<<

List of alternative Dungeons & Dragons classes rom Wikipedia, the free encyclopedia

This is a list of alternative base character classes to the Dungeons & Dragons role-playing game. As base classes rather thanthan prestige prestige classes,classes, they can be taken by newly createdcreated characters withoutwithout need for any rerequisites.

any of these classes have been repeatedly added after the core rules books were released, including the , artificer, and runecaster or runepriest.

Contents

1 Original Dungeons & Dragons 22 A Advanceddvanced Dungeons Dungeons & Dragons 1st Edition 2.1 NPNPCsCs 3 BBasicasic Dun Dun geons geons & Dragons 4 2nd editioeditionn 4.1 2n2ndd edition alternativealternative classes 4.2 2n2ndd editionedition kits

5 3rd anand55.1.1d Dungeon 3.5 editions Master's GGuideuide 5.2 Other sousourcebooksrcebooks 5.2.1 Core class variavariantsnts 5.2.2 Campaign-setting specific 5.2.3 GenericGeneric classes classes 5.2.4 Psionics-related 6 44thth edition 6.1 Multiclass-only classes 7 5th edition 8 References

Original Dungeons & Dragons

Two new classes were introduced after the release of the original D&D boxed set: Thieves in Supplement I - and Bards in The Strategic Review. New subclasses were introduced in Supplement I - Greyhawk, Supplement II - , Supplement III - Eldritch Wizardry and the Strategic Review.

SSoouurrcceebbooookk NNeeww ccllaasssseess aanndd ssuubbccllaasssseess SSuupppplleemmeenntt I - GGrreeyyhhaawwkk TThhiieeff,, PPaallaaddiinn ((FFiigghhttiinngg MMaann)) SSuupppplleemmeenntt IIII - BBllaacckkmmoooorr AAssssaassssiinn ((TThhiieeff)),, MMoonnkk ((CClleerriicc)) SuSupppplelemementnt IIIIII - ElEldrdrititchch WizazardrdryWi ry Druiuid Dr d (C(Cleleriric)c)

The Strategic Review - VolumVolumee 1, Number 2 Ranger (Fighting Man) The Strategic Review - VolumVolumee 1, Number 4 Illusionist (Magic-user) The Strategic Review - VolumVolumee 2, Number 1 Bard

dvanced Dungeons & Dragons 1st Edition

ive standard base classes and five subclasses were offered in the Player's Handbook , with an optional 6th base class, the Bard, presented in an appendix. Additionally, various alternative base classes, subclasses and rule changes were offered in the magazine Dragon and elsewhere, such as the Mystic and the Witch. Eventually, some of these alternative rules came to be compiled in 1985 in the volume . Among other changes, it included the thief-acrobat, a Thief subclass, and the barbarian, a Fighter subclass which had abilities such as summoning a horde of fellow barbarians to any location. Unearthed Arcana also included the cavalier class as "alignment champions" and reworked Paladins to be a subclass of Cavalier. The thief-acrobat, arbarian, and cavalier had previously appeared in Dragon magazine. Many existing classes were also drastically reworked and given different abilities. The Barbarian and Cavalier both had revised treatment in Dragon Magazine #148.[1][1] The other major book that offered new base classes was the 1985 version of Oriental dventures; it included the Bushi, Kensai, Ninja, Samurai, Shukenja, Sohei, Wu Jen, and Yakuza. dventures presented alternative classes for Knights of Solamnia (Knight of the Crown, Knight of the Sword and Knight of the Rose) and Wizards of High Sorcery, as well as the Tinker class, which is exclusive to Gnomes.

PCs

ost NPCs did not technically have a class in 1st and 2nd edition; they were, instead, "0th level characters" or "hirelings." Most classes gained the ability to attract and recruit hirelings at 9th level and later; others could be ired for a fee. Their abilities were not normally laid out very specifically, leaving more to the Dungeon aster's improvisation. First Edition did have a few "quasi-classes" which acted in a similar fashion. For example, humanoids could become shamans and witch doctors, which were functionally equivalent to clerics and cleric/magic-users except highly limited in terms of maximum level advancement.

asic Dungeons & Dragons

"Basic" Dungeons & Dragons introduced two alternative classes: the Druid, an option for advancing a cleric character, and the Mystic, a counterpart to AD&D's Monk.

Optional classes (human and demi-human) from other books include: Dervish (GAZ2), Wizard (GAZ5),

TreeKeeperobold (GAZ10), (GAZ5), Goblin Dwarf-Cleric (GAZ10), (GAZ6), (GAZ10), Wise Woman Hobgobl (GAZ7),in (GAZ10), Master Gnoll (GAZ8), (GAZ10), Merchant-Prince Bugbear (GAZ10), (GAZ9), Ogre (GAZ10), Troll (GAZ10), Merchant (GAZ11), Shaman (GAZ12), Shadow Elf (GAZ13), Shadow Elf Shaman (GAZ13), Shamani (gaz14)

nd edition

nd edition introduced a large number of alternative classes in various supplemental handbooks, which also ntroduced a variety of "kits" to customize each base class. These kits would grant certain new special abilities at the cost of various restrictions. On occasion the concept of class vs. kit seemed to blur, for example, the Sha'ir of Al-Qadim was introduced as a wizard kit, but it had very different abilities from other wizards, and an alternative system of spellcasting, which warranted it being a class, and not a mere kit. It was treated as its own class in the release of The Complete Sha'ir's Handbook . As can be seen on the lists below, 2nd Edition had far ore alternative classes than 1st Edition, and provided significant flexibility with dozens of kits.

