: Heal. Spot. Cha: Diplomacy. Know(nature). Hide. 1/day Trackless Step +1 Insight on Reflex saves Resist Nature’s Lure Woodland Stride Feat: Natural Spell Trackless Step Totem Shape (2/day) Resist Nature’s Lure Trackless Step Alley Fighting Resist Nature’s Lure Disease Immunity Favored City 2 Wild Shape. Profession. Scimitar. Cha: Bluff. Dart. Studded Leather. 1/day Urban Shape. Handle Animal. Spellcraft. 5/day Totem Shape (6/day) Wild Shape (Plants) Druid Variants Page 30 .Dungeons & Dragons 3. Shortspear. 4/day Wild Shape (Tiny) Urban Shape (Tiny) Wild Shape (Plants) Urban Shape (Object) Favored City 4 A Thousand Faces Wild Shape. 1/day Electricity Resistance 5 Wild Shape. Will Armor: Padded. Leather. Diplomacy. Dex: Ride. 1/day Wild Shape. Sling. Short-spear. temporary deafness). Dagger. Handle Animal. 3/day Totem Shape (4/day) Wild Shape (Large) Totem Speech Venom Immunity Wild Shape. Hide. temporary deafness). Int: Craft. Sickle. Scimitar. Sickle. Handle Animal. Con: Concentration. Short-sword. Spot. Hide. Scimitar. Know(nature). Class Skill Points: 4 Hit Dice: d8 Good Save: Fort. Class Skill Points: 4 Str: Swim. fey. Dagger. Wis: Heal. 3/day Wild Shape (Plants) Gain Improved Initiative feat A Thousand Faces Wild Shape. Dex: Ride. 5/day Venom Immunity Wild Shape. 3/day Urban Shape. 2/day Wild Shape. Profession. Profession. Class Skill Points: 4 Str: Swim. Will Armor: Padded. Short-spear. Profession. Wooden Shields Weapons: Club.

except the Totem Druid is considered to be two levels higher for purposes of determining the companion’s abilities. 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 Veangeance Frightful Presence (creature type) – Whenever the Storm Druid attacks or charges. a Totem Druid qualifies for the Dire version of his/her Totem Animal two levels earlier than a normal Druid would (see below). Elemental 1/day 16 17 18 19 Wild Shape. At 10th level. and the use is lost if the attack misses. DC is Charisma-based). This functions the same as Wild Shape. The Storm Druid’s allies are not affected by this ability. Temporary Deafness lasts for 3d6 rounds. Elemental (Huge). Elemental 1/day Totem Shape (Dire Planar) Totem Shape (7/day) Wild Shape. At 16th level. Eagle. Elemental 1/day Frightful Presence (any creature) Timeless Body Wild Shape (Huge) Timeless Body Wild Shape (Huge) Urban Shape (Huge) Wild Shape. 6/day Wild Shape. 5/day +3 Insight on Reflex saves Electricity Resistance 15 Wild Shape. Elemental 2/day Dire Totem Shape (3/day) A Thousand Faces 20 Wild Shape. DC is Constitution-based). Elemental 2/day Wild Shape. Totem Animal Ape Bear Eagle Horse Shark Snake Tiger Wolf Level Normal Animal Companion is Available 2 2 1 1 1 1 5 1 Level Dire Animal Companion is Available 5 11 3 5 14 8 14 5 Totem Shape (N/day) – The Totem Druid may become his/her Totem Animal ‘N’ times per day. deafness). Elemental (Huge). Animated Object 2/day Wild Shape. permanent deafness). 3/day Thunder Strike (4d6 electrical. all creatures of the indicated type within 30’ become Shaken for 4d6 rounds (WillNeg. but cannot change once the decision is made. If the creature makes its save. 3/day Wild Shape. the Storm Druid discharges Xd6 Electrical damage (no save) and makes the opponent Deaf (FortNeg. This functions the same as Wild Shape. 6/day Wild Shape. Also. Dire Totem Shape (N/day) – The Totem Druid may become the Dire version of his/her Totem Animal ‘N’ times per day. Elemental (Huge). times per day – As part of a melee attack. A Neutral Totem Druid may choose either Celestial or Fiendish. Also. Shark. 6/day Urban Shape. Thunder Strike (Xd6 electrical. The Storm Druid must declare he/she is using this ability before rolling the attack. Snake. 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 for the Totem Shape).5 Edition Index – Base Classes May 17. Elemental 1/day Urban Shape. ‘Totem Druid’ Class Abilities: When this class is first taken. or Wolf. 6/day Wild Shape. 2006 Lvl Druid (PH p33) Storm Druid (DR328 p87) Totem Druid (DR335 p87) Urban Druid (DR317 p30) Timeless Body Wild Shape (Huge) 15 Wild Shape.Dungeons & Dragons 3. Animated Object (Gargantuan) 3/day Favored City 5 Wild Shape. Bear. 5/day Electricity Resistance 20 Wild Shape. Totem Speech – The Totem Druid may speak the languages he/she knows while using Totem Shape. Elemental 2/day Urban Shape. it is immune to this Storm Druid’s Frightful Presence for 24 hours. permanent deafness). Animated Object 1/day Favored City 5 Wild Shape. the Totem Druid may apply the Celestial (if non-Evil) or Fiendish (if non-Good) Template to his/her Animal form. Druid Variants Page 31 . 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). Elemental (Huge). he/she may always speak with members of his/her Totem Animal’s species as if using Speak with Animals. Elemental 2/day Timeless Body Wild Shape (Huge) Thunder Strike (4d6 electrical. 3/day Urban Shape. Horse. 6/day Wild Shape. 3/day Totem Shape (8/day) Class Abilities ‘Storm Druid’ Class Abilities: Storm Druid Spontaneous Casting You may “lose” a prepared spell to cast any spell from the following list of the same level or lower. Tiger. the Totem Druid chooses his/her Totem Animal from the following list: Ape. The Totem Animal Companion gains abilities as a normal Druid’s Animal Companion.

Otyugh. he/she can become immobile objects of an appropriate size. Monstrous Spider (small). Riding Dog. level drain and Death effects. Mass 7th – Repair Serious Damage. Giant Ant (soldier). 4 – Animated Object (med. Mass 8th – Repair Critical Damage. Dire Bat. Information Network – The Urban Druid establishes information networks in a number of cities equal to his/her Charisma modifier. ‘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 or lower. Gather Info. and then Animated Objects. Warhorse (heavy). Bat. Crowd Walk – +4 bonus to skill checks. 16 – Animated Object (gargantuan). Monstrous Scorpion (huge). 1st – Repair Light Damage 2nd – Repair Moderate Damage 3rd – Repair Serious Damage 4th – Repair Critical Damage 5th – Repair Light Damage. Monstrous Centipede (large).). except with a different list of creatures. Monstrous Scorpion (med. Resist Death’s Lure – +4 bonus on saves vs. Pony. 13 – Monstrous Centipede (gargantuan). Owl.). Soften Earth and Stone. Antilife Shell 7th – Summon Nature’s Ally VII 8th – Summon Nature’s Ally VIII. Monstrous Centipede (huge). Diplomacy. gain a +1 Competence bonus on attack rolls & an opponent around the corner does not get Cover (but keeps Total Cover. etc. Druid Variants Page 32 . Pulverizer(MM2 p27). the Urban Druid chooses a city with which he/she is familiar (but not necessarily currently residing in). City Sense – +2 bonus on Gather Information & Know (local) checks. Hammer(MM2 p27). Raven. 10 – Animated Object (huge). 7 – Animated Object (large). except with a different list: 1 – Animated Object (small). Alley Fighting – If fighting in a space the same width as the Urban Druid (typically 5’).). Monstrous Scorpion (small). Monstrous Scorpion (large). Monstrous Spider (med. Monstrous Spider (gargantuan). Mule. Urban Shape – As Wild Shape. Warhorse (light). Horse (light or heavy). Dire Rat. Blight.). Poison 4th – Summon Nature’s Ally IV. Favored City – Each time this class ability occurs. a Gather Information check only takes 30 minutes (instead of a full evening). Mass 9th – n/a City Sense – +2 bonus on Gather Information & Know (local) checks. if appropriate). Cat. Overrun.). Snake (huge viper). Monstrous Spider (huge). 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. 1st – Summon Nature’s Ally I 2nd – Summon Nature’s Ally II. Diminish Plants. Carrion Crawler. At higher levels.5 Edition Index – Base Classes May 17. Rat. Within that city. Snake (large viper). Monstrous Centipede (med. Transmute Rock to Mud 6th – Summon Nature’s Ally VI. The Urban Druid can become Humanoids & creatures from the Urban Companion list (except for Animated Objects initially). med. & Intimidate checks –and– a +2 Morale bonus on all Will saves. In these cities. Warp Wood 3rd – Summon Nature’s Ally III. Snake (small viper. Rusting Grasp 5th – Summon Nature’s Ally V. Urban Companion – As Animal Companion. Monstrous Spider (large)..Dungeons & Dragons 3. or attack rolls made to get through a square occupied by a hostile creature (including Tumble. Dog. the Urban Druid gains a Sacred bonus equal to his/her Wisdom to all Bluff. 2006 ‘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 or lower. Strength checks. 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. Mass 6th – Repair Moderate Damage. viper).

Con: Concentration. Elemental 2/day Immunity to Cold Wild Shape. 3/day Woodland Stride Ray of Frost added to spell list Trackless Step Drift Stride Resist Nature’s Lure Trackless Step Wild Shape. 2/day Wild Shape (Tiny) Whispering Winds. Survival. Cha: Diplomacy. Spellcraft. Class Skill Points: 4 Str: Swim. 1/day Whispering Winds. Class Skill Points: 4 Str: Swim. 1/day Trackless Step Whispering Winds. Spellcraft. Dart. Wis: Heal. 3/day Fast Healing 3 Ability Damage Healing 2 Wild Shape. 1/day Wild Shape. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion (must be carnivorous or omnivorous that eats carrion) Nature Sense Wild Empathy Hit Dice: d8 Good Save: Fort. Elemental 2/day Wild Shape. Handle Animal. Hide. Know(nature).5 Edition Index – Base Classes May 17. Scimitar. Hide. Profession. Scimitar. Scimitar. Sling. no penalty vs. Sling. Handle Animal. 6/day Wild Shape. 6/day Wild Shape. Wooden Shields Weapons: Club. 3/day 20 Wild Shape of Elemental (Huge). Air Elemental 2/day Wild Shape. Spot. Spot. 2/day 3/day Resist Nature’s Lure Wild Shape. Wis: Heal. Throwing Axe. 4/day Wild Shape (Tiny) Wild Shape (Plants) Turn Undead A Thousand Faces Resist Death’s Lure Wild Shape. 2/day Wild Shape. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Dart. 5/day Timeless Body Wild Shape (Huge) Resistance to Cold 15 Wild Shape. Sickle. Class Skill Points: 2 Str: Swim. 5/day Timeless Body Wild Shape (Huge) Wild Shape.Dungeons & Dragons 3. Listen. Sling. Sickle. Quarterstaff. Kama. 2/day Wild Shape. Elemental 2/day Timeless Body Wild Shape 3/day (Large) Venom Immunity Resistance to Cold 5 Wild Shape. Magical Beasts with [cold] subtype. Scimitar. 3/day Venom Immunity Air Spell Immunity Wild Shape. Air Elemental 1/day Hit Dice: d8 Good Save: Fort. Spot. Dex: Ride. Leather. Dart. 1/day 2/day Wild Shape. Leather. Listen. 1/day Resist Nature’s Lure Air Mastery Wild Shape. Wis: Heal. Elemental 1/day Fast Healing 1 Ability Damage Healing 1 Wild Shape. Ride. Will Armor: Padded. Wooden Shields Weapons: Club. Elemental (Huge). Profession. 3/day Polar Ray. Dex: Balance. Sling. Quarterstaff. 1/day Feather Fall. Listen. Cha: Diplomacy. Elemental 1/day Wild Shape (Large) Venom Immunity Disease Immunity Wild Shape. Air Elemental (Huge). Cold Casting Class Features 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Woodland Stride Trackless Step Woodland Stride Trackless Step Wild Reaper Spontaneous Casting Resist Nature’s Lure Wild Shape. (Large) 4/day Wild Shape 4/day (Tiny) Wild Shape (Plants) Resistance to Cold 10 A Thousand Faces Wall of Ice. Dex: Ride. Sickle. Spellcraft. 1/day Wild Shape. Int: Craft. 4/day Fly. 3/day Fly. Class Skill Points: 4 Str: Swim. Shortbow. Elemental (Huge). Dart. Cha: Diplomacy. Dagger. Listen. Shortspear. Will Armor: Padded. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Spear. Profession. Wis: Heal. Handle Animal. 3/day Wild Shape. Know(geography). Dagger. Elemental 1/day Wild Shape (Huge) Otiluke’s Freezing Sphere. Hide. Con: Concentration. Intimidate. Int: Craft. 1/day Wild Shape. 1/day Wild Shape. Wooden Shields Weapons: Club. Sickle. 6/day Wild Shape. Handle Animal. Hide. Short-spear. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy. Wooden Shields Weapons: Club. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Cha: Diplomacy. Quarterstaff. 1/day Ice Stride Wild Shape. Dagger. Survival. Know(nature). Dex: Ride. Nunchaku. 2/day Wild Shape. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Hit Dice: d8 Good Save: Fort. Con: Concentration. Will Armor: Padded. Know(nature). Leather. Will Armor: Padded. 2/day Wild Shape (Large) Feather Fall. 6/day Wild Shape. 2006 Alternate Base Classes (continued) Lvl Druid (PH p33) Wild Reaper (DR311 p55) Wind Walker (DR311 p57) Winter Warden (DR311 p60) Hit Dice: d8 Good Save: Fort. Int: Craft. Spellcraft. 3/day Wild Shape (Plants) Air Domain (granted power) A Thousand Faces Fly. Quarterstaff. Javelin. Spot. 6/day Wild Shape. Ref. 2/day Friend of the Air Wild Shape. 5/day Air Domain (domain spells) Timeless Body Wild Shape (Huge) Wild Shape. Profession. Know(nature). Con: Concentration. Survival. Battleaxe. Int: Craft. Dagger. Short-spear. 1/day Wild Shape. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting 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. 3/day Druid Variants Page 33 . Leather. Survival.

Hippogriff 13 – Dragonne 7 – Giant Eagle. except it applies to animals & magical beasts that fly or have the [air] subtype. Air Spell Immunity – The Wind Walker as unbeatable Spell Resistance to spells with the [air] subtype. Air Domain (domain spells) – Gain an extra spell per spell level. 2006 Alternate Base Classes (continued) Class Abilities ‘Winter Warden’ Class Abilities: Cold Casting – Casts spells & spell-like abilities with the [cold] subtype at +1 level & +1 DC. Owl 10 – Griffon. Adult Arrowhawk 4 – Dire Bat. Air Mastery – Airborne attackers receives a –1 penalty on attacks & damage rolls against the Wind Walker. Hawk. Drift Stride – The Winter Warden can walk on non-magic snow without slowing or sinking. 16 – Elder Arrowhawk Juvenile Arrowhawk Aerial Empathy – As Wild Empathy. Rebuke / Command creatures of Air & Turn / Destroy creatures of Earth).5 Edition Index – Base Classes May 17. except with a different list: 1 – Eagle.e. ‘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 or lower. Air Domain (granted power) – Gain the Air Domain Granted Power (i.Dungeons & Dragons 3. Ice Stride – The Winter Warden can walk on non-magic ice without slowing or sinking. Friend of the Air – The Wind Walker is considered two sizes larger when determining the effects of wind. Zephyr Spellcasting – Casts Druid spells with the [air] subtype at +1 level & +1 DC.. which must come from the Air Domain list & can not be spontaneously cast as another spell. 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. Druid Variants Page 34 . Giant Owl. There is no penalty to target a magical beast.

Sickle. 1/day Wild Shape. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. 2/day Wild Shape. Know(nature). Listen. Wooden Shields Weapons: Club. 5/day Timeless Body Wild Shape (Huge) Wild Shape.–2 Dexterity. Spellcraft. Wis: Heal. Wooden Shields Weapons: Club. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Dagger. Class Skill Points: 4 Str: Swim. Elemental 2/day Wild Shape. Dex: Ride. Spot. Dart. Dart. Spot. 6/day Wild Shape. Short-spear. Know(nature). Handle Animal. Will Armor: Padded. at 1st level. Dex: Ride. Elemental (Huge). Listen. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Spellcraft. Scimitar. Sling. Profession.Dungeons & Dragons 3. 6/day Wild Shape. 1/day Wild Shape. 6/day Wild Shape. +2 Strength. DR 5 / magic. Dart. Listen. Profession. Sling. Int: Craft. Wooden Shields Weapons: Club. Dagger. Elemental 1/day Hit Dice: d8 Good Save: Fort. 6/day Wild Shape. Will Armor: Padded. Sling. Short-spear. Int: Craft. Survival.5 Edition Index – Base Classes May 17. Profession. 1/day Wild Shape. Listen. Handle Animal. 2/day Earth Companion Wild Shape. Elemental 2/day Wild Shape. Sling. Class Skill Points: 4 Str: Swim. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Elemental Bond Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape. Elemental (Huge). Dex: Ride. 3/day Goliath Druid Class Abilities Elemental Bond When you use Summon Nature’s Ally to summon a creature with the [earth] subtype. Cha: Diplomacy. Handle Animal. Int: Craft. Quarterstaff. Class Skill Points: 4 Str: Swim. 2/day Earth Companion Wild Shape. Burrow speed +10’ (or 10’ if it couldn’t burrow before). but –4 penalty on attack & damage if its foe is airborne or waterborne). 3/day Wild Shape (Large) Venom Immunity Wild Shape. Scimitar. Wooden Shields Weapons: Club. Wis: Heal. Cha: Diplomacy. Druid Variants Page 35 . Dart. Survival. or [water] subtype. Profession. 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. 2006 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. Spellcraft. 5/day Timeless Body Wild Shape (Huge) Wild Shape. 1/day Wild Shape. Con: Concentration. Class Skill Points: 4 Str: Swim. Survival. Dagger. Quarterstaff. Con: Concentration. Spot. Scimitar. Short-spear. Will Armor: Padded. Sickle. Elemental 2/day Wild Shape. 3/day Wild Shape. 3/day Wild Shape. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Elemental (Huge). 2/day Wild Shape. Handle Animal. Elemental 2/day Wild Shape. Scimitar. you could summon a Small Earth Elemental). 1/day Wild Shape. Dagger. you can never summon a creature with the [air]. Spellcraft. 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. the maximum HD for Earth Elementals is your Druid level +1. Profession. 3/day Wild Shape. Quarterstaff. Also. Know(nature). Wis: Heal. Int: Craft. 6/day Wild Shape. Scimitar. Leather. Survival. Short-spear. Wild Shape (earth) You can become an Earth Elemental with the same size restriction as with your Animal forms. Wis: Heal. Dex: Ride. Know(nature). Earth Companion Your animal companion becomes part Earth Elemental. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Quarterstaff. 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. Elemental 2/day Wild Shape. It gains the [earth] subtype. treat the spell as being the next level up (i. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Hide. Int: Craft. Sickle. Spot. In exchange. Dagger.e. Elemental (Huge). 3/day Wild Shape (Large) Venom Immunity Wild Shape. Wooden Shields Weapons: Club. 3/day Wild Shape. Elemental 1/day Hit Dice: d8 Good Save: Fort. Cha: Diplomacy. Listen. Leather. Dart. Elemental 1/day Hit Dice: d8 Good Save: Fort. Leather. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Elemental (Huge). Con: Concentration. Dex: Ride. Sling. 4/day Wild Shape (Tiny) Wild Shape (Plants) Wild Shape (Earth) A Thousand Faces Wild Shape. Sickle. Quarterstaff. Leather. Hide. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Will Armor: Padded. Hide. Handle Animal. Class Skill Points: 4 Str: Swim. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. [fire]. Spellcraft. Hide. 4/day Wild Shape (Tiny) Wild Shape (Plants) Wild Shape (Earth) A Thousand Faces Wild Shape. 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. Will Armor: Padded. Survival. Cha: Diplomacy. Con: Concentration. Spot. Wis: Heal.. Cha: Diplomacy. Hide. Short-spear. Earth Mastery (+1 on attack & damage if it and its foe are both touching the ground. Elemental 1/day Hit Dice: d8 Good Save: Fort. Know(nature). Sickle. Con: Concentration.

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). Survival. Elemental (Tiny. Move Silently. 3/day Class Features Wild Shape. you receive the following: a) +4 Circumstance bonus on Ride checks. your Animal Companion also gains it. Spot. 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). and c) if you have Trackless Step and/or Woodland Stride. Swim. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Ride. Elemental (Small. Druid Variants Page 36 . & Large) 1/day Wild Shape. Medium. Know(nature). Int: Craft. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Survival. Profession. Wis: Heal. 5/day Timeless Body Wild Shape (Huge) Wild Shape. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Profession. Spot. b) no penalty when not using a saddle. Dex: Hide. Int: Craft. Elemental (Small. Cha: Diplomacy. Know(nature). & Large) 1/day Class Skill Points: 6 4 Str: Climb. 1/day Wild Shape. Cha: Diplomacy. Know(nature). 3/day Halfling Druid Class Abilities Halfling Druid Spontaneous Casting You may “lose” a prepared spell to cast any spell from the following list of the same level or lower. 5 4/day Wild Shape (Diminutive Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape. Move Silently. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Swim. Elemental 2/day Wild Shape. Int: Craft. Wis: Heal. Profession. Listen. 6 5/day Timeless Body Wild Shape (Large Huge) Wild Shape. 4 3/day Wild Shape (Medium Large) Venom Immunity Wild Shape. 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. Handle Animal. 6/day Wild Shape. & Large) 1/day Class Skill Points: 6 4 Str: Climb. Handle Animal. Small. Wis: Heal. Con: Concentration. 3 2/day Wild Shape. Wis: Heal. 5 4/day Wild Shape (Diminutive Tiny) Wild Shape (Plants) A Thousand Faces Camouflage Wild Shape. Elemental (Huge). Int: Craft. Medium. Con: Concentration. 6/day Wild Shape. Listen. Elemental 2/day Wild Shape. Spot. 2 1/day Wild Shape. Jump.Dungeons & Dragons 3. Elemental (Large Huge). Int: Craft. Jump. Handle Animal. 2006 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) Class Skill Points: 4 Str: Swim. Survival. 2/day Wild Shape. Elemental 2/day Wild Shape. Spellcraft. Spellcraft. Elemental 2/day Wild Shape. Cha: Diplomacy. Swim. Know(nature). Medium. Jump. 6/day Wild Shape. Spot. even if it does not grant Cover or Concealment. Listen. Dex: Hide. Camouflage You may make a Hide check in natural terrain. 3/day Wild Shape. 2/day Wild Shape. 7 5/day Wild Shape. & Large) 1/day Wild Shape. Listen. Ride. Cha: Diplomacy. Spot. 3/day Wild Shape. 2 1/day Wild Shape. Cast Prepared Divine Wisdom-based spells from Druid list Druid Spontaneous Casting Animal Companion Nature Sense Wild Empathy Class Skill Points: 6 4 Str: Climb. Elemental 2/day Wild Shape. 5/day Timeless Body Wild Shape (Huge) Wild Shape. Elemental (Small. Survival.5 Edition Index – Base Classes May 17. 2/day Wild Shape. Know(nature). & Large) 1/day Class Skill Points: 6 4 Str: Climb. 4 3/day Wild Shape (Medium Large) Venom Immunity Wild Shape. 7 5/day Wild Shape. Ride. Profession. Profession. Elemental (Huge). Cha: Diplomacy. Jump. 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). Spellcraft. Small. Con: Concentration. Survival. Handle Animal. Elemental (Huge). 3/day Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape (Small & Medium). Handle Animal. Elemental (Tiny. Spellcraft. 6 5/day Timeless Body Wild Shape (Large Huge) Wild Shape. Listen. Dex: Ride. Swim. 1/day Wild Shape. Dex: Hide. Spellcraft. 3/day Wild Shape (Large) Venom Immunity Wild Shape. Ride. Move Silently. 3 2/day 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). Dex: Hide. Medium. Medium. Con: Concentration. Elemental (Large Huge). 5/day Timeless Body Wild Shape (Huge) Wild Shape. 1/day Wild Shape. Move Silently. 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Camouflage Wild Shape. Wis: Heal. Con: Concentration.

Dungeons & Dragons 3.5 Edition Index – Base Classes

May 17, 2006

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)

Class Features

Hit Dice: d8 Good Save: Fort, Will Armor: Padded, Leather, Hide, Wooden Shields Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Short-spear, Sickle, Sling. Class Skill Points: 4 Str: Swim. Dex: Ride. Int: Craft, Know(nature), Spellcraft. Wis: Heal, Listen, Profession, Spot, Survival. Con: Concentration. Cha: Diplomacy, Handle Animal. 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), 1/day Wild Shape, 2/day Wild Shape, 3/day Wild Shape (Large) Venom Immunity Wild Shape, 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape, 5/day Timeless Body Wild Shape (Huge) Wild Shape, Elemental (Small, Medium, & Large) 1/day Wild Shape, 6/day Wild Shape, Elemental 2/day Wild Shape, Elemental (Huge), 3/day

Hit Dice: d10 d8 Good Save: Fort, Will Armor: Padded, Leather, Hide, Wooden Shields Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Short-spear, Sickle, Sling. Class Skill Points: 4 Str: Swim. Dex: Ride. Int: Craft, Know(nature), Spellcraft. Wis: Heal, Listen, Profession, Spot, Survival. Con: Concentration. Cha: Diplomacy, Handle Animal, Intimidate. 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), 1/day Wild Shape, 2/day Wild Shape, 3/day Wild Shape (Large) Venom Immunity Wild Shape, 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape, 5/day Timeless Body Wild Shape (Huge) Wild Shape, Elemental (Small, Medium, & Large) 1/day Wild Shape, 6/day Wild Shape, Elemental 2/day Wild Shape, Elemental (Huge), 3/day

Hit Dice: d10 d8 Good Save: Fort, Will Armor: Padded, Leather, Hide, Wooden Shields Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Short-spear, Sickle, Sling. Class Skill Points: 4 Str: Swim. Dex: Ride. Int: Craft, Know(nature), Spellcraft. Wis: Heal, Listen, Profession, Spot, Survival. Con: Concentration. Cha: Diplomacy, Handle Animal, Intimidate. 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), 1/day Wild Shape, 2/day Wild Shape, 3/day Wild Shape (Large) Venom Immunity Wild Shape, 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape, 5/day Timeless Body Wild Shape (Huge) Wild Shape, Elemental (Small, Medium, & Large) 1/day Wild Shape, 6/day Wild Shape, Elemental 2/day Wild Shape, Elemental (Huge), 3/day

Hit Dice: d10 d8 Good Save: Fort, Will Armor: Padded, Leather, Hide, Wooden Shields Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Short-spear, Sickle, Sling. Class Skill Points: 4 Str: Swim. Dex: Ride. Int: Craft, Know(nature), Spellcraft. Wis: Heal, Listen, Profession, Spot, Survival. Con: Concentration. Cha: Diplomacy, Handle Animal, Intimidate. 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), 1/day Wild Shape, 1 2/day Augmented Nature’s Allies Wild Shape, 2 3/day Wild Shape (Large) Venom Immunity Wild Shape, 3 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape, 4 5/day Timeless Body Wild Shape (Huge) Wild Shape, Elemental (Small, Medium, & Large) 1/day Wild Shape, 5 6/day Wild Shape, Elemental 2/day Wild Shape, Elemental (Huge), 3/day

Hit Dice: d10 d8 Good Save: Fort, Will Armor: Padded, Leather, Hide, Wooden Shields Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Short-spear, Sickle, Sling. Class Skill Points: 4 Str: Swim. Dex: Ride. Int: Craft, Know(nature), Spellcraft. Wis: Heal, Listen, Profession, Spot, Survival. Con: Concentration. Cha: Diplomacy, Handle Animal, Intimidate. 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), 1/day Wild Shape, 1 2/day Augmented Nature’s Allies Wild Shape, 2 3/day Wild Shape (Large) Venom Immunity Wild Shape, 3 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape, 4 5/day Timeless Body Wild Shape (Huge) Wild Shape, Elemental (Small, Medium, & Large) 1/day Wild Shape, 5 6/day Wild Shape, Elemental 2/day Wild Shape, Elemental (Huge), 3/day

1

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

Half-Orc Druid Class Abilities
Tough Animal Companion A Half-Orc Druid’s Animal Companion receives Feat: Toughness. Bully Animal When making Wild Empathy checks, a Half-Orc Druid may add his/her Strength modifier instead of his/her Charisma modifier. Augmented Nature’s Allies Any Animal summoned by Summon Nature’s Allies receives +4 bonus to Strength and Constitution. This does not stack with Feat: Augment Summoning. Druid Variants Page 37

Dungeons & Dragons 3.5 Edition Index – Base Classes

May 17, 2006

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)

Class Features

Hit Dice: d8 Good Save: Fort, Will Armor: Padded, Leather, Hide, Wooden Shields Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Shortspear, Sickle, Sling. Class Skill Points: 4 Str: Swim. Dex: Ride. Int: Craft, Know(nature), Spellcraft. Wis: Heal, Listen, Profession, Spot, Survival. Con: Concentration. Cha: Diplomacy, Handle Animal. 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, 1/day Wild Shape, 2/day Wild Shape, 3/day Wild Shape (Large) Venom Immunity Wild Shape, 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape, 5/day Timeless Body Wild Shape (Huge)

Hit Dice: d8 Good Save: Fort, Will Armor: Padded, Leather, Hide, Wooden Shields Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Shortspear, Sickle, Sling. Class Skill Points: 4 Str: Climb, Jump, Swim. Dex: Balance, Ride. Int: Craft, Know(nature), Spellcraft. Wis: Heal, Listen, Profession, Spot, Survival. Con: Concentration. Cha: Diplomacy, Handle Animal. 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, 1/day Wild Shape, 2/day Wild Shape, 3/day Wild Shape (Large) Venom Immunity Wild Shape, 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape, 5/day Timeless Body Wild Shape (Huge)

Hit Dice: d8 Good Save: Fort, Will Armor: Padded, Leather, Hide, Wooden Shields Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Shortspear, Sickle, Sling. Class Skill Points: 4 Str: Climb, Jump, Swim. Dex: Balance, Ride. Int: Craft, Know(nature), Spellcraft. Wis: Heal, Listen, Profession, Spot, Survival. Con: Concentration. Cha: Diplomacy, Handle Animal. 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, 1/day Wild Shape, 2/day Wild Shape, 3/day Wild Shape (Large) Venom Immunity Wild Shape, 4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape, 5/day Timeless Body Wild Shape (Huge)

Hit Dice: d8 Good Save: Fort, Will Armor: Padded, Leather, Hide, Wooden Shields Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Shortspear, Sickle, Sling. Class Skill Points: 4 Str: Climb, Jump, Swim. Dex: Balance, Ride. Int: Craft, Know(nature), Spellcraft. Wis: Heal, Listen, Profession, Spot, Survival. Con: Concentration. Cha: Diplomacy, Handle Animal. 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, 1/day Wild Shifting +1/day Wild Shape, 2/day Wild Shifting +2/day Wild Shape, 3/day Wild Shifting +3/day Wild Shape (Large) Wild Shifting (improved dmg 1) Venom Immunity Wild Shape, 4/day Wild Shifting +4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape, 5/day Wild Shifting +5/day Timeless Body Wild Shape (Huge) Wild Shape (Huge) Wild Shifting (improved dmg 2) Wild Shape, Elemental 1/day

Hit Dice: d8 Good Save: Fort, Will Armor: Padded, Leather, Hide, Wooden Shields Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Shortspear, Sickle, Sling. Class Skill Points: 4 Str: Climb, Jump, Swim. Dex: Balance, Ride. Int: Craft, Know(nature), Spellcraft. Wis: Heal, Listen, Profession, Spot, Survival. Con: Concentration. Cha: Diplomacy, Handle Animal. 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, 1/day Wild Shifting +1/day Wild Shape, 2/day Wild Shifting +2/day Wild Shape, 3/day Wild Shifting +3/day Wild Shape (Large) Wild Shifting (improved dmg 1) Venom Immunity Wild Shape, 4/day Wild Shifting +4/day Wild Shape (Tiny) Wild Shape (Plants) A Thousand Faces Wild Shape, 5/day Wild Shifting +5/day Timeless Body Wild Shape (Huge) Wild Shape (Huge) Wild Shifting (improved dmg 2) Wild Shape, 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, Elemental 1/day

Wild Shape, Elemental 1/day

Wild Shape, Elemental 1/day

Wild Shape, 6/day Wild Shape, Elemental 2/day

Wild Shape, 6/day Wild Shape, Elemental 2/day

Wild Shape, 6/day Wild Shape, Elemental 2/day

Wild Shape, 6/day Wild Shifting +6/day Wild Shape, Elemental 2/day Wild Shape, Elemental (Huge), 3/day

Wild Shape, 6/day Wild Shifting +6/day Wild Shape, Elemental 2/day Wild Shape, Elemental (Huge), 3/day

Wild Shape, Elemental (Huge), 3/day

Wild Shape, Elemental (Huge), 3/day

Wild Shape, Elemental (Huge), 3/day

Druid Variants

Page 38

Dungeons & Dragons 3.5 Edition Index – Base Classes

May 17, 2006

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 39

Shortspear. Quarterstaff. 2006 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. Handaxe. Sickle. +1 Circumstance bonus on Swim checks. Bonus +2 Circumstance bonus on Know(nature) checks regarding Fey. Dagger. Sling. Scimitar. Longspear. Light Pick.Dungeons & Dragons 3. Glenendale Park Protectorate (DR337 p95) Sisters of the Pounding Waves (DR337 p95) Druid Variants Page 40 . Kukri. Spear. Trident Club. Quarterstaff. Dagger. Quarterstaff. Scythe. Dagger. Penalty –1 penalty on Diplomacy checks with non-Fey. Sling. Urban organization that protects and tends to a huge park in a city. Warhammer Club. Whip Organizations for Druids The organization a Druid belongs to can effect his/her availability and proficiency with skills. Net. Shortbow. Throwing Axe Falchion. Sling. Light Pick. Dart. Ride becomes an out-ofclass skill. Sling. Scimitar. Javelin. Dagger. Spear Bola. Shortspear. Dart. Female sect focuses on the return of the land to the sea. Javelin. Shortspear. Sickle. Spear. –1 penalty on Survival checks. Sling. Heavy Pick. Monringstar. Heavy Pick. Sickle. Shortspear. Sling. Scythe. Club. Handaxe.5 Edition Index – Base Classes May 17. Dagger. Know(local) becomes a class-skill. Spear. Longspear. Sling. Organization Attendants of the Fey (DR337 p95) Description Spend more time with the fey than with other humanoids. Shortsword. Spear Battleaxe. Light Pick. Quarterstaff. Shortspear. Whip Club.

Int: Craft. Rousing Speech – Either before or during battle. Spot. Improved Trip. Great Fortitude. Combat Reflexes. Handle Animals. The decision to become a specialized Fighter must be done when the 1st level of fighter is taken. Know(arch. Medium. Improved Overrun. Dex: Ride. Weapons: Simple. using Combat Reflexes. Improved Shield Bash. Heavy. Weapon Focus. Iron Will. Power Attack. the Corsair only needs to make a Constitution check once per two rounds. Improved Disarm. Improved Critical.5 Edition Index – Base Classes May 17. Improved Initiative. Heavy. Bodyguard Feat or Bodyguard Ability Bodyguard Feat or Bodyguard Ability Skill Points: 2. Improved Bull Rush. Intimidate. Mounted Combat. the Corsair can use his/her Swim check instead of his/her Grapple check. Combat Reflexes. Blind-Fight. Lvl Fighter (PH p37) Bodyguard (DR310 p33) Commander (DR310 p33) Corsair (DR310 p33) Weapons: Simple. Dodge. Jump. Quick Draw. Martial Armor: Light. Agile. Martial Armor: Light. tapestry. Dex: Ride. Clear the Path – The Bodyguard can use the Cleave & Great Cleave feats. 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. Jump. Heavy. Weapon Focus. Wis: Prof(siege engineer). Swim. it loses the AC bonus. Spring Attack. Persuasive. Improved Critical. Combat Reflexes. Spot. Fighter Variants Page 41 . Other common features: d10 HD. Shields Skill Points: 2. Handle Animals. Exotic Weapon Proficiency. Swim. Weapon Focus. Shields Skill Points: 2. but only when Fighting Defensively. Commander Feat or Commander Ability Commander Feat or Commander Ability Weapons: Simple. Cha: Handle Animals. Combat Expertise. Swim. Swinging Bull Rush – By swinging on a rope. rope. Dex: Balance. Athletic. Improved Sunder. Improved Two-Weapon Fighting. Improved Bull Rush. Run. Animal Affinity. Str: Climb. Usable once per 2 Commander levels. Improved Initiative. and/or transferring his/her Shield bonus to AC to another using the ‘Cover’ ability. Use Rope. Dodge. Intimidate. Fighter attack table. Weapon Finesse. Martial Armor: Light. Heavy. Skill Focus (any class skill). Toughness. 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). Martial Armor: Light. the Corsair gains a bonus on Bull Rush checks equal to +1 per 5’ swung. Str: Climb. Negotiator. Improved Shield Bash. TwoWeapon Fighting. Corsair Ability Climb-Fighting – Not considered Flat-Footed while climbing. Cha: Handle Animals. Sense Motive.Dungeons & Dragons 3. Negotiator. Int: Craft. Great Cleave. Quick Draw. Persuasive. Str: Climb. Wis: Sense Motive. the Corsair can use a bladed weapon. Int: Appraise. Cha: Diplomacy. Great Fortitude. Improved Disarm. Medium. Corsair Ability Corsair Ability Class Features 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 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. Weapon Specialization. Str: Climb. Ocean Tangle – When grappling in water deep enough to swim in. Power Attack. Power Attack. Cha: Diplomacy.. Jump. Investigator. Big Breath – When holding his / her breath. Animal Affinity. Mobility. & engineering). Swim. the Commander can make a speech as a Full Round Action. Improved Initiative. Slow Fall – When falling near a sail. Medium. If the creature gaining protection moves more than 5’ away from the Bodyguard. Toughness. Mobility. Search. Whirlwind Attack Commander Feat Alertness. Cannot be taken until Commander level 2. in the same way a Necromancer is a specialized type of Wizard. Iron Will. Weapon Specialization. 2006 Fighter Alternate Base Classes The following are specialized types of Fighters. Dodge. Two-Weapon Defense. Improved Unarmed Strike. Intimidate. Improved Critical. Cleave. Lightning Reflexes. Wis: Profession(sailor). A character can only be the member of one Fighter class. Leadership. Jump. & can be any alignment. or pole to slow his fall by reducing the effective distance 30’. etc. Combat Expertise. Spring Attack. Intimidate. Rope Movement – As long as riggings / hanging ropes are available. Toughness. Greater Weapon Focus. Gather Info. Shields Weapons: Simple. 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. Corsair Feat Acrobatic. 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. Cleave. Great Fortitude. Greater Two-Weapon Fighting. Fortitude is the good save. Int: Craft. Dex: Ride. Improved Trip. Shields Skill Points: 2. Craft. Improved Grapple. Medium. Quick Draw. Ride. Whirlwind Attack. Spot. Exotic Weapon Proficiency.

