Realms Campaigns

AbilityDwarfDwarf, Arctic ElfGnomeHalf-ElfHalflingHalf-OrcHalf-OgreAarakocraCentaurLizard ManSatyrSwanmayWemicSaurial, BladebackSaurial, FinheadSaurial, FlyerSaurial, HornheadGiant-Kin, FirbolgGiant-Kin, VerbeegGiant-Kin, VoadkynLocathahMalenti, NobleMerfolk, SerôsianShalarinTriton, Serôsian
STR8/1814/183/186/183/187/186/1814/184/1711/188/186/1813/1810/1710/187/184/1811/1713/1811/1612/173/1810/163/183/183/18
DEX3/173/166/183/186/187/183/173/127/175/183/188/1812/177/185/165/185/174/148/156/144/173/183/183/183/183/18
CON11/1813/187/188/186/1810/188/1814/186/1710/176/186/1714/1811/185/183/184/188/1812/1811/1712/183/183/183/183/183/18
INT3/183/188/186/184/186/183/173/123/183/163/174/189/183/183/183/183/186/188/186/186/183/1810/163/183/183/18
WIS3/183/183/183/183/183/173/143/123/173/173/183/1813/173/186/173/183/183/188/186/188/183/1810/163/183/183/18
WIS3/173/148/183/183/183/183/123/183/183/183/163/179/183/184/173/183/183/185/163/165/163/183/183/183/183/18

In general, only the standard races are allowed (humans, dwarves, elves, gnomes, half-elves, and halflings). The others are allowed only with special permission by the DM.

RaceModifiersACMvSizeAgeHeightWeightInfravisionNatural Attacks
Human-1012M (5'9")15+1d460/59+2d10140/100+6d10--
Human, Ulutiun+1 STR, +1 CON, -1 DEX, -1 CHA1012M (4'9"')15+1d448/47+2d1090/70+3d10--
Dwarf, Shield+1 CON, -1 CHA106M (4½')50+6d649/47+1d10145/115+5d1060'-
Dwarf, Gold+1 CON, -1 CHA106M (4')40+5d643/41+1d10130/105+4d1060'-
Dwarf, Gray+1 CON, -2 CHA106M (4½')40+4d641/40+2d697/75+5d10120'-
Dwarf, Jungle+1 CON, -2 CHA106S (3')40+5d632/30+2d872/68+5d460'-
Dwarf, Arctic+1 STR, +1 CON, -1 DEX, -1 CHA106S (3')40+5d632/30+2d8110/85+3d1260'-
Elf+1 DEX, -1 CON1012M (5½')100+5d655/50+1d1090/70+3d1060'-
Elf, Dark+2 DEX, +1 INT, -1 CON1012/15M (5')75+5d650/55+1d1080/95+3d10120'-
Elf, Winged+2 DEX, +1 INT, -2 CON109, Fl 18 (C)M (5'9")60+3d1260/59+2d10140/100+6d1090'-
Elf, Lythari+1 DEX, -1 CON618M (5'9")100+5d660/59+2d10140/100+6d1060'-
Half-elf-1012M (5½)15+1d660/58+2d6110/85+3d1260'-
Gnome+1 INT, -1 WIS106S (3½')60+3d1238/36+1d672/68+5d460'-
Gnome, Forest+1 DEX, +1 WIS, -1 STR, -1 INT106S (2'2")60+3d1238/36+1d672/68+5d460'-
Gnome, Deep+1 DEX, +1 WIS, -1 INT, -2 CHA106S (3'3")60+3d1238/36+1d672/68+5d4120', 30' Ul-
Hairfoot Halfling+1 DEX, -1 STR106S (3')20+3d432/30+2d852/48+5d4--
Stout Halfling+1 DEX, -1 STR106S (3')25+3d432/30+2d878/72+7d460'-
Tallfellow Halfling+1 DEX, -1 STR106M (4')30+3d442/40+2d852/48+5d4--
Mixed Halfling+1 DEX, -1 STR106S (3')20+3d432/30+2d852/48+5d430'-
Half-orc+1 STR, +1 CON, -2 CHA1012M (6½')12+1d460/58+1d12135/95+6d1060'-
Half-ogre+1 STR, +1 CON, -1 INT, -1 CHA912L (8½')15+1d484/78+2d6270/220+6d10--
Aarakocra+1 DEX, -STR, -1 CON76, Fl 36 (C)M (5')15+1d460/58+1d680/70+3d10-1d3/1d3/1d3 (beak/claw/claw)
Centaur+1 CON, +1 WIS, -2 DEX, +4 hp518L (8½')18+1d484/80+3d121000/960+6d20-1d3/1d3 (hooves/hooves)
Lizard Man-56, Sw 12M (7')15+1d460/60+2d12170/170+3d10--
Satyr+1 DEX, +1 CON, -1 INT, -1 CHA518M (5')20+3d455+1d10110+4d1060'2d4 (head butt)
Swanmay+1 DEX, +1 WIS715M (5½')15+1d1259+2d10100+6d10--
Wemic+1 STR, -1 DEX, +5 hp612L (7')12+1d478/75+3d6700/670+4d20-1d4/1d4 (claw/claw)
Saurial, Bladeback+1 WIS, +1 CHA, -2 DEX, +2 hp412L (7')14+1d1278/76+2d8550/535+3d2060'1d4/1d4 (claw/claw) or 1d6 (razored tail)
Saurial, Finhead-512M (5')14+1d1254/52+2d10150/140+4d2060'1d3/1d3 (claw/claw) or 1d2 (whip tail)
Saurial, Flyer+2 DEX, -1 STR, -1 CON612, Fl 24 (C)S (3')12+1d1032/30+2d465/62+2d1260'1d2/1d2/1d2 (claw/claw/bite)
Saurial, Hornhead+1 STR, +1 INT, -2 DEX, +4 hp412L (10')14+1d20107/105+2d6720/700+4d2060'1d4/1d4 (claw/claw) or tail (2d4) or horns (2d6)
Firbolg+2 STR, -2 CHA, +13 hp315L (10½')40+5d6126/118+1d10610/460+10d10--
Verbeeg+2 STR, +1 CHA, -1 WIS, -2 CHA, +5 hp518L (9¼')-108/100+1d8450/300+8d10--
Voadkyn+2 STR, +2 DEX, -2 WIS, -2 CHA, +6 hp712L (9½')75+5d6112/106+1d10500/380+8d10--
Elf, Sea+1 DEX, -1 CON99, Sw 15M (5½)100+5d655/50+1d1090/70+3d10180' Aq-
Half-elf, Sea-1012, Sw 10M (5½')15+1d660/58+2d6110/85+3d1290' Aq-
Malenti, Noble+1 CON, -1 WIS99, Sw 15M (5½)40+5d655/50+1d1090/70+3d10180' Aq-
Locathah+1 CON, -1 INT61, Sw 12M (5')14+1d460/59+2d10120/120+6d10180' Aq-
Merfolk, Serôsian+1 DEX, -1 CON71, Sw 18M (5½')15+1d460/59+2d10120/100+6d10180' Aq-
Shalarin-7Sw 12M (6')20+1d655/50+1d1090/70+3d10180' Aq-
Triton, Serôsian+1 STR, +1 CON, -1 DEX, -1 CHA5Sw 15M (7')25+1d672/71+2d10140/120+6d10180' Aq-
Aq: Aquavision.
Ul: Ultravision.

SubraceSkinHairEyes
Gold Elf (Ar'Tel'Quessir)bronze, ambercopper, black, golden blond; redgold, silver, black; copper, hazel
Moon Elf (Teu'Tel'Quessir)pale white with blue tintssilver-white, white, black, blue; blondeblue or green with gold flecks; gray
Green Elf (Sy'Tel'Quessir)copper with green tintsbrown, black; blonde, coppergreen, brown, hazel; blue
Sea Elf, Great Sea (Alu-Tel'Quessir)deep green with brown patchesany elf colorany elf color
Sea Elf, Serôsian (Alu-Tel'Quessir)blue with white patches; white with blue patchesblack, blue, silvery-white; redwhite, black, blue, green; silver
Drow (Ssri-Tel'Quessir)blackstark white (grays/yellows); silver, copper-huedred; green, brown, black, gray, amber, rose; blue, purple
Avariel (Aril'Tel'Quessir)paleblack, white; rarely other elven-
Lythari (Ly'Tel'Quessir)palesilverlight blue, green
Rock Gnomedark tan to woody brownpaleany blue
Deep Gnome (Svirfneblin)medium brown to brownish graybald/stringy graygray
Forest Gnomebark-colored gray-greendarkblue, brown, green
Gold Half-Elf (Cha-Tel'Quessir)bronzed--
Moon Half-Elf (Cha-Tel'Quessir)pale with a touch of blue--
Wild Half-Elf (Cha-Tel'Quessir)copperish tinged with green--
Sea Half-Elf (Cha-Tel'Quessir)mix of sea elf and human color--
Half-Drow (Cha-Tel'Quessir)duskywhite, silverany human color
Avariel Half-Elf (Cha-Tel'Quessir)---
Shield Dwarffair, suntannedbrown to blonde (grays early); red-
Gold Dwarfdusky, mahogany, reddark-
Gray Dwarf (Duergar)graybald, sparse-
Jungle Dwarf (dur Authalar)darkdark-
Arctic Dwarf (Innugaakalikurit)near-white with bluish tinge, sunburnedcurly whitebright blue
Hairfoot Halflingruddysandy to dark brownblue or hazel
Stout Halflingruddyblond to sandy redblue, gray, green
Tallfellow Halflingruddyblonde to dark brownblue or hazel
Locathahscales olive green, ochre/stomach sea green to pale yellownoneall black; all white
Noble Malentias sea elfas sea elfice blue, other pale
Serôsian Merfolkpale pink, tan; other human/scales deep green, silver, etc.light brown, blonde; blue, silverany human/pupils ice blue, silver
Shalarinsilvery, ivory, midnight blue, etc.noneall black; deep blue, purple
Serôsian Tritondeep blue; pearl, light greendark blue, dark greenbrilliant green, blue

Humans

Cormyrians are law-abiding folk who respect and obey their rulers. Cormyrians also revere cats.

Ice Hunters are an ancient race of short, dark-haired, brown-skinned people. Ice Hunters live simple lives fishing and hunting walrus and bear, and do not like to give out their real names to outsiders.

Northmen are tall, fair-haired, seagoing, warlike folk of the north. Not all are barbarians, but some Northmen can drive themselves berserk in battle.

Reghedmen are the tall and fair-haired (blonde, red, or light brown) barbarians of Icewind Dale. These barbarians are grouped in tribes, including the Tribe of the Elk, the Tribe of the Wolf, the Tribe of the Bear, and the Tribe of the Tiger.

Uthgardt are black-haired, blue-eyed barbarians made of Northmen, Netherese, and other stock. The Uthgardt are divided into various tribes, including the Great Worm, Sky Pony, Tree Ghost, and Gray Wolf.

Ffolk are the people of the Moonshaes, which are shared by the Northmen.

Aglarondan humans are dark-haired and sturdy, with blue or brown eyes, and average 5"8" and 5'2" in height for men and women, respectively. Originally, they were a dusky-skinned Untherite people from the ancient land of Chessenta, with other groups mixing later on.

Mulans are tall, with sallow complexions, and are descended from the ancient tribes of Raurin. Mulans can be found in Mulhorand, Unther, and Thay, as the rulers and upper classes. In Thay, they remove their sparse body hair, replacing it with various stylized tattoos (including the magical sort).