The most common type of variant class was the specialty priest, which applied to almost all settings. Rules for specialty priests were in the 2nd edition Player's Handbook , with the druid offered as an example, and many campaign settings offered detailed abilities and domains for specialty priests of their deities.

nd edition alternative classes

SSoouurrcceebbooookk CCllaasssseess BirthBirthrightright campaigncampaign settingsetting Magician Magician (primary(primary box set), GuildeGuilderr (Havens(Havens of the GreatGreat Bay expansion)expansion) Celts CampaignCampaign SourcebooSourcebookk Manteisis Mante CChrhroonnomomanancecerr CChrhroonnomomanancecer,r, TTememppoorarall CChhamampipioonn,, TTememppoorarall RRaiaidder er CCuulltt ooff tthhee DDrraaggoonn IInnccaannttaattrriixx Defiler, Elemental Cleric, Gladiator, Para-elemental Cleric, Templar, Trader DDomomaiainnss ooff DDrereadad AAncnchhooriritete,, AArcrcananisist,t, AAvevenngeger,r, GyppsysyGy FFaiaitthh aanndd AAvvaatatarrss CCrruussaaddeerr,, MMoonnkk,, MMyysstiticc,, SShhaammaann LLeeggeennddss aanndd LLoorree AAsscceettiicc,, PPiioouuss KKnniigghhtt SShhaammaann SSoolliittaarryy SShhaammaann,, SSppiirriittuuaalliisstt,, TTrriibbaall SShhaammaann SSkikillllss & PowwerersPo s AAlclchhememisist,t, GGeoeommeteterer,, ShadadoowSh w Magge,Ma e, SSoongng WWizizarardd SpSpelellsls & MagigicMa c Artiftificicer, Ar er, CrCrususadaderer,, DiDimemensnsioionanalilistst,, ForcrceFo e Magege,Ma , Mentntalalistist,Me , Monknk,Mo , ShamShamanan The Complete Barbarian’s Barbarian Fighter, Shaman Handbook The Complete Druid’s Arctic Druid, Desert Druid, Gray Druid, Jungle Druid, Mountain Druid, Plains Handbook Druid, Swamp Druid The Complete Ninja’s Ninja (Spy/Killer) Handbook The Complete Psionicist’s Psionicist Handbook TToommee ooff MMaaggiicc EElleemmeennttaalliisstt,, WWiilldd MMaaggee Vikings Campaign Berserker, Runecaster Sourcebook GGiiaannttccrraafftt RRuunneeccaasstteer r Masque of the Red Death Adept, Soldier, Mystic, Tradesman Sourcebook ThThee ScScararletlet BrBrototheherhrhoooodd Assasassi As ssin,n, Monk Monk

nd edition kits

Character kits were conceived as a way for players to customize a class. Like any kit, a character kit is a collection of things, in this case, minor modifications to the standard rules (generally involving bonus anguages, changes to forbidden/permissible weapons, bonus non-weapon proficiencies, et cetera). They tended o reflect culture, race, social class, or vocation.

it repetition was also not unheard of. Some kit names were used multiple times, occasionally with different descriptions, such as the diplomat. Kits and classes also sometimes duplicated themselves. For example, the shaman appeared in at least six products.

SSoouurrcceebbooookk KKiittss Age of Heroes Campaign Companion, Hero, Hoplite Sourcebook Askar, Barber, Beggar-Thief, Cleric of the Faith Pragmatic, Cleric of the Faith Ethical, Cleric Arabian of the Faith Moral, Corsair, Desert Rider, Elemental Wizard, Faris, Hakima, Holy Slayer, Adventures Kahin, Mamluk, Matrud, Mercenary Barbarian, Merchant-Rogue, Mystic, Rawun, Sa’luk, Sorcecer, Sha'ir Guide, Historian,Historian, Seer, Traveler City of Gold Clown, Fetishist, Trader, Hunter, Azupozi Healer, Bent Priest, Pueblo Priest, Sunwatcher Defilers and Preservers - Advanced Being, Arena Wizard, Cerulean, Chasseur, Earth Defender, Exterminator, Free The Wizard of Wizard, Illusionist, Mercenary, Restorationist, Shadow Wizard, Tribal Wizard, Necromancer Athas Diablo II: The Amazon, Barbarian, Necromancer, Paladin, Sorcerer Awakening Elves of Elven Knight, High Mage, Skinwalker, Totem-sister, Unicorn Rider Evermeet Artificer, Finder, Galvanist, Porter, Render, Sandman, Shadow Mage, Warden, Dilettante, Jakandor - Isle Bandit, Chirurgeon, Companion, Guildsman, Scribe, Cultist, Jurist, Pantheist, Philosopher, of Destiny Thanhotepic, Guardian Masque of the Cavalryman, Charlatan, Dandy, Detective, Explorer/Scout, Journalist, Labourer, Medium, Red Death Metaphysician, Parson, Physician, Qabalist, Sailor, Scholar, Shaman, Spiritualist Acrobat, Amazon, Animal Master, Assassin, Barbarian, Beggar, Cavalier, Diplomat, Explorer, Player's Gladiator, Jester, Mariner, Merchant, Mystic, Noble, Outlaw, Peasant Hero, Pirate, Pugilist, Option: Skills Rider, Savage, Scholar, Scout, Sharpshooter, Soldier, Smugger, Spy, Swashbuckler, Thug, & Powers Weapon Master

The Complete Brushrunner, Brute, Dreamwalker, Flamespeaker, Forest Lord, Islander, Medicine Man, Barbarian’s Plainsrider, Ravager, Seer, Spiritist, Witchman, Wizard Slayer Handbook The Complete Blade, Charlatan, Gypsy-bard, Herald, Jester, Jongleur, Loremaster, Meistersinger, Bard’s Riddlemaster, Skald, Thespian Handbook Animal Master, Axe For Hire, Battlerager, Champion, Clansdwarf, Crafts Priest, Diplomat, The Complete Entertainer, Ghetto Fighter, Hearth Guard, Highborn, Locksmith, Outcast, Pariah, Patrician, Book of Pest Controller, Rapid Response Rider, Ritual Priest, Sharpshooter, Temple Guard, Trader, Dwarves Vermin Slayer, Vindicator, Wayfinder The Complete Archer, Bladesinger, Collector, Elven Minstrel, Herbalist, Huntsman, Infiltrator, Spellfilcher,

Book of Elves Undead Slayer, Wizard, Wilderness Runner, Windrider The Complete Bandit, Bilker, Breachgnome, Buffoon, Burglar, Cartographer, Forestwalker, Goblinsticker, Book of Healer, Homesteader, Imagemaker, Leaftender, Mercenary, Mouseburglar, Oracle, Gnomes & Rocktender, Sheriff, Smuggler, Squire, Stalker, The Archer, Trader, Traveler, Treetender, Tumbler, Tunnelrat, Urchin, Vanisher