Dodge. Jump. Great Cleave. the Horseman may made a Ride check vs. Greater Two-Weapon Fighting.5 Edition Index – Base Classes May 17. Rapid Shot. Improved Disarm. Fighter Variants Page 42 . Combat Expertise. Greater Weapon Specialization. Manyshot. Int: Craft. Jump. Shields. Two-Weapon Defense. Weapon Focus. Fencer Ability Encouraging Blow – When the Fencer threatens a critical. Ride-by Attack. Weapon Finesse. Steady Hand – Any time the mount must make a Will save vs. Power Attack. Lightning Reflexes. Horseman Feat Cleave. Loss in BAB may result in loss of extra attacks. Improved Critical. Medium. Usable once per the mount’s Constitution modifier times per day. Swim. a Mind-Influencing effect. Dex: Ride. Point Blank Shot. Martial Armor: Light. inability to use certain feats. the Moral bonus increases to +6. Dex: Ride. Denigrating Banter – This ability is a Standard Action. Spring Attack. Improved Precise Shot. he / she receives a penalty to his / her Base Attack Bonus of –2 & an additional –1 per 5 points by which the check missed. Shields Skill Points: 2. Mounted Combat. Int: Craft. Blind-Fight. Swim. Str: Climb. Shields Skill Points: 2. Diplomacy. & a +2 bonus on any Disarm roll. Tumble. Dex: Balance. Cha: Handle Animals. Horseman Ability Quick Turn – When making a charge on a mount. Weapon Finesse. Improved Disarm. Improved Sunder. Mounted Archery. Buckler Skill Points: 2. Quick Draw. Str: Climb. Sonic. Weapon Specialization. Weapon Specialization.Dungeons & Dragons 3. Shot on the Run. Each turn requires a Ride check vs. Combat Expertise. Two-Weapon Fighting. Insurmountable Counter – +2 Dodge bonus to AC when attacked by an opponent using Power Attack or Combat Expertise. Heavy. Improved Critical. Improved Initiative. Spur – The mount gains +10’ movement for 1 round. but the penalties do not stack. Heavy. Trample. If the threat becomes a critical. the mount makes its save. any 4 Exotic Weapon Armor: Light. Tumble. DC 10 + spell DC. Swim. Mind-Affecting effect. Int: Craft. Fighter Feat Fighter Feat Weapons: Simple. Tumble. Improved Initiative. Intimidate. Cleave. Dex: Ride. Martial Armor: Light. Two-Weapon Defense. Improved Feint. Combat Reflexes. Exoticist Ability Dazzling Display – +4 bonus to Feint checks. If the opponent losses. Dodge. Failure turns the charge into a double move. Exoticist Feat or Exoticist Ability Exoticist Feat or Exoticist Ability Weapons: Simple. Swim. Gather Info. Greater Weapon Focus. Medium. The Fencer & the opponent make opposed Charisma checks. Improved Sunder. Strange Strike – +1 Competence bonus on attack rolls when using an Exotic weapon that the opponent is not proficient in. Improved Critical. Dodge. the Horseman & his / her mount may both gain the Horseman’s Shield bonus to AC. Horseman Feat or Horseman Ability Horseman Feat or Horseman Ability 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 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. Improved Two-Weapon Fighting. etc. Persuasive. Greater Weapon Specialization. Fencer Feat Fencer Feat Weapons: Simple. Weapon Focus. If successful. Far Shot. Jump. Combat Reflexes. Cha: Handle Animals. Ride. Heavy. Str: Climb. Exotic Weapon Proficiency. Mobility. Improved Feint. Fencer Feat Acrobatic. Spring Attack. Shields Skill Points: 2. Handle Animals. he / she gains a +3 Morale bonus to AC against the threatened foe’s attacks for Charisma modifier rounds (min 1). Skill Focus (any class skill). Weapon Specialization. Improved Two-Weapon Fighting. Lightning Reflexes. DC 15. Mobility. The penalty lasts Charisma modifier + 1 rounds (min 1). Combat Expertise. Only affects creatures with 4+ Intelligence that are vulnerable to mind-influencing effects. Improved Initiative. Greater Weapon Focus. Greater Two-Weapon Fighting. Heavy. Medium. up to 3 + Charisma modifier times per day. Mobility. Combat Reflexes. Intimidate. Jump. Rapid Reload. Shield Proficiency. Cha: Bluff. Medium. DC 15. This ability is a Language-Dependant. Exotic Attack – +2 bonus on Trip attempts that the Exoticist instantiates with an Exotic Weapon. 2006 Alternate Base Classes (continued) Lvl Fighter (PH p37) Exoticist (DR310 p35) Fencer (DR310 p35) Horseman (DR310 p36) Class Features Weapons: Simple. Intimidate. Requires a Ride check vs. Whirlwind Attack. Share Shield – As a Move Action. Martial. Str: Climb. Cha: Handle Animals. Martial Armor: Light. Great Cleave. Lightning Reflexes. Two-Weapon Fighting. Int: Craft. Spirited Charge. the mount may make one turn of up to 90 degree per point of Dexterity modifier. Intimidate. The ability can be used multiple times. Quick Draw.

one Martial or Exotic weapon (the Chosen weapon) Armor: Light. Medium. Martial. 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. Great Fortitude. Medium. Mobility. Fighter Variants Page 43 . Ride-by Attack. Swim. Two-Weapon Defense. Swim. Greater Weapon Specialization. Weapon Specialization. Jump. Handle Animals. Kensai Feat or Kensai Ability Weapons: Simple. Quick Draw. Str: Climb. Lighting Reflexes. Weapons: Simple. Martial Armor: Light. Improved Initiative. Vicious Mount – When ridden by the Knight. Jousting Charge – If the Knight has a Heavy or Light Shield readied. Heavy. Greater Weapon Focus. Improved Sunder. Martial Armor: Light. Cha: Diplomacy. Greater Two-Weapon Fighting. Con: Concentration. Toughness. Class Features Skill Points: 2. Speak Language. Heavy. Int: Craft. Weapon Focus. Jump. Negotiator.Dungeons & Dragons 3. Ride. Power Attack. Improved Sunder. Whirlwind Attack. Dex: Ride. the Kensai may take a –3 penalty to all attacks to receive an additional attack at the highest attack bonus. though each hoof attack has a –2 penalty. Int: Craft. Improved Critical. Tumble. Knight Feat Athletic. Dodge. Combat Expertise. Intimidate. Medium. Intimidate. the Kensai may take a –6 penalty to all attacks to receive two additional attacks at the highest attack bonus. Storm of Blows – (requires Rain of Blows) As part of a Full Round Attack. Improved Overrun. Intimidate. Tumble. Intimidate. Cha: Handle Animals. Str: Climb. Weapon Specialization. the mount gains a +1 bonus to damage. Str: Climb. Jump. he does suffer the –2 penalty to AC (but the mount still does). Weapon Finesse. Kensai Ability The following abilities only applies to the Chosen weapon: Rain of Blows – As part of a Full Round Attack. Improved Two-Weapon Fighting. Swim. Fighter Feat Chosen Weapon receives a +1 bonus to attack and damage. Int: Craft.5 Edition Index – Base Classes May 17. Martial Armor: Light. Int: Craft. Combat Reflexes. Power Attack. . Cha: Handle Animals. the mount can make two hoof attacks. Wis: Heal. 2006 Alternate Base Classes (continued) Lvl Fighter (PH p37) Janissary (DR334 p88) Kensai (DR310 p36) Knight (DR310 p36) Weapons: Simple. Knight Feat or Knight Ability 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 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. Medium. Greater Weapon Specialization. Staggered Gait – (prerequisite: Trample) On a successful Overrun action. Spirited Charge. Shields Weapons: Simple. Combat Reflexes. Weapon Focus. Exotic Weapon Proficiency. Two-Weapon Fighting. Greater Weapon Focus. Mounted Combat. Dex: Balance. Knight Feat or Knight Ability Class Abilities Kensai Feat Cleave. Improved Critical. Swim. Cha: Handle Animals. Trample. 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. Str: Climb. 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. Shields Skill Points: 2. Shields Skill Points: 2. any two Knowledges. Heavy. Kensai Feat or Kensai Ability Knight Feat or Knight Ability Fighter Feat Fighter Feat Knight Feat or Knight Ability Fighter Feat Fighter Feat Kensai Feat or Kensai Ability Knight Feat or Knight Ability Fighter Feat Fighter Feat Kensai Feat or Kensai Ability Chosen Weapon receives a +3 bonus to attack and damage. Jump. Cleave. Great Cleave. Great Cleave. Dex: Ride. Mobility. Improved Bull Rush. Dex: Ride. Spring Attack. Heavy. Shields Skill Points: 2.

Dodge. Iron Will Lighting Reflexes.5 Edition Index – Base Classes May 17. Toughness. Greater Weapon Specialization. Intimidate. Improved Critical. Diehard. Dex: Balance. The maximum Dexterity modifier for the armor is considered one higher. Shield Strike – The Shield Bearer may use a readied Shield as if it were a free hand for purposes of special maneuvers. Combat Reflexes. Int: Craft. Power Attack. Diehard. Armored Grace – When this class ability is taken. Improved Disarm. Toughness. Int: Craft. Jump.g. Greater Two-Weapon Fighting. Pugilist Ability Combo – The 1st & 2nd unarmed strike per round can be a “Combo”. Persuasive. Improved Trip. Martial Armor: Light. Weapon Focus. The armor is considered one category lighter when determining the Shield Bearer’s movement rate only. Greater Weapon Specialization. Shield Bearer Feat or Shield Bearer Ability Shield Bearer Feat or Shield Bearer Ability Weapons: Simple. Spring Attack Sunning Fist. Combat Reflexes. Improved Sunder. Great Fortitude. Whirlwind Attack. Str: Climb. 2006 Alternate Base Classes (continued) Lvl Fighter (PH p37) Pugilist (DR310 p37) Shield Bearer (DR310 p38) Survivalist (DR310 p38) Weapons: Simple. being Stunned. Greater Weapon Focus. each time applying to a different armor. each time applying to a different armor. Str: Climb. Gain Feat: Improved Unarmed Strike and Feat: Endurance.g. Improved Grapple. Combat Expertise. Improved Critical. Fortification – When this class ability is taken. Move Silently. Improved Bull Rush. Breastplate). Armor Optimization – When this class ability is taken. Great Cleave. Weapon Finesse. Shot on the Run. Mobility. Improved Initiative. Improved Shield Bash. Spring Attack. Shield Bearer Ability Armored Gait – When this class ability is taken. non-lethal damage. Heavy. Two-Weapon Fighting. Str: Climb. Improved Unarmed Strike. Track. Survivalist Feat Blind-Fight. Greater Weapon Focus. Blind-Fight. May be taken multiple times. Combat Expertise. Dodge. Cha: Diplomacy. Endurance. Great Fortitude. Breastplate). Breastplate). Weapon Specialization. choose a specific type of armor (e. Precise Shot. Handle Animals. The Shield Bearer gains a +1 Dodge bonus to AC when Fighter Variants Page 44 . Two-Weapon Fighting. wearing this type of armor. Pugilist Feat or Pugilist Ability Weapons: Simple. Diehard. Combat Reflexes. Whirlwind Attack. Improved Grapple. Improved Overrun. Dodge. Str: Climb. choose a specific type of armor (e.g. Weapon Specialization. Spring Attack. Improved Initiative. Combat Expertise. Heavy Hitting – Unarmed strikes do +2 non-lethal damage. Snatch Arrows. Athletic. Run. Handle Animals. Weapon Finesse. which have their BAB’s averaged. Tower Shield Skill Points: 2. Jump. Greater Two-Weapon Fighting. Can be taken multiple times. Improved Feint. Dex: Ride. Jump. Intimidate. Far Shot. May be taken multiple times. Weapon Specialization. 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. Use Rope. Improved Precise Shot. Medium. Improved Bull Rush. Dex: Ride. such as Stunning Fist & Deflect Arrows.. Point Blank Shot. Cleave. Int: Craft. May be taken multiple times. Power Attack. Martial Armor: Light. The Shield Bearer gains a +2 bonus to AC against the confirmation of a critical only when wearing this type of armor. Improved Initiative. Self-Sufficient. Swim. Jump. Also. Heavy. Skill Focus (any class skill). Survivalist Feat Survivalist Feat Class Features 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Skill Points: 2. Iron Jaw – The Pugilist gains Damage Reduction equal to his/her Constitution modifier vs. Improved Bull Rush. Medium. Cha: Bluff. Shields. Improved TwoWeapon Fighting. Intimidate. Stunning Fist.. Shields Weapons: Simple. May be taken multiple times. Dex: Ride. Martial Armor: Light. Improved Two-Weapon Fighting. Toughness. Ride. Hide. Stealthy. Power Attack. choose a specific type of armor (e. Shields Skill Points: 2. Improved Trip. Shields Skill Points: 2. Improved Overrun. Swim. Breastplate). Improved Feint. Improved Overrun. Swim. Two-Weapon Fighting. the Pugilist gains a +1 bonus to saves vs. Shake It Off – Any Stunning effect has its duration reduced by 1 round (minimum of 1 round). choose a specific type of armor (e. Improved Disarm. Int: Craft. Improved Critical. Heavy. Intimidate..Dungeons & Dragons 3. Weapon Finesse. Shield Bearer Feat Blind-Fight. Greater Weapon Focus. Weapon Focus. Heavy. Swim. Martial Armor: Light. Spot. Wis: Survival. each time applying to a different armor. Medium.g. each time applying to a different armor. Improved Grapple. Medium. Min lvl is 2nd. Improved Trip. Greater Weapon Specialization.. Persuasive. Cleave. Cha: Handle Animals. Weapon Focus. Endurance. Cha: Handle Animals. Great Fortitude. Wis: Sense Motive. Great Cleave. Improved Disarm. Mobility. Mobility. Can be taken multiple times.

Martial. 2006 Alternate Base Classes (continued) Lvl Fighter (PH p37) Targetteer (DR310 p38) Thug (US p51) Weapons: Simple. Medium. Weapon Focus. Pointer Blank Shot. Sniper – As a Full Round Attack. Shields Class Features Weapons: Simple. Cha: Handle Animals. Exotic Weapon Proficiency. Medium. Shot on the Run. Swim. Urban Tracking. Dex: Ride. Medium. Dodge. Exotic Weapon Proficiency. Two-Weapon Defense. 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 Targetteer Feat or Targetteer Ability Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Thug Feat Fighter Feat Targetteer Feat or Targetteer Ability Thug Feat Class Abilities Targetteer Feat Dodge. Rapid Reload. Targetteer Feat or Targetteer Ability Targetteer Feat or Targetteer Ability Weapons: Simple. Know(local). Int: Craft. Improved Shield Bash. Swim. Improved Bull Rush. Improved Initiative. Trample. Weapon Finesse. Cha: Bluff. Quick Draw. Str: Climb. two Ranged Exotic Armor: Light. but all attacks receive a –5 penalty. Improved Unarmed Strike. Weapon Specialization. Diehard. Improved Overrun. Wis: Profession. Mobility. Spring Attack. Lightning Reflexes. Improved Two-Weapon Fighting. Fighter Feat Thug Feat Skill Points: 2. Mounted Combat. Great Cleave. Snatch Arrows. Stealthy. Targetteer Ability Arrow Swarm – (prerequisite: Rapid Shot) As a Full Round Attack. Improved Disarm. Rapid Shot. Mobility. Manyshot. Martial Armor: Light. Greater Weapon Specialization. the Targetteer may make two extra ranged attacks at his/her highest attack bonus.Dungeons & Dragons 3. the Targetteer may use his/her Dexterity modifier as a damage bonus instead of his/her Strength modifier. Ride. Greater Weapon Focus. Improved Precise Shot. Fighter Variants Page 45 . Jump. Heavy. Shot on the Run. Skill Points: 2. Combat Reflexes. Gather Information. Precise Shot. Combat Expertise. Intimidate. Bucklers. Greater Weapon Specialization. Int: Craft.5 Edition Index – Base Classes May 17. Int: Craft. Jump. Improved Unarmed Strike. Rapid Reload. Ranged Martial. This ability can only be used if the Strength modifier is positive –or– both modifiers are negative. Thug Feat Blind-Fight. Shields. Str: Climb. The bonus is only for one shot & does not “carry over” from round to round. Martial Armor: Light. Heavy. Improved Feint. Run. Sleight of Hand. Stunning Fist. Cha: Handle Animals. Improved Grapple. Improved Critical. Shields Skill Points: 2 4 Str: Climb. Dex: Hide. Improved Precise Shot. Greater Weapon Focus. Weapon Specialization Whirlwind Attack. Spirited Charge. Dex: Ride. Vital Aim – When shooting an opponent who is vulnerable to critical hits. Improved Critical. Swim. Improved Trip. Handle Animals. Deflect Arrows. Move Silently. Two-Weapon Fighting. Greater TwoWeapon Fighting. Far Shot. Rapid Shot. Improved Sunder. Manyshot. Multiple attacks may be sacrificed. Improved Initiative. Mounted Archery. Intimidate. the Targetteer may “sacrifice” one shot to gain +1 critical threat range on a shot in that Full Round Attack. Intimidate. Weapon Focus. Jump. Far Shot. Ride-by Attack. Heavy. Power Attack. Point Blank Shot.

Swim. Intimidate. Know(dungeoneer) Cha: Handle Animals. Jump. Dex: Ride. Bonus Fighter Feat Axe Focus Bonus Fighter Feat HD: d12 d10 Str: Climb. Throwing Axe. Int: Craft. Str: Climb. Jump. Intimidate. Swim. Bonus Fighter Feat Bonus Fighter Feat Racial Foes Bonus Fighter Feat HD: d12 d10 Str: Climb. Heavy Armor Expertise Gain an additional +1 Armor bonus to AC when wearing Heavy Armor. Know(dungeoneer) Cha: Handle Animals. Bonus Fighter Feat Bonus Fighter Feat HD: d12 d10 Str: Climb. Intimidate. Jump. & Giants.5 Edition Index – Base Classes May 17. Swim. Swim. Jump. Bonus Fighter Feat Bonus Fighter Feat HD: d12 d10 Str: Climb. Greateaxe. Orcs. Handaxe. Dex: Ride. Know(dungeoneer) Cha: Handle Animals. Dex: Ride. Dex: Ride. Intimidate. Racial Foes +2 bonus to weapon damage vs. Fighter Variants Page 46 . Know(dungeoneer) Cha: Handle Animals. Intimidate. Int: Craft. Cha: Handle Animals. Goblinoids. Dex: Ride. Int: Craft. and the axe head of a Dwarven Urgrosh.Dungeons & Dragons 3. Swim. Jump. Int: Craft. 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. 2006 Racial Substitution Lvl Class Features 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) HD: d10. Dwarven Waraxe. Int: Craft.

Int: Craft. Wis: Sense Motive.5 Edition Index – Base Classes May 17. Int: Craft. Handle Animals. Heavy. Swim. Shields HD: d10 Skill Points: 2. Cha: Bluff. Intimidate. Medium. Bonus Fighter Feat Blade Focus Bonus Fighter Feat Main-Gauche 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 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). Swim. Fighter Variants Page 47 . Intimidate. plus you gain a +1 bonus to AC when Fighting Defensively in this manner. Medium. Jump.Dungeons & Dragons 3. Heavy. Bonus Fighter Feat Bonus Fighter Feat Weapons: Simple. 2006 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 Weapons: Simple. Counts as Feat: Two-Weapon Fighting for purposes of other Feats and Prestige Classes. Bonus Fighter Feat Blade Focus Bonus Fighter Feat Weapons: Simple. Dex: Ride. Swim. Martial Armor: Light. Handle Animals. Int: Craft. 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). Swim. Dex: Ride. you gain a +2 bonus on attack rolls against that foe until the end of your next turn. Cha: Bluff. Dex: Ride. Diplomacy. Jump. Confusing Banter When Fighting Defensively. Handle Animals. Wis: Sense Motive. Swim. Martial Armor: Light. Martial Armor: Light. Shields HD: d8 d10 Skill Points: 4 2 Str: Climb. you are treated as having Feat: Two-Weapon Fighting. Cha: Bluff. Bonus Fighter Feat Bonus Fighter Feat Weapons: Simple. Int: Craft. Main-Gauche When wielding a Longsword or Rapier in your Primary Hand and a Dagger in your Off-Hand. Heavy. Medium. Martial Armor: Light. Heavy. Dex: Ride. Shields HD: d8 d10 Skill Points: 4 2 Str: Climb. Wis: Sense Motive. Martial Armor: Light. Jump. If successful. Dex: Ride. Diplomacy. Wis: Sense Motive. Jump. Mind-Affecting ability that can only work on creatures with an intelligence of at least 3. Bonus Fighter Feat Bonus Fighter Feat Main-Gauche Bonus Fighter Feat Weapons: Simple. Int: Craft. This is a Language-Dependent. Shields HD: d8 d10 Skill Points: 4 2 Str: Climb. Handle Animals. Diplomacy. Shields HD: d8 d10 Skill Points: 4 2 Str: Climb. Cha: Bluff. Intimidate. Medium. Jump. Intimidate. Diplomacy. Heavy. Cha: Handle Animals. Intimidate. Medium. Str: Climb.

Dungeons & Dragons 3. Shields HD: d10 Skill Points: 2. Intimidate. Medium. Cha: Handle Animals. Shields HD: d10 Skill Points: 2. Str: Climb. Heavy. Swim. Dex: Ride. 2006 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 Weapons: Simple. Martial Armor: Light. Int: Craft. Bonus Fighter Feat Bonus Fighter Feat Weapons: Simple. Shields HD: d10 Skill Points: 2. Airborne Strike When flying or otherwise higher than his/her opponent. the Raptoran Fighter receives +2 damage on melee weapon attacks. Bonus Fighter Feat Encumbered Flight 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 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). Bonus Fighter Feat Bonus Fighter Feat Weapons: Simple. Shields HD: d10 Skill Points: 2. Medium. Cha: Handle Animals. Cha: Handle Animals. Intimidate. Jump. Swim. Shields HD: d10 Skill Points: 2. Medium. Medium. Bonus Fighter Feat Bonus Fighter Feat Weapons: Simple. Dex: Ride. Jump. Bonus Fighter Feat Encumbered Flight Bonus Fighter Feat Weapons: Simple. Int: Craft. Int: Craft. Martial Armor: Light. Jump. Intimidate. Str: Climb. Str: Climb. Fighter Variants Page 48 .5 Edition Index – Base Classes May 17. When the Raptoran Fighter gains Flight. Fast Flight +10’ Racial bonus on Gliding and Flying speeds. Cha: Handle Animals. Dex: Ride. Heavy. Int: Craft. Cha: Handle Animals. Swim. Heavy. Str: Climb. Martial Armor: Light. Swim. Jump. Intimidate. Heavy. Str: Climb. Dex: Ride. he/she may do this also with a Medium Load. Jump. Martial Armor: Light. Intimidate. Heavy. Dex: Ride. Int: Craft. Swim. Medium. Martial Armor: Light.

Fighter Variants Page 49 . Jump. Jump. Str: Climb. Medium. Heavy. Martial Armor: Light. Str: Climb. Int: Craft. Intimidate. Medium. Shields HD: d12 d10 Skill Points: 2. Swim. Shields HD: d12 d10 Skill Points: 2. Int: Craft. Martial Armor: Light. Shields HD: d10 Skill Points: 2. Martial Armor: Light. Int: Craft. Dex: Ride. Shields HD: d12 d10 Skill Points: 2. Swim. Dex: Ride. Cha: Handle Animals. Medium.Dungeons & Dragons 3. Medium. Bonus Fighter Feat Bonus Fighter Feat Bonus Warforged Feat Bonus Fighter Feat Weapons: Simple. Bonus Fighter Feat Bonus Fighter Feat Weapons: Simple. Shields HD: d12 d10 Skill Points: 2. Dex: Ride. Martial Armor: Light. Heavy. Intimidate. Swim. 2006 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 Weapons: Simple. Bonus Fighter Feat Battle Hardened Bonus Fighter Feat Weapons: Simple. Cha: Handle Animals. Intimidate. Dex: Ride. Str: Climb. Jump. Intimidate. Cha: Handle Animals. Heavy. Int: Craft. Heavy. Jump. Cha: Handle Animals. Bonus Fighter Feat Bonus Fighter Feat Weapons: Simple. Jump. Swim. Str: Climb. Dex: Ride. Str: Climb. Swim. Intimidate. Bonus Fighter Feat Battle Hardened Bonus Fighter Feat Bonus Warforged Feat Bonus Fighter Feat Body as Weapon 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 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.5 Edition Index – Base Classes May 17. Fear. Int: Craft. Cha: Handle Animals. Medium. Martial Armor: Light. Body as Weapon +2 bonus on weapon damage with your Slam attack or any weapon attached to your body. Heavy.

Bonus Feat Unarmed Strike Flurry of Blows Wisdom bonus to AC Alignment: any Lawful. Perform. Tumble. Str: Climb. Swim Dex: Balance. Escape Artist. +1d4–1 2 3 4 5 Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body +1 bonus to AC 6 7 8 9 Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body +1 bonus to AC Flailing Strike (–1). Sense Motive. Con: Concentration. Know(arcana). Know(religion) Wis: Listen. Prof’n. Jump. Jump. Con: Concentration. Lvl Monk (PH p39) Chaos Monk (DR335 p88) Holy Monk (DR310 p45) Hunting Monk (DR310 p45) 1 Alignment: any Lawful. Str: Climb. Move Silently. Know(arcana). Cha: Diplomacy. Class Skill Points: 4. Prof’n. Class Skill Points: 4. Swim Dex: Balance. 2006 Monk Alternate Base Classes . Str: Climb. Perform. Class Skill Points: 4. Sense Motive. Spot. Sense Motive. Class Skill Points: 4. Con: Concentration. Spot. Prof’n. Escape Artist. Escape Artist. Know(religion) Wis: Listen. Know(religion) Wis: Listen. Swim Dex: Balance. Int: Craft. Prof’n. Turn Undead May cross-class with Paladin Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body +1 bonus to AC Alignment: any Lawful. Jump. +1d4 Ki Strike (lawful) Ki Strike (chaotic) Slow Fall 50’ +2 bonus to AC Flailing Strike (–0). +1d4 Erratic Advance Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Displacing Stance (20%) Slow Fall 40’ Improved Evasion +30’ to Movement Flailing Strike (–0). Know(arcana). Tumble. Spot. Bonus Feat Unarmed Strike Flurry of Blows 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 +1 bonus to AC In-Class Skills Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion +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 +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’ 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 10 11 12 13 14 15 16 17 18 19 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 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 Monk Variants Page 50 . Hide. Bonus Feat Unarmed Strike Flurry of Blows Wisdom bonus to AC Aura of Courage Smite Evil. Int: Craft. Cha: Diplomacy.Dungeons & Dragons 3. Perform. Int: Craft. Jump. Str: Climb. Hide. any Chaotic. Escape Artist. Sense Motive. Move Silently. Int: Craft. Perform. Know(arcana). Hide. Hide. Tumble. +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 Alignment: any Lawful. Spot.5 Edition Index – Base Classes May 17. Cha: Diplomacy. +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’ Quivering Palm +3 bonus to AC Flailing Strike (–0). Tumble. Move Silently. Know(religion) Wis: Listen. Move Silently. Swim Dex: Balance. Bonus Feat Unarmed Strike Flurry of Blows Wisdom bonus to AC Flailing Strike (–2). Cha: Diplomacy. Con: Concentration.

Activating this ability is a Standard Action and it can be used (½ Chaos Monk class level) rounds per day (not necessarily consecutive). Displacing Stance (Percent) When active. the Chaos Monk has the option of taking the listed Penalty (initially –2. Usable 1/day. Usable Wisdom modifier times per day (min 1). Freedom of Thought If the Chaos Monk fails a Will save vs.. Erratic Advance When charging. 2006 Lvl Monk (PH p39) Chaos Monk (DR335 p88) Holy Monk (DR310 p45) Hunting Monk (DR310 p45) 20 Perfect Self Slow Fall any distance +4 bonus to AC Perfect Self Slow Fall any distance +4 bonus to AC Anarchic Self Perfect Self Slow Fall any distance +4 bonus to AC Perfect Self Slow Fall any distance +4 bonus to AC Favored Enemy ‘Chaos Monk’ Class Abilities Flailing Strike (Penalty). special monk) weapon. though the second roll must be kept. Anarchic Self As Perfect Self.e. but the Chaos Monk gains the (chaotic) subtype. he/she may immediately reroll the save. attacks on the Chaos Monk have a 20% Miss Chance at 7th level and a 50% at 12th level. reduced to –1 at 5th level. the Chaos Monk’s target is Dazed for 1 round (WillNeg. DC = 10 + Chaos Monk class level). a Mind-Affecting effect. Monk Variants Page 51 . and becoming –0 at 9th level) to receive a random number of extra attacks (minimum +0). Number of Extra Attacks When making a Full Round Attack with either Unarmed Strike or a Kata (i.Dungeons & Dragons 3.5 Edition Index – Base Classes May 17.

Sense Motive. Bonus Feat (may be a Fighter feat) Unarmed Strike Flurry of Blows Wisdom bonus to AC May cross-class with Fighter Bonus Feat (may be a Fighter feat) Evasion Alignment: any Lawful. Perform. Jump. Sense Motive.Dungeons & Dragons 3. Class Skill Points: 4. Escape Artist. Perform. Swim Dex: Balance. Class Skill Points: 4. Con: Concentration. Con: Concentration. Perform. Tumble. Escape Artist. 2/day +4 Competence to Bluff check +4 Competence to Intimidate Improved Evasion +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 Abundant Step Slow Fall 60’ +40’ to Movement Fangs. Escape Artist. Hide. 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 In-Class Skills Improved Evasion +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 Improved Evasion +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 Improved Evasion +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Greater Rage Abundant Step Slow Fall 60’ +40’ to Movement Rage. Str: Climb. Con: Concentration. Hide. Sense Motive. Jump. Spot. Know(arcana). Know(religion) Wis: Listen. Swim Dex: Balance. Profession. Cha: Diplomacy. 2006 Alternate Base Classes (continued) Lvl Monk (PH p39) (DR310 p45) (DR310 p45) (DR331 p89) Martial Monk Raging Monk Sidewinder Monk 1 Alignment: any Lawful. Cha: Diplomacy. Int: Craft. Spot. 4/day 12 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 Monk Variants Page 52 . Str: Climb. Move Silently. Str: Climb. Cha: Diplomacy. 1/day +2 Competence to Bluff check +4 Competence to resist Bull Rush and Overrun Ki Strike (magic) Purity of Body +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. Class Skill Points: 4. Know(arcana). Tumble. Spot. Spot. Know(religion) Wis: Listen. 3/day Alignment: any Lawful. Jump. Swim Dex: Balance. Tumble. Bonus Feat Unarmed Strike Flurry of Blows Wisdom bonus to AC Rage. Know(religion) Wis: Listen. 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. Bonus Feat Unarmed Strike Flurry of Blows Wisdom bonus to AC Bonus Feat Evasion 2 3 Alignment: any Lawful. Profession. Intimidate. Escape Artist. Know(arcana). Int: Craft. Cha: Diplomacy. Hide.5 Edition Index – Base Classes May 17. Int: Craft. Class Skill Points: 3. Know(arcana). Profession. Move Silently. Int: Craft. Perform. Con: Concentration. Know(religion) Wis: Listen. Move Silently. Hide. Profession. Sense Motive. Swim Dex: Balance. Jump. Str: Climb. Move Silently. 2/day 4 5 Purity of Body +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Purity of Body +1 bonus to AC Bonus Feat (may be a Fighter feat) Slow Fall 30’ +20’ to Movement Purity of Body +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement 6 7 8 9 10 11 Wholeness of Body Slow Fall 40’ Wholeness of Body Slow Fall 40’ Wholeness of Body Slow Fall 40’ Rage. Tumble. Bonus Feat Feat: Persuasive or Stealthy Unarmed Strike Flurry of Blows 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.

As of 8th level. This is an additional attack at highest attack bonus.5 Edition Index – Base Classes May 17. you gain a +6 Competence bonus on Intimidate checks when using your fangs. Lasts for 1 + Constitution modifier rounds (minimum 1). 6/day Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Fangs. 5/day +10 Competence to Bluff check ‘Sidewinder Monk’ Class Abilities Fangs. 2006 Lvl Monk (PH p39) Martial Monk (DR310 p45) Raging Monk (DR310 p45) Sidewinder Monk (DR331 p89) 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. 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. n/day – you grow fangs that do 1d4 Piercing damage. DC is Constitution based).Dungeons & Dragons 3. the creature you bite dies due to poison from your bite (FortNeg. 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. Fangs (death) – Once per day. Monk Variants Page 53 .

Swim Dex: Balance. 1/day Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Wild Shape. Bonus Feat Unarmed Strike Flurry of Blows Wisdom bonus to AC Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Damage Reduction 1/– Slow Fall 40’ Improved Evasion +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/– 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 Alignment: any Lawful. Int: Craft. 6/day Wild Shape into an Elemental. Move Silently. Str: Climb. Profession. Perform. Tumble. Cha: Diplomacy. 5/day Empty Body Wild Shape into an Elemental. Bonus Feat Unarmed Strike Flurry of Blows 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 +1 bonus to AC Wild Shape. Int: Craft. Know(religion) Wis: Listen. Str: Climb. Con: Concentration. Cha: Diplomacy. Jump. Survival. Swim Dex: Balance. Wis: Listen. Sense Motive. Profession. Perform. Move Silently. Spot. Con: Concentration. Escape Artist. 2/day Monk Variants In-Class Skills 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Page 54 . Swim Dex: Balance. Spot. Escape Artist. Cha: Diplomacy. Hide. 2/day Improved Evasion +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Wild Shape. Perform. Profession. Sense Motive. Con: Concentration. Class Skill Points: 4. Perform. Escape Artist. Str: Climb. Know(nature). Sense Motive. Int: Craft. Spot. Escape Artist. Bonus Feat Unarmed Strike Flurry of Blows Wisdom bonus to AC Bonus Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body +1 bonus to AC Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion +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. Tumble. Tumble. Class Skill Points: 4. 4/day Quivering Palm +3 bonus to AC Wild Shape (tiny) Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Wild Shape (huge) Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Wild Shape. Know(religion) Wis: Listen. Hide.Dungeons & Dragons 3. Move Silently.5 Edition Index – Base Classes May 17. Int: Craft. Swim Dex: Balance. 3/day Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Wild Shape (large) Diamond Soul Slow Fall 70’ Wild Shape. Jump. Know(arcana). Jump. Know(arcana). 1/day Perfect Self Slow Fall any distance +4 bonus to AC Wild Shape. 2006 Alternate Base Classes (continued) Lvl Monk (PH p39) (DR310 p45) (DR310 p45) (DR324 p97) Steadfast Monk Vigilant Monk Wild Monk Alignment: any Lawful. Profession. Tumble. Sense Motive. Bonus Feat Unarmed Strike Flurry of Blows 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 +1 bonus to AC Improved Uncanny Dodge Bonus Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion +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 1 Alignment: any Lawful. Class Skill Points: 4. Know(arcana). Know(religion). Con: Concentration. Hide. Know(arcana). Class Skill Points: 4. Move Silently. Str: Climb. Cha: Diplomacy. Jump. Know(religion) Wis: Listen. Spot. Hide.

Sense Motive. Know(arcana). 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.5 Edition Index – Base Classes May 17. HD: d6 d8 Class Skill Points: 6 4. Know(religion) Wis: Listen. Tumble. Move Silently. Sense Motive. you receive an additional +4 bonus on Grapple checks against a creature at least 2 size categories larger than you. Int: Craft. Int: Craft. Monk Variants Class Features Size Matters Not If you have Feat: Improved Grapple. 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’. Cha: Diplomacy. Hide. HD: d8 Class Skill Points: 4. Profession. Jump. Perform. Know(religion) Wis: Listen. Escape Artist. Tumble. Cha: Diplomacy. Spot. Cha: Diplomacy. Move Silently. Know(arcana). Move Silently. Swim Dex: Balance. Spot. Spot. The damage bonus only applies to Unarmed Strikes or when using a Monk’s Special Weapon. Swim Dex: Balance. Jump. Int: Craft. Creatures invulnerable to critical hits do not take extra Skirmish damage. Tumble. Swim Dex: Balance. Know(religion) Wis: Listen. Profession. Hide. Con: Concentration. Cha: Diplomacy. Perform.Dungeons & Dragons 3. Int: Craft. Jump. HD: d6 d8 Class Skill Points: 6 4. Know(arcana). Jump. HD: d6 d8 Class Skill Points: 6 4. Perform. Tumble. 2006 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. Sense Motive. Profession. Con: Concentration. Escape Artist. Escape Artist. Hide. Escape Artist. Profession. Str: Climb. Tumble. Perform. Spot. Jump. HD: d6 d8 Class Skill Points: 6 4. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Monk Feat Evasion Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Alignment: any Lawful. Cha: Diplomacy. Sense Motive. Spot. Con: Concentration. Int: Craft. he/she receives the indicated bonus. Sense Motive. Str: Climb. Hide. Perform. 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. Know(religion) Wis: Listen. If you have Feat: Stunning Fist. Hide. Know(arcana). Know(religion) Wis: Listen. 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. you receive a +4 bonus on the DC against a creature at least two size categories larger than you. Swim Dex: Balance. Profession. Move Silently. Str: Climb. Str: Climb. Know(arcana). Move Silently. Con: Concentration. Page 55 . Swim Dex: Balance. Escape Artist.

Swim Dex: Balance. Perform. The skill can be changed each day at dawn after 15 minutes of meditation. 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. Tumble. Con: Concentration. Move Silently. Perform. Know(arcana). Hide. Spot.Dungeons & Dragons 3. even under duress. Spot. Jump. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Monk Feat Evasion Alignment: any Lawful. Move Silently. Move Silently. Escape Artist. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Gain Skill Focus (any) Feat Bonus Monk Feat Evasion Gain Investigator or Negotiator Feat Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Meditative Focus Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Class Features 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Still Mind +10’ to Movement Ki Strike (magic) Slow Fall 20’ Purity of Body Flurry of Blows (–1) +1 bonus to AC Bonus Monk Feat Slow Fall 30’ +20’ to Movement Meditative Focus Wholeness of Body Slow Fall 40’ Improved Evasion Flurry of Blows (–0) +30’ to Movement Ki Strike (lawful) Slow Fall 50’ +2 bonus to AC Diamond Body Greater Flurry Abundant Step Slow Fall 60’ +40’ to Movement Diamond Soul Slow Fall 70’ Quivering Palm +3 bonus to AC Ki Strike (adamantine) Slow Fall 80’ +50’ to Movement Timeless Body Tongue of the Sun and Moon Slow Fall 90’ +60’ to Movement Empty Body Perfect Self Slow Fall any distance +4 bonus to AC Illuminated Monk class abilities Meditative Focus – Gain Skill Mastery in a skill of your choice. Know(arcana). Str: Climb. HD: d6 d8 Class Skill Points: 4. Hide. Con: Concentration. Perform. Str: Climb. Int: Craft. Know(arcana). Perform. Spot. Escape Artist. Swim Dex: Balance. Profession. Con: Concentration. Tumble. Sense Motive. Int: Craft. Jump. Int: Craft. Sense Motive. Swim Dex: Balance. Know(arcana). Hide. Cha: Diplomacy. Know(religion) Wis: Listen. Str: Climb. Hide. Spot. Perform. Know(arcana). Int: Craft. Cha: Diplomacy. Profession. Tumble. HD: d8 Class Skill Points: 4. Str: Climb. Cha: Diplomacy. Know(religion) Wis: Listen. Jump. HD: d6 d8 Class Skill Points: 4. Bonus Monk Feat Unarmed Strike Flurry of Blows (–2) Wisdom bonus to AC Bonus Monk Feat Evasion Alignment: any Lawful. Escape Artist. HD: d6 d8 Class Skill Points: 4. Jump. Hide. Skill Mastery means you can always ‘Take 10’ with a skill. Int: Craft. Sense Motive. Con: Concentration. Swim Dex: Balance. Monk Variants Page 56 . Sense Motive. Move Silently. 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. Str: Climb. Profession. Profession.5 Edition Index – Base Classes May 17. Swim Dex: Balance. Sense Motive. 2006 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. Escape Artist. Know(religion) Wis: Listen. Escape Artist. Tumble. Jump. Con: Concentration. Know(religion) Wis: Listen. Spot. Profession. Move Silently. Cha: Diplomacy. Tumble. HD: d6 d8 Class Skill Points: 4. Know(religion) Wis: Listen. Cha: Diplomacy.

Sleeping Tiger (fast style that works well from an ambush) (DR310 p44) When an opponent is denied his/her Dexterity bonus to AC. Feat: Skill Focus (Bluff). gain ½ Monk levels as a bonus. +2 bonus on Attacks of Opportunity against someone trying to Bull Rush or Trip you. When Fighting Defensively. or using Combat Expertise. you gain Damage Reduction 2 / —. 2nd. If the Monk meets the additional prerequisites when taking the 6th level feat. Feat: Improved Initiative. Overwhelming Attack (scare a foe. Denying Stance (focuses on creating an unbeatable defense) (DR310 p42) Tumble: 9 ranks. the Monk gains a +2 bonus on a skill (starting at 1st). –or– Dexterity-based skill).5 Edition Index – Base Classes May 17. or using Combat Expertise. +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 you enter combat and are not surprised. he/she gains the Bonus Ability. Perform (dance): 4 ranks. Sense Motive: 9 ranks. Monk Variants Page 57 . Undying Way (Dwarven style whose members are tough as stone) (DR310 p44) Concentration: 9 ranks. & 6th levels. Escape Artist: 9 ranks Bonus Ability Dodge feat now grants a +2 bonus to AC. Usable once per round & the opponent must be vulnerable to sneak attacks. 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. Tumble: 4 ranks. Total Defense. gain your Wisdom modifier (if any) as a bonus to your Initiative check. Hand and Foot (difficult to knock over) (DR310 p42) Balance: 9 ranks. 2006 Fighting Styles By taking the listed feats at 1st. Wing Chun Kuen Skill Bonus: Listen (aware of his/her surroundings and how to use them) (DR334 p89) Listen: 9 ranks. you do +1d6 damage with a melee attack made with a Light weapon (including Unarmed). If you have used Intimidate to perform a Demoralize action against an opponent within 10 rounds. Invisible Eye (very good at being defensive) (DR310 p43) Listen: 9 ranks. Feat: Agile. When you make a Bluff check in order to Feint in combat. even if distraction would normally not all you to do so. Feat: Combat Expertise. using Total Defense. Metered Style (perfect focus on combat patterns) (DR337 p97) You may ‘Take 10’ on any Strength-based or DexterityConcentration: 9 ranks. Wushu (smart tacticians who attack in unexpected directions) (DR334 p89) Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Bluff: 4 ranks. Intimidate: 4 ranks. Monk Fighting Styles Cobra Strike (fast moving attack & defense of a snake) (DR310 p42) Class Features Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: Skill Bonus: 1st lvl Feat: 2nd lvl Feat: 6th lvl Feat: 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 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 Balance: 4 ranks. Sense Motive: 4 ranks. +6 hp. When Fighting Defensively or using Combat Expertise. Feat: Die Hard. Feat: Power Attack.Dungeons & Dragons 3. +4 bonus on Dexterity or Strength checks to avoid being Bull Rushed or Tripped. Skill Focus(any Strength-based based skill check. you gain a +4 bonus to Strength checks made to Bull Rush or Overrun that opponent. gain a +2 bonus on Grapple checks & Disarm attempts. Hide: 9 ranks. Gain an additional +1 bonus to AC when unarmed & doing any of the following: Fighting Defensively. Kyokushinkai Karate (tireless & almost unkillable) (DR334 p89) Concentration: 9 ranks.

