The Known Lands Online Campaign Sourcebook provides information pertaining to alternate versions of the standard classes found in the core rulebooks.
Designation Of Open Game Content: All game mechanics found on this page, including the names of races, classes, prestige classes, feats, spells and powers, are designated as Open Game Content under the Open Gaming License. Non-game related material, such as descriptive text, is not considered Open Game Content. |
The following classes from the core rulebooks are not allowed within the context of a Known Lands campaign:
The following class from the psionics rules are not allowed within the context of a Known Lands campaign:
This class has been changed from the version found in the core rules, as follows:
Class Skills: The barbarian's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency: Barbarians are proficient with Basic weapons, plus any other three Weapon Groups.
This class has been changed from the version found in the core rules, as follows:
Class Skills: The bard's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Stealth (Dex), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Weapon and Armor Proficiency: Bards are proficient with Basic weapons, plus any other two Weapon Groups.
Alignment: Any.
Hit Die: d8.
Class Skills: The battle sorcerer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Level | BAB | Fort | Ref | Will | Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Summon familiar | 4 | 2 | -- | -- | -- | -- | -- | -- | -- | -- |
2nd | +1 | +0 | +0 | +3 | 5 | 3 | -- | -- | -- | -- | -- | -- | -- | -- | |
3rd | +2 | +1 | +1 | +3 | 5 | 4 | -- | -- | -- | -- | -- | -- | -- | -- | |
4th | +3 | +1 | +1 | +4 | 5 | 5 | 2 | -- | -- | -- | -- | -- | -- | -- | |
5th | +3 | +1 | +1 | +4 | 5 | 5 | 3 | -- | -- | -- | -- | -- | -- | -- | |
6th | +4 | +2 | +2 | +5 | 5 | 5 | 4 | 2 | -- | -- | -- | -- | -- | -- | |
7th | +5 | +2 | +2 | +5 | 5 | 5 | 5 | 3 | -- | -- | -- | -- | -- | -- | |
8th | +6/+1 | +2 | +2 | +6 | 5 | 5 | 5 | 4 | 2 | -- | -- | -- | -- | -- | |
9th | +6/+1 | +3 | +3 | +6 | 5 | 5 | 5 | 5 | 3 | -- | -- | -- | -- | -- | |
10th | +7/+2 | +3 | +3 | +7 | 5 | 5 | 5 | 5 | 4 | 2 | -- | -- | -- | -- | |
11th | +8/+3 | +3 | +3 | +7 | 5 | 5 | 5 | 5 | 5 | 3 | -- | -- | -- | -- | |
12th | +9/+4 | +4 | +4 | +8 | 5 | 5 | 5 | 5 | 5 | 4 | 2 | -- | -- | -- | |
13th | +9/+4 | +4 | +4 | +8 | 5 | 5 | 5 | 5 | 5 | 5 | 3 | -- | -- | -- | |
14th | +10/+5 | +4 | +4 | +9 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 2 | -- | -- | |
15th | +11/+6/+1 | +5 | +5 | +9 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3 | -- | -- | |
16th | +12/+7/+2 | +5 | +5 | +10 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 2 | -- | |
17th | +12/+7/+2 | +5 | +5 | +10 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3 | -- | |
18th | +13/+8/+3 | +6 | +6 | +11 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 2 | |
19th | +14/+9/+4 | +6 | +6 | +11 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3 | |
20th | +15/+10/+5 | +6 | +6 | +12 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|
1st | 3 | 1 | -- | -- | -- | -- | -- | -- | -- | -- |
2nd | 4 | 1 | -- | -- | -- | -- | -- | -- | -- | -- |
3rd | 4 | 2 | -- | -- | -- | -- | -- | -- | -- | -- |
4th | 5 | 2 | 1 | -- | -- | -- | -- | -- | -- | -- |
5th | 5 | 3 | 1 | -- | -- | -- | -- | -- | -- | -- |
6th | 6 | 3 | 1 | 1 | -- | -- | -- | -- | -- | -- |
7th | 6 | 4 | 2 | 1 | -- | -- | -- | -- | -- | -- |
8th | 7 | 4 | 2 | 1 | 1 | -- | -- | -- | -- | -- |
9th | 7 | 4 | 3 | 2 | 1 | -- | -- | -- | -- | -- |
10th | 8 | 4 | 3 | 2 | 1 | 1 | -- | -- | -- | -- |
11th | 8 | 4 | 4 | 3 | 2 | 1 | -- | -- | -- | -- |
12th | 8 | 4 | 4 | 3 | 2 | 1 | 1 | -- | -- | -- |
13th | 8 | 4 | 4 | 3 | 3 | 2 | 1 | -- | -- | -- |
14th | 8 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | -- | -- |
15th | 8 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | -- | -- |
16th | 8 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | -- |
17th | 8 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | -- |
18th | 8 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
19th | 8 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 |
20th | 8 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
All of the following are class features of the battle sorcerer.
Weapon and Armor Proficiency: Battle sorcerers are proficient with Basic weapons, plus any other two Weapon Groups. They are proficient with light armor. A battle sorcerer can cast sorcerer/wizard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a battle sorcerer wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass battle sorcerer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A battle sorcerer casts arcane spells which are drawn primarily from the battle sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a battle sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a battle sorcerer's spell is 10 + the spell level + the battle sorcerer's Charisma modifier.
Like other spellcasters, a battle sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Battle Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score. A battle sorcerer's selection of spells is extremely limited. A battle sorcerer begins play knowing three 0-level spells and one 1st-level spell of your choice. At each new battle sorcerer level, he gains one or more new spells, as indicated on Table: Battle Sorcerer Spells Known. (Unlike spells per day, the number of spells a battle sorcerer knows is not affected by his Charisma score; the numbers on Table: Battle Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the battle sorcerer/wizard spell list, or they can be unusual spells that the battle sorcerer has gained some understanding of by study. The battle sorcerer can't use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered battle sorcerer level after that (6th, 8th, and so on), a battle sorcerer can choose to learn a new spell in place of one he already knows. In effect, the battle sorcerer 'loses' the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level battle sorcerer spell the battle sorcerer can cast. A battle sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A battle sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he'll cast.
Familiar: A battle sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The battle sorcerer chooses the kind of familiar he gets. As the battle sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the battle sorcerer, the battle sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per battle sorcerer level; success reduces the loss to one-half that amount. However, a battle sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Clarification On Familiars: Familiars do not gain feats, skill ranks or ability score adjustments based on their "effective hit dice", as those only matter for purposes of effects related to number of Hit Dice, and are not actual hit dice gained by the familiar.
This class has been changed from the version found in the core rules, as follows:
Weapon and Armor Proficiency: Clerics are proficient with Basic weapons, plus any other two Weapon Groups.
Spontaneous Spellcasting: Clerics are spontaneous divine spellcasters. More details are provided under the Divine Spellcasters section below.
This class has been changed from the version found in the core rules, as follows:
Class Skills: The druid's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency: Druids are proficient with Basic weapons, plus either Druid Weapons or Spears & Lances.
Spontaneous Spellcasting: Druids are spontaneous divine spellcasters. More details are provided under the Divine Spellcasters section below.
This class has been changed from the version found in the core rules, as follows:
Weapon and Armor Proficiency: Fighters are proficient with Basic weapons, plus any other four Weapon Groups.
This class has been changed from the version found in the core rules, as follows:
Class Skills: The monk's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Swim (Str), and Tumble (Dex).
Weapon and Armor Proficiency: Monks are proficient with Basic weapons, plus any other one Weapon Group.
Flurry Of Blows: The monk's Flurry of Blows ability is considered a Full Attack action similar to a Whirlwind Attack (as per the feat of the same name). The monk gives up his regular attacks and instead attacks per the description of the class ability. Therefore, a monk cannot stack Flurry of Blows and the benefits of the Two-Weapon Fighting feat chain, despite what is implied in WOTC's FAQ. This is particularly important to note for monks of races possessing multiple pairs of arms (such as Known Lands giants) or multiple pairs of legs (such as centaurs and other creatures), unless they possess a racial, class or special ability to the contrary.
Unarmed Strike: The monk's Unarmed Strike ability can never be used as an off-hand or secondary attack. They can be mixed and matched, however, over the course of a Flurry of Blows attack sequence with monk weapons.
This class has been changed from the version found in the core psionic rules, as follows:
Class Skills: The additional class skills (and the key ability for each skill) based on the psion's discipline for a Psion(seer) are Gather Information (Cha), Perception (Wis), and Speak Language (Int).
Weapon and Armor Proficiency: Psions are proficient with Basic weapons, plus either Crossbows or Spears & Lances.
This class has been changed from the version found in the core psionic rules, as follows:
Weapon and Armor Proficiency: Psychic Warriors are proficient with Basic weapons, plus any other three Weapon Groups.
This class has been changed from the version found in the core rules, as follows:
Class Skills: The ranger's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Rope (Dex).
Weapon and Armor Proficiency: Rangers are proficient with Basic weapons, plus any other three Weapon Groups.
Spells: Starting at 4th level, the range gains the ability to cast divine spells which are drawn from the ranger spell list. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger Spells Per Day. In addition, he receives bonus spells per day if he has a high Wisdom score. A ranger's selection of spells is extremely limited, as indicated on Table: Ranger Spells Known. Unlike spells per day, the number of spells a ranger knows is not affected by his Wisdom score; the numbers on Table: Ranger Spells Known are fixed.