Rashemi are dusky-skinned, short, and have dark-colored eyes. Hair is black and bushy, and dress is simple. The Rashemi are descended from the same stock as the Rashemaar, but they live in servitude under the Mulans who rule them.

Rashemaar are tall and fairer than their Rashemi cousins, and wear their dark in long braids (twin braids for men, single for women); men grow short beards in general. Young males go on a journey of self-discovery, the dajemma, leaving Rashemen's borders for a year; those who return are then considered adults (although most use dajemmas as excuses for wenching, drinking, and sightseeing). This boistorous people are known for their berserkers and wychlaran ("witches").

Amnites are the people of Amn.

Turami (Turmish) are mahogany-skinned, tall, and muscular, with flat faces and shorthair; they are the original inhabitants of Mulhorand and Unther, and typically occupy the middle class as artisans as well as as priests.

Tethens are the people of Amn, Tethyr, the western nations of the Inner Sea, and the slaves of Mulhorand.

Ulutiuns, the robust men of the Great Glacier, are short and stocky, about 5' in general, with light yellow skin and black hair. Ulutiuns receive +1 Strength, +1 Constitution, -1 Dexterity, and -1 Charisma. They also have a minimum Strength of 6, a maximum Dexterity of 16, a minimum Constitution of 9, and a maximum Charisma of 15.

Tabaxi are the dark-skinned natives of Chult.

Eshowe are a hidden race also living in Chult.

Elves

Gold Elf, or sunrise elf, are haughty elves who mainly live in Evermeet, but there are some in Cormanthor and Evereska.

Moon Elf, or silver elf, are gray elves who live in many places, such as Evermeet, Evereska, Greycloak Hills, and various human cities as well.

Wild Elf, or green elf, are wood elves who live in Cormanthor, Greycloak Hills, Deepingdale, the High Forest, Tethyr, Evermeet, Gildenglade, and Xorhun in Turmish.

Drow, or dark elf, are dark-skinned elves living in the Underdark; some major cities include Menzoberranzan (in the North), Eryndlyn (under the High Moor), Sshamath (under the Far Hills), and Llurth Dreier (under the Shaar).

Avariel, or winged elves, are pale elves with often white or black hair, and large feathery wings spanning 12-18 feet. The last abode of the avariel is on Mount Sundabar, east of the Great Glacier in Sossal. Wings are often white, but sometimes gray, maroon, brown, black, speckled, or striped. Avariel stand about 5'9" on average. Avariel receive +1 Intelligence, +2 Dexterity, and -2 Constitution. Their eyesight is as eyes of the eagle (distant objects appear is if they were 100 times closer); this far sight gives avariel a +2 bonus to avoid being surprised while flying outdoors. Movement is 9, Fl 18 (C); however, more than light encumbrance causes maneuverability to fall to D. In general, avariel never wears metallic armor or shields, and cannot use heavy, long weapons in flight (L or more than 10 lbs.) except for piercing/thrusting weapons; they also avoid flails, whips, or other flexible weapons. Avariel receive a +1 bonus to attack when using bola, lassos, broad swords, long swords, or short swords. They do not receive bonuses for bows as other elves, and attack at -2 when firing bows from the air. Avariel weapons are made of heavy glass; on a natural attack roll of 1, a 1d6 roll of 1-3 means that the weapon shatters, causing only half damage. Avariel can not fly when hp is less than 50%, but can glide; avariel plummet if their hp is 25% or less. As their wings are flammable, spells of fire are greatly feared by the avariel. Avariel are claustrophobic; in closed spaces, they make a Wisdom check once/day, starting after 1-4 hours. Failure results in temporary insanity (roll 1d6: 1-2 (attacks all around her), 3-4 (curls into a ball), 5-6 (tries to escape by any means)); this lasts until the avariel reaches open air.

Lythari are shy, lycanthropic elves that can change into wolves at will. They live only on Evermeet, the Forest of Tethir, and in the North. As tall and heavy as humans, they nevertheless live as long as elves. In either form, their movement is 18, and their AC is 6. They have 60' infravision. As wolves, they can bite for 2d4 damage. At night, they can surprise foes with an additional penalty of -2. Lythari can only be struck by silver or enchanted weapons (or by monsters with 4+1 or more HD). They also have the Tracking proficiency (Wis +6) automatically, and saves vs. illusion/phantasm spells with a +1 bonus/level. Lythari must eat fresh meat, or else lose 1d4 hp/day. Lythari never wear armor, and almost all lythari are fighters. Lycanthropic transformations do not include clothing, so lythari must typcally disrobe before becoming wolves.

Half-elves

Half-Gold Elves are very rare; some living in Cormanthor.

Half-Moon Elves are fairly common; many can be found in Everlund, Neverwinter, Silverymoon, Sundabar, Waterdeep, Baldur's Gate, and Berdusk.

Half-Wild Elves are uncommon, and most are in the Yuirwood of Aglarond, with others in Deepingdale, Cormanthor, the Forest of Tethir, Elventree, Elmwood, and small towns in the North.

Aglarondan half-elves (Cha-Tel'Quessir) of the Yuirwood are the only large population of half-elves living as a nation, and are descended from the Yuir, the wild elves who once ruled Aglarond in ancient times. They have coppery skin (sometimes with a greenish tinge) and black or blonde hair; 50% of them still have elven pointed ears. Some old women of the Yuirwood still practice ancient totemic magic as well as other elven magics.

Half-Drow are common only in Dambrath; elsewhere they are very rare.

Half-Sea Elves are very rare, and can usually only be found in western shore communities like Waterdeep, the Sword Coast, Tethyr, Amn, Calimshan, the Moonshaes, Lantan, and some around the Sea of Fallen Stars.

Half-Avariel Elves are extremely rare, and can only be found where Avariel themselves are found. Half-avariel have wings half the size of true avariel, and can not fly with them, but may glide.

Dwarves

Shield dwarves, or northern dwarves, sometimes called mountain dwraves, are about 4½ tall, with fair or suntanned skin, and brown to blonde hair (which quickly turns gray, unless they are redheads). Shield dwarves turn gray as they age, until they match with granite around the age of 300 (75% undetectable when standing motionless in front of granite). Of the shield dwarves, some are known as "The Hidden," while the others are "The Wanderers." The Hidden stay to themselves deep in the mountains; the Wanderers live with other races on the surface. Shield dwarves can unerringly identify ores in their natural state.

Gold dwarves, or southern dwarves, sometimes called hill dwarves, are about 4' tall, with dusky or even mahogany or red skin, and dark hair. Gold dwarves are often rich and somewhat fat from good food, and like to wear and wield gold. Gold dwarves can evaluate the market price of worked metals and gems within 10%, as well as detect forgeries and counterfeits with 95% accuracy.

Duergar dwarves, or gray dwarves, are a joyless gray-skinned, bald dwarven subrace. Duergar are immune to paralysis and poison, as well as illusion/phantasm spells. They can also surprise and avoid surprise as elves or halflings. Their infravision is stronger than normal (120'), but are adversely affected by bright light (-2 DEX, attack, save; opponents save vs. the duergar's attacks at +2). Duergar do not receive bonuses to attack orcs and goblins as other dwarves. Duergar dwarves also have access to the "Invisible Art," or psionics. They may opt to become psionicists, or else are often wild talents (double chance).

Wild dwarves, or jungle dwarves, are dark-skinned, short dwarves who speak their own clicking, trilling language, as well as some Common and normal dwarf-speak as well. They typically carry blowguns firing 2 darts per round (1/3/5), which cause sleep (save vs. poison or be slowed for 2 rounds and then sleep for 2-5 rounds); all adult wild dwarves are specialists with these darts, however they are used. They also use spears, spiked throwing clubs, or hand axes. They receive +1 bonus save vs. poison, and also -1 hp/die damage from insect swarm and heat-induced attacks. Wild dwarves can unerringly find groundwater in jungle regions; they also have tracking ability (-3 outside jungle areas).

Innugaakalikurit, or arctic dwarves, have bright blue eyes, near-white skin (but often completely sunburned) with a bluish tinge, and curly white hair. They receive +1 Strength, +1 Constitution, -1 Dexterity, and -1 Charisma, and have ability min/max of 14/18 3/16 13/18 3/18 3/18 3/14. They can only be fighters (U), rangers (8), and thieves (8). Innugaakalikurit are completely immune to cold, including magical cold and even white dragon breath. They typicall wear thick layers of fur (AC 8) and use bulky bows called eyklaks that fire barbed arrows (1d8 damage), battle axes, and spears (they receive +2 attack with the eyklak). Particularly short (about 3') for dwarves, they are also sociable and friendly. They often speak the languages of white dragons, yeti, frost giants, and selkies.

Half-orcs

Half-orcs typically appear like their orcish parent, but 10% or so are sufficiently non-orcish to pass as ugly humans. PC half-orcs are considered to be in the superior 10%.

Humanoids

Aarakocra are intelligent bird-men living high in the mountains. They can dive 200 feet to throw two javelins or flight lances at once for a +4 attack and double damage (no penalties for aerial missile fire). However, aarakocra are claustrophobic, and are -3 attack when in enclosed areas. Aarakocra typically use weapons like daggers, darts, javelins, and flight lances.

Centaurs look like humans with the lower body of a horse. They can attack three times in a round (once with weapons and twice with hooves for 1d6 damage) unless charging. Centaurs typically use weapons like composite long bows, medium horse lances, and great clubs.

Lizard men are semi-aquatic, reptilian humanoids living in swamps and marshes; in particular, there are peaceful lizard men villages in the Marsh of Tun. Good swimmers, they can move in water at a rate of 12, and can hold their breath for 2/3 of his Constitution in rounds. Lizard men must wet their entire bodies once a day; if they do not, they begin to lose Constitution at a rate of 3 points per day. If their Constitution falls to 0, they die of dehydration. If lizard men spot food or treasure during a battle, they must make a Wisdom check to avoid feasting or gathering spoils for at least 1 round (he may check Wisdom to break away each subsequent round). Somewhat primitive, lizard men may start with weapons like stone battle axes, great clubs, barbed darts, and javelins.

Satyrs are true neutral, pleasure-loving half-human half-goats who spend their time frolicking with nymphs. Because of their keen senses, they are surprised only on a roll of 1, and can blend into forest foliage to become 90% undetectable. Satyrs can also construct satyr pipes and play them to cast charm, sleep, or cause fear to all within 60 feet (save vs. spell to avoid the effect) as long as he has at least 3 proficiency slots devoted to the musical instrument. Satyrs are very susceptible to distraction (females with CHA 15+ or expensive wine). Satyrs generally use weapons like daggers, javelins, long swords, short swords, short bows, or spears.

Swanmays are a secret sorority of human females who can shapechange into swans by means of a magical token. In this form, they can move at 3, Fl 19 (D), attack with natural weapons at 1/1/1d2, cannot be harmed by nonmagical weapons, and have a magic resistance of 2%/level.

Wemics look like humans with the lower body of a lion. Most wemics have a long mane of black hair. Many wemics live in the Shining Plains, west of the Vilhon Reach, where they worship Nobanion as the leader of the Tenpaw Tribe. Wemics can attack with hand-held weapons while simultaneously attacking with their foreleg claws. They can also jump powerfully 10 feet high or 30 feet forward. Somewhat primitive, they may begin with weapons like stone clubs, javelins, short swords, and spears.