Extra Sunning Attacks. Arnis. Dexterity 16+ Balance: 4+ ranks. Jump: 8+ ranks.Dungeons & Dragons 3. Stunning Fist. Improved Grapple. Light & Heavy Dagger Handaxe Crossbow. Stunning Fist. Ten Ox Stomp???. Improved Unarmed Strike. Mobility. Feats: Dodge. Escrima (DR330 p90) Krabi-Krabong (DR330 p90) DR309 ??? – This feat contained in ‘Dragon #309’. Distant TouchDR309. Page 58 Monk Variants . Feats: Earth’s Embrace. Power Attack.. Strength 13+. Lightning Fists. Spring Attack. +2 bonus on Initiative rolls. Most students are Lawful Good) (DR309 p68) Gains a second use of Dodge each round. Dodge. Improved Initiative. 2006 Martial Arts Schools Monk Schools Black Panda School (Focuses on causing pain. Blue Mountain School (Fast style that focuses on kicks. Dexterity 15+. An additional +2 bonus on Grapple checks. Freezing the Lifeblood. Improved Unarmed Strike.e. Sunning Fist. KnockDown.. Okinawa) (PH p40) Kata (i. This allows a +2 bonus against one target. Lightning Fists S&F. Power Attack. Wisdom 15+ Feats: Combat Expertise.5 Edition Index – Base Classes May 17. or +1 bonus each against two targets. Feats: Dirty Fighting. you may move an extra 5’. but I couldn’t find it. Mastery II Benefit The following attacks additionally cause 1 point of Constitution damage (FortNeg. Ki Shout. Improved Unarmed Strike. 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. Pain Touch. ‘Demon Wrestling Mastery I’ Strength 17+. ‘Broken Fist Mastery I’. Light & Heavy Handaxe Javelin Crossbow. Temerad School (Elvish fighting school based on moving like the wind & water. 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. Stunning Fist. Feats: Extra Stunning Attacks. Weapon Schools Monk Schools Default (i. Flying Dragon Kick. On a successful Jump check. Light & Heavy Dagger Crossbow. Feats: Knock-Down. Most students are Lawful Good) (DR309 p65) Strength 13+. Mastery II Prerequisites ‘Black Panda Mastery I’ Dexterity 15+. Improved Initiative.e. Improved Trip. Improved Unarmed Strike. Fists of Iron. Whirlwind Attack. Gain a bonus on all Trip checks equal to half your character level. ‘Temerad Mastery I’ Dexterity 19+ Balance: 8+ ranks. Pain Touch. Strength 15+. Light & Heavy Dagger Handaxe Handaxe Javelin Sling Javelin Quarterstaff Sling Longsword Sling Whip Javelin Sling Ghurka (DR330 p90) Kali. Feats: Circle Kick. Feats: Flying Kick. Roundabout Kick. Mastery I Benefit +2 bonus to the DC of your Stunning Fist ability. DC is Wisdombased): Distant Touch. Feats: Chock Hold. Freezing the Lifeblood. Wisdom 19+ Balance: 4+ ranks. – Supposed to be in ‘Dragon #309’. +1 Insight bonus to Armor Class. Improved Unarmed Strike. Demon Wrestling School (Specialized in grappling Most students are Lawful Neutral) (DR309 p66) +2 bonus on Grapple checks. Feats: Deflect Arrows. ‘Blue Mountain Mastery I’ Strength 14+. Most students are Lawful Evil) (DR309 p65) Mastery I Prerequisites Dexterity 13+. Dexterity 14+ Jump: 4+ ranks. Great Ki Shout.

at will Detect Good. 1/week Dex: Ride. 1/week Break Enchantment.Dungeons & Dragons 3. Sense Motive. 3/day Remove Disease. In-Class Skills 1 Aura of Good Detect Evil. 5/week 20 Smite Evil. 3/week Dispel Law. at will Smite Evil. Cha: Bluff. 2/week Smite Evil. Know(nobility & royalty). 1/day Smite Good. Con: Concentration. 3/week Smite Evil. Profession. 2/day Special Mount Animal Minion Remove Disease. 2/week Contagion. 3/week Death Knell. Handle Animals. Cha: Bluff. at will Detect Law. Sense Motive. Move Silently. Jump. Sense Motive. 3/day Remove Disease. 1/day Divine Grace Lay on Hands Slaughter of the Weak Aura of Courage Aura of Fear Divine Health Death Knell. Intimidate. 3/week Remove Disease. 1/week Contagion. Know(nobility & royalty). 2/week Smite Evil. 3/week Smite Evil. Know(religion). 1/week Death Knell. Alignment: Lawful Good Chaotic Good Class Skill Points: 2. Int: Craft. Int: Craft. Know(the planes). 5/day Paladin Variants Page 59 . Con: Concentration. Know(local). 5/week Contagion. Dex: Ride. 4/week Dispel Law. 1/week Remove Disease. 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. 4/week Smite Evil. Dex: Hide. 1/day Aura of Good Aura of Evil Detect Evil. Know(religion). 3/day Smite Law. Profession. 5/day Smite Good. Know(religion). Survival. 5/day Smite Law. 4/day Remove Disease. Know(religion). 2006 Paladin Alternate Base Classes Lvl Paladin (PH p42) Anarch (DR310 p47) Anti-Paladin (DR312 p20) Avenger (DR310 p49) Alignment: Lawful Good. Con: Concentration. Profession. Wis: Heal. 5/day Remove Disease. Handle Animals. 2/week Remove Disease. Profession. Alignment: Lawful Good Chaotic Evil Class Skill Points: 2. Int: Craft. 5/day Smite Law. Intimidate. Wis: Heal. Str: Climb. 3/day Remove Disease. 2/day Smite Law. 2/day Special Mount Smite Evil. Cha: Diplomacy. Aura of Good Aura of Chaos Detect Evil. 4/week Break Enchantment. 5/day Remove Disease. Know(architecture & engineering). 2/day Special Mount Fiendish Mount Remove Disease. 4/week Smite Evil. Class Skill Points: 2. at will Smite Evil. 1/day Smite Law. 5/week Remove Disease. Cha: Bluff. Ride. 1/week Break Enchantment. Know(nobility & royalty). 4/week Contagion. 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. 2/day Smite Law. Diplomacy. 2/day Special Mount Remove Disease. 5/week 18 19 Smite Evil. 5/day Dispel Law. 4/week Smite Evil. 4/week Remove Disease. 4/day Remove Disease. Disable Device. 4/day Smite Law. Intimidate. Wis: Heal. Int: Craft. Know(nobility & royalty). 1/week Remove Disease. 5/week Death Knell. 1/week Dispel Law. 1/day Smite Law. 5/week Break Enchantment. at will Smite Evil. 3/day Remove Disease. at will Detect Law. 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. Alignment: Lawful Good Chaotic Neutral Class Skill Points: 2. 2/day Smite Good. Survival. 1/week Smite Evil. Dex: Hide. Sense Motive. at will Smite Evil. 3/week Break Enchantment. 3/day Smite Law. Wis: Heal.5 Edition Index – Base Classes May 17. Con: Concentration. 4/day Smite Law. Diplomacy. Ride. 2/day Remove Disease. 2/week Smite Evil. 4/day Remove Disease. Handle Animals. 4/day Smite Evil. Diplomacy. 3/day Aura of Good Aura of Chaos Detect Evil. 4/day Remove Disease. 4/day Smite Law. 3/day Smite Good. Handle Animals. 3/week Contagion.

5/week Mark of Justice. Know(nobility & royalty). at will Smite Evil. Con: Concentration. 4/week Fallen Soul. 5/week Suggestion. Search. Con: Concentration. 5/day Smite Evil. 2/day Special Mount Leadership Remove Disease. 5/day Remove Disease. Disguise. 3/day Smite Chaos. 3/week Mark of Justice. 1/week Mark of Justice. 2006 Alternate Base Classes (continued) Lvl Paladin (PH p42) Corrupter (DR312 p24) Despot (DR312 p23) Enforcer (DR310 p53) Alignment: Lawful Good. Handle Animals. 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. Dex: Ride. 2/day Special Mount Remove Disease. Intimidate. 2week Mark of Justice. 3/week Remove Disease. 1/week Fallen Soul (DR312 p22). 2/day Smite Chaos. 1/week Dominate Person. at will Detect Chaos. Handle Animals. Cha: Diplomacy. 3/day Dominate Person. Ride. 2/week Smite Evil. Know(religion). Handle Animals. 5/day Smite Heathen. Sense Motive. 4/day Remove Disease. Int: Craft. 1/week Alignment: Lawful Good Lawful Neutral Class Skill Points: 2. at will Smite Evil. 2/day Smite Chaos. Know(religion). 4/day Smite Chaos. 5/day Fallen Soul. 4/week Dominate Person. 1/day 1 Alignment: Lawful Good Neutral Evil Class Skill Points: 2. 2/day Special Mount Leadership Remove Disease. Sense Motive. Wis: Heal.5 Edition Index – Base Classes May 17. Wis: Heal. Cha: Bluff. at will Detect Chaos. Aura of Good Aura of Law Detect Evil. Wis: Heal. 5/day 20 Smite Evil. Profession. Aura of Good Detect Evil. 4/week Paladin Variants Page 60 . 1/day Smite Chaos. Wis: Heal. 1/week Remove Disease. 4/week Smite Evil. Sense Motive. 1/week Alignment: Lawful Good Neutral Evil Class Skill Points: 2. Diplomacy. Int: Craft. 2/week Smite Evil. 2/day Special Mount Fiendish Familiar Remove Disease. Know(religion). 5/day Smite Chaos. Class Skill Points: 2. Aura of Good Aura of Law Detect Evil. Know(nobility & royalty). Know(nobility & royalty). 3/week Suggestion. Aura of Good Aura of Evil Detect Evil. Dex: Ride. at will Detect Good. Gather Information. 3/day Remove Disease. Con: Concentration. at will Smite Evil. Know(history). Cha: Diplomacy. 4/week Smite Evil. 1/day Smite Chaos. 1/day Divine Grace Lay on Hands Subdue Aura of Courage Divine Health Suggestion. Intimidate. 5/week Remove Disease. 3/day Smite Heathen. Int: Craft. Profession. 2/week Remove Disease. 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. 2/day Remove Disease. Profession. 1/week In-Class Skills 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Divine Grace Lay on Hands Cast spells from the Paladin spell list Turn Undead Cast spells from the Paladin spell list Turn Undead Smite Evil. 4/day Dominate Person. 5/day Smite Chaos. Profession. Dex: Hide. 5/week Smite Evil. Search. 3/week Smite Evil. 2/week Remove Disease. at will Smite Evil. 1/day Divine Grace Lay on Hands Hidden Faith Aura of Courage Aura of Fear Divine Health Disguise Self.Dungeons & Dragons 3. 4/week Mark of Justice. Know(history). 3/week Suggestion. 4/week Smite Evil. 4/day Smite Chaos. Sense Motive. 3/day Smite Chaos. 3/week Fallen Soul. 2/week Smite Evil. Diplomacy. 4/day Remove Disease. 3/day Remove Disease. 2/day Smite Heathen. 5/week Remove Disease. 1/day Smite Heathen. Know(religion). Cha: Bluff. Dex: Ride. 4/day Smite Heathen. Handle Animals. Int: Craft. 3/day Remove Disease. Forgery. Con: Concentration. 3/week Smite Evil. 3/day Remove Disease. 4/day Remove Disease. 1/day Cast spells from the Paladin spell list Cast spells from the Enforcer spell list Turn Undead Rebuke Undead Smite Evil. 2week Smite Evil. Know(nobility & royalty). 4/day Remove Disease.

Int: Craft. Know(religion). Know(nobility & royalty). 2/week Smite Evil. 4/day Remove Disease. 3/week Smite Evil. 1/week Smite Evil. Alignment: Lawful Good. 3/day Remove Disease. 1/week Tend to Mount Smite Evil. 5/day Smite Evil. Wis: Heal. 3/day Smite Extremist. Wis: Heal. 2/week Smite Evil. Dex: Ride. Profession. 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. at will Smite Evil. Cha: Diplomacy. Aura of Good Elemental Affinity Detect Evil. Wis: Heal. 1/week Holy Sword. Listen. Handle Animals. Int: Craft. Profession. Cha: Diplomacy. 5/week Remove Disease. Aura of Good Detect Evil. 5/day 20 Smite Evil. 4/week Smite Evil. Con: Concentration. 3/day Remove Disease. Handle Animals. 3/day Remove Disease. 2/day Special Mount Smite Evil. Int: Craft.Dungeons & Dragons 3. 2/day Special Mount Remove Disease. Know(nature). Sense Motive. 2/day Special Mount Smite Evil. 1/week Blessed Weapon Commune with Nature. Page 61 Paladin Variants . 1/week Remove Disease. 2/day Smite Extremist. 1/day Smite Extremist. Know(nobility & royalty). Class Skill Points: 2. Dex: Ride. Cha: Diplomacy. Sense Motive. 3/week Remove Disease. Class Skill Points: 2. In-Class Skills 1 Aura of Good Detect Evil. Cha: Diplomacy. Dex: Ride. Class Skill Points: 2. 3/week Remove Disease. at will Smite Evil. 4/week Smite Evil. 4/week Commune with Nature. Search. 1/week Remove Disease. 2/day Special Mount Elemental Minion Remove Disease. Handle Animals. Handle Animals. 5/week Remove Disease. 1/week Smite Evil. at will Detect Imbalance. 4/day Remove Disease. 5/day Commune with Nature. 1/day Remove Disease. Perform(comedy). Know(nobility & royalty). 3/week Commune with Nature. Sense Motive. Profession. Wis: Heal. 4/day Remove Disease. Dex: Ride. 1/week Alignment: Lawful Good. 4/day Smite Extremist.5 Edition Index – Base Classes May 17. Int: Craft. Profession. 2/week Smite Evil. 3/day Divine Might Remove Disease. 4/week Smite Evil. 1/day Aura of Good Detect Evil. Con: Concentration. 1/day Alignment: Lawful Good True Neutral Class Skill Points: 2. 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. Sense Motive. at will Smite Evil. Know(religion). since the class has 20 levels. at will Smite Evil. 5/day 2 This is not being treated as a ‘Racial Substitution’. Survival. 5/week Remove Disease. Know(religion). Con: Concentration. 2006 Alternate Base Classes (continued) Lvl Paladin (PH p42) Gnome Paladin2 (DR329 p94) Incarnate (DR310 p52) Non-Spellcasting Paladin (CWar p13) Alignment: Lawful Good. Con: Concentration. Know(religion). 4/day Remove Disease. Sense Motive. Know(nobility & royalty). 1/week Remove Disease. 5/day Smite Extremist. 2/week Remove Disease.

Dex: Ride. Know(nobility & royalty). 5/day Smite Good. 5/week Remove Disease. 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. Con: Concentration. 3/week Remove Disease. Profession. Wis: Heal. Sense Motive. 5/day Smite Evil. 5/week Cause Disease. 4/day Smite Good. 4/week Cause Disease. 5/week Smite Evil. Know(religion). 2/week Smite Evil. at will Detect Good. 1/day Alignment: Lawful Good Chaotic Evil Class Skill Points: 2. 2/day Special Mount Remove Disease. 4/day Remove Disease. Cha: Diplomacy. 5/day Paladin Variants Page 62 . 2/day Smite Good.5 Edition Index – Base Classes May 17. 5/day Remove Disease. Dex: Ride. 4/day Remove Disease. 1/week Cause Disease. 4/week Smite Evil.Dungeons & Dragons 3. at will Smite Evil. Wis: Heal. 4/day Remove Disease.. Sense Motive. 2/week Smite Evil. 1/week Remove Disease. 3/day Remove Disease. 3/day Remove Disease. 5/week Smite Evil. 1/week Smite Evil. 4/day Smite Good. 2/day Special Mount Remove Disease. Cha: Bluff. Handle Animals. Wis: Heal. Sense Motive. Cha: Diplomacy. Know(nobility & royalty). Know(religion). 4/week Cause Disease. standard Paladin) (PH p42) Paladin of Freedom (UA p53) Paladin of Slaughter (UA p54) Paladin of Tyranny (UA p54) Alignment: Lawful Good. Aura of Good Aura of Evil Detect Evil. 3/day Remove Disease. 2/day Special Mount 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. Aura of Good Detect Evil. 3/day Remove Disease. Con: Concentration. 5/day Smite Good. Cha: Diplomacy. 3/day Smite Good. Diplomacy. Handle Animals. 1/week Smite Evil. Dex: Ride. 1/day Smite Good. 1/week In-Class Skills 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. 3/day Smite Good. 1/week Cause Disease. Int: Craft. 3/week Cause Disease. Aura of Good Aura of Evil Detect Evil. Sense Motive. Handle Animals. 4/day Remove Disease. Profession. Con: Concentration. 5/day Smite Evil. 3/week Remove Disease. Int: Craft. 1/week Alignment: Lawful Good Lawful Evil Class Skill Points: 2. Int: Craft.e. Know(nobility & royalty). Know(religion). 1/day 1 Alignment: Lawful Good Chaotic Good Class Skill Points: 2. 2/day Smite Good. 2/week Cause Disease. at will Smite Evil. Con: Concentration. 1/week Remove Disease. Class Skill Points: 2. 4/week Remove Disease. 2/week Cause Disease. 1/week 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Smite Evil. Intimidate. 2/day Special Mount Remove Disease. Dex: Ride. 2006 Alternate Base Classes (continued) Lvl Paladin of Honor (i. Aura of Good Detect Evil. 3/week Cause Disease. at will Detect Good. Know(nobility & royalty). 2/week Smite Evil. 5/week Cause Disease. Wis: Heal. 1/day Smite Good. Profession. at will Smite Evil. Int: Craft. Handle Animals. at will Smite Evil. 1/week Smite Evil. 4/week Smite Evil. 3/week Remove Disease. Know(religion). Profession.

4/day Remove Disease. Know(religion). Int: Craft. Handle Animals. 2/week Resist Energy. 1/week 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Smite Evil. Cha: Diplomacy. Wis: Heal. Profession. at will Smite Evil. 5/day Smite Evil. Know(religion). 5/day Smite Evil. 3/day Remove Disease. 1/day In-Class Skills 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. Know(nobility & royalty). 3/day Remove Disease. 1/day May freely Cross-Class with Ranger if 1st Favored Enemy is Dragon 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. Sense Motive. Int: Craft. 5/day Dispel Evil. 3/week Remove Disease. 5/week Remove Disease. 2006 Alternate Base Classes (continued) Lvl Paladin (PH p42) Sentinel (DR310 p50) Wyrmslayer (DR332 p90) Alignment: Lawful Good. Know(religion).Dungeons & Dragons 3. at will Smite Evil. 1/day 1 Alignment: Lawful Good Neutral Good Class Skill Points: 2. Con: Concentration. Int: Craft. 2/day Special Mount Celestial Minion Remove Disease. 5/day Smite Evil. Cha: Diplomacy. Wis: Heal. Know(the planes). 3/week Resist Energy. Class Skill Points: 2. 3/day Remove Disease. 2/day Special Mount Remove Disease. Con: Concentration. Handle Animals. 2/day Smite Evil. Search. Cha: Diplomacy. 2/day Special Mount Remove Disease. Dex: Ride. Handle Animals. Aura of Good Detect Evil. Profession. 4/week Dispel Evil. 4/week Smite Evil. 1/day Alignment: Lawful Good. Dex: Ride. Know(nobility & royalty). Con: Concentration. Dex: Ride. Listen. 4/day Remove Disease. Survival. 3/day Remove Disease. 4/week . 2/week Smite Evil. 1/week Dispel Evil. 5/week Resist Energy. Know(nobility & royalty). at will Smite Evil. Wis: Heal. Know(arcana). 3/week Smite Evil. Aura of Good Detect Evil. Spot. 2/week Remove Disease. 1/week Resist Energy. Sense Motive. 3/week Dispel Evil. Aura of Good Detect Evil. 1/week Remove Disease. Class Skill Points: 2. Paladin Variants Page 63 . Profession. Sense Motive.5 Edition Index – Base Classes May 17. 3/day Smite Evil. 3/week Resist Energy. 2/week Smite Evil. 4/day Remove Disease. 5/week Remove Disease.

Dungeons & Dragons 3. skill checks. Indomitable Will(DR312 p23) – The Despot becomes immune to all spells of the ‘charm’ sub-school. ‘Despot’ Class Abilities: Slippery Mind(DR310 p48) – If the Despot fails his/her saving throw against an Enchantment. This is a Language-Dependant. It gains abilities as the Anti-Paladin goes up in level based on the “Paladin’s Mount” table(PH p45). Creatures that are “Turned” receive a –2 penalty on attacks. Oppression(DR312 p23) – The Despot can use a ‘Turning’-like ability on living creatures. He/she makes a Turn Check & Turn Damage rolls as a Cleric three levels lower. ability checks. He/she makes a Turn Check & Turn Damage rolls as a Cleric three levels lower. the caster cannot cast Divine spells for 24 hours. and damage for 1 minute. the spell Death Knell that the Anti-Paladin casts. “Destroyed”) are Nauseated for 1 minute. and Lawful ones are affected last. If the threatened critical is not confirmed.. “Destroyed”) are Nauseated for 1 minute. he/she receives a new saving throw after 1 round. 2006 Alternate Base Classes (continued) Class Abilities ‘Anarch’ Class Abilities: Destructive Strike(DR310 p48) – The Anarch is able to inflict critical hit damage on Constructs or objects. the minion remains for 1 hour per Class level. This is a Language-Dependant. Usable 3 + Charisma mod. Turn Constructs(DR310 p48) – Able to Turn / Destroy Constructs as a Cleric three levels lower Turns / Destroys Undead. Casters that are “Turned” cannot cast Divine spells for 1 minute. usable Charisma modifier times per day.. ‘Avenger’ Class Abilities: Slippery Mind(DR310 p48) – If the Avenger fails his/her saving throw against an Enchantment. If not dismissed earlier. DC (10 + Corrupter levels). Fear effects. Leadership(DR310 p54) – The Enforcer gains Feat: Leadership & has a +1 bonus on his/her Leadership score.5 Edition Index – Base Classes May 17. Hidden Faith(DR312 p24) – 1) Receives a +4 Profane bonus on all Bluff.g. and Lawful ones are affected last. If the Turn Check indicates that the Enforcer could affect a creature with 2x the target’s HD (i. Creatures that are “Turned” receive a –2 penalty on attacks. he/she receives a new saving throw after 1 round. Either effect is cancelled if the Corrupter (but not his/her allies) attack the target –or– the target receives an Atonement spell. This ability may be suppressed or activated as a Free Action. he/she receives a new saving throw after 1 round. Does not affect those who share the Corrupter’s own faith. and damage for 1 minute.e. ‘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.e. Disguise. & Forgery checks to maintain a deception. Chaotic creatures within 60’ are affected first. Paladin Variants Page 64 . All enemies within 10’ of the Corrupter receive a –4 Morale penalty on saves vs. Aura of Fear(DR312 p21) – The Corrupter is immune to Fear effects. Intercession) (DR312 p24) – The Corrupter can use a ‘Turning’-like ability on Divine spellcasters. ability checks. though this does not effect the maximum number & level of followers and cohorts. though this does not effect the maximum number & level of followers and cohorts. a target with fewer HD than the Anti-Paladin receives a –2 penalty on saves vs. Mind-Affecting ability. Leadership(DR310 p54) – The Despot gains Feat: Leadership & has a +1 bonus on his/her Leadership score. Fear effects. 2) Any magical attempt to discern the Corrupter’s actual alignment/faith must succeed on a Level check vs. saves. The closer creatures of a given alignment category are effected first. the Enforcer gains a +2 bonus on the weapon’s damage. The closer creatures of a given alignment category are effected first. If “Destroyed”. times per day. Must be declared before the attack is made & if the target is not in a class that can cast Divine spells. Aura of Fear(DR312 p21) – The Anti-Paladin is immune to Fear effects. It gains abilities based as the Avenger goes up in level based on the “Paladin’s Mount” table(PH p45). Slippery Mind(DR310 p48) – If the Anarch fails his/her saving throw against an Enchantment. saves. Oppression(DR312 p23) – The Enforcer can use a ‘Turning’-like ability on living creatures. ‘Corrupter’ Class Abilities: Smite Heathen(DR312 p24) – Add Charisma modifier to the attack roll & +1/class level damage. Rebuke Divine Magic (i. skill checks. a sap). He/she makes a Turn Check & Turn Damage rolls as a Cleric three levels lower. If attacking with a weapon designed to do non-lethal damage (e. typically a Heavy Warhorse or Warpony that has the Fiendish Template. ‘Enforcer’ Class Abilities: Subdue(DR310 p54) – The Enforcer can inflict non-lethal damage without taking a –4 attack penalty. The Destructive Strike is designated when a critical is threatened but before it is confirmed. Chaotic creatures within 60’ are affected first. then the smite has no effect. This ability may be suppressed or activated as a Free Fiendish Mount(DR312 p21) – The Anti-Paladin gains a magical steed.. Also. Mind-Affecting ability.e. If the Turn Check indicates that the Despot could affect a creature with 2x the target’s HD (i. that use of Destructive Strike is wasted.. Animal Minion(DR310 p49) – The Avenger gains a magical bird as a scout & guardian. All enemies within 10’ of the Anti-Paladin receive a –4 Morale penalty on saves vs.

Usable Charisma bonus times per day.convert 1hp of healing into 5hp for your mount.. The target of inflicted damage receives a Will save for half damage (DC = 10 + ½ Class level + Charisma modifier). Dazed. Dazzled.Charisma for 1 minute per Class level. ‘Paladin of Freedom’ Class Abilities: Aura of Resolve(UA p53) – The Paladin of Freedom is immune to Compulsion effects. Confusion. Fatigued. Usable 1/day. The target of inflicted damage receives a Will save for half damage (DC = 10 + ½ Class level + Charisma modifier).convert 1hp of healing into 1 point of ability damage restored .5 Edition Index – Base Classes May 17. gain a +4 bonus to Strength. A total of (Class level * Charisma modifier) hit points may be inflicted / healed each day. Cause Disease(UA p54) – Contagion. Compulsion effects. Celestial Fortitude(DR310 p51) – The Sentinel gains a +2 Sacred bonus on saving throws against the effects of Evil Outsiders & Evil Spells. . ‘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.e. ‘Paladin of Tyrany’ Class Abilities: Aura of Despair(UA p54) – All enemies within a 10’ radius of a Paladin of Tyranny receive a –2 penalty to all Saving Throws. Cause Disease(UA p54) – Contagion.Dungeons & Dragons 3. Usable 3 + Charisma mod. Celestial Minion(DR310 p51) – The Sentinel can summon a Medium-size (or smaller) animal with the Celestial Template once per day. then the smite has no effect. ‘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. or Poisoned. -or. while ‘Air & Earth’ affinity do Electricity & Acid damage. Nauseated. Divine Might(CWar p13) – As a Standard Action. the effect does no damage on a successful save to the Sentinel. the minion remains for 1 hour per Class level. Once chosen. & Elemental Minion Class Features. or Chaotic Evil. Feebleminded. All allies within 10’ of the Paladin of Freedom gain a +4 Morale bonus on saves vs. Tend to Mount(CWar p13) – You may use your Lay on Hand to help your Mount: . based on his/her Elemental Affinity. the minion remains for 1 hour per Class level. It gains abilities based as the Sentinel goes up in level based on the “Paladin’s Mount” table(PH p45). by touch. Deafened. Energy Resistance(DR310 p52) – The Incarnate gains Energy Resistance 5 against Fire & Cold –or– Electricity & Acid. Incarnates with ‘Fire & Water’ affinity do Fire & Cold damage. but not the specific subtype. Chaotic Good. Diseased. Smite Extremist(DR310 p52) – Add Charisma modifier to the attack roll & +1/class level damage. Must be declared before the attack is made & if the target is not Lawful Good. Wisdom. a total of 2d4 + (2 x Charisma modifier damage)). Lawful Evil. but detects creatures with an alignment subtype. Insanity. Turn Outsider(DR310 p51) – Able to Turn / Destroy Outsiders as a Cleric three levels lower Turns / Destroys Undead. 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. Elemental Minion(DR310 p52) – The Incarnate can summon a Medium-sized Elemental of a type matching the Incarnate’s Elemental Affinity. A total of (Class level * Charisma modifier) hit points may be inflicted / healed each day. If not dismissed earlier. Energy Resistance. times per day. Detect Imbalance(DR310 p52) – Similar to Detect Undead.convert 5hp of healing to remove one of the following: Blindness. Paladin Variants Page 65 . It gains abilities based as the Incarnate goes up in level based on the “Paladin’s Mount” table(PH p45). ‘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. 2006 Alternate Base Classes (continued) Class Abilities ‘Incarnate’ Class Abilities: Elemental Affinity(DR310 p52) – The Incarnate gains an affinity to either Fire & Water –or– Air & Earth. If the effect or spell normally causes half or partial damage on a successful save. This choice affects the Elemental Burst. Exhausted. Stunned. Deadly Touch(UA p54) – Able to inflict of damage through a touch attack or heal damage to Undead. by touch. Deadly Touch(UA p54) – Able to inflict of damage through a touch attack or heal damage to Undead. Sickened. the Incarnate cannot change his/her affinity. If not dismissed earlier.

at will Smite Evil. 5/day Ranged Smite Evil. 2006 Racial Substitution 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: Lawful Good. 4/week Smite Evil. 4/week Smite Evil. 2/week Smite Evil. Dex: Ride. Con: Concentration. Con: Concentration. Cha: Diplomacy. 3/day Remove Disease. Class Skill Points: 2. 5/week Remove Disease. 3/week Smite Evil. Handle Animals. 3/day Remove Disease. 3/week Remove Disease. 2/day Special Mount Alignment: Lawful Good. Con: Concentration. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Enchantment effects as long as the Elf Paladin is conscious. Know(religion). Aura of Good Detect Evil. Dex: Ride. 1/day Ranged Smite Evil. 3/week Remove Disease. Cha: Diplomacy. 2/day Special Mount Alignment: Lawful Good. 2/week Smite Evil. 3/day Remove Disease. Int: Craft. 5/day Smite Evil. Int: Craft. 5/week Remove Disease. 3/day Ranged Smite Evil. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Cha: Diplomacy. Wis: Heal. 1/week Remove Disease. Know(religion). Class Skill Points: 2. Handle Animals. Know(nobility & royalty). 1/week Remove Disease. Class Skill Points: 2. 4/week Smite Evil. 1/day Ranged Smite Evil. Know(nobility & royalty). Handle Animals. 2/week Smite Evil. 5/week Smite Evil. 2/day Special Mount Unicorn Mount Remove Disease. Survival. Sense Motive. Know(nobility & royalty). N/day You may use the normal Paladin class ability ‘Smite Evil’ only with a straight bow on a target within 30’. Dex: Ride. 5/day Smite Evil. Know(religion). Aura of Good Detect Evil. Int: Craft. 4/day Ranged Smite Evil. Cha: Diplomacy. 4/day Remove Disease. Sense Motive. Wis: Heal.Dungeons & Dragons 3. Aura of Good Detect Evil. 3/day Remove Disease. Con: Concentration. 5/week Remove Disease. 4/day Remove Disease. 2/day Special Mount Remove Disease. 3/day Remove Disease. 2/day Ranged Smite Evil. Con: Concentration. 4/day Remove Disease. 1/day Divine Grace Lay on Hands Aura of Courage Aura of Freedom Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 1/week Alignment: Lawful Good. Sense Motive. Wis: Heal. 2/week Smite Evil. Class Skill Points: 2. Profession. at will Smite Evil. Profession. 4/day Ranged Smite Evil. 3/week Remove Disease. 4/week Remove Disease. 2/day Special Mount Unicorn Mount Remove Disease. Survival. 3/week Remove Disease. at will Smite Evil. 5/week Remove Disease. Dex: Ride. Know(religion). Sense Motive. Survival. Profession. Int: Craft. Know(nobility & royalty). 1/week Class Features 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Remove Disease. Sense Motive. 5/day Elf Paladin Class Abilities Ranged Smite Evil. at will Smite Evil. Handle Animals. Cha: Diplomacy. Profession. 3/day Ranged Smite Evil. Dex: Ride. Unicorn Mount The Elf Paladin (of either gender) gains a Unicorn as its Special Mount. 2/week Smite Evil. Know(religion). Aura of Good Detect Evil. Class Skill Points: 2. Aura of Freedom All allies within 30’ gain a +4 Morale bonus on saves vs. Wis: Heal. 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. Int: Craft. Handle Animals. Know(nobility & royalty). Aura of Good Detect Evil. It gains Special Mount abilities as if the Elf Paladin were 6 levels lower that he/she actually is. 5/day Smite Evil. at will Smite Evil. Paladin Variants Page 66 . 2/day Ranged Smite Evil. 4/week Smite Evil.5 Edition Index – Base Classes May 17. 4/day Remove Disease. Wis: Heal. Survival. 5/day Smite Evil. 4/day 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. Profession. 1/week Alignment: Lawful Good. 5/day Ranged Smite Evil.

In addition. 4/day Remove Disease. Wis: Heal. 1/day Smite Evil. Handle Animals. 2006 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: Lawful Good. +3. 3/day 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. Profession. Intimidate. 3/week 12 13 14 15 16 17 18 19 20 Smite Evil. Know(religion). 2/week Smite Evil. which grants a +N Morale bonus on melee weapon damage for (1 + Charisma modifier) rounds (minimum 1 round). 2/day Special Mount Remove Disease. 5/day Remove Disease.Dungeons & Dragons 3. Cha: Diplomacy. 4/day Remove Disease. 4/week Righteous Fury. 2/week Remove Fatigue. 4/week Remove Fatigue. Handle Animals. 3/week Remove Fatigue. Class Skill Points: 2. Con: Concentration. Int: Craft. at will Smite Evil. Dex: Ride. 2/day Special Mount Remove Disease. +7. 4/day Righteous Fury. 5/week Smite Evil. Cha: Diplomacy. +4. Int: Craft. Dex: Ride. at will Smite Evil. 4/day Remove Disease. Class Skill Points: 2. at will Smite Evil. 3/week Remove Disease. 3/day Remove Disease. Wis: Heal. +2. 4/day Remove Disease. +3. Con: Concentration. 3/day Remove Disease. +N As a Free Action. Know(nobility & royalty). Class Skill Points: 2. 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. +5. 5/week Remove Disease. Dex: Ride. Sense Motive. +4. Wis: Heal. Con: Concentration. Aura of Good Detect Evil. +6. Aura of Good Detect Evil. 4/week Remove Disease. 3/day Remove Disease. Aura of Good Detect Evil. Aura of Good Detect Evil. Know(nobility & royalty). HD: d12 d10. Intimidate. HD: d12 d10. Int: Craft. +5. 4/week Smite Evil. 2/day Special Mount Remove Disease. 2/day Special Mount Remove Disease. Paladin Variants Page 67 . 1/day Righteous Fury. 2/day Righteous Fury. Class Skill Points: 2. 4/day Remove Disease. 5/day Smite Evil. Handle Animals. at will Smite Evil. 1/week Righteous Fury. +7. Cha: Diplomacy. 3/week Smite Evil. 5/week Remove Fatigue. 3/week Righteous Fury. 5/week Remove Fatigue. 4/week Righteous Fury. Handle Animals. 3/day Remove Disease. 4/week Remove Fatigue. 3/day Remove Disease. Sense Motive. +5. Know(religion). 2/day Remove Disease. 4/day Remove Disease. +4. Con: Concentration. HD: d12 d10. 1/week Righteous Fury. Int: Craft. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Cha: Diplomacy. +2. Sense Motive. Remove Fatigue The Half-Orc Paladin can remove the Fatigued condition from all allies within a 30’ Burst centered on the himself/herself. 3/day Righteous Fury. Know(religion). 5/week Smite Evil. Wis: Heal. 5/day Smite Evil. 4/day Righteous Fury. Aura of Good Detect Evil. +3. 4/week Smite Evil. 2/week Smite Evil. Profession. Alignment: Lawful Good. Wis: Heal. 2/week Smite Evil. 3/week Righteous Fury. Fear effects & checks to resist Intimidation attempts. Profession. +3. Handle Animals. Dex: Ride. 2/day Righteous Fury.5 Edition Index – Base Classes May 17. +4. 2/week Smite Evil. Aura of Awe The Half-Orc Paladin becomes immune to all Fear effects. 4/day Smite Evil. Con: Concentration. 5/day Righteous Fury. 2/day Special Mount Remove Disease. +6. Dex: Ride. Know(nobility & royalty). 5/day Righteous Fury. 5/day Half-Orc Paladin Class Abilities Righteous Fury. 1/week Remove Fatigue. 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. 1/week Alignment: Lawful Good. 1/week Alignment: Lawful Good. Sense Motive. Know(nobility & royalty). at will Smite Evil. Know(religion). 1/day Smite Evil. 1/week Remove Fatigue. Intimidate. 5/week Smite Evil. 1/day Righteous Fury. Int: Craft. 2/week Remove Fatigue. 1/week Alignment: Lawful Good. 2/week Smite Evil. 3/day Righteous Fury. Profession. 5/week Remove Disease. a Half-Orc Paladin may enter a ‘Righteous Fury’. 3/week Remove Fatigue. 2/day Class Features 1 2 3 4 5 6 7 8 9 10 11 Class Skill Points: 2. Evil creatures within 10’ take a –2 penalty on saves vs. HD: d12 d10. +5. 3/day Remove Disease. Know(nobility & royalty). Cha: Diplomacy. Sense Motive. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Righteous Fury. Profession. HD: d10. Know(religion). 5/day Remove Disease. Intimidate.

Aura of Good Detect Evil. Sense Motive. Aura of Good Detect Evil. at will Smite Evil or Construct. 1/week 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Aura of Courage Divine Health Turn Undead Able to cast Prepared Divine spells from the Paladin spell list Smite Evil. 3/week Remove Disease. at will Smite Evil. 3/week Remove Disease. 3/day Remove Disease. Wis: Heal. 5/week Smite Evil. 2/week Smite Evil or Construct. 1/week Aura of Courage Divine Health Turn Undead Able to cast Prepared Divine spells from the Paladin spell list Smite Evil or Construct. Know(religion). Wis: Heal. 4/week Remove Disease. Know(nobility & royalty). Sense Motive. Int: Craft. Aura of Good Detect Evil. 4/day Remove Disease. 5/day Smite Evil. Aura of Good Detect Evil. Cha: Diplomacy. 1/week Aura of Courage Divine Health Immunity to Stunning Turn Undead Able to cast Prepared Divine spells from the Paladin spell list Smite Evil. 2/day Special Mount Remove Disease. Sense Motive. Int: Craft. at will Smite Evil. Wis: Heal. 4/day Remove Disease. Know(nobility & royalty). Repair Damage – You can repair (Constitution modifier * Paladin level) hit-points of damage to any Living Construct (including yourself) each day. Con: Concentration. 5/week Remove Disease. 4/week Smite Evil or Construct. 3/day Remove Disease. broken up however you wish. Cha: Diplomacy. 3/week Remove Disease. Profession. Con: Concentration. Wis: Heal. 2/day Special Mount Remove Disease. Know(religion). Profession. at will Smite Evil. Immunity to Stunning – You cannot be Stunned. 1/day Divine Grace Lay on Hands Dex: Ride. 2/day Special Mount Remove Disease. at will Smite Evil or Construct. 4/day Remove Disease. Profession. You can also use this ability to heal living creatures. 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. 1/week Remove Disease. Cha: Diplomacy. except the Construct can be of any alignment. 4/week Smite Evil or Construct. 5/day Smite Evil. 1/day Divine Grace Lay on Hands Dex: Ride. 4/day Remove Disease. 3/day Remove Disease. 1/day Divine Grace Lay on Hands Dex: Ride. 3/day Remove Disease. Handle Animals. 2/day Special Mount Remove Disease.Dungeons & Dragons 3. Paladin Variants Page 68 . Handle Animals. Profession. Cha: Diplomacy. Know(religion). 2/day Special Mount Remove Disease. 2/week Smite Evil. Int: Craft. Con: Concentration. Con: Concentration. Know(nobility & royalty). 4/week Smite Evil. 3/week Smite Evil. 3/week Remove Disease. 5/week Remove Disease. 5/day Smite Evil or Construct. Int: Craft. 4/week Smite Evil. 2/week Smite Evil or Construct. 2/week Smite Evil. 2/week Smite Evil. Profession. Aura of Good Detect Evil. 4/day Remove Disease. 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. though it takes 2 point from the pool to heal 1 hit-point. Handle Animals. 5/day Warforged Paladin Class Abilities: Smite Construct – This ability works just like ‘Smite Evil’. Sense Motive. Int: Craft. Cha: Diplomacy. Handle Animals. Handle Animals. Know(religion). 5/day Smite Evil or Construct.5 Edition Index – Base Classes May 17. 3/day Remove Disease. 5/week Remove Disease. 5/week Remove Disease. Know(nobility & royalty). Know(religion). Know(nobility & royalty). Con: Concentration. Sense Motive. 2006 Racial Substitution (continued) Lvl Class Features 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) Dex: Ride. Durable Will – Add your Constitution modifier (if any) to all Will saving throws. Wis: Heal. 1/week Dex: Ride.

Class Skill Points: 2. 2/week Smite Evil. 2/day Special Mount Remove Disease. 3/day Remove Disease. 1/week Remove Curse. Dex: Ride. These may be divided up however the Paladin of Light desires. 4/week Smite Evil. Profession. Dex: Ride. Wis: Heal. 4/week Smite Evil. at will Smite Evil. Con: Concentration. Profession. Class Skill Points: 2. Int: Craft. Class Skill Points: 2. 5/day Smite Evil. Con: Concentration. 3/day Remove Disease. Know(religion). 1/week Remove Curse. 5/day Smite Evil. 2/day Special Mount Remove Disease. 2/day Special Mount Remove Disease. at will Smite Evil. Wis: Heal. 5/week Remove Disease. Dex: Ride. Sense Motive. 1/week Alignment: Lawful Good. Aura of Good Detect Evil. 3/week Remove Disease. Handle Animals. Handle Animals. Sense Motive. 5/week Smite Evil. 4/day Remove Disease. 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. 1/week Class Features 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Remove Disease. 2/day Special Mount Remove Disease. Each application lasts 10 minutes per Class level and is applied by Touch with a Standard Action. Sense Motive. Handle Animals. 3/day Remove Disease. Class Skill Points: 2. Aura of Good Detect Evil. Know(nobility & royalty). Know(religion). 3/week Remove Curse. 5/day Smite Evil. Aura of Good Detect Evil. Profession. Aura of Good Detect Evil. Class Skill Points: 2. 2/day Special Mount Remove Disease. 4/day Remove Disease. Know(religion). Cha: Diplomacy. at will Detect Night Creature. 4/day Remove Disease. 3/day Remove Disease. 1/week Alignment: Lawful Good. Dex: Ride. Paladin Variants Page 69 . Know(religion). at will Detect Night Creature. 2/week Smite Evil. Know(nobility & royalty).Dungeons & Dragons 3. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. 5/week Smite Evil. 2/week Smite Evil. 4/week Remove Curse. 4/week Remove Curse. Wis: Heal. Con: Concentration. 4/day Remove Disease. 3/week Remove Disease. 2006 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: Lawful Good. 3/week Smite Evil. Cha: Diplomacy. 2/week Remove Curse. 3/week Remove Disease. Con: Concentration. Int: Craft. at will Smite Evil. Handle Animals. at will Smite Evil. Int: Craft.5 Edition Index – Base Classes May 17. Int: Craft. 2/week Smite Evil. Know(nobility & royalty). 5/week Remove Curse. 4/week Smite Evil. 2/week Remove Curse. 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. 1/week Alignment: Lawful Good. Int: Craft. 1/week Alignment: Lawful Good. at will Smite Evil. 5/week Remove Disease. Wis: Heal. Sense Motive. Sense Motive. 3/week Remove Curse. 5/day Remove Disease. Handle Animals. 4/week Smite Evil. Know(religion). Profession. 4/day Remove Disease. Know(nobility & royalty). Wis: Heal. 3/week Remove Disease. Cha: Diplomacy. Know(nobility & royalty). 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. 3/day Remove Disease. 5/week Remove Disease. Dex: Ride. Cha: Diplomacy. 4/week Remove Disease. 1/day Divine Grace Lay on Hands Cooling Touch Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Aura of Good Detect Evil. Profession. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Con: Concentration. Cha: Diplomacy. 5/week Remove Curse.