The Complete Hedge wizard, Humanoid Bard, Humanoid Scholar, Mine Rowdy, Oracle, Outlaw Mage, Pit Book of Fighter, Saurial Paladin, Scavenger, Sellsword, Shadow Shaman, Tramp, Tribal Defender, Humanoids Tunnel Rat, Wandering Mystic, War Priest, Wilderness Protector, Witch Doctor The Complete Book of Archetypal Necromancer, Anatomist, Deathslayer, Philosopher, Undead Master Necromancers The Complete Adviser, Avenger, Beastfriend, Guardian, Hivemaster, Lost Druid, Natural Philosopher, Druid's Outlaw, Pacifist, Savage, Shapeshifter, Totemic Druid, Village Druid, Wanderer Handbook The Complete Amazon, Barbarian, Beast-Rider, Berserker, Cavalier, Gladiator, Myrmidon, Noble Warrior, Fighter's Peasant Hero, Pirate/Outlaw, Samurai, Savage, Swashbuckler Handbook The Complete Arena Champion, Beast Trainer, Blind fighter, Convict, Gladiatorial Slave, Jazst, Montare, Gladiator’s Professional Gladiator, Reaver Handbook The Complete Consort, Eliminator, Intruder, Lone Wolf, Pathfinder, Punisher, Ravager, Shadow Warrior, Ninja’s Shinobi Bard, Shinobi Fighter, Shinobi Illusionist, Shinobi Mage, Shinobi Priest, Shinobi Handbook Ranger, Shinobi Thief, Spirit Warrior, Stealer-In The Complete Chevalier, Divinate, Envoy, Equerry, Errant, Expatriate, Ghosthunter, Inquisitor, Medician, Paladin’s Handbook Militarist, Skyrider, Squire, Votary The Complete Amazon Priestess, Barbarian/Berserker Priest, Fighting-Monk, Nobleman Priest, Outlaw Priest's Priest, Pacifist Priest, Peasant Priest, Prophet Priest, Savage Priest, Scholar Priest Handbook The Complete Beastmaster, Explorer, Falconer, Feralan, Forest Runner, Giant Killer, Greenwood Ranger, Ranger’s Guardian, Justifier, Mountain Man, Pathfinder, Sea Ranger, Seeker, Shinobi Ranger, Stalker, Handbook Warden The Complete Astrologer, Clockwork Mage, Digitalogist, Ghul Lord, Jackal, Mageweaver, Mystic of Nog, Sha’ir’s Spellslayer Handbook The Complete Aperusa, Arcanist, Astrologer, Astronomer, Corsair, Courier, Crusader, Diplomat, Evangelist, Spacefarer’s Frontiersman, Geomancer, Harlequin, Impostor, Marine, Medicus, Merchant, Missionary, Handbook Privateer, Salvager, War Mage The Complete Acrobat, Adventurer, Assassin, Bandit, Beggar, Bounty Hunter, Buccaneer, Burglar, Cutpurse, Thief's Fence, Investigator, Scout, Smuggler, Spy, Swashbuckler, Swindler, Thug, Troubleshooter Handbook The Complete Academician, Amazon Sorceress, Anagakok, Militant, Wizard, Mystic, Patrician, Peasant Wizard's Wizard, Savage Wizard, Witch, Wu Jen Handbook The Glory of Charioteer, Charlatan-Thief, Christian Priest, Gladiator, Military Tribune, Mithraic Priest, Rome Philosopher-Mage, Priest of the Mysteries, Priest of the State Religion, Roman Legionary, Campaign Roman Politician, Roman Witch, Street Fighter Sourcebook The Planewalker Warrior, Planewalker Wizard, Planewalker Priest, Planewalker Rogue, Abyssal Planewalker's Warrior, Floating Sorcerer, Hinterland Bandit Handbook

The Will and Auditor, Beastmaster, Mercenary Psionicist, Noble Psionicist, Psionicist, Sensei, Tribal the Way Psionicist

rd and 3.5 editions

ungeon Master's Guide

n its 's Guide, 3rd edition introduced five NPC classes not intended for player use. These were he first official alternative base classes, and still the only ones detailed in the core 3 books. All five of these classes were retained in the 3.5 edition Dungeon Master's Guide..

CCllaassss DDeessccrriippttiioonn SSttaattiissttiiccss Adepts are practitioners of divine magic, similar to Clerics, but are less formally trained. They typically arise in poorer or OGL stats (http://www.d20srd.org/srd/npcClasses/adept.htm) frontier areas, and are common Adept among bestial humanoids as Image their link to their deity. Unlike (http://www.wizards.com/dnd/images/dmag_gallery/100212.jpg) Clerics, who possess decent physical combat ability, Adepts' physical combat capabilities are poor. The Aristocrat class reflects those of a wealthy and refined upbringing. While nobles commonly meet the description, OGL stats rich and educated commoners (http://www.d20srd.org/srd/npcClasses/aristocrat.htm) can as well. Due to their Aristocrat extensive education, good diet, Image and reasonable medical care, (http://www.wizards.com/dnd/images/sharn_gallery/84609.jpg) Aristocrats possess a wide variety of skills, are reasonably tough, and possess familiarity with combat and martial weapons. Commoners are unskilled average folk and comprise the bulk of the non-player characters of most settings, OGL stats Commoner existing as peasants and (http://www.d20srd.org/srd/npcClasses/commoner.htm) laborers. They possess practically no skill at combat

and have no special abilities. Experts are skilled common people, such as tradesmen, scholars, and educated merchants. They possess

considerable acumen at their Expert areas of expertise, and receive a OGL stats (http://www.d20srd.org/srd/npcClasses/expert.htm) large amount of skill points to reflect this. While more familiar with combat than Commoners, Experts are only familiar with the simplest of weapons. Warriors are trained for combat, similar to Fighters. However, they possess more casual training, similar to that given to Warrior a town guard or low-ranking OGL stats (http://www.d20srd.org/srd/npcClasses/warrior.htm) army recruit. This is reflected in their lesser rate of hit point growth than fighters and their lack of special abilities.

