◄ Base Class  ► | HD | SP/lvl | BAB | Fort | Ref | Will | Alignment | Description | Rulebook |
Abjurer Variant | | | | | | | | Masters of protective magic, abjurers can fill many roles in a campaign, from bodyguard to battlemage to adventurer. Although it lacks offensive options, the school of abjuration provides some of the most effective combat spells in the game. An evoker or transmuter might find it easier to bring down large groups of foes, but an abjurer is far more likely to bring herself and her companions through a fight alive.
In a campaign with a high degree of intrigue or political machinations, the protective abilities of an abjurer can guard against foes both obvious and unexpected, and rival groups of abjurers, all with slightly different powers, might vie for prom inence among each nation's schemers and courtiers. In combat-heavy campaigns, realms might employ abjuration specialists to protect against the battle magic of their rivals, and in any campaign, adventurers might come to rely on the skills of an abjurer to protect against the dangers of dungeon and wilderness. | Unearthed Arcana(UA) |
Adept | d6 | 2 + Int |  |  |  |  | Any | This NPC class possesses a combination of arcane and divine skills. | Dungeon Master's Guide v.3.5(DMG) |
Archivist | d6 | 4 + Int |  |  |  |  | | Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow scholars. | Heroes of Horror(HH) |
Ardent | d6 | 2 + Int |  |  |  |  | | An ardent's pursuit of various cosmic philosophies gives her access to psionic power in a unique way: through psionic mantles. | Complete Psionic(CP) |
Aristocrat | d8 | 4 + Int |  |  |  |  | | This NPC class contains people who are usually educated, wealthy individual who were born into high position. | Dungeon Master's Guide v.3.5(DMG) |
Artificer | d6 | 4 + Int |  |  |  |  | Any | Artificers are perhaps the ultimate magical dabblers. | Eberron Campaign Setting(ECS) |
Barbarian
Barbarian
Barbarian
Barbarian | d12
| 4 + Int
|  |  |  |  | | | Eberron Campaign Setting(ECS)
Forgotten Realms Campaign Setting(FRCS)
Player's Handbook v.3.5(PH)
Sandstorm(Sa) |
Barbarian Variant | | | | | | | | A barbarian who prefers crafty hunting over pure ferocity might choose to exchange his rage ability for certain ranger class features. | Unearthed Arcana(UA) |
Bard
Bard
Bard | d6 | 6 + Int |  |  |  |  | Any Nonlawful | Wanderers who rely upon their knowledge and use performing skills for magic. | Eberron Campaign Setting(ECS)
Forgotten Realms Campaign Setting(FRCS)
Player's Handbook v.3.5(PH) |
Bard Variant | | | | | | | | A rare bard might display a special link to nature and the mysterious world of the fey. Such characters tend to be more aloof and less inspiring than standard bards. | Unearthed Arcana(UA) |
Bardic Sage | d6 | 6 + Int |  |  |  |  | Neutral good, neutral or neutral evil. | A variant bard who focues his efforts on learning, research, and the power of knowledge. | Unearthed Arcana(UA) |
Battle Dancer | d8 | 4 + Int |  |  |  |  | Any Chaotic | An elegant warrior who pairs martial arts with graceful maneuvers in battle. | Dragon Compendium(DC) |
Battle Sorcerer | d8 | | | | | | | A variant sorcerer who is a capable physical combatant. | Unearthed Arcana(UA) |
Beguiler | d6 | 6 + Int |  |  |  |  | | If you delight in manipulating others, either to their disadvantage or for their own good, then the beguiler is the class for you. | Player's Handbook II(PH2) |
Berronar Valkyrie (Paladin) | d10 | 2 + Int |  |  |  |  | | Berronar's Valkyries are female dwarf paladins of the goddess Berronar Truesilver. They study tactics and charge into battle to save male dwarf warriors. Their special powers help them look after their allies and punish oathbreakers. | Champions of Valor(CV) |
Binder | d8 | 2 + Int |  |  |  |  | | By drawing their seals and speaking words of power, the binder summons strange entities, bargains with them, and binds them to his service. | Tome of Magic(TM) |
Broken One (Monk) | d8 | 4 + Int |  |  |  |  | | These kind and enduring monks dedicated to Ilmater are focused on defending the faithful and temples of the Broken God while acting as agents of punishment against those who would cruelly harm others. They combine the skills of healer and hunter in the service of their deity. They often assist other servants of the Triad when injustices against the innocent have occurred. | Champions of Valor(CV) |
Claw of the Sun and the Ankh (Paladin) | d10 | 2 + Int | | | | | | The first Mulhorandi order of paladins to worship a god other than Osiris, the Claw of the Sun and the Ankh serves Horus-Re. Its fearless and fanatical soldiers are dedicated to energetically pursing the evil minions of Set, relentlessly destroying them and their foul plans whenever they are found. | Champions of Valor(CV) |
Cleric
Cleric
Cleric
Cleric | d8
| 2 + Int
|  |  |  |  | | | Eberron Campaign Setting(ECS)
Forgotten Realms Campaign Setting(FRCS)
Player's Handbook v.3.5(PH)
Sandstorm(Sa) |
Cleric Variant | | | | | | | | Some clerics prefer to be champions of good (or evil), standing at the forefront of the battle against the enemy. | Unearthed Arcana(UA) |
Cloistered Cleric | d6 | 6 + Int | | | | | | A variant cleric who spends more time than other clerics in study and prayer and less in martial training. | Unearthed Arcana(UA) |
Commoner
Commoner | d4 | 2 + Int |  |  |  |  | | This NPC class contains the laborers of the world, such as innkeepers, servants, blacksmiths, farmers, and fisherfolk. | Dragonlance Campaign Setting(DCS)
Dungeon Master's Guide v.3.5(DMG) |
Conjurer Variant | | | | | | | | One of the most versatile schools of magic, conjuration offers its disciples an effective solution to nearly any task: Simply summon the appropriate monster and let it solve the problem. In combat, high-level conjurers fight from behind wave after wave of summoned foes, and in most battles they simply direct their summoned allies into the conflict. In addition to these vaunted summoning powers, conjuration provides effective combat spells and access to teleportation magic.
While virtually any campaign can benefit from rival groups of conjurers serving diverse agendas, conjurers are particularly effective in combat-heavy campaigns. Campaigns that feature a great deal of long-distance travel or travel between planes also benefit from including diverse groups of conjurers, because their specialty facilitates travel and encourages a thorough understanding of the creatures of the Outer Planes. | Unearthed Arcana(UA) |
Crescent Moon Knight (Paladin) | d10 | 2 + Int | | | | | | These unusual paladins of the Order of the Crescent Moon serve either Clangeddin Silverbeard or Selûne. The order was founded by an alliance between humans and dwarves to defeat marauding lycanthropes; now, the descendants of the founders teach old family skills and pass heirlooms to the next generation of defenders. | Champions of Valor(CV) |
Crusader | d10 | 4 + Int |  |  |  |  | | Devoted knight, divine agent, instrument of vengeance, peerless fighting machine -- the crusader is a warrior dedicated to good, evil, law, chaos, or some other cause. | Tome of Battle: The Book of Nine Swords(ToB) |
Darksong Knight (Fighter) | d8 | 2 + Int | | | | | | The Darksong Knights are elite soldiers of Eilistraee who further her many causes and hunt the yochlol, the demonic servants of the Spider Queen. They develop an intricate, dancelike style of swordplay and special powers to defeat their demonic enemies. | Champions of Valor(CV) |
Death Master | d8 | 2 + Int |  |  |  |  | Any Evil | A servant of Orcus who commands legions of undead and is a master of necromancy. | Dragon Compendium(DC) |
Divine Bard | d6 | | | | | | | A variant bard who derives his special power from a divine tradition. | Unearthed Arcana(UA) |
Divine Mind | d10 | 2 + Int |  |  |  |  | | A divine mind is a psionic character who channels the power of the divine through pisonic talent instead of faith. | Complete Psionic(CP) |
Diviner Variant | d4 | | | | | | | Seekers of knowledge, hoarders of lore, and master spies, diviners are perhaps the most underrated specialist wizards. Because they must give up access to only one other school of magic, they are also the most versatile specialists. More than any other specialists, diviners excel at gathering information, and an adventuring party that includes a diviner is much more likely to prepare properly for an adventure.
Many campaigns benefit from featuring more than one type of divination specialist, and diviners can play important parts in any game revolving around information gathering. Campaigns that feature mysteries and detective-style adventures, themes of prophecy and oracles, or large amounts of social interaction and espionage all make excellent forums for a diviner's powers. In campaigns that feature variant diviners with different class abilities, one simple way to add more variety is to make each distinct group of specialists experts in and proponents of a different form of divination. In game terms, this divergence is represented by altering the material components for some divination spells. For example, one group of diviners might favor osteomancy and require a collection of bones to use as components for their spells. | Unearthed Arcana(UA) |
Domain Wizard | d4 | 2 + Int | | | | | | A wizard who uses the arcane domain system (called a domain wizard) selects a specific arcane domain of spells, much like a cleric selects a pair of domains associated with his deity. A domain wizard cannot also be a specialist wizard; in exchange for the versatility given up by specializing in a domain instead of an entire school, the domain wizard casts her chosen spells with increased power. | Unearthed Arcana(UA) |
Dragon Shaman | d10 | 2 + Int |  |  |  |  | | If you gaze at dragons with awe and aspire to share their power and majesty, then the dragon shaman is the class for you. | Player's Handbook II(PH2) |
Dragonfire Adept | d8 | 4 + Int |  |  |  |  | | Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, dragonfire adepts are imposing figures who command the magic of dragonkind. | Dragon Magic(DM) |
Dread Necromancer | d6 | 2 + Int | | | | | | A practitioner of vile and forbidden arts, the dread necromancer roots about in graveyards, searching out moldering components for her obscene spells. | Heroes of Horror(HH) |
Druid
Druid
Druid
Druid | d8
| 4 + Int
|  |  |  |  | | | Eberron Campaign Setting(ECS)
Forgotten Realms Campaign Setting(FRCS)
Player's Handbook v.3.5(PH)
Sandstorm(Sa) |
Druid Variant | | | | | | | | The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter. | Unearthed Arcana(UA) |
Druidic Avenger | | | | | | | | A variant druid who channels her inner fury to wreak vengeance upon those who injure the natural world. | Unearthed Arcana(UA) |
Duergar Racial Class | | | | | | | | The duergar, or gray dwarves, lead lives of neverending toil in great underground foundry-cities. | Complete Psionic(CP) |
Dukar | d4 | 2 + Int | | | | | | These wizards of a dwindling order protect the tenuous peace under the Sea of Fallen Stars, working quietly and secretly to achieve their goals and rebuild their numbers. Many of their powers stem from living coral implanted under the skin of their hands. | Champions of Ruin(CR) |
Duskblade | d8 | 2 + Int |  |  |  |  | | If you find you can't choose between being an arcane spellcaster who zaps your enemies with powerful spells and a nimble, powerful front-line melee character who lays them low with a sword, the duskblade is the perfect class for you. | Player's Handbook II(PH2) |
Eidolon | | | | | | | | This variant class for ghosts emphasizes fighting abilities. | Ghostwalk(Gh) |
Eidoloncer | | | | | | | | This variant class for ghosts emphasizes spellcasting abilities. | Ghostwalk(Gh) |
Enchanter Variant | d4 | | | | | | | Charmer, schemer, deceiver, pacifist: An enchanter can be all these and more. As a practictioner of one of the most subtle schools of magic, an enchanter might charm a guard into opening a well-defended gate that fifty warriors couldn't take by force. Good-aligned enchanters use their powers to seek out truth and encourage others onto the path of good, while their evil counterparts bend others' minds at their whim and gather personal power as rapidly as possible.
Campaigns that feature a large amount of social scenarios, political intrigue, or investigation benefit greatly from the inclusion of variant enchanters. These spellcasters, skilled in the manipulation of others and capable of concealing their own identities, make excellent villains and manipulators, or even investigators skilled at using magic to draw the truth out of opponents.
Players and DMs alike should also consider the ramifications that enchantment spells and similar effects have on a game world. Is casting charm person legal? Is a character legally responsible for actions taken while charmed? Do most of the campaign's inhabitants know that enchantment effects exist? Are there folk remedies that supposedly provide protection against enchantment effects? Do they actually work? Having ready answers to these and similar questions not only adds consistency to the game, but also clarifies and highlights the role of the enchanter. | Unearthed Arcana(UA) |
Erudite (variant Psion) | | | | | | | | As an alternative to the standard psion class, the erudite is a psionic character who follows a scholarly and self-reflective road to power, instead of a merely self-conscious path like the psion follows. | Complete Psionic(CP) |
Eternal Order (Paladin) | d10 | 2 + Int |  |  |  |  | | The primary duty of the Knights of the Eternal Order--Kelemvor's main order of paladins--is to hunt and destroy powerful undead. They develop powerful undead-fighting powers by sacrificing other paladin abilities. | Champions of Valor(CV) |
Evoker Variant | | | | | | | | Masters of the raw power of magical energy, evokers can turn the tide of a battle with a single powerful spell, leveling groups of foes faster than any other practitioner of magic. Where some wizards focus on careful spell preparation and protective spells to survive combat encounters, evokers simply blast away with powerful energy attacks. Their prodigious offensive abilities ensure that evokers become the center of an adventuring group's battle plan.
Campaigns that include large numbers of wizards aligned to different nations are particularly suitable for variant evokers, since each nation develops unique cadres of evokers to serve in battle. Groups of militant evokers marching in unison with more conventional groups can change the tide of nearly any battle. In addition, campaigns that include themes of primal energy, raw nature, or extreme elemental conditions can all benefit from introducing evokers with variant abilities. Evokers in these sorts of campaigns might explore the raw essence of magic, struggling to harness its energies in new and unique ways. | Unearthed Arcana(UA) |
Expert
Expert
Expert | 1d6 | 16 + Int |  |  |  |  | | This NPC class contains people such as skilled artisans, specialist laborers, and ingenious inventors. | Dragonlance Campaign Setting(DCS)
Dungeon Master's Guide v.3.5(DMG)
Unearthed Arcana(UA) |
Factotum | d8 | 6 + Int |  |  |  |  | | It is foolhardy to explore a dungeon alone. Those who attempt to do so quickly find that they lack the skills needed to get the job done. Sometimes, this can happen in larger parties as well. Enter the factotum, a new standard class, capable of mimicking the abilities of others and ?lling in when the need is greatest.
After a lifetime of work, few can claim even a fraction of the versatility that the factotum displays every day. Skilled in nearly every art, factotums draw upon their lore to master almost any trade or ability for a brief period of time before other pursuits draw their attention. Whereas bards use their general knowledge to aid others, factotums focus their abilities solely upon themselves. Constantly on the hunt for new abilities and tricks, factotums eventually ?nd the right tool to overcome practically any problem.
As a factotum, you are a jack of all trades. For short periods of time, you can stand in for almost any other member of the party. Your intellect, training, and experiences allow you to bolster your efforts in almost any situation. But your magical abilities are at best limited. You can master potent spells, but your lack of formal training makes it dif?cult for you to use them more than once each day. Furthermore, your understanding of magic is broad rather than deep. | Dungeonscape(Du) |
Fangshields Barbarian | d12 | 4 + Int |  |  |  |  | | Barbarians of the Fangshields have few worries about traps, because they spend most of their time in their home territory rather than crawling through dungeons. They train their bodies to their physical peak so they can be the shock troops of the organization, relying on their speed and strength to decimate enemy creatures quickly. Other monsters can fight in formation against massed enemies, but the Fangshields barbarians are skilled at charging opposing monsters and battering them with a few powerful hits. | Champions of Valor(CV) |
Fangshields Druid | d8 | 4 + Int | | | | | | Druids of the Fangshields are the healers and nurturers of the group, acting on behalf of their more monstrous allies who cannot interact with "civilized" humanoids without causing fear and panic. | Champions of Valor(CV) |
Fangshields Ranger | d8 | 6 + Int | | | | | | Rangers of the Fangshields use their skills to patrol the wildlands, as well as to spy on and hunt evil creatures. However, some of the standard ranger class features are useless to creatures that lack hands to use manufactured weapons. Fangshields rangers learn other abilities to take advantage of their nonhumanoid anatomy, helping them become dangerous leaders of beasts and animals. | Champions of Valor(CV) |
Favored Soul
Favored Soul | d8
| 2 + Int
|  |  |  |  | | Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned. | Complete Divine(CD)
Miniatures Handbook(MH) |
Fighter
Fighter
Fighter | d10 | 2 + Int |  |  |  |  | | | Eberron Campaign Setting(ECS)
Forgotten Realms Campaign Setting(FRCS)
Player's Handbook v.3.5(PH) |
Fighter Variant | | | | | | | | Some fighters prefer stealth and cunning over martial skill. This variant can also be combined with the thug variant described earlier in this chapter. | Unearthed Arcana(UA) |
Githyanki Racial Class | | | | | | | | Githyanki are an ancient race of martial humanoids residing on the Astral Plane. | Complete Psionic(CP) |
Githzerai Racial Class | | | | | | | | The githzerai are attuned to the mysteries of the inner self and are considered a race of ascetics who harness the power of the mind and the spirit. | Complete Psionic(CP) |
Golden Cup (Paladin) | d10 | 2 + Int |  |  |  |  | | Paladins who are members of the Order of the Golden Cup serve Ilmater and have dedicated themselves to healing the sick and weak and protecting the innocent. Peaceful counterparts to the Companions of the Noble Heart (see page 100), they don't shy away from combating evil, but they allow their companions to actively hunt it down while they focus on protecting those who can't protect themselves. | Champions of Valor(CV) |
Golden Lion (Paladin) | d10 | 2 + Int | | | | | | The Order of the Golden Lion serves Torm and was created specifi cally to serve the Penance of Duty accepted by those of his faith. Members of the order are a varied bunch but united in their devotion and strength of purpose. They develop special powers to defend good temples, defeat Faerûnian evils, and repair damage to the Weave. | Champions of Valor(CV) |
Half-giant Racial Class | | | | | | | | Human-giant hybrids, half-giants were bred by cruel sorcerer-kings who used them as warriors and laborers in a dry land. | Complete Psionic(CP) |
Healer | d8 | 4 + Int |  |  |  |  | Any Good | A healer is adept both at detecting the ailments of allies and understanding the coarse, unruly thoughts of beasts. | Miniatures Handbook(MH) |
Hexblade | d10 | 2 + Int |  |  |  |  | Any nongood. | Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to opponents unused to such a foe. | Complete Warrior(CW) |
Holy Judge (Paladin) | d10 | 2 + Int | | | | | | This group of Tyr-worshiping paladins is focused primarily on its god's lawful aspects. The Holy Judges hunt and punish criminals and lawbreakers, and they have a fervent hatred for devils, which they see as a terrible perversion of a lawful society. | Champions of Valor(CV) |
Illusionist Variant | | | | | | | | Illusionists control their surroundings by shaping, distorting, and deceiving the perceptions of others. To some their abilities seem weak, because they only distort and disguise rather than effecting true change, but those affected by an illusionist's spells know better, understanding that their own senses can be turned against them at any time.
Campaigns that deal in deception or that have a high level of social interaction, a fair number of mystery adventures, or even simply suspicious players can benefit from the introduction of variant illusionists. Campaigns featuring multiple types of variant illusionists might give each group or variant an even more distinctive flavor by making each the master of a particular subset of illusion spells. Illusionists from one nation might, for example, have the chains of disbelief variant ability and favor phantasms, while the illusionist thieves of the Guild of Shadows might have the shadow shaper variant ability and favor glamers and shadow magic. | Unearthed Arcana(UA) |
Incarnate | d6 | 2 + Int |  |  |  |  | Neutral good, neutral evil, lawful neutral, or chaotic neutral | "Good and evil, law and chaosthey are as real as fire and steel, and I am proof of that."
Ogava Basa, skarn law incarnate
Incarnum is a tool you can use to manipulate the physical manifestations of moral and ethical forces and wield them in righteous pursuit of an ideal. Whether you are holy and righteous or corrupt and evil, you literally come to embody one cause or alignment, adding the distilled essence of good, evil, law, or chaos into your soulmelds.
h4. Making an Incarnate
As an incarnate, you can expect to serve both a melee role and a supporting role by aiding other characters with your aligned aura and your soulmelds. In certain situations you are as strong a fighter as a paladin, though you suffer more when out of your element.
Abilities*: Constitution is perhaps your most important ability score, since it determines the maximum number of soulmelds you can shape at one time (as well as the duration of your incarnum radiance). If your soulmeld selection focuses on melee combat, a high Strength score is important; if you use your soulmelds directly against foes, a high Wisdom score increases the save DCs against those abilities.
*Races*: Races inclined to alignment extremes make the best incarnates. The heirs of the mishtairilkans and skarnsare by far the most common incarnates, producing mostly chaotic and lawful incarnates, respectively. Dusklings become chaotic (or occasionally evil) incarnates. Dwarves produce lawful incarnates, while elf incarnates embody their good nature. Half-orcs might grow to be chaotic incarnates. Among humans, evil incarnates are more common than good. The planetouched races produce a great number of incarnates. The most common savage humanoid incarnates are evil kobolds and evil orcs.
*Alignment*: Incarnates hold to one alignment extreme. As an incarnate, you must choose one alignment component: good, evil, law, or chaos. This alignment component defines you and serves as your guiding principle. For incarnates, though, this is more than just belief, because incarnates channel souls that contain the very essence of this alignment component. Because their devotion to one ideal is so great, an incarnate can only pick one extreme alignment component (good, evil, law, or chaos) and must be neutral in regards to the other alignment component. This means that the only possible alignments for incarnates are neutral good, neutral evil, lawful neutral, or chaotic neutral.
*Starting Gold*: 5d4×10 (125 gp).
*Starting Age: As cleric. | Magic of Incarnum(MoI) |
Jester | d6 | 6 + Int |  |  |  |  | Any Chaotic | A prankster who uses his cutting wit and spells to inspire his allies and manipulate his enemies. | Dragon Compendium(DC) |
Knight | d12 | 2 + Int |  |  |  |  | Lawful | The knight class is a great choice if you want to play a tough, durable melee combatant whose strong personality allows you to manipulate your foes. | Player's Handbook II(PH2) |
Lion Legionnaire (Paladin) | d10 | 2 + Int |  |  |  |  | | The mighty wemic paladins of Nobanion are called the Legion of Lions; they are small in number but great in their bravery. Unlike most of Lord Firemane's wemic followers, they travel outside the Shaar in search of evil, and partly because of their efforts Nobanion's faith has attracted humanoid followers. Though most Lion Legionnaires are wemics, a small number are humanoids, and at least one lammasu is a member of this elite group. Rather than traditional paladin abilities, they develop powers relating to Nobanion's strengths and tactics. | Champions of Valor(CV) |
Lurk | d6 | 4 + Int |  |  |  |  | | A lurk is a psionic character who has honed her mental talents to a deadly focus. | Complete Psionic(CP) |
Marshal | d8 | 4 + Int | | | | | Any | Trained in the basics of fighting, marshals possess a general knowledge of weapons and armor. | Miniatures Handbook(MH) |
Monk
Monk
Monk | d8 | 4 + Int |  |  |  |  | Any Lawful | | Eberron Campaign Setting(ECS)
Forgotten Realms Campaign Setting(FRCS)
Player's Handbook v.3.5(PH) |
Monk Variant | | | | | | | | A monk might choose to give up some of her mobility in exchange for the ability to withstand attacks. | Unearthed Arcana(UA) |
Monk Variant: Fighting Styles | | | | | | | | In literature and lore, the combat styles and aptitudes of a monk depend greatly on where (or by whom) she was trained. | Unearthed Arcana(UA) |
| | | | | | | | A thief and trickster who draws on the power of an infernal pact with the dark powers. |
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Mountebank (Dragon Compendium) | d6 | 6 + Int |  |  |  |  | Any non-good | | Dragon Compendium(DC) |
Mystic | d8 | 2 + Int |  |  |  |  | Because mystics follow an inner truth rather than a doctrine imposed on them from the outside, mystics rarely possess a lawful alignment. | Mystics are spellcasters who have learned to channel divine energy without worshiping (or even acknowledging) any deity. | Dragonlance Campaign Setting(DCS) |
Mystic Fire Knight (Paladin) | d8 | 2 + Int | | | | | | The Knights of the Mystic Fire serve Mystra by guarding her temples and questing for lost magical troves. They develop increased ability to use magic, counter hostile magic, and defeat enemy spellcasters. | Champions of Valor(CV) |
Necromancer Variant | | | | | | | | Wrapped in mystery and burdened by reputations of evil, necromancers control dangerous energies that rob the living of strength and grant unlife to the dead. The most powerful necromancers command dangerous undead minions and threaten towns, cities, and sometimes even entire kingdoms with their power. Although necromancers make excellent villains and nemeses for a group of adventurers, neutral- and good-aligned necromancers who view themselves as the shepherds of the living and guardians of the dead can also prove valuable allies.
Campaigns that include evil necromancers or groups of undead as antagonists can benefit from the inclusion of variant necromancers. Rival groups of necromancers might view certain types of undead as the only true or "pure" undead and all others as evils that must be destroyed, with each group disagreeing on which types are which. Other factions or groups might have an innate loathing for undead raised by any but themselves. | Unearthed Arcana(UA) |
Ninja | d6 | 6 + Int |  |  |  |  | Any | Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their termsappearing and disappearing seemingly at a whim.
Historically, ninjas came from clans of assassins and guerrilla warriors in feudal Japan. In a fantasy setting, they blend a gift for stealth and infiltration with devastating surprise attacks and supernatural means of avoiding blows. Although the specific abilities of the class differ from those attributed to the historical ninja, they mirror the ninjas fearsome reputation as a spy, assassin, and martial artist. | Complete Adventurer(CAd) |
Noble | d8 | 4 + Int |  |  |  |  | Any | Nobles have the ability to use their background, education, natural charm, and skills in social maneuvering to their advantage in day-to-day lives. | Dragonlance Campaign Setting(DCS) |
Noble Heart (Paladin) | d10 | 2 + Int |  |  |  |  | | The Companions of the Noble Heart are aggressive knights in the service of Ilmater who have dedicated themselves to eliminating the evil of those who are known to enjoy the torturing and suffering of others. In particular, they oppose members of the church of Loviatar and destroy them and their temples whenever possible. When servants of the other members of the Triad crusade against Loviatar's servants, Noble Heart knights often join with them. | Champions of Valor(CV) |
Paladin
Paladin
Paladin
Paladin | d10
| 2 + Int
|  |  |  |  | | | Eberron Campaign Setting(ECS)
Forgotten Realms Campaign Setting(FRCS)
Player's Handbook v.3.5(PH)
Sandstorm(Sa) |
Paladin Variant
Paladin Variant | | | | | | | | A variant paladin class. | Complete Warrior(CW)
Unearthed Arcana(UA) |
Paladin of Freedom | | | | | | | | A variant paladin who is dedicated to liberty and free thought. | Unearthed Arcana(UA) |
Paladin of Slaughter | d10 | | | | | | | A variant paladin who is a brutal champion of chaos and evil, and who leaves only destruction trailing in his wake. | Unearthed Arcana(UA) |
Paladin of Tyranny | d10 | | | | | | | A variant paladin who is a lawful evil villain bent on dominating those weaker than she. | Unearthed Arcana(UA) |
Phoenix Disciple (Monk) | d8 | 4 + Int |  |  |  |  | | The Disciples of the Phoenix are unusual lawful good Kossuthan monks. They are extremely disciplined and take some of their beliefs to painful extremes. Obsessed with the power of fire to purify, they have developed strange monk abilities based on that concept. | Champions of Valor(CV) |
Pixie | d6 | | |  | | | | Pixies are pranksters and greatly enjoy leading travelers astray, but some break out of this simple mentality and try to learn more about their world, seek great treasures, or avenge a particular insult to themselves, their people, or their homeland. | Savage Species(SS) |
Planar Ranger | | | | | | | | A variant ranger who roams the multiverse instead of the wilderness. | Unearthed Arcana(UA) |
Psion | d4 | 2 + Int |  |  |  |  | Any. | A seeker after psionic secrets; a master of the mind and the thoughts of others.
The striking ?st or ?ashing sword pales beside a psions focused stare. Psionic powers arise from a regimen of strict mental discipline developed over months and years of self- scrutiny and subconscious discovery. Those who overcome their personal demons, fears, and other pitfalls of intense self-re?ection learn to call upon an internal reservoir of psionic power.
Psions depend on a continual study of their own minds to discover an ever wider range of mental powers. They meditate on memories and the nature of memory itself, debate with their own fragment personalities, and delve into the dark recesses of their minds convoluted corridors. Know thyself is not just a saying for a psionits the road to power.
A psions powers make him a good addition to any party. Psions take on differing roles within a party, based on the discipline each one selects. For example, seers (specialists in clairsentience) serve to guide parties in dif?cult spots, while shapers (psions who have chosen metacreativity as their discipline) vastly upgrade the partys options in a ?ght.
| Expanded Psionics Handbook(XPH) |
Psionic Artificer | | | | | | | | Psionic artificers are similar to artificers, but they craft psionic items instead of magic items. | Magic of Eberron(MoE) |
Psychic Warrior | d8 | 2 + Int |  |  |  |  | Any. | One who turns the minds potential to the warriors art is known as a psychic warrior. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. With mental and physical energy working in union, the psychic warrior strives toward martial perfection.
The sword, axe, and bow are physical tools that psychic warriors embrace along with their psionic abilities. Well trained in both physical and psionic matters, the psychic warrior is a formidable adversary.
The defining trait of the psychic warrior is his ability to supplement his physical attacks with psionic feats and powers. A combination of strength, martial skill, and psionic ability allows the psychic warrior to match and sometimes surpass a normal fighter of equal experience. As the psychic warrior gains experience and power, his ?ghting skills and psionic abilities grow in concert. | Expanded Psionics Handbook(XPH) |
Purple Staff (Cleric) | d8 | 2 + Int | | | | | | The Followers of the Purple Staff are a group of divine spellcasters trying to create a benign theocracy in the eastern part of the Dragon Coast. These clerics carry a great deal of political power within the borders of the so-called "Holy Realm" and use their magic to aid the citizens of their new land. | Champions of Valor(CV) |
Ranger
Ranger
Ranger
Ranger | d8
| 6 + Int
|  |  |  |  | | | Eberron Campaign Setting(ECS)
Forgotten Realms Campaign Setting(FRCS)
Player's Handbook v.3.5(PH)
Sandstorm(Sa) |
Ranger Variant
Ranger Variant | | | | | | | | A variant ranger class. | Complete Warrior(CW)
Unearthed Arcana(UA) |
Red Falcon (Paladin) | d10 | 2 + Int | | | | | | Members of the Order of the Red Falcon serve the Red Knight and have earned fame in Tethyr for their heroics. They have a reputation for being excellent military tacticians, and even their followers are a cut above the norm. | Champions of Valor(CV) |
Rogue
Rogue
Rogue | d6 | 8 + Int |  |  |  |  | Any | | Eberron Campaign Setting(ECS)
Forgotten Realms Campaign Setting(FRCS)
Player's Handbook v.3.5(PH) |
Rogue Variant | | | | | | | | The rogue who favors martial training over stealth and cunning can profit if she chooses her fights carefully. | Unearthed Arcana(UA) |
Ruby Rose Knight (Paladin) | d8 | 2 + Int |  |  |  |  | | Members of Sune's order of paladins, the Sisters and Brothers of the Ruby Rose, are known for their charm, beauty, and aversion to ugliness and evil. They use the power of love to destroy evil and hideous things, and they draw strength from their many romances. | Champions of Valor(CV) |
Samurai
Samurai | 1d10 | 2 + Int
|  |  |  |  | Any lawful | Wielding their signature katana and wakizashi simultaneously, samurai are as potent in melee as a fighter, although they are less versatile. | Complete Warrior(CW)
Oriental Adventures(OA) |
Savage Bard | | | | | | | Any chaotic | A variant bard who is a warrior at heart and whose arcane powers strike fear into the enemies of his tribe. | Unearthed Arcana(UA) |
Savant | d8 | 6 + Int |  |  |  |  | | A scholar and researcher who studies everything from armed fighting to divine and arcane
magic. | Dragon Compendium(DC) |
Scout | d8 | 8 + Int |  |  |  |  | Any | A scout has some training in weapons and a unique combat style that favors fast movement and devastating attacks. | Complete Adventurer(CAd) |
Sha'ir | d4 | 2 + Int |  |  |  |  | Any | A flexible arcane spellcaster who relies on a spirit ally to fetch his spells from across the planes | Dragon Compendium(DC) |
Shadow Sword (Ranger) | d8 | 6 + Int |  |  |  |  | | Rangers of the Knights of the Shadow Sword patrol Myth Drannor and attempt to rid it of the evils living there. They use their stealth and spell-power to aid the fighters of their order. | Champions of Valor(CV) |
Shadowcaster | d6 | 2 + Int |  |  |  |  | Any | The shadowcaster understands the true, primal power of darkness, attunes herself to the Plane of Shadow, and learns great shadow mysteries the equal of any mundane spell. | Tome of Magic(TM) |
Shaman | | | | | | | | Shamans are intermediaries between the mortal world and the realm of spirits. | Oriental Adventures(OA) |
Shooting Star (Ranger) | d8 | 6 + Int |  |  |  |  | | Rangers of the Order of the Shooting Star (see Knights of the Mystic Fire, page 102) serve Mystra by scouting, spying, and dealing with fiends and monstrosities created by magical experimentation. | Champions of Valor(CV) |
Shugenja
Shugenja | d6
| 4 + Int
|  |  |  |  | | The shugenja is a divine spellcaster who casts spells by attuning himself to the primal energies around him and focusing such energy through his body to produce magical effects. | Complete Divine(CD)
Oriental Adventures(OA) |
Sohei | d10 | 2 + Int | | | | | Any lawful | Sohei are warrior monks. | Oriental Adventures(OA) |
Sorcerer
Sorcerer
Sorcerer
Sorcerer | d4
| 2 + Int
|  |  |  |  | | | Eberron Campaign Setting(ECS)
Forgotten Realms Campaign Setting(FRCS)
Player's Handbook v.3.5(PH)
Sandstorm(Sa) |
Sorcerer/Wizard Variant | | | | | | | | A sorcerer or wizard might desire a more durable companion to accompany him on excursions into the wilderness. | Unearthed Arcana(UA) |
Soulborn | d10 | 2 + Int |  |  |  |  | Lawful good, chaotic good, lawful evil, or chaotic evil | As a soulborn, you use incarnum to enhance your natural combat ability. | Magic of Incarnum(MoI) |
Soulknife | d10 | 4 + Int |  |  |  |  | Any. | A soulknife recognizes his own mind as the most beautifuland the most deadlything in all creation. With this understanding and through extended practice, a soulknife learns to forge his mental strength into a shimmering blade of semisolid psychic energy.
Each soulknifes personal blade, referred to as a mind blade, differs in color and shape according to his personality, mental strength, and even mood. Although no two mind blades look alike, all share the same lethal qualities. Because soulknives turn the power of their minds to such weaponry, they are notorious for their violence.
More than any other psionic class, the soulknife fights with psionic power directly in both melee and ranged combat. Strength, combat prowess, and psionic talent allow the soulknife to claim equal footingat leastwith any other combat-oriented class on the field of battle. | Expanded Psionics Handbook(XPH) |
Specialized Wizard Variants | | | | | | | | Each variant specialized class gives up one of the standard specialist's class abilities in exchange for a new ability unique to the variant specialist. | Unearthed Arcana(UA) |
Spellcaster | d4 | 2 + Int |  |  |  | | Any | A generic class that has an array of magical effects at her beck and call. | Unearthed Arcana(UA) |
Spellthief | d6 | 6 + Int |  |  |  |  | | Spellthieves use skill and arcane magic to drain the abilities of their opponents and turn their foes' own powers against them. Spellthieves love the challenges that adventure brings, and they relish finding unique and inventive ways to use their abilities. Because they have such a wide variety of abilities, spellthieves can adapt themselves to overcome nearly any challenge, but they have neither the overpowering arcane might of wizards nor the brute force of fighters. Spellthieves never cast two spells when one will do, and they excel at using misdirection and deception to overcome seemingly stronger opponents.
Good spellthieves use their skills and magic to entertain themselves, protect those less gifted than themselves, and occasionally serve a cause or nation as a spy. Evil spellthieves use their versatile skills to trick and deceive, or plague large cities as daring cat burglars. | Complete Adventurer(CAd) |
Spirit Shaman | d8 | 4 + Int |  |  |  |  | | By bargaining with living spirits, the spirit shaman gains power over the natural world and mighty divine magic. | Complete Divine(CD) |
Swashbuckler | d10 | 4 + Int |  |  |  |  | Any | The swashbuckler embodies the concepts of daring and panache. | Complete Warrior(CW) |
Swordsage | d8 | 6 + Int |  |  |  |  | | A master of martial maneuvers, the sword sage is a physical adept -- a blade wizard whose knowledge of the Sublime Way lets him unlock potent abilities, many of which are overtly supernatural or magical in nature. Depending on which disciplines he chooses to study, a swordsage might be capable of walking through walls, leaping dozens of feet into the air, shattering boulders with a single touch, or even mastering the elements of fire or shadow. Whatever his specific training, a swordsage blurs the line between martial prowess and magical skill. | Tome of Battle: The Book of Nine Swords(ToB) |
Thri-kreen Racial Class | | | | | | | | Fierce hunters and faultless trackers, the thri-kreen are a race of insectfolk sometimes known as mantis warriors. | Complete Psionic(CP) |
Thug | d10 | 4 + Int | | | | | | A variant fighter who is a street fighter and a survivor who learns to mix brute force with a bit of craftiness. | Unearthed Arcana(UA) |
Totem Barbarian | d12 | | | | | | | A variant barbarian who dedicates himself to a totem creature. | Unearthed Arcana(UA) |
Totemist | d8 | 4 + Int |  |  |  |  | | You channel the soul energy of magical beasts to make your soulmelds and claim them as your totems to acquire a share in their power. | Magic of Incarnum(MoI) |
Transmuter Variant | | | | | | | | Masters of change, transmuters are among the most varied and versatile specialists. Transmutation spells, by their very nature, can change the environment and allow the spellcaster to solve nearly any problem.
This school's utility and variety ensures that nearly any campaign's magic becomes richer with the introduction of variant transmuters. Campaigns in which the magic system is under going change benefit from introducing variant transmuters. Likewise, campaigns that include an above-average number of magical cultures or a long history of magical sophistication benefit from alternative traditions of transmutation magic. | Unearthed Arcana(UA) |
Truenamer | d6 | 4 + Int |  |  |  |  | | If you want to understand the secret language of the universe, the truenamer class is for you. | Tome of Magic(TM) |
Urban Adept | | | | | | | | A variant adept for Sharn. | Sharn: City of Towers(Sh) |
Urban Druid | d8 | 4 + Int |  |  |  |  | Neutral, Neutral Good, Neutral Evil, or Lawful Neutral | A master of cities and towns who tends to the urban landscape and its inhabitants. | Dragon Compendium(DC) |
Urban Ranger | d8 | | | | | | | A variant ranger who stalks the treacherous streets of the city. | Unearthed Arcana(UA) |
Vigilant Eye of Helm (Paladin) | d10 | 2 + Int |  |  |  |  | | This paladin order of Helm is growing rapidly and impressing the common folk with its members' humility and self-sacrifice. The Vigilant Eyes of Helm defend the innocent from threats and develop special ways of recognizing danger and protecting others. | Champions of Valor(CV) |
Warblade | d12 | 4 + Int |  |  |  |  | | The warblade was born for conflict. Swift, strong, enduring, and utterly confident in his martial skills, he seeks to test himself against worthy foes. | Tome of Battle: The Book of Nine Swords(ToB) |
Warlock | d6 | 2 + Int |  |  |  |  | | A supernatural character whose sinister powers are inborn abilities, not spells. | Complete Arcane(CAr) |
Warmage
Warmage | d6
| 2 + Int
|  |  |  |  | | A militant spellcaster whose training focuses on battlefield magic. | Complete Arcane(CAr)
Miniatures Handbook(MH) |
Warrior
Warrior
Warrior | 1d10 | 12 + Int |  |  |  |  | | This NPC class contains people such as soldiers, guards, and militia. | Dragonlance Campaign Setting(DCS)
Dungeon Master's Guide v.3.5(DMG)
Unearthed Arcana(UA) |
Wary Swordknight (Paladin) | d10 | 4 + Int |  |  |  |  | | Members of Arvoreen's Marchers kept halfl ing villages safe during Tethyr's Interregnum; the Wary Swordknights are the paladins of the order, and are known for their martial prowess and vigilant nature. | Champions of Valor(CV) |
Wilder | d6 | 4 + Int |  |  |  |  | Any. | The psion draws his psionic ability from strict mental discipline and intellectual development. Not so the wilderfor her, raw emotion is the source of psionic power. Emotion-triggered psionic ability is not a science, but a passion. The zeal with which the wilder pursues the use of her psionic ability is so extreme that she can occasionally trigger a surge of power far beyond her normal capabilities. But with this ability comes a price: By exceeding her limits, the wilder may injure herself with psychic feedback.
Wilders are passionate about their powers, often pushing themselves to their utter limits with their wild surges. However, they are not blind to the risks of the wild surge and the limited number of powers they can call upon. Thus, they develop their skills and fighting ability as best they can, honing themselves to be useful in all situations.
| Expanded Psionics Handbook(XPH) |
Wilderness Rogue | | | | | | | | A variant rogue who prefers to put her skills to use in the great outdoors. | Unearthed Arcana(UA) |
Wizard
Wizard
Wizard
Wizard | d4
| 2 + Int
|  |  |  |  | | | Eberron Campaign Setting(ECS)
Forgotten Realms Campaign Setting(FRCS)
Player's Handbook v.3.5(PH)
Sandstorm(Sa) |
Wizard Variant | d4 | | | | | | | Some wizards trade their knowledge of magic and craft to improve their combat prowess. | Unearthed Arcana(UA) |
Wu Jen
Wu Jen | d4
| 2 + Int
|  |  |  |  | | A mysterious wizard of the eastern world, whose arcane lore revolves around mastery of the elements. | Complete Arcane(CAr)
Oriental Adventures(OA) |