1/day Remove Disease. Know(religion). Handle Animals. Know(nobility & royalty). 3/day Remove Disease. 2/week Smite Evil. at will Smite Evil. 4/day Smite Evil. Sense Motive. Int: Craft. 3/day Smite Evil. Int: Craft. Wis: Heal. Wis: Heal. at will Smite Evil.5 Edition Index – Base Classes May 17. 4/week Blessed Radiance. 4/week Smite Evil. Con: Concentration. 2/day Smite Evil. Handle Animals. 2/week Smite Evil. Profession. 2/day Remove Disease. Profession. 4/day Remove Disease. 4/day Remove Disease. Sense Motive. Aura of Good Detect Evil. Handle Animals. 2/week Smite Evil. 2/week Smite Evil. 3/day Smite Evil. Dex: Ride. Strike of the Faithful If you use ‘Smite Evil’ on an Undead. 3/day Remove Disease. Int: Craft. 4/day Solstice Knight Class Abilities Blessed Radiance. 2006 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) Alignment: Lawful Good. 3/day Remove Disease. 4/day Smite Evil. Dex: Ride. 3/week Remove Disease. 1/week Remove Disease. Wis: Heal. 3/week Remove Disease. 5/week Smite Evil. Paladin Variants Page 70 . 3/week Smite Evil. Cha: Diplomacy. 4/week Blessed Radiance. Aura of Good Detect Evil. Class Skill Points: 2. Know(nobility & royalty). 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. Int: Craft. Class Skill Points: 2. 3/day Blessed Radiance.Dungeons & Dragons 3. 4/day Smite Evil. 4/day Blessed Radiance. Profession. 1/day Divine Grace Lay on Hands Aura of Courage Divine Health Cast spells from the Paladin spell list Turn Undead Smite Evil. it takes double the standard Smite damage. 1/day Special Mount Darkvision 30’ (stacks with any racial Darkvision) Strike of the Faithful Remove Disease. 5/day Blessed Radiance. 5/week Remove Disease. 3/day Remove Disease. 1/week Class Features 1 2 3 4 5 Class Skill Points: 2. 3/day Remove Disease. at will Smite Evil. Dex: Ride. Dex: Ride. at will Smite Evil. Know(nobility & royalty). N/day Cast Daylight as a Free Action. 5/day Smite Evil. Sense Motive. 5/day Smite Evil. Alignment: Lawful Good. 5/week Remove Disease. 4/week Smite Evil. Class Skill Points: 2. Aura of Good Detect Evil. 5/week Remove Disease. Aura of Good Detect Evil. 2/day Alignment: Lawful Good. 2/day Blessed Radiance. Profession. Know(nobility & royalty). 2/day Smite Evil. Con: Concentration. 3/week Remove Disease. Wis: Heal. 2/day Special Mount 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Remove Disease. 1/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. 5/day Smite Evil. 4/day Smite Evil. Cha: Diplomacy. The spell is always centered on you and is cast at your Paladin level. Con: Concentration. Cha: Diplomacy. 5/day Smite Evil. Handle Animals. 2/day Remove Disease. 1/day Special Mount Darkvision 30’ (stacks with any racial Darkvision) Strike of the Faithful Blessed Radiance. 1/day Blessed Radiance. 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). Know(religion). Know(religion). Sense Motive. 1/week Alignment: Lawful Good. 2/day Special Mount Blessed Radiance. Con: Concentration. Cha: Diplomacy.

Lasts for 1 round is usable once per day. except your bonus on the roll is (Paladin level + Charisma modifier). Protective Ward – As a Standard Action. you may grant yourself or an ally of Good alignment a bonus on saving throws vs. and other Spell Completion or Spell Trigger items as if you were a Wizard of (Paladin level / 2) + your Wizard levels (if any). Wands. Paladin Variants Page 71 . Domain Death Knowledge Luck Magic Protection Strength War Special Ability Special Death Ward – As a Standard Action. you may grant yourself or an ally a Resistance bonus on his/her next saving throws equal to (Paladin level – 2). 2006 Specific Domains for Paladins Described in (DR328 p90) In place of the ability to Turn Undead at 3rd level. Know (arcana) and Spellcraft are class skills for you. but gains the Special Ability listed below. Death effects equal to (Paladin level – 2). The bonus lasts for 1 minute and may be granted (3 + Charisma modifier) times per day. Special True Warrior Ability – As a Free Action.5 Edition Index – Base Classes May 17. a Paladin can select one Domain granted by his/her Patron Deity. Lasts for 1 round and is usable once per day.Dungeons & Dragons 3. you gain an Enhancement bonus to your Strength equal to (Paladin level – 2). This is an extraordinary ability. Usable once per day. You must take the new roll. You may use Scrolls. Feat of Strength – As a Free Action. Special Divine Inspiration – You may make a Bardic Knowledge check up to (1 + Charisma modifier) times per day. The effect fades if not used in 1 hour. you can bypass the Damage Reduction of any Evil-Aligned creature. The Paladin receives no additional spells. You may reroll one roll you have just made before the DM declares whether it was a success or a failure.

Move Silently.5 Edition Index – Base Classes May 17. Dexterity. Move Silently. Speak Language(Abyssal. Cha: Handle Animal. 2006 Ranger Alternate Base Classes The following are specialized types of Rangers. Spot. Martial. Common Features: • Attack on the Fighter combat chart. Aquan. or Terran) 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy. Con: Concentration. Know(dungeoneering). Shields. Know(the planes). Know(nature). Survival. Use Rope. • Good Save: Fort • Hit-Die: d8 • Skill Points: 6. Listen. Str: Climb. Spot.Dungeons & Dragons 3. Search. Str: Climb. Armor: Light. Listen. Shields. Ride. but a –4 penalty with Animals Spells per Day: 1st – 2nd – 3rd – 4th – Class Features 1 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy Spells per Day: 1st – 2nd – 3rd – 4th – 5th – 2 3 Combat Style Spells – – – – Combat Style 1st Favored Enemy Creature-Type 2 1 – – – – Combat Style Combat Style Spells – – – – Gain Feat: Endurance Spells – – – – Gain Feat: Endurance Combat Style 2 2 – – – – Gain Feat: Endurance 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 nd Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Spells 0 – – – 2 1 – – – Animal Companion. Infernal. Jump. Swim. Martial Martial Ranged Armor: Light. A character can only be the member of one Ranger class. Ride. Martial. Auran. Wis: Heal. Lvl Ranger (PH p46) Mystic Ranger (DR336 p105) Non-Spellcasting Ranger (CWar p13) Planar Ranger (UA p55) Weapons: Simple. Spells Spells 1 1 1 1 0 1 – – 12 Combat Style Mastery Spells Ranger Variants Page 72 . Swim. Str: Climb. Spellcraft. Spot. Move Silently. Shields. in the same way a Necromancer is a specialized type of Wizard. Know(geography). 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 Spells per Day: 0th 2 1st – 2nd – 3rd – 4th – Weapons: Simple. Profession. Usable 1/day. may have the Celestial or Fiendish template Able to cast Prepared Divine spells from the Ranger Spell List. Search. Cha: Handle Animal. Shields. Know(dungeoneering). but Magical Beasts with Celestial or Fiendish templates count as Animals Spells 0 0 – – – – – – 5 6 7 8 9 10 11 2 Favored Enemy Creature-Type Spells 0 – – – nd 2 Favored Enemy Creature-Type 3 2 2 – – – 2nd Favored Enemy Creature-Type Improved Combat Style +10’ movement when not in Heavy Armor or Heavily Encumbered Woodland Stride 2nd Favored Enemy Creature-Type Spells Improved Combat Style Spells 1 – – – Improved Combat Style 3 3 2 1 – – Improved Combat Style Spells 1 – – – Woodland Stride Spells 1 – – – Woodland Stride Improved Combat Style 3 3 2 2 – – 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 – Swift Tracker Swift Tracker Spells 1 1 1 0 0 1 – – – – – – Evasion 3rd Favored Enemy Creature-Type Combat Style Mastery Evasion – Evasion 3rd Favored Enemy Creature-Type 1 Evasion Spells Spells 3rd Favored Enemy Creature-Type Combat Style Mastery 3rd Favored Enemy Creature-Type Combat Style Mastery Spells 1 1 1 1 0 1 – – 4 4 4 4 4 4 3 3 2 3 2 2 Combat Style Mastery As a Standard Action. Profession. Survival. Cha: Handle Animal. Armor: Light. Know(geography). Armor: Light. Know(geography). Profession. Know(dungeoneering). Cha: Handle Animal. at no penalty with Magical Beasts with Celestial or Fiendish templates. Move Silently. Profession. Survival. Search. Ride. Ignan. Dex: Hide. Martial. -orWisdom for 1 minute per Class level. Dex: Hide. Int: Craft. Con: Concentration. Dex: Hide. Weapons: Simple. Spot. Use Rope. Celestial. Know(geography). Know(nature). Jump. Int: Craft. Jump. Survival. gain a +4 bonus to Constitution. Know(nature). Wis: Heal. Know(dungeoneering). Use Rope. Swim. Con: Concentration. Dex: Hide. The decision to become a specialized Ranger must be done when the 1st level of Ranger is taken. Str: Climb. Con: Concentration. Swim. Jump. Ride. Listen. Wis: Heal. Use Rope. Weapons: Simple. Int: Craft. Know(nature). Listen. Wis: Heal. Search. Int: Craft.

5 Edition Index – Base Classes May 17. 1/day Hide in Plain Sight 4th Favored Enemy Creature-Type Spells Spells Spells Spells Spells Hide in Plain Sight Hide in Plain Sight Hide in Plain Sight 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 5th Favored Enemy Creature-Type Spells 3 3 3 3 Ranger Variants Page 73 . Camouflage Spells Spells 1 2 2 2 2 3 3 1 1 1 2 2 2 3 1 1 1 1 2 2 3 – 0 1 1 1 1 2 3rd Favored Enemy Creature-Type 4th Favored Enemy Creature-Type 4th Favored Enemy Creature-Type 3 3 4 4 4 4th Favored Enemy Creature-Type Freedom of Movement (self only).Dungeons & Dragons 3. 2006 Lvl 13 14 15 16 17 18 19 20 Ranger (PH p46) Mystic Ranger (DR336 p105) Non-Spellcasting Ranger (CWar p13) Planar Ranger (UA p55) Camouflage Spells Spells Spells Spells Spells Spells Spells 1 2 2 2 2 3 3 1 1 1 2 2 2 3 1 1 1 1 2 2 3 – 0 1 1 1 1 2 Camouflage 5 5 5 5 5 5 5 4 4 5 5 5 5 5 4 4 4 5 5 5 5 4 4 4 4 4 4 4 3 3 4 4 4 4 4 3 3 Camouflage Neutralize Poison –or– Remove Disease. 1/day.

Dex: Hide. Shields. plants. Martial. 1st Favored Enemy Creature-Type Gain Feat: Track Wild Empathy Weapons: Simple. Con: Concentration. plants. Swim. 1st Favored Enemy Creature-Type 1st Favored Enemy Organization Gain Feat: Track Gain Feat: Urban Tracking Wild Empathy. Armor: Light. Int: Craft. Combat Style Mastery Evasion Rebuke Nature (plants. Cha: Handle Animal. Int: Craft. Handle Animal. Smite (evil). no larger than Medium size Able to cast Prepared Divine spells from the Ranger Spell List Urban Ranger Spell List Spells 0 – – – Spells 0 – – – 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 2nd Favored Enemy Creature-Type Spells Spells Spells 0 1 1 – – – – – – – – – 2nd Favored Enemy Creature-Type 2nd Favored Enemy Organization Spells Spells Spells 0 1 1 – – – – – – – – – 2nd Favored Enemy Creature-Type Smite (evil). Survival. Str: Climb. Jump. 2/day. 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. Con: Concentration. & animals) 4th Favored Enemy Creature-Type Smite (evil). Use Rope. Swim. Know(dungeoneering). & animals) Camouflage Rebuke Nature (fey. Str: Climb. usable in any terrain (including urban) Spells Spells Spells 2 3 3 2 2 3 2 2 3 1 1 2 Hide in Plain Sight Rebuke Nature (oozes. Move Silently. Search. Listen. Use Rope.. Wis: Heal. Swim. 3rd Favored Enemy Creature-Type 3rd Favored Enemy Creature-Type 3rd Favored Enemy Organization Spells 1 1 1 1 2 1 1 1 1 1 – 0 1 1 1 – – – – 0 Combat Style Mastery Spells Spells Spells Spells 1 1 1 2 1 1 1 1 0 1 1 1 – – – 0 Combat Style Mastery Spells Spells Spells Spells Camouflage Camouflage 4th Favored Enemy Creature-Type Spells Spells Spells Spells Spells 2 2 2 3 3 1 2 2 2 3 1 1 2 2 3 1 1 1 1 2 4th Favored Enemy Creature-Type 4th Favored Enemy Organization Spells Spells 2 2 1 2 1 1 1 1 Hide in Plain Sight Hide in Plain Sight. Know(geography). 3/day. Spot. & animals) Ranger Variants Page 74 . Know(dungeoneering). Str: Climb. vermin. Dex: Hide. vermin. Int: Craft. Martial. Con: Concentration. Move Silently. Cha: Gather Info. Sense Motive. Move Silently. Listen. Profession. Armor: Light. Profession. Jump. Armor: Light. 2006 Alternate Base Classes (continued) Lvl Ranger (PH p46) Urban Ranger (DR310 p59) (UA p55) Wild Defender (DR324 p95) Weapons: Simple. Wis: Heal. fey. Survival. Spot. Shields. Survival. Know(nature). Ride. 1/day. vermin. Dex: Hide. Ride. Know(geography). Know(dungeoneering). Use Rope. Wis: Heal. Martial. Know(local). Profession. Improved Combat Style Rebuke Nature (animals only) Woodland Stride Swift Tracker Rebuke Nature (vermin & animals) Improved Combat Style Woodland Stride Swift Tracker Spells 1 0 – – Improved Combat Style Woodland Stride Swift Tracker May make a Urban Tracking check every 30 minutes without a –5 penalty Spells 1 1 0 0 – – – Evasion Spells Spells 1 1 0 1 – – – – Evasion Spells – Evasion 3rd Favored Enemy Creature-Type Smite (evil).Dungeons & Dragons 3. Listen. Shields. Know(nature). at ½ Class level Spells per Day: 1st – 2nd – – 3rd – – 4th – – – Weapons: Simple. Search.5 Edition Index – Base Classes May 17. Spot. Ride. Know(nature). 4/day. Cha: Handle Animal. 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 Class Features 1 Spells per Day: 1st – – 2nd – – 3rd – – 4th – – 2 3 Combat Style Spells Combat Style Spells Gain Feat: Endurance Spells – – – – Gain Feat: Endurance Spells – – – – 4 Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Animal Companion. Jump. Search. Know(geography).

oozes. plants.Dungeons & Dragons 3. 2006 Lvl Ranger (PH p46) Urban Ranger (DR310 p59) (UA p55) Wild Defender (DR324 p95) 5th Favored Enemy Creature-Type 20 Spells 3 3 3 3 5th Favored Enemy Creature-Type 5th Favored Enemy Organization Spells 3 3 3 3 5th Favored Enemy Creature-Type Smite (evil). fey.5 Edition Index – Base Classes May 17. vermin. Rebuke Nature (elementals. 5/day. & animals) Ranger Variants Page 75 .

Ride. Skill Points: 8 6. Weapons: Simple. Know(nature). Str: Climb. Elven Hound Companion Gain an Elven Hound(RotW p189) as your Animal Companion. treat it as an Animal (instead of a Magical Beast). Know(geography). Know(nature). Spot. Listen. Swim. Con: Concentration. class abilities. Swim. 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 HD: d6 d8. Survival. Search. 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 3 Favored Enemy 3rd Elf Favored Enemy Combat Style Mastery rd HD: d6 d8. Con: Concentration. & Monstrous Spiders) as your Favored Enemy. Ride. Con: Concentration. Know(geography). Shields. Profession. Ranger Variants Page 76 . 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 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3 Favored Enemy Strongheart Slayer Combat Style Mastery rd HD: d6 d8. Know(dungeoneering). Wis: Heal. Shields. Spot. Int: Craft. Skill Points: 8 6. Ride. Ride. & spells. Int: Craft. Str: Climb. Dex: Balance. Move Silently. Survival. Use Rope. Search. the Poison of Monstrous Spiders. Dex: Balance. Jump. Armor: Light. Drow. Move Silently. Armor: Light. Armor: Light. Armor: Light. Swim. or “Servants of Lolth” (i. Move Silently. Spot. Know(dungeoneering). Wis: Heal. Know(geography). Jump.5 Edition Index – Base Classes May 17. Ride. Know(dungeoneering). Use Rope. Hide. Survival. Undead. Cha: Handle Animal. Know(nature). Search. Listen. Cha: Handle Animal. Listen. Cha: Handle Animal. Driders. Martial. Skill Points: 6. Swim. Survival. Use Rope. Know(nature).Dungeons & Dragons 3. For purposes of your skills. Spot. Cha: Handle Animal. Use Rope. Shields. the bonus is +3 (instead of +2). Profession. Skill Points: 8 6. Weapons: Simple. Hide. 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 3 Favored Enemy Combat Style Mastery rd HD: d6 d8. Know(geography). Profession. Move Silently. Martial. Know(nature).e. Martial. Martial. Armor: Light. Shields. except that if you choose Humanoid (orc). Use Rope. Strongheart Slayer Gain a +4 Morale bonus on Will save vs. Cha: Handle Animal. Wis: Heal. Int: Craft. Skill Points: 8 6. Shields. Hide. Int: Craft. Search. spell & spell-like abilities of Drow & Driders –and– a +4 Morale bonus on Fortitude save vs. Str: Climb. Know(dungeoneering). Str: Climb. Weapons: Simple. Profession. Search. Martial. Move Silently. Dex: Hide. Jump. Hide. Listen. Wis: Heal. Dex: Balance. Know(dungeoneering). Int: Craft. Wis: Heal. 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 Class Features 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 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’. Con: Concentration. Jump. Swim. Jump. 2006 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) HD: d8. Str: Climb. Know(geography). Listen. Dex: Balance. Weapons: Simple. Con: Concentration. Weapons: Simple. Profession. Survival..

In addition. Humanoid (reptilian). Move Silently. Survival. Spot. Profession. Ride. Know(dungeoneering).5 Edition Index – Base Classes May 17. Know(geography). a Dire Badger. Move Silently. Dex: Hide. Know(nature). Con: Concentration. Know(dungeoneering). Dex: Hide. Cha: Handle Animal. Con: Concentration. Know(geography). Search. Swim. Dex: Hide. This ability replaces the ‘Share Spells’ ability Rangers normally have with their Animal Companions. Use Rope. Listen. Con: Concentration. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Str: Climb. 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 Class Features 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’. Spot. Know(dungeoneering). Jump. Profession. Know(nature). Listen. Move Silently. Move Silently. Dex: Hide. Know(dungeoneering). Know(nature). Cha: Handle Animal. Cha: Handle Animal. Ride. Con: Concentration. Int: Craft. Int: Craft. or any other mammalian animal with a burrowing speed. Jump. Know(geography). Search. Use Rope. Know(nature). Listen. Use Rope. Ride. Use Rope. Know(dungeoneering). Use Rope. Wis: Heal. except that if you choose Humanoid (goblinoid). Listen. Know(nature). Jump. Ride. Ride. Dex: Hide. Survival. Con: Concentration. Int: Craft. Spot. Jump. Spot. 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 77 . Move Silently. Cha: Handle Animal. your effective Druid level for gaining Animal Companion abilities is (Ranger level / 2) + 3 (instead of Ranger level / 2). Know(geography). Wis: Heal. Profession. Search. Int: Craft. Listen. Profession. 2006 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) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Str: Climb. Jump. Survival. you may use your Racial Speak with Animals ability to speak with your Animal Companion at will. 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 Str: Climb. or Giant as your Favored Enemy. Spot. Survival. a Wolverine. Wis: Heal. Profession. Burrowing Animal Companion If you take a Badger. Wis: Heal. Search. Cha: Handle Animal. Survival.Dungeons & Dragons 3. Swim. Swim. 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 Burrowing Animal Companion 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Str: Climb. the bonus is +3 (instead of +2). Wis: Heal. Swim. Know(geography). Int: Craft. 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 Str: Climb. Swim.

Cha: Gather Information. Know(dungeoneering). Speak Language (any).5 Edition Index – Base Classes May 17. Swim. Con: Concentration. Con: Concentration. Know(nature). Listen. Dex: Hide. Dex: Hide. Dex: Hide. Str: Climb. Survival. Wis: Heal. The Half-Elf Ranger may always “Take 10” with these skills. Cha: Gather Information. Search. Search. Int: Craft. Swim. Jump. Move Silently. Spot. Str: Climb. Cha: Gather Information. 1st Favored Enemy Gain Feat: Track Wild Empathy Gain Feat: Urban Tracking Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Accelerated Urban Tracking Evasion 3rd Favored Enemy Combat Style Mastery Skill Points: 6. Jump. Survival. Know(dungeoneering). Survival. Survival. Str: Climb. Wis: Heal. Ride. Handle Animal. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List. Ride. Profession. Speak Language (any). Jump. Swim. 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 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Skill Points: 6. Know(dungeoneering). Ride. Use Rope. Ride. Street Magic The Half-Elf Ranger spell list changes as follows: Remove Lvl Add Detect Animals or Plants 1st Comprehend Languages Detect Secret Doors Detect Snares and Pits Message Entangle Summon Nature’s Ally I Snare 2nd Detect Thoughts Tongues Speak with Plants Summon Nature’s Ally II Command Plants 3rd Phantom Steed Diminish Plants Summon Nature’s Ally III Commune with Nature 4th Dimension Door Summon Nature’s Ally IV Tree Stride Page 78 Ranger Variants . Listen. Survival. Jump. Know(nature). Profession. modified by the Street Magic list nd 2 Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Accelerated Urban Tracking Evasion 3rd Favored Enemy Combat Style Mastery Class Features 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 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 Accelerated Urban Tracking The Half-Elf Ranger may make accelerated Gather Information checks without the standard –5 penalty. modified by the Street Magic list nd 2 Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Skill Points: 6. Str: Climb. Spot.Dungeons & Dragons 3. Int: Craft. Swim. Know(geography). Handle Animal. Spot. Move Silently. Profession. Search. Know(geography). Ride. Dex: Hide. Use Rope. 1st Favored Enemy Gain Feat: Track Wild Empathy Gain Feat: Urban Tracking Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List. Handle Animal. Swim. Move Silently. Int: Craft. Jump. Search. Skill Points: 6. Wis: Heal. Know(dungeoneering). even if under stress. Dex: Hide. Use Rope. 2006 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) Skill Points: 6. Int: Craft. Listen. Speak Language (any). Use Rope. Know(geography). Know(nature). Cha: Handle Animal. Know(geography). Listen. Use Rope. Int: Craft. Wis: Heal. Con: Concentration. Con: Concentration. Handle Animal. Str: Climb. Know(geography). Wis: Heal. Know(nature). Profession. Move Silently. Con: Concentration. Skill Mastery Choose (3 + Intelligence modifier) skills. Speak Language (any). Search. Know(nature). Move Silently. Listen. Cha: Gather Information. Spot. Profession. Know(dungeoneering).

Swim. Use Rope. Cha: Handle Animal. Enhanced Shifting When you Shift. but they end when your Shifting ends. Con: Concentration. Spot. Listen. but cannot Share Spells Share Shifting 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 Combat Style Gain Feat: Endurance Animal Companion Able to cast Prepared Divine spells from the Ranger Spell List Str: Climb. Int: Craft. Know(dungeoneering). Cha: Handle Animal. Con: Concentration. Dex: Balance. Jump. Jump. Profession. it gains all the benefits that you do (including those caused by your Shifter feats). 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 Str: Climb. Ride. 1st Favored Enemy Gain Feat: Track Wild Empathy based on Wisdom modifier instead of Charisma modifier Combat Style Gain Feat: Endurance Animal Companion. 1st Favored Enemy Gain Feat: Track Wild Empathy Str: Climb. Profession. Hide. Search. etc. Listen. Int: Craft. Spot. Wis: Heal. Search. Know(dungeoneering). Spot. Know(dungeoneering). Wis: Heal. Ride. Ride. Swim. Wis: Heal. Listen. Dex: Balance. Move Silently. Know(geography). Search. Wisdom-based (Dreamsight) – gain immunity to Enchantments. Swim. Survival. Use Rope. Swim. Cha: Handle Animal.Dungeons & Dragons 3. Dex: Hide.5 Edition Index – Base Classes May 17. Move Silently. Swiftwing) – gain Improved Evasion. Jump. it receives a damage bonus of +1 for each of your four Ranger levels. Profession. Con: Concentration. Profession. Constitution-based (Beasthide. Spot. Con: Concentration. Search. Know(nature). Search. Int: Craft. Know(geography). Know(geography). Int: Craft. Survival. Survival. Ride. 1st Favored Enemy Gain Feat: Track Wild Empathy Combat Style Gain Feat: Endurance Animal Companion. Know(geography). Listen. Ranger Variants Page 79 . Wis: Heal. receive the following bonus: Strength-based (Gorebrute. The Animal Companion does not need to stay next to you to retain the benefits. Your Animal Companion does not gain Natural Weapons. Listen. Know(geography). Longstrike. Jump. but cannot Share Spells Share Shifting Able to cast Prepared Divine spells from the Ranger Spell List 2nd Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion Enhanced Shifting 3rd Favored Enemy Combat Style Mastery Class Features 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. Dexterity-based (Cliffwalk. but if a Natural Weapon you gain matches your Animal Companion’s attack. Hide. Survival. Move Silently. Swim. Know(nature). 2006 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) 1 2 3 Str: Climb. Ride. Spot. Wildhunt) – gain Fast Healing equal to (1 + number of Shifter feats). Longtooth. Truedive. Profession. Survival. 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 Str: Climb. Dex: Balance. Know(dungeoneering). Use Rope. Move Silently. Know(dungeoneering). Use Rope. when you go unconscious. Jump. Hide. Know(nature). Know(nature). Cha: Handle Animal. Hide. Wis: Heal. Dex: Balance. Int: Craft. Cha: Handle Animal. Con: Concentration. Razorclaw) – your Natural Weapons are treated as Adamantine for the purpose of overcoming Damage Reduction. Move Silently. Know(nature). Use Rope.

Spot. This bonus applies to your Touch AC and you keep this bonus even if you are Flat-Footed. Jump. Listen. Dex: Hide. Swim. Search. Int: Craft. Know(dungeoneering). Know(nature). Con: Concentration. Know(geography). Dex: Hide.5 Edition Index – Base Classes May 17. 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 nd 2 Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Str: Climb. Swim. Move Silently. Listen. Know(dungeoneering). Move Silently. Search. Helpless. Survival. 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 nd 2 Favored Enemy Improved Combat Style Skin of the Moon Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Improved Combat Style Camouflage Str: Climb. Stacks with other ‘n / —‘ Damage Reductions (such as received from being a Barbarian). Search. Know(geography). Move Silently. you receive Damage Reduction 2 / —. Indomitable Mind You are immune to harmful Mind-affecting spells & abilities. Know(nature). Wis: Heal. your Damage Reduction improves to 3 / —. Cha: Handle Animal. Profession. Profession. Wis: Heal. wearing Medium (or heavier) armor. Jump. Int: Craft. Cha: Handle Animal. Spot. Search. Wis: Heal. Use Rope. Spot. Ride. Ride. If you are in direct moon light. Know(dungeoneering). Listen. or when carrying a Medium (or heavier) load. Spot. Know(geography). Survival. Move Silently. Jump. Use Rope. Con: Concentration. Know(geography). Survival. Profession. Know(dungeoneering). Ranger Variants Page 80 . Int: Craft. Move Silently. Know(nature). Dex: Hide. Spot. Con: Concentration. Wis: Heal. Int: Craft. 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 nd 2 Favored Enemy Improved Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Indomitable Mind Camouflage Str: Climb. Cha: Handle Animal. Ride.Dungeons & Dragons 3. Listen. The bonus is lost when you are Immobilized. Know(nature). Cha: Handle Animal. Cha: Handle Animal. Ride. Know(dungeoneering). Listen. Dex: Hide. Swim. Use Rope. Profession. 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 nd 2 Favored Enemy Improved Combat Style Skin of the Moon Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Indomitable Mind Camouflage Class Features 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. Survival. Int: Craft. Wis: Heal. Swim. Jump. 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 nd 2 Favored Enemy Improved Combat Style Combat Style Woodland Stride Swift Tracker Evasion 3rd Favored Enemy Combat Style Mastery Improved Combat Style Camouflage Str: Climb. Con: Concentration. Dex: Hide. Con: Concentration. 2006 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) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Str: Climb. Swim. Survival. Use Rope. Profession. Know(geography). Know(nature). Jump. Skin of the Moon At night. Search. Use Rope.

Dungeons & Dragons 3.5 Edition Index – Base Classes May 17. 2006 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 81 .

Dungeons & Dragons 3.5 Edition Index – Base Classes

May 17, 2006

Rogue
Alternate Base Classes
The following are specialized types of Rogues, in the same way a Necromancer is a specialized type of Wizard. The decision to become a specialized Rogue must be done when the 1st level of Rogue is taken. A character can only be the member of one Rogue class. Common Features: • Attack on the Rogue combat chart. • Weapons: Simple + Hand Crossbow, Rapier, Shortbow, & Shortsword. • Hit-Die: d6 • Armor: Light. • Good Save: Ref • Skill Points: 8.

Lvl

Rogue
(PH p49)

Wilderness Rogue
(UA p56)

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.

Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft, Decipher Script, Disable Device, Forgery, Know(local), Know(geography), Know(nature), Search. Wis: Listen, Profession, Sense Motive, Spot, Survival. Cha: Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, 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 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

Class Features 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

Rogue Variants

Page 82

Dungeons & Dragons 3.5 Edition Index – Base Classes

May 17, 2006

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)

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. Skill Points: 8 Sneak Attack +1d6 Trapfinding

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. Skill Points: 8 Sneak Attack +1d6 Trapfinding Social Intuition Skill Points (this level only): 10 Evasion Sneak Attack +2d6 Trap Sense +1

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. Skill Points: 8 Sneak Attack +1d6 Trapfinding

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. Skill Points: 8 Sneak Attack +1d6 Trapfinding

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. Skill Points: 8 Sneak Attack +1d6 Trapfinding Social Intuition Skill Points (this level): 10 Evasion Sneak Attack +2d6 Trap Sense +1 Minor Lore Skill Points (this level): 10 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Mutable Anatomy Skill Points (this level): 10 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

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

Evasion Sneak Attack +2d6 Trap Sense +1

Evasion Sneak Attack +2d6 Trap Sense +1 Minor Lore Skill Points (this level only): 10 Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge

Evasion Sneak Attack +2d6 Trap Sense +1

Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge

Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge

Uncanny Dodge Sneak Attack +3d6 Trap Sense +2 Sneak Attack +4d6 Improved Uncanny Dodge Mutable Anatomy Skill Points (this level only): 10 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

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

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

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

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 83

Dungeons & Dragons 3.5 Edition Index – Base Classes

May 17, 2006

Racial Substitution (continued)
Lvl Rogue
(PH p49)

Dwarf Rogue – 1st level substitution
(DR338 p96)

Dwarf Rogue – 3rd level substitution
(DR338 p96)

Dwarf Rogue – 5th level substitution
(DR338 p96)

Dwarf Rogue – all level substitutions
(DR338 p96)

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. Skill Points: 8 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

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(architecture & engineering), Know(local), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Skill Points: 8 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

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(architecture & engineering), Know(local), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Skill Points: 8 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

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(architecture & engineering), Know(local), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Skill Points: 8 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

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(architecture & engineering), Know(local), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, Use Magical Device. Skill Points: 8 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 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

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

Demolitionist +1d6 damage against Constructs and object. Any Hardness or Damage Reduction still applies.

Expert Demolitionist +2d6 damage against Constructs and object. Any Hardness or Damage Reduction still applies. +2 Competence bonus on Craft, Disable Device, and Knowledge (architecture & engineering) checks to demolish, tunnel through, or otherwise degrade the structural integrity of an object or building (or to plan to do so).

Rapid Demolitionist +3d6 damage against Constructs and object. Any Hardness or Damage Reduction still applies. Craft, Disable Device, & Knowledge (architecture & engineering) checks to demolish, tunnel through, or otherwise degrade the structural integrity of an object or building (or to plan to do so) take ½ the normal time. Full Round Action → Standard Action. Standard Action → Move Action. Move Action → Free Action. Page 84

Rogue Variants

. Decipher Script. Spot. Forgery. Decipher Script. Tumble. Search. Forgery. Diplomacy. Use Rope. you take the effect others would take on a successful save. Escape Artist. Intimidate. Use Rope. Open Lock. Int: Appraise. Int: Appraise. Dex: Balance. Perform. Search. Gather Info. 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 Hit Dice: d8 d6 Class Skill Points: 8 Str: Climb. Use Magical Device. Use Magical Device. Rogue Variants Wild Sense +N Receives a +N bonus on Knowledge (nature) and Survival checks when aboveground. Int: Appraise. Disable Device. Open Lock. Use Magical Device. Jump..Dungeons & Dragons 3. Use Rope. On a failed save. Wis: Listen.. Intimidate. which means you take no damage on a successful Fortitude save. Sleight of Hand. you take no damage at all if you make your save. Hide. Jump. Sneak Attack +1d6 Trapfinding Evasion Mettle of Mountains Sneak Attack +2d6 Trap Sense +1 Hit Dice: d8 d6 Class Skill Points: 8 Str: Climb. Survival Cha: Bluff. If the saving throw reduces an effect. Disable Device. Disguise. Craft. Gather Info. Fortification 25% chance that Sneak Attacks and Critical Hits will not do their extra damage. Move Silently. Search. Diplomacy.. Sense Motive. Dex: Balance. Intimidate. Disguise. Survival Cha: Bluff. Hide. Swim. Use Magical Device. Forgery. Dex: Balance. Sense Motive. Profession. As a Special Rogue Ability. Wis: Listen. Know(local). Swim. Gather Info. Hide. Gather Info. Sense Motive. you may take Improved Mettle of Mountains. Tumble. Jump. Profession. Use Magical Device. Search.. Craft. Profession. Tumble. 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 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 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 Goliath Rogue Class Abilities Mettle of Mountains Gain a +4 bonus on Fortitude saves. Perform. Move Silently. Know(local). Escape Artist. Sense Motive. Spot. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Hit Dice: d8 d6 Class Skill Points: 8 Str: Climb. Survival Cha: Bluff. Profession. Open Lock. Int: Appraise. Effects with “Fortitude partial” or “Fortitude half” supersede this ability. Hide. Jump. Sense Motive. Swim. Disguise. Decipher Script. Sleight of Hand. Use Rope. Escape Artist. Profession. Page 85 . Escape Artist. Forgery. Know(local). Use Rope. Open Lock. Spot. Perform. Tumble. Wis: Listen. Intimidate. Disguise. Dex: Balance. Gather Info. Wis: Listen. Decipher Script. Spot. Diplomacy. Swim. Decipher Script. Escape Artist. Diplomacy. Spot. Diplomacy. Craft. Wis: Listen. Search. Int: Appraise. Jump. Cha: Bluff. Craft. 2006 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) Hit Dice: d6 Class Skill Points: 8 Str: Climb. Tumble. Hide. Survival Cha: Bluff. Dex: Balance. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Hit Dice: d8 d6 Class Skill Points: 8 Str: Climb.5 Edition Index – Base Classes May 17. Disguise. Disable Device. Open Lock. Sleight of Hand. Sleight of Hand. Perform. Forgery. Move Silently. Swim. Move Silently. Know(local). Perform. Move Silently. Sleight of Hand. Craft. Know(local). Disable Device. Intimidate. Disable Device.

Move Silently. Intimidate. Dex: Balance. Disguise. Decipher Script. Decipher Script. 6/day Trap Sense +6 Rogue Variants Page 86 . Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Hit Dice: d6 Class Skill Points: 8 Str: Climb. Escape Artist. Sense Motive.. Intimidate. Int: Appraise. Cha: Bluff. Jump. Forgery.. Know(local). 4/day Sneak Attack +7d6 Rogue Special Ability Trap Sense +4 Sneak Attack +7d6 Rogue Special Ability Sneak Attack +8d6 Trap Sense +5 Sneak Attack +8d6 Trap Sense +5 Thief’s Luck. Use Rope. Jump. Intimidate. Hide. Escape Artist. Disable Device. Cha: Bluff. Spot. Craft. Move Silently. Sleight of Hand. Escape Artist. Sense Motive. Use Rope. Perform. Intimidate. 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. Search. Escape Artist. Use Rope. Wis: Listen. Wis: Listen. Jump. Spot. Tumble. Use Magical Device. Wis: Listen. Search. Int: Appraise..Dungeons & Dragons 3. 6/day Class Features 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 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. Perform. Hide. Forgery. Forgery. 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 Trap Sense +6 Trap Sense +6 Thief’s Luck. Disable Device. Move Silently. Use Magical Device. Sleight of Hand. Know(local). Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Hit Dice: d6 Class Skill Points: 8 Str: Climb.5 Edition Index – Base Classes May 17. Disable Device. Disable Device. Hide. Profession. Int: Appraise. Open Lock. Sense Motive. Open Lock. Spot. Perform. Craft. Swim. Use Rope. Move Silently. Tumble. Forgery.. Diplomacy. Craft. Tumble. Cha: Bluff. Gather Info. Int: Appraise. Profession. 4/day Sneak Attack +7d6 Melee Sneak Attack +6d6 Ranged Sneak Attack +8d6 Rogue Special Ability Sneak Attack +8d6 Melee Sneak Attack +7d6 Ranged Sneak Attack +9d6 Trap Sense +5 Thief’s Luck. Decipher Script. Dex: Balance. Use Magical Device. 2006 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) Hit Dice: d6 Class Skill Points: 8 Str: Climb. Int: Appraise. Use Magical Device. Sense Motive. Sleight of Hand. Spot. Disable Device. Cha: Bluff. Search. Open Lock. 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.. Diplomacy. Craft. Gather Info. Know(local). Decipher Script. Intimidate. 5/day Rogue Special Ability Sneak Attack +9d6 Melee Sneak Attack +8d6 Ranged Sneak Attack +10d6 Trap Sense +6 Thief’s Luck. Forgery. 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 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 Hit Dice: d6 Class Skill Points: 8 Str: Climb. 1/day Hit Dice: d6 Class Skill Points: 8 Str: Climb. Jump. Search. Disguise. Dex: Balance. Disguise. Diplomacy. Sense Motive. Swim. Swim. Use Rope. Hide. Craft. Gather Info. Sleight of Hand. Profession. 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. Disguise. Disguise. Open Lock. 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. Profession. Sleight of Hand. Perform. Gather Info. Gather Info. Swim. Know(local). Move Silently. Wis: Listen. Wis: Listen. Dex: Balance. 3/day Rogue Special Ability Sniping Mastery Sneak Attack +6d6 Melee Sneak Attack +5d6 Ranged Sneak Attack +7d6 Trap Sense +4 Thief’s Luck. Spot. Sneak Attack +1d6 Trapfinding Evasion Sneak Attack +2d6 Trap Sense +1 Thief’s Luck. Perform. Swim. Profession. Dex: Balance. 1/day Uncanny Dodge Sneak Attack +3d6 Melee Sneak Attack +2d6 Ranged Sneak Attack +4d6 Trap Sense +2 Thief’s Luck. Cha: Bluff. Hide. Use Magical Device. Escape Artist. Decipher Script. Open Lock. Jump. Diplomacy. Diplomacy. Tumble. Tumble. Know(local). Search.

You must be at least 10’ from your target. you do the same damage with both melee and ranged. Note: The damage dice listed in ‘Races of the Wild p160’ make no sense. +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. Rogue Variants Page 87 . since taking the 1st level substitution reduced the Melee Sneak Attack damage and leaves the Ranged Sneak Attack damage the same. Thief’s Luck.).5 Edition Index – Base Classes May 17. while not making any changes to Ranged Sneak Attack (such as increasing range. 2006 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) 19 20 Sneak Attack +10d6 Rogue Special Ability Sneak Attack +10d6 Melee Sneak Attack +9d6 Ranged Sneak Attack +11d6 Rogue Special Ability Sneak Attack +10d6 Rogue Special Ability Sneak Attack +10d6 Rogue Special Ability Sneak Attack +10d6 Melee Sneak Attack +9d6 Ranged Sneak Attack +11d6 Rogue Special Ability Halfling Rogue Class Abilities Ranged Sneak Attack. ‘Sniping’ is a Move Action with a –20 penalty. Normally. By not talking the substitution level. add the listed Sneak Attack dice.Dungeons & Dragons 3. etc. N/day You may reroll a failed Reflex saving throw. You may only use this ability once per round. etc. Sniping Mastery You may make one or more ranged attacks and then make a Hide check with a –10 penalty as a Free Action. All standard Ranged Sneak Attack rules apply (30’ limit.). though you must keep the new result.

Rogue Variants Class Features 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Page 88 . Disguise. Decipher Script. 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 Hit Dice: d6 Class Skill Points: 8 Str: Climb. Sleight of Hand. Swim. Know(local). Dex: Balance. Intimidate. Use Magical Device. Spot. Open Lock. Int: Appraise. Spot. Open Lock. 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 Hit Dice: d6 Class Skill Points: 8 Str: Climb. Hide. Diplomacy. Move Silently. Tumble. Tumble. Use Magical Device. 2006 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) Hit Dice: d6 Class Skill Points: 8 Str: Climb. Decipher Script. Wis: Listen. Tumble. Intimidate. Use Magical Device. Profession. Know(local). Wis: Listen. Disguise. Escape Artist. Search. Forgery. Forgery.. Spot. Search. Move Silently. Gather Info. Know(local). Disable Device. Decipher Script. Gather Info. Swim. Perform. Move Silently. Wis: Listen.. Tumble. Forgery. Sleight of Hand. Jump. Disguise. Gather Info. Sleight of Hand. Search. Decipher Script. Use Rope. Wis: Listen. Sense Motive.. Escape Artist. Profession. Profession. Sense Motive. Int: Appraise. Cha: Bluff. Escape Artist. Craft. Disable Device. Intimidate. Open Lock.5 Edition Index – Base Classes May 17. Forgery. Tumble. Dex: Balance. Swim. Decipher Script. 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 Hit Dice: d6 Class Skill Points: 8 Str: Climb. 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 Barbarian Rage. Hide. Dex: Balance. Use Magical Device. Craft. Gather Info. Perform. Use Rope. Search. Sleight of Hand. Move Silently. Forgery. Diplomacy.. Diplomacy. Cha: Bluff. Cha: Bluff. Wis: Listen. Gather Info. Move Silently. Perform. Jump. Int: Appraise. Escape Artist. Diplomacy. Changing Rogue Gain Greater Invisibility (self only) –or– Polymorph (self only) (choose one). Use Rope. Craft. 1/day. Craft. Diplomacy. Profession. Int: Appraise. Profession. Jump.Dungeons & Dragons 3. Hide. Hide. Dex: Balance. Open Lock.. Use Magical Device. Use Rope. Jump. Escape Artist. Sense Motive. Know(local). Use Rope. Perform. Sense Motive. Dex: Balance. Sense Motive. Craft. Sleight of Hand. Cha: Bluff. Empowered Rogue Gain Dominate Person (DC is Charisma-based) –or– True Seeing (self only) (choose one). Swim. 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 Hit Dice: d6 Class Skill Points: 8 Str: Climb. Disable Device. Open Lock. Intimidate. Jump. Hide. Disable Device. Disguise. This is a Spell-like Ability that is usable 1/day. Disable Device. This is a Spell-like Ability that is usable 1/day. Intimidate. Spot. Search. Int: Appraise. Cha: Bluff. Spot. Disguise. Swim. Know(local). Perform.