Saurials

Saurials are brightly-colored, intelligent bipedal lizards originally from an alternate Prime Material plane, currently making their home in a small village of about 100 in the Lost Vale, led by a hornhead wizard named Grypht, in the peaks of the Desertsmouth Mountains east of Anauroch. The four races of saurials currently in the Realms are the bladebacks, finheads, flyers, and hornheads. Saurials cannot speak in any human or humanoid language, as their voices are too high for humans to hear. However, they do emit scents that carry their emotions, which can be learned by humans who befriend them. Some of these scents are: brimstone (confusion), roses (sadness), lemon (pleasure, joy), baked bread (anger), violets (danger, fear), honeysuckle (tenderness), wood smoke (devotion, piety), tar (victory), and ham (nervousness, worry).

All saurials receive a +2 saving throw bonus to sound-based attacks, but receive a -2 penalty to saving throws vs. gas- or scent-based attacks. Saurials also fall into a torpor called cold sleep if exposed to prolonged cold. They can resist this for a number of turns equal to their size (double that with insulated clothing); warmth revives them in 1-2 hours. More than one day of cold causes death. Saurials also receive a -1 attack penalty when using non-saurial weapons. Saurials cannot multi-class, but they may dual-class as humans. Saurial magic users use memory sticks (notched poles) instead of spellbooks. Saurial priests, paladins, and rangers may follow deities similar to deities in their own original plane, such as Chauntea.

Bladebacks are very social, trusting saurials, and make good priests.

Finheads are alert, bright, curious, and emotional saurials, and make good warriors.

Flyers are nervious, skittish, irritating, and chattery saurials, and make good thieves.

Hornheads are careful, rational, and calm saurials, and make good wizards.

Giant-Kin

Giant-kin are cousins of the true giants, and include Firbolgs, Verbeegs, Voadkyn, and the abominable Formorians. Most of them live in the Ice Spires, west of Anauroch and south of the Endless Ice Sea. Due to their giant blood, giant-kin are often very strong - giant-kin with 18 Strength may always roll for percentile Strength, regardless of class. Because of their huge (H) size, they may use large (L) weapons using one hand without penalty (and larger weapons with two hands).

Firbolgs are lawful good, intelligent, 10½ feet tall, bearded giant-kin. Due to their tough hides, they have a natural AC of 3, but may never wear armor. Typically, firbolgs use weapons like clubs, halberds, giant-kin halberds, giant-kin two-handed swords, and two-handed swords.

Verbeegs are mercenary-like, often-treacherous giant-kin. Due to their tough hides, they have a natural AC of 5, but can never wear better armor than splint mail.

Voadkyn, or "wood giants," are somewhat brooding, unahppy, 9½ feet tall, olive-colored, hairless giant-kin. Due to their tough hides, they have a natural AC of 7, but can never wear better armor than leather armor. Typically, voadkyn use weapons like giant-kin daggers, giant-kin long bows, giant-kin maces, and two-handed swords.

Undersea Races

Sea Elves are as normal elves, but almost never become thieves (because thieving skills are not applicable in the water). Sea elves have blue skin with patches of white, but sometimes ivory skin with blue highlights; their hair is black, blue, or silvery-white, and rarely red; eyes are white, black, blue, green, or even silver, and their hands and feet are webbed. Sea elves receive a +1 bonus to tridents and spears instead of swords and bows. Sea elves wear one piece of silverweave armor and wield tridents, spears, and nets. Sea elf movement is 9, Sw 15. There are two major populations of sea elves; one lives in the oceans surrounding Faerûn (especially the Coral Kingdom and Iumathiashae in the Great Sea), while another lives in the Sea of Fallen Stars. Sea elves can survive on the surface, but each ability score falls by 1 point for every day after the first 2. Immersion in fresh water stops the process (returns to day 1) but does not heal it; immersion in salt water heals all within 15 rounds (a heal spell has the same effect in an instant).

Half-Sea-Elves are as normal half-elves, but can breathe water as well as air at birth. In addition, submerged eyesight is half as effective as normal sea elves.

Noble Malenti are the mutant offspring of sahuagin, appearing as sea elves. Difficult to distinguish, they are nevertheless somewhat tougher, and share the sahuagin nictitating membrane that reflexively pops up over the eye to protect it from bright light. They never wear armor, and typically wield spears. Noble malenti are -2 attack, -2 save in bright light.

Locathah look like humanoids with fish scales, and are colored olive-green or ochre, with flukes and dorsal fins. They wield spears and short swords. Locathah are -2 attack, -2 save in bright light.

Serôsian Merfolk have fair to tan skin, green to silver tails, and hair and eyes of colors similar to those of humans, although their pupils are ice blue or pale silver. They decorate their bodies with tattoos, do not wear armor, and wield tridents and daggers.

Shalarin are hairless, usually silvery-skinned, fish-eyed humanoids with a large dorsal fin from the tailbone to the top of the head. Shalarin have a natural AC of 7 due to their ability in water. They wear pearl or silverweave armor, and wield tridents and tapals. Shalarin are -2 attack, -2 save in bright light.

Serôsian Tritons have deep-blue or pearly skin, long, dark blue or green hair, and green or blue eyes. They wear silverweave armor, and wield tridents, daggers, spears, nets, and tapals. Tritons are -2 attack, -2 save in bright light.

ClassHumanDwarfElfGnomeHalf-ElfHalflingHalf-OrcHalf-OgreAarakocraCentaurLizard ManSatyrSwanmayWemicSaurial, BladebackSaurial, FinheadSaurial, FlyerSaurial, HornheadGiant-Kin, FirbolgGiant-Kin, VerbeegGiant-Kin, VoadkynLocathah, SerôsianMalenti, NobleMerfolk, SerôsianShalarinTriton, Serôsian
FighterU151211149101211121211129U9912811101412U12
PaladinU12U
RangerU151610714121213121210U12
ClericU10129148447U999141212U12
DruidU121412141299996UU
Specialty PriestU14161318124471477141210U12
CrusaderU131212U
ShamanU447777676U
MonkUU
MysticU121413U
MageU1512124999U65U15
AbjurerUU
IllusionistU1512U
ConjurerU12U
DivinerU1512U
EnchanterU1512U
InvokerUU
NecromancerUU
TransmuterU12U
IncantatrixU12U
Wild MageU1512U
ElementalistU1512U
DukarUUUUU
RunecasterU1215167129U
SpellsingerU12U
ThiefU1212131215821191110999U7107U
BardUU1210UU
PsionicistU879710777777777777777777U7
Shadow WalkerU1212U
Classes in italics are not allowed as PCs (in general). They are included here for information purposes only.

ClassSTRDEXCONINTWISCHA
Fighter9-----
Paladin12-9-1317
Ranger131314-14-
Cleric----9-
Druid----1215
Crusader12---912
Monk--131415-
Mystic---111215
Shaman--12-12-
Mage---9--
Abjurer--915-
Conjurer--159--
Enchanter---9-16
Diviner--916-
Illusionist-16-9--
Invoker--169--
Necromancer--916-
Transmuter-15-9--
Incantatrix---1312-
Wild Mage---16--
Elementalist---9--
Dukar--1214--
Runecaster-12-1313-
Spellsinger-15-1515-
Thief-9----
Bard-12-13-15
Psionicist--111215-
Shadow Walker-15-15--
Figures in bold are prime requisites; scores of 16 or higher in all scores grant a 10% experience point bonus. (Shadow Walkers require 17 or greater in prime requisite scores for the bonus.)

Specialty priests have different requirements per each class.

RaceAllowed Multi-class CombinationsDeities
DwarfFighter/Thief-
Fighter/ClericAny, except: Abbathor, Sharindlar, Thard Harr, Vergadain
Cleric/ThiefAbbathor, Deep Duerra, Laduguer, Vergadain
Cleric/PsionicistDeep Duerra, Laduguer
Crusader/PsionicistDeep Duerra, Laduguer
Cleric/Thief/PsionicistDeep Duerra, Laduguer
Fighter/Cleric/PsionicistDeep Duerra, Laduguer
Alaghar/FighterClangeddin Silverbeard
Fighter/Psionicist-
Thief/Psionicist-
Norothar/PsionicistDeep Duerra
Norothar/FighterDeep Duerra
Luckmaiden/FighterHaela Brightaxe
Thuldar/PsionicistLaduguer
Sword Dancer/FighterEilistraee
InnugaakalikuritFighter/Thief-
ElfFighter/Mage-
Fighter/Thief-
Mage/Thief-
Fighter/ClericCorellon Larethian
Cleric/ThiefErevan Illesere
Fighter/Cleric/ThiefErevan Illesere
Cleric/RangerSolonor Thelandira
Mischiefmaker/ThiefErevan Illesere
Dhaeraowathila/FighterShevarash
Sword Dancer/FighterEilistraee
DrowFighter/Mage-
Fighter/Thief-
Mage/Thief-
Fighter/ClericLolth, Selvetarm
Cleric/ThiefVhaeraun
GnomeFighter/ClericAny
Fighter/Illusionist-
Fighter/Thief-
Cleric/IllusionistAny
Cleric/ThiefAny
Illusionist/Thief-
Sword Dancer/FighterEilistraee
Half-elfFighter/ClericAny
Fighter/DruidAny
Fighter/Thief-
Fighter/Mage-
Cleric/RangerAny
Cleric/MageAny
Druid/MageAny
Thief/Mage-
Fighter/Mage/ClericAny
Fighter/Mage/DruidAny
Druid/RangerMielikki
Windwalker/RangerShaundakul
Dhaeraowathila/FighterShevarash
Sword Dancer/FighterEilistraee
Sword Dancer/RangerEilistraee
Sword Dancer/BardEilistraee
HalflingFighter/Thief-
Fighter/ClericArvoreen
Cleric/ThiefBrandobaris
Fighter/Psionicist-
Thief/Psionicist-
Misadventurer/ThiefBrandobaris
Truesword/FighterArvoreen
Sword Dancer/FighterEilistraee
Half-orcFighter/ClericAny
Fighter/Thief-
Cleric/ThiefAny
AarakocraFighter/ShamanAny
Fighter/Thief-
CentaurFighter/Mage-
Fighter/Thief-
Ranger/ShamanAny
Lizard ManFighter/ShamanAny
Fighter/Thief-
SatyrFighter/Thief-
WemicFighter/ShamanAny
FirbolgFighter/ShamanAny
VoadkynFighter/ShamanAny
Fighter/Thief-
Fighter/Mage-
Ranger/MageAny
Mage/Thief-
Fighter/Mage/Thief-
Noble MalentiFighter/ClericAny
LocathahFighter/ClericAny
Cleric/RangerAny
Serôsian MerfolkFighter/ClericAny
Cleric/RangerAny
Serôsian TritonsFighter/ClericAny
Fighter/Mage-
Cleric/RangerAny
Cleric/MageAny
Note that "Any" refers to any deity that includes the particular priest or priest-related class(es) in their church.

LevelFighterPaladin/RangerCleric/Crusader/MonkDruidSpecialty PriestMysticThief/BardPsionicistWizard
1000000000
22,0002,2501,5002,0002,0002,0001,2502,2002,500
34,0004,5003,0004,0004,0004,0002,5004,4005,000
48,0009,0006,0007,5008,0007,5005,0008,80010,000
516,00018,00013,00012,50017,00012,50010,00016,50020,000
632,00036,00027,50020,00035,50020,00020,00030,00040,000
764,00075,00055,00035,00071,00035,00040,00055,00060,000
8125,000150,000110,00060,000142,00060,00070,000100,00090,000
9250,000300,000225,00090,000289,00090,000110,000200,000135,000
10500,000600,000450,000125,000578,000125,000160,000400,000250,000
11750,000900,000675,000200,000867,000200,000220,000600,000375,000
121,000,0001,200,000900,000300,0001,156,000300,000440,000800,000750,000
131,250,0001,500,0001,125,000750,0001,445,000750,000660,0001,000,0001,125,000
141,500,0001,800,0001,350,0001,500,0001,734,0001,500,000880,0001,200,0001,500,000
151,750,0002,100,0001,575,0003,000,0002,023,0003,000,0001,100,0001,500,0001,875,000
162,000,0002,400,0001,800,0003,500,0002,312,0003,500,0001,320,0001,800,0002,250,000
172,250,0002,700,0002,025,000500,000*2,601,0004,000,0001,540,0002,100,0002,625,000
182,500,0003,000,0002,250,0001,000,0002,890,0004,500,0001,760,0002,400,0003,000,000
192,750,0003,300,0002,475,0001,500,0003,179,0005,000,0001,980,0002,700,0003,375,000
203,000,0003,600,0002,700,0002,000,0003,468,0005,500,0002,200,0003,000,0003,750,000

Fighter
LevelExperienceHit Dice
(d10)
THAC0ProficienciesSpecial Abilities
WeaponNonweapon
1012043-
22,00021943-
34,00031854-
48,00041754-
516,00051654-
632,00061565-
764,000714653/2 melee attacks/round
8125,00081365-
9250,00091276Attract followers*
10500,0009+31176-
11750,0009+61076-
121,000,0009+9987-
131,250,0009+128872 melee attacks/round
141,500,0009+15787-
151,750,0009+18698-
162,000,0009+21598-
172,250,0009+24498-
182,500,0009+273109-
192,750,0009+302109-
203,000,0009+331109-
* Castle or stronghold and lands required.

Fighters have the following abilities/restrictions:

Berserker

Berserkers are a special type of human warrior (fighter or ranger) from certain parts of Faerûn, including the North, the Moonshae Isles, and Rashemen (see below).

  • Requirements: Strength 15
  • Bonus Proficiencies: Endurance
  • Berserkers may not begin with proficiencies in any ranged weapons.
  • Berserkers have the ability to go berserk. It takes 1 turn to enter this state (during this time, the berserker is growling, moaning, biting his shield, etc.); they can be fighting during this time. If the berserker goes berserk when there is no combat, he can keep it for 5 turns, but after this he reverts to normal. During combat, berserkers can stop this state only after the last enemy is down on the ground. Berserking has the following effects:
    TypeEffects
    Physical changes+1 attack, +3 damage, +5 extra hp, Wis -3, Int -3;
    immune to KO from Punching and Wrestling, ½ damage from bare-hand attacks;
    cannot use ranged weapons or take cover against missile fire
    Spell ImmunitiesWizard spells: charm person, emotion (except fear), friends, geas, hypnotism, irritation, ray of enfeeblement, scare, sleep
    Priest spells: charm person or mammal, cloak of bravery, command, enthrall, symbol
    Resistence (+4 Save)Wizard spells: blindness, charm monster, confusion, hold person, Tasha's uncontrollable hideous laughter
    Priest spells: hold person, hold animal
    Spell Effects Delayedfinger of death, aid, cure light wounds, cure serious wounds, cure critical wounds, heal, regenerate/wither
    Spell Effects Changedemotion (fear effect), fear: ends berserk state if save fails
    charm spells: normal, but does not end berserk state
    taunt: causes berserker to abandon his enemy and attack the taunter (no save)
    RestrictionsMust continue fighting until each opponent is down; once an opponent falls, must attack nearest enemy;
    if ally does something that may be seen as an attack, must make Int check to avoid seeing him as enemy
  • Berserkers face several consequences after his berserk status ends (for whatever reason).
    TypeEffects
    Physical changeslose bonus hp, delayed spell effects occur
    FatigueCollapses as if hit by a ray of enfeeblement and is unconscious 1 round for each round berserk
  • Berserkers receive a +3 bonus from other nations or tribes that also have berserkers; other NPCs are reacted at -3.
  • Berserkers may not buy heavier armor than chain mail at character creation.
Rashemaar berserkers are a special type of berserker from the eastern lands of Rashemen. Rashemaar berserkers are like berserkers elsewhere in Faerûn, but with the following additional abilities/restrictions:
  • Requirements: Strength 15, Constitution 15
  • Rashemaar berserkers are organized into lodges, each with different special abilities or gifts.
    LodgeAbility/Gift
    Ettercap+1 hp/level while berserk
    Goblinadditional +1 hit, +1 damage while berserk in groups of 4+
    Ice TrollToughening (-1 natural AC)
    Snow TigerWear snow tiger skin cloaks, fight with tiger claws (1d6/1d6), attack at -0/-2
    White DragonFight with dragon's fang (like military pick made from white dragon tooth) (+1 attack, 2d4 P damage)
  • Rashemaar berserkers receive a +5 reaction modifier from other Rashemaar.

Battlerager

Battleragers are a dwarven variant of the human berserker. These tattooed, uncontrollable dwarves have the following abilties/restrictions:

  • Requirements: Strength 15; Intelligence 10 or less, Wisdom 10 or less
  • Bonus Proficiencies: Intimidation, Singing
  • Battleragers must specialize in both battle axe (any) and warhammer. Warhammers can be thrown once in battle while charging; battleragers can never learn or use any other ranged weapons.
  • Battleragers have the ability to enter a killing rage; however, they have little control over it. Typically, the rage will start whenever insulted, threatened, or in combat; he can try to resist the urge by making a Wisdom check (when he will gnaw his shield and grind his teeth). It takes 5 rounds to enter this state (during this time, the battlerager is singing a battle song at the top of his lungs (note that a silence spell can prevent the rage, but the dwarf will surely attack the caster)); they can be fighting during this time. During combat, battleragers can stop this state only after the last enemy is down on the ground; however, they can also try to end the rage by making a Wisdom check. Raging has the following effects:
    TypeEffects
    Physical changes+1 attack, +3 damage, +10 extra hp, -1 AC
    immune to KO from Punching and Wrestling, ½ damage from bare-hand attacks;
    cannot take cover against missile fire
    Spell ImmunitiesWizard spells: charm person, emotion, fear, friends, hypnotism, irritation, ray of enfeeblement, scare, sleep
    Priest spells: charm person or mammal, cloak of bravery, command, enthrall, remove fear/cause fear, symbol
    Resistence (+4 Save)Wizard spells: blindness, charm monster, confusion, hold person, Tasha's uncontrollable hideous laughter
    Priest spells: hold person, hold animal
    Spell Effects Delayedfinger of death, aid, bless, cure light wounds, cure serious wounds, cure critical wounds, heal, regenerate/wither
    (However, finger of death will kill a battlerager instantly if the save is failed)
    Spell Effects Changedcharm spells: normal, but does not end berserk state
    taunt: causes battlerager to abandon his enemy and attack the taunter (no save)
    RestrictionsMust continue fighting until each opponent is down; once an opponent falls, must attack nearest enemy;
    if ally does something that may be seen as an attack, must make Int check to avoid seeing him as enemy
  • Battleragers face several consequences after his killing rage ends (for whatever reason).
    TypeEffects
    Physical changeslose bonus hp, delayed spell effects occur
    Fatigue-1 attack, -3 damage, +1 AC for 1 round pe each round enraged
  • Battleragers receive a -3 reaction modifier from all dwarves (who will withdraw) and a -2 reaction modifier from everyone else (who may be stupid enough to attack him).
  • Battleragers must begin with at least a battle axe and a warhammer.

Paladin
LevelExperienceHit Dice
(d10)
THAC0ProficienciesLay on Hands
healed hp
Cure Disease
times/week
Turn
Level
Casting
Level
Priest SpellsSpecial Abilities
WeaponNonweapon1234
10120432 hp1------Detect evil at will, Disease Immunity, +2 Save, constant protection vs. evil, 10' radius
22,250219434 hp1-------
34,500318546 hp11-----
49,000417548 hp12-----Call War Horse
518,0005165410 hp13------
636,0006156512 hp24------
775,0007146514 hp25-----3/2 melee attacks/round
8150,0008136516 hp26------
9300,0009127618 hp2711---Cast Priest spells of Combat, Divination, Healing, and Protective spheres
10600,0009+3117620 hp2822----
11900,0009+6107622 hp39321---
121,200,0009+998724 hp310422---
131,500,0009+1288726 hp3115221-2 melee attacks/round
141,800,0009+1578738 hp3126321--
152,100,0009+1869830 hp31373211-
162,400,0009+2159832 hp41483321-
172,700,0009+2449834 hp4159*3331-
183,000,0009+27310936 hp4169*3331-
193,300,0009+30210938 hp4179*3332-
203,600,0009+33110940 hp4189*3333-
*Maximum spell ability.

Paladins must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers.

Saurial Paladin

Saurial paladins are the saurial variant of the human paladin. Although similar, saurial paladins have the following different abilties/restrictions:

  • Saurial paladins have a form of second sight known as shen sight. Shen sight allows a paladin to "see" the rolling mass of one's thoughts, feelings, and desires that make up one's spirit and soul, and thus discern one's general intentions and to know alignment. These thoughts are seen in colors: gray (neutrality), purple (evil), and so on. Shen sight may be used at will, with a range of 60'.
  • Saurial paladins do not have the ability to detect evil at will.

Ranger
LevelExperienceHit Dice
(d10)
THAC0ProficienciesTracking
Bonus
Move
Silently
Hide in
Shadows
Charm
Animal
Casting
Level
Priest SpellsSpecial Abilities
WeaponNonweapon123
1012043010%15%-1----Two-weapon fighting, animal empathy, species enemy, tracking proficiency
22,25021943015%21%-1-----
34,50031854+120%27%-1-----
49,00041754+125%33%-2-----
518,00051654+131%40%-2-----
636,00061565+237%47%-2-----
775,00071465+243%55%-3----3/2 melee attacks/round
8150,00081365+249%62%-311--Cast Priest spells of Plant and Animal spheres
9300,00091276+356%70%-322---
10600,0009+31176+363%78%-4321-Attract 2d6 followers
11900,0009+61076+370%86%-4422--
121,200,0009+9987+477%94%-45221-
131,500,0009+12887+485%99%*-56321-
141,800,0009+15787+493%99%*-57322-
152,100,0009+18698+599%*99%*-58332-
162,400,0009+21598+599%*99%*-69**333-
172,700,0009+24498+599%*99%*-69**333-
183,000,0009+273109+699%*99%*-69**333-
193,300,0009+302109+699%*99%*-79**333-
203,600,0009+331109+699%*99%*-79**333-
*Maximum percentile score.
**Maximum spell ability.

Rangers must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers.

Cleric
LevelExperienceHit Dice
(d8)
THAC0ProficienciesTurn
Level
Casting
Level
Priest SpellsSpecial Abilities
WeaponNonweapon1234567
1012024111-------
21,50022024222-------
33,000320253321------
46,000418354432------
513,0005183555331-----
627,5006183666332-----
755,00071636773321---Scribe scrolls
8110,00081646883332---Attract worshippers*
9225,000916479944321--Brew potions
10450,0009+21447101044332---
11675,0009+414471111544321-Create magic items
12900,0009+614581212655322--
131,125,0009+812581313666422--
141,350,0009+10125814146665321-
151,575,0009+12125915156666421-
161,800,0009+14106916167776431-
172,025,0009+16106917177777532-
182,250,0009+181061018188888642-
192,475,0009+20861019199988642-
202,700,0009+22871020209998752-
212,925,0009+24871121219999862-
223,150,0009+26671122229999963-
233,375,0009+28671123239999973-
243,600,0009+30681224249998983-
253,825,0009+32481225259999984-
264,050,0009+34481226269999994-
274,275,0009+36481327279999995-
284,500,0009+38291328289999996-
294,725,0009+40291329299999997-
304,950,0009+42291430309999998-
Usable only by clerics with 17 or greater Wisdom.
Usable only by clerics with 18 or greater Wisdom.

Clerics must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers.

Dwarven Rune Magic

Dwarven rune magic is a sub-class of priestly magic granted to priests of dwarven deities who have access to at least 5th-level priest spells.

  • The 5th-level spell rune of power and the 7th-level spell rune chant, spells granted by all dwarven deities, are used to channel power into ancient runes that are drawn by dwarves who know them.
  • Not all of the runes are still known today - legends speak of ancient rune magic destroying entire cities at once, but such runes have long been lost to the dwarves. Some of the runes still known to dwarves today are given below:
    Rune of PowerEffect
    Alhalbrinheat metal
    Faerindylflaming sphere
    Sabrasblade barrier
    Thundarilpolymorph other
    Velurndynreverse gravity
    Bhelaerakglassteel
    Corsimmyrpasswall
    Delhaubrinshatter
    Elemsyrinvisibility

Champion

Champions are a special type of dwarven fighter/cleric, alaghor/fighter, or luckmaiden/fighter allowed by certain dwarven deities (Clangeddin Silverbeard, Haela Brightaxe). Champions have the following abilties/restrictions:

  • Requirements: Strength 15, Wisdom 15, Charisma 14.
  • Bonus Proficiencies: Intimidation
  • Champions may specialize in one weapon (battle axe if deity is Clangeddin Silverbeard, any weapon if deity is Haela Brightaxe).
  • Champions are lent a +1 magical weapon by his/her church. This blessed weapon belongs to his church and must never be lost; if a superior weapon is found, he must return the blessed weapon to his church as soon as he can.
  • Champions may never refuse fights related to his religion, and may be requested to perform tasks by superiors.

Druid
LevelExperienceHit Dice
(d8)
THAC0ProficienciesCasting
Level
Priest SpellsWoodland
Languages
Special Abilities
WeaponNonweapon1234567
101202411------0Druidic language, +2 save vs. fire/electricity
22,0002202422------0-
34,00032025321-----+1Identify plants, animals, pure water, pass through overgrown areas
47,50041835432-----+2-
512,500518355331----+3-
620,000618366332----+4-
735,0007163673321---+5Immunity to woodland charm Spells, shapechange 3 times/day
860,0008164683332---+6-
990,00091647944321--+7-
10125,0009+214471044332--+8-
11200,0009+4144711544321-+9-
12300,0009+6145812655322-+10-
13750,0009+8125813666422-+11-
141,500,0009+101258146665321+12-
153,000,0009+121259156666666+13Grand Druid: 6 extra spell levels (this level only), nine attendant druids

Hierophant Druid
LevelExperienceHit Dice
(d8)
THAC0ProficienciesCasting
Level
Priest SpellsWoodland
Languages
Special Abilities
WeaponNonweapon1234567
16500,000*9+141069166666666+14Natural poison immunity, no aging adjustmants, longevity (+ level x 10 years), alter appearance at will
171,000,0009+161069176666666+15Hibernate, enter Elemental Plane of Earth at will, conjure water elementals
181,500,0009+1810610186666666+16Enter Elemental Plane of Fire at will, conjure air elementals
192,000,0009+208610196666666+17Enter Elemental Plane of Water at will, conjure magma/smoke para-elementals
202,500,0009+228710206666666+18Enter Elemental Plane of Air at will, conjure ice/ooze para-elementals
213,000,0009+248711216666666+19Enter Para-elemental Planes at will
223,500,0009+266711226666666+20Enter Plane of Shadow at will
234,000,0009+286711236666666+21Enter any Inner Plane, the Inner Plane probability lines, and Plane of Concordant Opposition at will
Usable only by druids with 17 or greater Wisdom.
Usable only by druids with 18 or greater Wisdom.

Druids must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers. At 15th level, druids' experience goes back to 0, and druids become Hierophant Druids at 16th level.

Specialty Priest

Specialty priests are priests who are granted various specific powers and spells so as to best match the interests of the priest's deity. Not all deities have specialty priests. Each specialty priest has different requirements, different abilities, and different spells.

Some specialty priests have good weapon choices and multiple melee attacks at higher levels; others are priests with some or all thieving skills; still others have the ability to pray for wizard spells as well as priest spells. All specialty priests gain spell-like powers at various levels, and some may turn and/or command undead as well.

For more details on specialty priests, see deities and their churches.

Crusader
LevelExperienceHit Dice
(d8)
THAC0ProficienciesCasting
Level
Priest SpellsSpecial Abilities
WeaponNonweapon1234567
101202411-------
21,5002192422-------
33,00031825321-----Lighten load once/day
46,00041735432------
513,000516355331-----
627,500615366332-----
755,0007143673321---Easy march twice/tenday, scribe scrolls
8110,0008134683332---Attract 20-200 fanatical followers
9225,00091247944321--Brew potions, may build stronghold
10450,0009+211471044332---
11675,0009+4104711544321-Create magic items
12900,0009+695812655322--
131,125,0009+885813666422--
141,350,0009+10758146665321-
151,575,0009+12659156666421-
161,800,0009+14569167776431-
172,025,0009+16469177777532-
182,250,0009+183610188888642-
192,475,0009+202610199988642-
202,700,0009+221710209998752-
Usable only by crusaders with 17 or greater Wisdom.
Usable only by crusaders with 18 or greater Wisdom.

Crusaders must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers. Crusaders have the following general abilities/restrictions:

Monk
LevelExperienceHit Dice
(d8)
THAC0ProficienciesBase
AC
Unarmed CombatCasting
Level
Priest SpellsSpecial Abilities
WeaponNonweaponAttackDamageChart1234567
101202410+1+2+111------Disregard Weapons in Defense rule
21,500220249+1+2+122-------
33,000320259+1+2+1321------
46,000418358+1+2+1432------
513,000518358+2+3+25331----Saving throw vs. spell to block detection, scrying, or mind-reading
627,500618367+2+3+26332-----
755,000716367+2+3+273321---Permanent free action, scribe scrolls
8110,000816466+2+3+283332---
9225,000916476+3+4+3944321--Brew potions, may establish monastery (attracting 10-40 monks)
10450,0009+214475+3+4+31044332---
11675,0009+414475+3+4+311544321-Create magic items
12900,0009+614584+3+4+312655322--
131,125,0009+812584+4+5+413666422--
141,350,0009+1012583+4+5+4146665321-
151,575,0009+1212593+4+5+4156666421-
161,800,0009+1410692*+4+5+4167776431-
172,025,0009+1610692*+5+6+5177777532-
182,250,0009+18106102*+5+6+5188888642-
192,475,0009+2086102*+5+6+5199988642-
202,700,0009+2287102*+5+6+5209998752-
*Maximum AC.
Usable only by monks with 17 or greater Wisdom.
Usable only by monks with 18 or greater Wisdom.

Monks must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers. Monks receive the following general abilities/restrictions:

Mystic
LevelExperienceHit Dice
(d8)
THAC0ProficienciesBrewingCandle MagicCasting
Level
Priest SpellsSpecial Abilities
WeaponNonweaponPoisons/AntidotesPotions/Ointments1234567
1012024---11------Sleep once/day, +2 save vs. charm
22,00022024---22-------
34,00032025---321-----Find familiar once/year
47,50041835---432------
512,50051835Sleep--5331----Brew poisons/antidotes
620,00061836-Truth-6332----Brew nonmagical potions/ointments
735,00071636Paralysis, Type GLoveRed Love73321---Candle magic, scribe scrolls
860,00081646-Healing-83332---
990,00091647Debilitation, Type H-Blue Protection944321--Charm monster twice/tenday, brew potions
10125,0009+21447-Flying-1044332---
11200,0009+41447Type I-Purple Truth11544321-Create magic items
12300,0009+61458-Elixer of Health-12655322--
13750,0009+81258Type J-Gold Healing13666422--
141,500,0009+101258---146665321-
153,000,0009+121259-Shape ChangeYellow Telepathy156666421Longevity (age at 1/10 normal rate)
163,500,0009+141069---167776431-
174,000,0009+161069--Green Fortune177777532-
184,500,0009+1810610---188888642-
195,000,0009+208610---199988642-
205,500,0009+228710--White Purification (good),
Silver Empowerment (neutral),
or Black Curse (evil)
209998752-
Usable only by mystics with 17 or greater Wisdom.
Usable only by mystics with 18 or greater Wisdom.

Mystics must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers. Mystics receive the following general abilities/restrictions:

Shaman
LevelExperienceHit Dice
(d8)
THAC0ProficienciesContactable SpiritsTurn
Level
Casting
Level
Priest SpellsSpecial Abilities
WeaponNonweaponMinorMajorGreat1234567
10120241--111-------
21,500220241--222-------
33,000320252--3321------
46,000418352--4432------
513,0005183521-55331-----
627,5006183631-66332-----
755,0007163632-773321---Scribe scrolls
8110,0008164642-883332---
9225,000916474219944321--Brew potions
10450,0009+21447431101044332---
11675,0009+414474321111544321-Create magic items
12900,0009+614585321212655322--
131,125,0009+812585421313666422--
141,350,0009+10125854314146665321-
151,575,0009+12125964315156666421-
161,800,0009+14106965316167776431-
172,025,0009+16106965417177777532-
182,250,0009+181061075418188888642-
192,475,0009+20861076419199988642-
202,700,0009+22871076520209998752-
Usable only by shamans with 17 or greater Wisdom.
Usable only by shamans with 18 or greater Wisdom.

Shamans must select a deity to receive powers. Each deity has different alignment and racial restrictions, and grants different powers to followers.

Shamans receive the following general abilities/restrictions:

Thief
LevelExperienceHit Dice
(d6)
THAC0ProficienciesThieving SkillsBackstabSpecial Abilities
WeaponNonweaponPick
Pockets
Open
Locks
Find/Remove
Traps
Move
Silently
Hide in
Shadows
Detect
Noise
Climb
Walls
Read
Languages
Bonus
Points
101202315%10%5%10%5%15%60%0%+60x2Thieves' cant
21,2502202315%10%5%10%5%15%60%0%+90x2-
32,5003192315%10%5%10%5%15%60%0%+120x2-
45,0004193415%10%5%10%5%15%60%0%+150x2-
510,0005183415%10%5%10%5%15%60%0%+180x3-
620,0006183415%10%5%10%5%15%60%0%+210x3-
740,0007173415%10%5%10%5%15%60%0%+240x3-
870,0008174515%10%5%10%5%15%60%0%+270x3-
9110,0009164515%10%5%10%5%15%60%0%+300x4-
10160,00010164515%10%5%10%5%15%60%0%+330x4Use magic scrolls (75% chance), attract 4d6 followers
11220,00010+2154515%10%5%10%5%15%60%0%+360x4-
12440,00010+4155615%10%5%10%5%15%60%0%+390x4-
13660,00010+6145615%10%5%10%5%15%60%0%+420x5-
14880,00010+8145615%10%5%10%5%15%60%0%+450x5-
151,100,00010+10135615%10%5%10%5%15%60%0%+480x5-
161,320,00010+12136715%10%5%10%5%15%60%0%+510x5-
171,540,00010+14126715%10%5%10%5%15%60%0%+540x5-
181,760,00010+16126715%10%5%10%5%15%60%0%+570x5-
191,980,00010+18116715%10%5%10%5%15%60%0%+600x5-
202,200,00010+20117815%10%5%10%5%15%60%0%+630x5-

Bard
LevelExperienceHit Dice
(d6)
THAC0ProficienciesThieving SkillsLoreReaction
Save
Casting
Level
Wizard SpellsSpecial Abilities
WeaponNonweaponPick
Pockets
Detect
Noise
Climb
Walls
Read
Languages
Bonus
Points
1234567
101202310%20%50%5%+205%0--------Influence reactions, rally allies, counter song
21,2502202310%20%50%5%+3510%021-------
32,5003192310%20%50%5%+5015%-132-------
45,0004193410%20%50%5%+6520%-1421------
510,0005183410%20%50%5%+8025%-1531------
620,0006183410%20%50%5%+9530%-2632------
740,0007173410%20%50%5%+11035%-27321-----
870,0008174510%20%50%5%+12540%-28331-----
9110,0009164510%20%50%5%+14045%-39332----Attract 10d6 followers*
10160,00010164510%20%50%5%+15550%-3103321---Use magic scrolls (85% chance)
11220,00010+2154510%20%50%5%+17055%-3113331----
12440,00010+4155610%20%50%5%+18560%-4123332----
13660,00010+6145610%20%50%5%+20065%-41333321---
14880,00010+8145610%20%50%5%+21570%-41433331---
151,100,00010+10135610%20%50%5%+23075%-51533322---
161,320,00010+12136710%20%50%5%+24580%-516433321--
171,540,00010+14126710%20%50%5%+26085%-517443331--
181,760,00010+16126710%20%50%5%+27590%-618444332--
191,980,00010+18116710%20%50%5%+29095%-619444432--
202,200,00010+20117810%20%50%5%+305100%-620444443--
212,420,00010+22107810%20%50%5%+320100%-721544443--
222,640,00010+24107810%20%50%5%+335100%-722554443--
232,860,00010+2697810%20%50%5%+350100%-723555444--
243,080,00010+2898910%20%50%5%+365100%-824555544--
253,300,00010+3088910%20%50%5%+380100%-8255555441-
263,520,00010+3288910%20%50%5%+395100%-8265555541-
273,740,00010+3478910%20%50%5%+410100%-9275555551-
283,960,00010+36791010%20%50%5%+425100%-9286555551-
294,180,00010+38691010%20%50%5%+440100%-9296655551-
304,400,00010+40691010%20%50%5%+455100%-10306665551-

Bards receive the following abilities/restrictions:

Psionicist
LevelExperienceHit Dice
(d6)
THAC0ProficienciesPsionic PowersPSPs
(d6)
MTHAC0Special Abilities
WeaponNonweaponDisciplinesSciencesDevotionsPsionic
Attacks*
Psionic
Defenses
1012023113111+1520-
22,20022023215112+1519May learn splice
34,40031924227223+1518May learn gird, intensify, martial trance, psionic inflation
48,80041924229224+1517May learn prolong
516,500518342310335+1516May learn cannibalize, psychic clone
630,000618353311336+1515May learn enhancement, magnify, psychic drain
755,000717353412447+15143/2 psionic attacks/round; may learn retrospection
8100,000817353413448+1513May learn stasis field
9200,000916363514559+1512Attract 1/Charisma 1st-level psionicists (½ without sanctuary)
10400,0009+216464515559+1811May learn empower, split personality, ultrablast
11600,0009+415464616559+2110-
12800,0009+615474617559+249-
131,000,0009+814474718559+2782 psionic attacks/round
141,200,0009+1014475719559+307-
151,500,0009+1213585820559+336-
161,800,0009+1413585821559+365-
172,100,0009+1612585922559+394-
182,400,0009+1812595923559+423-
192,700,0009+20115951024559+452-
203,000,0009+22116951025559+481-
*In other words, psionicists receive a bonus Contact nonweapon proficiency whenever they gain a new psionic attack.
Psionicists receive bonus PSPs for high Wisdom, Intelligence, and Constitution from levels 1-9. From level 10 and above, psionicists receive bonus PSPs for high Wisdom only.

Psionicists are extremely rare in the Realms, and common only within certain races (i.e. duergar dwarves); psionicists have the following abilities/restrictions:

Wild Talent
LevelPsionic PowersPSPs
(d4)
MTHAC0Special Abilities
Psionic
Defenses
111+1020-
211+1420-
321+1819-
421+2219-
531+2618-
631+3018-
731+3417-
831+3817-
931+4216-
1031+4616-
1131+5015-
1231+5415-
1331+5814-
1431+6214-
1531+6613-
1631+7013-
1731+7412-
1831+7812-
1931+8211-
2031+8611-
Wild talents also receive enough PSPs to use his/her power(s) once. In addition, wild talents receive bonus PSPs for high Wisdom, Intelligence, and Constitution, but only once. Wild talents can never receive bonus PSPs again.

Wild talents are extremely rare in the Realms, and common only within certain races (i.e. duergar dwarves); however, other PCs may attempt to test for wild talents with the assistance of psionicists or wild talents (there is a risk, however). Wild talents, unlike psionicists, may never gain more powers (besides psionic attacks and psionic defenses), and have the following abilities/restrictions:

Shadow Walker
LevelExperienceHit Dice
(d6)
THAC0ProficienciesThieving SkillsBackstabCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweaponOpen
Locks
Find/
Remove
Traps
Move
Silently
Hide in
Shadows
Read
Languages
Bonus
Points
1234
10120135%5%5%5%5%+40x211---Night vision (10'/level)
21,250220135%5%5%5%5%+65x222----
32,500320135%5%5%5%5%+90x233---Shadow aura 3/day (1 round/level, semimagical darkness aura, hide in shadows +25%)
45,000419245%5%5%5%5%+105x244----
510,000519245%5%5%5%5%+130x3541---
620,000619245%5%5%5%5%+155x3642---
740,000718245%5%5%5%5%+180x3743---
870,000818355%5%5%5%5%+205x3844--Shadow cloak 3/day (1 round/level, invisible in dim light, hide in shadows +50% otherwise, light attacks +2, 150% damage, save vs. light -2)
9110,000918355%5%5%5%5%+230x49441--
10160,0001017355%5%5%5%5%+255x410442--
11220,00010+217355%5%5%5%5%+280x411443--
12440,00010+417465%5%5%5%5%+305x412444-Shadow form 3/day (1 round/level, wraithform, invisible except in bright light, light attacks +4, 200% damage, save vs. light -4)
13660,00010+616465%5%5%5%5%+330x5134441-
14880,00010+816465%5%5%5%5%+355x5144442-
151,100,00010+1016465%5%5%5%5%+380x5154443-
161,320,00010+1215575%5%5%5%5%+405x5164444-
171,540,00010+1415575%5%5%5%5%+430x5174444-
181,760,00010+1615575%5%5%5%5%+455x5184444-
191,980,00010+1814575%5%5%5%5%+480x5194444-
202,200,00010+2014685%5%5%5%5%+505x5204444-

Shadow Walkers receive the following abilities/restrictions.

Mage
LevelExperienceHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
101201411--------Research spells
22,5002201422---------
35,00032015321--------
410,00041915432--------
520,000519155421-------
640,000619266422-------
760,0007182674321------
890,0008182684332------
9135,00091827943321----Scribe scrolls, brew potions
10250,0001017271044322-----
11375,00010+117271144433----Construct magical items
12750,00010+2173812444441----
131,125,00010+3163813555442----
141,500,00010+41638145554421---
151,875,00010+51639155555521---
162,250,00010+615391655555321--
172,620,00010+715391755555332--
183,000,00010+81541018555553321-
193,375,00010+91441019555553331-
203,750,00010+101441020555554332-
214,125,00010+111441121555554442-
224,500,00010+121341122555555443-
234,875,00010+131341123555555553-
245,250,00010+141351224555555554-
255,625,00010+151251225555555555-
266,000,00010+161251226666665555-
276,375,00010+171251327666666655-
286,750,00010+181151328666666666-
297,125,00010+191151329777776666-
307,500,00010+201161430777777766-

Bladesinger

Bladesingers are a special type of elven fighter/mage who have mastered the art of bladesinging in a single weapon as taught by their guild. Bladesingers, who each have an animal tattoo of their guild, have the following abilties/restrictions:

  • Requirements: Strength 13, Constitution 13, Dexterity 15, Intelligence 15
  • Bonus Proficiencies: Blind-fighting, Dancing
  • Bladesingers receive a +1 attack, +1 damage bonus (in addition to racial and other bonuses) with their chosen weapon.
  • Bladesingers receive a +1/four levels bonus to attack rolls when attempting unusual maneuvers with their chosen weapon. (The bonus only serves to cancel penalties normally applied.)
  • Bladesingers can defend themselves against frontal or flank attacks while casting spells, for an AC bonus of 1/two levels + 1. However, casting times for spells are +2.
  • Bladesingers can begin teaching the bladesong style to others beginning 3rd level.
  • Bladesingers must always attempt to advance the cause of elves at all times, and must sacrifice life and limb to save any elf's life (unless the elf is an enemy of the elven way of life).
  • Bladesingers can never become fully proficient with any other weapon, and do not gain the elven +1 bonus with bows. All non-chosen weapons receive a -1 penalty to attack rolls in addition to other penalties.
  • Bladesingers may wear no armor heavier than elven chain or studded leather. (Heavier armor causes at least a -2 penalty to attacks when bladesinging.)
  • Bladesingers may never learn two-handed styles, use two-handed weapons, or use shields.

Anagakok

Anagagoks are mystical wizards of the Great Glacier covered with an inch of soft, white hair. Would-be anagakoks must be human, 40 years or older, have a Constitution of at least 13, and find an anagakok to apprentice with. After completing a task given to him by his teacher, the character will then learn from the teacher every day for a month, without interruption. Finally, on a particularly cold evening (-50° F) they both go into the wilderness, and remove their winter clothing, holding each other's hands, and staring into each others' eyes. Both must remain this way for 10 hours—but every 2 hours, he must make a Constitution check (failure results in 2d6 damage) and an Intelligence check (failure results in a failed session; the wizard must start over from step 1 again). If the wizard passes all his Intelligence checks and does not die from freezing, he sprouts fur and becomes an anagakok.

Anagakoks have the following abilities/restrictions:

  • Anagakoks can find food for himself and a number of companions equal to his level in any terrain once/day.
  • Anagakoks can cast good fortune on himself and a number of companions equal to his level, causing all opponents to suffer a -1 on their attack rolls, for 1 turn/level. This ability can be used once/week, and is cast by concentrating for one round and pointing at the targets.
  • Anagakoks' fur protects them from natural cold.
  • Anagakoks suffer -1 attack, -1 damage, -1 ability checks, and -1 saving throws in environments of 100° F or more.
  • Anagakoks suffer a -2 reaction penalty from non-Ulutiuns.

Halruaan Dual-Class Mages

About 1/3 of Halruans have minimal ability in magic. These Halruans are considered to be a special form of dual-class character, having the abilities of a 1st-level mage, as well as the abilities of the main class that they have chosen, having learned their magic skills as children (children are tested for potential in the art at the age of 5, and taught spells like cantrip, dancing lights, light, or audible glamer). Although they begin with the abilities of both classes, they only have the Hit Dice of a mage at 1st level (1d4). Once they reach 2nd level, they may begin using the Hit Dice of their main class.

Specialist Wizards

SpecialistSchoolNeutral SchoolsOpposition Schools(s)
AbjurerAbjurationLesser DivinationAlteration/Transmutation, Illusion/Phantasm
ConjurerConjuration/SummoningLesser DivinationGreater Divination, Invocation/Evocation
DivinerDivination-Conjuration/Summoning
EnchanterEnchantment/CharmLesser DivinationInvocation/Evocation, Necromancy
IllusionistIllusion/PhantasmLesser DivinationAbjuration, Invocation/Evocation, Necromancy
InvokerInvocation/EvocationLesser DivinationEnchantment/Charm, Conjuration/Summoning
NecromancerNecromancyLesser DivinationIllusion/Phantasm, Enchantment/Charm
TransmuterAlteration/TransmutationLesser DivinationAbjuration, Necromancy
IncantatrixIncantationLesser Divination, AbjurationConjuration/Summoning, Invocation/Evocation, Illusion/Phantasm, Necromancy
Wild MageWild MagicAll Other Schools-
Fire ElementalistFireAir, EarthWater
Air ElementalistAirFire, WaterEarth
Water ElementalistWaterAir, EarthFire
Earth ElementalistEarthFire, WaterAir

All specialist wizards have the following abilities/restrictions:

Red Wizard

Red wizards are a special type of specialist wizard from the eastern lands of Thay.

  • Requirements: Intelligence 14, Charisma of 14; also, requirements as specialist wizard class (abjurer, conjurer, diviner, enchanter, illusionist, invoker, necromancer, or transmuter).
  • Bonus proficiencies: Astrology and Spellcraft as bonus nonweapon proficiencies.
  • Red wizards must be evil humans of Thayan Mulan descent.
  • Red wizards can use the following weapons: dagger, dart, quarterstaff, whip.
  • Red wizards save at spells of their own school at +2; opponents save at spells of this school at -2.
  • Red wizards can memorize two extra spells per spell level (compared to mages), but these extra memorized spells must be taken from their school of specialization.
  • Red wizards may never learn spells of their opposition school(s), and in addition, red wizards suffer a -3 penalty to saving throws to spells from these schools.
  • Red wizards learn spells of their own school at +25%, but learn spells of other schools at -25% (neutral schools receive no bonus or penalty).
  • Red wizards may attempt to use magical items of their opposition schools, but there is a 25% chance that the item will either not function or else cause a wild surge.
  • Red wizards begin play with 1d10 x 10 + 100 gp and receive a +3 reaction modifier from other Thayans; they may also demand food and lodging from Thayan commoners.
  • Zulkirs, as the masters of their specialties, save at +3, are saved at -3, and gain 3 extra spells per spell level.

Wychlaran

Wychlaran ("wise old women"), or Rashemaar Witches, are special female wizards from the eastern lands of Rashemaar. They may specialize in a school of magic (enchantment/charm, conjuration/summoning, and illusion/phantasm are common), but mages may be wychlaran as well.

  • Requirements: Intelligence 14, Wisdom 14, and Charisma 14.
  • Bonus proficiencies: herbalism, spellcraft.
  • Wychlaran must be nonevil female humans of Rashemaar descent.
  • While in Rashemen, wychlaran do not need to memorize spells or even use material components, as the spirits of their lands grant the spells to them. However, the casting time for all spells is doubled while in Rashemen, as the wychlaran draws on the power and spirits of the land to create her spell. Wychlaran can still only cast the number of spells she has available to her for one day as usual, whether in Rashemen or not.
  • Wychlaran have the ability to spellmeld, where two or more witches dance wildly around an object of one of the four elements (usually a large rock, bonfire, stream, or pool). At least one wychlaran must be 6th level or greater. During a dance, the second wychlaran touches the first, sacrificing a memorized spell to power the first wychlaran's spell, for double damage or duration (choose one), double range, and double area of effect (if there is no saving throw allowed for the spell, it causes double damage, but normal duration and area of effect). A third wychlaran triples the effect, while a fourth wychlaran quadruples the effect; a fifth wychlaran quintuples the effect, and finally a sixth can sextuple the effect.
  • Wychlaran can cause horror 3 times/day (as a fear spell), affecting all creatures of fewer HD or levels than themselves within 100'.
  • Wychlaran are highly respected in Rashemen and may ask for almost anything from citizens; however, they must make sure that they do not misuse their status.
  • Wychlaran may traditionally not craft magical items or research new spells, as this is the province of the vremyonni (the "old ones," their male counterparts who live as hermits in caves, creating magic items and researching new spells for the wychlaran).
  • Wychlaran must go masked while traveling in Rashemen, although they do not need to wear masks while in private or when meeting other "witches" in places forbidden to outsiders.
  • Wychlaran must always obey orders of higher-ranking wychlaran. The orders are as follows:
    LevelOrder
    15+Othlor ("true ones")
    10-14Hathran ("learned sisterhood")
    3-9Blethran ("sisterkin")
    1-2Ethran ("untried")

Weavespinner

Weavespinners are wizardly servants of Mystra who spend their lives destroying and containing dead- or wild-magic zones, recharging magical items, placing spells and magical items where they will be found by adventurers, protecting wizards and working against those who would slay wizards, and destroying creatures like magebanes, magedooms, hakeashar, and so on. Weavespinners also host MageFairs, helping the Mystran clergy who act as the formal hosts of the Fairs. Weavespinners keep low profiles, using secret hand-signs (see below) to recognize each other.

  • Weavespinners have the ability to manifest weaveglow, causing their flesh to glow with a soft, blue-white radiance. Weavespinners use this ability as part of their secret hand-sign: a gesture ending with a brief radiance of the seven stars of Mystra over her rising flame on their palm.
  • Weavespinners have the ability to locate object (20-foot range) at will.
  • Weavespinners can roughly detect how long enchantments have been active in a place or on an item the weavespinner touches, and can also tell if any magic exists that is yet to be triggered.
  • Weavespinners can identify items normally using the spell, but need handle the item for only 1 continuous turn.
  • Weavespinners may recharge magical items by transfering personal vitality (2 hp/charge) or by draining magic from an existing source (1 spell/charge).
  • Weavespinners may call on the Weave to augment or inhibit a specific wizard spell, which they must study and practice altering for a full year before they can use this power reliably on the particular spell.

    Augmentation can lengthen duration by 1d4+1 rounds, increase area of effect by 1 cubic foot of space or one affected target per level, or increase damage by 1-2 points per level.

    Inhibition can decrease duration by 1d4+1 rounds, decrease area of effect by 1 cubic foot of space or one affected target per level, or decrease damage by 1-2 points per level.

  • At 6th level, weavespinners are immune to all 1st-level spells or spell-like abilities. Any weavespinner can voluntarily waive any spell immunity at any time on a specific spell-by-spell basis, but these exceptions, once made, are permanent.
  • At 8th level, weavespinners are immune to all 2nd-level spells or spell-like abilities.
  • At 10th level, weavespinners are immune to all 3rd-level spells or spell-like abilities.
  • At 12th level, weavespinners are immune to all 4th-level spells or spell-like abilities.
  • At 20th level, weavespinners may attempt to augment or inhibit magic cast or launched by others, with a successful Intelligence check and a saving throw vs. spell.
  • At 24th level, weavespinners gain the ability to pass through all magical wards and fields, unaffected by any wards or field effects. This ability includes antimagic and prismatic barriers.

Abjurer
LevelExperienceHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
101201412--------Research spells, +1 save vs. abjuration, opponents save -1 vs. abjuration
22,5002201423---------
35,00032015332--------
410,00041915443--------
520,000519155532-------
640,000619266533-------
760,0007182675432------
890,0008182685443------
9135,00091827954432----Scribe scrolls, brew potions
10250,0001017271055433-----
11375,00010+117271155544----Construct magical items
12750,00010+2173812555552----
131,125,00010+3163813666553----
141,500,00010+41638146665532---
151,875,00010+51639156666632---
162,250,00010+615391666666432--
172,620,00010+715391766666443-Immunity to all hold spells, +1 save vs. poison/paralyzation/death
183,000,00010+81541018666664432-
193,375,00010+91441019666664442-
203,750,00010+101441020666665443Natural AC 9

Conjurer
LevelExperienceHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
101201412--------Research spells, +1 save vs. conjuration/summoning, opponents save -1 vs. conjuration/summoning
22,5002201423---------
35,00032015332--------
410,00041915443--------
520,000519155532-------
640,000619266533-------
760,0007182675432------
890,0008182685443------
9135,00091827954432----Scribe scrolls, brew potions
10250,0001017271055433-----
11375,00010+117271155544----Construct magical items
12750,00010+2173812555552----
131,125,00010+3163813666553----
141,500,00010+41638146665532---
151,875,00010+51639156666632---
162,250,00010+615391666666432--
172,620,00010+715391766666443-No longer needs material components for Conjuration/Summoning spells
183,000,00010+81541018666664432-
193,375,00010+91441019666664442-
203,750,00010+101441020666665443Dispel monster summoning creatures 3/day (up to 10 HD (5 HD or less creatures), Range: Sight)

Diviner
LevelExperienceHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
101201412--------Research spells, +1 save vs. illusion/phantasm, opponents save -1 vs. illusion/phantasm
22,5002201423---------
35,00032015332--------
410,00041915443--------
520,000519155532-------
640,000619266533-------
760,0007182675432------
890,0008182685443------
9135,00091827954432----Scribe scrolls, brew potions
10250,0001017271055433-----
11375,00010+117271155544----Construct magical items
12750,00010+2173812555552----
131,125,00010+3163813666553----
141,500,00010+41638146665532---
151,875,00010+51639156666632---
162,250,00010+615391666666432--
172,620,00010+715391766666443-Immunity to scrying magic (ESP, know alignment, etc.)
183,000,00010+81541018666664432-
193,375,00010+91441019666664442Find traps 3/day (Area: 10' path, 30 yards, Range: Sight)
203,750,00010+101441020666665443-

Enchanter
LevelExperienceHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
101201412--------Research spells, +1 save vs. enchantment/charm, opponents save -1 vs. enchantment/charm
22,5002201423---------
35,00032015332--------
410,00041915443--------
520,000519155532-------
640,000619266533-------
760,0007182675432------
890,0008182685443------
9135,00091827954432----Scribe scrolls, brew potions
10250,0001017271055433-----
11375,00010+117271155544----Construct magical items
12750,00010+2173812555552----
131,125,00010+3163813666553----
141,500,00010+41638146665532---
151,875,00010+51639156666632---
162,250,00010+615391666666432--
172,620,00010+715391766666443-Immunity to charm spells
183,000,00010+81541018666664432-
193,375,00010+91441019666664442-
203,750,00010+101441020666665443Free action once/day (CT 1, duration 1 hr., Range: Touch)

Illusionist
LevelExperienceHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
101201412--------Research spells, +1 save vs. divination, opponents save -1 vs. divination
22,5002201423---------
35,00032015332--------
410,00041915443--------
520,000519155532-------
640,000619266533-------
760,0007182675432------
890,0008182685443------
9135,00091827954432----Scribe scrolls, brew potions
10250,0001017271055433-----
11375,00010+117271155544----Construct magical items
12750,00010+2173812555552----
131,125,00010+3163813666553----
141,500,00010+41638146665532---
151,875,00010+51639156666632---
162,250,00010+615391666666432--
172,620,00010+715391766666443--
183,000,00010+81541018666664432+2 save vs. illusion
193,375,00010+91441019666664442-
203,750,00010+101441020666665443Dispel illusion 3 times/day (range 30 yds., CT 1), affects phantasmal force-type spells 50%+5%/level difference)

Invoker
LevelExperienceHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
101201412--------Research spells, +1 save vs. invocation/evocation, opponents save -1 vs. invocation/evocation
22,5002201423---------
35,00032015332--------
410,00041915443--------
520,000519155532-------
640,000619266533-------
760,0007182675432------
890,0008182685443------
9135,00091827954432----Scribe scrolls, brew potions
10250,0001017271055433-----
11375,00010+117271155544----Construct magical items
12750,00010+2173812555552----
131,125,00010+3163813666553----
141,500,00010+41638146665532---
151,875,00010+51639156666632---
162,250,00010+615391666666432--
172,620,00010+715391766666443-+2 save vs. invocation/evocation
183,000,00010+81541018666664432-
193,375,00010+91441019666664442-
203,750,00010+101441020666665443+3 save vs. invocation/invocation

Necromancer
LevelExperienceHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
101201412--------Research spells, +1 save vs. necromancy, opponents save -1 vs. necromancy
22,5002201423---------
35,00032015332--------
410,00041915443--------
520,000519155532-------
640,000619266533-------
760,0007182675432------
890,0008182685443------
9135,00091827954432----Scribe scrolls, brew potions
10250,0001017271055433-----
11375,00010+117271155544----Construct magical items
12750,00010+2173812555552----
131,125,00010+3163813666553----
141,500,00010+41638146665532---
151,875,00010+51639156666632---
162,250,00010+615391666666432--
172,620,00010+715391766666443-+2 save vs. necromancy
183,000,00010+81541018666664432-
193,375,00010+91441019666664442-
203,750,00010+101441020666665443Speak with dead once/day (Duration: 1 turn, 4 questions, death up to 100 years ago, Range: Sight)

Transmuter
LevelExperienceHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
101201412--------Research spells, +1 save vs. alteration/transmuation, opponents save -1 vs. alteration/transmutation
22,5002201423---------
35,00032015332--------
410,00041915443--------
520,000519155532-------
640,000619266533-------
760,0007182675432------
890,0008182685443------
9135,00091827954432----Scribe scrolls, brew potions
10250,0001017271055433-----
11375,00010+117271155544----Construct magical items
12750,00010+2173812555552----
131,125,00010+3163813666553----
141,500,00010+41638146665532---
151,875,00010+51639156666632---
162,250,00010+615391666666432--
172,620,00010+715391766666443-Free Wizard group (General group if all taken) nonweapon proficiency
183,000,00010+81541018666664432-
193,375,00010+91441019666664442-
203,750,00010+101441020666665443Free Wizard group (General group if all taken) nonweapon proficiency

Incantatrix
LevelExperienceHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
101201412--------Research spells, +1 save vs. incantation, opponents save -1 vs. incantation, spellcraft proficiency
22,5002201423---------
35,00032015332-------See ethereal creatures at will, 30' radius, as long as on a plane adjacent to the Ethereal
410,00041915443-------Physically/magically attack creatures phasing/ethereal/blinking (except stealspell, ruby ray of reversal, unbinding)
520,000519155532-------
640,000619266533------Immunity to level-drain
760,0007182675432------
890,0008182685443-----+6 bonus to Spellcraft nonweapon proficiency checks
9135,00091827954432----Scribe scrolls, brew potions
10250,0001017271055433-----
11375,00010+117271155544----Construct magical items
12750,00010+2172812555552----
131,125,00010+3162813666553----
141,500,00010+41628146665532---
151,875,00010+51629156666632---
162,250,00010+615291666666432--
172,620,00010+715291766666443--
183,000,00010+81521018666664432-
193,375,00010+91421019666664442-
203,750,00010+101421020666665443Drain magic item charges to heal self (1 round and 1d8 hp/charge, excess hp last 1 turn)

Incantatrixes receive the following additional abilities/restrictions:

Wild Mage
LevelExperienceHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
101201412--------Research spells, control wild magic items (50% chance), level variation/wild surges
22,5002201423---------
35,00032015332--------
410,00041915443--------
520,000519155532-------
640,000619266533-------
760,0007182675432------
890,0008182685443------
9135,00091827954432----Scribe scrolls, brew potions
10250,0001017271055433-----
11375,00010+117271155544----Construct magical items
12750,00010+2173812555552----
131,125,00010+3163813666553----
141,500,00010+41638146665532---
151,875,00010+51639156666632---
162,250,00010+615391666666432--
172,620,00010+715391766666443--
183,000,00010+81541018666664432-
193,375,00010+91441019666664442-
203,750,00010+101441020666665443-

Wild Mages receive the following abilities/restrictions:

Elementalist
LevelExperienceHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
101201412--------Research spells, +2 save vs. specialized element, opponents save -2 vs. specialized element
22,5002201423---------
35,00032015332--------
410,00041915443--------
520,000519155532-------
640,000619266533-------
760,0007182675432------
890,0008182685443------
9135,00091827954432----Scribe scrolls, brew potions
10250,0001017271055433-----
11375,00010+117271155544----Construct magical items
12750,00010+2173812555552----
131,125,00010+3163813666553----
141,500,00010+41638146665532---
151,875,00010+51639156666632--Does not need to concentrate when controlling elementals (of specialized element)
162,250,00010+615391666666432--
172,620,00010+715391766666443--
183,000,00010+81541018666664432-
193,375,00010+91441019666664442-
203,750,00010+101441020666665443Summoned elementals (of specialized element) never turn on caster

Elementalists must choose an element to specialize in: fire, air, water, or earth. Some call these wizards pyromancers, aeromancers, hydromancers, and geomancers, respectively.

Dukar

Dukars are specialist wizards of the sea, originally descended from the elven dualist mages of old. There are two types of dukars: lorekeepers and peacekeepers. Dukars are further separated into four different orders. As the dukar orders are trained and taught beneath the surface of the sea, surface races can only become dukars in special circumstances.

Dukars have the following general abilities/restrictions:

Lorekeeper
LevelExperienceTitleHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
10First Disciple1201413--------Research spells, +2 save vs. own schools, save -2 vs. other schools, opponents save -2 vs. own schools
22,500Second Disciple2201424---------
35,000Third Disciple32015343--------
410,000Fourth Disciple41915454--------
520,000Master Disciple519155643-------
640,000First Adept619266644-------
760,000Second Adept7182676543------
890,000Third Adept8182686554------
9135,000Fourth Adept91827965543----Scribe scrolls, brew potions
10250,000Master Adept1017271066544-----
11375,000First Sage10+117271166655----Construct magical items
12750,000Second Sage10+2173812666663----
131,125,000Third Sage10+3163813777664----
141,500,000Fourth Sage10+41638147776643---
151,875,000Master Sage10+51639157777743---
162,250,000First Savant10+615391677777543--
172,620,000Second Savant10+715391777777554--
183,000,000Third Savant10+81541018777775543-
193,375,000Fourth Savant10+91441019777775553-
203,750,000Master Savant10+101441020777776554-
214,250,000Grand Savant10+111441121777776664Minimum Int. 15
224,750,000Grand Savant of the First Order10+121341122777777665-
235,250,000Grand Savant of the Second Order10+131341123777777775Minimum Int. 16
245,750,000Grand Savant of the Third Order10+141351224777777776-
256,250,000Grand Savant of the Fourth Order10+151251225777777777Minimum Int. 17
266,750,000Grand Savant of the Peacekeepers10+161251226888877777-
277,250,000Grand Savant of the Lorekeepers10+171251327888888877Minimum Int. 18
287,750,000Grand Savant of the Council10+181151328888888888-
298,250,000Grand Savant of the Dukars10+191151329999988888Minimum Int. 19
308,750,000Grand Master10+201161430999999988Minimum Int. 20

Lorekeepers have the following abilities/restrictions:

Peacekeeper
LevelExperienceTitleHit Dice
(d4)
THAC0ProficienciesCoral HandCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweaponPathsSteps123456789
10Recruit120221111--------Research spells
22,500Squire220221122---------
35,000Yeoman3202212321--------
410,000Soldier4193312432--------
520,000Scout51933235421-------
640,000Master Scout61933236422-------
760,000Warder718332474321------
890,000Master Warder818442484332------
9135,000Veteran9184435943321----Scribe scrolls, brew potions
10250,000Hero101744351044322-----
11375,000Champion10+11744351144433----Construct magical items
12750,000Icon10+217553612444441----
131,125,000Guardian10+316553613555442----
141,500,000Guardian Vigilant10+4165537145554421---
151,875,000Knight10+5165537155555521---
162,250,000Knight Vigilant10+61566481655555321--
172,620,000Justicar10+71566481755555332--
183,000,000Grand Justicar10+815664918555553321-
193,375,000Myrmidon10+914664919555553331-
203,750,000Grand Myrmidon10+10147741020555554332-

Peacekeepers have the following abilities/restrictions:

Runecaster
LevelExperienceHit Dice
(d6)
THAC0ProficienciesActive
Runes
Max. Runes (by Wis)Special Abilities
WeaponNonweapon14-1516171819202122232425
101201411234567911131517-
22,50022014223456781012141618-
35,00032015334567891113151719-
410,000419154456789101214161820-
520,0005191555678910111315171921-
640,00061926667891011121416182022-
760,000718267789101112131517192123-
890,0008182688910111213141618202224-
9135,00091827991011121314151719212325-
10250,00010172710101112131415161820222426-
11375,00010+1172711111213141516171921232527-
12750,00010+2173812121314151617182022242628-
131,125,00010+3163813131415161718192123252729-
141,500,00010+4163814141516171819202224262830-
151,875,00010+5163915151617181920212325272931-
162,250,00010+6153916161718192021222426273032-
172,620,00010+7153917171819202122232527293133-
183,000,00010+81541018181920212223242628303234-
193,375,00010+91441019192021222324252729313335-
203,750,00010+101441020202122232425262830323436-

Runecasters are a subclass of wizards who control and create runes, magical secrets of the giants discovered by Annam (of which 26 are fairly well-known to runecasters), the head of the giant pantheon. As a result, although some races besides giants and giant-kin have the potential to become runecasters, in reality very few of these will ever exist, and only in special circumstances.

Runecasters have the following abilities/restrictions:

Spellsinger
LevelExperienceHit Dice
(d6)
THAC0ProficienciesCasting
Level
Special Abilities
WeaponNonweapon
10120141Magical dance, evasion dance
22,500220142-
35,000320143-
410,000419254-
520,000519255-
640,000619256Enthralling dance
760,000718257-
890,000818368-
9135,000918369-
10250,00010173610Sleep dance
11375,00010+1173611-
12750,00010+2174712-
131,125,00010+3164713-
141,500,00010+4164714-
151,875,00010+5164715-
162,250,00010+6155816-
172,620,00010+7155817-
183,000,00010+8155818-
193,375,00010+9145819-
203,750,00010+10146920-

Spellsingers have the following abilities/restrictions: