Cleric - d8 HP
1 +0 +2 Fort / +0 Ref / +2 Will Divine Spellcasting, Spell Domains, Preferred Weapon
2 +1 +3 Fort / +0 Ref / +3 Will
3 +2 +3 Fort / +1 Ref / +3 Will
4 +3 +4 Fort / +1 Ref / +4 Will
5 +3 +4 Fort / +1 Ref / +4 Will
6 +4 +5 Fort / +2 Ref / +5 Will
7 +5 +5 Fort / +2 Ref / +5 Will
8 +6/+1 +6 Fort / +2 Ref / +6 will
9 +6/+1 +6 Fort / +3 Ref / +6 Will
10 +7/+2 +7 Fort / +3 Ref / +7 Will
Clerical Spell Progression
1 2 3 4 5
1 1 - - - -
2 2 - - - -
3 2 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 3 3 2 - -
7 4 3 2 1 -
8 3 3 3 2 -
9 4 4 3 2 1
10 4 4 3 3 2
Spell Domains - At first level, a Cleric can choose up to two Spell Domains. The Cleric may cast
one additional spell poer day per spell level from one of these two Domains. Spells cast from these
Domains are cast as if the spellcaster was one level higher for the purpose of determining spell DCs
and effects. The Cleric may not cast spells from a domain opposing their primary domains.
Spell Domain: Healing - Opposed by Harming
1st Level - Cure Light Wounds, Purify Food and Drink
2nd Level - Aid, Cure moderate Wounds, Delay Poison
3rd Level - Cure Serious Wounds, Create Food and Water, Cure Blindness/Deafness, Cure Disease
4th Level - Cure Critical Wounds, Neutralize Poison
5th level - Heal, Restoration
Spell Domain: Harming - Opposed by Healing
1st Level - Inflict Light Wounds, Putrefy Food and Drink, Curse Water
2nd Level - Inflict Moderate Wounds, Death Knell, Hasten Poison
3rd Level - Contagion, inflict Serious Wounds, Blindness/Deafness
4th level - Inflict Critical Wounds, Poison
5th level - Harm, Slay Living
Spell Domain: Good - Opposed by Evil
1st Level - Detect Evil, Protection from Evil, Bless water, Remove Fear
2nd Level - Zone of Truth, Consecrate, Shield Other, Align Weapon: Good
3rd Level - Daylight, Magic Circle against Evil, Searing Light, Remove Curse
4th Level - Discern Lies
5th Level - Hallow, Banish Evil
Spell Domain: Evil - Opposed by Good
1st Level - Detect Good, Protection from Good, Curse Water, Cause Fear
2nd Level - Undetectable Alignment, Darkness, Desecrate, Align Weapon: Evil
3rd Level - Animate Dead, Bestow Curse, Deeper Darkness, Magic Circle against Good
4th Level - Unholy Blight
5th Level - Unhallow, Banish Good
Spell Domain: Bolstering - Opposed by Withering
1st Level - Bless, Magic Weapon, Divine Favor, Shield of Faith
2nd Level - Bear's Endurance, Bull's Strength, Eagle's Splendor, Owl's Wisdom, Resist Energy
3rd Level - Magic Vestment, Prayer, Protection from Energy, Water Breathing, Water Walk
4th Level - Death Ward, Divine Power, Freedom of movement, Greater magic Weapon
5th Level - True Seeing
Spell Domain: Withering - Opposed by Bolstering
1st Level - Bane, Command, Doom
2nd Level - Enthrall, Hold Person, Silence
3rd Level - Dispell Magic, Invisbility Purge, Confusion
4th Level - Dismissal, Hold Monster, Rusting Grasp, Crushing Despair, Dimensional Anchor
5th Level - Greater Command, Feeblemind
General Cleric Spells
1st Level - Light, Comprehend Languages, Sanctuary
2nd Level - Gentle Repose, Find Traps
3rd Level - Continual Flame, Speak with Dead
4th Level - Control Water, Sending, Tongues
5th Level - Atonement, Commune, Flame Strike
Preferred Weapon - When wielding the preferred weapon of their deity, a cleric gains a +1 bonus to
Attack and Damage rolls. A Cleric is always proficient with the preferred weapon of their deity.
Skills - At 1st level, Clerics have a number of skill points equal to their Wisdom score. For
each level afterwards, the Cleric gains 2+Wis modifier skill points.
Con-Concentration
Cha-Diplomacy
Wis-Heal
Int-Knowledge: Religion
Int-Knowledge: History
Int-Knowledge: The Planes
Int-Spellcraft
A cleric's deity may allow the use of additional skills.
Fighter - d8 HP
1 +1 +2 Fort / +0 Ref / +0 Will Weapon focus (Or Two-Weapon Fighting)
2 +2 +3 Fort / +0 Ref / +0 Will
3 +3 +3 Fort / +1 Ref / +1 Will Cleave
4 +4 +4 Fort / +1 Ref / +1 Will
5 +5 +4 Fort / +1 Ref / +1 Will Weapon Specialization*, Weapon Focus*
6 +6 +5 Fort / +2 Ref / +2 Will Improved Two-Weapon Fighting*
7 +7 +5 Fort / +2 Ref / +2 Will Power Attack
8 +8 +6 Fort / +2 Ref / +2 Will
9 +9 +6 Fort / +3 Ref / +3 Will Great Cleave
10 +10 +7 Fort / +3 Ref / +3 Will Whirlwind Attack / Manyshot
Weapon Focus - the Fighter may choose any weapon to become Focused in. This provides a +1
bonus to attack rolls made by the fighter when wielding that weapon. If the Fighter is not
proficient in this weapon, he becomes proficient with it.
Alternatively, the fighter may choose the ability to fight with two weapons at first level.
The fighter's off-hand weapon must be a light weapon. The fighter attacks at -2 with each hand.
At level 5, provided the fighter chose the weapon focus feat, they may focus in a second weapon,
or expand their focus on their primary weapon. If they expand their focus on their primary weapon,
they gain an additional +1 to hit their target, but now take -1 when wielding any other weapon.
At level 6, if the fighter choose to specialize in two-weapon fighting, he may now make a second
attack with his off hand weapon at the standard penalty.
Cleave - At third level, the fighter may choose to make an additional attack against an adjacent
enemy when he drops an opponent to 0 HP or an opponent is otherwise rendered incapacitated by his
attack. The fighter may only do this once per combat round. At ninth level, the fighter may use
this ability as often as he drops an opponent, regardless if he had used it that round or not.
Weapon Specialization - A fighter who chooses to focus in a single weapon may get an additional
+2 to damage rolls with that weapon at fifth level. A fighter who focuses in two weapon fighting
may not specialize.
Power Attack - upon reaching 7th level, the fighter may choose to make a power attack once per
combat round. They take a -4 to their attack roll, and gain a +8 to their damage roll for that attack.
Whirlwind Attack - At Tenth level, the Fighter may attack each opponent adjacent to him. A fighter
focusing in two weapon fighting may make an additional attack with their off-hand weapon on two
enemies within range at the standard penalties.
If the fighter has specialized in Ranged Weaponry, the Fighter gains access to the Manyshot ability.
The fighter may fire up to four arrows at up to four seperate targets - no more than two arrows per
target - with a single attack roll (at -4) determining the success or failure of the attack. Before
making this attack, the fighter decides which arrow is fired first - any bonus damage from strength
(such as in the case of using a composite bow) is only dealt on the first arrow, and only the first
arrow fired is subject to bonus damage from a critical hit roll.
Skills - At 1st level, Fighters have a number of skill points equal to their Strength score. For
each level afterwards, the Fighter gains 2+Str modifier skill points.
Str-Climb
Int-Craft Armor
Int-Craft Weapons
Int-Blacksmithing
Str-Intimidate
Str-Jump
Dex-Ride
Str-Swim
Magic-User - d6 HP
1 +0 +0 Fort / +0 Ref / +2 Will Arcane Spellcasting, Magic Item Creation, School Focus, Familiar
2 +1 +0 Fort / +0 Ref / +3 Will
3 +1 +1 Fort / +1 Ref / +3 Will
4 +2 +1 Fort / +1 Ref / +4 Will
5 +2 +1 Fort / +1 Ref / +4 Will
6 +3 +2 Fort / +2 Ref / +5 Will
7 +3 +2 Fort / +2 Ref / +5 Will
8 +4 +2 Fort / +2 Ref / +6 will
9 +4 +3 Fort / +3 Ref / +6 Will
10 +5 +3 Fort / +3 Ref / +7 Will Greater School Focus
Magic-User spell Progression
1 2 3 4 5
1 1 - - - -
2 2 - - - -
3 2 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 3 3 2 - -
7 4 3 2 1 -
8 3 3 3 2 -
9 4 4 3 2 1
10 4 4 3 3 2
Arcane Spellcasting - The Magic User has devoted their life to the study of the arcane.
Magic Item Creation - A Magic-User has access to the magic item creation skills. The Magic-User can create one
magic item at a time, and each magic item requires five days of uninterrupted research time per spell level used
in the Magic Item's creation, one successful craft check per five days spent, and then two days per spell level
to actually imbue the item with the power of the spell. The Magic User can also scribe scrolls - each scroll
takes one hour per spell level to scribe and the Magic-User can scribe no more than five of them per week.
School Focus - The Magic-User can choose to focus in a specific school of casting at 1st level. Focusing in a
school of casting improves the DCs of your spells by +1, and you cast these spells as if you were one level
higher for the purpose of determining their effect. Lastly, you may cast one extra spell from your spell school
per day. Focusing on a single spell school means eschewing any schools which oppose your school! At 10th level,
the specialist Magic-User gains an extra +1 to their Dcs and an additional +1 to the spell level to determine the
effect of the spell.
Familiar - Magic Users frequently make use of a Familiar. Familiars range in vareity from magically awakened
animals to simulacrums to arcane constructs and outsiders such as the homonculus or Mephit. Please consult the
DM to discuss your familiar.
Spellbook - A Magic-User may scribe spells from scrolls into their spellbook - they start play with all spells from
their chosen spell school (if any) and a number of additional spells from other schools equal to their
intelligence modifier. Each time a Magic-User gains a level, they may learn one new spell from their chosen school
that they could otherwise cast. A generalist Magic-User must learn all spells from scrolls after first level - they
never learn new spells from leveling up.
Abjuration
The school of Abjuration is opposed by Conjuration, Illusion, and Necromancy
Special: The duration of an Abjurer's shield spell is doubled.
1st level-Protection from Alignments, Shield, Mage Armor, Endure Elements
2nd level-Arcane Lock, Protection from Arrows, Resist Energy
3rd level-Magic Circle against Alignments, Dispel Magic, Protection from Energy, Nondetection
4th level-Dimensional Anchor, Lesser Globe of Invulnerability, Stoneskin
5th level-Dismissal, Break Enchantment
Conjuration
The school of Conjuration is opposed by Abjuration and Enchantment
Special: A Conjurer can spontaneously cast Summon Monster spells
1st Level-Grease, Mount, Obscuring Mist, Unseen Servant, Summon Monster I
2nd Level-Fog Cloud, Glitterdust, Web, Summon Swarm, Summon Monster II
3rd Level-Phantom Steed, Stinking Cloud, Summon Monster III
4th Level-Evard's Black Tentacles, Dimension Door, Secure Shelter, Solid Fog, Summon Monster IV
5th Level-Cloudkill, Mordenkainen's Faithful Watchdog, Lesser Planar Binding, Teleport, Summon Monster V
Divination
The school of Divination is opposed by Illusion
Special: A Diviner may cast Detect Magic without expending their spells per day.
1st Level-Detect Secret Doors, Identify, True Strike, Detect Magic
2nd Level-Detect Thoughts, Locate Object, See Invisibility
3rd Level-Arcane Sight, Clairvoyance, Tongues
4th Level-Detect Scrying, Scrying, Locate Creature
5th Level-Contact Other Plane, Prying Eyes, Telepathic Bond
Enchantment
The school of Enchantment is opposed by Conjuration, Transmutation, and Necromancy
Special: An Enchanter may Sleep up to 6 HD of Enemies, and Deep Slumber up to 14 HD.
1st Level-Charm Person, Hypnotism, Sleep
2nd Level-Daze Monster, Tasha's Hideous Laughter, Touch of Idiocy
3rd Level-Deep Slumber, Heroism, Hold Person, Rage, Suggestion
4th Level-Charm Monster, Confusion, Crushing Despair, Lesser Geas
5th Level-Dominate Person, Feeblemind, Hold Monster, Mind Fog
Evocation
The school of Evocation is opposed by Transmutation and Necromancy
Special: An Evoker can prepare 2 additional Magic Missle spells per day
1st Level-Burning Hands, Tenser's Floating Disk, Magic Missle, Shocking Grasp
2nd Level-Melf's Acid Arrow, Darkness, Flaming Sphere, Gust of Wind, Scorching Ray
3rd Level-Daylight, Fireball, Lightning Bolt, Wind Wall
4th Level-Fire Shield, Ice Storm, Otiluke's Resilient Sphere, Shout
5th Level-Cone of Cold, Bigby's Interposing Hand, Wall of Force, Sending
Illusion
The school of Illusion is opposed by Abjuration, Divination, and Necromancy
Special: The DC to disbelieve an illusion cast by a Illusionist is increased by +4.
1st Level-Color Spray, Disguise Self, Magic Aura, Ventriloquism, Silent Image
2nd Level-Blur, Hypnotic Pattern, Invisibility, Mirror Image
3rd Level-Displacement, Invisibiltiy Sphere, Major Image
4th Level-Hallucinatory Terrain, Illusory Wall, Greater Invisibility, Phantasmal Killer
5th Level-Mirage Arcana, Nightmare, Persistant Image
Necromancy
The school of Necromancy is opposed by all schools but Conjuration and Divination
Special: A Necromancer may always cast Animate Dead, regardless of their level and
the number of spells per day they have available. Casting Animate Dead does not
expend the use of spells per day.
1st Level-Cause Fear, Chill Touch, Ray of Enfeeblement
2nd Level-Blindness/Deafness, Command Undead, False Life, Ghoul Touch, scare, Spectral Hand
3rd Level-Gentle Repose, halt undead, Ray of Exhaustion, Vampiric Touch
4th Level-Animate Dead, bestow Curse, contagion, Enevration, Fear
5th Level-Blight, Magic Jar, Symbol of Pain, Finger of Death
Transmutation
The school of Transmutation is opposed by Enchantment and Necromancy
Special: The Transmuter may cast up to four transmutation spells as a single action
once per day. The transmuter must decide these spells in advance and they must be
targetable - they cannot be self only. These spells use the normal number of spell
slots.
1st Level-Animate Rope, Enlarge, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce
2nd Level-Bear's Endurance, Bull's Strength, Cat's grace, Fox's Cunning, Eagle's Splendor, Knock, Spider Climb
3rd Level-Blink, Imbue Elements, Fly, Gaseous Form, Haste, Keen Edge, Greater magic Weapon, Slow, Water Breath
4th Level-Mass Enlarge, Polymorph, Mass Reduce, Stone Shape
5th Level-Baleful Polymorph, Overland Flight, Telekensis, Passwall, Animal Growth
Cantrips - Cantrips may be cast without preparation. The Magic-User may cast twice as many cantrips per day as
they have spells. Cantrips are minor acts of magic, and can produce a wide array of effects - it is entirely
up to the Mage's imagination (and the DM's descretion) what minor act can be done as a cantrip.
Example Cantrips
Elemental Bolt - A ranged touch attack of a chosen element that does 1d4 damage
Light - Illuminates an area or Object for 10 minutes
Arcane Mark - inscribes a permanent, magical mark on an object
Hot Foot - Marks an area as a hot spot, which, when disturbed, deals 2d2 fire damage
Skills - At 1st level, Magic-Users have a number of skill points equal to their Intelligence score. For
each level afterwards, the Magic-User gains 2+Int modifier skill points.
Con-Concentration
Int-Craft Magic Weapons
Int-Craft Magic Armor
Int-Craft Magic Clothing
Int-Craft Magic Jewelry
Int-Craft Magic Wands, Rods and Staves
Int-Brew Potion
Int-Knowledge: The Arcane
Int-Knowledge: The Planes
Int-Knowledge: Magical Creatures
Int-Spellcraft
Rogue -d6 hp
1 +0 +0 Fort / +2 Ref / +0 Will Sneak Attack +1d6, Dodging
2 +1 +0 Fort / +3 Ref / +0 Will Rogue Ability I
3 +2 +1 Fort / +3 Ref / +1 Will
4 +3 +1 Fort / +4 Ref / +1 Will Sneak Attack +2d6
5 +3 +1 Fort / +4 Ref / +1 Will Rogue Ability II
6 +4 +2 Fort / +5 Ref / +2 Will
7 +5 +2 Fort / +5 Ref / +2 Will Sneak attack +3d6
8 +6/+1 +2 Fort / +6 Ref / +2 Will Rogue Ability III
9 +6/+1 +3 Fort / +6 Ref / +3 Will
10 +7/+2 +3 Fort / +7 Ref / +3 Will Sneak Attack +4d6, Rogue Ability IV
Sneak attack - If a rogue is able to attack an opponent in melee when they are incapable of
defending themselves effectively from the attack - such as when attacking a surprised opponent,
an opponent being flanked by other members of the rogue's party, or attacking an opponent from
behind, the rogue may add an additional 1d6 points of damage to the attack. This increases at
Level 4 to 2d6, Level 7 to 3d6, and Level 10 to 4d6 damage.
Dodging - The rogue has a sixth sense for danger and is able to dodge incoming attacks and
hazards. When disarming a trap, the rogue recieves a +2 bonus to their reflex saving throw
if the trap is misfires. If the rogue is caught surprised or otherwise flat-footed, the rogue
maintains their dexterity bonus to armor class. Each round of combat, the rogue may choose to
focus their attention on a single opponent. Doing so provides a +1 bonus to armor class against
attacks made by that opponent.
Rogue Ability - The Rogue has many connections, and has picked up a useful ability from them.
Choose an ability from the below list:
Weapon Finesse - the Rogue has learned swashbuckling techniques from the pirates of the high seas,
and is able to add his dexterity bonus to attack rolls instead of strength. The rogue may not
leverage their dexterity into additional damage, however.
Evasion - Picking up on the combat techniques of various opponents, the rogue improves their danger
sense, gaining a +2 bonus to all reflex saves and +1 to their Armor Class.
Trapsmithing - The rogue has learned a many techniques from the trappers of the great woods, and
gains a +3 bonus to finding traps, and an additional +3 bonus to disarming them.
Mobility - Learning techniques from the dervishes of the far east, the Rogue is able to move
effectively in combat even when it would put them in harms way. When moving into or out of an
area threatened by another opponent, the rogue gains a +4 bonus to their armor Class.
Combat Expertise - Prying the hidden techniques from the monastic sword sages was not easy, but
the rogue has learned how to use the weight of an opponents attack against them. The rogue may
choose to take a -4 penalty to attack to add a +4 bonus to their armor class during the next
round of combat. Should an opponent attack and fail to hit the rogue, the rogue gains a +2 bonus to
attack the target during the next round, and the target is vulnerable to sneak attack.
Improved Initiative - Picking up tricks from gamblers and cutpurses, the rogue is always quick to
move and react, gaining a +4 bonus to their initiative score at the beginning of a round.
Point Blank Shot - Learning tricks from underworld assassins and bag-men, the rogue knows how to
conceal a ranged weapon in close quarters - and use it to deadly effect. When firing at an opponent
within 30 feet who is unable to defend themselves, you gain a +2 bonus to attack, a +2 bonus to
damage, and may sneak attack the target.
Nimble Hands - Learning tricks from the best forgers and pickpockets, the rogue's hands are
well-trained - the rogue may add double their dexterity bonus to pickpocket and forgery skill checks.
Persuasive - Picking up various ploys from con-men, the rogue is incredibly persuasive, gaining a
+4 bonus to the Bluff and Diplomacy skills.
The rogue may learn a Rogue Ability at 2nd, 5th, 8th, and 10th levels.
Rogue Skills
At 1st level, the rogue gains a number of skill points equal to their intelligence and dexterity
scores added together. For each level after 1st, the rogue gains 2+Int Mod+Dex Mod skill points.
Int-Appraise
Dex-Balance
Cha-Bluff
Dex-Climb
Cha-Diplomacy
Dex-Disable Device
Int-Disguise
Dex-Escape Artist
Dex-Forgery
Cha-Gather Information
Dex-Hide
Str-Jump
Int-Local Lore
Int-Streetwise
Wis-Perception (spot/listen)
Dex-Move Silently
Dex-Open Lock
Int-Search
Dex-Pickpocket