Chaos Alignment Axis +20 Good vs. you can determine details about the author of the document being examined. or Constitution damage. 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. 1. +4 bonus on Escape Artist checks. haystack) 26 Uneven (spikes. though both are allowed any normal saving throws and immunities. + + + + 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) + Handwriting Analysis + (DR326 p93) Happier Days + (DR334 p92) Heart of Stone (DR332 p92) + Hide in Plain Sight (PH p48) + Ice in the Veins (DR332 p92) + Improved Evasion (PH p51) + + Rogue Variants Page 89 . 2. If a creature vulnerable to sleep and cold hits you with a Bite attack. Old. 13th. Prerequisite: Must have succeeded at a Fortitude save to resist Phantasmal Killer. you may make a Will save (DC equals the DC of the effect you avoided) to return to yourself. When you successfully make a Decipher Script check or an opposed Forgery check. Exceed DC by … Learn the Writer’s … +0 Gender +2 Race +5 Age Category (i. make a Reflex save for half damage (DC is damage done by the hit). 2006 Special Abilities for Rogues Gained at Rogue level 10th. the more you learn. Instead of making a Will save. 16th. You may make a Hide check. it becomes Fatigued for 1 round per two Rogue levels (FortNeg. DC Surface DC Surface 18 Liquid (water. As Evasion. the effect does not change. You may make a Hide check. If you are recovering from Strength. even if being observed. When you fall. & 19th. you may heal 1 extra point if you make a Fortitude save (DC = 15 + current amount of ability damage). You cannot be observed at the time. even if the opponent ahs Improved Grapple feat or the Improved Grab special quality. Middle Aged. even if you do not Cover or Concealment. building roof) 20 Soft (mud. If you are targeted by a Fear effect. DC is Constitution-based). the Divination spell or effect learns information that is consistent with your disguise. Your Sneak Attacks also do 2 Strength damage. Rogue + Wilderness Rogue + + (DR332 p92) Adrenaline Rush (DR334 p92) + + Camouflage (PH p48) Cartilaginous Skeleton (DR334 p92) + 3. You may make on an Attack of Opportunity when a Grapple attempt starts. If a Divination spell is cast on you while in Disguise. Venerable) +10 Highest Class Level +15 Law vs. Add your Class level to the amount of damage required to trigger a saving throw to avoid ‘death due to massive damage'. Dexterity. Name <any general feat> Accurate Fall Page (PH p51) Description — Prerequisite: Survive taking 20d6 from falling. Evil Alignment Axis Prerequisite: Must have made a saving throw to resist a Death effect. 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. Your disguises resist Divinations spells & abilities. You must be aware of the attack Prerequisite: Must have had your Constitution reduced to below 3 due to a blood-draining attack. but the duration is extended. The more you exceed the DC by. Prerequisite: Camouflage Special Ability. Gain Damage Reduction 5 / — against Sneak Attacks and the extra damage from a Critical Hit. quicksand) 24 Hard (stone. At this point. allowing you to bypass the save. Prerequisite: Must have been reduced to less than 0 hp due to a Bludgeoning or Crushing attack. both you and the source of the effect are affected by it. you have the option of “setting you mind adrift”. you become Helpless. stalagmites) 22 Yielding (underbrush. Prerequisite: Must have been reduced to fewer than 0 hp by a cold attack. tent canopy) Prerequisite: Must have succeeded at a Fortitude save to avoid death due to massive damage. On a hit that would take you to 0 or less hp. Prerequisite: Must have successfully resisted a Petrification attack.5 Edition Index – Base Classes May 17. but ½ damage on a failed save. +2 bonus when attempting to escape a Grapple (stacks with bonus above).e. You may automatically receive a “natural 20” on a Strength roll. 1. once per day. You remain Helpless until this save succeeds. the caster must make a Spot check opposed by your Disguise check to detect the truth. 2.Dungeons & Dragons 3.. Child. Otherwise. If the creature bites you again. At the end of your round. Adult.

you may instead attempt a Knockout Blow. 2.5 Edition Index – Base Classes May 17. DC 15 + number of Sneak Attack dice). You may make Sneak Attacks on Constructs. You make ‘Take 10’ with these skill even under stress. the opponent takes no damage. If the opponent fails his/her save. On a Sneak Attack with an Unarmed Strike. you ignore an amount of the object’s Hardness equal to half your Rogue level. Usable once per round. Prerequisite: Must have survived passing through at least 4 layers of either a Prismatic Sphere or a Prismatic Wall. DC is Constitution-based). 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 90 . This ability then stops working for 1 hour. it takes 1 point of Constitution damage (FortNeg. Choose 3 + Intelligence modifier skills. Illusion (figment) or Illusion (glamer).Dungeons & Dragons 3. When striking an object or making a Sunder action. +2 bonus on saves vs. You no longer receive a penalty on Disable Device checks if you do not have tool (though you still receive the benefit if you have Masterwork tools). DC 10 + Intelligence modifier + number of Sneak Attack dice). 1. Receive an Attack of Opportunity against an opponent struck for damage in melee. You no longer receive a –10 penalty on Listen checks while asleep. If a creature vulnerable to poison hits you with a Bite attack. Immunity to Illusion (pattern). It the attack succeeds. On a failed save against an Enchantment spell or effect. DC 15 + number of Sneak Attack dice + spell level. but is Stunned for 1d3 rounds (FortNeg. 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. any use of a spell or spell-like ability for 1d6 rounds requires a Concentration check vs. you gain a new save one round later at the same DC. You may move through non-magical undergrowth at your normal movement rate without injury. you may forego the bonus Sneak Attack damage to put the opponent into lingering pain (FortNeg. 2006 Name Knockout Blow Page Description On a Sneak Attack that would do nonlethal damage.

Class Features Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Draconic Ray. Wis: Profession. Armor: Light HD: d4 d8 Con: Concentration. Cha: Bluff. Know(arcana). in the same way a Necromancer is a specialized type of Wizard. Int: Craft. Intimidate. Armor: — HD: d4 Con: Concentration. Armor: — HD: d4 Con: Concentration. Attacks on the Wizard combat chart. Spellcraft. Weapons: Simple.5 Edition Index – Base Classes May 17. Armor: — HD: d4 Con: Concentration. Int: Craft. Know(arcana). 2006 Sorcerer Alternate Base Classes The following are specialized types of Sorcerers. Weapons: Simple. Know(arcana). Weapons: Simple. plus one Light or One-Handed Martial weapon. Common Features: • Good Save: Will • Skill Points: 2 • Alignment: any Lvl Sorcerer (PH p51) Battle Sorcerer (UA p56) Draconic Ray Sorcerer (DR332 p93) Poltergeist (DR336 p107) Witch (DMG p175) Attacks on the Wizard combat chart. Spellcraft. Int: Craft. 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 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 140) 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 Spells per Day Lvl 1 2 3 4 5 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 – – – – – – – Battle Sorcerer (UA p56) Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 4 2 – – – – – – – – 4 3 – – – – – – – – 4 4 1 – – – – – – – 4 4 2 – – – – – – – Draconic Ray Sorcerer (DR332 p93) 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 – – – – – – – 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 – – – – – – – 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 – – – – – – – Sorcerer Variants Page 91 . Weapons: Simple. Spellcraft. 1 Casts Impromptu Arcane spells based on Charisma from the Sorcerer / Wizard Spell List Summon Familiar Attacks on the Wizard Rogue combat chart.Dungeons & Dragons 3. A character can only be the member of one Sorcerer class. Know(arcana). Int: Craft. The decision to become a specialized Sorcerer must be done when the 1st level of Sorcerer is taken. Cha: Bluff. Wis: Profession. 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 Attacks on the Wizard combat chart. Weapons: Simple. Know(arcana). Armor: — HD: d4 Con: Concentration. Spellcraft. Wis: Profession. Int: Craft. Cha: Bluff. Spellcraft. Attacks on the Wizard combat chart. Wis: Profession. Wis: Profession. Cha: Bluff. Cha: Bluff.

Dungeons & Dragons 3. In addition. DC (15 + spell level) to maintain concentration on an existing spell. your opponent develops a bruise at the point of contact (FortNeg. the Poltergeist gains a Supernatural ability. it takes damage equal to your Charisma modifier (FortNeg. which does 1d4 + 1 per Draconic Ray Sorcerer level of energy damage which matches the chosen Dragon type. – target also takes 1d4 per 2 level of nonlethal damage. The following examples should be used as templates for other abilities. Lost Spells: Acid Splash and Arcane Mark. – 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 Poltergeist Ability At 1st level. Fanfare – Your entrance into rooms is announced with a fanfare of sounds and lights. Using this ability is a Standard Action and is usable once per day. The Pinch – You may force a spellcaster to make a Concentration check vs. DC = 10 + Charisma modifier). Crawling Coins – a) You may use Sleight of Hand to conceal objects on your body even if you have no ranks. the Poltergeist chooses two 0th level spells that he/she can never learn. Lost Spells: Open/Close and Prestidigitation. 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. The bruise’s shape is designated by you. otherwise the bruise heals in one week. Lost Spells: Dancing Lights and Ghost Sounds. b) Any attempt to use Sleight of Hand on you to take something receives a –4 penalty.5 Edition Index – Base Classes May 17. granting you a +2 bonus on Diplomacy and Intimidate checks for 1 hour upon anyone who was witness. Any magical healing will remove it. the Draconic Ray Sorcerer chooses the type of Dragon with which he/she is associated. Gains a ray as a Spell-Like ability. 2006 Lvl 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Sorcerer (PH p51) 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 Battle Sorcerer (UA p56) 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 Draconic Ray Sorcerer (DR332 p93) 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 Poltergeist (DR336 p107) 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) 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 Draconic Ray At 1st level. the ray has an additional effect based on the Dragon type. Sorcerer Variants Page 92 . That’ll Leave a Mark! – When you successfully make a Unarmed Attack or Touch Attack. granting everything the target is fighting Concealment. Lost Spells: Flare and Mage Hand. Frost Fingers – When you first touch an object whose Hardness is 2 or less. Based on the two spells lost. DC = 10 + Charisma modifier). Lost Spells: Ray of Frost and Touch of Fatigue.

Spellcraft. If a spell has multiple targets. Casts Impromptu Arcane spells based on Charisma Summon Familiar Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – 6 4 2 – – – – – – – 7 4 2 1 – – – – – – 7 5 3 2 – – – – – – 8 5 3 2 1 – – – – – Combat: Wizard HD: d6 d4 Good Save: Will Armor: — Weapons: Simple. Cha: Bluff. Spellcraft. Wis: Profession.5 Edition Index – Base Classes May 17. Know(arcana). Int: Craft. Know(dungeoneer). Casts Impromptu Arcane spells based on Charisma Summon Familiar Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – Combat: Wizard HD: d6 d4 Good Save: Will Armor: — Weapons: Simple. Int: Craft. Wis: Profession.Dungeons & Dragons 3. 2006 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 Combat: Wizard HD: d4 Good Save: Will Armor: — Weapons: Simple. Know(arcana). Know(arcana). Int: Craft. Cha: Bluff. Know(dungeoneer). Skill Points: 2 Con: Concentration. Know(dungeoneer). Cha: Bluff. Know(arcana). Spellcraft. Wis: Profession. Casts Impromptu Arcane spells based on Charisma Summon Familiar Known Spells 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 4 2 – – – – – – – – 5 2 – – – – – – – – 5 3 – – – – – – – – 6 3 1 – – – – – – – Combat: Wizard HD: d6 d4 Good Save: Will Armor: — Weapons: Simple. 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 Combat: Wizard HD: d6 d4 Good Save: Will Armor: — Weapons: Simple. the Sorcerer may add his/her Constitution modifier to his/her Charisma modifier for determining bonus Sorcerer spell slots. 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 – – – – – – – 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. Int: Craft. Power of Stone If both the Sorcerer and the target of your spell are touching the ground. Cha: Bluff. Skill Points: 2 Con: Concentration. Int: Craft. Know(dungeoneer). Spellcraft. the spell’s range increases by 50% and its DC increases by +1. Skill Points: 2 Con: Concentration. Spellcraft. Skill Points: 2 Con: Concentration. Skill Points: 2 Con: Concentration. Earth Meditation If the Sorcerer spends 8 hours resting and 15 minutes preparing his/her spells while in contact with the earth. the Sorcerer gains Feat: Alertness –and– Damage Reduction 1 / adamantine. Wis: Profession. Requires a one-time 24 hour ritual that has 100 gp of material components. Wis: Profession. Sorcerer Variants Page 93 . all must be touching the ground for the benefit to apply. Know(arcana). Cha: Bluff.

Wis: Profession. Casts Impromptu Arcane spells based on Charisma Summon Familiar Combat: Wizard HD: d4 Good Save: Will Armor: — Weapons: Simple. Cha: Bluff. Spellcraft. Spellcraft. Skill Points: 2 Con: Concentration. Wis: Profession. Int: Craft. Skill Points: 2 Con: Concentration. Spellcraft. Cha: Bluff. Know(arcana). Skill Points: 2 Con: Concentration. Know(arcana). Wis: Profession. and Wind Wall (as a 2nd level spell). Spellcraft. It never gains the ability to speak with other animals. 2006 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 Combat: Wizard HD: d4 Good Save: Will Armor: — Weapons: Simple. 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 – – – – – – – Combat: Wizard HD: d4 Good Save: Will Armor: — Weapons: Simple. Sorcerer Variants Page 94 . 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 – – – – – – – 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. Spell on the Wing When airborne and casting a spell whose cast time is no more than 1 Standard Action. the Raptoran Sorcerer may move before and after casting.5 Edition Index – Base Classes May 17. Know(arcana). Cha: Bluff. Int: Craft. Cha: Bluff. Skill Points: 2 Con: Concentration. Know(arcana). Cha: Bluff. Int: Craft. Int: Craft. Skill Points: 2 Con: Concentration. Command the Winds The following spells are added to the Raptoran Sorcerer’s Known Spell List: Gust of Wind. Casts Impromptu Arcane spells based on Charisma Summon Familiar Combat: Wizard HD: d4 Good Save: Will Armor: — Weapons: Simple. Wis: Profession. and are available to be learned as normal. Int: Craft. but otherwise is a standard Familiar. Know(arcana). Spellcraft.Dungeons & Dragons 3. 4th – Air Walk 5th – Control Winds 7th – Wind Walk 8th – Whirlwind Air Elemental Familiar The Raptoran Sorcerer gains a Small Air Elemental as your Familiar. Casts Impromptu Arcane spells based on Charisma Summon Familiar Combat: Wizard HD: d4 Good Save: Will Armor: — Weapons: Simple. though the total distance can be no more than his/her speed (effectively Spring Attack with spells). Wis: Profession.

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 95 . Spells from this sphere are cast at +1 Caster level.e. not by School. Each Sphere as an Opposite Sphere. a Sorcerer can choose a Sphere. Spheres are organized by spell subtype. 2006 Spheres for Sorcerers (DR330 p95) At 1st level.5 Edition Index – Base Classes May 17. while spell from the Opposite Sphere are cast at –2 Caster level..Dungeons & Dragons 3. a Sorcerer with Fire as the Opposite Sphere could not cast Fireball until 8th level). which means that such spells are available later than normal (i.

May specialize in a school of magic. Know(any). Spellcraft. Spellcraft. May specialize in a school of magic. Weapons: Club. Heal Con: Concentration. Know(any). 1 Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Crossbow. Wis: Profession. Quarterstaff. 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 Mantle of Undeath Bonus Wizard Feat Greater Diving +4 Bonus Wizard Feat Forge Life Bonus Wizard Feat Bonus Soul Reaper Feat Bonus Wizard Feat Bonus Wizard Feat Mastery of Undeath Bonus Wizard Feat Greater Diving +3 Bonus Wizard Feat Master of Life and Death Bonus Wizard Feat Spawn Undead Servant Bonus Wizard Feat Bonus Wizard Feat Shroud of Death Bonus Wizard Feat Greater Diving +2 Bonus Wizard Feat Forge Flesh Bonus Wizard Feat Bonus Soul Reaper Feat Bonus Wizard Feat Bonus Wizard Feat Aura of the Grave Bonus Wizard Feat Greater Diving +1 Bonus Wizard Feat Brink of Life and Death Bonus Wizard Feat Bind Spirit Wizard Variants Page 96 . Sense Motive. 2006 Wizard Alternate Base Classes Common Features: • Attack on the Wizard combat chart. Decipher Script. Know(any). Can summon a Stitched Flesh Familiar Reaper’s Touch Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Cha: Gather Info.5 Edition Index – Base Classes May 17. Weapons: Club. Int: Craft. Bardic Knowledge Weapons: Club. Quarterstaff. Decipher Script. Intimidate. Wis: Profession Con: Concentration. May specialize in a school of magic Can summon a Familiar Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Dagger. Can summon an Undead Familiar Master of the Dead Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Dagger. Quarterstaff. Spiritual Vassal Speak with Dead. Int: Craft. Dagger. Int: Craft. Decipher Script. Survival. May specialize in a school of magic. Specialized in the Necromancy School Can summon a Familiar. Know(any).. Short Bow. Crossbow. Dagger. Decipher Script. Dagger. Wis: Profession. Spellcraft. Quarterstaff. Know(any). Specialized in the Necromancy School Can summon a Familiar. Int: Craft. Gain Feat: Craft Construct. Wis: Profession Con: Concentration. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. • Good Save: Will. Weapons: Club. Spellcraft. Can summon a Familiar. Con: Concentration. Quarterstaff.Dungeons & Dragons 3. • No Armor Proficiencies Lvl Wizard (PH p55) Deathwalker (DR312 p30) Filidh (DR324 p90) Fleshcrafter (DR312 p32) Soul Reaper (DR312 p34) In-Class Skills Weapons: Club. Wis: Profession Con: Concentration. Crossbow. May specialize in a school of magic. • Hit Die: 1d4. Cha: Bluff. Int: Craft. • Class Skill Points: 2. Crossbow. Specialized in the Necromancy School Can summon a Familiar. Crossbow. Spellcraft. Decipher Script.

Forge Flesh – Can create animated objects made from body parts that are under the Fleshcrafter’s control. (1 + Charisma modifier) times per day. Mastery of Undeath 1. No longer sleeps & is immune to Sleep effects. Wizard Variants Page 97 . The Soul Reaper must Ready the action for the moment the target dies (i. DC (15 + HD). Aura of the Grave 1. Paralysis. 2. & Mind-Affecting Effects. but must be controlled normally. a low body temperature. Negative Levels 3. & feats gleaned from the afterlife. Wisdom. To realize that patient is being purposely harmed requires a contested Heal check. 2. Master of Life and Death – Spells that target a living creature are at +1 DC. & Feats. Stitched Flesh Familiar – The Fleshcrafter “builds” his/her familiar from body parts & his/her own life force. non-Undead. Shroud of Death 1. & Diplomacy checks vs. No longer eats & drinks. ‘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. He/she is limited to 2HD per Class level & the available body parts. The Stitched Flesh Familiar may use this ability also. Poison. Can Rebuke / Command Undead as a Cleric of the same level. Base Attack Bonus. until its Spirit is free again (either by 1 day per Class level passing or by breaking the gem). Bluff. & glassy-looking eyes. 3. The Spiritual Vassal looks like a ball of light (similar to a Will-O’-Wisp). as long as it is within empathic range and the Fleshcrafter spends a Full Round Action to mentally help it. the caster level increases by (N). If the Deathwalker or his/her allies attack the target (before or after the check). 2. Forge Life – Leans how to create Flesh Golems that are much cheaper than usual. The Spirit used to make the imprint is freed once the process is finished. 4.. Is immune to Disease.Dungeons & Dragons 3. it cannot be controlled. the target cannot be restored to life. Spawn Undead Servitor – The Soul Reaper imprints a Skeleton or Zombie with a Spirit trapped by the Bind Spirit ability. If trapped. Receives a –2 penalty on Fortitude saves vs. +4 Circumstance bonus on saves vs. speak one of the spirit’s languages for 1 hour. the patient looses hitpoints and/or ability scores twice as fast. but change the familiar into an Undead. DC 25 will identify the person as a Death Walker. Know(arcana) check vs. Bonus Soul Reaper Feat – Choose a Metamagic. ‘Filidh’ Class Abilities: Greater Divining +N – When casting Divination spells. languages. Has pale skin. ‘Fleshcrafter’ Class Abilities: Reaper’s Touch – May sabotage a patient’s healing by making a Heal check vs. Begins looking very corpse-like. If successful. Can control up to (Class level * 5) HD of Skeletons and Zombies by making a Charisma check vs. The Soul Reaper may do one of the following once per day: get the answer to a “yes” / “no” question. Charisma.) & it receives a Will save to avoid the effect (DC = 15 + Intelligence modifier). Receives a –2 penalty on Charisma. 2006 Alternate Base Classes (continued) ‘Deathwalker’ Class Abilities: Master of the Dead 1. or use the ranks of one of the spirit’s skills for 1 minute. Gains 50% resistance to Sneak Attacks & Critical Hits. Follow the Familiar rules on (DR312 p36). 2. Weapon & Armor Proficiencies. but can grant its master temporary skills. 3.. Brink of Life and Death – May make a Coup de Grace as a Standard Action. the DC to help – 5. The Undead gain the Spirit’s Intelligence. etc. Undead Familiar – Use the standard Familiar rules. 4. Skill Ranks. Mantle of Undeath – Becomes an Undead. Follow the Familiar rules on (DR312 p34). Bind Spirit – The Soul Reaper can trap the Spirit of a creature in a 500gp gem. The new Undead Servitor has the Soul Reaper’s alignment. –10 hp. or Necromantic Feat(DR312 p37). etc.5 Edition Index – Base Classes May 17. His/her skin becomes stretched & eyes look hollow.e. Item Creation.

Know(any). Spellcraft. Wis: Profession Con: Concentration. Quarterstaff. Know(any). Dagger. Know(any). Know(any). Crossbow. Int: Craft. Crossbow. Enchantment. +2 bonus on Spellcraft checks to learn Illusions and Transmutation spells. Able to prepare 1 extra spell per day from either the School of Illusion or the School of Transmutation at each level. Wis: Profession Con: Concentration. Quarterstaff. May specialize in a school of magic Dual Specialization Can summon a Familiar Base Skill Point this level: 4 1 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 Base Skill Point this level: 4 Bonus Wizard Feat Bonus Wizard Feat Limited Spell Knowledge Morphic Familiar Base Skill Point this level: 4 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 Base Skill Point this level: 4 Bonus Wizard Feat Limited Spell Knowledge Override Transmutation Base Skill Point this level: 4 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. Quarterstaff. Morphic Familiar As a Full Round Action. Int: Craft. Spellcraft. Limited Spell Knowledge Instead of the normal two spells you gain at each level. Int: Craft. Wis: Profession Con: Concentration. Conjuration. Wis: Profession Con: Concentration. Wizard Variants Page 98 .Dungeons & Dragons 3. Decipher Script. Crossbow. May specialize in a school of magic Can summon a Familiar Weapons: Club. your Familiar can change into another type of familiar available to a 1st level Wizard. Evocation. you gain three Illusion and/or Transmutation spells. Int: Craft. May specialize in a school of magic Dual Specialization Can summon a Familiar Base Skill Point this level: 4 Weapons: Club. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Dagger. Int: Craft. Decipher Script. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. May specialize in a school of magic Can summon a Familiar Weapons: Club. Dagger. Dagger. May specialize in a school of magic Can summon a Familiar Weapons: Club. Know(any). Wis: Profession Con: Concentration. Quarterstaff. 2006 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 Weapons: Club. 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.5 Edition Index – Base Classes May 17. but loose access to three schools of magic from the following list: Abjuration. Spellcraft. Decipher Script. Crossbow. Spellcraft. 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. 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. Dagger. Decipher Script. you receive a second saving throw one round later. Crossbow. Quarterstaff. Spellcraft. Decipher Script. Necromancy.

Wis: Profession Wis: Profession Wis: Profession Wis: Profession Con: Concentration. Con: Concentration. Crossbow. Spellcraft. Crossbow. Dagger. Precise Shot. Bow Feat Choose one of the following Feats (you must meet the prerequisites): Defensive Archery. Weapon Focus (longbow). 2. Con: Concentration. Point Blank Shot. Know(any).Dungeons & Dragons 3. Quarterstaff. May specialize in a school of magic Can summon a Familiar – Share Spells – Empathic Link – gains Improved Evasion – Master gains Alertness 1 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. Int: Craft. Know(any). Dagger. Know(any). Wizard Variants Page 99 . May specialize in a school of magic Can summon a Familiar – Share Spells – Empathic Link – gains Improved Evasion – Master gains Alertness Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Dagger. Quarterstaff. Crossbow. Spellcraft. Quarterstaff. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Decipher Script.e. 2006 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 Weapons: Club. Spellcraft. Search. May specialize in a school of magic Can summon a Familiar – Share Spells – Empathic Link – gains Improved Evasion – Master gains Alertness Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. On Wizard level where you gain a new spell level. Int: Craft. Dagger. Crossbow. Decipher Script. Search. Decipher Script. Far Shot. Spellcraft. Con: Concentration. Decipher Script. Weapons: Club. Int: Craft. Know(any). Quarterstaff. Decipher Script. saving throw.). Dagger. Weapon Focus (shortbow). You may prepare one additional spell of your highest spell level each day. Int: Craft. Search. Crossbow. May specialize in a school of magic Can summon a Familiar – Share Spells – Empathic Link – gains Improved Evasion – Master gains Alertness Weapons: Club.5 Edition Index – Base Classes May 17. you gain an additional spell in your book for free. Natural Link When your Familiar is within arm’s reach. Know(any). Weapons: Club. or hit point bonus your Familiar normally grants you (i. Int: Craft. Spellcraft. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Weapons: Club. 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 Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Quarterstaff. Wis: Profession Con: Concentration. a Weasel familiar would grant a +4 bonus on Reflex saves. Rapid Shot. Search. etc.. you gain double the normal skill.

Minor Image. Int: Craft. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Decipher Script. Know(any). Int: Craft. or magic item. Wis: Profession Con: Concentration. May specialize in a school of magic.5 Edition Index – Base Classes May 17. May specialize in a school of magic. Know(any). Quarterstaff. Major Image. Crossbow. Quarterstaff. Quarterstaff. Ventriloquism. Extend Illusions All your Illusion spells last longer than normal: Normal Concentration Concentration+N Instantaneous <others> New 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. Dagger. 4th – Persistent Image. Dagger. Wis: Profession Con: Concentration. May specialize in a school of magic. Wis: Profession Con: Concentration. Crossbow. 2nd – Illusory Script. Decipher Script. your opponent must make a Caster level check vs. 2. Wis: Profession Con: Concentration.Dungeons & Dragons 3. Dagger. May specialize in a school of magic. You gain access some Illusion spells at an earlier level than normal (indicated below): 0th – Silent Image. Know(any). Know(any). Dagger. Int: Craft. spell-like ability. Wizard Variants Page 100 . Quarterstaff. At 1st level. Dagger. 5th – Programmed Image. you may not cast spells from this School at all. Decipher Script. Choose one of the following School (may not be one of your Prohibited Schools): Conjuration. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Decipher Script. Spellcraft. All your Racial Spell-Like abilities are cast at your Wizard level (instead of at 1st level). Crossbow. Spellcraft. Specialized in the School of Illusions Can summon a Familiar Gnome Illusion Spells 1 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. You cast spells from this School at –1 Caster level. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Quarterstaff. Evocation. Specialized in the School of Illusions Can summon a Familiar Weapons: Club. Specialized in the School of Illusions Can summon a Familiar Weapons: Club. Decipher Script. 1st – Leomund’s Trap. Know(any). 3rd – Illusory Wall. May specialize in a school of magic Can summon a Familiar Weapons: Club. Int: Craft. Specialized in the School of Illusions Can summon a Familiar Gnome Illusion Spells Weapons: Club. 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. DC (11 + your Caster level). 3. Spellcraft. Spellcraft. Wis: Profession Con: Concentration. 2006 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 Weapons: Club. Transmutation. Spellcraft. Crossbow. Int: Craft. Crossbow.

Dagger. Quarterstaff. Spellcraft. Spellcraft. based on your Wizard level and your Intelligence modifier. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Dagger. Decipher Script. Crossbow. Crossbow. Quarterstaff. Dagger. Decipher Script. Spellcraft. May specialize in a school of magic Can summon a Familiar Weapons: Club. Decipher Script. Int: Craft. treat it as a 2nd level spell. You loose the two automatic spells added to your spell book this level. If it is on the Wizard spell list. Crossbow. Dagger. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Dagger. Int: Craft. Quarterstaff. Lore You may make Bardic Knowledge checks. Int: Craft. May specialize in a school of magic Can summon a Familiar Weapons: Club. You loose the two automatic spells added to your spell book this level. Spellcraft. Wis: Profession Con: Concentration. If it is not on the Wizard spell list. Crossbow. You loose the two automatic spells added to your spell book this level. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Wis: Profession Con: Concentration. Otherwise. Decipher Script. Wis: Profession Con: Concentration. treat the spell as one level higher than it is on the target spell list. Wizard Variants Page 101 . Quarterstaff.5 Edition Index – Base Classes May 17. Crossbow. Quarterstaff. May specialize in a school of magic Can summon a Familiar Weapons: Club. Know(any). Int: Craft. Spellcraft. May specialize in a school of magic Can summon a Familiar Weapons: Club. Know(any). Int: Craft. Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. 2006 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 Weapons: Club. May specialize in a school of magic Can summon a Familiar 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Bonus Wizard Feat Alternative Spell Alternative Spell 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. Greater Alternative Spell Gain one spell from any class’ 5th level or lower spell list. Decipher Script. Know(any). Cast Prepared Arcane Intelligence-based spells from the Wizard list Gain Feat: Scribe Scroll. Wis: Profession Con: Concentration.Dungeons & Dragons 3. Wis: Profession Con: Concentration. it is learned at the normal level (even if available at a lower level by another class). Know(any). Know(any).

20th level – If you are in an environment that grants Concealment. chose an Energy Type (i. The summoned creatures may only take a Standard Action on the round they are summoned. saving throw. the penalty to your level is removed and you automatically qualify for the “special power” Leadership modifier. though you count as 2 levels lower than normal. Shadow Shaper – gain the following: 1st level – Hide becomes a Class-skill. Electricity. 15th level – Any attempt to Dispel your summoned creatures is a total of +4 higher. At 11th level.Dungeons & Dragons 3.. & 20th Aura of Protection – You receives a Deflection bonus to AC –or– a Resistance bonus to all Saving Throws equal to your Intelligence modifier. Does not get +1 school spell per level Spontaneous Dispelling – You may “loose” four levels of Prepared spells to cast Dispel Magic spontaneously. Acid.5 Edition Index – Base Classes May 17. 2006 Sub-Specializations for Wizards (UA p59) A specialized Wizard can forgo one (or more) of his/her normal Wizard class features (such as a Familiar) to gain a special ability custom to his/her specialization. Skill Focus (Listen).. Lightning Reflexes. Fire. Skill Focus (Spot). 5th level – Any attempt to Dispel your summoned creatures is +2 higher. Enhanced Awareness – gain the following: Sense Motives becomes a Class-skill. At 5th level and every 5 levels afterwards. or even Summon Monster I). When you cast an Evocation spell with the designated subtype. Evoker Page 102 . No Familiar Resistance to Energy – Grant yourself or a touched creature Energy Resistance against one chosen energy type of 5 + ½ Class level. You cannot gain Followers with this ability. This is done as a Free Action just before you cast the designated spell. This is done as a Free Action just before you cast the spell. Identify only takes 10 minutes to cast (instead of 1 hour).. or level check as a Free Action.. it still must make a save. 10th level – +1 DC (stacks with Spell Focus). The Supernatural Ability is activated as a Standard Action and lasts for 1 hour. 2/day at 3rd. skill check. Energy Substitution – You may change the Energy Type of a designated spell to another of your choosing. Activated as a Standard Action and it dissipates in 1 minute is not used.. 10th. loosing a 4th level spell allows you to spontaneously cast Summon Monster III. Illusion Master – gain the following: Gain 2 additional Illusionist spells every time you gain a new spell level. If you take Feat: Leadership. You may use this ability 1/day starting at 5th level. though it gets a +10 bonus. The Cohort starts at 4th level and increases under the standard Leadership rules (DMG p106). This ability has no effect on a creature with Immunity to the designated spell’s energy type. Arcane Eye moves at 20’ per round when studying its surroundings (instead of 10’). All your Divination spells gain +1 DC (stacks with Spell Focus). If a creature is being told that something is an Illusion. You must decide you are using this Extraordinary ability before you make your roll. Blind-Fight. 15th level – You may make a Hide check even if there is no Cover or Concealment. Invisible) Wizard Variants Illusionist Overcome Resistance – You may ignore 10 points Energy Resistance of every creature affected by a designated spell. or Sonic). 2/day at 10th. etc. This ability becomes available at 5th level. Enhanced Summoning – gain the following: 1st level – Gain Feat: Augmented Summoning instead of Feat: Scribe Spell.e. Abjurer Conjurer Rapid Summoning – You may cast Summon Monster spells as a Standard Action (instead of a Full Round Action).). 3/day at 5th. Improved Initiative. Enchanter Chain of Disbelief – You illusions are hard to disbelieve. This ability may be used 1/day starting at 5th level and an additional time every 5 levels. Extended Enchantments – You may apply Feat: Extend Spell to an Enchantment spell you cast with no increase in its level. you may “loose” seven levels of Prepared spells to cast Greater Dispel Magic Spontaneous Summoning – You may “loose” a Prepared spell to cast a Summon Monster spell of a lower level (i. This Extraordinary ability only applies to the next single attack or saving throw that applies to you. 20th level – Your summoned creatures get an total of +4 bonus Strength & Constitution (stacks with Augmented Summoning). any Item Creation. Diviner Social Proficiency – gain the following: Bluff.e. 15th. 10th level – Your summoned creatures get an additional +2 bonus Strength & Constitution (stacks with Augmented Summoning). Skill Focus (Sense Motive). Intimidate. and one extra time per day for every 2 levels (i.e. Diplomacy. Cohort – At 6th level. All Illusionist spells you learn are treated as being mastered with Feat: Spell Mastery. This ability is usable 1/day at 1st and an additional time per day for every 5 levels. You may use this ability 1/day starting at 1st level. etc. you gain a +2 Competence bonus to a one of these skills (can only be taken once per skill). it is cast at +1 effective Caster level. & 20th: Alertness. you gain a loyal Cohort of the player’s choice.e. Usable 1/day. Energy Affinity – At 1st level. Gather Information. If the creature is shown absolute proof that something is an Illusion. 10th. No Bonus Feat at 5th. This Supernatural ability may be used 1/day plus 1 per 2 levels.e. 5th level – you gain your Intelligence modifier as a bonus to your Hide checks. Summon Monster II. Cold. 15th. Prescience – You may gain an Insight bonus equal to your Intelligence modifier on any attack roll. and one extra time per day for every 5 levels (i. Bonus Feat List – Choose a feat from the following list at 5th.). you receive the bonus of having Total Concealment (i. & Spell Mastery. Any combination of Prepared spells (not counting 0th) may be lost to use this Extraordinary ability. & Sense Motive become Classskills. the creature does not get the standard +4 bonus on its save.

Paralysis. Sleep.+½ Class level as a bonus to its Natural Armor . To do this. you receive no penalty and can replace it by spending 24 hours and consuming 100gp of materials. 20th level – 25% chance to avoid a Critical Hit (equivalent to Light Fortification). Wizard Variants Transmuter Page 103 . Necromancer 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. Sleep. but gains the following as you gain Class levels: . 15th level – +4 total bonus on saves vs.5 Edition Index – Base Classes May 17. etc. you must meditate for a number of minutes equal to the number of spell levels being changed. & 20th Undead Apotheosis – gain the following: 5th level – +2 bonus on saves vs. & Disease. If you are interrupted. if your Prohibited school was Abjuration. and +2 hit-points per Hit Die. Stun. This can be done at 5th level and every 5 levels after that. the spell cannot be changed. You may change up to half your Class level of spell levels. or Energy Drain. 2006 No Familiar Skeletal Minion – Gain an Undead Minion (initially a human warrior skeleton or the equivalent) as a loyal servant.Dungeons & Dragons 3. This ability is usable 1/day.+1/3 Class level as a bonus to its Strength and Dexterity scores. & Disease. plus 1 per 5 Class levels. Stun. Once picked. you loose the old spells and do not gain the new spells. Transmutable Memory – You may change Prepared spells into other Prepared spells once per day. 10th. gain a +4 Enhancement bonus to Strength & Dexterity.its HD are equivalent to your Class level . Does not get +1 school spell per level Enhanced Undead – Any Undead that you create with Animate Dead. Poison. at 5th level you could learn Dispel Magic at a Transmutation spell. For example.. Ability Drain. If your Minion is destroyed. This is a Free Action that counts as a Quickened Spell (so can only be used once per round). 10th level – +4 bonus on saves vs. Ability Damage. No Bonus Feat at 5th. 15th. Poison. Create Undead. Enhance Attribute – Gain a +2 Enhancement bonus to one of your Ability scores for one minute per Caster level. Paralysis. Your Minion starts as a standard skeleton.

The opponent receives a –2 penalty on attacks. The effect is ended by anything that removes or dispels curses. Know(arcana). 1/day Arcane Resistance Mettle Summon Familiar Bonus Hexblade Feat Hexblade’s Curse. Greater Spell Focus (enchantment. necromancy. Hexblade Page 104 . Disintegrate). ability checks. N/day – A visible opponent within 60’ can be targeted with a curse as a Free Action. you take no effect on a successful save (i. or Spell Penetration. Aura of Unluck. Dire Hexblade’s Curse – Your Hexblade’s Curse now causes a –6 penalty. Activated as a Free Action and lasts for (3 + Charisma modifier) rounds.5 Edition Index – Base Classes May 17. necromancy. or transmutation only). 2/day — Greater Hexblade’s Curse — Hexblade’s Curse. Multiple curses do not stack & an opponent that successfully saves cannot be targeted again by that Hexblade for 24 hours. ‘Will half’ & ‘Fortitude partial’ become ‘Will none’ and ‘Fortitude’ none for you). Greater Hexblade’s Curse – Your Hexblade’s Curse now causes a –4 penalty (instead of –2).. Martial Skill Points: 2 Dex: Ride. 5/day — Dire Hexblade’s Curse Aura of Unluck. Hexblade Spells – You receive Charisma-based Arcane Spontaneous Spells from the Hexblade Spell List. 1/day Hexblade’s Curse. & skill checks for one hour (WillNeg DC = 10 + ½ Class level + Charisma modifier).e. 15th. you may change one of your Known spells for a different Known spell at the same level. Spellcraft. 3/day Bonus Hexblade Feat — Aura of Unluck. N/day – All melee and ranged attacks targeting you receive a 20% Miss Chance. or transmutation only). 2006 New Base Classes Hexblade (CWar p5) Class Features Alignment: non-Good Hit Dice: d10 Attack Table: Fighter Good Save: Will Armor: Light Weapons: Simple. 4/day — Bonus Hexblade Feat Aura of Unluck. Greater Spell Penetration. Spells & Spell-like effects. Cha: Bluff. Intimidate. 3/day Bonus Hexblade Feat Spells per Day – – – 0 0 0 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 Known Spells – – – 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 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Class Features: Hexblade’s Curse. damage. Wis: Profession. & 18th level. 2/day Hexblade’s Curse. saves. Int: Craft.Dungeons & Dragons 3. Spell Focus (enchantment. Hexblade’s Curse. You ignore Arcane Spell Failure due to Light armor. Bonus Hexblade Feat – Choose one feat whose prerequisites you meet from the following list: Combat Casting. Arcane Resistance – Receive your Charisma modifier (minimum +1) as a bonus on Saving Throws vs. Diplomacy. At 12th. 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.

st 2nd Level Alter Self(PH p197) – Assume the form of a similar creature. and gases. Suggestion(PH p285) – Compels subject to follow stated course of action. 3rd Level Arcane Sight(PH p201) – Magical auras become visible to you. Magic Weapon. Charm Monster(PH p209) – Makes monster believe it is your ally. & hedges out elementals & outsiders. repeats in 1 minute. Protection from Law(PH p266) – +2 bonus to AC & saves against law. you can move through obstacles if you have ranks in Escape Artist. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Augment Familiar(CWar p116) – Your familiar becomes more powerful. counters mind control. Swift(CAdv p153) – Swift. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Fear(PH p229) – Subjects within cone flee for 1 round per level. –2 AC and attack rolls. Polymorph(PH p263) – Gives one willing subject a new form. alterations. smaller creatures. Sleep(PH p280) – Puts 4HD of creatures into magical slumber. Mirror Image(PH p254) – Creates decoy duplicates of you (1d4 + 1 per three levels (max 8)). doubled threat range. Solid Fog(PH p281) – Blocks vision and slows movement. spiders. counters mind control. and concealment. +1 on Will saves. but subject can attack and stay invisible. counters mind control. Glitterdust(PH p236) – Blinds creatures. 2006 Hexblade Spell List Charisma-based Impromptu Arcane Spells. Invisibility Sphere(PH p245) – Makes everyone within 10’ invisible. Use quasi-real weapon to make touch attacks. Detect Magic(PH p219) – Detects spells and magic items within 60’. Deep Slumber(PH p217) – Puts 10HD of creatures to sleep. Slow(PH p280) – One subject per level takes only one action per round. curses. Baleful Polymorph(PH p202) – Transforms subject into a harmless animal. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Phantom Steed(PH p260) – Magical horse appears for 1 hour per level. Prestidigitation(PH p264) – Performs minor tricks. Entropic Shield(PH p227) – Ranged attacks against you suffer 20% miss chance. Whirling Blade(CArc p129) – Hurled slashing weapon magically attacks all foes in a 60’ line. Sending(PH p275) – Delivers a short message anywhere. Touch of Idiocy(PH p294) – Subject takes 1d6 Intelligence. Distract Assailant(CAdv p146) – Swift. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Charm Person(PH p209) – Make one person your friend. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. False Life(PH p229) – Gain 1d10 +1 per level (max +10) temporary hit points. Invisibility. Unluck(CArc p128) – Target remakes all rolls. caster gains damage as hit points. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Hexblade Page 105 . Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Disguise Self(PH p222) – Changes our appearance. Detect Scrying(PH p219) – Alerts you to magical eavesdropping. Wisdom & Charisma damage. You are invisible for 1 round or until you attack. counters mind control. Phantom Threat(CWar p118) – Subject thinks it’s flanked. & hedges out elementals & outsiders. and other vermin stay 10’ away. and petrifaction. 1 round per level. Hound of Doom(CWar p117) – Creates shadowy protector. Expeditious Retreat(PH p228) – Your land speed increases by 30’. Light(PH p248) – Object shines like a torch. & hedges out elementals & outsiders. Wind Wall(PH p302) – Deflects arrows. Tasha’s Hideous Laughter(PH p292) – Subject loses actions for 1 round per level. Phantasmal Killer(PH p260) – Fearsome illusion kill subject or deals 3d6 damage. & hedges out elementals & outsiders. See Invisibility(PH p275) – Reveals invisible creatures or objects. Backbiter(CArc p98) – Wooden-hafted weapon strikes wielder. Contact Other Plane(PH p212) – Lets you ask question of an extraplanar entity. Read Magic(PH p269) – Reads scrolls and spellbooks. Poison(PH p262) – Touch deals 1d10 Constitution damage. Move Silently. Nystul’s Magic Aura(PH p257) – Alters object’s magic aura. instantly. Cursed Blade(CWar p117) – Wounds dealt by weapon can’t be healed without Remove Curse.5 Edition Index – Base Classes May 17. Phantasmal Assailants(CArc p117) – Nightmare creatures strike target for 4 Wisdom damage and 4 Dexterity damage. and Escape Artist checks. Enervation(PH p226) – Subject gains 1d4 negative levels. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. Scrying(PH p274)(PHe)+ – Spies on subject from a distance. Protection from Good(PH p266) – +2 bonus to AC & saves against good. –2 to AC. Darkness(PH p216) – 20’ radius of supernatural shadow. Identify(PH p243) – Determines properties of a magic item. uses worst result for 1 round per level. 4th Level Assay Resistance(CArc p120) – +10 bonus on caster level checks to defeat one creature’s Spell Resistance. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. One creature is flat-footed for 1 round. Repel Vermin(PH p271) – Insects. outlines invisible creatures. Critical Strike(CAdv p145) – Swift. Vampiric Touch(PH p298) – Touch deals 1d6 per 2 caster levels. Dimension Door(PH p221) – Teleports you a short distance. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Greater(PH p251) – +1 bonus per four levels (max +5). Nondetection(PH p257) – Hides subject from divination and scrying. For 1 round you gain +1d6 damage. Rage(PH p268) – Subjects gain +2 to Strength and Constitution.Dungeons & Dragons 3. Break Enchantment(PH p207) – Frees subject from enchantments. and +4 on attack rolls to confirm critical hits. Shadow Form(CAdv p156) – Gain +4 on Hide. Protection from Arrows(PH p266) – Subject immune to most ranged attacks. (CWar p5) (CArc p94)+ (CAdv p139)+ 1 Level Alarm(PH p197) – Wards an area for 2 hours per level. Blindness/Deafness(PH p206) – Makes subject blind or deaf. Greater(PH p245) – As Invisibility. Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy. Arcane Mark(PH201 p201) – Inscribes a personal rune (visible or invisible). Spectral Weapon(CAdv p157) – Swift. Mount(PH p256) – Summons riding horse for 2 hours per level. Dominate Person(PH p224) – Controls humanoid telepathically. Stinking Cloud(PH p284) – Nauseating vapors. Unseen Servant(PH p297) – Invisible force obeys your commands. Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. Confusion(PH p212) – Makes subject behave oddly for 1 round per level. Invisibility. Spider Climb(PH p283) – Grants ability to walk on walls & ceilings.

g. 2006 Ninja (CAdv p5) Class Features Alignment: any Hit Dice: d6 Attack Table: Rogue Good Save: Ref Armor: — Weapons: Simple + Hand Crossbow. Move Silently. ‡ 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. Giant Leap – all your Jump checks are treated as if you were running and had Feat: Run. As long as you have at least one use left. Improved Poison Use – you may apply poison to a weapon as a Move Action (instead of a Standard Action).‡ Ki Power – receive ½ Ninja level (min 1) + Wisdom modifier uses of your Ki powers (see below) each day. Con: Concentrate. “N”) stacks with the Monk class’ bonus to AC (i. Gather Info. Kukri.. If you were the target. 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. the spell does not work. ‡ Acrobatics +N – receive a +N bonus on Climb. or when carrying a Medium (or heavier) load. Only requires one free hand. & Siangham.Dungeons & Dragons 3. but not when immobilized. Hide. Ghost Sight – you are able to see Invisible and Ethereal creature without difficulty. Nunchaku. Ghost Mind – Spells of the Scry sub-school must make a Caster check vs. Swim.e. Page 106 Ninja . using a shield. Skill Points: 6 Str: Climb.. 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 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. DC + Class level in order to see you. you do not receive your Wisdom modifier twice). Int: Craft. Tumble. Wis: Listen. Short Sword. Dex: Balance. Shortbow. do +Nd6 of damage. Escape Artist.‡ Sudden Strike +Nd6 – When attacking a creature vulnerable to Sneak Attack who is denied his/her Dexterity bonus to AC. Sense Motive. May be used with a Melee weapon or a Ranged weapon within 30’. Poison Use – you never accidentally poison yourself when envenoming a weapon. starting on a street and ending on a roof). Kama. Note: The main difference from Sneak Attack is that it does not applied to Flanked foes. Shuriken. 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. For purposes of qualifying for Prestige Classes. Search. Sai. Sleight of Hand. you receive a +2 bonus on Will saves. Jump. Disguise. Open Lock. 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. Cha: Bluff.e. 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 supressed if you are wearing any armor. Jump. This bonus applies even when you are Flat-Footed. & Tumble checks. May not be used to do non-lethal damage. If the spell was targeted around you. Spot. 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. Disable Device.. you are simply not seen. Ghost Walk – Ethereal Jaunt at Class level as a Supernatural ability by expending two uses of your Ki Power. this counts as ‘Sneak Attack’. Only the class level specific part of this bonus (i.5 Edition Index – Base Classes May 17.