Other sourcebooks

The following base classes were introduced in other sourcebooks. Unless otherwise specified, all sourcebooks are for 3.5 edition.[2][2]

CCllaassss DDeessccrriippttiioonn SSoouurrccee Archivists are wielders of divine magic who learn and cast spells through diligent study rather than direct communion with their deity. They study and learn spells with a prayerbook, analogous to a Archivist wizard's spellbook, and their magic's strength is Heroes of (http://archive.wizards.com/default.asp? based on Intelligence. Archivists also have the Dark Horror x=dnd/lists/class) Knowledge class feature, which allows them to draw on their knowledge of aberrations, elementals, magical beasts, outsiders or undead with a successful skill check, most Dark Knowledge abilities grant allies an offensive or defensive bonus.[3][3] Beguilers are similar to rogues, but possess a small suite of spells cast spontaneously, like a Sorcerer. Their spells are primarily focused on stealth and the manipulation of others; they also have the Cloaked Player's Beguiler Casting class feature, which raises the save DC and Handbook II gives them a bonus on rolls to overcome spell resistance when casting a spell on an unaware target.[4][4] Binders derive their power by making pacts with "vestiges," souls of legendary beings who have been "evicted" from the universe. Binders then fuse with the vestige, which affects their appearance (and possibly their personality) but grants them powers Tome of Binder that can usually be used an unlimited number of Magic times per day. This pact-making is despised by most clerics, because the gods were the ones who exiled

most of the vestiges in the first place. Binder is the favored class of karsites, a new race introduced in Tome of Magic.. Crusader is a martial adept class, meaning it utilizes the various boosts, counters, strikes, and stances in Tome of Battle. They may learn the Devoted Spirit, Crusader Stone Dragon, and White Raven styles; Devoted Tome of Battle Spirit is exclusive to Crusaders alone. Crusaders may only use a randomized selection of maneuvers at the start of battle; they gain the rest one round at a time. Dragon Shamans earn their power by making a pact with a specific breed of dragon. Over time, they slowly begin to grow more like their chosen Totem dragon: they gain a draconic aura, can heal wounds Player's Dragon Shaman similar to a Paladin's Lay on Hands ability, their skin Handbook II becomes scascales,les, they gain a dragon's breath, and lastly a dragon's wings. They must remain within one step of their chosen Dragon's alignment. Dragonfire Adepts receive spell-like invocations through some form of draconic tie, such as in-born talent, study, or from a deal with a dragon. This Dragonfire Adept includes the ability to use a variety of elemental breath atattacks.tacks. Despite not casting magic, their abilities are still hindered by armor. Dread Necromancers are focused students of undeath, fear-inducing magic, and evil-aligned spells. They cast spells spontaneously like a Sorcerer and do not have the breadth of a specialist wizard necromancer. Heroes of Dread Necromancer Dread necromancers are also more combat-oriented Horror than most arcane spellcasters, able to wear light armor without impacting their spells and possessing numerous abilities. Eventually, a Dread Necromancer can become a lich.

toDuskblades cast arcane combine magic while combat in prowesslight or medium with the armor ability. Their spell selection is limited and generally focused on a single target; however, their spells get a bonus Player's Duskblade against enemies whom they have struck in melee Handbook II combat. They cast spells spontaneously, like a Sorcerer, but their spells are based on Intelligence, like a Wizard.[5][5] Factotums are jacks-of-all-trades and possess a Factotum variety of abilities. They can imitate other classes for Dungeonscape a short time.

castThe divinefavored spells soul theyis similar know to spontaneously, a cleric, but they similar may to a Sorcerer. They also acquire characteristics similar Miniatures Favored Soul to their patron deity, such as expertise in their deity's Handbook ,, favored weapons, and eventually grow wings.

Favored Soul is one of the few classes with three good saves. Healers are divine spellcasters similar to clerics. Their spells focus on healing and removing conditions such as fatigue, fear, and paralysis. Healers also gain similar supernatural abilities and the services of a celestial companion, usually a Miniatures Healer unicorn. Like druids, healers are prohibited from Handbook wearing metal armor; healers are further prohibited from using shields. Healers must be of good alignment and may not refuse to heal an ally or good- aligned creature. Hexblades are warriors who possess some arcane magic ability, which they may use while wearing armor and cast spontaneously. They may also curse Complete Hexblade their opponents and, at higher levels, inflict an aura Warrior of unluck upon them. Hexblades are only evil or neutral in alignment, never good.[6][6] Incarnates are characters that have learned to form soulmelds, magical items made from Incarnum, the material of souls. They gain the ability to shape

bodysoulmelds regions. and This bind binding them to grants different them chakras, additional or Magic of Incarnate abilities based on the soulmeld and chakra Incarnum combination. Incarnates must be either Lawful Neutral, Chaotic Neutral, Neutral Good, or Neutral Evil, and some of their abilities change with alignment. It is the favored class of the Rilkan and Skarn race. Knights are dedicated melee combatants based around protecting other characters, distracting enemies, and high resilience. Their main ability is the "Knight's Challenge," which can boost the morale of Player's Knight allies, goad strong enemies into fighting him or her, Handbook II and scare weak enemies. Knights must be of lawful alignment and maintain a specific code of conduct.[7][8] The marshal is a military commander whose abilities are focused on leading others into battle and inspiring Miniatures Marshal them to victory. They project auras that grant a Handbook variety of bonuses to nearby allies based on the marshal's Charisma.[9][9] A 1st edition character class loosely based on the Japanese ninja in the 1985 , the Ninja was introduced into 3rd edition inin Complete Ninja Adventurer . Ninjas are focused on stealth and Complete mobility, and possess a sudden strike special attack Adventurer on unprepared foes. They also use kiki similar to a monk and can turn invisible.

Loosely based on the Japanese samurai, the Samurai inin Oriental Adventures are those who learn a particular martial style from their clan. They possess a number of bonus feats, which must be taken from Oriental styles favored by their clan. Samurai may also Adventures (3rd),, Samurai sacrifice and empower their ancestral daisho, turning Complete their family's weapons into magical ones in their Warrior hands. Samurai must be of lawful alignment. The class was revisited in , but in a markedly different style dedicated to two-weapon combat. Scouts are experts at tracking and natural lore, and are similar to a more wilderness-oriented rogue. They Complete Scout possess a skirmish ability that allowsallows them to do extra Adventurer damage when moving. Oriental Shamans are divine spellcasters who draw their spells Shaman Adventures from the spirit world. (3rd) Shadowcasters are spellcasters that draw power from the Plane of Shadow. They learn "mysteries" which start out similar to spells, though over time simpler Tome of Shadowcaster mysteries become spell-like abilities and can be used more often per day. Eventually shadowcasters Magic become immune to poisons and disease and no longer need to eat, sleep, or breathe. Shugenja are loosely based on Asian mythology and are mechanically similar to traditional Clerics. Typically members of the noble class, Shugenja are spontaneous casters of magic. Shugenja are attuned to Oriental Shugenja one of the four classical elements in particular; they Adventures (3rd),, are barred from learning spells of the opposed Complete Divine element. Through concentration, they can sense any element nearby in a radius that grows with experience. Sohei are militant religious warriors; they usually act in groups and are primarily employed by large Oriental temples and monasteries. They can shrug off a certain Sohei Adventures (3rd),, amount of damage and deflect arrows, and may also Dragon #318 enter a "ki frenzy" of focused fury. Soheis must be of lawful alignment. Soulborns utilize magic items called "soulmelds" to increase their own skills and abilities, though they have a more limited selection than Totemists or Incarnates. Soulmelds are made from Incarnum, the Magic of Soulborn material of which souls consist. Soulborns must be of Incarnum an "extreme" alignment: one of Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil. Azurin have Soulborn as a favored class.