Upon reaching 12th level, and at every even-numbered caster level after that (14th, 16th, and so on), a ranger can choose to learn a new spell in place of one he already knows. In effect, the ranger 'loses' the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level ranger spell the ranger can cast. A ranger may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A ranger need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he'll cast.
A ranger's caster level is equal to half his ranger level, for purposes of determining all level-based effects when casting spells.
Level | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1st | -- | -- | -- | -- |
2nd | -- | -- | -- | -- |
3rd | -- | -- | -- | -- |
4th | 1 | -- | -- | -- |
5th | 1 | -- | -- | -- |
6th | 2 | -- | -- | -- |
7th | 2 | -- | -- | -- |
8th | 2 | 1 | -- | -- |
9th | 2 | 1 | -- | -- |
10th | 2 | 2 | -- | -- |
11th | 2 | 2 | 1 | -- |
12th | 2 | 2 | 2 | -- |
13th | 2 | 2 | 2 | -- |
14th | 3 | 2 | 2 | 1 |
15th | 3 | 2 | 2 | 2 |
16th | 3 | 3 | 2 | 2 |
17th | 3 | 3 | 3 | 2 |
18th | 4 | 3 | 3 | 2 |
19th | 4 | 4 | 4 | 3 |
20th | 4 | 4 | 4 | 4 |
Level | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1st | -- | -- | -- | -- |
2nd | -- | -- | -- | -- |
3rd | -- | -- | -- | -- |
4th | 2 | -- | -- | -- |
5th | 3 | -- | -- | -- |
6th | 3 | -- | -- | -- |
7th | 4 | -- | -- | -- |
8th | 4 | 2 | -- | -- |
9th | 4 | 3 | -- | -- |
10th | 4 | 3 | -- | -- |
11th | 4 | 4 | 2 | -- |
12th | 4 | 4 | 3 | -- |
13th | 4 | 4 | 3 | -- |
14th | 4 | 4 | 4 | 2 |
15th | 4 | 4 | 4 | 3 |
16th | 4 | 4 | 4 | 3 |
17th | 4 | 4 | 4 | 4 |
18th | 4 | 4 | 4 | 4 |
19th | 4 | 4 | 4 | 4 |
20th | 4 | 4 | 4 | 4 |
This class has been changed from the version found in the core rules, as follows:
Class Skills: The rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Open Lock (Dex), Perception (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Weapon and Armor Proficiency: Rogues are proficient with Basic weapons, plus any other two Weapon Groups.
This class has been changed from the version found in the core psionic rules, as follows:
Class Skills: The soulknife's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (psionics) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Tumble (Dex), and Use Magic Device (Cha).
Weapon and Armor Proficiency: Soulknives are proficient with Basic weapons, plus any one other Weapon Group.
This class has been changed from the version found in the core rules, as follows:
Weapon and Armor Proficiency: Wizards are proficient with Basic weapons or Crossbows.
Daily Spell List: Unlike other casters within this campaign setting, Wizards possess the unique ability to create and modify their Spells Known list daily. Determine the number of spells according to the core rules. However, instead of preparing the exact combination of spells that he can cast that day, the wizard prepares a list of spells for each spell level from which he can spontaneously cast as he chooses. (i.e. A second level wizard with Int 14 would prepare four different 0-level spells and three different 1st-level spells from his spellbook. During the day, he could cast any combination of those four 0-level spells a total of four times, and any combination of those three 1st-level spells a total of three times.
Spellbooks: A wizard begins play with a spellbook containing Read Magic and fifteen (15) other 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of their choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of their choice. At each new wizard level, they gain two new spells of any spell level or levels that they can cast (based on their new wizard level) for their spellbook. (Exception: The Arcane Understanding feat allows a wizard to gain three spells per level instead of two.) At any time, a wizard can also add spells found in other wizards' spellbooks to their own, provided appropriate materials are available to do so.
Clarification On Familiars: Familiars do not gain feats, skill ranks or ability score adjustments based on their "effective hit dice", as those only matter for purposes of effects related to number of Hit Dice, and are not actual hit dice gained by the familiar.
Druids and Clerics are both spontaneous spellcasters within this campaign setting. Toward that end, these classes use the following rules to determine spellcasting ability.
Spells: A divine spellcaster casts divine spells which are drawn primarily from the appropriate class spell list. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a divine spellcaster must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a divine spellcaster's spell is 10 + the spell level + the divine spellcaster's Wisdom modifier.
Like other spellcasters, a divine spellcaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Divine Spellcaster Spells Per Day. In addition, he receives bonus spells per day if he has a high Wisdom score. A divine spellcaster's selection of spells is extremely limited. A divine spellcaster begins play knowing four 0-level spells and two 1st-level spells of your choice, plus a cleric's two 1st-level domain spells or Summon Nature's Ally I for druids. At each new divine spellcaster level, he gains one or more new spells, as indicated on Table: Divine Spellcaster Spells Known. These new spells can be common spells chosen from the appropriate class's spell list. Unlike spells per day, the number of spells a divine spellcaster knows is not affected by his Wisdom score; the numbers on Table: Divine Spellcaster Spells Known are fixed. Note that this table does not include the spells from a Cleric's two domains, or a Druid's Summon Nature's Ally spell, which are also granted as Spells Known at each new spell level. For levels with a Spells Known score of "0", the only spells of that level that the divine spellcaster can cast are the two domain spells (for clerics) or the appropriate Summon Nature's Ally spell (for druids).
Upon reaching 4th level, and at every even-numbered caster level after that (6th, 8th, and so on), a divine spellcaster can choose to learn a new spell in place of one he already knows. In effect, the divine spellcaster 'loses' the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the divine spellcaster can cast within his spellcasting class. A divine spellcaster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A divine spellcaster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he'll cast.
Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|
1st | 4 | 3 | -- | -- | -- | -- | -- | -- | -- | -- |
2nd | 5 | 4 | -- | -- | -- | -- | -- | -- | -- | -- |
3rd | 5 | 4 | 3 | -- | -- | -- | -- | -- | -- | -- |
4th | 6 | 5 | 4 | -- | -- | -- | -- | -- | -- | -- |
5th | 6 | 5 | 4 | 3 | -- | -- | -- | -- | -- | -- |
6th | 6 | 5 | 5 | 4 | -- | -- | -- | -- | -- | -- |
7th | 7 | 6 | 5 | 4 | 3 | -- | -- | -- | -- | -- |
8th | 7 | 6 | 5 | 5 | 4 | -- | -- | -- | -- | -- |
9th | 7 | 6 | 6 | 5 | 4 | 3 | -- | -- | -- | -- |
10th | 7 | 6 | 6 | 5 | 5 | 4 | -- | -- | -- | -- |
11th | 7 | 7 | 6 | 6 | 5 | 4 | 3 | -- | -- | -- |
12th | 7 | 7 | 6 | 6 | 5 | 5 | 4 | -- | -- | -- |
13th | 7 | 7 | 7 | 6 | 6 | 5 | 4 | 3 | -- | -- |
14th | 7 | 7 | 7 | 6 | 6 | 5 | 5 | 4 | -- | -- |
15th | 7 | 7 | 7 | 7 | 6 | 6 | 5 | 4 | 3 | -- |
16th | 7 | 7 | 7 | 7 | 6 | 6 | 5 | 5 | 4 | -- |
17th | 7 | 7 | 7 | 7 | 7 | 6 | 6 | 5 | 4 | 3 |
18th | 7 | 7 | 7 | 7 | 7 | 6 | 6 | 5 | 5 | 4 |
19th | 7 | 7 | 7 | 7 | 7 | 7 | 6 | 6 | 5 | 5 |
20th | 7 | 7 | 7 | 7 | 7 | 7 | 6 | 6 | 6 | 6 |
Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|
1st | 4 | 2 | -- | -- | -- | -- | -- | -- | -- | -- |
2nd | 5 | 2 | -- | -- | -- | -- | -- | -- | -- | -- |
3rd | 5 | 3 | 0 | -- | -- | -- | -- | -- | -- | -- |
4th | 6 | 3 | 2 | -- | -- | -- | -- | -- | -- | -- |
5th | 6 | 4 | 2 | 0 | -- | -- | -- | -- | -- | -- |
6th | 7 | 4 | 2 | 2 | -- | -- | -- | -- | -- | -- |
7th | 7 | 5 | 3 | 2 | 0 | -- | -- | -- | -- | -- |
8th | 8 | 5 | 3 | 2 | 2 | -- | -- | -- | -- | -- |
9th | 8 | 5 | 4 | 3 | 2 | 0 | -- | -- | -- | -- |
10th | 9 | 5 | 4 | 3 | 2 | 2 | -- | -- | -- | -- |
11th | 9 | 5 | 5 | 4 | 3 | 2 | 0 | -- | -- | -- |
12th | 9 | 5 | 5 | 4 | 3 | 2 | 2 | -- | -- | -- |
13th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 0 | -- | -- |
14th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 2 | -- | -- |
15th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 0 | -- |
16th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 2 | -- |
17th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 0 |
18th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 2 |
19th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
NOTE: The table above does not include the spells from a Cleric's two domains, or a Druid's Summon Nature's Ally spell, which are also granted as Spells Known at each new spell level.
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