2/day Feat: Improved Initiative — Mass Staredown Improved Two Swords as One Kiai Smite. you are treated as having Feat: Greater Two-Weapon Fighting. Heavy Weapons: Simple. Iaijutsu Master – When drawing a Bastard Sword and/or a Short Sword. N/day – As a Free Action. Con: Concentration Int: Craft. Know(nobility). Intimidate. you are treated as having Feat: Quick Draw. 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. you are treated as having Feat: Two-Weapon Fighting. Creatures with 20+ HD are not affected. Wis: Sense Motive. Staredown – +4 bonus on Intimidate checks. 3/day — Improved Staredown — Greater Two Swords as One Kiai Smite. Cha: Diplomacy. Frightful Presence – When you draw your blade. Improved Two Swords as One – When fighting with a Bastard Sword and a Short Sword. you shout and gain a bonus on your next attack & damage roll equal to your Charisma modifier (minimum +1). Know(history). Daisho Proficiency Two Swords as One Kiai Smite. 1/day — Iaijutsu Master Staredown Kiai Smite. 4/day — — Frightful Presence Class Features: Daisho Proficiency – Gain Feat: Exotic Weapon Proficiency (Bastard Sword). Kiai Smite. Medium. Page 107 . 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). 2006 Samurai (CWar p8) Class Features 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Samurai Alignment: any Lawful Hit Dice: d10 Attack Table: Fighter Good Save: Fortitude Armor: Light. Greater Two Swords as One – When fighting with a Bastard Sword and a Short Sword. you are treated as having Feat: Improved Two-Weapon Fighting.Dungeons & Dragons 3. Improved Staredown – You may attempt the Demoralize action as a Move Action (instead of a Standard Action). Martial Skill Points: 2 Dex: Ride.5 Edition Index – Base Classes May 17. A creature that makes is save is immune to your Frightful Presence for 24 hours.

Move Silently. Far Shot. Lightning Reflexes. +3 AC Bonus Scout Feat Skirmish +4d6. Know(geography). Rapid Reload. Sense Motive. Use Rope. +3 AC Hide in Plain Sight † Skirmish +4d6. Mobility. Only creatures vulnerable to critical hits are vulnerable to the extra damage. Quick Draw. Shot on the Run. Endurance. Great Fortitude. as long as he/she is not being observed. Throwing Axe. Shortsword. Hear the Unseen. Iron Will. † Free Movement – as an extraordinary ability. Swim. Ride. Dodge. Track. Spring Attack. Skill Focus. Int: Craft. +4 AC Free Movement † Skirmish +5d6. Tumble. Spot. † Flawless Stride – able to move through all non-magical terrain at his/her normal movement. Improved Initiative. Camouflage – able to make Hide checks in natural terrain without Cover or Concealment. Battle Fortitude +N – receive a +N bonus on Initiative checks and Fortitude saves. 2006 Scout (CAdv p10) Class Features Alignment: any Hit Dice: d8 Attack Table: Rogue Good Save: Ref Armor: Light Weapons: Simple + Handaxe. Combat Expertise. +5 AC Battle Fortitude +3 † Blindsight 30’ Bonus Scout Feat Class Features: Skirmish +Nd6. Brachiation. +X AC – in a round where the Scout moves 10’ or more. Search. Dex: Balance. Skirmish +1d6 Trapfinding Battle Fortitude +1 † Uncanny Dodge Fast Movement +10’ † Skirmish +1d6.5 Edition Index – Base Classes May 17. always on. † Hide in Plain Sight – able to make Hide checks in natural terrain without Cover or Concealment while being observed. +2 AC Blindsense 30’ Battle Fortitude +2 † Fast Movement +20’ Skirmish +3d6. he/she does +Nd6 damage with all melee attacks & all ranged attack within 30’. +2 AC Camouflage † Bonus Scout Feat Skirmish +3d6. Improved Swimming.Dungeons & Dragons 3. Blind-Fight. Page 108 Scout . & Shortbow Skill Points: 8 Str: Climb. Point Blank Shot. † 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 † This class ability is supressed when you are in Medium (or heavier) armor –or– when carrying a Medium (or heavier) load. Wis: Listen. Freedom of Movement. Quick Reconnoiter. Know(dungeoneering). Athletic. Escape Artist. Know(nature). Hide. +1 AC Flawless Stride † Skirmish +2d6. the Scout receives a +X Competence bonus to AC in those same rounds. +1 AC Trackless Step Bonus Scout Feat Evasion Skirmish +2d6. Danger Dense. Speak Language. +3 AC Bonus Scout Feat Skirmish +5d6. Agile. † Bonus Scout Feat – the Scout may choose on of the following which he/she qualifies for: Acrobatic. Alertness. Precise Shot. Jump. Spellcraft. Also.

The Spell Thief may try to steal a specific spell. he/she knows all the other spells Prepared / Known by the target. up to 1 minute 1 round per Charisma modifier Spellthief Page 109 . Hide. Steal Spell-Like Ability – the Spell Thief may “steal” a Spell-Like Ability from the target. The Spell Thief has the option of using the stolen spell levels to power his/her own spells. These are Charismabased Impromptu Arcane spells. Discover Spells – if the Spell Thief successfully use ‘Steal Spell’. Arcane Sight – usable (Charisma modifier) times per day. Gather Info. 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. 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. even if it has remaining daily uses. Swim Dex: Escape Artist. These class features have the following details in common: 1. Int: Craft. he/she may attempt to add it to his/her pool of Stolen Spells by making a Level Check vs. Know(arcana). the Spell Thief uses the original caster’s level & ability scores to determine effects. spells. Spot.. DC’s. Cast at Class level as an Immediate Action. A touched. Search. and Favored Souls). up to the target’s Spell Resistance). Only (Class level) spell levels may be “stolen” at one time. Cha: Bluff. 2006 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. Illusion. Cast at Class level. Disable Device. Divination. the XXX returns to the target. 4. but the Spell Thief may cast the absorbed spell or cast one of his/her own with the levels gained from it as an Immediate Action. Decipher Script. then what is taken is random. energy resistance. Open Lock. Unless indicated otherwise. up to 1 hour Spell’s duration. the target may not use the ability. Steal Spell – the Spell Thief may “steal” a Prepared or Spontaneous spell and then cast it when desired.. If it is unavailable. Spell Resistances do not stack. Detect Magic – usable (Charisma modifier) times per day. not “Personal”) –and– which are vulnerable to Dispel Magic can be stolen. removing one of its daily uses for that day. Enchantment. Spells – able to cast Sorcerer/Wizard spells from the Schools of Abjuration. the target looses access to what is stolen for the Duration of the Theft. Sense Motive. Know(local). the target cannot cast the stolen spell for 1 minute. 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.e. Use Magic Device. 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. etc. & Transmutation. 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. DC (10 + target spell’s Caster level). Tumble. Move Silently. the Focus. The Spell Thief must provide the Material components. willing target may be “stolen” from as a Standard Action.5 Edition Index – Base Classes May 17. At the end of the duration. 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 Effect – the Spell Thief may “steal” a spell that is in effect on the target and use it on himself/herself. Wis: Listen. Light armor does not cause a chance of Spell Failure. When casting. up to 1 minute per Class level 1 minute Until used. etc. Only spells that could target the Spell Thief (i. All limits on spell level and total number of spell levels apply. energy resistance. Absorb Spell – if the Spell Thief makes his/her saving throw against a targeted spell. Absorb Spell (immediate) – As ‘Absorb Spell’. If an Impromptu Spell is stolen (such as those cast by Bards. from a target creature and benefit himself / herself. Until the Spell Thief uses the ability (or 1 minute elapses). Sorcerers. plus be able to perform the Verbal & Somatic components. Can’t be used on the same creature again until the effect ends. Caster level is ½ Class level. 2. etc. A target with Energy Immunity retains its immunity. & pay any XP.Dungeons & Dragons 3. Spell Grace +N – receive a +N Competence bonus on saves vs.

Con: Concentrate. Travels through the Plane of Spirit (instead of the Plane of Shadow). Any weapon you hold gains ‘Ghost Touch’. ‘–‘). 3 + Charisma modifier times per day. Damage Reduction (except vs. Recall Spirit – Raise Dead.. Profession. You may change your ‘Retrieved’ (i. Know(history). Spellcraft. Dart. Same as Detect Undead. Javelin. Sling. it uses your Concentration check bonus. Throwing Ax. Listen. Hit Dice: d8 Attack Table: Rogue Good Save: Fort. Usable at will as a Spell-Like Ability. Longspear. and an Incorporeal creature looses its immunity to non-magic attacks. you need a Wisdom of at least 16 to use a 6th level spell). Know(arcana). 3 Spirit Form. Know(geography). If a spell requires a check. Hand Axe. Cha: Diplomacy.000 XP. except it applies to Spirits and has a duration of 10 minutes per level. As Protection from Evil (self only). you may forgo damage to remove some of the defenses of every Spirit in the area of effect (WillNeg). Telthors. & spirit creatures created by spells such as Dream Sight & Wood Wose. Creatures with the ‘spirit’ subtype (see Oriental Adventures). Detect Spirits – Usable at will as a Spell-Like Ability.e.. you receive a save the next round at the same DC. Spirit Who Walks – You become a ‘fey’ and gain Damage Reduction 5 / cold iron. ‘adamantine’ or everything (i. Will Armor: Light + Light Shields Weapons: Club. Permanent until dispelled or discharged. but access is based on Wisdom (i.Dungeons & Dragons 3.. In addition to the standard benefits of being Incorporeal.e. Spirit Journey – Shadow Walk (self only). The effect lasts for 1 round per 3 HD of damage forgone. 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. Chastise Spirit – Spirits3 (even if Incorporeal) within a 30’ radius Burst of you take 1d6 per Class level (Will½. 1/day Guide Magic Recall Spirit — Exorcism — Spirit Form. Skill Points: 4 Str: Swim. an Enchantment. You gain a Contingency affect that activates a Heal if your hit-points or ability score drop to 0 (or lower). Dagger. Usable once per day as a Spell-Like Ability. but does not result in loss of level. Handle Animal. Spirit Folk. DC’s of the spells are based on your Charisma.. so it does not normally have to make Concentration checks.5 Edition Index – Base Classes May 17. Know(nature). 2/day Weaken Spirits Spirit Journey — Favored of the Spirits Spirit Form. & its ability to move through solid objects. except it applies to Spirits 3 and has a duration of Permanent (may be dispelled or dismissed). Incorporeal creatures attempting to make a Touch Attack on you must hit your normal AC instead (i.e. Spirit Guide Wild Empathy Chastise Spirits Detect Spirits Blessing of the Spirits Follow the Guide Ghost Warrior Warding of the Spirits — Spirit Form. Usable as a Standard Action. all your bonuses to AC are ‘Ghost Touch’ too). Known) spells each day after 1 hour of meditation. Blessing of the Spirits – Activated with a 10 minute ritual. but applies to Spirits 3. ‘spirits’ are defined as the following: Incorporeal Undead. Usable as a will as a Full Round action. As Magic Circle against Evil.. Quarterstaff. Conditions affecting your body (such as damage and being entangled) do not apply to it. DC 10 + possessing creature’s HD + possessing creature’s Charisma modifier. 2. N/day – You become Incorporeal. DC is Charisma-base).e. Int: Craft. Know(local). Guide Magic – Your “guide” (i. Favored of the Spirits – Activated with an 8 hour ritual & expenditure of 1.e. Warding of the Spirits – Activated with a 10 minute ritual. Weaken Spirits – When using the Chastise Spirit class ability. the 50% miss chance of corporeal attacks. Page 110 Spirit Shaman . a second sentience within your mind) can maintain Concentration on spells for you. Follow the Guide – If you fail a saving throw vs. Spot. Shortspear. so does not need to enter through shadows. Spear. For this class. 2006 Spirit Shaman (CDiv p14) Class Features Alignment: any. Dex: Ride. 3/day Spirit Who Walks 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 Class Features: Spirit Guide – Gain Feat: Alertness. Exorcism – Drive a Spirit out of a body it is possessing by making an Class Level Check + Charisma modifier vs. Each affected Spirit has the following suppressed: Spell Resistance. Only usable within 1 round of the target’s death. usable 1/day as a Spell-Like Ability. Wis: Heal. Creatures in Astral Form or with Astral Bodies. An exorcized Spirit cannot attempt to possess the same victim for 24 hours. usable once per week as a Spell-Like Ability. Ghost Warrior – 1. Fey. Survival. Short Bow. This is a Supernatural ability which is activated with a Standard Action and has a duration of 1 minute. Spells – Casts Impromptu Divine spells from the Druid Spell List.

Jump. Swim. Int: Craft. Sense Motive. you also do 2 points of Strength damage. Escape Artist. Wis: Profession. Weakening Critical – On a Critical Hit. You may designate a new opponent each round. or Saving Throw per day. Lucky – You may reroll one failed Attack roll. Only applies to creatures vulnerable to Critical Hits. Skill check. Wounding Critical – On a Critical Hit. Use Rope. Cha: Bluff. Acrobatic Skill Mastery – You may always “Take 10” on Jump and Tumble checks.5 Edition Index – Base Classes May 17. Slippery Mind – If you fail a saving throw vs. you receive a new save the next round at the same DC. 2006 Swashbuckler (CWar p11) Class Features 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 † Alignment: any Hit Dice: d10 Attack Table: Fighter Good Save: Fortitude Armor: Light Weapons: Simple. Martial Skill Points: 4 Str: Climb. you also do 2 points of Constitution damage (in addition to the Strength damage from ‘Weakening Critical’). you must designate the same opponent for the feat and the class ability. though the bonuses stack. though skill checks (such as Jump or Tumble) may be necessary. 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 † Class Features: Grace +N – +N Competence bonus on Reflex saves.Dungeons & Dragons 3. Tumble. This class ability is supressed when you are in Medium (or heavier) armor –or– when carrying a Medium (or heavier) load. Ability check. an Enchantment. If you have the Feat Dodge. though you must keep the new roll. Page 111 Swashbuckler . you receive a +4 bonus on your attack roll (instead of +2). Dex: Balance. Improved Flanking – When you Flank an opponent. add your Intelligence modifier to your weapon damage (in addition to your Strength modifier).† Insightful Strike – When using a Finesse weapon. † Acrobatic Charge – You may Charge over difficult terrain. † Dodge Bonus +N – Receive a +N Dodge Bonus to AC against one of your melee opponents. Diplomacy.

5 Edition Index – Base Classes May 17. Usable an unlimited number of times per day. Con: Concentrate. (Note: Some Invocations change these default behaviors). Least. Verbal) components. Whenever a new list of Invocations becomes available. only Least Invocations may be learned. 2006 Warlock (CArc p5) (CArcErrata)+ Class Features Alignment: CG. Cha: Bluff. At 6th level. NE. Energy Resistance N – At 10th level. Lesser. Arcane Spell failure of Medium (and heavier) Armor & Shields apply. you may generate a ray that does Nd6 of Untyped Damage to one target within 30’ (no save. up to Dark Eldritch Blast 8d6 Fiendish Resilience 5 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 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Class Features: Eldritch Blast Nd6 – As a Standard Action. you can learn any Invocation from the Least or Lesser list. Gain Energy Resistance N against those two energy types. Greater Imbue Item Fiendish Resilience 2 Eldritch Blast 7d6 Damage Reduction 4 / cold iron Invocation. Electricity.Dungeons & Dragons 3. Warlock Page 112 . CE. Eldritch Blast 1d6 Invocation. Hit Dice: d6 Attack Table: Rogue Good Save: Will Armor: Light Weapons: Simple Skill Points: 2 Str: Jump. Fiendish Resilience N – Gain ‘Fast Healing N’ for 2 minutes. At 1st level. & Sonic. choose two Energy Types from the following list: Acid. You must take the appropriate Item Creation Feat and then make a Use Magic Device check vs. Spellcraft. Fire. Least or Lesser Eldritch Blast 4d6 Damage Reduction 2 / cold iron Fiendish Resilience 1 Eldritch Blast 5d6 Energy Resistance 5 Eldritch Blast 6d6 Damage Reduction 3 / cold iron Invocation. Deceive Item – You may always “take 10” when making Use Magic Device checks. CN. Intimidate. Unlike most Spell-Like Abilities. Invocation – Invocations are Spell-Like Abilities. Usable 1/day. DC 15 + Spell level for Arcane spells –or– DC 25 + Spell level for Divine spells. which is Charisma-based and can be increased with Feat: Ability Focus (Eldritch Blast). Cold. Invocations have Somatic (and in a few cases. Sense Motive. at will Eldritch Blast 2d6 Damage Reduction 1 / cold iron Deceive Item Eldritch Blast 3d6 Invocation. Some Invocations add additional effects which allow a save. doing so will change the Eldritch Blast’s Effective Cater level (default is 1st (CArcErrata)). Know(the planes). The resistance to the two chosen energy types improves at 20th level. Imbue Item – You can create magic items based on spells you cannot cast. Know(arcana). Disguise. Int: Craft. LE. SR applies) (½ damage to objects). Activated as a Free Action. One ‘eldritch essence’ and one ‘blast shape’ Invocation may be applied to the Eldritch Blast (assuming the Warlock knows any). Wis: Profession. Invocations are activated as a Standard Action and can be used an unlimited number of times per day. Use Magic Device. you may change one Invocation that was learned at an earlier level. Least Detect Magic.

Hellrime Blast(CArc p134) – Blast deals Cold damage and target must make Fortitude save or take a –2 penalty to Dexterity. Word of Changing(CArc p136) – Use Baleful Polymorph as the spell. The Dead Walk(CArc p133) – Create Undead as the Animate Dead spell. Greater Invocations Eldritch Essence Bewitching Blast(CArc p132) – Target must make a Will save or be Confused for 1 round. Warlock’s Call(CArc p136) – Use Sending as the spell. Summon Swarm(CArc p135) – Use Summon Swarm as the spell. Hideous Blow(CArc p134) – Melee attack channels Eldritch Blast. & prevent being tracked by scent. Beguiling Influence(CArc p132) – Gain bonus on Bluff. Darkness(CArc p133) – Use Darkness as the spell. but the effect could become permanent. Sickening Blast(CArc p135) – Target must make a Fortitude save or become Sickened. Blast Shape Eldritch Cone(CArc p133) – Blast takes the shape of a Cone. Blast Shape Eldritch Chain(CArc p133) – Blast jumps from initial target to secondary targets. Dark Foresight(CArc p133) – Use Foresight as the spell. Blast Shape Eldritch Doom(CArc p133) – Blast affects all enemies within 20’. Noxious Blast(CArc p135) – Target must make a Fortitude save or be Nauseated.5 Edition Index – Base Classes May 17. Voice of Madness(DR332 p44) – Use Lesser Confusion as the spell. Warlock Page 113 . Fell Flight(CArc p134) – Gain a fly speed with Good maneuverability. Diplomacy. Walk Unseen(CArc p136) – Use Invisibility (self only) as the spell. Devour Magic(CArc p133) – Use targeted Greater Dispel Magic with a touch and gain temporary hit points based on the level of spells successfully dispelled. Flee the Scene(CArc p134) – Use short-range Dimension Door as the spell and leave behind a Major Image. Repelling Blast(CArc p135) – Target must make a Reflex save or be knocked back. Blast Shape Eldritch Spear(CArc p133) – Blast range increases to 250’. Voidsense(CArc p136) – Gain Blindsense 30’. Earthen Grasp(CArc p133) – Use Earthen Grasp as the spell. Devil’s Sight(CArc p133) – See normally in darkness and magical darkness. & Tumble checks. See the Unseen(CArc p135) – Gain See Invisibility as the spell and Darkvision. Enervating Shadow(CArc p133) – Gain Total Concealment in dark areas and impose a Strength penalty on adjacent living creatures. that deals damage in a burst if dispelled. Vitriolic Blast(CArc p136) – Blast ignores Spell Resistance and deals Acid damage for several rounds. Leaps and Bounds(CArc p134) – Gain bonus on Balance. Wall of Gloom(CArc p136) – Use Wall of Gloom as the spell. & Intimidate checks. Other Baleful Utterance(CArc p132) – Speak a work of the Dark Speech and shatter objects as the Shatter spell. Tenacious Plague(CArc p135) – Use Insect Plague as the spell. Brimstone Blast(CArc p132) – Blast deals Fire damage and target must make Reflex save or Catch Fire. Dark Invocations Eldritch Essence Utterdark Blast(CArc p135) – Target must make a Fortitude save or gain two Negative levels. Curse of Despair(CArc p132) – Curse one creature as the Bestow Curse spell. Hungry Darkness(CArc p134) – Creates shadows filled with a Swarm of Bats. (CArc p8) Least Invocations Eldritch Essence Frightful Blast(CArc p134) – Target must make a Will save or become Shaken. gaining many benefits of the Swarm subtype. Jump. but the summoned Locust Swarm deals damage as a Magic weapon. Breath of the Night(CArc p132) – Create a Fog Cloud as the spell. and deal extra Cold damage to creatures in the area. Dark One’s Own Luck(CArc p133) – Gain a Luck bonus on one type of save. but half the damage from the wall results from supernatural power. but risk damage from recipient. Miasmic Cloud(CArc p134) – Create a cloud of mist that grants concealment and fatigues those who enter. Spiderwalk(CArc p135) – Gain Spider Climb as the spell and you are immune to webs. Entropic Warding(CArc p134) – Deflect incoming ranged attacks. Path of Shadow(CArc p135) – Use Shadow Walk as the spell and speed up natural healing. causing damage to creatures whose effects are dispelled. Lesser Invocations Eldritch Essence Beshadowed Blast(CArc p132) – Target must make a Fortitude save or become Blind for 1 round. Wall of Perilous Flame(CArc p136) – Create a Wall of Fire as the spell.Dungeons & Dragons 3. or hinder their attacks. Voracious Dispelling(CArc p136) – Use Dispel Magic as the spell. leave no trail. Other Charm(CArc p132) – Cause a single creature to regard you as a friend. 2006 Warlock Invocation List Charisma-based Impromptu Invocations. and communicate telepathically with a close target of the effect. Other Dark Discorperation(CArc p132) – Become a swarm of bat-like shadows. Retributive Invisibility(CArc p135) – Use Greater Invisibility (self only) as the spell. Stony Grasp(CArc p135) – Use Stony Grasp as the spell. Other Chilling Tentacles(CArc p132) – Use Evard’s Black Tentacles as the spell.

Effective Min Caster Level Example Spell Level 6th Eldritch Blast (CArcErrata).5 Edition Index – Base Classes May 17. Frightful Blast. some Feats from the Monster Manual may be used with it. You may only take this feat if your Caster Level equals ((2 * effective Spell Level) + 4) of the target Spelllike Ability. Bewitching Blast. Effective Min Caster Level Example Spell Level 10th Eldritch Blast (CArcErrata). Vitriolic Blast 6th 18th n/a 7th 20th Eldritch Doom. all variable numeric values (typically the dice of damage) of the target Spell-like Ability are increased by +50%. The table below indicates the minimum Caster level for Warlock Eldritch Blast & associated Eldritch Essence & Blast Shape Invocations. each time gaining a new Invocation. Eldritch Chain 4th th th 14 Eldritch Cone 5 16th Noxious Blast. Vitriolic Blast 6th Empower Spell-Like Ability [General] (MM p303) (MM3 p206) Quicken Spell-Like Ability [General] Caster level of Spell-like Ability 10th + Meet the minimum Caster Level requirement based on the effective Spell Level of the Spell-like ability (MM p304) (MM3 p207) Warlock Page 114 . You may Empower your Spell-like Ability up to 3 times per day. Repelling Blast. You may take this feat multiple times. Utterdark Blast 8th You may activate the target Spell-like Ability as an Immediate Action up to 3 times per day. limited by your normal number of uses per day. 2006 Warlock Feats Name Extra Invocation [General] (CArc p79) Source Prerequisite Warlock 6th level Description You gain an additional Invocation that is one grade less than the highest grade available to you. Repelling Blast. This feat may be taken multiple times. Each time it applies to a different Special Ability. Hellrime Blast 12th Beshadowed Blast. Hellrime Blast 3rd th th 16 Beshadowed Blast. Eldritch Chain 4 18th Eldritch Cone 5th 20th Noxious Blast. Bewitching Blast. Feats that Improve Eldritch Blast Since ‘Eldritch Blast’ is a Spell-Like ability. Hideous Blow 1st 12th Eldritch Spear. Sickening Blast 2nd 14th Brimstone Blast.Dungeons & Dragons 3. You may only take this feat if your Caster Level equals ((2 * effective Spell Level) + 2) of the target Spelllike Ability. Frightful Blast. Hideous Blow 1st 8th Eldritch Spear. Sickening Blast 2nd 3rd 10th Brimstone Blast. limited by your normal number of uses per day. The table below indicates the minimum Caster level for Warlock Eldritch Blast & associated Eldritch Essence & Blast Shape Invocations. When Empowered. Name Ability Focus [General] Source (MM p303) (MM3 p206) Prerequisite Special Attack Caster level of Spell-like Ability 6th + Meet the minimum Caster Level requirement based on the effective Spell Level of the Spell-like ability Description The DC of your Special Attack increases by +2.

only one target takes the extra damage. such as Fireball. Wis: Profession. Int: Craft. For Area of effect spells. Know(history). Warmage Edge – Add your Intelligence modifier to the damage done by any spell that does hit-point damage. Warmage Page 115 . but now you can cast spells while wearing Medium Armor with no chance of Arcane Spell Failure. Know(arcana). Hit Dice: d6 Attack Table: Wizard Good Save: Will Armor: Light + Light Shields Weapons: Simple Skill Points: 2 Con: Concentrate. Spellcraft. 2006 Warmage (CArc p10) Class Features Alignment: any.5 Edition Index – Base Classes May 17. all foes receive the bonus damage. Armored Mage (light) Warmage Edge — Advanced Learning — — Advanced Learning Gain Feat: Sudden Empower Armored Mage (medium) — Gain Feat: Sudden Enlarge Advanced Learning — — — Gain Feat: Sudden Widen Advanced Learning — — — Gain Feat: Sudden Maximize 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 4 5 6 6 – – – – – – – – – – – – – – – – – 3 4 5 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Class Features: Armored Mage (light) – Cast Impromptu Charisma-based Arcane Spells from the Warmage Spell List (see page 138). You know all Warmage spells on any level list available to you. Armored Mage (medium) – As Armored Mage (light). Cha: Intimidate. Advanced Learning – You may add one Evocation from the Sorcerer / Wizard Spell List whose level you can cast to your list of Known Spells. There is no chance of Arcane Spell Failure when wearing no more than Light Armor and/or a Light Shield. such as Ray of Fire and Magic Missile. For targeted spells.Dungeons & Dragons 3.

Profession. Perform.. profession. Intimidate.Dungeons & Dragons 3. 1st Level Casts Prepared Wisdom-based Divine spells from the Adept Spell List (see page 117). Know(any). Con: Concentrate. Proficiencies Armor: — Weapons: Simple Misc. Know(any) Wis: Listen. Swim. Cha: Bluff. Survival. Dex: Ride. Intimidate. 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. who knows how to fight) (DMG p109) Hit Dice: d8 Class Skill Points: 2 Attack Table: Fighter Good Save: Fort Str: Climb. Spellcraft. Cha: Handle Animals. Int: Appraise.. from a city) (Sharn p167) Hit Dice: d6 Class Skill Points: 2 Attack Table: Wizard Good Save: Will Int: Craft. Spot. Con: Concentrate. Gather Info. Adept. Int: Craft Wis: Listen. Know(any). Cha: Handle Animals. Know(any). Any 10 skills can be in-class. Swim. Cha: Handle Animal. Con: Concentrate. Spellcraft. Know(any). Gain Feat: Spell Mastery. etc. Urban (a healer. Cha: Handle Animal. Survival. 2006 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.. 2nd Level Summon Familiar. Wis: Profession. Armor: All Weapons: Simple. Spellcraft. Diplomacy. Martial Skipped Base Classes Psionic Base Classes Changeling Egoist(RoE p121) Kalashtar Monk(RoE p124) Kalashtar Soulknife(RoE p124) Kalashtar Telepath(RoE p125) Shifter Wilder(RoE p129) Umbragen Soulknife(DR330 p45) Oriental Adventure Classes Shugenja(CDiv p10) NPC Classes Wu Jen(CArc p14) Page 116 . Int: Craft. Use Rope. Con: Concentrate. 2nd Level — Warrior (a soldier / bandit militia member. Survival. fortuneteller. Spot. Spellcraft. Cha: Handle Animals. Profession. 1st Level Casts Prepared Wisdom-based Divine spells from the Urban Adept Spell List (see page 134). etc. Profession. Profession. Jump. Wis: Heal. Armor: — Weapons: Simple 1st Level Casts Prepared Intelligence-based Arcane spells from the Magewright Spell List (see page 127). Str: Climb. or knowledge) (DMG p109) Str: Swim. 2nd Level Summon Familiar. 1st Level Casts Prepared Wisdom-based Divine spells from the Adept Spell List (see page 117). The spells from a single Clerical Domain are added to this list. Sense Motives. Dex: Ride. Forgery. Martial Armor: — Weapons: one Simple weapon Armor: Light Weapons: Simple Magewright (a professional in a magical craft) (Eb p256) Int: Craft. Armor: All Weapons: Simple. Disguise. Wis: Heal. Survival. Speak Language. 2nd Level Summon Familiar. Jump. Handle Animals. Dex: Ride. Cha: Handle Animals.5 Edition Index – Base Classes May 17. Wis: Heal. Religious (a tribal shaman or hermit with a strong connection to a deity) (Eb p256) Armor: — Weapons: Simple Adept.

heatless torch. +20). Guidance(PH p238) – +1 on one attack roll. Detect Good(PH p219) – Reveals good creatures. & hedges out elementals & outsiders. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. 4th Level Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. Daylight(PH p216) – 60’ radius of bright light. Adept spell list Page 117 . or objects. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). & hedges out elementals & outsiders. Remove Disease(PH p271) – Cures all diseases affecting subject. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. or objects. counters mind control. Continual Flame(PH p213) – Makes a permanent. curses. True Seeing(PH p296) – See all things as they really are. Detect Magic(PH p219) – Detects spells and magic items within 60’. Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. detoxifies venom in or on subject. Remove Curse(PH p270) – Frees person or object from a curse. Heal(PH p239) – Cures 10 points per level. and petrifaction. Raise Dead(PH p268) – Restores life to subject who died up to 1 day per level ago. Stoneskin(PH p284) – Ignore 10 points of damage per attack. Detect Evil(PH p218) – Reveals evil creatures. 3rd Level Animate Dead(PH p198) – Creates undead skeletons and zombies. 1st Level Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. or 50% chance of losing each action. Ghost Sound(PH p235) – Figment sounds. Protection from Law(PH p266) – +2 bonus to AC & saves against law. Obscuring Mist(PH p258) – Fog surrounds you. Darkness(PH p216) – 20’ radius of supernatural shadow. & hedges out elementals & outsiders. Detect Law(PH p219) – Reveals lawful creatures. Polymorph(PH p263) – Gives one willing subject a new form. 2006 Spell Lists Adept Spell List Wisdom-based Prepared Divine Spells(DMG p108) 0th Level Create Water(PH p215) – Creates 2 gallons/level of pure water. all diseases and mental conditions. Mending(PH p253) – Makes minor repairs on an object. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. Restoration(PH p272) – Restores level and ability score drains. Burning Hands(PH p207) – 1d4 fire damage per level (max 5d4). Protection from Good(PH p266) – +2 bonus to AC & saves against good.5p208) – Subject gains +4 Dexterity for 1 minute per level. Light(PH p248) – Object shines like a torch. Tongues(PH p294) – Speak any language. Read Magic(PH p269) – Reads scrolls and spellbooks. saves. Cat’s Grace(PH 3. Web(PH p301) – Fills 20’ radius spread with sticky spider webs. or objects. Major Creation(PH p252) – As Minor Creation. Comprehend Languages(PH p212) – You understand all spoken and written languages. fear. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). See Invisibility(PH p275) – Reveals invisible creatures or objects. Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. -4 enhancement penalty on attacks. deals 4d6 fire damage. Sleep(PH p280) – Puts 4HD of creatures into magical slumber.Dungeons & Dragons 3. and skill checks. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. +1 ray/4 levels (max 3). counters mind control. Wall of Stone(PH p299) – Creates a stone wall that can be shaped. Minor Creation(PH p253) – Creates one cloth or wood object. Mirror Image(PH p254) – Creates decoy duplicates of you (1d4 + 1 per three levels (max 8)). or skill check. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level.5 Edition Index – Base Classes May 17. saving throw. alterations. Scorching Ray(PH p274) – Ranged touch attack. Wall of Fire(PH p298) – Deals 2d4 fire damage out to 10’ and 1d4 out to 20’. Lightning Bolt(PH p248) – Electricity deals 1d6 damage per level. Neutralize Poison(PH p257) – Immunizes subject against poison. spells. 5th Level Baleful Polymorph(PH p202) – Transforms subject into a harmless animal. Restoration. Cure Minor Wounds(PH p216) – Cures 1 point of damage. or objects. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. spells. & hedges out elementals & outsiders. Bestow Curse(PH p203) – Subject either receives a –6 on one ability. Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage. Touch of Fatigue(PH p294) – Touch attack fatigues target. counters mind control. 1d8 temporary hp +1/lvl (max +10) Animal Trance(PH p198) – Fascinates 2d6 HD of animals. Command(PH p211) – One subject obeys selected command for 1 round. counters mind control. Detect Chaos(PH p218) – Reveals chaotic creatures. plus stone and metal. +1 on saves against fear. spells. Break Enchantment(PH p207) – Frees subject from enchantments. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Passing through wall deals 2d6 + 1 per level. 2nd Level Aid(PH p196) – +1 on attack rolls. Contagion(PH p213) – Infects subject with chosen disease. Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water. spells.

Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. 3rd Level Blindness/Deafness(PH p206) – Makes subject blind or deaf. Note that an Anarch’s Caster Level is half his/her Class Level. Lesser Confusion(PH p212) – One creature is confused for 1 round. Blindness/Deafness(PH p206) – Makes subject blind or deaf. Blur(PH p206) – Attacks miss subject 20% of the time. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. and checks. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. saves. Dispel Good(PH p222) – +4 bonus against attacks by good creatures. Shatter(PH p278) – Sonic vibration damages objects or crystalline creatures. 2d8 +1 per level (max +10). or chaotic. Slow(PH p280) – One subject per level takes only one action per round. deals +2d6 damage against good. and checks. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. 3d8 +1 per level (max +15). Poison(PH p262) – Touch deals 1d10 Constitution damage. Magic Weapon(PH p251) – Weapon gains +1 bonus. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Scare(PH p274) – Panics creatures of less than 6HD. Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures. Magic Weapon. Doom(PH p225) – One subject takes –2 on attack rolls. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Confusion(PH p212) – Makes subject behave oddly for 1 round per level. Profane Weapon (DR312 p22) – Weapon strikes true against good foes. Chaos Hammer(PH p208)(PHe)+ – Damages and staggers lawful creatures. 2006 Anarch Spell List Wisdom-based Prepared Divine Spells(DR310 p49). & hedges out elementals & outsiders. & hedges out elementals & outsiders. Darkness(PH p216) – 20’ radius of supernatural shadow. counters mind control. Obscuring Mist(PH p258) – Fog surrounds you. Inflict Light Wounds(PH p244) – Touch deals 1d8 damage +1 per level (max +5). Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Shout(PH p279) – Deafens all within cone and deals 5d6 damage. Deathwatch(PH p217) – Reveals how near death subjects within 30’ are. 2nd Level Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Death Ward(PH p217) – Grants immunity to death spells and negative energy effects. Planar Ally. Wisdom & Charisma damage. Inflict Moderate Wounds(PH p244) – Touch attack. counters mind control. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Greater(PH p251) – +1 bonus per four levels (max +5). Shatter(PH p278) – Sonic vibration damages objects or crystalline creatures. repeats in 1 minute. Darkness(PH p216) – 20’ radius of supernatural shadow. Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. & hedges out elementals & outsiders. Magic Weapon. Bless Weapon(PH p205) – Weapon strikes true against evil foes. alterations. Magic Circle against Law(PH p250) – As Protection from Law. Heal Mount(PH p239) – As Heal on special mount. Contagion(PH p213) – Infects subject with a disease. Anti-Paladin Spell List Wisdom-based Prepared Divine Spells(DR312 p22). counters mind control. 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. but 10’ radius and 10 minutes per lvl. –2 to AC. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. making undead stronger. Rage(PH p268) – Subjects gain +2 to Strength and Constitution. Summon Monster III(PH p286) – Summons an extraplanar creature to fight for you. Protection from Good(PH p266) – +2 bonus to AC & saves against good. saves. 2nd Level Align Weapon(PH p197) – Weapon becomes good.Dungeons & Dragons 3. Mirror Image(PH p254) – Creates decoy duplicates of you (1d4 + 1 per three levels (max 8)). Magic Circle against Good(PH p250) – As Protection from Good. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). repeats in 1 minute. evil. damage rolls. Summon Monster II(PH p286) – Summons an extraplanar creature to fight for you. and petrifaction. Read Magic(PH p269) – Reads scrolls and spellbooks. and skill checks. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Touch of Idiocy(PH p294) – Subject takes 1d6 Intelligence. Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. –2 AC and attack rolls. Doom(PH p225) – One subject takes –2 on attack rolls. Page 118 . Misdirection(PH p254) – Misleads divinations for one creature or object. or 50% chance of losing each action. Fear(PH p229) – Subjects flee for 1 round per level. Desecrate(PH p218) – Fills area with negative energy.5 Edition Index – Base Classes May 17. Freedom of Movement(PH p233) – Subject moves normally despite impediments. Detect Poison(PH p219) – Detects poison in one creature or small object. Protection from Law(PH p266) – +2 bonus to AC & saves against law. Ray of Enfeeblement(PH p260) – Ray reduces Strength by 1d6 points +1 per 2 levels (max +5). saves. Magic Circle against Law(PH p250) – As Protection from Law. Summon Monster I(PH p285) – Summons an extraplanar creature to fight for you. -4 enhancement penalty on attacks. 4th Level Corrupt Sword(DMG p182) – Weapon becomes +5. Note that an Anti-Paladin’s Caster Level is half his/her Class Level. Curse Water(PH p216) – Makes Unholy Water. Poison(PH p262) – Touch deals 1d10 Constitution damage. Entropic Shield(PH p227) – Ranged attacks against you suffer 20% miss chance. lawful. 1st Level Bane(PH p203) – Enemies take –1 on attack rolls and saves against fear. but 10’ radius and 10 min/lvl. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Lesser(PH p261) – Exchange services with a 6 HD extraplanar creature. damage rolls. Anarch & Anti-Paladin spell lists Inflict Serious Wounds(PH p244) – Touch attack. +1 on Will saves. but 10’ radius and 10 min/lvl. 3rd Level Bestow Curse(PH p203) – Subject either receives a –6 on one ability. curses. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Protection from Law(PH p266) – +2 bonus to AC & saves against law.

Cat’s Grace(PH 3. 2nd Level Align Weapon(PH p197) – Weapon becomes good. 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). Dispel Evil(PH p222) – +4 bonus against attacks by evil creatures. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Bless Water(PH p205) – Makes Holy Water. Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures. Restoration. Detect Poison(PH p219) – Detects poison in one creature or small object. Nondetection(PH p257) – Hides subject from divination and scrying. or clothes gain +1 enhancement per four levels. & hedges out elementals & outsiders. 2006 Avenger Spell List Wisdom-based Prepared Divine Spells(DR310 p50) Note that an Avenger’s Caster Level is half his/her Class Level. lawful. Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Misdirection(PH p254) – Misleads divinations for one creature or object. Magic Circle against Law(PH p250) – As Protection from Law. & hedges out elementals & outsiders. counters mind control. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. 1st Level Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. Magic Stone(PH p251) – Three stones become +1 projectiles. shield. Disguise Self(PH p222) – Changes our appearance.5p208) – Subject gains +4 Dexterity for 1 minute per level. Magic Weapon. Holy Sword(PH p215) – Weapon becomes +5. but subject can attack and stay invisible. fear. Read Magic(PH p269) – Reads scrolls and spellbooks. Magic Circle against Evil(PH p249) – As Protection from Evil. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Freedom of Movement(PH p233) – Subject moves normally despite impediments. Magic Vestment(PH p251) – Armor. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. evil. but 10’ radius and 10 minutes per level. deals +2d6 damage against evil. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Obscure Object(PH p258) – Masks object against scrying. Shield of Faith(PH p278) – Aura grants +2 (or higher) deflection bonus. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. 4th Level Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). or chaotic. Greater(PH p245) – As Invisibility. Make Whole(PH p252) – Repairs an object. 1d6+1 damage.5 Edition Index – Base Classes May 17. Protection from Law(PH p266) – +2 bonus to AC & saves against law. counters mind control. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Greater(PH p251) – +1 bonus per four levels (max +5). Flame Arrow(PH p231) – Arrows deal +1d6 fire. Invisibility. but 10’ radius and 10 minutes per level. Mending(PH p253) – Makes minor repairs on an object. Shield Other(PH p278) – You take half of subject’s damage. Avenger spell list Page 119 . Alter Self(PH p197) – Assume the form of a similar creature. detoxifies venom in or on subject.Dungeons & Dragons 3. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Neutralize Poison(PH p257) – Immunizes subject against poison. Restoration(PH p272) – Restores level and ability score drains. Detect Scrying(PH p219) – Alerts you to magical eavesdropping.

Unseen Servant(PH p297) – Invisible force obeys your commands. or objects. Greater(PH p275)(PHe)+ – As Scrying. Tongues(PH p294) – Speak any language. 8th Level n/a 9th Level Vision(PH p298) – As Legend Lore. or objects. but quicker and strenuous. 5th Level Contact Other Plane(PH p212) – Lets you ask question of an extraplanar entity. Detect Evil(PH p218) – Reveals evil creatures. or objects. or objects. spells. 5th Level n/a 6th Level Analyze Dweomer(PH p197) – Reveals magical aspects of subject. 2006 Bardic Sage Supplemental Spell List Charisma-based Impromptu Arcane Spells(UA p48) 1st Level Detect Chaos(PH p218) – Reveals chaotic creatures. Cloistered Cleric Supplemental Spell List Wisdom-based Prepared Divine Spells(UA p50) 0th Level Message(PH p253) – Whispered conversation at distance. Secret Page(PH p275) – Changes one page to hide its real contents. spells.Dungeons & Dragons 3. Detect Good(PH p219) – Reveals good creatures. spells.4 Sending(PH p275) – Delivers a short message anywhere. instantly. 4th Level Analyze Dweomer(PH p197) – Reveals magical aspects of subject. This is a 4th level spell for a normal Cleric. Vision(PH p298) – As Legend Lore.5 4th Level Detect Scrying(PH p219) – Alerts you to magical eavesdropping. Page 120 Bardic Sage & Cloistered Cleric supplemental spell lists . Scrying.5 Edition Index – Base Classes May 17. 2nd Level Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. 7th Level Sequester(PH p276) – Subject is invisible to sight and scrying. 4 5 This is a 6th level spell for a normal Bard. Identify(PH p243) – Determines properties of a magic item.4 6th Level True Seeing(PH p296) – See all things as they really are. 3rd Level Illusory Script(PH p243) – Only intended reader can decipher. but quicker and strenuous. 2nd Level Zone of Truth(PH p303) – Subjects within range cannot lie. 1st Level Erase(PH p227) – Mundane or magical writing vanishes. 3rd Level Arcane Sight(PH p201) – Magical auras become visible to you. but faster and longer. Detect Law(PH p219) – Reveals lawful creatures. spells.

Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus.5 Edition Index – Base Classes May 17. Poison(PH p262) – Touch deals 1d10 Constitution damage. Dispel Good(PH p222) – +4 bonus against attacks by good creatures. Greater(PH p251) – +1 bonus per four levels (max +5). 2nd Level Calm Emotions(PH p207) – Calms creatures. Desecrate(PH p218) – Fills area with negative energy. Profane Weapon (DR312 p22) – Weapon strikes true against good foes. curses. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). negating emotion effects. Magic Weapon. Dominate Person(PH p224) – Controls humanoid telepathically. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Inflict Light Wounds(PH p244) – Touch deals 1d8 damage +1 per level (max +5). & hedges out elementals & outsiders. Charm Person(PH p209) – Make one person your friend. but 10’ radius and 10 minutes per lvl. Doom(PH p225) – One subject takes –2 on attack rolls.5p208) – Subject gains +4 Dexterity for 1 minute per level. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Silence(PH p279) – Negate sound in 15’ radius. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. 2006 Corrupter Spell List Wisdom-based Prepared Divine Spells(DR312 p26) Note that a Corrupter’s Caster Level is half his/her Class Level. Obscure Object(PH p258) – Masks object against scrying. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. 1st Level Bane(PH p203) – Enemies take –1 on attack rolls and saves against fear. saves. Dream(PH p225) – Sends message to anyone sleeping. and petrifaction. Magic Circle against Good(PH p250) – As Protection from Good. Inflict Moderate Wounds(PH p244) – Touch attack. repeats in 1 minute. Unhallow(PH p297) – Designates location as Unholy. and your lies can escape magical discernment. Curse Water(PH p216) – Makes Unholy Water. 3rd Level Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level.Dungeons & Dragons 3. making undead stronger. Cat’s Grace(PH 3. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. Glibness(PH p235)(PHe)+ – You gain +30 bonus on Bluff checks. Protection from Good(PH p266) – +2 bonus to AC & saves against good. Tongues(PH p294) – Speak any language. Corrupter spell list Page 121 . Scrying(PH p274)(PHe)+ – Spies on subject from a distance. Inflict Serious Wounds(PH p244) – Touch attack. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Sanctuary(PH p274) – Opponents can’t attack you and you can’t attack. Greater(PH p211) – As Command. counters mind control. Read Magic(PH p269) – Reads scrolls and spellbooks. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. damage rolls. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Command. and checks. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. 2d8 +1 per level (max +10). 3d8 +1 per level (max +15). Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). but affects one subject per level. alterations. Nondetection(PH p257) – Hides subject from divination and scrying. Locate Creature(PH p249) – Indicates direction to familiar creature.

2006 Despot Spell List Wisdom-based Prepared Divine Spells(DR312 p24) Note that a Despot’s Caster Level is half his/her Class Level. but 10’ radius and 10 minutes per lvl. & checks. Magic Circle against Chaos(PH p249) – As Protection from Chaos. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. & hedges out elementals & outsiders. Magic Circle against Good(PH p250) – As Protection from Good. saves. Detect Poison(PH p219) – Detects poison in one creature or small object. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. but 10’ radius and 10 minutes per level. 1st Level Alarm(PH p197) – Wards an area for 2 hours per level. curses. Prayer(PH p264) – Allies gain +1 bonus on most rolls. Bane(PH p203) – Enemies take –1 on attack rolls and saves against fear. counters mind control. Command. Hold Monster(PH p241) – As Hold Person. but can effect any creature. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Helping Hand(PH p239) – Ghostly hand leads subject to you. & hedges out elementals & outsiders. Protection from Good(PH p266) – +2 bonus to AC & saves against good. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. 2nd Level Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Charm Monster(PH p209) – Makes monster believe it is your ally. 3rd Level Crushing Despair(PH p215) – Subject takes –2 on attack rolls. Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. counters mind control. Discern Lies(PH p221) – Reveals deliberate falsehoods. Dominate Person(PH p224) – Controls humanoid telepathically. Status(PH p284) – Monitors condition & position of allies. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. plus it affects any creature. Lesser(PH p235) – Commands subject of 7 HD or less. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Dispel Good(PH p222) – +4 bonus against attacks by good creatures.5 Edition Index – Base Classes May 17. Profane Weapon (DR312 p22) – Weapon strikes true against good foes. Curse Water(PH p216) – Makes Unholy Water. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. Geas.Dungeons & Dragons 3. Zone of Truth(PH p303) – Subjects within range cannot lie. Virtue(PH p289) – Subject gains 1 temporary hp. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. Command(PH p211) – One subject obeys selected command for 1 round. alterations. Despot spell list Page 122 . fear. Dispel Chaos(PH p222) – +4 bonus against attacks by chaotic creatures. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. enemies suffer –1 penalty. but affects one subject per level. Geas/Quest(PH p234) – As Lesser Geas. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Greater(PH p211) – As Command. Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. and petrifaction. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. damage rolls. Suggestion(PH p285) – Compels subject to follow stated course of action.

Dungeons & Dragons 3. Raise Dead(PH p268) – Restores life to subject who died up to 1 day per level ago. Detect Good(PH p219) – Reveals good creatures. instantly. Divine Bard supplemental spell list Page 123 . Magic Circle against Law(PH p250) – As Protection from Law. spells. but 10’ radius and 10 minutes per level. Gentle Repose(PH p234) – Preserves one corpse. enemies suffer –1 penalty. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Hallow(PH p238) – Designates location as Holy. Protection from Good(PH p266) – +2 bonus to AC & saves against good. 6th Level Commune(PH p211) – Deity answers one yes-or-no question per level. counters mind control. & hedges out elementals & outsiders. Unhallow(PH p297) – Designates location as Unholy. Sending(PH p275) – Delivers a short message anywhere. counters mind control. Magic Circle against Good(PH p250) – As Protection from Good. making undead stronger. Desecrate(PH p218) – Fills area with negative energy. or objects. spells. Prayer(PH p264) – Allies gain +1 bonus on most rolls. 4th Level Remove Disease(PH p271) – Cures all diseases affecting subject. & hedges out elementals & outsiders. or objects. counters mind control.5 Edition Index – Base Classes May 17. Protection from Law(PH p266) – +2 bonus to AC & saves against law. but 10’ radius and 10 minutes per level. Detect Law(PH p219) – Reveals lawful creatures. 2nd Level Consecrate(PH p212) – Fills area with positive energy. Restoration(PH p272) – Restores level and ability score drains. Speak with Dead(PH p281) – Corpse answer one question per two levels. making undead weaker. 2006 Divine Bard Supplemental Spell List Charisma-based Impromptu Divine Spells(UA p50) 1st Level Detect Evil(PH p218) – Reveals evil creatures. 5th Level Divination(PH p224) – Provides useful advice for specific proposed actions. 3rd Level Magic Circle against Evil(PH p249) – As Protection from Evil. & hedges out elementals & outsiders. but 10’ radius and 10 minutes per level. or objects. spells.

Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. 3rd Level Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Bless Weapon(PH p205) – Weapon strikes true against evil foes. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Magic Circle against Chaos(PH p249) – As Protection from Chaos. but affects one subject per level. alterations. curses. Bless Water(PH p205) – Makes Holy Water. 2nd Level Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Command. Detect Poison(PH p219) – Detects poison in one creature or small object. Remove Blindness/Deafness(PH p270) – Cures normal or magical conditions. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Restoration(PH p272) – Restores level and ability score drains. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. Hold Portal(PH p241) – Holds one door shut. Enforcer spell list Page 124 . Remove Curse(PH p270) – Frees person or object from a curse. Remove Disease(PH p271) – Cures all diseases affecting subject. 2006 Enforcer Spell List Wisdom-based Prepared Divine Spells(DR310 p54) Note that an Enforcer’s Caster Level is half his/her Class Level. but can effect any creature. Greater(PH p211) – As Command.5 Edition Index – Base Classes May 17. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). fear. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level.Dungeons & Dragons 3. Command(PH p211) – One subject obeys selected command for 1 round. Dispel Chaos(PH p222) – +4 bonus against attacks by chaotic creatures. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Neutralize Poison(PH p257) – Immunizes subject against poison. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. detoxifies venom in or on subject. Discern Lies(PH p221) – Reveals deliberate falsehoods. but 10’ radius and 10 minutes per level. & hedges out elementals & outsiders. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. Status(PH p284) – Monitors condition & position of allies. Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. 1st Level Alarm(PH p197) – Wards an area for 2 hours per level. and petrifaction. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. counters mind control. Hold Monster(PH p241) – As Hold Person. Virtue(PH p289) – Subject gains 1 temporary hp. Sleep(PH p280) – Puts 4HD of creatures into magical slumber. Shield Other(PH p278) – You take half of subject’s damage. Zone of Truth(PH p303) – Subjects within range cannot lie.

Tasha’s Hideous Laughter(PH p292) – Subject loses actions for 1 round per level. Read Magic(PH p269) – Reads scrolls and spellbooks. 4th Level Assay Resistance(CArc p120) – +10 bonus on caster level checks to defeat one creature’s Spell Resistance. Spectral Weapon(CAdv p157) – Swift. Hound of Doom(CWar p117) – Creates shadowy protector. Nondetection(PH p257) – Hides subject from divination and scrying. and +4 on attack rolls to confirm critical hits. Slow(PH p280) – One subject per level takes only one action per round. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Unseen Servant(PH p297) – Invisible force obeys your commands. Nystul’s Magic Aura(PH p257) – Alters object’s magic aura. 2nd Level Alter Self(PH p197) – Assume the form of a similar creature. Entropic Shield(PH p227) – Ranged attacks against you suffer 20% miss chance. Mount(PH p256) – Summons riding horse for 2 hours per level. Swift(CAdv p153) – Swift. counters mind control. Confusion(PH p212) – Makes subject behave oddly for 1 round per level. Glitterdust(PH p236) – Blinds creatures. and Escape Artist checks. Distract Assailant(CAdv p146) – Swift. Whirling Blade(CArc p129) – Hurled slashing weapon magically attacks all foes in a 60’ line. +1 on Will saves. One creature is flat-footed for 1 round. Fear(PH p229) – Subjects within cone flee for 1 round per level. & hedges out elementals & outsiders. Use quasi-real weapon to make touch attacks. Dominate Person(PH p224) – Controls humanoid telepathically. Baleful Polymorph(PH p202) – Transforms subject into a harmless animal. & hedges out elementals & outsiders. Sleep(PH p280) – Puts 4HD of creatures into magical slumber. Hexblade spell list Dimension Door(PH p221) – Teleports you a short distance. Charm Monster(PH p209) – Makes monster believe it is your ally. Break Enchantment(PH p207) – Frees subject from enchantments. See Invisibility(PH p275) – Reveals invisible creatures or objects. Blindness/Deafness(PH p206) – Makes subject blind or deaf. counters mind control. 2006 Hexblade Spell List Charisma-based Impromptu Arcane Spells. uses worst result for 1 round per level. repeats in 1 minute. alterations. Vampiric Touch(PH p298) – Touch deals 1d6 per 2 caster levels. Deep Slumber(PH p217) – Puts 10HD of creatures to sleep. –2 AC and attack rolls. Rage(PH p268) – Subjects gain +2 to Strength and Constitution. doubled threat range. Shadow Form(CAdv p156) – Gain +4 on Hide. Protection from Good(PH p266) – +2 bonus to AC & saves against good. Unluck(CArc p128) – Target remakes all rolls. False Life(PH p229) – Gain 1d10 +1 per level (max +10) temporary hit points. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Phantasmal Killer(PH p260) – Fearsome illusion kill subject or deals 3d6 damage. you can move through obstacles if you have ranks in Escape Artist. Detect Scrying(PH p219) – Alerts you to magical eavesdropping. Darkness(PH p216) – 20’ radius of supernatural shadow. Mirror Image(PH p254) – Creates decoy duplicates of you (1d4 + 1 per three levels (max 8)). Sending(PH p275) – Delivers a short message anywhere. Expeditious Retreat(PH p228) – Your land speed increases by 30’. counters mind control. smaller creatures. & hedges out elementals & outsiders. outlines invisible creatures. Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy. Prestidigitation(PH p264) – Performs minor tricks. 3rd Level Arcane Sight(PH p201) – Magical auras become visible to you. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Phantasmal Assailants(CArc p117) – Nightmare creatures strike target for 4 Wisdom damage and 4 Dexterity damage. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Wind Wall(PH p302) – Deflects arrows. Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. curses. Page 125 . Greater(PH p245) – As Invisibility. Cursed Blade(CWar p117) – Wounds dealt by weapon can’t be healed without Remove Curse. Enervation(PH p226) – Subject gains 1d4 negative levels. Protection from Law(PH p266) – +2 bonus to AC & saves against law. and concealment. but subject can attack and stay invisible. 1 round per level. (CWar p5) (CArc p94)+ (CAdv p139)+ 1st Level Alarm(PH p197) – Wards an area for 2 hours per level. & hedges out elementals & outsiders. –2 to AC. caster gains damage as hit points. Charm Person(PH p209) – Make one person your friend. Phantom Steed(PH p260) – Magical horse appears for 1 hour per level. Augment Familiar(CWar p116) – Your familiar becomes more powerful. You are invisible for 1 round or until you attack. and petrifaction. instantly. Contact Other Plane(PH p212) – Lets you ask question of an extraplanar entity. spiders. Poison(PH p262) – Touch deals 1d10 Constitution damage. Invisibility. For 1 round you gain +1d6 damage. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. and other vermin stay 10’ away. Solid Fog(PH p281) – Blocks vision and slows movement. Touch of Idiocy(PH p294) – Subject takes 1d6 Intelligence. Polymorph(PH p263) – Gives one willing subject a new form. Stinking Cloud(PH p284) – Nauseating vapors. Disguise Self(PH p222) – Changes our appearance. Suggestion(PH p285) – Compels subject to follow stated course of action. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Greater(PH p251) – +1 bonus per four levels (max +5). Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Light(PH p248) – Object shines like a torch. Spider Climb(PH p283) – Grants ability to walk on walls & ceilings. Scrying(PH p274)(PHe)+ – Spies on subject from a distance.5 Edition Index – Base Classes May 17. Invisibility Sphere(PH p245) – Makes everyone within 10’ invisible. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. and gases. Detect Magic(PH p219) – Detects spells and magic items within 60’. Wisdom & Charisma damage. Backbiter(CArc p98) – Wooden-hafted weapon strikes wielder.Dungeons & Dragons 3. counters mind control. Magic Weapon. Arcane Mark(PH201 p201) – Inscribes a personal rune (visible or invisible). Invisibility. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Critical Strike(CAdv p145) – Swift. Phantom Threat(CWar p118) – Subject thinks it’s flanked. Move Silently. Repel Vermin(PH p271) – Insects. Protection from Arrows(PH p266) – Subject immune to most ranged attacks. Identify(PH p243) – Determines properties of a magic item.

counters mind control. but 10’ radius and 10 minutes 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. Prayer(PH p264) – Allies gain +1 bonus on most rolls. 3rd Level Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Speak with Plants(PH p282) – You can talk to normal plants and plant creatures. Protection from Law(PH p266) – +2 bonus to AC & saves against law. Magic Fang. & hedges out elementals & outsiders. 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.5 Edition Index – Base Classes May 17. Protection from Good(PH p266) – +2 bonus to AC & saves against good. & hedges out elementals & outsiders. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. improves crops. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Freedom of Movement(PH p233) – Subject moves normally despite impediments. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Spike Growth(PH p283) – Creatures in area take 1d4 damage. Magic Circle against Chaos(PH p249) – As Protection from Chaos. Dominate Animal(PH p224) – Subject animal obeys silent mental commands.Dungeons & Dragons 3. may be slowed. counters mind control. Dispel Good(PH p222) – +4 bonus against attacks by good creatures. Dispel Chaos(PH p222) – +4 bonus against attacks by chaotic creatures. Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures. Tree Shape(PH p296) – You look exactly like a tree for 1 hour per level. enemies suffer –1 penalty. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. 2nd Level Animal Messenger(PH p198) – Sends a Tiny animal to a specific place. Barkskin(PH p202) – Grants +2 (or higher) enhancement to natural armor. Restoration. but 10’ radius and 10 minutes per level. Charm Animal(PH p208) – Makes one animal your friend. Magic Fang(PH p250) – One natural weapon of subject creature gets +1 on attack and damage. alterations. Diminish Plants(PH p221) – Reduces size or blights growth of normal plants. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. and petrifaction. Dispel Evil(PH p222) – +4 bonus against attacks by evil creatures. but 10’ radius and 10 minutes per level. Detect Poison(PH p219) – Detects poison in one creature or small object. Dismissal(PH p222) – Forces a creature to return to native plane. Bless Water(PH p205) – Makes Holy Water. Magic Circle against Law(PH p250) – As Protection from Law. curses. & hedges out elementals & outsiders. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. Magic Circle against Evil(PH p249) – As Protection from Evil. Speak with Animals(PH p281) – You can communicate with animals. Magic Circle against Good(PH p250) – As Protection from Good. 1st Level Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. 2006 Incarnate Spell List Wisdom-based Prepared Divine Spells(DR310 p53) Note that an Incarnate’s Caster Level is half his/her Class Level. Shield Other(PH p278) – You take half of subject’s damage. Command Plants(PH p211) – Sway the actions of one or more plant creatures. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. counters mind control. Incarnate spell list Page 126 . Entangle(PH p227) – Plants entangle everyone in a 40’ radius. Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per level. & hedges out elementals & outsiders. Tree Stride(PH p296) – Step from one tree to another far away. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Longstrider(PH p249) – Increases your speed. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage. fear. Plant Growth(PH p236) – Grows vegetation. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. Bless Weapon(PH p205) – Weapon strikes true against evil foes. counters mind control. but 10’ radius and 10 minutes per level.

Unseen Crafter(RoE p191) – Invisible force obeys your command and can use the Craft skill. Light(PH p248) – Object shines like a torch.Dungeons & Dragons 3. Divination(PH p224) – Provides useful advice for specific proposed actions. floor. Prestidigitation(PH p264) – Performs minor tricks. Hold Portal(PH p241) – Holds one door shut. Whispering Wind(PH p301) – Sends a short message one mile per level. Nondetection(PH p257) – Hides subject from divination and scrying. Major Creation(PH p252) – As Minor Creation. Open/Close(PH p258) – Opens or closes small or light things. Explosive Runes(PH p228) – Deals 6d6 damage when read. Symbol of Sleep(PH p291) – Triggered rune puts nearby creatures into a catatonic slumber. Minor Creation(PH p253) – Creates one cloth or wood object. Mount(PH p256) – Summons riding horse for 2 hours per level. Leomund’s Trap(PH p247) – Makes one item seem trapped. Sepia Snake Sigil(PH p276) – Creates text symbol that immobilizes reader. Hardening(Eb p112) – Item’s Hardness increases by 1 per 2 levels. False Vision(PH p229) – Fools scrying with an illusion. 1st Level Alarm(PH p197) – Wards an area for 2 hours per level. Tenser’s Floating Disk(PH p294) – 3’ diameter horizontal disk that holds 100 pounds per level. Permanency(PH p259) – Makes certain spells permanent. Tongues(PH p294) – Speak any language. Glyph of Warding(PH p236) – Inscription harms those who pass it. Magewright spell list Page 127 . Remove Curse(PH p270) – Frees person or object from a curse. Comprehend Languages(PH p212) – You understand all spoken and written languages. Daylight(PH p216) – 60’ radius of bright light. Augury(PH p202) – Leans whether an action will be good or bad. Fire Trap(PH p231) – Opened object deals 1d4 + 1 per level fire damage. Locate Object(PH p249) – Senses direction toward object (specific or type). Make Whole(PH p252) – Repairs an object.5 Edition Index – Base Classes May 17. Wall of Stone(PH p299) – Creates a stone wall that can be shaped. Mending(PH p253) – Makes minor repairs on an object. or ceiling looks real. 5th Level Contact Other Plane(PH p212) – Lets you ask question of an extraplanar entity. plus stone and metal. 2006 Magewright Spell List Intelligence-based Prepared Arcane Spells(Eb p256) (RoE p191) 0th Level Arcane Mark(PH201 p201) – Inscribes a personal rune (visible or invisible). Obscure Object(PH p258) – Masks object against scrying. instantly. Message(PH p253) – Whispered conversation at distance. Magic Mouth(PH p251) – Speaks once when triggered. Leomund’s Secret Chest(PH p247) – Hides expensive chest on Ethereal Plane. Illusory Script(PH p243) – Only intended reader can decipher. Sending(PH p275) – Delivers a short message anywhere. Imbue with Spell Ability(PH p243) – Transfer spells to subject. Unseen Servant(PH p297) – Invisible force obeys your commands. Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level. Animate Rope(PH p199) – Makes a rope move at your command. Secret Page(PH p275) – Changes one page to hide its real contents. Symbol of Pain(PH p290) – Triggered rune wracks nearby creatures with pain. Magecraft(Eb p113) – +5 Competence bonus on one Craft check. Gentle Repose(PH p234) – Preserves one corpse. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Scrying(PH p274)(PHe)+ – Spies on subject from a distance. Nystul’s Magic Aura(PH p257) – Alters object’s magic aura. Detect Magic(PH p219) – Detects spells and magic items within 60’. False Vision(PH p229) – Fools scrying with an illusion. Read Magic(PH p269) – Reads scrolls and spellbooks. Locate Creature(PH p249) – Indicates direction to familiar creature. Stone Shape(PH p284)(PHe)+ – Sculpts stone into any shape. you retrieve it at will. Identify(PH p243) – Determines properties of a magic item. but anything can pass through. Detect Scrying(PH p219) – Alerts you to magical eavesdropping. Misdirection(PH p254) – Misleads divinations for one creature or object. 4th Level Animate Dead(PH p198) – Creates undead skeletons and zombies. 3rd Level Arcane Sight(PH p201) – Magical auras become visible to you. Phantom Steed(PH p260) – Magical horse appears for 1 hour per level. Fabricate(PH p229) – Transforms raw materials into finished items. Mage Hand(PH p249) – 5 pound telekinesis. Erase(PH p227) – Mundane or magical writing vanishes. 2nd Level Arcane Lock(PH p200) – Magically locks a portal or chest. Illusory Wall(PH p243) – Wall.

Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Create Water(PH p215) – Creates 2 gallons/level of pure water. Remove Paralysis(PH p271) – Frees one or more creatures from paralysis. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). counters mind control. Dispel Evil(PH p222) – +4 bonus against attacks by evil creatures. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. counters mind control. Greater(PH p251) – +1 bonus per four levels (max +5). Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Remove Blindness/Deafness(PH p270) – Cures normal or magical conditions. Bless Weapon(PH p205) – Weapon strikes true against evil foes. 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. Prayer(PH p264) – Allies gain +1 bonus on most rolls. Protection from Law(PH p266) – +2 bonus to AC & saves against law. or Slow. & hedges out elementals & outsiders. and petrifaction. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Read Magic(PH p269) – Reads scrolls and spellbooks. 2006 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 Weapon. but 10’ radius and 10 minutes per level. Freedom of Movement(PH p233) – Subject moves normally despite impediments. Heal Mount(PH p239) – As Heal on warhorse or other special mount. Mark of Justice(PH p252) – Designates action that will trigger cure on subject. deals +2d6 damage against evil.5 Edition Index – Base Classes May 17. Paladin of Freedom spell list Page 128 . Virtue(PH p289) – Subject gains 1 temporary hp. Detect Undead(PH p220) – Reveals undead within 60’. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. alterations. Detect Poison(PH p219) – Detects poison in one creature or small object. Daylight(PH p216) – 60’ radius of bright light. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Remove Curse(PH p270) – Frees person or object from a curse. enemies suffer –1 penalty. 3rd Level Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). hold. Magic Circle against Law(PH p250) – As Protection from Law. 2nd Level Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures. Restoration(PH p272) – Restores level and ability score drains. Holy Sword(PH p215) – Weapon becomes +5. & hedges out elementals & outsiders. 1st Level Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. Shield Other(PH p278) – You take half of subject’s damage. Bless Water(PH p205) – Makes Holy Water. Neutralize Poison(PH p257) – Immunizes subject against poison. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. Zone of Truth(PH p303) – Subjects within range cannot lie. detoxifies venom in or on subject. Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage. Restoration. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. curses.Dungeons & Dragons 3. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. Magic Circle against Evil(PH p249) – As Protection from Evil. fear. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. but 10’ radius and 10 minutes per level.

Protection from Good(PH p266) – +2 bonus to AC & saves against good. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). repeats in 1 minute. 2006 Paladin of Slaughter Spell List Wisdom-based Prepared Divine Spells(UA p54). 2nd Level Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). 4d8 + 1 per level (max +20). Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Darkness(PH p216) – 20’ radius of supernatural shadow. & hedges out elementals & outsiders. Protection from Law(PH p266) – +2 bonus to AC & saves against law. 3rd Level Blindness/Deafness(PH p206) – Makes subject blind or deaf. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Curse Water(PH p216) – Makes Unholy Water. Note that a Paladin of Slaughter’s Caster Level is half his Class Level. Inflict Light Wounds(PH p244) – Touch deals 1d8 damage +1 per level (max +5). Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. counters mind control. deals +2d6 damage against good. Poison(PH p262) – Touch deals 1d10 Constitution damage. but 10’ radius and 10 minutes per level. Magic Circle against Good(PH p250) – As Protection from Good. Greater(PH p251) – +1 bonus per four levels (max +5). Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. Corrupt Sword(DMG p182) – Weapon becomes +5. Inflict Serious Wounds(PH p244) – Touch attack. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). curses. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. counters mind control.5 Edition Index – Base Classes May 17. 3d8 +1 per level (max +15). enemies suffer –1 penalty. Inflict Moderate Wounds(PH p244) – Touch attack. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. Magic Circle against Law(PH p250) – As Protection from Law. Detect Poison(PH p219) – Detects poison in one creature or small object. but 10’ radius and 10 minutes per level. 1st Level Bane(PH p203) – Enemies take –1 on attack rolls and saves against fear. Heal Mount(PH p239) – As Heal on warhorse or other special mount. Dispel Good(PH p222) – +4 bonus against attacks by good creatures. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. 2d8 +1 per level (max +10). & hedges out elementals & outsiders. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Corrupt Weapon(DMG p182) – Weapon strikes true again good foes. Inflict Critical Wounds(PH p244) – Touch attack. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Virtue(PH p289) – Subject gains 1 temporary hp. Magic Weapon. and petrifaction. alterations. Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures. Detect Undead(PH p220) – Reveals undead within 60’. Read Magic(PH p269) – Reads scrolls and spellbooks. Create Water(PH p215) – Creates 2 gallons/level of pure water. Paladin of Slaughter spell list Page 129 . Prayer(PH p264) – Allies gain +1 bonus on most rolls.Dungeons & Dragons 3.

Corrupt Sword(DMG p182) – Weapon becomes +5. deals +2d6 damage against good. but 10’ radius and 10 minutes per level. Dominate Person(PH p224) – Controls humanoid telepathically. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. Note that a Paladin of Tyranny’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. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. damage rolls. saves. and checks. curses. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. Doom(PH p225) – One subject takes –2 on attack rolls. Greater(PH p251) – +1 bonus per four levels (max +5). Magic Weapon. Inflict Light Wounds(PH p244) – Touch deals 1d8 damage +1 per level (max +5). Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. Paladin of Tyranny spell list Page 130 . and skill checks. -4 enhancement penalty on attacks. Curse Water(PH p216) – Makes Unholy Water. Inflict Serious Wounds(PH p244) – Touch attack. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Inflict Critical Wounds(PH p244) – Touch attack. & hedges out elementals & outsiders. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. but 10’ radius and 10 minutes per level. Dispel Chaos(PH p222) – +4 bonus against attacks by chaotic creatures. Prayer(PH p264) – Allies gain +1 bonus on most rolls. 1st Level Bane(PH p203) – Enemies take –1 on attack rolls and saves against fear. Detect Poison(PH p219) – Detects poison in one creature or small object. counters mind control. saves. 3rd Level Bestow Curse(PH p203) – Subject either receives a –6 on one ability. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours.Dungeons & Dragons 3. 3d8 +1 per level (max +15). Read Magic(PH p269) – Reads scrolls and spellbooks.5 Edition Index – Base Classes May 17. Protection from Good(PH p266) – +2 bonus to AC & saves against good. Inflict Moderate Wounds(PH p244) – Touch attack. Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. Corrupt Weapon(DMG p182) – Weapon strikes true again good foes. Create Water(PH p215) – Creates 2 gallons/level of pure water. Darkness(PH p216) – 20’ radius of supernatural shadow. & hedges out elementals & outsiders. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Heal Mount(PH p239) – As Heal on warhorse or other special mount. Virtue(PH p289) – Subject gains 1 temporary hp. and petrifaction. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. alterations. 4d8 + 1 per level (max +20). Discern Lies(PH p221) – Reveals deliberate falsehoods. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Dispel Good(PH p222) – +4 bonus against attacks by good creatures. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. counters mind control. Detect Undead(PH p220) – Reveals undead within 60’. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. Magic Circle against Good(PH p250) – As Protection from Good. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Magic Circle against Chaos(PH p249) – As Protection from Chaos. enemies suffer –1 penalty. 2006 Paladin of Tyranny Spell List Wisdom-based Prepared Divine Spells(UA p55). 2nd Level Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. or 50% chance of losing each action. 2d8 +1 per level (max +10).

Glitterdust(PH p236) – Blinds creatures. Lesser Confusion(PH p212) – One creature is confused for 1 round. saves. Open/Close(PH p258) – Opens or closes small or light things. Cat’s Grace(PH 3. Summon Nature’s Ally II(PH p288) – Calls creature to fight. Mending(PH p253) – Makes minor repairs on an object. Ventriloquism(PH p298) – Throws voice for 1 minute per level. Misdirection(PH p254) – Misleads divinations for one creature or object. Mirror Image(PH p254) – Creates decoy duplicates of you (1d4 + 1 per three levels (max 8)). Silent Image(PH p279) – Creates a minor illusion of your design. –2 Will saves against Sleep. Charm Person(PH p209) – Make one person your friend. 2nd Level Alter Self(PH p197) – Assume the form of a similar creature. Minor Image(PH p254) – As Silent Image. –2 to AC. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Detect Thoughts(PH p220) – Allows “listening” to surface thoughts. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Nystul’s Magic Aura(PH p257) – Alters object’s magic aura. Tongues(PH p294) – Speak any language. Tasha’s Hideous Laughter(PH p292) – Subject loses actions for 1 round per level. Grease(PH p237) – Makes 10’ square or 1 object slippery. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. 2006 Savage Bard Spell List Charisma-based Impromptu Arcane Spells(UA p50) 0th Level Dancing Lights(PH p216) – Creates torches or other lights. Sound Burst(PH p281) – Deals 1d8 sonic damage to subjects. or spiders. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. 1st Level Alarm(PH p197) – Wards an area for 2 hours per level. Pyrotechnics(PH p267) – Turns fire into blinding light or choking smoke. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. Mage Hand(PH p249) – 5 pound telekinesis. +1 on Will saves. Magic Mouth(PH p251) – Speaks once when triggered. Darkness(PH p216) – 20’ radius of supernatural shadow. Hypnotism(PH p242) – Fascinates 2d4 HD of creatures. Rage(PH p268) – Gives +2 to Str and Con. Ghost Sound(PH p235) – Figment sounds. Blindness/Deafness(PH p206) – Makes subject blind or deaf. Scare(PH p274) – Panics creatures of less than 6HD. Summon Swarm(PH p289) – Summons a swarm of bats. rats. Calm Animals(PH p207) – Calms (2d4 + level) HD of animals. Heroism(PH p240) – Gives a +2 on attack rolls. Feather Fall(PH p229) – Objects or creatures fall slowly. Daze(PH p217) – Humanoid creature of 4HD or less loses next action. Summon Instrument(PH p285) – Summons one instrument of the caster’s choice. & skill checks. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Unseen Servant(PH p297) – Invisible force obeys your commands. Sleep(PH p280) – Puts 4HD of creatures into magical slumber.5p208) – Subject gains +4 Dexterity for 1 minute per level. Blur(PH p206) – Attacks miss subject 20% of the time. plus some sound. Expeditious Retreat(PH p228) – Your land speed increases by 30’. Silence(PH p279) – Negate sound in 15’ radius. Lullaby(PH p249) – Makes subject drowsy. Shatter(PH p278) – Sonic vibration damages objects or crystalline creatures. Undetectable Alignment(PH p297) – Conceals alignment for 24 hours. Disguise Self(PH p222) – Changes your appearance Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Flare(PH p232) – Dazzles one creature (–1 on attack rolls). Detect Snares and Pits(PH p220) – Reveals natural or primitive traps. Savage Bard spell list Page 131 . Summon Nature’s Ally I(PH p288) – Calls creature to fight. Suggestion(PH p285) – Compels subject to follow stated course of action. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. Hypnotic Pattern(PH p242) – Fascinates (2d4 + level) HD of creatures. Animal Trance(PH p198) – Fascinates 2d6 HD of animals. Know Direction(PH p246) – You discern north. Message(PH p253) – Whispered conversation at distance. Identify(PH p243) – Determines properties of a magic item. Remove Fear(PH p271) – Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.Dungeons & Dragons 3. –5 on Spot & Listen checks.5 Edition Index – Base Classes May 17. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). outlines invisible creatures. Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. Whispering Wind(PH p301) – Sends a short message one mile per level. Obscure Object(PH p258) – Masks object against scrying. Detect Magic(PH p219) – Detects spells and magic items within 60’. Animal Messenger(PH p198) – Sends a Tiny animal to a specific place. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. Light(PH p248) – Object shines like a torch. may stun them. Animate Rope(PH p199) – Makes a rope move at your command. Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per level. Locate Object(PH p249) – Senses direction toward object (specific or type).

Song of Discord(PH p281) – Forces targets to attack each other. Animate Objects(PH p199) – Objects attack your foes. Eyebite(PH p228) – Target becomes panics. Mislead(PH p255) – Turns you invisible and creates illusory double. 5th Level Commune with Nature(PH p211) – Learn about terrain for one mile per level. and grants combat bonuses. damage rolls. temporary hp. Detect Scrying(PH p219) – Alerts you to magical eavesdropping. Summon Nature’s Ally III(PH p288) – Calls creature to fight.5 Edition Index – Base Classes May 17. but up to +20 on the check. Mass(PH p216) – Cures 2d8 damage + 1 per level for many creatures. Geas. and petrifaction Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. Mass(PH p285) – As Suggestion. Lesser(PH p235) – Commands subject of 7 HD or less. immunity to fear. Programmed Image(PH p265) – As Major Image. Insect Plague(PH p244) – Locust swarms attack. cures. Mass(PH p208) – As Cat’s Grace. Shadow Conjuration(PH p276) – Mimics conjuring below 4th level. fatigue. Summon Nature’s Ally V(PH p289) – Calls creature to fight. but only 20% real. and smell. Nightmare(PH p257) – Send vision dealing 1d10 damage. 6th Level Analyze Dweomer(PH p197) – Reveals magical aspects of subject. +20). but faster and longer. Permanent Image(PH p260) – Includes sight. False Vision(PH p229) – Fools scrying with an illusion. Sculpt Sound(PH p275) – Creates new sounds or changes existing ones. Seeming(PH p275) – Changes the appearance of one person per two levels. Charm Monster(PH p209) – Makes monster believe it is your ally. & checks. Veil(PH p298) – Changes appearance of group of creatures. Page 132 . but subject can attack and stay invisible. Creeping Doom(PH p214) – Swarms of centipedes attack at your command. Suggestion. Savage Bard spell list Fox’s Cunning. Greater(PH p275)(PHe)+ – As Scrying. Haste(PH p239) – One creature per level moves faster. and other vermin stay 10’ away. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). and your lies can escape magical discernment. Heroes’ Feast(PH p240) – Ford for one creature per level. affects one subject per level. sickened. but no concentration required. skill checks. See Invisibility(PH p275) – Reveals invisible creatures or objects. Greater(PH p210)(PHe)+ – As Dispel Magic. Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level. and comatose. Dominate Person(PH p224) – Controls humanoid telepathically. Freedom of Movement(PH p233) – Subject moves normally despite impediments. Otto’s Irresistible Dance(PH p259) – Forces subject to dance. but sound. Confusion(PH p212) – Makes subject behave oddly for 1 round per level. Phantom Steed(PH p260) – Magical horse appears for 1 hour per level. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. Cure Light Wounds. Neutralize Poison(PH p257) – Immunizes subject against poison. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. or thing. stuns creatures. Invisibility. Find the Path(PH p230) – Shows most direct way to a location. Leomund’s Secure Shelter(PH p247) – Creates study cottage. Greater(PH p279) – Devastating yell deals 10d6 sonic damage. –1 AC and attack rolls. Speak with Animals(PH p281) – You can communicate with animals.Dungeons & Dragons 3. Mind Fog(PH p253) – Subjects in fog get a –10 on Will saves & Wisdom checks. Gaseous Form(PH p234) – Subject becomes insubstantial and can fly slowly. place. 2006 Savage Bard Spell List (continued) 3rd Level Blink(PH p206) – You randomly vanish and reappear for 1 round per level. saves. Daylight(PH p216) – 60’ radius of bright light. Cure Moderate Wounds. Remove Curse(PH p270) – Frees person or object from a curse. damage rolls. Good Hope(PH p237) – Subjects gain +2 on attack rolls. Heroism. damages objects. Hold Monster(PH p241) – As Hold Person. Sympathetic Vibration(PH p291) – Inflicts 2d10 damage per round on a free-standing structure. Eagle’s Splendor. Mass(PH p216) – Cures 1d8 damage +1 per level for many creatures. Speak with Plants(PH p282) – You can talk to normal plants and plant creatures. Glibness(PH p235)(PHe)+ – You gain +30 bonus on Bluff checks. and Reflex saves. Rainbow Pattern(PH p268) – Lights fascinate 24 HD of creatures. Shadow Evocation(PH p277) – Mimics evocation of lower than 5th level. detoxifies venom in or on subject. plus structures. curses. Dispel Magic. plus triggered by an event. Slow(PH p280) – One subject per level takes only one action per round. Shout(PH p279) – Deafens all within cone and deals 5d6 damage. Persistent Image(PH p260) – As Major Image. but only 20% real. Greater(PH p285) – Gives +4 bonus on attack rolls. plus one subject per level. Dimension Door(PH p221) – Teleports you a short distance. Invisibility Sphere(PH p245) – Makes everyone within 10’ invisible. Zone of Silence(PH p303) – Keeps eavesdroppers from overhearing conversations. or the like). spiders. Reincarnate(PH p270) – Brings dead subject back in a random humanoid body. Greater(PH p245) – As Invisibility. Shadow Walk(PH p277) – Step into shadow to travel rapidly. Cat’s Grace. Mirage Arcana(PH p254) – As Hallucinatory Terrain. Secret Page(PH p275) – Changes one page to hide its real contents. sound. Deep Slumber(PH p217) – Puts 10HD of creatures to sleep. Illusory Script(PH p243) – Only intended reader can decipher. Scrying. plus it affects any creature. affects one subject per level. Project Image(PH p265) – Illusory double can talk and cast spells. Mass(PH p233) – As Fox’s Cunning. Hallucinatory Terrain(PH p238) – Makes one type of terrain appear like another (field into forest. Snare(PH p280) – Creates a magical booby trap. Scrying(PH p274)(PHe)+ – Spies on subject from a distance. and checks. Geas/Quest(PH p234) – As Lesser Geas. alterations. Locate Creature(PH p249) – Indicates direction to familiar creature. +1 on attack rolls. Shout. Fear(PH p229) – Subjects within cone flee for 1rnd/lvl. smell. Crushing Despair(PH p215) – Subject takes –2 on attack rolls. Modify Memory(PH p255) – Changes 5 minutes of subject’s memories. and thermal effects. saves. Summon Nature’s Ally IV(PH p288) – Calls creature to fight. Summon Nature’s Ally VI(PH p289) – Calls creature to fight. Leomund’s Tiny Hut(PH p247) – Creates shelter for ten creatures. Major Image(PH p252) – As Silent Image. Repel Vermin(PH p271) – Insects. but can effect any creature. saves. AC. Legend Lore(PH p246) – Lets you learn tales about a person. Displacement(PH p223) – Attacks miss subject 50% of the time. Mass(PH p225) – As Eagle’s Splendor. affects one subject per level. Dream(PH p225) – Sends message to anyone asleep.

2006 Sentinel Spell List Wisdom-based Prepared Divine Spells(DR310 p52) Note that a Sentinel’s Caster Level is half his/her Class Level. making undead weaker. Remove Fear(PH p271) – Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. alterations. evil. Dismissal(PH p222) – Forces a creature to return to native plane. counters mind control. Bless Water(PH p205) – Makes Holy Water. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. lawful. Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus. Shield of Faith(PH p278) – Aura grants +2 (or higher) deflection bonus. detoxifies venom in or on subject. Shield Other(PH p278) – You take half of subject’s damage. but 10’ radius and 10 minutes per level. Daylight(PH p216) – 60’ radius of bright light. 4th Level Break Enchantment(PH p207) – Frees subject from enchantments. and petrifaction. Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage. or chaotic. Restoration. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. & hedges out elementals & outsiders. counters mind control. 1st Level Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs.Dungeons & Dragons 3. Detect Poison(PH p219) – Detects poison in one creature or small object. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Restoration(PH p272) – Restores level and ability score drains. Remove Disease(PH p271) – Cures all diseases affecting subject. Bless Weapon(PH p205) – Weapon strikes true against evil foes. Remove Curse(PH p270) – Frees person or object from a curse. & hedges out elementals & outsiders. fear. Remove Blindness/Deafness(PH p270) – Cures normal or magical conditions.5 Edition Index – Base Classes May 17. Magic Circle against Evil(PH p249) – As Protection from Evil. Invisibility Purge(PH p245) – Dispels invisibility within 5’ per level. Summon Monster III(PH p286) – Summons an extraplanar creature to fight for you. Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. Spiritual Weapon(PH p283) – Magical weapon attacks on its own. Protection from Good(PH p266) – +2 bonus to AC & saves against good. deals +2d6 damage against evil. 3rd Level Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Sentinel spell list Page 133 . Freedom of Movement(PH p233) – Subject moves normally despite impediments. 2nd Level Align Weapon(PH p197) – Weapon becomes good. Death Ward(PH p217) – Grants immunity to death spells and negative energy effects. Consecrate(PH p212) – Fills area with positive energy. Summon Monster I(PH p285) – Summons an extraplanar creature to fight for you. curses. Summon Monster II(PH p286) – Summons an extraplanar creature to fight for you. Prayer(PH p264) – Allies gain +1 bonus on most rolls. Neutralize Poison(PH p257) – Immunizes subject against poison. enemies suffer –1 penalty. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Hold Portal(PH p241) – Holds one door shut. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Summon Monster IV(PH p286) – Calls an extraplanar creature to fight for you. Holy Sword(PH p215) – Weapon becomes +5.

Detect Law(PH p219) – Reveals lawful creatures. or 50% chance of losing each action. spells. Remove Curse(PH p270) – Frees person or object from a curse. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). or objects. Restoration(PH p272) – Restores level and ability score drains. & hedges out elementals & outsiders. Urban Adept spell list Page 134 . Light(PH p248) – Object shines like a torch. detoxifies venom in or on subject. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Scrying(PH p274)(PHe)+ – Spies on subject from a distance. Stoneskin(PH p284) – Ignore 10 points of damage per attack. Dream(PH p225) – Sends message to anyone sleeping. 1st Level Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. Minor Creation(PH p253) – Creates one cloth or wood object. & hedges out elementals & outsiders. counters mind control. saves. -4 enhancement penalty on attacks. Locate Object(PH p249) – Senses direction toward object (specific or type). and skill checks. Detect Chaos(PH p218) – Reveals chaotic creatures. True Seeing(PH p296) – See all things as they really are. Daylight(PH p216) – 60’ radius of bright light. Bestow Curse(PH p203) – Subject either receives a –6 on one ability. 3rd Level Animate Dead(PH p198) – Creates undead skeletons and zombies. & hedges out elementals & outsiders. or objects. Heal(PH p239) – Cures 10 points per level. Continual Flame(PH p213) – Makes a permanent. Protection from Evil(PH p266) – +2 bonus to AC & saves against evil. counters mind control. Detect Magic(PH p219) – Detects spells and magic items within 60’. plus stone and metal. Nightmare(PH p257) – Send vision dealing 1d10 damage. Cat’s Grace(PH 3. Tongues(PH p294) – Speak any language. +1 on saves against fear. 5th Level Break Enchantment(PH p207) – Frees subject from enchantments. spells. Identify(PH p243) – Determines properties of a magic item. Contagion(PH p213) – Infects subject with chosen disease. spells. Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius. Protection from Good(PH p266) – +2 bonus to AC & saves against good. Protection from Law(PH p266) – +2 bonus to AC & saves against law. or objects. Raise Dead(PH p268) – Restores life to subject who died up to 1 day per level ago. alterations. or thing. Detect Evil(PH p218) – Reveals evil creatures. Remove Disease(PH p271) – Cures all diseases affecting subject. Comprehend Languages(PH p212) – You understand all spoken and written languages. Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos. saving throw. 1d8 temporary hp +1/lvl (max +10) Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. spells. Darkness(PH p216) – 20’ radius of supernatural shadow. Charm Person(PH p209) – Make one person your friend. 4th Level Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. Commune(PH p211) – Deity answers one yes-or-no question per level. Obscuring Mist(PH p258) – Fog surrounds you. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. counters mind control. Legend Lore(PH p246) – Lets you learn tales about a person. Command(PH p211) – One subject obeys selected command for 1 round. Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. 2006 Urban Adept Spell List Wisdom-based Prepared Divine Spells(Sharn p167) 0th Level Create Water(PH p215) – Creates 2 gallons/level of pure water. or objects. Mending(PH p253) – Makes minor repairs on an object. Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls. Guidance(PH p238) – +1 on one attack roll. +20). & hedges out elementals & outsiders. Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level. fatigue. Read Magic(PH p269) – Reads scrolls and spellbooks. and petrifaction. Major Creation(PH p252) – As Minor Creation. all diseases and mental conditions. place. Whispering Wind(PH p301) – Sends a short message one mile per level. 2nd Level Aid(PH p196) – +1 on attack rolls. heatless torch. Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. curses.5p208) – Subject gains +4 Dexterity for 1 minute per level.5 Edition Index – Base Classes May 17. fear. See Invisibility(PH p275) – Reveals invisible creatures or objects. Detect Good(PH p219) – Reveals good creatures. or skill check.Dungeons & Dragons 3. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Neutralize Poison(PH p257) – Immunizes subject against poison. counters mind control. Cure Minor Wounds(PH p216) – Cures 1 point of damage.

Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water. doing lethal or nonlethal damage. Chill Metal(PH p209) – Cold metal damages those who touch it.5 Edition Index – Base Classes May 17. Stinking Cloud(PH p284) – Nauseating vapors. 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. handle. detoxifies venom in or on subject. Know Direction(PH p246) – You discern north. Knock(PH p246) – Opens locked or magically sealed door. Summon Swarm(PH p289) – Summons a swarm of bats. Diminish Plants(PH p221) – Reduces size or blights growth of normal plants. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Magic Stone(PH p251) – Three stones become +1 projectiles. Light(PH p248) – Object shines like a torch. Fog Cloud(PH p232) – Fog obscures vision. concealment. repeats in 1 minute. Scatterspray(DR317 p36) – A collection of small objects (stones. Remove Disease(PH p271) – Cures all diseases affecting subject. Cure Minor Wounds(PH p216) – Cures 1 point of damage. Repair Serious Damage(DR317 p36) – Restores 3d8 + 1/lvl (max +15) points of damage to a Construct. Rope Trick(PH p273) – As many as eight creatures hide in an extradimensional space. Calm Emotions(PH p207) – Calms creatures. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. Nondetection(PH p257) – Hides subject from divination and scrying. Faerie Fire(PH p229) – Outline subjects with light. Wood Shape(PH p303) – Rearranges wooden objects to suit you. and your lies can escape magical discernment. Quench(PH p267) – Extinguishes nonmagical fires or one magic item. Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level.5p208) – Subject gains +4 Dexterity for 1 minute per level. saving throw. Comprehend Languages(PH p212) – You understand all spoken and written languages. Neutralize Poison(PH p257) – Immunizes subject against poison. Misdirection(PH p254) – Misleads divinations for one creature or object. plank). Detect Magic(PH p219) – Detects spells and magic items within 60’.) fly in a 10’ radius burst. Jump(PH p246) – Subject gains bonus on Jump checks. Charm Person(PH p209) – Make one person your friend. Longstrider(PH p249) – Increases your speed. Tongues(PH p294) – Speak any language. Detect Thoughts(PH p220) – Allows “listening” to surface thoughts. or spiders. Hold Person(PH p241) – Paralyzes one person for up to 1 round per level. Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy. Guidance(PH p238) – +1 on one attack roll. 2nd Level Barkskin(PH p202) – Grants +2 (or higher) enhancement to natural armor. Magic Fang. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Magic Mouth(PH p251) – Speaks once when triggered. Read Magic(PH p269) – Reads scrolls and spellbooks. 1 round per level. Contagion(PH p213) – Infects subject with chosen disease. 1d6+1 damage. Restoration. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Detect Secret Doors(PH p220) – Reveals hidden doors within 60’. door. Spider Climb(PH p283) – Grants ability to walk on walls & ceilings. Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level. Warp Wood(PH p300) – Bends wood (shaft. Locate Object(PH p249) – Senses direction toward object (specific or type). Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. 2006 Urban Druid Spell List Charisma-based Prepared Divine Spells(DR317 p33) 0th Level Create Water(PH p215) – Creates 2 gallons/level of pure water. Glibness(PH p235)(PHe)+ – You gain +30 bonus on Bluff checks. Cat’s Grace(PH 3. Charm Monster(PH p209) – Makes monster believe it is your ally. 3rd Level Call Lightning(PH p207) – Calls down lightning bolts (3d6 per bolt) from the sky. Hold Portal(PH p241) – Holds one door shut. Keen Edge(PH p245) – Doubles normal weapon’s threat range. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. canceling Blur.Dungeons & Dragons 3. Detect Undead(PH p220) – Reveals undead within 60’. Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage. Animate Rope(PH p199) – Makes a rope move at your command. Urban Druid spell list Page 135 . Speak with Dead(PH p281) – Corpse answer one question per two levels. Heat Metal(PH p239) – Makes metal so hot it damages those who touch it. Halt Undead(PH p238) – Immobilizes undead for 1 round per level. Suggestion(PH p285) – Compels subject to follow stated course of action. Repair Minor Damage(DR317 p35) – Restores 1 point of damage to a Construct. Magic Fang(PH p250) – One natural weapon of subject creature gets +1 on attack and damage. Daylight(PH p216) – 60’ radius of bright light. as appropriate. Shrink Item(PH p279) – Object shrinks to 1/16th its normal size. Virtue(PH p289) – Subject gains 1 temporary hp. Poison(PH p262) – Touch deals 1d10 Constitution damage. Repair Moderate Damage(DR317 p36) – Restores 2d8 + 1/lvl (max +10) points of damage to a Construct. Detect Poison(PH p219) – Detects poison in one creature or small object. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level. apples. etc. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per level. rats. 1st Level Alarm(PH p197) – Wards an area for 2 hours per level. etc. or skill check. Mending(PH p253) – Makes minor repairs on an object. Obscuring Mist(PH p258) – Fog surrounds you. negating emotion effects. Leomund’s Tiny Hut(PH p247) – Creates shelter for ten creatures. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Repair Light Damage(DR317 p35) – Restores 1d8 + 1/lvl (max +5) points of damage to a Construct. Obscure Object(PH p258) – Masks object against scrying.

and other vermin stay 10’ away. Dominate Person(PH p224) – Controls humanoid telepathically. Spellstaff(PH p282) – Stores one spell in wooden quarterstaff. affects one subject per level. 2006 Urban Druid Spell List (continued) 4th Level Antiplant Shell(PH p200) – Keeps animated plants at bay. lightning. Transmute Metal to Wood(PH p294) – Metal within 40’ becomes wood. Storm of Vengeance(PH p285) – Storm rains acid. Repair Light Damage.5 Edition Index – Base Classes May 17. Finger of Death(PH p230) – Kills one subject. Control Water(PH p214) – Raises. Guards and Wards(PH p237) – Array of magic effects protect area. Control Winds(PH p214) – Change wind direction and speed. Regenerate(PH p270) – Subject’s severed limbs grow back. Repair Critical Damage(DR317 p35) – Restores 4d8 + 1/lvl (max +20) points of damage to a Construct. affects one subject per level. Minor Creation(PH p253) – Creates one cloth or wood object. Repel Vermin(PH p271) – Insects. Suggestion. affects one subject per level. Bear’s Endurance. Blight(PH p206) – Withers one plant or deals 1d6 per level damage to a plant creature. Repel Wood(PH p271) – Pushes away wooden objects. but can effect any creature. or vice versa.Dungeons & Dragons 3. Hold Monster(PH p241) – As Hold Person. Fabricate(PH p229) – Transforms raw materials into finished items. Page 136 . but 5d6 damage per bolt. 5th Level Animate Objects(PH p199) – Objects attack your foes. Mass(PH p216) – Cures 1d8 damage +1 per level for many creatures. Iron Body(PH p245) – You body becomes living iron. Mass(PH p203) – As Bear’s Endurance. Repair Moderate Damage. Locate Creature(PH p249) – Indicates direction to familiar creature. all diseases and mental conditions. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. Mass(PH p216) – Cures 2d8 damage + 1 per level for many creatures. so that traveling out of one gate causes creatures to enter the other. but up to +20 on the check. Creeping Doom(PH p214) – Swarms of centipedes attack at your command. Cat’s Grace. Freedom(PH p233) – Releases creature suffering from the spell Imprisonment. Imprisonment(PH p244) – Entombs subject beneath the earth. Giant Vermin(PH p235) – Turns centipedes. Death Ward(PH p217) – Grants immunity to death spells and negative energy effects. Word of Recall(PH p303) – Teleports you back to a designated place. Mass(PH p259) – As Owl’s Wisdom. Unhallow(PH p297) – Designates location as Unholy. Stoneskin(PH p284) – Ignore 10 points of damage per attack. 8th Level Cure Serious Wounds. scorpions. Call Lightning Storm(PH p207) – As Call Lightning. True Seeing(PH p296) – See all things as they really are. Polymorph Any Object(PH p263)(PHe)+ – Changes any subject into anything else. Disintegrate(PH p222) – Makes one creature or object vanish. Scrying. Repel Metal or Stone(PH p271) – Pushes away metal and stone. plus one subject per level. Foresight(PH p207) – “Sixth sense” warns of danger. Freedom of Movement(PH p233) – Subject moves normally despite impediments. 9th Level Antipathy(PH p200) – Object of location affect by spell repels certain creatures. Stone to Flesh(PH p285) – Restores a petrified creature. Maze(PH p252) – Traps subject in an extradimensional maze. Heal(PH p239) – Cures 10 points per level. Repair Serious Damage. Cure Light Wounds. Repair Critical Damage. Stone Tell(PH p284) – Talk to natural or worked stone. Mass(DR317 p36) – Restores 2d8 + 1/lvl (max +30) points of damage to many Constructs. or spiders into giant vermin. Wind Walk(PH p302) – You and your allies turn vaporous and travel fast. Find the Path(PH p230) – Shows most direct way to a location. Transmute Rock to Mud(PH p295) – Transforms two 10’ cubes per level. Greater(PH p275)(PHe)+ – As Scrying. Citygate(DR317 p35) – Connect the entrances of two cities. Statue(PH p284) – Subject can become a statue at will. Rusting Grasp(PH p273) – Your touch corrodes iron and alloys. 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. Mordenkainen’s Magnificent Mansion(PH p256) – Door leads to extradimensional mansion. Leomund’s Secure Shelter(PH p247) – Creates study cottage. Eagle’s Splendor. 6th Level Antilife Shell(PH p199) – 10’ radius field hedges out living creatures. or thing. Sequester(PH p276) – Subject is invisible to sight and scrying. Mass(PH p285) – As Suggestion. but faster and longer. Move Earth(PH p257) – Digs trenches and builds hills. Mass(PH p216) – Cures 3d8 damage +1 per level for many creatures. affects one subject per level. 7th Level Control Weather(PH p214) – Changes weather locally. Atonement(PH p201) – Removes burden of misdeeds from subject. Cure Critical Wounds. Dispel Magic. Greater(PH p210)(PHe)+ – As Dispel Magic. Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Discern Location(PH p222) – Reveals the exact location of a creature or object. Flesh to Stone(PH p232) – Turns subject creature into a statue. Wall of Iron(PH p299) – 30 hp per 4 levels. Phase Door(PH p261) – Invisible passage through wood or stone. Mass(PH p207) – As Bull’s Strength. lowers bodies of water. Mass(DR317 p35) – Restores 4d8 + 1/lvl (max +40) points of damage to many Constructs. Earthquake(PH p225) – tremor shakes 5’/level radius. Reverse Gravity(PH p273) – Objects and creatures fall upward. Transmute Mud to Rock(PH p295) – Transforms two 10’ cubes per level. Major Creation(PH p252) – As Minor Creation. Legend Lore(PH p246) – Lets you learn tales about a person. Sympathy(PH p292) – Object or location attracts certain creatures. Mordenkainen’s Private Sanctum(PH p256) – Prevents anyone from viewing or scrying an area for 24 hours. Mass(DR317 p36) – Restores 3d8 + 1/lvl (max +35) points of damage to many Constructs. Dimensional Lock(PH p221) – Teleportation and interplanar travel are blocked for 1 day per lvl. Passwall(PH p259) – Creates a passage through wood or stone walls. plus stone and metal. Mass(PH p208) – As Cat’s Grace. Wall of Stone(PH p299) – Creates a stone wall that can be shaped. and change forms once /rnd. cures 4d8 damage +1 per level (max +35). Susurrus of the City(DR317 p36) – Gain information about the goings on in a city. and hail. place. spiders. can topple onto foes. Hallow(PH p238) – Designates location as Holy. Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. Scrying(PH p274)(PHe)+ – Spies on subject from a distance. affects one subject per level. you retrieve it at will. Leomund’s Secret Chest(PH p247) – Hides expensive chest on Ethereal Plane. Mass(DR317 p35) – Restores 1d8 + 1/lvl (max +25) points of damage to many Constructs. Cure Moderate Wounds. +20). Owl’s Wisdom. Mass(PH p225) – As Eagle’s Splendor. Undeath to Death(PH p297) – Destroys 1d4 per level HD of undead (max 20d4). Bull’s Strength.

5p208) – Subject gains +4 Dexterity for 1 minute per level. Locate Creature(PH p249) – Indicates direction to familiar creature. Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per level. Summon Nature’s Ally II(PH p288) – Calls creature to fight. Summon Nature’s Ally IV(PH p288) – Calls creature to fight. detoxifies venom in or on subject. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Detect Thoughts(PH p220) – Allows “listening” to surface thoughts. Discern Lies(PH p221) – Reveals deliberate falsehoods. Cat’s Grace(PH 3. Repel Vermin(PH p271) – Insects. Jump(PH p246) – Subject gains bonus on Jump checks. Spike Growth(PH p283) – Creatures in area take 1d4 damage. may be slowed. Detect Evil(PH p218) – Reveals evil creatures. Tongues(PH p294) – Speak any language. Remove Disease(PH p271) – Cures all diseases affecting subject. smaller creatures. Darkvision(PH p216) – See 60’ in total darkness. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Message(PH p253) – Whispered conversation at distance. 4th Level Animal Growth(PH p198) – One animal per two levels doubles in size. True Seeing(PH p296) – See all things as they really are. Speak with Dead(PH p281) – Corpse answer one question per two levels. 2nd Level Barkskin(PH p202) – Grants +2 (or higher) enhancement to natural armor.Dungeons & Dragons 3. Comprehend Languages(PH p212) – You understand all spoken and written languages. Hide from Animals(PH p241) – Animals can’t perceive one subject 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. and gases. spiders. Urban Ranger spell list Page 137 . Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15). Knock(PH p246) – Opens locked or magically sealed door. or objects. Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type. Detect Good(PH p219) – Reveals good creatures. 2006 Urban Ranger Spell List Wisdom-based Prepared Divine Spells (UA p56) Note that an Urban Ranger’s Caster Level is half his Class Level. spells. spells. and other vermin stay 10’ away. Neutralize Poison(PH p257) – Immunizes subject against poison. Wind Wall(PH p302) – Deflects arrows. attack. Magic Fang. Freedom of Movement(PH p233) – Subject moves normally despite impediments. Magic Fang(PH p250) – One natural weapon of subject creature gets +1 on attack and damage. Locate Object(PH p249) – Senses direction toward object (specific or type). spells. Nondetection(PH p257) – Hides subject from divination and scrying. Read Magic(PH p269) – Reads scrolls and spellbooks.5 Edition Index – Base Classes May 17. Dimensional Anchor(PH p221)(PH p250)+ – Bars extradimensional movement. Summon Nature’s Ally I(PH p288) – Calls creature to fight. Mordenkainen’s Faithful Hound(PH p255) – Phantom dog can guard. or objects. Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level. Longstrider(PH p249) – Increases your speed. spells. Detect Poison(PH p219) – Detects poison in one creature or small object. Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy. or objects. Detect Chaos(PH p218) – Reveals chaotic creatures. Detect Snares and Pits(PH p220) – Reveals natural or primitive traps. Entangle(PH p227) – Plants entangle everyone in a 40’ radius. Detect Law(PH p219) – Reveals lawful creatures. 1st Level Alarm(PH p197) – Wards an area for 2 hours per level. or objects. Calm Animals(PH p207) – Calms (2d4 + level) HD of animals. 3rd Level Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). Detect Secret Doors(PH p220) – Reveals hidden doors within 60’. Summon Nature’s Ally III(PH p288) – Calls creature to fight. Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level.

War Mage spell list Page 138 . Burning Hands(PH p207) – 1d4 fire damage per level (max 5d4). 20’ radius. damaging other creatures (1d6+1/lvl damage). 4th Level Blast of Flame(CArc p99) – 60’ cone of Fire (1d6 per level damage. Lesser(CArc p116) – Ranged touch attack deals 1d6 Sonic damage + 1d6 per two levels beyond 1st (max 5d6). 2d4 acid damage for 1 round + 1 round per 3 levels (7 rounds max). Flame Arrow(PH p231) – Arrows deal +1d6 fire. Hail of Stone(CArc p110) – Stones deal 1d4/level (max 5d4) damage to creatures in the area. Light(PH p248) – Object shines like a torch. cold damage for a Chill Shield). Contagion(PH p213) – Infects subject with chosen disease. Fist of Stone(CArc p107) – Gain +6 Strength and Natural Slam Attack. repeats in 1 minute. Shout(PH p279) – Deafens all within cone and deals 5d6 damage. Pyrotechnics(PH p267) – Turns fire into blinding light or choking smoke. Stinking Cloud(PH p284) – Nauseating vapors. Ice Storm(PH p243) – Hail deals 5d6 damage in cylinder 40’ across. Evard’s Black Tentacles(PH p228) – Tentacles grapple all within a 15’ spread. Passing through wall deals 2d6 + 1 per level. Ice Knife(CArc p112) – Magical shard of ice deals 2d8 cold damage. Disrupt Undead(PH p223) – Deals 1d6 damage to one undead. Lesser(CArc p116) – Ranged touch attack deals 1d8 Cold damage + 1d8 per two levels beyond 1st (max 5d8). Lesser(CArc p116) – Ranged touch attack deals 1d8 Fire damage + 1d8 per two levels beyond 1st (max 5d8). Fireburst(CArc p107) – Subjects adjacent to the caster take 1d8/level Fire damage. heatless torch. 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. 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. Orb of Cold. Orb of Force(CArc p116) – Ranged touch attack deals 1d6 per level Force damage (max 10d6). you are protected from cold (in the case of a Warm Shield) or heat (in the case of a Chill Shield). 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. True Strike(PH p296) – Add +20 insight bonus to your next attack roll. 2006 War Mage Spell List Charisma-based Impromptu Arcane Spells(CArc p90) 0th Level Acid Splash(PH p196) – Orb deals 1d3 damage. 1st Level Accuracy(CArc p96) – Doubles weapon’s range increment. Orb of Electricity. Lesser(CArc p116) – Ranged touch attack deals 1d8 Electricity damage + 1d8 per two levels beyond 1st (max 5d8). 2nd Level Blades of Fire(CArc p99) – Your melee weapons deal +1d6 Fire damage for 1 round. 2d6 damage. Phantasmal Killer(PH p260) – Fearsome illusion kill subject or deals 3d6 damage. Chill Touch(PH p209) – 1 touch per level deals 1d6 damage and possibly 1 Strength damage. Orb of Sound. Lightning Bolt(PH p248) – Electricity deals 1d6 damage per level. Lesser(CArc p115) – Ranged touch attack deals 1d8 Acid damage + 1d8 per two levels beyond 1st (max 5d8). Orb of Fire. 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.5 Edition Index – Base Classes May 17. Fire Trap(PH p231) – Opened object deals 1d4 + 1 per level fire damage. Flaming Sphere(PH p232) – Creates a ball of fire. Shocking Grasp(PH p279) – Touch delivers 1d6 per level (max 5d6) of electricity damage. Shatter(PH p278) – Sonic vibration damages objects or crystalline creatures. 3rd Level Fire Shield(PH p230) – Creatures attacking you take 1d6 + 1 per level damage (fire damage for a Warm Shield. 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. Gust of Wind(PH p238) – Blows away or knocks down smaller creatures. Scorching Ray(PH p274) – Ranged touch attack.Dungeons & Dragons 3. Wall of Fire(PH p298) – Deals 2d4 fire damage out to 10’ and 1d4 out to 20’. +1 missile per two levels above 1st (max 5 missiles) Orb of Acid. Continual Flame(PH p213) – Makes a permanent. Melf’s Acid Arrow(PH p253) – Ranged touch attack. deals 4d6 fire damage. Ray of Frost(PH p269) – Ray deals 1d3 Cold damage. Magic Missile(PH p251) – 1d4+1 force damage. +1 ray/4 levels (max 3). Whirling Blade(CArc p129) – Hurled slashing weapon magically attacks all foes in a 60’ line. Fireball(PH p231) – 1d6 fire damage per level. 1 round per level. Ring of Blades(CArc p121) – Blades surround you. Sleet Storm(PH p280) – Hampers vision and movement. max 10d6). Poison(PH p262) – Touch deals 1d10 Constitution damage. lasts 1 round per level.

6+ HD take Constitution damage. Tenser’s Transformation(PH p298) – You gain combat bonuses. Wail of the Banshee(PH p298) – Kills one creature per level. Earthquake(PH p225) – Intense tremor shakes 5’ per level radius. Incendiary Cloud(PH p244) – Cloud deals 4d6 fire damage per round. Sunburst(PH p289) – Blinds all within 10’. stuns creatures. allies are protected from fire or cold. Cone of Cold(PH p212) – 1d6 cold damage per level (max 15d6). Fire Seeds(PH p230) – Acorns and berries become grenades and bombs. Shout.Dungeons & Dragons 3. Mass(CArc p106) – Creatures attacking allies take damage. War Mage spell list Page 139 . Prismatic Sphere(PH p264) – As Prismatic Wall. Prismatic Spray(PH p264) – Rays hit subjects with a variety of effects. Chain Lightning(PH p208) – 1d6 damage per level. but affects all within 30’. stun. Cloudkill(PH p210) – Kills up to 3 HD. 9th Level Elemental Swarm(PH p226) – Summons multiple elementals. Prismatic Wall(PH p264) – Wall’s colors have array of effects. 7th Level Delayed Blast Fireball(PH p217) – 1d6 per level fire damage. but surrounds on all sides. 2006 War Mage Spell List (continued) 5th Level Arc of Lightning(CArc p97) – Line of electricity between two creatures (1d6/level damage). you can postpone the blast for up to 5 rounds. Finger of Death(PH p230) – Kills one subject. Fire Storm(PH p231) – Deals 1d6 per level fire damage. Sunbeam(PH p289) – Beam blinds and deals 4d6 damage. Waves of Exhaustion(PH p301) – Several targets become exhausted. Flame Strike(PH p231) – Smites foes with divine fire (1d6 / level). Otiluke’s Freezing Sphere(PH p258) – Freezes water or deals cold damage. Great(PH p279) – Devastating yell deals 10d6 sonic damage. Implosion(PH p243) – Kills one creature per round. deals random effect. damages objects. deals 6d6 damage. 4-6 HD save or die. Disintegrate(PH p222) – Makes one creature or object vanish. Blade Barrier(PH p205) – Wall of blades deals 1d6 per level damage. Scintillating Pattern(PH p274) – Twisting colors confuse. Polar Ray(PH p262) – Ranged touch attack deals 1d6 per level cold damage. 6th Level Acid Fog(PH p196) – Fog deals acid damage. Meteor Swarm(PH p253) – Four exploding spheres each deal 6d6 fire damage.5 Edition Index – Base Classes May 17. 1 secondary bolt per level each deal half damage Circle of Death(PH p209) – Kills 1d4 HD per level of creatures. Mordenkainen’s Sword(PH p256) – Floating magic blade strikes opponents. or render unconscious. Fire Shield. Prismatic Ray(CArc p118) – Ray of light blinds target. 8th Level Horrid Wilting(PH p242) – Deals 1d6 damage per level within 30’. Greater(CArc p107) – Subjects within10’ take 1d8/level fire damage. Fireburst. Weird(PH p301) – As Phantasmal Killer.

Dancing Lights(PH p216) – Creates torches or other lights. Leomund’s Tiny Hut(PH p247) – Creates shelter for ten creatures.5 Edition Index – Base Classes May 17. Major Image(PH p252) – As Silent Image. Remove Blindness/Deafness(PH p270) – Cures normal or magical conditions. but 10’ radius and 10 minutes per level. Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level. 1st Level Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds. -4 enhancement penalty on attacks. Read Magic(PH p269) – Reads scrolls and spellbooks.Dungeons & Dragons 3. Whispering Wind(PH p301) – Sends a short message one mile per level. Contagion(PH p213) – Infects subject with chosen disease. Calm Emotions(PH p207) – Calms creatures. Suggestion(PH p285) – Compels subject to follow stated course of action. or 50% chance of losing each action. Mending(PH p253) – Makes minor repairs on an object. Light(PH p248) – Object shines like a torch. Flare(PH p232) – Dazzles one creature (–1 on attack rolls). 2nd Level Alter Self(PH p197) – Assume the form of a similar creature. Command(PH p211) – One subject obeys selected command for 1 round. 3rd Level Bestow Curse(PH p203) – Subject either receives a –6 on one ability. and checks. Locate Object(PH p249) – Senses direction toward object (specific or type). saves. Detect Thoughts(PH p220) – Allows “listening” to surface thoughts. Magic Circle against Chaos(PH p249) – As Protection from Chaos. Tongues(PH p294) – Speak any language. Minor Image(PH p254) – As Silent Image. Dispel Magic(PH p223)(PHe)+ – Cancels magical spells and effects. but 10’ radius and 10 minutes per level. plus some sound. and skill checks. Blindness/Deafness(PH p206) – Makes subject blind or deaf. Rage(PH p268) – Subjects gain +2 to Strength and Constitution. damage rolls. –2 to AC. and thermal effects. Disguise Self(PH p222) – Changes your appearance. Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws. Charm Person(PH p209) – Make one person your friend. Endure Elements(PH p226) – Exist comfortably in hot or cold environments. Doom(PH p225) – One subject takes –2 on attack rolls. saves. Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks. Cure Minor Wounds(PH p216) – Cures 1 point of damage. Detect Magic(PH p219) – Detects spells and magic items within 60’. negating emotion effects. Scare(PH p274) – Panics creatures of less than 6HD. Detect Poison(PH p219) – Detects poison in one creature or small object. but sound. +1 on Will saves. Ventriloquism(PH p298) – Throws voice for 1 minute per level. but 10’ radius and 10 minutes per level. Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5). Identify(PH p243) – Determines properties of a magic item. Virtue(PH p289) – Subject gains 1 temporary hp. Magic Circle against Evil(PH p249) – As Protection from Evil. Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level. Sleep(PH p280) – Puts 4HD of creatures into magical slumber. Hypnotism(PH p242) – Fascinates 2d4 HD of creatures. Silent Image(PH p279) – Creates a minor illusion of your design. Enthrall(PH p227) – Captivates all within 100’ + 10’ per level. smell. Speak with Animals(PH p281) – You can communicate with animals. Comprehend Languages(PH p212) – You understand all spoken and written languages. Magic Circle against Law(PH p250) – As Protection from Law. Create Food and Water(PH p214) – Feeds 3 humans (or 1 horse) per level. but 10’ radius and 10 minutes per level. Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10). 2006 Witch Spell List Charisma-based Impromptu Arcane Spells(DMG p175) 0th Level Arcane Mark(PH201 p201) – Inscribes a personal rune (visible or invisible). Magic Circle against Good(PH p250) – As Protection from Good. Ghost Sound(PH p235) – Figment sounds. Witch spell list Page 140 .

Crushing Despair(PH p215) – Subject takes –2 on attack rolls. Tenser’s Transformation(PH p298) – You gain combat bonuses. but faster and longer. damage rolls. Good Hope(PH p237) – Subjects gain +2 on attack rolls. and checks. Legend Lore(PH p246) – Lets you learn tales about a person. saves. plus stone and metal. Discern Location(PH p222) – Reveals the exact location of a creature or object. Discern Lies(PH p221) – Reveals deliberate falsehoods. 2006 Witch Spell List (continued) 4th Level Charm Monster(PH p209) – Makes monster believe it is your ally. Giant Vermin(PH p235) – Turns centipedes. fatigue.5 Edition Index – Base Classes May 17. Eyebite(PH p228) – Target becomes panics. sickened. Demand(PH p217) – As Sending. Weird(PH p301) – As Phantasmal Killer. or spiders into giant vermin. damage rolls. or thing. Command. Neutralize Poison(PH p257) – Immunizes subject against poison. Scrying. True Seeing(PH p296) – See all things as they really are. Horrid Wilting(PH p242) – Deals 1d6 damage per level within 30’. Suggestion. Nightmare(PH p257) – Send vision dealing 1d10 damage. Finger of Death(PH p230) – Kills one subject. Wail of the Banshee(PH p298) – Kills one creature per level. Sending(PH p275) – Delivers a short message anywhere. plus it affects any creature. Polymorph Any Object(PH p263)(PHe)+ – Changes any subject into anything else. Sympathy(PH p292) – Object or location attracts certain creatures. detoxifies venom in or on subject. Major Creation(PH p252) – As Minor Creation.Dungeons & Dragons 3. Trap the Soul(PH p296) – Imprisons subject within gem. & checks. Remove Curse(PH p270) – Frees person or object from a curse. False Vision(PH p229) – Fools scrying with an illusion. plus structures. Greater(PH p275)(PHe)+ – As Scrying. 7th Level Creeping Doom(PH p214) – Swarms of centipedes attack at your command. but affects one subject per level. Greater(PH p211) – As Command. instantly. but affects all within 30’. and change forms once per round. Heroes’ Feast(PH p240) – Ford for one creature per level. 9th Level Earthquake(PH p225) – Intense tremor shakes 5’ per level radius. Foresight(PH p207) – “Sixth sense” warns of impending danger. Minor Creation(PH p253) – Creates one cloth or wood object. saves. Geas/Quest(PH p234) – As Lesser Geas. Witch spell list Page 141 . 8th Level Antipathy(PH p200) – Object of location affect by spell repels certain creatures. Scrying(PH p274)(PHe)+ – Spies on subject from a distance. 5th Level Baleful Polymorph(PH p202) – Transforms subject into a harmless animal. Repulsion(PH p271) – Creatures can’t approach you. Mirage Arcana(PH p254) – As Hallucinatory Terrain. Divination(PH p224) – Provides useful advice for specific proposed actions. place. and grants combat bonuses. 6th Level Animate Objects(PH p199) – Objects attack your foes. Feeblemind(PH p229) – Subject’s Intelligence and Charisma drop to 1. Find the Path(PH p230) – Shows most direct way to a location. Liveoak(PH p248) – Oak becomes a treant guardian Repel Wood(PH p271) – Pushes away wooden objects. Locate Creature(PH p249) – Indicates direction to familiar creature. Mass(PH p285) – As Suggestion. cures. Shapechange(PH p277)(PHe)+ – Transforms you into any creature. Insanity(PH p244) – Subject suffers continuous Confusion. Refuge(PH p270) – Alters item to transport its possessor to you. scorpions. Dream(PH p225) – Sends message to anyone sleeping. Mislead(PH p255) – Turns you invisible and creates illusory double. Seeming(PH p275) – Changes the appearance of one person per two levels. plus one subject per level. Control Weather(PH p214) – Changes weather in local area. Polymorph(PH p263) – Gives one willing subject a new form. Magic Jar(PH p250) – Enables possession of another creature. Fear(PH p229) – Subjects within cone flee for 1 round per level. plus you can send Suggestion. Transport via Plants(PH p295)(PHe)+ – Move instantly from one plant to another of the same species. and comatose.

5 Edition Index – Base Classes May 17. 2006 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 142 .Dungeons & Dragons 3.

3.3. – Added Unearthed Arcana & Book of Exalted Deeds.5e PGFe CDivErrata CArcErrata EbErrata – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – Player’s Handbook v.3.com/dnd/files/CompDiv_Errata09102004.com/dnd/files/PHB_Errata09242003. Unearthed Arcana. & Dragon #309 – Dragon #313.zip http://www. Added Dragon #330 – #335.wizards. Change the abbreviation of Dungeonmaster’s Guide v3.wizards.5 Monster Manual v.5” to “PH”. Added Dragon #339 – #343.zip Note: If a Key reference is followed by a “+”.5 Errata Player’s Guide to Faerûn Errata Complete Divine Errata Complete Arcane Errata Eberron Errata – – – – – – http://www. 2004 October 12. Added Dragon #324. 2005 December 9.5 from “DMG3.5 Edition Index – Base Classes May 17. Includes Complete Warrior. Includes Player’s Handbook v.zip http://www. – Added Eberron Campaign Setting.zip http://www.5.5 Dungeon Master’s Guide v. 2006 Key to Sourcebooks PH DMG MM MM3 CWar CDiv CArc CAdv RoS RoD RotW RoE BoED UA FR MoF LoD RoF SM Und PGF Eb DR### DU## 3. 2005 – Start of D&D 3. – Added details to the Base Classes added in the “Complete” books. Races of Destiny.com/dnd/files/Eberron_Errata10222004. 2005 May 17. then it is partially superseded the entry above it. 2004 November 12. Races of the Wild.3. Appendix Page 143 . #326 – #329.wizards. 2004 August 5.Dungeons & Dragons 3.5 from “PH3.. Added Races of Eberron.wizards.3.5 Edition. 2006 Appendix Revision History March 16. DR343 is Dragon Magazien #343) Dungeon Magazine (with issue number) D&D v.zip http://www.wizards. – Added Complete Arcane. – Added Races of Stone.com/dnd/files/CompArcaneErrata03162005. – Added Complete Divine. & Underdark Added Dragon #336 – #338. September 7. Change the abbreviation of Player’s Handbook v3.com/dnd/files/DnD35_update_booklet.5 Accessory Update Player’s Handbook v.com/dnd/files/PgtF_Errata07192004.g.5up PH3.zip http://www.5” to “DMG”.5 Monster Manual Complete Warrior Complete Divine Complete Arcane Complete Adventurer Races of Stone Races of Destiny Races of the Wild 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) (e.5 & parts of Monster Manual v.wizards. – Added Complete Adventurer.3. 2004 April 1.3.

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