Spellthieves are a rogue-like class that acquires slightly fewer skills than rogues, but their sneak

SSppeelllltthhiieeff aattttaacckk aabbiilliittyy ccaann sstteeaall ssppeellllss oorr mmaaggiiccaall aabbiilliittiieess ffrroomm Complete others. They also can detect magic and have a small Adventurer chance of absorbing enemy magic harmlessly.

Spirit Shamans are similar to druids in that they use the druidic spell list, but they cast spells spontaneously like a Sorcerer. Spirit Shamans have their own spirit guide and possess special abilities Complete Spirit Shaman that affect spirits (such as incorporeal undead, fey, Divine and elementals). Unlike Sorcerers, Spirit Shamans may change their spell selection whenever they meditate to regain their daily allotment of spells. Based on a 2nd edition kit for Fighters and Thieves, Swashbucklers are a combat-oriented class that emphasizes finesse, style, and flair. They are Complete Swashbuckler surprisingly tough and have a Fighter's rate of attack Warrior bonus advancement, but can only wear light armor. Swashbucklers also gain a fair number of skills. Swordsage is a martial adept class, meaning it utilizes the various boosts, counters, strikes, and stances in Tome of Battle. They may learn the Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Swordsage Dragon and Tiger Claw styles. Swordsages may only Tome of Battle use light armor and have a slightly slower attack bonus progression, but are the most versatile of thehet martial adepts. They must spend a full round to recover one special maneuver. Totemists revere magical beasts, such as worgs and unicorns, whom they see as the most powerful forces of nature. They shape incarnum, the material of souls, Magic of Totemist to make magical items based around magical beasts, Incarnum such as Displacer Mantles. Totemist is the favored class of Dusklings. Truenamers are a type of wizard whose magic revolves around a primordial language that describes the universe. As they learn the true name of entities, Tome of Truenamer they become able to affect them by "rewriting the Magic universe." Mechanically, they are similar to sorcerers, except a Truenamer's skills affect the DC of their spell. Warblade is a martial adept class, meaning it utilizes the various boosts, counters, strikes, and stances in Tome of Battle. They may learn the Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw and White Raven styles. The Warblade focuses on melee combat Warblade Tome of Battle and can utilize light and medium armors and shields. They may acquire fighter-exclusive feats as if they were a fighter two levels lower than their Warblade level and recover maneuvers with a simple attack or by spending a turn.

Warlocks are users of spell-like abilities either in- born or granted through a pact with some unearthly being such as a demon or a fey. Since a warlock's Complete Warlock invocations are not normal spells, they may be used Arcane while wearing light armor and any number of times. Warlocks can later acquire energy resistance, toughened skin, fast healing, and the ability to force magical items to do their bidding. Warmages are battle-oriented mages associated with Miniatures large army battles who focus on damage-dealing Warmage Handbook ,, spells. They may cast spells while wearing light (and later, medium) armor. Wu Jen are Eastern-style wizards introduced in both versions of Oriental Adventures. They are similar to normal wizards statistically, but with slightly Oriental Wu Jen different spells and some additional meta-magic Adventures (3rd),, abilities. Wu Jen is the favored class of the Complete Arcane shapeshifting Hengeyokai, also introduced in Oriental Adventures..

Core class variants

These are alternative versions of core base classes.

CCllaassss DDeessccrriippttiioonn SSoouurrccee Unearthed BaBardrdicic SaSagege Bard Bard vavariariantnt fofocucusedsed on knknowowledledgege.. Arcana Unearthed BatBattletle SorcereSorcererr Combat Combat orientorienteded sorceresorcererr varianvariant.t. Arcana Unearthed CloisCloisteredtered Cleric Variant Variant clericcleric focusedfocused on knowledgeknowledge and lore. Arcana Unearthed DiDivivinene BardBard DiDivivinene spspelellcalcaststerer babardrd vavaririanant.t. Arcana Unearthed DomaDomainin Wizard Wizard variantvariant with arcane domains.domains. Arcana Unearthed DruidDruidicic AvengerAvenger Variant Variant druid focusedfocused on combat.t.comba Arcana Paladin of Unearthed Chaotic good paladin variant. Freedom Arcana Paladin of Unearthed Chaotic evil paladin variant. Slaughter Arcana Paladin of Unearthed Lawful evil paladin variant Tyranny Arcana Ranger variant focused on survival on other planes rather than wilderness Unearthed Planar Ranger survival. Arcana Unearthed SaSavavagege BardBard Varirianant Va t babardrd fofocucusedsed on cocombmbat.at. Arcana Specialist Wizard Unearthed Wizard variants focused on specific schools of magic. Variants Arcana Urban variant fighter with fewer armor proficiencies and starting feats and Unearthed Thug more class skills and skill points. Arcana A barbarian variant with class features which vary dependingdepending on which Unearthed Totem Barbarian totem animal is chosen. Arcana

UrUrbabann RangngerRa er Urbaban Ur n fofocucusedsed rarangngerer vavariariantnt.. Arcana Unearthed Complete Variant Paladin[10] Variant paladin without spellcasting. Warrior Complete Variant Ranger [10] Variant ranger without spellcasting. Warrior Unearthed Wilderness Rogue Wilderness focused rogue variant. Arcana

Campaign-setting specific

The Dragonlance campaign setting update for 3rd edition includes 2 alternative base classes (Mystics and obles), while further sourcebooks developed by Sovereign Press/ Productions ltd. introduce asters (in War of the Lance), Mariners (in and Legends of the Twins), and Nighstalkers (in aces of Ansalon):

CCllaassss DDeessccrriippttiioonn Mariners are flamboyant sea-going people, a cross between swashbucklers and sea pirates. They Mariner are a cross between rogues (for skills and dirty tricks) and fighters (attack bonus) who have developed at skills specific to those on board ships. Masters are Krynn's enhanced version of experts. More talented, with skills unmatched in their chosen fields, masters are on par with other PC classes. They must specialize in a set of broad Master skills (craft, knowledge, perform or profession). They receive bonus skill-related feats and special talents akin to feats. Mystics are capable of casting divine spells without need of being a cleric; they are mechanically similar to a Sorcerer in that they cast spontaneously, but from a fixed spell list chosen from the Mystic spell list for clerics. This ability was important when Krynn was isolated from the gods for a time. Nightstalker Nightstalkers createcreate magical effects,effects, find traps, and see dead people. Nobles are charismatic manipulators who leverage skills and connections to advanceadvance their goals. Noble They are mechanically similar to rogues without the ability to sneak attack, and can call in favors they earn.

lternative base classes presented in the 3.5 edition campaign setting include:

CCllaassss DDeessccrriippttiioonn SSoouurrccee

Artificers are tinkerers and architects skilled at creating and modifying items. They Eberron cast "infusions" onto ordinary items and constructs so that they grant a bonus to Artificer Campaign themselves or their wielders. They also are familiar with security, able to tinker with Setting traps and locks. House Cannith is known for their skill in this class. Magewrights are crafters of magical items. They are familiar with some magic, Eberron Magewright especially that which would aid the creation of other items. The Magewright class is Campaign intended for non-player characters. Setting Psionic Magic of of Psionic variant of the artificer class. Artificer Eberron Sharn: Urban Urban variant of the adept NPC class. City of Adept Towers The Al-Qadim setting was not extensively supported in 3rd edition, but issue 315 of Dragon Magazine includes an update to the Sha' ir base class from earlier editions.

The 3rd edition version of Oriental Adventures was set in , the setting of Legend of the Five Rings .. owever, many of the classes in Oriental Adventures were used in other settings as well, and some were eprinted in other books independently. Alternative classes created for that book include the Samurai, Shaman, Shugenja, Sohei, and Wu-Jen; see above.

Generic classes

The 2004 release of Unearthed Arcana for 3.5 edition included 3 "generic" base classes: Warrior, Spellcaster, and Expert (no relation to the DMG's Warrior and Expert). These classes cover three basic archetypes without any frills and are easily modified. However, these classes were not recommended for use with the standard base classes. The Warrior is similar to the Fighter, with hit points and a strong attack but few skills; the Expert has a

arge variety of skills but middling combat capabilities (similar to a Rogue); and the Spellcaster has little combat capabilities but the ability to cast spells (similar to a Wizard). Many class features from the core base classes, such as Familiar, Sneak Attack and Turn Undead, are available to the three generic base classes as bonus feats.

sionics-related

sionics in 3rd edition were originally detailed in . 2nd edition had only one character class, he psionicist; 3rd edition renamed it the psion and introduced various new alternative classes based on psionics sage. Psionics Handbook was later updated for version 3.5 with the Expanded Psionics Handbook , and new aterial was added in the Complete Psionic book.

CCllaassss DDeessccrriippttiioonn SSoouurrccee Ardents derive their powers from a focus on primal truths or concepts ("mantles"); different mantles offer different Ardent abilities to an Ardent. They possess a smaller selection of Complete Psionic powers than the more versatile Psion, but enjoy greater martial abilities. The Divine Mind is a character who chooses to serve a deity using psionic powers; they are thus somewhat similar Divine to Clerics. Like clerics, they may choose mantles a deity Complete Psionic Mind represents, similar to domains. They may also exude Attack, Defense, or Perception auras that grant bonuses to nearby allies.[11] Rather than learn powers upon level gain like Psions, Erudites may theoretically use any psionic ability by "copying" another person or a psionically-infused item. In Erudite Complete Psionic exchange, they may call upon only a limited selection of powers per day. Mechanically, they are thus somewhat similar to unspecialized wizards rather than Psions. Lurks are similar to rogues who call upon psionic powers to aid them. They may perceive the weaknesses of enemies Lurk Complete Psionic and make sneak attacks, as well as use psionic augments to their abilities. Psions are dedicated to the usage of . Mechanically, they are similar to Sorcerers; however, like Wizards, they can (and in fact must) choose a specialization of their school of psionics. In 3rd edition the various Psionics Handbook ,, Expanded Psion disciplines were each linked to a statistic; for instance, Psionics Handbook clairsentience is linked to Wisdom and Psions who specialize in it are known as Seers. This was changed in 3.5 so that all disciplines are linked to the Intelligence statistic. Psion is the favoured class of the elan race. Psychic http://archive.wizards.com/default.asp? Psychic Rogue is a Rogue with psionic abilities. Rogue x=dnd/psm/20040723

Psychic Warriors are a blend between Fighters and Psions. Like fighters, they gain bonus feats, and like psions, they Psychic wield psionic powers, though at a slower rate than either Psionics Handbook ,, Expanded Warrior specialized class. Their attack bonus and hit point growth is Psionics Handbook similarly in the middle.

Soulknives are warriors who have learned to channel psionic power into "Mindblades", or swords composed of psionic energy. Their broad training allows them to take Soulknife many occupations and be a "jack of all trades." It is the Expanded Psionics Handbook favoured class of the Xeph race. Soulknives were a prestige class in the original Psionics Handbook , but made into a base class with version 3.5. Wilders can use "wild surges", which allow them to augment their psionic powers to a greater extent than normal. Doing so is dangerous and there is a chance every time a wild surge is used that the wilder will suffer from Wilder Expanded Psionics Handbook "psychic enervation" causing them to become dazed and lose power points. They are slightly tougher than psions, but gain fewer abilities and slower. Wilder is the favoredfavored class of the maenad race.

4th edition

Primary Secondary Power Class Descscririptptioion De n Soururcecebo So bookok PlPlayaytetestst/P/Prereviviewew role role source Ardents use their psionic power to use emotions to their advantage. They fill their enemies' minds with negative Defender or emotions, Player's AArrddeenntt LLeeaaddeer r Psionic Striker creating gaps Handbook 3 in their defenses. At the same time, ardents fill their allies minds with encouraging thoughts and strengthen their resolve.

The artificer acts to contain

magic energy within vessels, Eberron whether it's Dragon Magazine Artificer [12] LLeeaaddeerr NNoonnee AArrccaannee Player's Guide animated #365 (July 2008) (July 2009)[13] constructs or

infusing magic into his/her allies. Assassins make a deal with Death, displacing part of their soul Dragon with a Magazine reflection from #379 the afterlife. (September The deal 2009),[14] Assassin[14] Striker [15] ?? Shadow[15] None Available struck gives Heroes of them the Shadow power to move (March through 2011)[16] shadows and gather power to strike at a creature's weakness.

asAvengers the act avenging agent of their faith, vowing enmity Player's Avenger [17] Striker [18] Controller [18] Divine[18] None Available against a Handbook 2[19] particular foe and gaining power from that vow. Rage is the main weapon in the barbarian's arsenal. By driving Player's Dragon Magazine Defender or themselves Handbook 2 Barbarian[20] Striker [20] Primal[20] #368 (October Leader into a state of (March 2008) primal chaos, 2009)[20] they can crash through a battlefield and deal heavy damage.

Bards perform music that taps into arcane Player's Dragon Magazine energies, Handbook 2 #369 (November Bard[21] LLeeaaddeerr CCoonnttrroolllleerr AArrccaannee imbuing allies (March 2008) (Ampersand

with power 2009)[22] Preview) and harming enemies. Druids control powerful flora and fauna to attack at long range. They also transform Dragon Magazine Druid[23][24] Controller [25] Leader or Primal intothemselves agents of Handbook Player's 2 #370 (December Striker 2008) (Levels 1-3 primal power, (March 2009) Preview) such as bears, monkeys, wolves, cheetahs, boars, tretreants,ants, etc. The Invoker channels the divine magic of their gods directly to castigate their foes and control the battlefield. They wear light to Dragon Magazine Leader or medium armor Player's #370 (December Invoker [17][26] Controller [26] Divine[26] Striker [26] and can use Handbook 2[27] 2008) (Levels 1-3 simple Preview) weapons but they usually

spellsrely on to divine weaken, slow, or otherwise hamper their enemies while aiding their allies.

Focusing psionic energy, monks act with little armor and usually unarmed. This Player's energy also Dragon Magazine Monk [28] SSttrriikkeerr CCoonnttrroolllleerr PPssiioonniicc Handbook 3 allows them to #375 (May 2009) (TBA)[29] move about

the field of battle quickly and in unexpected ways. Psions are the archetypical channels of psionic energy. They use Player's Psion[30] CCoonnttrroolllleerr NNoonnee PPssiioonniicc either Handbook 3 Dragon Magazine #377 (July 2009)[30] telekineses or (TBA)[30] telepathy to control and befuddle their foes. Runepriests know the divine secrets inscribed in forgotten runes. Like other leaders, they heal and buff their Defender or Player's RRununepepririesestt LLeaeadeder r Divine allies. More None Available. Controller Handbook 3 importantly, they gain secondary effects to all of their powers depending on which rune state they are in.in.

Versed in hunting techniques handed down through the generations, seekers combine thrown weapon and bow Player's Dragon Magazine Seeker [31] Controller [31] Defender or Primal[31] techniques Handbook 3 #380 (October Striker with primal (TBA)[31] 2009)[31] evocations. The combination

allows seekers great range in which to deliver deadly attacks that confound and hamper their enemies. Shamans gather spirits to intervene in the material world, healing their allies and disabling their Player's Dragon Magazine Defender or foes. These Handbook 2 #372 (February Shaman[32] Leader [32] Primal[33] Striker [32] spirits group (March 2009) (Levels 1-3 under grand 2009)[34] Preview) marshals like the World Serpent, tied to specific abilities. Sorcerers are wielders of raw . Where a wizard wields magic like a fighter wields a sword, a Dragon Magazine sorcerer wields Player's #371 (January [35][36] [36] [36] [36] Sorcerer Striker Controller Arcane magic like a Handbook 2 2009) (Levels 1-3 barbarian (March 2009) Preview) swinging a greataxe. The magic they use is hardly controlled and may have some chaotic side effects.

The sword is used as an arcane focus for the swordmage's abilities, Forgotten including RPGA Forgotten

Swordmage Defender [37] None[37] Arcane[37] aegisesaegises of Realms Realms Player's shielding, Player's Guide Guide preview (July ensaring, and (September 2008)[39] attacking. 2008)[38] They ward themselves and enchant their blades to combat any foe. The warden uses the power of the primal spirits to protect their allies. They Dragon Magazine are defenders Controller or Player's #371 (January Warden[40] Defender Primal of the Striker Handbook 2[41] 2009) (Levels 1-3 wilderness and Preview) make moving around the battlefield very troublesome for their enemies.

ulticlass-only classes

These classes are only available through multiclassing. They cannot be chosen as a character's main class.

Power CCllaassss RRoollee DDeessccrriippttiioonn SSoouurrcceebbooookk PPllaayytteesstt//PPrreevviieeww source Those who were touched by the wild Spellplague may have developed a spellscar. The spellscar Forgotten manifests as wild lines of blue that Realms Spellscarred[42] None Arcane may ignite when the subject is under Player's Guide None available the effect of a certain emotion. They (September can bestow weird magical powers 2008) but a small few attemptattempt to master the gifts they bestow.

5th edition

o base classes beyond the Player's Handbook have been released for the Fifth Edition as of April 2015, but the

ungeon Master's Guide contains alternate class options for the Cleric and Paladin classes,[43] and an early ersion of the Artificer has been released as a Wizard archetype on 's website.[44]

eferences

1. Howery, David (August 1989). Dragon Magazine 148.. 2. Wizards.Wizards.comcom - Consolidated ListsLists - Character Class Index (http://archive.wiza(http://archive.wizards.rds.com/default.asp?x=dnd/listscom/default.asp?x=dnd/lists/class)/class) 3. Heroes of HHorrororror excerpt: Archivist (http://archive(http://archive.wizards.co.wizards.com/default.asp?x=dnd/ex/20051007am/default.asp?x=dnd/ex/20051007a&page=3)&page=3) 4. Character class: Beguiler (http://archive.wizards.com/default.asp?x=dnd/cw(http://archive.wizards.com/default.asp?x=dnd/cwc/20060711ac/20060711a)) 5. Williams, Skip (2006). "Character Class: DuskbladeDuskblade -- Master of Sword and Spell" (http://archive.wizards.com/DnD/Article.aspx?x=dnd/cwc/20060905a). Wizards of the Coast. Retrieved 2007-05-02. 6. HexblaHexbladesdes withwith Class (http://archive.wizards.com/default.(http://archive.wizards.com/default.asp?xasp?x=dnd/cwc/2005062)=dnd/cwc/2005062) 7. Player's Handbook II excerpt (http://archive.wizards.com/default.asp?x=dnd/ex/20(http://archive.wizards.com/default.asp?x=dnd/ex/20060501a&pa060501a&page=2)ge=2) 8. Character class: Knight (http://archive.wizards.com/default.asp?x=dnd/cw(http://archive.wizards.com/default.asp?x=dnd/cwc/20060523)c/20060523) 9. Miniatures HandbHandbookook Excerpt: Marshal (http://archive.wiza(http://archive.wizards.rds.com/default.asp?x=dnd/ex/2003com/default.asp?x=dnd/ex/20030906b)0906b) 10. Andy Collins, David Noonan,Noonan, : "Variant:"Variant: Paladins and Rangers Without Spellcasting", Complete Warrior pag pagee 13. Wizards of the Coast, 2003.. 2003 11. Character class:class: Divine Mind (http://archive.wizards.com/default.asp?x=dnd/(http://archive.wizards.com/default.asp?x=dnd/cwc/2006091cwc/20060918)8) 12. Keith BakerBaker - Eberron in 4E: What do youyou wantwant to know?know? (http://gloomforge.livejournal.(http://gloomforge.livejournal.com/11006.html?com/11006.html? thread=174590) 13. Bonner, Logan; Mearlsrls,Mea , Mike; Noonan, David (J(Julyuly 2002008).8). "Playtest: Artificer" (http://www.wizards.com/files/365_Artificer.pdf) (PDF).. Dragon Magazine. Wizards of the Coast. Retrieved 2008-09-25. 14. http://archive.wizards.com/DnD/Article.aspx?x=dnd/dred/2009july 15. http://www.critical-hits.com/2009/08/14/gencon-4e-preview-the-assassin/ 16. http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/280880000 17. Andrew J. Finch (2008-11-11).(2008-11-11). "Re: Unlock the POWER of your charactercharacter sheet!" (http://forums.gleemax.com/showpost.php?p=17228142&postcount=3). Unlock the POWER of your character sheet!.. Gleemax forums. Retrieved 2008-12-02. 18. http://www.critical-hits.com/2009/02/08/dungeons-dr http://www.critical-hits.com/2009/02/08/dungeons-dragons-at-new-york-comic-agons-at-new-york-comic-con-09/con-09/ critical-hits.comcritical-hits.com - Dungeons && Dragons at New York Comic Con ‘09 19. http://www.amazon.com/dp/0786952903 20. Heinsoo, Rob; Mearls, Mike; Decker,Decker, Jesse; Schwalb, Robert J. (October 2008). "Playtest:"Playtest: The Barbarian" (http://www.wizards.com/dnd/files/000_Playtest_Barbarian.pdf) (PDF).. Dragon Magazine. Wizards of the Coast. Retrieved 2013-05-14. 21. ENWorld - Morrus'Morrus' 4th Edition D&D / d20 NewsNews and Reviews Site - ViewView Single Post - My thoughts of Roles - fromfrom Races and Classes (http://www.enworld.org/showpost.php?p=3948158&postcount=53) 22. http://www.wizards.com/default.asp?x=dnd/4dnd/20080815 23. BlogPosBlogPostt (http://www.gleemax.com/Comms/Pages/(http://www.gleemax.com/Comms/Pages/Communities/BloCommunities/BlogPost.aspx?gPost.aspx? blogp blogpostid=528ostid=52842&p42&pageagemodemode=2&blo=2&blogid=21gid=2132)32) 24. YouTube - GRZ - at D&D Game Day 0808 (http://www.youtube.com/watch?v=rNtc4sJTdW(http://www.youtube.com/watch?v=rNtc4sJTdWc)c) 25. http://www.wizards.com/default.asp?x=dnd/drfe/20081201a

27.26. http://www.amazon.com/dp/0786952865 http://archive.wizards.com/default.asp?x=dnd/4dnd/20080815 28. http://www.critical-hits.com/2008/03/08/interview-andy-collins-and-scott-rouse-part-2/ 29. http://www.wizards.com/default.asp?x=dnd/4news/http://www.wizards.com/default.asp?x=dnd/4news/2009200902110211 Wizards.comWizards.com - Digital Insider: Where We Are (02/11/2009) 30. http://www.wizards.com/default.asp?x=dnd/drfe/20090707 31. http://www.wizards.com/dnd/Article.aspx?x=dnd/drfe/20091006 32. http://www.wizards.com/default.asp?x=dnd/drfe/20090 http://www.wizards.com/default.asp?x=dnd/drfe/20090202202 The Shaman, Levels 1-3 33. http://www.wizards.com/default.asp?x=dnd/drfe/20090202 34. http://www.amazon.com/dp/0786952881 35. New Post! Signing, sorcerer, Wildcat - WizardsWizards CommunityCommunity (http://for(http://forums.gleemax.com/showthreadums.gleemax.com/showthread.php?t=1031661).php?t=1031661) 36. The Sorcerer, Levels 1-3 (http://www.wizards.(http://www.wizards.com/default.asp?x=dnd/drfe/20090126)com/default.asp?x=dnd/drfe/20090126) 37. [1] (http://www.wizards.(http://www.wizards.com/default.asp?x=dnd/4ex/2008com/default.asp?x=dnd/4ex/20080826a)0826a) 38. Player's Guide (http://www.wizards.com/default.asp?x=products/dnda(http://www.wizards.com/default.asp?x=products/dndacc/218587200)cc/218587200) 39. http://www.wizards.com/default.asp?x=rpga/news/lfrcharacters 40. http://www.wizards.com/default.asp?x-dnd/drfe/20090105 41. http://www.amazon.com/dp/078695289X 42. http://www.wizards.com/default.asp?x=dnd/4pr/20080703a

43. Mearls, Mike; Crawford, Jeremy (Decem(Decemberber 2014).2014). Dung Dungeoneon Master's Guide (5th ed.). pp. 96–97. ISBN 978-0-7869- 6562-5. 44. Mearls, Mike. "Unearthed"Unearthed AArcanarcana Eberron" (http://dnd.wizards.com/articles/features/(http://dnd.wizards.com/articles/features/unearthed-arcana-eberunearthed-arcana-eberron).ron). Dung Dungeonseons & Dragons . Wizards of the Coast. Retrieved 23 May 2015.

etrieved from "https://en.wikipedia.org/w/index.php? itle=List_of_alternative_Dungeons_%2itle=List_of_alternative_Dungeons_%26_Dragons_class6_Dragons_classes&oldid=664370584"es&oldid=664370584"

Categories: Dungeons & Dragons character classes

This page was last modified on 28 May 2015, at 04:30. Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization.