Back to Main Menu
Main Menu Introduction Character Creation Ability Scores Races Classes Role·Playing Details Skills Feats Equipment Special Companions The Gods Character Advancement Inspiration Adventuring Combat Various Dangers Advanced Combat Rules Planes of Existence Spellcasting Spell Lists Magic Items Harmful Conditions Difficulty Tables Creature Statistics License Information

Classes

Summary of Classes

Class

HP per
Level*

Skill Points
per Level**

Base Attack
Bonus

Fort.

Reflex

Will

Spellcasting
Ability

Barbarian

6

6

Strong

Strong

Bard

4

8

Medium

Strong

Strong

Charisma

Cleric

4

4

Medium

Strong

Strong

Wisdom

Druid

4

4

Medium

Strong

Strong

Wisdom

Fighter

5

8

Strong

Strong

Monk

5

8

Strong

Strong

Strong

Strong

Paladin

5

6

Strong

Strong

Ranger

5

10

Strong

Strong

Strong

Thief

3

12

Medium

Strong

Witch

3

4

Weak

Strong

Intelligence

Wizard

3

4

Weak

Strong

Intelligence

*This value is doubled at level 1. Add Constitution modifier at each level.

**Add Intelligence modifier at each level.

Explanation

A class represents your job in an adventuring party and your role in the fantasy world. Your class determines numerous features of your character’s progression.

Numerical attributes. Your class and level determine your Base Attack Bonus and your base bonus to each category of saving throw (Fortitude, Reflex, and Will). Your class also determines the number of hit points and skill points you gain at each level.

Class skills. Each class has a number of favored skills, called class skills. If you have at least one rank in a class skill, you gain a +3 bonus to skill checks with that skill.

Special abilities. Each class grants one or more special abilities. Each non-spellcasting class grants at least one ability that improves with level. Spellcasting classes grant fewer special abilities, but gain more spell slots at every level and gain access to a new level of spells at every odd-numbered level.

Magic abilities. Special abilities that are magical in nature are marked (magic). Such abilities can be detected using detect magic, and cannot be employed in an antimagic field.

Maximum level. Level 10 is the highest level available for player characters in each class in this campaign.

Related and opposed classes. It is possible to gain levels in multiple classes by multiclassing. Some classes are related, which means multiclassing between these classes is easier. Other classes are opposed, which means multiclassing between them is impossible. For more information, see Multiclassing.

Variant classes. Variant classes describe alterations that can be made to a class to reflect a different background or specialization. A variant class that implies a certain background can only be selected at first level. Only a small number are presented, but you can work with your referee to create other variant classes if desired.

NPCs and Monsters

The player character classes represent the abilities of extraordinary individuals. Not everyone who fights is a Fighter, just as not everyone who steals is a Thief. Most people and creatures in the fantasy world do not belong to any player character class.

NPC Classes. Many NPCs belong to NPC classes such as Commoner or Aristocrat, which do not provide abilities useful to adventurers. Some NPCs may also belong to variant classes, such as Death Priest or Antipaladin, that are not intended for player characters.

Hit Dice (HD). Hit Dice are a measurement of strength or “level” for a creature that does not belong to a character class. A creature with more HD has more hit points, better saving throws, and stronger attacks. If it ever matters, a player character is considered to have Hit Dice equal to his or her level.

Barbarian

A barbarian is an outsider, to whom the world of cities and castles feels stranger than the wildest jungle. Most barbarians come from tribal and nomadic cultures that have been thrown into contact with encroaching civilization.

Barbarians stand out for their strange clothing, their rugged strength, and their obliviousness to social custom. At best, they are admired as exotic curiosities; at worst, they are feared as savage brutes. For their part, barbarians may view civilized society with anything from puzzled interest to horrified disgust. They often find others to be shifty, gutless, and emotionally repressed.

Core Attributes

Hit points at first level

12 + Constitution modifier

Hit points at higher levels

6 + Constitution modifier

Skill points per level

6 + Intelligence modifier

Class skills

Climb, Run/Jump, Swim, Intuit Direction, Listen, Spot,
Track, Survival, Handle Animal

Weapon proficiency

Simple, Martial

Opposed class

Monk

Barbarian Table

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special Abilities

Rage
Damage

Temp.
HP

1st

+1

+2

+0

+0

Rage, fast movement

+1d4

2

2nd

+2

+3

+0

+0

Uncanny dodge

+1d4

4

3rd

+3

+3

+1

+1

Desperate strength, feat

+1d4

6

4th

+4

+4

+1

+1

Damage reduction 1

+1d6

8

5th

+5

+4

+1

+1

Improved uncanny dodge

+1d6

10

6th

+6/+1

+5

+2

+2

Feat

+1d6

12

7th

+7/+2

+5

+2

+2

Damage reduction 2

+1d8

14

8th

+8/+3

+6

+2

+2

Rage recovery

+1d8

16

9th

+9/+4

+6

+3

+3

Feat

+1d8

18

10th

+10/+5

+7

+3

+3

Damage reduction 3

+1d10

20

Class Restrictions

Weight Restrictions. While encumbered, you lose the benefits of all Barbarian special abilities except damage reduction.

Special Abilities at First Level

Rage. You can fly into a barbarian rage as a free action. When you enter a rage, you gain temporary hit points equal to twice your Barbarian level. These temporary hit points are lost when your rage ends (if any remain). While you are enraged, your mêlée and thrown weapon attacks deal extra damage as shown in the Barbarian table.

During your rage, a red mist comes over your eyes and you cannot feel pain or fear (even from magical effects). You cannot do anything that requires patience, concentration, subtlety, or precision (such as hiding, casting a spell, or loading a crossbow). You can rage for up to 10 minutes, provided enemies are nearby and you keep trying to approach and attack them. If you hold yourself back from attacking for a turn, your rage ends.

You cannot enter a rage while exhausted. When your rage ends, you become exhausted until you take a one-hour rest. If it is the second time you have become enraged on the same day, the exhaustion instead lasts until you take an eight-hour rest.

Fast Movement. Your base speed is increased by 10 feet.

Special Abilities at Higher Levels

Uncanny Dodge (level 2). You retain your full Armour Class when surprised (rather than using a lower “Stunned AC”). Your Stunned AC applies only when you are physically unable to move, such as when you are paralyzed.

Desperate Strength (level 3). When you make a raw Strength check or a skill check based on Strength, you can choose to take the maximum result, as if you had rolled a 20. When you do so, you take 2d6 damage as you push yourself to the point of injury. This damage cannot be reduced by damage reduction.

Damage Reduction (level 4, level 7, level 10). You gain Damage Reduction as shown in the Barbarian table. This means that each time you take physical damage, the damage is reduced by the amount shown. Note that magical weapons can bypass damage reduction.

Improved Uncanny Dodge (level 5). You no longer take extra damage from critical hits, or from a thief’s Sneak Attack ability (unless the attacker’s Thief level is 4 higher than your Barbarian level). Improved Uncanny Dodge does not apply if you are physically unable to move, such as when you are paralyzed.

Rage Recovery (level 8). Even when you rage two or more times in the same day, the exhaustion from your rage only lasts until you take a one-hour rest.

Variant Barbarians

Vikings are savage warriors who specialize in raiding coastal areas. If you wish to play as a Viking, replace your class skill in Survival with a class skill in Boating.

A wild man (or wild woman) is a barbarian who was raised by wild animals, such as wolves or apes. Such a barbarian has proficiency only with simple weapons, but gains Unarmed Combat as a bonus feat, and can communicate through grunts and gestures with the type of animal that formed his or her surrogate family.

Bard

Bards are storytellers, minstrels and loremasters, makers of verse and workers of wonder. They wield a subtle magic that no book can teach, for it is as much a matter of spectacle and trickery and as it is of spellcraft and incantation.

A skillful bard is a welcome guest in every town and every hall. The rich and the poor alike love bards for the tales, songs, and laughter they bring. Even those who dislike them fear to offend them—as much for their sharp quills as for their spells. Some bards serve permanently at the courts of kings and nobles, but most prefer the open road, roving where their hearts take them and paying their keep with their songs.

Core Attributes

Hit points at first level

8 + Constitution modifier

Hit points at higher levels

4 + Constitution modifier

Skill points per level

8 + Intelligence modifier

Class skills

Run/Jump, Balance, Slip Free, Decipher Script, Lore, Bluff, Disguise, Parley, Sense Motive

Weapon proficiency

Simple, Martial

Bard Table

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special Abilities

Spell Slots

1st

2nd

3rd

4th

5th

1st

+0

+0

+2

+2

Spellcasting,
bardic music, bardic knowledge

3

2nd

+1

+0

+3

+3

4

3rd

+2

+1

+3

+3

Metamagic, feat

4

2

4th

+3

+1

+4

+4

4

3

5th

+3

+1

+4

+4

4

3

2

6th

+4

+2

+5

+5

Feat

4

3

3

7th

+5

+2

+5

+5

4

3

3

1

8th

+6/+1

+2

+6

+6

4

3

3

2

9th

+6/+1

+3

+6

+6

Feat

4

3

3

3

1

10th

+7/+2

+3

+7

+7

4

3

3

3

2

Class Restrictions

Armour restrictions. A bard’s spells require gestures and motions to cast. You can cast Bard spells in light or medium armour, but not while wearing heavy armour.

Special Abilities at First Level

Spellcasting (magic). You can cast lyric spells based on Charisma. To cast a Bard spell, you must have a Charisma score of at least 10 + the spell’s level, and you must have the spell prepared as part of your repertoire.

Your repertoire is the collection of Bard spells you can currently cast. This repertoire can contain a number of spells equal to your Bard level plus your Charisma modifier. If you learn new spells beyond this number, you must choose an equal number of old spells to drop from your repertoire.

You start out with a repertoire chosen from the Bard spell list and the Universal spell list. You can change the spells in your repertoire when you gain a Bard level or when you spend a week practicing your spells. Each spell you choose must be of a level you can cast. It may be selected from the Bard spell list, from the Universal spell list, or from among any other spells you have previously learned and dropped from your repertoire. You can also learn new spells from other bards you may meet on your adventures, or through independent spell research.

The number of spell slots of each level that you have is shown in the Bard table. You can use a spell slot to cast any spell of the same level or lower from your repertoire. When you take an eight-hour rest, you can regain any combination of expended spell slots whose combined spell level adds up to your Bard level (or less). When you take a week-long rest, you regain all expended spell slots.

Bardic Music (magic). You can charm living creatures that hear your music. You can choose any number of creatures to target with this ability. A target can resist the effect with a Will saving throw against a DC of 10 + your Charisma modifier + half your Bard level (rounded up). If the saving throw succeeds, the target is immune to your bardic music for 24 hours. You cannot charm non-living creatures, and you cannot use bardic music in the presence of obvious dangers or distractions, such as ongoing combat.

A creature charmed by your music remains where it is, listens peacefully, and takes no further action as long as you continue to play. Charmed creatures suffer disadvantage on Spot and Listen checks, and on Will saves against your Bard spells. You can cast Bard spells while continuing your music by working the magic words into your song.

Any sudden distraction or obvious danger breaks the spell of your music. A potential threat, such as an armed creature casually approaching, allows the charmed creature to make a new saving throw. A creature that resists the effect may attempt to rouse others.

Bardic Knowledge. You have a specialty in Lore checks related to songs and legends.

Special Abilities at Higher Levels

Metamagic (level 3, magic). You can use metamagic to modify the spells you cast. For more details, see Metamagic.

Variant Bards

Some bards learn to charms creatures through dance rather than song. A bardic dance is similar to bardic music, but enchants creatures that see it, rather than those who hear it.

Cleric

Clerics are servants of the gods. In exchange for their steadfast faith and devotion, they are granted the power to work miracles.

There are many gods and goddesses, all with their own churches and clerics. A cleric seeks to advance the creed and agenda of his or her own deity. However, the clerics of all the major religions are united in their desire to spread healing and to dispel unholy beings.

A cleric is usually an ordained priest of a certain organized religion. When not adventuring, clerics lead religious services at temples, and provide help and guidance to their fellow worshippers. They are often looked to as counsellors and moral teachers—though not all of them live up to this role.

Core Attributes

Hit points at first level

8 + Constitution modifier

Hit points at higher levels

4 + Constitution modifier

Skill points per level

4 + Intelligence modifier

Class skills

Decipher Script, Heal, Lore, Parley, Sense Motive

Weapon proficiency

Simple weapons and maces

Opposed class

Witch

Cleric Table

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special Abilities

Spell Slots

1st

2nd

3rd

4th

5th

1st

+0

+2

+0

+2

Spellcasting, domain spells,
turn undead,
divine intervention,
clerical knowledge

3

2nd

+1

+3

+0

+3

4

3rd

+2

+3

+1

+3

Metamagic, feat

4

2

4th

+3

+4

+1

+4

4

3

5th

+3

+4

+1

+4

4

3

2

6th

+4

+5

+2

+5

Feat

4

3

3

7th

+5

+5

+2

+5

4

3

3

1

8th

+6/+1

+6

+2

+6

4

3

3

2

9th

+6/+1

+6

+3

+6

Feat

4

3

3

3

1

10th

+7/+2

+7

+3

+7

4

3

3

3

2

Class Restrictions

Clerical conduct. As a cleric, you are a representative of your deity and a leader to other followers of your religion. If you act in a manner that is flagrantly opposed to your deity’s agenda or grossly violate the tenets of your religion, you lose all Cleric special abilities until you atone for your misdeeds. This requires the aid of a high-level cleric who can cast the atonement spell.

Special Abilities at First Level

Spellcasting (magic). You can cast divine spells based on Wisdom. To cast any Cleric spell, you must have a Wisdom score of at least 10 + the spell’s level.

You have access to all the spells from the Cleric spell list, as well as the Universal spell list. You can learn additional spells based on your deity’s domains, and through personal spell research.

The number of spell slots of each level that you have is shown in the Cleric table. You can use a spell slot to cast any spell of the same level or lower to which you have access. When you take an eight-hour rest, you can regain any combination of expended spell slots whose combined spell level adds up to your Cleric level (or less). When you take a week-long rest, you regain all expended spell slots.

Domain Spells (magic). At first level and whenever you subsequently gain a level as a cleric, you learn one new spell that is directly related to your deity’s sphere of influence. The spell must be of a spell level at which you can cast Cleric spells, but it may be taken from any class spell list, or it may be a spell you invent or modify with the referee’s approval. For you, this spell is considered a Cleric spell.

Turn Undead (magic). By presenting your holy symbol and invoking the power of your deity, you can turn the undead. Once you use this power, you cannot do so again until you complete a one-hour rest.

Your turning can affect undead creatures with a total of 2d6 + your Cleric level in Hit Dice, provided each individual creature has no more Hit Dice than your Cleric level. Turned undead become frightened of you—they must flee or cower as long as they remain within your movement and attack range. This effect lasts 10 minutes. Intelligent undead may make a Will save to resist your turning, with a DC of 10 + your Charisma modifier + half your Cleric level (rounded up).

An undead creature that would be turned is instead destroyed if your Cleric level is equal to twice its number of Hit Dice or more.

Divine Intervention (magic). You can call on your deity to intervene when your need is great. Describe the aid you seek, and roll percentile dice. If the roll is less than or equal to your Cleric level, your deity hears your call and intervenes in some way. The referee chooses the exact nature of the intervention, but it could include healing your friends, smiting your enemies, or whisking you away to safety.

After you roll for divine intervention, you cannot do so again until you take an eight-hour rest. Be warned that if you request divine intervention for frivolous purposes, your god may start to ignore your future requests. A request contrary to your deity’s creed or agenda will automatically be refused.

Clerical knowledge. You have a specialty in Lore checks related to religion and cults.

Special Abilities at Higher Levels

Metamagic (level 3, magic). You can use metamagic to modify the spells you cast. For more details, see Metamagic

Variant Clerics

Death priests are evil clerics who specialize in reanimating the dead. All their spells are the opposite of normal Cleric spells (inflict wounds instead of cure wounds, invite evil instead of dispel evil, and so on). The death priest is not recommended as a player class.

Druid

Druids are the priests of the “old faith,” an ancient mystery cult. They and their followers revere the primordial powers of nature, including the titans who ruled the earth before the coming of the gods. In all things, druids seek to preserve the balance of order and chaos, creation and destruction, life and death.

When not adventuring, druids provide guidance, protection, and healing to the communities they serve, which are usually small towns and villages on the edge of the wild. Druids go to great lengths to preserve the sacred mysteries of their order. Their secret rites are performed in hidden groves, deep in the forest and far from prying eyes.

Core Attributes

Hit points at first level

8 + Constitution modifier

Hit points at higher levels

4 + Constitution modifier

Skill points per level

4 + Intelligence modifier

Class skills

Climb, Run/Jump, Swim, Heal, Intuit Direction,
Survival, Parley, Handle Animal, Sense Motive.

Weapon proficiency

Simple

Druid Table

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special Abilities

Spell Slots

1st

2nd

3rd

4th

5th

1st

+0

+2

+0

+2

Spellcasting

3

2nd

+1

+3

+0

+3

Woodland stride

4

3rd

+2

+3

+1

+3

Metamagic, feat

4

2

4th

+3

+4

+1

+4

Resist nature’s lure

4

3

5th

+3

+4

+1

+4

Wild shape

4

3

2

6th

+4

+5

+2

+5

Feat

4

3

3

7th

+5

+5

+2

+5

Venom immunity

4

3

3

1

8th

+6/+1

+6

+2

+6

Large wild shape

4

3

3

2

9th

+6/+1

+6

+3

+6

Feat

4

3

3

3

1

10th

+7/+2

+7

+3

+7

4

3

3

3

2

Class Restrictions

Druidic secrets. To become a druid, you must be accepted by a druidic circle and initiated into their cult. As part of this initiation, druids are taught the secret Druidic language. This language has no written form, and is known only by druids. To share its secrets with a non-druid is punishable by death.

Armour restrictions. Druids are prohibited from using metal armour or metal shields. If you do so, you lose access to all Druid special abilities until you remove the offending items and spend a one-hour rest reattuning yourself to nature.

Druidic code. As a druid, you must always show respect for the balance of nature. When hunting, foraging, or cutting wood, you may take from nature only what you and your companions need and intend to use. You must not kill animals for sport, or participate in the wanton destruction of natural areas. If you violate this code, you lose all Druid special abilities until you atone for your misdeeds. This requires the aid of a high-level druid who can cast the atonement spell.

Special Abilities at First Level

Spellcasting (magic). You can cast divine spells based on Wisdom. To cast any Druid spell, you must have a Wisdom score of at least 10 + the spell’s level.

You have access to all the spells from the Druid spell list, as well as the Universal spell list. You can learn additional spells through personal spell research.

The number of spell slots of each level that you have is shown in the Druid table. You can use a spell slot to cast any spell of the same level or lower to which you have access. When you take an eight-hour rest, you can regain any combination of expended spell slots whose combined spell level adds up to your Druid level (or less). When you take a week-long rest, you regain all expended spell slots.

Special Abilities at Higher Levels

Woodland stride (level 2). Natural plants bend aside to let you pass. You can walk through thorns, briars, and other overgrown areas at your normal speed and without suffering damage or other impediment. This does not apply to intelligent plants, or plants that have been magically manipulated to impede movement.

Metamagic (level 3, magic). You can use metamagic to modify the spells you cast. For more details, see Metamagic.

Resist nature’s lure (level 4). You gain advantage on saving throws against the spell-like abilities of fey beings associated with nature, such as satyrs, dryads, and nymphs.

Wild Shape (level 5, magic). You can assume the form of a small or medium animal of a species you have closely studied (e.g., after befriending one with a Handle Animal check). You can retain this animal form for as long as you wish, then return to your normal form. Once you return to your own form, you cannot transform again until you complete a one-hour rest. Changing your form requires a standard action in combat.

When you transform, you gain the animal’s physical capabilities while retaining your own mind. To be precise, you gain the animal’s Strength, Dexterity, and Constitution, its AC, its base speed, its attacks, and its special abilities. You retain your own Intelligence, Wisdom, and Charisma scores. You also retain your own hit points and saving throws, since these stem from your own inner strength and experience. While in wild shape, you cannot speak or cast spells, but you can communicate with other animals of the same kind. Your equipment melds into your body and becomes unusable.

Venom immunity (level 7). You are immune to the injected poisons of all creatures, including the bites and stings of venomous animals, plants, and monsters. You can still be affected by poisons of other types, such as ingested or inhaled poisons.

Large Wild Shape (level 8, magic). You can use your Wild Shape ability to transform into a large animal.

Variant Druids

Blight druids are evil druids who seek to spoil nature and upset its balance rather than to preserve it. They spread pestilence, and promote the growth of monstrous plants and unnatural creatures. The blight druid is not recommended as a player class.

Fighter

A fighter is an expert warrior—a professional killer or an extremely devoted amateur. Fighters come in all shapes and sizes. Their numbers include dauntless knights, fearsome gladiators, treacherous mercenaries, steel-eyed veterans, and the dashing swordsmen of which stories and legends are filled.

Core Attributes

Hit points at first level

10 + Constitution modifier

Hit points at higher levels

5 + Constitution modifier

Skill points per level

8 + Intelligence modifier

Class skills

Boating, Climb, Dig, Run/Jump, Swim, Use Rope, Camouflage, Heal, Spot, Handle Animal

Weapon proficiency

Simple, Martial, Exotic

Fighter Table

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special Abilities

Weapon Training
Attack/Damage

1st

+1

+2

+0

+0

Weapon training

+1/+0

2nd

+2

+3

+0

+0

Feat

+1/+1

3rd

+3

+3

+1

+1

Bonus manoeuvre

+1/+1

4th

+4

+4

+1

+1

Feat

+1/+2

5th

+5

+4

+1

+1

Improved critical

+1/+2

6th

+6/+1

+5

+2

+2

Feat

+2/+2

7th

+7/+2

+5

+2

+2

+2/+3

8th

+8/+3

+6

+2

+2

Feat

+2/+3

9th

+9/+4

+6

+3

+3

+2/+4

10th

+10/+5

+7

+3

+3

Feat

+2/+4

Special Abilities at First Level

Weapon Training. Once you have spent time training with a weapon, its weight and shape become so familiar to you that it feels like a part of your body. This training increases your attack and damage with that weapon as shown in the Fighter table. This benefit applies to a specific weapon, such as a single long sword, not all long swords in general.

Your weapon training bonus applies to all the weapons in your starting equipment. If you spend a week of downtime training with a new weapon, you can extend your bonuses to that weapon. Once you have learned to use a certain weapon, you never forget.

Special Abilities at Higher Levels

Bonus Manoeuvre (level 3). Once per round when you make an attack on your turn, you can also attempt a bonus combat manoeuvre. There is no cost to do so, but you must declare the nature of your manoeuvre before you make your attack roll. The manoeuvres you can perform cannot directly increase the damage of your attack, but are otherwise limited only by what is plausible in the current combat situation. For example, you could try to disarm your enemy, throw him to the ground, shatter his shield, or shove him off a cliff. You could try to hack off a monster’s tail, pin a foe to the wall with an arrow, or vault over an opponent’s head to claim the high ground. Although any character may attempt special manoeuvres of this kind, a fighter can do so at the same time as making a normal attack.

The referee will determine what is required for your manoeuvre to succeed, based on the nature and difficulty of the stunt you attempt. You will either be required to beat your opponent’s armour class by a certain margin (5 or 10) on your attack roll, or to make a secondary roll for the manoeuvre after your attack succeeds. If your attack fails to hit, your manoeuvre also fails. If your manoeuvre is already covered by the advanced combat rules (e.g., a grapple or trip attack), the referee may base the roll required on those rules.

Improved Critical (level 5). Your attacks score a critical hit on a roll of 19 or 20.

Monk

Monks seek self-knowledge, self-mastery, and self-perfection. They gather in secluded monasteries where they lead lives of rigorous discipline, meditating to strengthen the mind and training to strengthen the body. Prospective monks often journey great distances to learn from a famous teacher of the Way.

The monk is a skilled martial artist, able to dodge deadly blows and to strike faster with bare hands than most warriors can with a sword. Adventuring monks wander in search of wisdom, lost knowledge, or simply new challenges and opponents. They usually travel in simple garb, concealing their powers until the time is right. Some monks become vigilantes or guardians of the common folk; others sell their talents as spies and assassins.

Core Attributes

Hit points at first level

10 + Constitution modifier

Hit points at higher levels

5 + Constitution modifier

Skill points per level

8 + Intelligence modifier

Class skills

Climb, Run/Jump, Swim, Balance, Move Silently, Slip Free, Camouflage, Lore, Intuit Direction, Listen, Spot

Weapon proficiencies

Simple weapons and slings

Opposed class

Barbarian

Monk Table

Level

BAB

Fort

Ref

Will

Special Abilities

Unarmed Damage
(S/M)

AC Bonus

Speed Bonus

1

+1

+2

+2

+2

Unarmoured defence, unarmed strike, flurry of blows, slow fall, qi points

1d4/1d6

+0

2

+2

+3

+3

+3

Deflect arrows

1d4/1d6

+0

3

+3

+3

+3

+3

Evasion, fast movement, Feat

1d4/1d6

+0

+10

4

+4

+4

+4

+4

1d6/1d8

+1

+10

5

+5

+4

+4

+4

Qi strike

1d6/1d8

+1

+10

6

+6/+1

+5

+5

+5

Feat

1d6/1d8

+1

+20

7

+7/+2

+5

+5

+5

1d6/1d8

+1

+20

8

+8/+3

+6

+6

+6

1d8/1d10

+1

+20

9

+9/+4

+6

+6

+6

Improved evasion, feat

1d8/1d10

+1

+30

10

+10/+5

+7

+7

+7

Improved qi strike, improved slow fall

1d8/1d10

+2

+30

Class Restrictions

Weight and Armour Restrictions. While wearing armour, using a shield, or encumbered by your load, you lose the benefits of all your Monk special abilities, including qi abilities.

Special Abilities at First Level

Unarmoured Defence. Add your wisdom bonus (if any) as a dodge bonus to your Armour Class. Beginning at level 4, you add an additional bonus as shown in the Monk table.

Unarmed Strike. You can strike with your body so quickly and deftly that you count as armed even when making an unarmed strike. You can attack with your hands, feet, elbows, and knees without penalty.

Your unarmed strike damage is based on your level, as shown in the Monk table. Use the value appropriate to your size (small or medium). When you make an unarmed strike, you can choose whether to deal normal (lethal) damage or subdual damage.

Flurry of Blows. When you attack on your turn, you can make one extra attack at your full bonus. This extra attack must be an unarmed strike.

Slow Fall. If you fall while within arm’s reach of a wall, you can use the wall to slow your descent. For the purposes of falling damage, the fall counts as 10 feet shorter for each Monk level you have attained.

Qi (magic). As a monk, you have learned to harness an inner power known as qi. You have one qi point per monk level. You regain all expended qi points when you complete a week-long rest. You also regain one qi point when you complete an eight-hour rest.

Qi Abilities

You can spend qi points to use the following abilities. The qi cost of each ability is shown in parentheses. All qi abilities are magic.

Inner Peace (1 qi). Make a saving throw with advantage.

Leap of the Clouds (1 qi). By focusing your energy, you can jump twice as far as usual.

Stunning Fist (1 qi). You can stun a living creature damaged by your unarmed strike. You can choose to use this ability after your attack hits, but you cannot use it more than once per round. The target must succeed on a Fortitude saving throw or be stunned until the end of its next turn as its whole body stiffens and goes numb. The saving throw DC is 10 + your Wisdom modifier + half your Monk level (rounded up). Non-living creatures cannot be stunned by this ability.

Wholeness of Body (2 qi). By spending a minute in meditation, you can heal yourself of 3d6 hit points of damage.

Purity of Body (3 qi). By spending a minute in meditation, you can purge your body of all poisons and all diseases, even magical diseases.

Special Abilities at Higher Levels

Deflect Arrows (level 2). As a reaction in combat, you can knock aside an arrow (or other small projectile) that would have hit you or another creature within your reach. You can choose to use this ability even after the attack roll hits.

Evasion (level 3). When you make a successful Reflex saving throw for half damage, you instead take no damage.

Fast Movement (level 3). Your base speed increases as shown in the Monk table.

Qi Strike (level 5, magic). Your unarmed strikes act as +1 magic weapons. This means they gain a +1 magic bonus to attack rolls and damage rolls, and can overcome the damage reduction of certain monsters.

Improved Evasion (level 9). When you make a Reflex save for half damage, you take half damage on a failure and no damage on a success.

Improved Qi Strike (level 10). Your unarmed strikes count as +2 magic weapons.

Improved Slow Fall (level 10). When using a wall to slow yourself, you can fall any distance without taking damage.

Paladin

A paladin is a knight in shining armour: a protector for the weak, a champion for the wronged, and a defender of all that is beautiful. Some paladins devote their lives to a single noble quest, while others roam the land looking for dragons to slay and maidens to rescue.

Paladins are aided by the gifts and blessings of the gods. But their road is no easy one. Most fail and fall away from their vows, daunted by the trials they face or led astray by their own secret vices. Those that remain true find themselves drawn into ever deeper danger, riding headlong towards the flames of glory until at last they are consumed.

Core Attributes

Hit points at first level

10 + Constitution modifier

Hit points at higher levels

5 + Constitution modifier

Skill points per level

6 + Intelligence modifier

Class skills

Heal, Handle Animal, Parley

Weapon proficiency

Simple, Martial

Related class

Cleric

Opposed classes

Thief; Witch

Paladin Table

Level

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

Special

1st

+1

+2

+0

+0

Detect evil, divine grace,
lay on hands, divine health

2nd

+2

+3

+0

+0

Aura of courage, smite evil

3rd

+3

+3

+1

+1

Divine mercy (x1), feat

4th

+4

+4

+1

+1

5th

+5

+4

+1

+1

Special mount

6th

+6/+1

+5

+2

+2

Divine mercy (x2), feat

7th

+7/+2

+5

+2

+2

8th

+8/+3

+6

+2

+2

9th

+9/+4

+6

+3

+3

Divine mercy (x3), feat

10th

+10/+5

+7

+3

+3

Class Restrictions

Code of Conduct. As a paladin, you must observe a strict code of conduct. The paladin’s code requires that you:

To become a paladin, you must swear your vows in the presence of a good cleric. If you cannot subscribe to the code, or if the cleric refuses to accept your vows for any reason, you cannot become a paladin. If your vows are accepted, the glory of the gods will come upon you—and your life shall no longer be your own.

Minor Violations. If you violate your code of conduct unintentionally or unavoidably, or in a some very minor respect, you lose access to all Paladin special abilities (except the service of your special mount) until you spend a one-hour rest in prayer and contrition.

Major Violations. If you grossly violate your code of conduct, or willfully commit an evil act, you lose all Paladin special abilities (including the service of your special mount) until you atone for your violation. This requires the aid of a high-level cleric who can cast the atonement spell.

Special Abilities at First Level

Divine Sense (magic). You can reach out with your spirit to detect the presence of holy and unholy creatures within 60 feet, even if they are disguised or hidden. You sense the direction to each such creature. Using this ability takes a standard action in combat.

Divine Grace (magic). You gain a magic bonus to all saving throws equal to your Charisma bonus (if any). This is in addition to the normally applicable ability modifier.

Lay on Hands (magic). Your touch can heal wounds. You can heal damage equal to 5 hit points × your Paladin level. You can heal both yourself and others, and can divide your pool of healing among multiple uses of this ability. This pool replenishes completely when you complete a week-long rest. Using lay on hands is a standard action in combat.

Alternatively, you can use any or all of this healing power to damage undead creatures. This requires a successful mêlée touch attack.

Divine Health (magic). You are immune to all diseases, including magical diseases.

Special Abilities at Higher Levels

Aura of Courage (level 2, magic). You are immune to fear effects (magical or otherwise). Allies within 10 feet of you gain advantage on saving throws against fear.

Smite Evil (level 2, magic). When you hit a foe with a mêlée attack, you can smite evil. If the target creature is evil, it is seared with divine fire, which deals holy damage equal to your Paladin level plus your Charisma bonus. You can smite evil once per Paladin level. A week-long rest replenishes all expended uses, while an eight-hour rest restores a single use. If you accidentally smite a creature that is not evil, the smite is wasted.

Divine Mercy (level 3, level 6, level 9; magic). You can lay on hands to cure a creature of poison, a disease (even a magical disease), blindness, deafness, paralysis, or all temporary damage to a single ability score. After you use this ability, you must take a week-long rest before you use it again. You gain an additional use per week-long rest at level 6, and again at level 9.

Special Mount (level 5). You can call an unusually intelligent, strong, and loyal steed to serve you in your crusade against evil. see The Paladin’s Mount for more details.

Variant Paladins

Antipaladins swear an oath of evil instead of good. They make pacts with fiends, spill the blood of the innocent, and put nothing ahead of their personal power. The most dreaded of antipaladins are those who began as true paladins but fell from the path of righteousness. The antipaladin is not recommended as a player class.

Ranger

If there is one thing most rangers have in common, it is that they are running away from something—whether it is their enemies, an unwanted marriage, false accusations, their own regrets, or society as a whole. Whatever the reason, rangers are driven to abjure the company of others for a life of scarcity and hardship in the forest.

For some rangers, the wilderness is a place of solace and sanctuary. For others, it is the crucible that will prepare them to return and face their destiny. In any case, most rangers live as hunters, trappers, and wilderness guides, though some turn to poaching or even to banditry.

Core Attributes

Hit points at first level

10 + Constitution modifier

Hit points at higher levels

5 + Constitution modifier

Skill points per level

10 + Intelligence modifier

Class skills

Boating, Climb, Run/Jump, Swim, Move Silently, Use Rope,
Camouflage, Heal, Intuit Direction, Listen, Spot, Survival,
Track, Handle Animal

Weapon proficiency

Simple, Martial

Related class

Druid

Ranger Table

Level

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

Special Abilities

Fav. Enemy
Damage

1st

+1

+2

+2

+0

Animal friendship,
favoured enemy

+1d4

2nd

+2

+3

+3

+0

+1d4

3rd

+3

+3

+3

+1

Feat

+1d4

4th

+4

+4

+4

+1

+1d6

5th

+5

+4

+4

+1

Second favoured enemy

+1d6

6th

+6/+1

+5

+5

+2

Feat

+1d6

7th

+7/+2

+5

+5

+2

+1d8

8th

+8/+3

+6

+6

+2

+1d8

9th

+9/+4

+6

+6

+3

Feat

+1d8

10th

+10/+5

+7

+7

+3

Third favoured enemy

+1d10

Special Abilities at First Level

Animal Friendship. You can gain the permanent loyalty and friendship of an animal, provided that you genuinely wish to be the animal’s friend. The animal’s loyalty is natural (non-magical) and ends if you mistreat the animal. You may dismiss an animal companion at any time, allowing it to return to the wild.

To gain the friendship of an animal, you must offer the animal a piece of food that it likes, and then succeed on a Handle Animal check to make the animal friendly. This ability only works with natural animals, not with magical beasts such as owlbears.

You cannot gain an animal companion with more Hit Dice than your Ranger level. You can gain multiple animal companions, but the sum of their Hit Dice may not exceed your level. You can increase an animal’s Hit Dice by 1 if you spend a week of downtime training with it. You cannot train an animal in this way if the increase would cause you to exceed your Hit Die limit for animal companions, nor can you increase an animal’s Hit Dice above twice the normal amount for an adult of its species.

Favoured Enemy. Select one of the following creature types as a favored enemy: Aberrations, Animals, Constructs, Demons, Dragons, Elementals, Ethereal Creatures, Fey, Giants, Gnolls, Kobolds, Magical Beasts, Monstrous Humanoids, Orcs, Oozes, Plants, Shapechangers, Undead, or Vermin.

Due to extensive study of these foes, you have advantage on all skill checks related to these creatures (to track them, perceive them, deceive them, and so on). Your attacks against your favoured enemies deal extra damage as shown in the Ranger table.

Special Abilities at Higher Levels

New Favoured Enemy (level 5, level 10). At each of these levels, you can choose an additional favoured enemy type.

Variant Rangers

A fairy knight is a ranger who was raised from childhood by woodland fey. Fairy knights often garb themselves in forest colours and wander in search of mischief or adventure. A fairy knight is aided and accompanied by a tiny fairy guardian; however, a fairy knight does not have the Favoured Enemy feature, and can control only half as many Hit Dice of animal companions as a normal ranger. For details, see Fairy Guardians.

Thief

Some steal out of need, some steal out of greed. And some steal because the rest of the world is too blind and slow and stupid to stop them.

Though they are naturally unpopular in society at large, a thief is a welcome addition to any adventuring party. The thief’s specialized skills—picking locks, disarming traps, moving unseen, slipping free from bonds, and so forth—are invaluable when breaking into a well-guarded dungeon, and even more valuable when breaking out of one.

It goes without saying that a professional thief never steals from fellow party members.

Core Attributes

Hit points at first level

8 + Constitution modifier

Hit points at higher levels

4 + Constitution modifier

Skill points per level

12 + Intelligence modifier

Class skills

Climb, Run/Jump, Balance, Slip Free, Move Silently, Open Lock, Use Rope, Camouflage, Decipher Script, Disable Device, Listen, Spot, Bluff, Disguise, Parley, Sense Motive

Weapon proficiency

Simple, Martial

Related class

Wizard

Opposed class

Paladin

Thief Table

Level

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

Special Abilities

Sneak Attack Dmg.

1st

+0

+0

+2

+0

Sneak attack,
thief tricks

+1d6

2nd

+1

+0

+3

+0

Uncanny dodge, feat

+1d6

3rd

+2

+1

+3

+1

Evasion

+2d6

4th

+3

+1

+4

+1

Feat

+2d6

5th

+3

+1

+4

+1

Improved uncanny dodge

+3d6

6th

+4

+2

+5

+2

Feat

+3d6

7th

+5

+2

+5

+2

+4d6

8th

+6/+1

+2

+6

+2

Feat

+4d6

9th

+6/+1

+3

+6

+3

Improved evasion

+5d6

10th

+7/+2

+3

+7

+3

Feat

+5d6

Class Restrictions

Weight restrictions. While encumbered, you lose the use of the following class abilities: evasion, uncanny dodge, improved uncanny dodge, improved evasion.

Special Abilities at First Level

Sneak Attack. When you catch an opponent defenceless, you can strike a vital spot to deal extra damage as shown in the Thief table. Sneak Attack applies when either:

  1. Your attack is made against a foe’s Stunned AC; or

  2. Your target is engaged in mêlée with another creature and did not attempt to attack you during its previous turn.

Additionally, to make a sneak attack you must be able to see the target, you must be within 30 feet of the target, and you must attack with a piercing weapon. A sneak attack can only be made against a living creature with a discernable anatomy; this excludes constructs, the undead, and formless creatures such as elementals, oozes, and incorporeal beings.

Thief Tricks. At first level and each time you gain a level in the thief class, you gain one of the Thief Tricks listed below.

Special Abilities at Higher Levels

Uncanny Dodge (level 2). You retain your full Armour Class when surprised (rather than using a lower “Stunned AC”). Your Stunned AC applies only when you are physically unable to move, such as when you are stunned or paralyzed.

Evasion (level 3). When you make a successful Reflex saving throw for half damage, you instead take no damage.

Improved Uncanny Dodge (level 5). You no longer take extra damage from critical hits, or from another thief’s Sneak Attack ability (unless the attacker’s Thief level is 4 higher than your own Thief level). Improved Uncanny Dodge does not apply if you are physically unable to move, such as when you are paralyzed.

Improved Evasion (level 9). When you make a Reflex save for half damage, you take half damage on a failure and no damage on a success.

Thief Tricks

Appraise. You have a good sense of how much things are worth on the market. You can tell the approximate value of gems, trade goods, and art objects just by looking at them. Additionally, you can study an object closely to confirm its worth. When you do so, make an Intelligence check with a DC of 15 (or higher for extremely difficult cases). On a success, you can recognize if the object is real, or a fake worth less than it appears. On a failure, you aren’t quite certain.

Disable Magic Traps. You can use the Disable Device skill to disable magical traps. The DC to disable a magical trap is 20 + the level of the spell that created it.

Delude Magic Device. You can emulate the mindset of other creatures so well that you can fool magic devices designed only to be used by creatures of a certain type. This requires a Bluff check. The DC is 20 to emulate a different class, 25 to emulate a different race, and 30 to emulate a different alignment. If you fail your initial check, you can try again after a week-long rest.

Skill Expertise. Choose one of your Thief class skills. You gain the Skill Expertise feat for that skill. You can select this trick more than once.

Forgery. Due to your studies of graphology, you can easily imitate another person’s handwriting, provided you have some sample to work from. Your forgeries are practically indistinguishable from the real thing.

Read Lips. You have learned to read lips. This lets you tell what creatures are saying if you can see their faces clearly, even if you can’t hear them.

Sleight of Hand. You can pick pockets and perform simple magic tricks such as swapping two items or making a coin disappear. A creature that is watching you can see what you have done with a Spot check opposed by your Bluff check; however, a creature other than a thief or bard has disadvantage on this Spot check.

Witch

Witches gain magical powers by calling on the spirits of the dead and on beings from other planes of existence. Despite their frightening reputation, not all witches are evil, and some use their powers for good. A male witch is known as a “warlock.”

Villagers are quick to turn to the local witch to ward off bad luck, to have spells put on their tools, and to predict the future. They are just as quick to blame her for any strange occurrences or misfortunes that befall them. For this reason, witches often conceal their identities and practice their arts in secret.

Witchcraft is primarily a folk tradition, passed from one practitioner to another. Witch spells are seldom recorded in books or studied as an academic discipline.

Core Attributes

Hit points at first level

6 + Constitution modifier

Hit points at higher levels

3 + Constitution modifier

Skill points per level

4 + Intelligence modifier

Class skills

Swim, Move Silently, Camouflage, Heal, Lore,
Survival, Bluff, Handle Animal, Sense Motive.

Weapon proficiency

Simple

Opposed classes

Cleric; Paladin

Witch Table

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special Abilities

Spell Slots

1st

2nd

3rd

4th

5th

1st

+0

+0

+0

+2

Spellcasting,
brew potion

3

2nd

+1

+0

+0

+3

Familiar, apotrope

4

3rd

+1

+1

+1

+3

Metamagic, feat

4

2

4th

+2

+1

+1

+4

Jinx

4

3

5th

+2

+1

+1

+4

Broomstick

4

3

2

6th

+3

+2

+2

+5

Feat

4

3

3

7th

+3

+2

+2

+5

4

3

3

1

8th

+4

+2

+2

+6

4

3

3

2

9th

+4

+3

+3

+6

Feat

4

3

3

3

1

10th

+5

+3

+3

+7

4

3

3

3

2

Class Restrictions

Armour restrictions. Arcane spells require intricate hand motions to cast. Armour interferes with these motions. You cannot cast spells in armour or while using a shield (except with special feats).

Secret weakness. Every witch has a secret weakness. It could be seeing yourself in the mirror, having your hair cut, hearing a particular word spoken aloud, drinking wine, or something else you invent with your referee’s approval. Obviously, you should strive to hide your weakness, though dedicated enemies might discover it using divination magic. If you fall victim to your weakness, you lose access to all Witch special abilities (including the ability to cast Witch spells) until you complete an eight-hour rest.

Special Abilities at First Level

Spellcasting (magic). You can cast arcane spells based on Intelligence. To cast a Witch spell, you must have an Intelligence score of at least 10 + the spell’s level, and you must prepare the spell. You can prepare a number of Witch spells equal to your Witch level + your Intelligence modifier. To prepare a spell, you must spend 10 minutes ritually invoking the spirits that will help you cast the spell (and must release another prepared spell if you are at your limit).

You can prepare any of the spells from the basic Witch spell list, as well as the Universal spell list. These lists contain spells that are widely known among witches. You can learn additional spells through personal spell research, or by discovering them during your adventures.

The number of spell slots of each level that you have is shown in the Witch table. You can use a spell slot to cast any spell of the same level or lower that you have memorized. When you take an eight-hour rest, you can regain any combination of expended spell slots whose combined spell level adds up to your Witch level (or less). When you take a week-long rest, you regain all expended spell slots.

Brew Potion (magic). You gain the Brew Potion feat as a bonus feat.

Special Abilities at Higher Levels

Familiar (level 2, magic). You can bond with a familiar through a special ritual. A familiar is an unusually intelligent and loyal small animal that acts as your friend and servant. See Familiars for more information.

Apotrope (level 2, magic). When you ward away bad luck from a creature within 30 feet, it gains advantage on its next skill check or attack roll (if made within 10 minutes). To use this ability in combat takes your standard action. Once you use this ability on a given creature, you can’t use it on the same creature again until you take an eight-hour rest.

Metamagic (level 3, magic). You can use metamagic to modify the spells you cast. For more details, see Metamagic.

Jinx (level 4, magic). When you mutter a curse of bad luck against a creature within 30 feet, it receives disadvantage on its next skill check or attack roll (within 10 minutes). To use this ability in combat takes your standard action. Once you use this ability on a given creature, you can’t use it on the same creature again until you take an eight-hour rest.

Broomstick (level 5, magic). By riding any broom, you can fly with a speed of 30 feet and average manoeuvrability. The broom itself need not be magic, but a damaged broom may not fly correctly. Riding on a broomstick is uncomfortable and tiring, so you must make an endurance check after each hour of flying.

Wizard

It takes a certain amount of natural talent to become a wizard, but it mostly takes a lot of books. Wizards study the laws of magic as engineers study the laws of science. Their spells are like carefully programmed machines, diligently prepared and waiting to be set into motion with a magic gesture and a string of incomprehensible words.

All wizards are bright and studious, but they otherwise vary in personality from the imperious professor to the mad genius to the awkward nerd. As a rule, they are very secretive about their magical discoveries, and guard their spellbooks jealously. Every wizard knows cautionary tales of the poor fool who was thwarted by his own spell. If they can manage it, wizards prefer to withdraw from the world into impregnable towers, guarded with many enchantments, where they can conduct their research in safety. Only with their most trusted apprentices do they share even a fraction their knowledge.

Once they have mastered the key principles, most wizards learn new spells neither from books nor from teachers, but from experimentation. Often the knowledge that a spell is possible, and some idea of its effects and limitations, can prove enough to guide a clever wizard to recreate it—or something very similar. The spellbooks of the world are filled with homemade variations of lightning bolt and fly.

Even if a source is available, most wizards can’t resist making a few improvements while copying a spell down. After all, the joy of magical research is to create a spell that is just right, free from the indiscretions of other (inferior) minds. For if any sin afflicts wizards even more grievously than jealousy, it is pride.

Core Attributes

Hit points at first level

6 + Constitution modifier

Hit points at higher levels

3 + Constitution modifier

Skill points per level

4 + Intelligence modifier

Class skills

Decipher Script, Lore

Weapon proficiency

Simple

Wizard Table

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special Abilities

Spell Slots

1st

2nd

3rd

4th

5th

1st

+0

+0

+0

+2

Spellcasting,
scribe scroll

3

2nd

+1

+0

+0

+3

Familiar

4

3rd

+1

+1

+1

+3

Metamagic, feat

4

2

4th

+2

+1

+1

+4

4

3

5th

+2

+1

+1

+4

4

3

2

6th

+3

+2

+2

+5

Feat

4

3

3

7th

+3

+2

+2

+5

4

3

3

1

8th

+4

+2

+2

+6

4

3

3

2

9th

+4

+3

+3

+6

Feat

4

3

3

3

1

10th

+5

+3

+3

+7

4

3

3

3

2

Class Restrictions

Armour restrictions. Arcane spells require intricate hand motions to cast. Armour interferes with these motions. You cannot cast spells in armour or while using a shield (except with special feats).

Special Abilities at First Level

Spellcasting (magic). You can cast arcane spells based on Intelligence. To cast a Wizard spell, you must have an Intelligence score of at least 10 + the spell’s level, and you must memorize the spell. You can memorize a number of Wizard spells equal to your Wizard level + your Intelligence modifier. To memorize a spell, you must spend 10 minutes studying your spellbook (and must forget another spell if you are at your limit).

The number of spell slots of each level that you have is shown in the Wizard table. You can use a spell slot to cast any spell of the same level or lower that you have memorized. When you take an eight-hour rest, you can regain any combination of expended spell slots whose combined spell level adds up to your Wizard level (or less). When you take a week-long rest, you regain all expended spell slots.

Wizards record the spells the know in spellbooks. For more information about spellbooks, see the section on “The Wizard’s Spellbook” below.

Cantrips (magic). Cantrips are minor tricks that novice wizards use for practice. These spells are so simple that they can be cast freely without requiring memorization or using up spell slots. Wizards typically use cantrips to show off and save time, though they may have other applications. Cantrips have a maximum range of 10 feet, and their possible effects include the following:

Scribe Scroll (magic). You gain the Scribe Scroll feat as a bonus feat.

Arcane Knowledge. You have a specialty in Lore checks related to magic.

Special Abilities at Higher Levels

Familiar (level 2, magic). You can bond with a familiar through a special ritual. A familiar is an unusually intelligent and loyal small animal that acts as your friend and servant. See Familiars for more information.

Metamagic (level 3, magic). You can use metamagic to modify the spells you cast. For more details, see Metamagic.

The Wizard’s Spellbook

Starting spellbook. As a first level wizard, you start with a spellbook containing three first-level spells. You may select these spells from the Wizard spell list and the Universal spell list. This spellbook costs 100 silver pieces (paid out of your starting wealth if you begin play as a wizard).

When you gain a level. When you gain a new level as a wizard, you can add two new wizard spells from the Wizard or Universal spell lists (of any level you can cast at your new level wizard). You do not need to spend time or money to learn these spells; they are the fruits of your ongoing research and the new insights you achieve when gaining a level.

Adding additional spells. You can add additional spells to your spellbook if you spend time and money working on it. To add a new spell takes one day per spell level, and costs 25 sp times the square of the spell level (see table). This cost covers the material components you expend as you experiment with the spell to master it, and the fine inks you need to record it. The spell must be of a level you are able to cast. Once you have added a spell to your spellbook, you can memorize and cast it.

Spell level

1st

2nd

3rd

4th

5th

Cost to add to spellbook

25 sp

100 sp

225 sp

400 sp

625 sp

Cost to make a copy

10 sp

40 sp

90 sp

160 sp

250 sp

You can add any spell from the Wizard or Universal spell lists to your spellbook in this way. These spells are widely known among wizards. However, they are not the only wizard spells that exist. If you discover other spells on your adventures, you can learn them in a similar manner. In some cases, a spellcraft check may be required. See Learning Other Spells for more information.

Personal spell research. If you invent your own spell through personal research, you do not need to spend additional time and money to add it to your spellbook; these costs are included in the normal research costs. See Spell Research for more information.

Copying spells into a new book.  You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is like adding a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. To copy a spell takes only 1 hour per spell level, and costs only 10 sp times the spell level squared (see table).

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have memorized into a new spellbook. Filling out the remainder of your spellbook requires you to spend the full costs as discussed above. If lose your only copy of a spell that is not on the Wizard or Universal spell list, you may need to re-develop it through spell research.