G3

Talents of Faerun: Multiclassed Kits

This documents the (IWD versions of) the new multiclassed kits introduced into the game by Talents of Faerun. The various power descriptions assume that other relevant components of ToF (e.g., rebalanced original-game kits) have been installed.

FIGHTER / CLERIC

Axe Of Clangeddin (Fighter / Priest of Clangeddin)

Clangeddin (pronounced: KLAN-gehd-din) Silverbeard is the dwarven deity of battle and honour in warfare. He is known as the Father of Battle and the Lord of the Twin Axes. He delights in battle, although he does not tolerate treachery or deceit, and he expects his followers to do the same.

All of Clangeddin's priests are warriors; the Axes of Clangeddin are known for their particular devotion to martial training.

Favored Weapon: Axe.

Advantages

  • Begins Proficient (one slot) with the Axe.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Earth, Good, Healing, Protection, Wards.
  • May cast Command twice per day, as the 1st level priest spell. An additional use is gained at level 10 and every 10 levels thereafter.
  • 3rd level cleric: May cast Dispel Magic once per day, as the 3rd level priest spell. An additional use is gained at level 9 and every 6 levels thereafter.
  • 5th level cleric: May cast Strength of One once per day, as the 3rd level priest spell. An additional use is gained at level 11 and every 6 levels thereafter.
  • 7th level cleric: May cast Champion's Strength once per day, as the 5th level priest spell.

Disadvantages

  • Race restricted to dwarf.
  • Alignment must be Lawful Good, Neutral Good, or Lawful Neutral.

Battlerager Of Clangeddin (Berserker / Priest of Clangeddin)

Clangeddin (pronounced: KLAN-gehd-din) Silverbeard is the dwarven deity of battle and honour in warfare. He is known as the Father of Battle and the Lord of the Twin Axes. He delights in battle, although he does not tolerate treachery or deceit, and he expects his followers to do the same.

Battleragers are dwarven warriors whose combat style relies on raw instinct, anger, and physical strength. A few of Clangeddin's priests train in this style; they are known amongst his priesthood for their wild spirit.

Favored Weapon: Axe.

Advantages

  • Begins Proficient (one slot) with the Axe.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Earth, Good, Healing, Protection, Wards.
  • May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
  • May cast Command twice per day, as the 1st level priest spell. An additional use is gained at level 10 and every 10 levels thereafter.
  • 3rd level cleric: May cast Dispel Magic once per day, as the 3rd level priest spell. An additional use is gained at level 9 and every 6 levels thereafter.
  • 5th level cleric: May cast Strength of One once per day, as the 3rd level priest spell. An additional use is gained at level 11 and every 6 levels thereafter.
  • 7th level cleric: May cast Champion's Strength once per day, as the 5th level priest spell.
    ENRAGE: The character becomes enraged for 1 turn. While enraged, the character gains a bonus of +2 to his/her attack and damage rolls as well as to his/her Armor Class, and also gains (5+1/level) temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).

    Depending on the character's level, the Enrage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment

Disadvantages

  • May not use ranged weapons (both missile and thrown).
  • Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
  • May not become Proficient in ranged weapons.
  • Race restricted to dwarf.
  • Alignment must be Neutral Good or Chaotic Good.

Berserker-Priest Of Tempus (Berserker / Priest of Tempus)

Tempus (pronounced: TEM-pus), also known as the Lord of Battles or the Foehammer, is random in his favors, yet his chaotic nature favors all sides equally. Lord Tempus may be on an army's side one day and against them the next; such is the nature of war. Tempuran clergy can be found on both sides of a conflict, as none can ever truly know whom the war god will favor. His Berserker-Priests channel the wild, uncontrollable nature of war and conflict into their berserker rages.

Favored Weapon: Axe.

Advantages

  • Begins Proficient (one slot) with the Axe.
  • May learn priest spells from these spheres: All, Combat, Divine, Healing, Necromantic, Protection, Summoning, Wards.
  • May learn the following additional priest spells: Star Metal Cudgel (4th level), Blood Rage (4th level), Iron Skins (5th level).
  • May learn the following spells as priest spells: Strength (2nd level), Haste (3rd level), Improved Haste (6th level), Power Word, Stun (7th level).
  • May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
  • 3rd level cleric: May cast Chaos of Battle once per day, as detailed below. An additional use is gained at 8th level and every 5 levels thereafter.
  • 5th level cleric: May cast Holy Power once per day, as the fourth level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
  • 7th level cleric: May cast Emotion: Courage once per day, as the fourth level mage spell. An additional use is gained at 12th level and every 5 levels thereafter.
    ENRAGE: The character becomes enraged for 1 turn. While enraged, the character gains a bonus of +2 to his/her attack and damage rolls as well as to his/her Armor Class, and also gains (5+1/level) temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).

    Depending on the character's level, the Enrage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment
    CHAOS OF BATTLE: Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the targets' Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster.

Disadvantages

  • May only achieve High Mastery (four slots) with these weapon classes: Axe, Bastard Sword, Dagger, Halberd, Katana, Long Sword, Scimitar / Wakizashi / Ninjatō, Short Sword, Spear, Two-handed Sword.
  • May only achieve Mastery (three slots) with these weapon classes: Club, Flail/Morning Star, Mace, Quarterstaff, War Hammer.
  • May not use ranged weapons (both missile and thrown).
  • Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
  • May not become Proficient in ranged weapons.
  • Alignment restricted to Chaotic Good, Chaotic Neutral, Chaotic Evil, or True Neutral.

Champion Of Tyr (Fighter / Priest of Tyr)

Tyr (pronounced: TEER) is the deity of law and justice and is primarily concerned with the punishment of wrongdoers and the general furthering of law and good in the world. The belief in justice through (benevolent) force, or at least armed vigilance, is the reason for Tyr's existence. Tyr holds great prominence in the pantheon due to his position as leader of the Triad, a trio of lawful good gods that are collectively devoted to the concepts of courage, justice, perseverance, relief of suffering, duty, obedience, honor, and to some extent, righteous martyrdom.

Favored Weapon: Long Sword.

Advantages

  • Begins Proficient (one slot) with the Long Sword.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Good, Healing, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Detect Invisibility (2nd level).
  • May cast Divine Favor once per day, as detailed below. An additional use is gained at 6th level and every 5 levels thereafter.
    DIVINE FAVOR: This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.
  • 3rd level cleric: May cast Hold Person once per day. An additional use is gained at 7th level and every 4 levels thereafter.
  • 5th level cleric: May cast Exaltation once per day, as detailed below. An additional use is gained at 10th level and every 5 levels thereafter.
    EXALTATION: This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.
  • 11th level cleric: May cast Holy Word once per day.

Disadvantages

  • Alignment restricted to lawful good, neutral good, or lawful neutral.

Dark Knight Of Bane (Fighter / Priest of Bane)

The most feared and reviled deity in the Forgotten Realms, Bane is the lord of strife, hatred, and tyranny. His followers fight each other almost as much as enemy faiths, which is one of the prime reasons their devious priesthood has not dominated the Realms. Many of his priests train in the martial arts.

Favored Weapon: Mace.

Advantages

  • Begins Specialized (two slots) with the Mace.
  • May learn priest spells from these spheres: All, Charm, Combat, Divine, Evil, Healing, Necromantic, Protection, Summoning.
  • May learn the following spells as priest spells: Horror (2nd level)..
  • Immunity to fear effects.
  • 5th level cleric: May cast Cloak of Fear once per day, as the 4th level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
  • 7th level cleric: May cast Greater Malison once per day, as the 4th level wizard spell. An additional use is gained at 12th level and every 5 levels thereafter.
  • 9th level cleric: May cast Control Undead once per day, as the 6th level wizard spell. An additional use is gained at 14th level and every 5 levels thereafter.
  • 12th level cleric: May cast Symbol of Fear once per day, as the 7th level priest spell. An additional use is gained at 17th level and every 5 levels thereafter.

Disadvantages

  • Alignment restricted to Lawful Evil, Neutral Evil or Chaotic Evil.

Fury Of Talos (Barbarian / Priest of Talos)

Talos (pronounced: TAHL-os) is the evil god of storms, destruction, and rebellion, and he has long been worshipped by small sects among the barbarians of Faerûn. These wild warriors revel in the destructive aspects of nature.

Favored Weapon: Spear.

Advantages

  • Begins Proficient (one slot) with the Spear.
  • May learn priest spells from these spheres: Air, All, Combat, Divination, Divine, Evil, Healing, Necromantic, Protection, Summoning.
  • May learn the following additional priest spells: Earthquake (7th level), Fire Storm (7th level).
  • May learn the following spells as priest spells: Shocking Grasp (1st level), Minor Lightning Bolt (2nd level), Lightning Bolt (3rd level), Chain Lightning (6th level).
  • Moves 2 points faster than other characters.
  • Immune to backstab.
  • May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
  • 3rd level cleric: May cast Storm Shell once per day, as the third level priest spell. An additional use is gained at 7th level and every 4 levels thereafter.
  • 5th level cleric: May cast Call Lightning once per day, as the fourth level priest spell. An additional use is gained at 9th level and every 4 levels thereafter.
  • 7th level cleric: May cast Lightning of Talos once per day, as detailed below. An additional use is gained at 12th level and every 5 levels thereafter.
  • 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.
    RAGE: The character is enraged for 5 rounds, which grants the character a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell.

    Depending on the character's level, the Rage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment
    LIGHTNING OF TALOS: This spell conjures a bolt of lightning which unerringly strikes a single target, inflicting 1d6 points of electrical damage per level of the priest (maximum 15d6). A successful saving throw vs. spells halves the damage.

Disadvantages

  • May not wear armor heavier than splint mail.
  • Alignment restricted to neutral evil, chaotic evil, and chaotic neutral.

Guardian Of Helm (Fighter / Priest of Helm)

All followers of the neutral god of watchers and protectors are warriors in their own right, but Helm's Guardians focus as much on martial as on spiritual matters. They may be found throughout the lands, serving in mercenary companies and militias.

Favored Weapon: Bastard Sword.

Advantages

  • Begins Proficient (one slot) with the Bastard Sword.
  • May learn priest spells from these spheres: All, Combat, Divination, Divine, Healing, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Protection From Normal Missiles (3rd level), Protection From Normal Weapons (5th level), Oracle (5th level), Protection From Magical Weapons (6th level), Mantle (7th level).
  • 3rd level cleric: May cast Glyph of Warding once per day, as the third level priest spell. An additional use is gained at 8th level and every 5 levels thereafter.
  • 5th level cleric: May cast Seeking Sword once per day, as detailed below. An additional use is gained at 10th level and every 5 levels thereafter.
    SEEKING SWORD: This spell creates a sword in the Cleric's hand (that cannot be dropped or unequipped). The sword is considered a +4 weapon for purposes of determining what it can hit (but this bonus does not apply to attack or damage rolls), and it deals out 2d4 damage to any target it hits. The weapon sets the number of attacks of the Cleric to 3. It lasts for 1 round per level of the caster.
  • 7th level cleric: May cast Truesight once per day, as the fifth level priest spell. An additional use is gained at 12th level and every 5 levels thereafter.

Disadvantages

  • Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral.

Hammer Of Moradin (Dwarven Defender / Priest of Moradin)

Moradin (pronounced: MOR-a-din) is the chief deity of the dwarves - a harsh but fair judge, he is strength and force of will embodied. The Hammers of Moradin are an elite military order dominated by crusaders and fighting clerics with chapters in nearly every dwarven stronghold and members drawn from every dwarven clan.

Favored Weapon: War Hammer.

Advantages

  • Begins Specialized (two slots) with the War Hammer.
  • May learn priest spells from these spheres: All, Combat, Divination, Divine, Earth, Fire, Good, Healing, Protection, Wards.
  • May use Defensive Stance once per day. Gains one additional use at fighter level 4, and an additional use every 4 fighter levels thereafter.
  • 3rd level cleric: May cast Enchanted Weapon once per day, as the fourth level mage spell. An additional use is gained at 8th level and every 5 levels thereafter.
  • 5th level cleric: May cast Prayer once per day, as the third level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
  • 7th level cleric: May cast Stoneskin once per day, as the fourth level mage spell.. An additional use is gained at 12th level and every 5 levels thereafter.
    DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.
  • Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 fighter levels to a maximum of 20% at fighter level 20.

Disadvantages

  • May only achieve High Mastery (four slots) with these weapon classes: War Hammer.
  • May only achieve Mastery (three slots) with these weapon classes: Bastard Sword, Crossbow, Dagger, Dart, Halberd, Katana, Long Sword, Longbow, Scimitar / Wakizashi / Ninjatō, Short Sword, Shortbow, Spear, Two-handed Sword.
  • May only achieve Specialization (two slots) with these weapon classes: Club, Flail/Morning Star, Mace, Quarterstaff, Sling.
  • Race restricted to dwarf.
  • Alignment must be Lawful Good, Neutral Good, or Lawful Neutral.

Magehunter Of Helm (Wizard Slayer / Priest of Helm)

Some followers of Helm, the neutral god of watchers and protectors, have devoted themselves to hunting down spellcasters who threaten order and the forces of law.

Favored Weapon: Bastard Sword.

Advantages

  • Begins Proficient (one slot) with the Bastard Sword.
  • Each successful hit bestows a 25% cumulative chance of spell failure on the target.
  • Magic Resistance of 20% at first level, increasing by 1% per fighter level.
  • May learn priest spells from these spheres: All, Combat, Divination, Divine, Healing, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Protection From Normal Missiles (3rd level), Protection From Normal Weapons (5th level), Oracle (5th level), Protection From Magical Weapons (6th level), Mantle (7th level).
  • 3rd level cleric: May cast Glyph of Warding once per day, as the third level priest spell. An additional use is gained at 8th level and every 5 levels thereafter.
  • 5th level cleric: May cast Seeking Sword once per day, as detailed below. An additional use is gained at 10th level and every 5 levels thereafter.
    SEEKING SWORD: This spell creates a sword in the Cleric's hand (that cannot be dropped or unequipped). The sword is considered a +4 weapon for purposes of determining what it can hit (but this bonus does not apply to attack or damage rolls), and it deals out 2d4 damage to any target it hits. The weapon sets the number of attacks of the Cleric to 3. It lasts for 1 round per level of the caster.
  • 7th level cleric: May cast Truesight once per day, as the fifth level priest spell. An additional use is gained at 12th level and every 5 levels thereafter.

Disadvantages

  • May not use any magic items apart from weapons and armor.
  • Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral.

Raging Flame Of Kossuth (Berserker / Priest of Kossuth)

Kossuth (pronounced: Koh-SOOTH), Firelord, the Tyrant among Fire, is an Elemental Lord from the Elemental Plane of Fire. He is generally uncaring to his faithful, but continues to grant his priests their powers since their worship increases his power on his home plane. To maintain continued worship he does take a limited interest in his followers' mortal problems, and occasionally makes his presence known with a manifestation, but never an avatar.

Kossuth's church is varied and chaotic since he takes no interest in its structure. As a result it is a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Kossuth's symbol varies greatly from faction to faction, but is generally a depiction of fire. It is believed that if Kossuth's following were to somehow become unified he would become a very powerful force in the Realms, something the other gods don't really wish to see happen. Of the four Elemental Lords, the best known and most feared are the cults of Kossuth, who are very powerful in Thay and the lands of the East.

Raging Flames of Kossuth channel the unchecked rage of flame in their wild, furious approach to combat.

Favored Weapon: Flail/Morning Star.

Advantages

  • Begins Specialized (two slots) with the Flail/Morning Star.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Fire, Healing, Protection, Sun, Wards.
  • May learn the following spells as priest spells: Burning Hands (1st level).
  • May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
  • 25% fire resistance, increasing by 2% per level.
  • 3rd level: May cast Combust once per day, as the 2nd level mage spell. An additional use is granted at 9th level and every 6 levels thereafter.
  • 5th level: May cast Fireball once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter.
  • 7th level: May cast Fire Shield (red) once per day, as the 4th level mage spell. An additional use is granted at 13th level and every 6 levels thereafter.
  • 9th level: May summon an 8HD Fire Elemental once per day. The power of the elemental increases to 12HD at level 13, to 16HD at level 17, and to 24HD at level 21.
    ENRAGE: The character becomes enraged for 1 turn. While enraged, the character gains a bonus of +2 to his/her attack and damage rolls as well as to his/her Armor Class, and also gains (5+1/level) temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).

    Depending on the character's level, the Enrage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment

Disadvantages

  • May not use ranged weapons (both missile and thrown).
  • Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
  • May not become Proficient in ranged weapons.
  • Alignment may not be Lawful.

Sword Of Selûne (Kensai / Priest of Selûne)

Selûne (pronounced: seh-LOON-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerûn.

Non-evil lycanthropes honor Selûne as the master of their fate as do astrologers and fortune tellers. Selûne is also growing popular among alewives, laundresses, seamstresses and servants with the message of female empowerment. She is also worshiped by female spellcasters, navigators and sailors.

The Swords of Selûne are an elite order of (mostly female) warriors in the service of the moon goddess. They eschew heavy armor and have trained to be one with their weapons, which they hold sacred to Selûne. Swords of Selûne may be found throughout Faerûn, protecting the weak and oppressed wherever they wander.

Favored Weapon: Mace.

Advantages

  • Begins Specialized (two slots) with the Mace.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Fey, Good, Healing, Moon, Protection, Summoning, Wards.
  • May learn these additional cleric spells: Alicorn Lance, Healing Mist.
  • +2 bonus to Armor Class.
  • A further +2 bonus to Armor Class against werewolves and other lycanthropes.
  • +1 to hit and damage rolls every 3 fighter levels.
  • -1 bonus to Speed Factor every 4 fighter levels.
  • May use the Kai ability once per day, as detailed below. An additional use of this power is gained at fighter level 5 and every 4 levels thereafter.
  • 3rd level cleric: May cast Moonblade once per day, as the second level priest spell. An additional use of this power is gained at 8th level and every 5 levels thereafter.
  • 5th level cleric: May cast Free Action once per day, as the fourth level priest spell but with a target of self only. An additional use of this power is gained at 11th level and every 6 levels thereafter.
  • 9th level cleric: May cast True Seeing once per day, as the fifth level priest spell. An additional use of this power is gained at 15th level and every 6 levels thereafter.
    KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages

  • May only become Proficient (one slot) with any missile weapon class.
  • May not wear any armor.
  • May not wear gauntlets or bracers.
  • Alignment restricted to chaotic good, neutral good, and chaotic neutral.

Templar Of Lathander (Fighter / Priest of Lathander)

Lathander (pronounced: Lah-THAN-der) is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His Templars are holy warriors who battle undead and other evil things in his name.

Favored Weapon: Mace.

Advantages

  • Begins Specialized (two slots) with the Mace.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Good, Healing, Protection, Summoning, Sun, Wards.
  • 3rd level cleric: May cast Hold Undead once per day. An additional use is gained at 8th level and every 5 levels thereafter.
  • 7th level cleric: May cast Boon of Lathander once per day, as detailed below. An additional use is gained at 11th level and every 4 levels thereafter.
    BOON OF LATHANDER: This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the recipient from level drain.
  • 9th level cleric: May cast False Dawn once per day. An additional use is gained at 14th level and every 5 levels thereafter.

Disadvantages

  • Alignment restricted to lawful good, neutral good, chaotic good, and true neutral.

Wrathful Spear Of Gruumsh (Barbarian / Priest of Gruumsh)

Gruumsh (pronounced: GROOMSH) is the undisputed head of the pantheon of the orcs. He is a fearsome, brutal god who revels in warface, and ever seeks new territory for his race. Gruumsh has an abiding hatred for the elves after the elvish deity Corellon Larethian defeated him in battle, and seeks to have his people raze and destroy elvish homelands wherever possible.

Occasionally Gruumsh marks one of his priests to be a Wrathful Spear. These warrior-priests eschew heavy armor and embrace the furious rage of Gruumsh.

Favored Weapon: Spear.

Advantages

  • Begins Proficient (one slot) with the Spear.
  • May learn priest spells from these spheres: All, Charm, Combat, Divine, Earth, Evil, Fire, Healing, Necromantic, Protection, Summoning.
  • +1 to hit against elves.
  • Moves 2 points faster than other characters.
  • Immune to backstab.
  • May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
  • May cast Aid once per day, as the 2nd level priest spell. An additional use is gained at 7th level and every 6 levels thereafter.
  • 3rd level cleric: May cast Strength of One once per day, as the 3rd level priest spell. An additional use is gained at 9th level and every 6 levels thereafter.
  • 5th level cleric: May cast Spear of Gruumsh once per day, as detailed below. An additional use is gained at 11th level and every 6 levels thereafter.
    SPEAR OF GRUUMSH: This spell creates an enchanted spear which travels from the caster to a specified point 100 ft. in the distance. Any creatures in the spear's path take 5d4 points of piercing damage plus 2 points of damage per level of the caster (maximum of +30). Victims can save vs. Spell for half damage.
  • 7th level cleric: May cast Champion's Strength once per day, as the 5th level priest spell.
  • 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.
    RAGE: The character is enraged for 5 rounds, which grants the character a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell.

    Depending on the character's level, the Rage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment

Disadvantages

  • May only achieve Specialization (two slots) with these weapon classes: Crossbow, Dart, Longbow, Shortbow.
  • May not use these weapons: Sling.
  • May not wear armor heavier than splint mail.
  • Alignment restricted to Chaotic Neutral, Neutral Evil or Chaotic Evil.

FIGHTER / DRUID

Raging Shifter (Berserker / Shapeshifter)

This Druid has willingly allowed him/herself to become infected with lycanthropy, but due to intense study and training he/she has the ability to control his/her affliction. The form he/she takes is that of the werewolf, the most famous of the lycanthrope shape changers. his/her animal instinct is close to the surface, and emerges in bouts of violent rage in battle.

Advantages

  • - May learn priest spells from these spheres: Air, All, Animal, Divination, Earth, Fey, Fire, Healing, Moon, Plant, Protection, Sun, Water.
  • - May shapeshift into the form of a lesser werewolf once per day. Gains one use at level 1 and an additional use every 3 levels thereafter.
    LESSER WEREWOLF: AC 4, Strength 18/76, Dexterity 15, 1 attack per round for 1d6 slashing damage (counts as a +1 weapon for the purposes of harming creatures resistant to non-magical weapons).
  • 7th level: Now assumes the form of a full werewolf when shapeshifting.
    WEREWOLF: AC 1, Strength 19, Dexterity 16, 2 attacks per round for 1d6 slashing damage (as +2 weapon), 20% magic resistance.
  • 13th level : Now assumes the form of a greater werewolf when shapeshifting.
    GREATER WEREWOLF: AC -4, Strength 21, Dexterity 20, 3 attacks per round for 1d10 slashing damage (as +3 weapon), 40% magic resistance, 50% elemental resistance.
  • 19th level: Now assumes the form of a werewolf lord when shapeshifting.
    WEREWOLF LORD: AC -8, Strength 23, Dexterity 20, 3 attacks per round for 1d12 slashing damage (as +4 weapon), 50% magic resistance, 50% elemental resistance.
  • May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
    ENRAGE: The character becomes enraged for 1 turn. While enraged, the character gains a bonus of +2 to his/her attack and damage rolls as well as to his/her Armor Class, and also gains (5+1/level) temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).

    Depending on the character's level, the Enrage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment

Disadvantages

  • May not use ranged weapons (both missile and thrown).
  • Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
  • May not become Proficient in ranged weapons.
  • May not wear any armor.
  • No other Shapeshifting abilities due to the effort required in maintaining balance in his/her primary forms.

Totemic Shaman (Barbarian / Totemic Druid)

Among some barbarian tribes - the Uthgardt of the North, for instance - it is common to venerate the animal spirits of the wild. Civilised scholars of the southlands call the totemic shamans of these tribes 'druids', but to the tribes themselves, they are the totemic shamans, keepers of the animal spirit of the tribe.

Advantages

  • May learn priest spells from these spheres: Air, All, Animal, Divination, Earth, Fey, Fire, Healing, Moon, Plant, Protection, Sun, Water.
  • Moves 2 points faster than other characters.
  • Immune to backstab.
  • May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
  • May summon a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) once per day every 5 cleric levels. The Totemic Druid can call a 1 HD animal at level 1, a 3 HD animal at level 3, a 5 HD animal at level 5, a 7 HD animal at level 7, and a 10 HD animal at level 10.
  • 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.
    RAGE: The character is enraged for 5 rounds, which grants the character a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell.

    Depending on the character's level, the Rage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment

Disadvantages

  • May not wear armor heavier than splint mail.
  • Cannot Shapeshift.

FIGHTER/MAGE

Abjurant Defender (Dwarven Defender / Abjurer)

Very few of the dwarven folk study arcane magic. Among those who do, the abjurant defenders are an elite and secretive society of Dwarven Defenders, focussing both magic and battle prowess to make themselves near-invulnerable to attack.

Advantages

  • Adds the following spells to his/her spell book: Protection From Evil (1st level), Resist Fear (2nd level), Remove Magic (3rd level), Minor Globe Of Invulnerability (4th level), Breach (5th level), Spell Deflection (6th level), Mantle (7th level), Pierce Shield (8th level), Spellstrike (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Abjuration school. The full list of Abjuration mage spells is:
    • Level 1: Protection From Evil
    • Level 2: Protection From Petrification, Resist Fear
    • Level 3: Dispel Magic, Minor Spell Deflection, Non-Detection, Protection From Cold, Protection From Fire, Protection From Normal Missiles, Remove Magic, Spell Thrust
    • Level 4: Minor Globe Of Invulnerability, Remove Curse, Secret Word
    • Level 5: Breach, Lower Resistance, Minor Spell Turning, Protection From Acid, Protection From Electricity, Protection From Normal Weapons, Spell Immunity, Spell Shield
    • Level 6: Globe of Invulnerability, Pierce Magic, Protection From Magic Energy, Protection From Magical Weapons, Spell Deflection
    • Level 7: Khelben's Warding Whip, Mantle, Protection From The Elements, Seven Eyes, Spell Turning
    • Level 8: Improved Mantle, Mind Blank, Pierce Shield, Protection From Energy
    • Level 9: Absolute Immunity, Freedom, Spell Trap, Spellstrike
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Abjuration school.
  • May use Defensive Stance once per day. Gains one use at fighter level 1, one use at fighter level 4, and an additional use every 4 fighter levels thereafter.
    DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.
  • Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20.
  • Hit Die: d12

Disadvantages

  • May only achieve High Mastery (four slots) with these weapon classes: Axe, War Hammer.
  • May only achieve Specialization (two slots) with these weapon classes: any weapon except Axe, War Hammer.
  • May not learn or cast any spells of the Alteration school.
  • Race restricted to dwarf.
  • temp%

Barbarian / Air Elementalist

Wizard magic is generally disdained among the barbarian tribes of Faerûn. Those few barbarians who practice the Art hone their battle skills - and their battle rage - in order to maintain the respect of their peers. Even so, many are outcasts driven from their tribes. Barbarian mages often specialize in elemental magic; air elementalists specialize in spells related to air, clouds, wind, or electricity, at the cost of being unable to use spells related to the opposing elemental plane of Earth.

Advantages

  • Adds the following spells to his/her spell book: Shocking Grasp (1st level), Minor Lightning Bolt (2nd level), Lightning Bolt (3rd level), Shout (4th level), Conjure Lesser Air Elemental (5th level), Chain Lightning (6th level), Summon Djinni (7th level), Great Shout (8th level), Stormbolts (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of air-related spells.
  • Receives a +15% bonus when scribing scrolls of water-related or fire-related spells.
  • Scion of Storms: +10% resistance to electricity, and targets suffer +20% electricity damage.
  • Moves 2 points faster than other characters.
  • Immune to backstab.
  • May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
  • 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.
    RAGE: The character is enraged for 5 rounds, which grants the character a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell.

    Depending on the character's level, the Rage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment

Disadvantages

  • May not learn or cast any spells related to earth, stone, metal, or acid. The complete list of such spells is: Chain Lightning, Cloudkill, Conjure Air Elemental, Conjure Lesser Air Elemental, Great Shout, Lightning Bolt, Minor Lightning Bolt, Protection From Electricity, Shocking Grasp, Shout, Stinking Cloud, Suffocate, Summon Djinni.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.
  • May not be Lawful.

Barbarian / Earth Elementalist

Wizard magic is generally disdained among the barbarian tribes of Faerûn. Those few barbarians who practice the Art hone their battle skills - and their battle rage - in order to maintain the respect of their peers. Even so, many are outcasts driven from their tribes. Barbarian mages often specialize in elemental magic; earth elementalists specialize in spells related to earth, stone, metal, or acid, at the cost of being unable to use spells related to the opposing elemental plane of Air.

Advantages

  • Adds the following spells to his/her spell book: Stonefist (1st level), Melf's Acid Arrow (2nd level), Turn Pebble to Boulder (3rd level), Stoneskin (4th level), Conjure Lesser Earth Elemental (5th level), Flesh to Stone (6th level), Acid Storm (7th level), Iron Body (8th level), Imprisonment (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of earth-related spells.
  • Receives a +15% bonus when scribing scrolls of water-related or fire-related spells.
  • Scion of Storms: +10% resistance to electricity, and targets suffer +20% electricity damage.
  • Moves 2 points faster than other characters.
  • Immune to backstab.
  • May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
  • 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.
    RAGE: The character is enraged for 5 rounds, which grants the character a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell.

    Depending on the character's level, the Rage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment

Disadvantages

  • May not learn or cast any spells related to air, clouds, wind, or electricity. The complete list of such spells is: Acid Storm, Conjure Earth Elemental, Conjure Lesser Earth Elemental, Death Fog, Flesh to Stone, Freedom, Glitterdust, Grease, Imprisonment, Iron Body, Melf's Acid Arrow, Protection From Acid, Protection From Petrification, Stone to Flesh, Stonefist, Stoneskin, Turn Pebble to Boulder.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.
  • May not be Lawful.

Barbarian / Fire Elementalist

Wizard magic is generally disdained among the barbarian tribes of Faerûn. Those few barbarians who practice the Art hone their battle skills - and their battle rage - in order to maintain the respect of their peers. Even so, many are outcasts driven from their tribes. Barbarian mages often specialize in elemental magic; fire elementalists specialize in fire magic, at the cost of being unable to use spells related to the opposing elemental plane of Water.

Advantages

  • Adds the following spells to his/her spell book: Burning Hands (1st level), Combust (2nd level), Fireball (3rd level), Fireshield (Red) (4th level), Sunfire (5th level), Conjure Fire Elemental (6th level), Delayed Blast Fireball (7th level), Incendiary Cloud (8th level), Meteor Swarm (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of fire-related spells.
  • Receives a +15% bonus when scribing scrolls of earth-related or air-related spells.
  • Spirit of Flame: +10% resistance to fire, and targets suffer +20% fire damage.
  • Moves 2 points faster than other characters.
  • Immune to backstab.
  • May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
  • 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.
    RAGE: The character is enraged for 5 rounds, which grants the character a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell.

    Depending on the character's level, the Rage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment

Disadvantages

  • May not learn or cast any spells related to water, ice, or cold. The complete list of such spells is: Abi-Dalzim's Horrid Wilting, Chill Touch, Cone of Cold, Conjure Lesser Water Elemental, Conjure Water Elemental, Fireshield (Blue), Ice Knife, Ice Storm, Icelance, Otiluke's Freezing Sphere, Protection From Cold, Snilloc's Snowball Swarm.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.
  • May not be Lawful.

Barbarian / Transmuter

Wizard magic is generally disdained among the barbarian tribes of Faerûn. Those few barbarians who practice the Art hone their battle skills - and their battle rage - in order to maintain the respect of their peers. Even so, many are outcasts driven from their tribes.

Advantages

  • Adds the following spells to his/her spell book: Color Spray (1st level), Vocalize (2nd level), Slow (3rd level), Stoneskin (4th level), Telekinesis (5th level), Improved Haste (6th level), Ruby Ray of Reversal (7th level), Telekinetic Storm (8th level), Time Stop (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Alteration school. The full list of Alteration mage spells is:
    • Level 1: Burning Hands, Color Spray, Expeditious Retreat, Shocking Grasp
    • Level 2: Cat's Grace, Knock, Strength, Vocalize
    • Level 3: Haste, Slow, Turn Pebble to Boulder
    • Level 4: Dimension Door, Fireshield (Blue), Fireshield (Red), Otiluke's Resilient Sphere, Polymorph Other, Polymorph Self, Stoneskin, Teleport Field, Wizard Eye
    • Level 5: Lower Resistance, Telekinesis
    • Level 6: Death Fog, Disintegrate, Flesh to Stone, Improved Haste, Otiluke's Freezing Sphere, Stone to Flesh, Tenser's Transformation
    • Level 7: Ruby Ray of Reversal, Sphere of Chaos, Suffocate
    • Level 8: Iron Body, Telekinetic Storm
    • Level 9: Shapechange, Time Stop
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Alteration school.
  • Moves 2 points faster than other characters.
  • Immune to backstab.
  • May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
  • 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.
    RAGE: The character is enraged for 5 rounds, which grants the character a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell.

    Depending on the character's level, the Rage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment

Disadvantages

  • May not learn or cast any spells of the Abjuration school.
  • May not be Lawful.
  • temp%

Barbarian / Water Elementalist

Wizard magic is generally disdained among the barbarian tribes of Faerûn. Those few barbarians who practice the Art hone their battle skills - and their battle rage - in order to maintain the respect of their peers. Even so, many are outcasts driven from their tribes. Barbarian mages often specialize in elemental magic; water elementalists specialize in spells related to water, ice, or cold, at the cost of being unable to use spells related to the opposing elemental plane of Fire.

Advantages

  • Adds the following spells to his/her spell book: Ice Knife (1st level), Snilloc's Snowball Swarm (2nd level), Icelance (3rd level), Ice Storm (4th level), Cone of Cold (5th level), Conjure Water Elemental (6th level), Protection From The Elements (7th level), Abi-Dalzim's Horrid Wilting (8th level), Veridon's Icy Ray (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of water-related spells.
  • Receives a +15% bonus when scribing scrolls of earth-related or air-related spells.
  • Aegis of Rime: +10% resistance to cold, and targets suffer +20% fire damage.
  • Moves 2 points faster than other characters.
  • Immune to backstab.
  • May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
  • 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.
    RAGE: The character is enraged for 5 rounds, which grants the character a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell.

    Depending on the character's level, the Rage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment

Disadvantages

  • May not learn or cast any spells related to fire. The complete list of such spells is: Abi-Dalzim's Horrid Wilting, Chill Touch, Cone of Cold, Conjure Lesser Water Elemental, Conjure Water Elemental, Fireshield (Blue), Ice Knife, Ice Storm, Icelance, Otiluke's Freezing Sphere, Protection From Cold, Snilloc's Snowball Swarm.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.
  • May not be Lawful.

Berserker / Invoker

A berserker is a warrior who is in tune with his/her animalistic side and, during combat, can achieve an ecstatic state of mind that will enable him/her to fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes.

Only a rare few individuals merge the discipline of the mage with the savage power of the berserker. Those who achieve this delicate balance often specialize in invocation spells, drawn to their indiscriminate destructive power.

Advantages

  • Adds the following spells to his/her spell book: Magic Missile (1st level), Minor Lightning Bolt (2nd level), Fireball (3rd level), Ice Storm (4th level), Cone of Cold (5th level), Chain Lightning (6th level), Acid Storm (7th level), Incendiary Cloud (8th level), Meteor Swarm (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Invocation school. The full list of Invocation mage spells is:
    • Level 1: Chromatic Orb, Ice Knife, Magic Missile, Shield
    • Level 2: Agannazar's Scorcher, Combust, Decastave, Minor Lightning Bolt, Snilloc's Snowball Swarm, Stinking Cloud, Web
    • Level 3: Fireball, Icelance, Lance of Disruption, Lightning Bolt, Melf's Minute Meteors
    • Level 4: Fireshield (Blue), Fireshield (Red), Ice Storm, Minor Sequencer, Mordenkainen's Force Missiles, Shout
    • Level 5: Cloudkill, Cone of Cold, Phantom Blade, Shroud of Flame, Sunfire
    • Level 6: Chain Lightning, Contingency, Death Fog, Otiluke's Freezing Sphere, Tenser's Transformation
    • Level 7: Acid Storm, Delayed Blast Fireball, Limited Wish, Malavon's Rage, Mordenkainen's Force Blade, Mordenkainen's Sword, Spell Sequencer
    • Level 8: Bigby's Clenched Fist, Great Shout, Incendiary Cloud, Spell Trigger
    • Level 9: Bigby's Crushing Hand, Black Blade of Disaster, Chain Contingency, Meteor Swarm, Wish
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Invocation school.
  • May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
    ENRAGE: The character becomes enraged for 1 turn. While enraged, the character gains a bonus of +2 to his/her attack and damage rolls as well as to his/her Armor Class, and also gains (5+1/level) temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).

    Depending on the character's level, the Enrage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment

Disadvantages

  • May not use ranged weapons (both missile and thrown).
  • May not learn or cast any spells of the Enchantment school.
  • Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
  • May not become Proficient in ranged weapons.
  • Alignment may not be Lawful.
  • temp%

Berserker / Wild Mage

A berserker is a warrior who is in tune with his/her animalistic side and, during combat, can achieve an ecstatic state of mind that will enable him/her to fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes.

Only a rare few individuals merge the discipline of the mage with the savage power of the berserker, and even they often struggle to control their power.

Special features

  • Upon casting a mage spell, there is a 5% chance of incurring a wild surge.
    WILD SURGE: A wild surge generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Wild Mage and his/her allies.
  • Casting level varies slightly whenever he/she casts a mage spell—anywhere between five levels lower and five levels higher than the Wild Mage's true level.

Advantages

  • May cast one additional spell per level.
  • May cast the 1st-level spell Nahal's Reckless Dweomer.
  • May cast the 2nd-level spell Chaos Shield (included in spellbook for free).
  • May cast the 7th-level spell Improved Chaos Shield (included in spellbook for free).
  • May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
    ENRAGE: The character becomes enraged for 1 turn. While enraged, the character gains a bonus of +2 to his/her attack and damage rolls as well as to his/her Armor Class, and also gains (5+1/level) temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).

    Depending on the character's level, the Enrage power also grants immunities to various conditions (all are cumulative):

    • 1st level: fear
    • 2nd level: sleep
    • 4th level: hold
    • 6th level: charm
    • 8th level: confusion and feeblemind
    • 10th level: stun
    • 12th level: level drain
    • 14th level: maze and imprisonment

Disadvantages

  • May not use ranged weapons (both missile and thrown).
  • Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
  • May not become Proficient in ranged weapons.
  • Alignment may not be Lawful.

Kensai / Enchanter

"Kensai" means "sword saint" in the common tongue, and refers to a warrior who has been specially trained to be one with his/her weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which he/she is proficient.) The fighting style is a natural choice for warriors who also study the magical arts, although few have the discipline to master both skills.

Advantages

  • Adds the following spells to his/her spell book: Sleep (1st level), Ray of Enfeeblement (2nd level), Hold Person (3rd level), Confusion (4th level), Domination (5th level), Power Word, Silence (6th level), Power Word, Stun (7th level), Symbol, Stun (8th level), Power Word, Kill (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Enchantment school. The full list of Enchantment mage spells is:
    • Level 1: Charm Person, Friends, Sleep
    • Level 2: Luck, Power Word, Sleep, Ray of Enfeeblement
    • Level 3: Dire Charm, Hold Person
    • Level 4: Confusion, Emotion, Courage, Emotion, Fear, Emotion, Hope, Emotion, Hopelessness, Enchanted Weapon, Greater Malison
    • Level 5: Chaos, Domination, Feeblemind, Hold Monster
    • Level 6: Power Word, Silence
    • Level 7: Power Word, Stun
    • Level 8: Power Word, Blind
    • Level 9: Power Word, Kill
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Enchantment school.
  • +2 bonus to Armor Class.
  • +1 to hit and damage rolls every 3 levels.
  • -1 bonus to Speed Factor every 4 levels.
  • May use the Kai ability once per day every 4 levels (starts at 1st level with one use).
    KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages

  • May only become Proficient (one slot) with any missile weapon class.
  • May not learn or cast any spells of the Invocation school.
  • May not wear any armor, including mage robes.
  • May not use missile weapons.
  • May not wear gauntlets or bracers.
  • temp%

Kensai / Force Mage

"Kensai" means "sword saint" in the common tongue, and refers to a warrior who has been specially trained to be one with his/her weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which he/she is proficient.) The fighting style is a natural choice for warriors who also study the magical arts, although few have the discipline to master both skills.

Advantages

  • Adds the following spells to his/her spell book: Magic Missile (1st level), Knock (2nd level), Lance of Disruption (3rd level), Mordenkainen's Force Missiles (4th level), Telekinesis (5th level), Protection From Magical Weapons (6th level), Mordenkainen's Sword (7th level), Telekinetic Storm (8th level), Absolute Immunity (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Force school. The full list of Force mage spells is:
    • Level 1: Armor, Magic Missile, Shield
    • Level 2: Decastave, Knock
    • Level 3: Ghost Armor, Hold Person, Lance of Disruption, Protection From Normal Missiles
    • Level 4: Mordenkainen's Force Missiles, Otiluke's Resilient Sphere
    • Level 5: Hold Monster, Phantom Blade, Protection From Normal Weapons, Telekinesis
    • Level 6: Disintegrate, Protection From Magic Energy, Protection From Magical Weapons
    • Level 7: Malavon's Rage, Mantle, Mordenkainen's Force Blade, Mordenkainen's Sword, Power Word, Stun
    • Level 8: Bigby's Clenched Fist, Improved Mantle, Symbol, Stun, Telekinetic Storm
    • Level 9: Absolute Immunity, Bigby's Crushing Hand
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of force-related spells.
  • Force Focus: +10% resistance to magic damage, and targets suffer +20% magic damage.
  • +2 bonus to Armor Class.
  • +1 to hit and damage rolls every 3 levels.
  • -1 bonus to Speed Factor every 4 levels.
  • May use the Kai ability once per day every 4 levels (starts at 1st level with one use).
    KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages

  • May only become Proficient (one slot) with any missile weapon class.
  • May not learn or cast any mage spells related to elemental earth (including acid), water (including cold), fire, or air (including lightning).
  • May not wear any armor, including mage robes.
  • May not use missile weapons.
  • May not wear gauntlets or bracers.

Kensai / Illusionist

"Kensai" means "sword saint" in the common tongue, and refers to a warrior who has been specially trained to be one with his/her weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which he/she is proficient.) The fighting style is a natural choice for warriors who also study the magical arts, although few have the discipline to master both skills.

Advantages

  • Adds the following spells to his/her spell book: Blindness (2nd level), Mirror Image (2nd level), Invisibility, 10' Radius (3rd level), Improved Invisibility (4th level), Shadow Door (5th level), Mislead (6th level), Project Image (7th level), Simulacrum (8th level).
  • May cast one additional mage spell per level. This additional spell must be from the Illusion school (except at level 9, at which there is no spell of that school). The full list of Illusion mage spells is:
    • Level 1: Reflected Image, Spook
    • Level 2: Blindness, Blur, Deafness, Invisibility, Mirror Image
    • Level 3: Invisibility, 10' Radius
    • Level 4: Improved Invisibility, Shadow Monsters
    • Level 5: Demi-Shadow Monsters, Shadow Door
    • Level 6: Mislead, Shades
    • Level 7: Mass Invisibility, Project Image
    • Level 8: Simulacrum
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Illusion school.
  • +2 bonus to Armor Class.
  • +1 to hit and damage rolls every 3 levels.
  • -1 bonus to Speed Factor every 4 levels.
  • May use the Kai ability once per day every 4 levels (starts at 1st level with one use).
    KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages

  • May only become Proficient (one slot) with any missile weapon class.
  • May not learn or cast any spells of the Necromancy school.
  • May not wear any armor, including mage robes.
  • May not use missile weapons.
  • May not wear gauntlets or bracers.
  • temp%

FIGHTER / THIEF

Fighter / Assassin

This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform his/her task.

Advantages

  • May use the Poison Weapon ability once per day, as detailed below. An additional use is gained at thief level 5 and every every 4 thief levels thereafter.
    POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level:
    • 1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates)
    • 5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save)
    • 9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save)
    • 13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save)
  • Backstab ability advances more quickly and can reach x7 instead of capping at x5.

    Level 1-3: x2

    Level 4-6: x3

    Level 7-10: x4

    Level 11-14: x5

    Level 15-18: x6

    Level 19+: x7

Disadvantages

  • May only distribute 15 skill points per level among thieving skills.

Magetracker (Wizard Slayer / Bounty Hunter)

Magetrackers are bounty hunters that specialize in hunting spellcasters, and returning them - dead or alive - to their client. They have honed their trap-making abilities well beyond that of the average Thief, and studied fighting styles that excel in eliminating spellcasters of all kinds.

Advantages

  • Each successful hit bestows a 25% cumulative chance of spell failure on the target.
  • Magic Resistance of 20% at first level, increasing by 1% per fighter level.
  • +15% bonus to Set Traps.
  • May use the Set Special Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at thief level 1 and an additional use every 5 thief levels thereafter.
    SET SPECIAL SNARE: Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies. An enemy can only trigger one trap at a time.
    • 1st level: Deals 3d8+5 missile damage and slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed.
    • 11th level: Deals 4d8+5 missile damage and holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed.
    • 16th level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed.
    • 21st level: Mazes the target.

Disadvantages

  • May only distribute 20 skill points per level among thieving skills.
  • May not use any magic items apart from weapons and armor.

Silent Sword (Kensai / Thief)

"Kensai" means "sword saint" in the common tongue, and refers to a warrior who has been specially trained to be one with his/her weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. The discipline required to become a sword saint makes it difficult to master other skills, but an elite few kensai also learn the ways of the rogue or scout. These deadly warriors are often called 'silent swords'. (Note: Despite the name, a Silent Sword may use any melee weapon with which he/she is proficient.)

Advantages

  • +2 bonus to Armor Class.
  • +1 to hit and damage rolls every 3 levels.
  • -1 bonus to Speed Factor every 4 levels.
  • May use the Kai ability once per day every 4 levels (starts at 1st level with one use).
    KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages

  • May only become Proficient (one slot) with any missile weapon class.
  • May not wear any armor.
  • May not use missile weapons.
  • May not wear gauntlets or bracers.

CLERIC / MAGE

Abjurer Of Ilmater

Ilmater (pronounced: Ihl-MAY-ter) is the Crying God, the god of endurance, suffering, martyrdom, and perseverance. It is he who offers succor and calming words to those who are in pain, oppressed, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other's burden, to take the other's pain. He is the god of the oppressed and unjustly treated.

Those of Ilmater's faith who study the arcane arts often specialize in abjuration, recognising that the Art may provide solace and protection to those who need Ilmater's blessing.

Favored Weapon: Quarterstaff.

Advantages

  • Begins Specialized (two slots) with the Quarterstaff.
  • Adds the following spells to his/her spell book: Protection From Evil (1st level), Resist Fear (2nd level), Remove Magic (3rd level), Minor Globe Of Invulnerability (4th level), Breach (5th level), Spell Deflection (6th level), Mantle (7th level), Pierce Shield (8th level), Spellstrike (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Abjuration school. The full list of Abjuration mage spells is:
    • Level 1: Protection From Evil
    • Level 2: Protection From Petrification, Resist Fear
    • Level 3: Dispel Magic, Minor Spell Deflection, Non-Detection, Protection From Cold, Protection From Fire, Protection From Normal Missiles, Remove Magic, Spell Thrust
    • Level 4: Minor Globe Of Invulnerability, Remove Curse, Secret Word
    • Level 5: Breach, Lower Resistance, Minor Spell Turning, Protection From Acid, Protection From Electricity, Protection From Normal Weapons, Spell Immunity, Spell Shield
    • Level 6: Globe of Invulnerability, Pierce Magic, Protection From Magic Energy, Protection From Magical Weapons, Spell Deflection
    • Level 7: Khelben's Warding Whip, Mantle, Protection From The Elements, Seven Eyes, Spell Turning
    • Level 8: Improved Mantle, Mind Blank, Pierce Shield, Protection From Energy
    • Level 9: Absolute Immunity, Freedom, Spell Trap, Spellstrike
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Abjuration school.
  • May learn priest spells from these spheres: All, Charm, Divination, Divine, Good, Healing, Protection, Summoning, Sun, Wards.
  • Immune to (most) effects that cause pain - while the character feels the pain, he/she can endure it without affecting his/her actions.
  • May cast Remove Fear once per day, as the first level priest spell. An additional use is gained at 5th level and every 4 levels thereafter.
  • 3rd level cleric: May cast Favor of Ilmater once per day, as the third level priest spell. An additional use is gained at 8th level and every 5 levels thereafter.
  • 7th level cleric: can cast Ilmater's Endurance once per day, as detailed below.
    ILMATER'S ENDURANCE: The caster draws upon Ilmater to be able to shoulder the burden of trials ahead. For 1 round per level of the caster, the caster gains +2 to saves, doubles HP, is immune to panic and disease, and will stand firm in the face of any charge or force.
  • 9th level cleric: can cast Heal once per day, as the sixth level priest spell. An additional use is gained at 15th level and every 6 levels thereafter.

Disadvantages

  • May not learn or cast any spells of the Alteration school.
  • Alignment restricted to lawful good, neutral good, and lawful neutral.
  • temp%

Abjurer Of Mystra

Mystra (pronounced: MISS-trah) is the goddess of magic and with that the goddess of possibilities, which makes her arguably the most powerful deity in Faerûn. She is said to have taught the first spellcaster of the Realms, and to have enabled many of the races to use magic. She supposedly weighs and judges each new spell or magical item to determine whether it should be permitted into the Realms. She is most venerated by wizards and those who use magic or magical items in their daily use. She differs from Azuth in that Azuth is the god of wizards (as to a much lesser degree, all spellcasters), while Mystra is the goddess of the essential force that makes all spellcasting possible. She provides and tends the Weave, the conduit to enable mortal spellcasters and magical crafters to safely access the raw force that is magic.

A great many of Mystra's priests also practise the Art of wizardry. Abjurers of Mystra focus on the Lady of Mystery's control of the weave, learning how to grant - or deny - magic to others.

Favored Weapon: Dagger.

Advantages

  • Begins Proficient (one slot) with the Dagger.
  • Adds the following spells to his/her spell book: Protection From Evil (1st level), Resist Fear (2nd level), Remove Magic (3rd level), Minor Globe Of Invulnerability (4th level), Breach (5th level), Spell Deflection (6th level), Mantle (7th level), Pierce Shield (8th level), Spellstrike (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Abjuration school. The full list of Abjuration mage spells is:
    • Level 1: Protection From Evil
    • Level 2: Protection From Petrification, Resist Fear
    • Level 3: Dispel Magic, Minor Spell Deflection, Non-Detection, Protection From Cold, Protection From Fire, Protection From Normal Missiles, Remove Magic, Spell Thrust
    • Level 4: Minor Globe Of Invulnerability, Remove Curse, Secret Word
    • Level 5: Breach, Lower Resistance, Minor Spell Turning, Protection From Acid, Protection From Electricity, Protection From Normal Weapons, Spell Immunity, Spell Shield
    • Level 6: Globe of Invulnerability, Pierce Magic, Protection From Magic Energy, Protection From Magical Weapons, Spell Deflection
    • Level 7: Khelben's Warding Whip, Mantle, Protection From The Elements, Seven Eyes, Spell Turning
    • Level 8: Improved Mantle, Mind Blank, Pierce Shield, Protection From Energy
    • Level 9: Absolute Immunity, Freedom, Spell Trap, Spellstrike
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Abjuration school.
  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Earth, Fire, Healing, Moon, Necromantic, Protection, Summoning, Sun, Wards, Water.
  • May learn the following spells as priest spells: Shield (1st level), Vocalize (2nd level), Minor Globe Of Invulnerability (4th level), Breach (5th level), Seven Eyes (7th level).
  • +1 to saving throws against spells from any school of magic.
  • Unaffected by (most) wild-magic and dead-magic areas.
  • 3rd level cleric: +1 to casting speed. This benefit increases to +2 at 11th level and to a maximum of +3 at 19th level.
  • 5th level cleric: May cast Remove Magic once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter.
  • 9th level cleric: May cast Spell Turning once per day, as the 7th level wizard spell. An additional use is granted at 15th level and every 6 levels thereafter.

Disadvantages

  • May not learn or cast any spells of the Alteration school.
  • Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Chaotic Neutral, and Lawful Evil.
  • temp%

Air Elementalist

A Mage who specializes in the use of air magic, at the cost of being unable to use spells related to the opposing elemental plane of Earth.

Advantages

  • Adds the following spells to his/her spell book: Shocking Grasp (1st level), Minor Lightning Bolt (2nd level), Lightning Bolt (3rd level), Shout (4th level), Conjure Lesser Air Elemental (5th level), Chain Lightning (6th level), Summon Djinni (7th level), Great Shout (8th level), Stormbolts (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of air-related spells.
  • Receives a +15% bonus when scribing scrolls of fire-related or water-related spells.
  • Scion of Storms: +10% resistance to electricity, and targets suffer +20% electricity damage.

Disadvantages

  • May not learn or cast any spells related to earth, stone, metal, or acid. The complete list of such spells is: Acid Storm, Conjure Earth Elemental, Conjure Lesser Earth Elemental, Death Fog, Flesh to Stone, Freedom, Glitterdust, Grease, Imprisonment, Iron Body, Melf's Acid Arrow, Protection From Acid, Protection From Petrification, Stone to Flesh, Stonefist, Stoneskin, Turn Pebble to Boulder.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.

Air Elementalist Of Baervan

Baervan (pronounced: BAY-ur-van) Wildwanderer, also known as The Forest Gnome, is a deity of outdoors, of forest-dwelling gnomes and their communities, and also of thievery. He is a good-natured god of mischief, and a friend of several sylvan deities and races.

As a priest of the wild open spaces, Baervan is occasionally worshipped by gnomish or elven air elementalists.

Favored Weapon: Spear.

Advantages

  • Begins Proficient (one slot) with the Spear.
  • Adds the following spells to his/her spell book: Shocking Grasp (1st level), Minor Lightning Bolt (2nd level), Lightning Bolt (3rd level), Shout (4th level), Conjure Lesser Air Elemental (5th level), Chain Lightning (6th level), Summon Djinni (7th level), Great Shout (8th level), Stormbolts (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of air-related spells.
  • Receives a +15% bonus when scribing scrolls of fire-related or water-related spells.
  • Scion of Storms: +10% resistance to electricity, and targets suffer +20% electricity damage.
  • May learn priest spells from these spheres: Air, All, Animal, Charm, Divination, Divine, Fey, Good, Healing, Moon, Plant, Protection, Water.
  • May cast Barkskin once per day, as the 2nd level priest spell except that only the Fastpaw can be affected. An additional use is gained at 7th level and every 6 levels thereafter.
  • 3rd level cleric: Immune to the Entangle spell and similar effects.
  • 5th level cleric: May cast Animal Summoning I once per day, as the 4th level priest spell. At 7th level this becomes Animal Summoning II and at 9th level, Animal Summoning III.
  • 7th level cleric: May cast Improved Invisibility once per day, as the 4th level mage spell except that only the Fastpaw can be affected. An additional use is gained at 14th level and every 7 levels thereafter.

Disadvantages

  • May not learn or cast any spells related to earth, stone, metal, or acid. The complete list of such spells is: Acid Storm, Conjure Earth Elemental, Conjure Lesser Earth Elemental, Death Fog, Flesh to Stone, Freedom, Glitterdust, Grease, Imprisonment, Iron Body, Melf's Acid Arrow, Protection From Acid, Protection From Petrification, Stone to Flesh, Stonefist, Stoneskin, Turn Pebble to Boulder.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.
  • Race restricted to gnome, elf or half-elf.
  • Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good.

Air Elementalist Of Talos

Talos (pronounced: TAHL-os) is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land.

Talos's association with storms and lightning means that Talassar cleric/mages are frequently air elementalists.

Favored Weapon: Spear.

Advantages

  • Begins Proficient (one slot) with the Spear.
  • Adds the following spells to his/her spell book: Shocking Grasp (1st level), Minor Lightning Bolt (2nd level), Lightning Bolt (3rd level), Shout (4th level), Conjure Lesser Air Elemental (5th level), Chain Lightning (6th level), Summon Djinni (7th level), Great Shout (8th level), Stormbolts (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of air-related spells.
  • Receives a +15% bonus when scribing scrolls of fire-related or water-related spells.
  • Scion of Storms: +10% resistance to electricity, and targets suffer +20% electricity damage.
  • May learn priest spells from these spheres: Air, All, Combat, Divination, Divine, Evil, Healing, Necromantic, Protection, Summoning.
  • May learn the following additional priest spells: Earthquake (7th level), Fire Storm (7th level).
  • May learn the following spells as priest spells: Shocking Grasp (1st level), Minor Lightning Bolt (2nd level), Lightning Bolt (3rd level), Chain Lightning (6th level).
  • 3rd level: May cast Storm Shell once per day. An additional use is gained at 7th level and every 4 levels thereafter.
  • 5th level: May cast Call Lightning once per day. An additional use is gained at 9th level and every 4 levels thereafter.
  • 7th level: May cast Lightning of Talos once per day, as detailed below. An additional use is gained at 12th level and every 5 levels thereafter.
    LIGHTNING OF TALOS: This spell conjures a bolt of lightning which unerringly strikes a single target, inflicting 1d6 points of electrical damage per level of the priest (maximum 15d6). A successful saving throw vs. spells halves the damage.

Disadvantages

  • May not learn or cast any spells related to earth, stone, metal, or acid. The complete list of such spells is: Acid Storm, Conjure Earth Elemental, Conjure Lesser Earth Elemental, Death Fog, Flesh to Stone, Freedom, Glitterdust, Grease, Imprisonment, Iron Body, Melf's Acid Arrow, Protection From Acid, Protection From Petrification, Stone to Flesh, Stonefist, Stoneskin, Turn Pebble to Boulder.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.
  • Alignment restricted to neutral evil, chaotic evil, and chaotic neutral.

Conjurer Of Azuth

Azuth (pronounced: Ah-ZOOTH) is the god of wizards and mages and to a much lesser degree, all spellcasters, as opposed to Mystra, who is the goddess of all magic. Azuth is Mystra's servant, friend, and advisor.

Unsurprisingly, many of Azuth's priests also learn the arcane arts.

Favored Weapon: Quarterstaff.

Advantages

  • Begins Specialized (two slots) with the Quarterstaff.
  • Adds the following spells to his/her spell book: Armor (1st level), Glitterdust (2nd level), Flame Arrow (3rd level), Spider Spawn (4th level), Monster Summoning III (5th level), Invisible Stalker (6th level), Limited Wish (7th level), Maze (8th level), Wish (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Conjuration school. The full list of Conjuration mage spells is:
    • Level 1: Armor, Find Familiar, Grease, Stonefist
    • Level 2: Glitterdust, Melf's Acid Arrow
    • Level 3: Flame Arrow, Ghost Armor, Monster Summoning I
    • Level 4: Monster Summoning II, Spider Spawn, Vitriolic Sphere
    • Level 5: Conjure Lesser Air Elemental, Conjure Lesser Earth Elemental, Conjure Lesser Fire Elemental, Conjure Lesser Water Elemental, Monster Summoning III, Summon Shadow
    • Level 6: Carrion Summons, Conjure Air Elemental, Conjure Earth Elemental, Conjure Fire Elemental, Conjure Water Elemental, Invisible Stalker, Monster Summoning IV, Summon Nishruu, Wyvern Call
    • Level 7: Cacofiend, Limited Wish, Monster Summoning V, Prismatic Spray, Summon Djinni, Summon Efreeti, Summon Hakeashar
    • Level 8: Maze, Monster Summoning VI, Summon Fiend, Symbol, Death, Symbol, Fear, Symbol, Stun
    • Level 9: Gate, Monster Summoning VII, Wish
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Conjuration school.
  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Earth, Fire, Healing, Necromantic, Protection, Wards, Water.
  • 3rd level cleric: May cast Magic Missile once per day, as the 1st level mage spell. An additional use is granted at 7th level and every 4 levels thereafter.
  • 5th level cleric: May cast Lightning Bolt once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter.
  • 7th level cleric: May cast Fireball once per day, as the 3rd level mage spell. An additional use is granted at 13th level and every 6 levels thereafter.
  • 9th level cleric: May cast Mordenkainen's Force Missiles once per day, as the 4th level mage spell. An additional use is granted at 15th level and every 6 levels thereafter.

Disadvantages

  • May not learn or cast any spells of the Divination school.
  • Alignment restricted to Lawful Good, Lawful Neutral, True Neutral, Chaotic Neutral, and Lawful Evil.
  • temp%

Conjurer Of Bane

The most feared and reviled deity in the Forgotten Realms, Bane is the lord of strife, hatred, and tyranny. His followers fight each other almost as much as enemy faiths, which is one of the prime reasons their devious priesthood has not dominated the Realms.

Among those followers of Bane who study the arcane arts, conjuration is a popular choice - conjurers of Bane call forth servants to fight in their stead, and aspire to call and bind the mightiest creatures of the planes.

Favored Weapon: Mace.

Advantages

  • Begins Specialized (two slots) with the Mace.
  • Adds the following spells to his/her spell book: Armor (1st level), Glitterdust (2nd level), Flame Arrow (3rd level), Spider Spawn (4th level), Monster Summoning III (5th level), Invisible Stalker (6th level), Limited Wish (7th level), Maze (8th level), Wish (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Conjuration school. The full list of Conjuration mage spells is:
    • Level 1: Armor, Find Familiar, Grease, Stonefist
    • Level 2: Glitterdust, Melf's Acid Arrow
    • Level 3: Flame Arrow, Ghost Armor, Monster Summoning I
    • Level 4: Monster Summoning II, Spider Spawn, Vitriolic Sphere
    • Level 5: Conjure Lesser Air Elemental, Conjure Lesser Earth Elemental, Conjure Lesser Fire Elemental, Conjure Lesser Water Elemental, Monster Summoning III, Summon Shadow
    • Level 6: Carrion Summons, Conjure Air Elemental, Conjure Earth Elemental, Conjure Fire Elemental, Conjure Water Elemental, Invisible Stalker, Monster Summoning IV, Summon Nishruu, Wyvern Call
    • Level 7: Cacofiend, Limited Wish, Monster Summoning V, Prismatic Spray, Summon Djinni, Summon Efreeti, Summon Hakeashar
    • Level 8: Maze, Monster Summoning VI, Summon Fiend, Symbol, Death, Symbol, Fear, Symbol, Stun
    • Level 9: Gate, Monster Summoning VII, Wish
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Conjuration school.
  • May learn priest spells from these spheres: All, Charm, Combat, Divine, Evil, Healing, Necromantic, Protection, Summoning.
  • May learn the following spells as priest spells: Horror (2nd level)..
  • Immunity to fear effects.
  • 5th level cleric: May cast Cloak of Fear once per day, as the 4th level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
  • 7th level cleric: May cast Greater Malison once per day, as the 4th level wizard spell. An additional use is gained at 12th level and every 5 levels thereafter.
  • 9th level cleric: May cast Control Undead once per day, as the 6th level wizard spell. An additional use is gained at 14th level and every 5 levels thereafter.
  • 12th level cleric: May cast Symbol of Fear once per day, as the 7th level priest spell. An additional use is gained at 17th level and every 5 levels thereafter.

Disadvantages

  • May not learn or cast any spells of the Divination school.
  • Alignment restricted to Lawful Evil, Neutral Evil, and Chaotic Evil.
  • temp%

Diviner Of Oghma

Oghma (pronounced: OGG-mah) is the god of knowledge and invention, the Binder of What is Known, and the Patron of Bards. He is the most powerful god of knowledge in the Realms (second if you consider magical ability as knowledge, with Mystra at its head). Deneir and Milil both act as intercessors for Oghma, carrying new information both to him and to those whom Oghma favors.

It is common for Oghma's followers to study the magical arts as well as the divine teachings of Oghma, and those who do so often specialise in divination magic.

Favored Weapon: Long Sword.

Advantages

  • Begins Proficient (one slot) with the Long Sword.
  • Adds the following spells to his/her spell book: Identify (1st level), Detect Invisibility (2nd level), Detect Illusion (3rd level), Farsight (4th level), Oracle (5th level), True Sight (6th level).
  • May cast one additional mage spell per level. This additional spell must be from the Divination school (except at level 7-9, at which there is no spell of that school). The full list of Divination mage spells is:
    • Level 1: Identify, Infravision
    • Level 2: Detect Evil, Detect Invisibility, Know Alignment
    • Level 3: Clairvoyance, Detect Illusion
    • Level 4: Farsight, Wizard Eye
    • Level 5: Contact Other Plane, Oracle
    • Level 6: True Sight
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Divination school.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Evil, Good, Healing, Necromantic, Protection, Summoning, Wards.
  • Gains a base of 10 lore/level.
  • May cast Identify once per day. Gains an additional use at level 5 and every 4 levels thereafter.
  • 5th level: May cast Secret Word once per day. Gains an additional use at level 10 and every 5 levels thereafter.
  • 9th level: May cast Pierce Magic once per day. Gains an additional use at level 14 and every 5 levels thereafter.

Disadvantages

  • May not learn or cast any spells of the Conjuration school.
  • temp%

Diviner Of Selûne

Selûne (pronounced: Seh-LOON-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerûn. She is the goddess of the moon and travelers. Selûne's home plane is The Gates of the Moon with her home a shining hall of silver called Argentil.

Selûne's connection to astrology and fortune telling leads many diviners - especially women - to follow her teaching.

Favored Weapon: Mace.

Advantages

  • Begins Specialized (two slots) with the Mace.
  • Adds the following spells to his/her spell book: Identify (1st level), Detect Invisibility (2nd level), Detect Illusion (3rd level), Farsight (4th level), Oracle (5th level), True Sight (6th level).
  • May cast one additional mage spell per level. This additional spell must be from the Divination school (except at level 7-9, at which there is no spell of that school). The full list of Divination mage spells is:
    • Level 1: Identify, Infravision
    • Level 2: Detect Evil, Detect Invisibility, Know Alignment
    • Level 3: Clairvoyance, Detect Illusion
    • Level 4: Farsight, Wizard Eye
    • Level 5: Contact Other Plane, Oracle
    • Level 6: True Sight
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Divination school.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Fey, Good, Healing, Moon, Protection, Summoning, Wards.
  • May learn these additional cleric spells: Alicorn Lance, Healing Mist.
  • +2 bonus to Armor Class against werewolves and other lycanthropes.
  • 3rd level cleric: May cast Moonblade once per day, as the 3rd level priest spell. An additional use of this power is gained at 8th level and every 5 levels thereafter.
  • 5th level cleric: May cast Free Action once per day, as the 4th level priest spell but with a target of self only. An additional use of this power is gained at level 11 and every 6 levels thereafter.
  • 9th level cleric: May cast True Seeing once per day, as the 5th level priest spell. An additional use of this power is gained at level 15 and every 6 levels thereafter.

Disadvantages

  • May not learn or cast any spells of the Conjuration school.

    Alignment restricted to chaotic good, neutral good, and chaotic neutral.

  • temp%

Druid/Mage

This character can use the abilities of a Druid and a Mage, and Mage spells cannot be cast while wearing armor.

Weapon Use:

- May use these weapons: any weapon except Flail/Morning Star, Mace, War Hammer. - Receives no additional weapon proficiencies to allocate at first level; receives one weapon proficiency to allocate at Cleric level 4 and another at every 4 Cleric levels thereafter. - Begins Proficient (one slot) with these weapon classes: weapon_name_array_starting_profs_-1. - May achieve Specialization (two slots) with any weapon class. - May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style.

Earth Elementalist

A Mage who specializes in the use of earth magic, at the cost of being unable to use spells related to the opposing elemental plane of Air.

Advantages

  • Adds the following spells to his/her spell book: Stonefist (1st level), Melf's Acid Arrow (2nd level), Turn Pebble to Boulder (3rd level), Stoneskin (4th level), Conjure Lesser Earth Elemental (5th level), Flesh to Stone (6th level), Acid Storm (7th level), Iron Body (8th level), Imprisonment (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of earth-related spells.
  • Receives a +15% bonus when scribing scrolls of fire-related or water-related spells.
  • Aqua Mortis: +10% resistance to acid, and targets suffer +20% acid damage.

Disadvantages

  • May not learn or cast any spells related to air, clouds, wind, or electricity. The complete list of such spells is: Chain Lightning, Cloudkill, Conjure Air Elemental, Conjure Lesser Air Elemental, Great Shout, Lightning Bolt, Minor Lightning Bolt, Protection From Electricity, Shocking Grasp, Shout, Stinking Cloud, Suffocate, Summon Djinni.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.

Earth Elementalist Of Moradin

Moradin (pronounced: MOR-a-din) is the chief deity of the dwarves - a harsh but fair judge, he is strength and force of will embodied. His followers have an active role in guiding the morals of dwarven communities; they emphasize his hand in everyday dwarven activities such as mining, smithing, and engineering, and invoke his blessing both in these tasks and in their battles against orcs and other enemies of the dwarves.

Those rare dwarves who study the Art often focus on magics of stone and earth; many of them venerate Moradin.

Favored Weapon: War Hammer.

Advantages

  • Begins Specialized (two slots) with the War Hammer.
  • Adds the following spells to his/her spell book: Stonefist (1st level), Melf's Acid Arrow (2nd level), Turn Pebble to Boulder (3rd level), Stoneskin (4th level), Conjure Lesser Earth Elemental (5th level), Flesh to Stone (6th level), Acid Storm (7th level), Iron Body (8th level), Imprisonment (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of earth-related spells.
  • Receives a +15% bonus when scribing scrolls of fire-related or water-related spells.
  • Aqua Mortis: +10% resistance to acid, and targets suffer +20% acid damage.
  • May learn priest spells from these spheres: All, Combat, Divination, Divine, Earth, Fire, Good, Healing, Protection, Wards.
  • 3rd level cleric: May cast Enchanted Weapon once per day, as the 4th level mage spell. An additional use is gained at 8th level and every 5 levels thereafter.
  • 5th level: May cast Prayer once per day, as the 3rd level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
  • 7th level: May cast Stoneskin once per day, as the 4th level mage spell. An additional use is gained at 12th level and every 5 levels thereafter.

Disadvantages

  • May not learn or cast any spells related to air, clouds, wind, or electricity. The complete list of such spells is: Chain Lightning, Cloudkill, Conjure Air Elemental, Conjure Lesser Air Elemental, Great Shout, Lightning Bolt, Minor Lightning Bolt, Protection From Electricity, Shocking Grasp, Shout, Stinking Cloud, Suffocate, Summon Djinni.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.
  • Race restricted to dwarf.
  • Alignment must be Lawful Good, Neutral Good, or Lawful Neutral.

Enchanter Of Sune

Sune (pronounced: SUE-nee) Firehair is said to be the fairest of all the powers. When she is represented, she is shown as the most beautiful woman in the Realms, with sweeping, radiant, red hair and incredible charms. The Sunite faith is a popular one in large metropolitan areas and among the nobility. Those of a literary or artistic bent, as well as people falling in love or looking for lifemates, often venerate the Lady Firehair.

Their natural charisma and insight into the emotions of humans and other sentient species means that Suneite priests who study the Art commonly specialise in Enchantment.

Favored Weapon: Flail/Morning Star.

Advantages

  • Begins Specialized (two slots) with the Flail/Morning Star.
  • Adds the following spells to his/her spell book: Sleep (1st level), Ray of Enfeeblement (2nd level), Hold Person (3rd level), Confusion (4th level), Domination (5th level), Power Word, Silence (6th level), Power Word, Stun (7th level), Symbol, Stun (8th level), Power Word, Kill (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Enchantment school. The full list of Enchantment mage spells is:
    • Level 1: Charm Person, Friends, Sleep
    • Level 2: Luck, Power Word, Sleep, Ray of Enfeeblement
    • Level 3: Dire Charm, Hold Person
    • Level 4: Confusion, Emotion, Courage, Emotion, Fear, Emotion, Hope, Emotion, Hopelessness, Enchanted Weapon, Greater Malison
    • Level 5: Chaos, Domination, Feeblemind, Hold Monster
    • Level 6: Power Word, Silence
    • Level 7: Power Word, Stun
    • Level 8: Power Word, Blind
    • Level 9: Power Word, Kill
  • +2 Charisma
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Enchantment school.
  • May learn priest spells from these spheres: All, Charm, Divination, Divine, Fire, Good, Healing, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Friends (1st level).
  • May learn Charm Person or Mammal (2nd level) as a priest spell.
  • May cast Sune's Charm once per day (it functions as Charm Person, with no bonus or penalty to saving throws). An additional use is gained at 7th level and every 6 levels thereafter.
  • 5th level cleric: May cast Veil of Djalice once per day, as described below. An additional use is gained at level 13 and every 8 levels thereafter.
    VEIL OF DJALICE: The Enchanter temporarily augments his/her beauty to unearthly levels, boosting effective charisma to 20 and forcing any hostiles to save vs. spell at -2 or be dire charmed for six rounds.
  • 7th level cleric: May cast Flame Strike once per day. An additional use is gained at level 12 and every 5 levels thereafter.
  • 9th level cleric: May use Emotion: Hope once per day and Emotion: Hopelessness once per day.
  • 12th level cleric: May use Mantle once per day.

Disadvantages

  • May not learn or cast any spells of the Invocation school.
  • Alignment restricted to neutral good, chaotic good, and chaotic neutral.

Fire Elementalist

A Mage who specializes in the use of fire magic, at the cost of being unable to use spells related to the opposing elemental plane of Water.

Advantages

  • Adds the following spells to his/her spell book: Burning Hands (1st level), Combust (2nd level), Fireball (3rd level), Fireshield (Red) (4th level), Sunfire (5th level), Conjure Fire Elemental (6th level), Delayed Blast Fireball (7th level), Incendiary Cloud (8th level), Meteor Swarm (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of fire-related spells.
  • Receives a +15% bonus when scribing scrolls of earth-related or air-related spells.
  • Spirit of Flame: +10% resistance to fire, and targets suffer +20% fire damage.

Disadvantages

  • May not learn or cast any spells related to water, ice, or cold. The complete list of such spells is: Abi-Dalzim's Horrid Wilting, Chill Touch, Cone of Cold, Conjure Lesser Water Elemental, Conjure Water Elemental, Fireshield (Blue), Ice Knife, Ice Storm, Icelance, Otiluke's Freezing Sphere, Protection From Cold, Snilloc's Snowball Swarm.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.

Fire Elementalist Of Kossuth

Kossuth (pronounced: Koh-SOOTH), Firelord, the Tyrant among Fire, is an Elemental Lord from the Elemental Plane of Fire. He is generally uncaring to his faithful, but continues to grant his priests their powers since their worship increases his power on his home plane. To maintain continued worship he does take a limited interest in his followers' mortal problems, and occasionally makes his presence known with a manifestation, but never an avatar.

Kossuth's church is varied and chaotic since he takes no interest in its structure. As a result it is a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Kossuth's symbol varies greatly from faction to faction, but is generally a depiction of fire. It is believed that if Kossuth's following were to somehow become unified he would become a very powerful force in the Realms, something the other gods don't really wish to see happen. Of the four Elemental Lords, the best known and most feared are the cults of Kossuth, who are very powerful in Thay and the lands of the East.

Many of Kossuth's followers study the Art, focussing on magics that call forth elemental fire.

Favored Weapon: Flail/Morning Star.

Advantages

  • Begins Specialized (two slots) with the Flail/Morning Star.
  • Adds the following spells to his/her spell book: Burning Hands (1st level), Combust (2nd level), Fireball (3rd level), Fireshield (Red) (4th level), Sunfire (5th level), Conjure Fire Elemental (6th level), Delayed Blast Fireball (7th level), Incendiary Cloud (8th level), Meteor Swarm (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of fire-related spells.
  • Receives a +15% bonus when scribing scrolls of earth-related or air-related spells.
  • Spirit of Flame: +10% resistance to fire, and targets suffer +20% fire damage.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Fire, Healing, Protection, Sun, Wards.
  • May learn the following spells as priest spells: Burning Hands (1st level).
  • 25% fire resistance, increasing by 2% per level.
  • 3rd level cleric: May cast Combust once per day, as the 2nd level mage spell. An additional use is granted at 9th level and every 6 levels thereafter.
  • 5th level cleric: May cast Fireball once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter.
  • 7th level cleric: May cast Fire Shield (red) once per day, as the 4th level mage spell. An additional use is granted at 13th level and every 6 levels thereafter.
  • 9th level cleric: May summon an 8HD Fire Elemental once per day. The power of the elemental increases to 12HD at level 13, to 16HD at level 17, and to 24HD at level 21.

Disadvantages

  • May not learn or cast any spells related to water, ice, or cold. The complete list of such spells is: Abi-Dalzim's Horrid Wilting, Chill Touch, Cone of Cold, Conjure Lesser Water Elemental, Conjure Water Elemental, Fireshield (Blue), Ice Knife, Ice Storm, Icelance, Otiluke's Freezing Sphere, Protection From Cold, Snilloc's Snowball Swarm.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.

Fire Elementalist Of Sune

Sune (pronounced: SUE-nee) Firehair is said to be the fairest of all the powers. When she is represented, she is shown as the most beautiful woman in the Realms, with sweeping, radiant, red hair and incredible charms. The Sunite faith is a popular one in large metropolitan areas and among the nobility. Those of a literary or artistic bent, as well as people falling in love or looking for lifemates, often venerate the Lady Firehair.

Although the majority of Sune's cleric/mages are enchanters, some few specialise in fire magic, in honor of Sune's association with flame - and of the burning power of passion.

Favored Weapon: Flail/Morning Star.

Advantages

  • Begins Specialized (two slots) with the Flail/Morning Star.
  • Adds the following spells to his/her spell book: Burning Hands (1st level), Combust (2nd level), Fireball (3rd level), Fireshield (Red) (4th level), Sunfire (5th level), Conjure Fire Elemental (6th level), Delayed Blast Fireball (7th level), Incendiary Cloud (8th level), Meteor Swarm (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of fire-related spells.
  • Receives a +15% bonus when scribing scrolls of earth-related or air-related spells.
  • Spirit of Flame: +10% resistance to fire, and targets suffer +20% fire damage.
  • +2 Charisma
  • May learn priest spells from these spheres: All, Charm, Divination, Divine, Fire, Good, Healing, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Friends (1st level).
  • May learn Charm Person or Mammal (2nd level) as a priest spell.
  • May cast Sune's Charm once per day (it functions as Charm Person, with no bonus or penalty to saving throws). An additional use is gained at 7th level and every 6 levels thereafter.
  • 5th level cleric: May cast Veil of Djalice once per day, as described below. An additional use is gained at level 13 and every 8 levels thereafter.
    VEIL OF DJALICE: The caster temporarily augments his/her beauty to unearthly levels, boosting effective charisma to 20 and forcing any hostiles to save vs. spell at -2 or be dire charmed for six rounds.
  • 7th level cleric: May cast Flame Strike once per day. An additional use is gained at level 12 and every 5 levels thereafter.
  • 9th level cleric: May use Emotion: Hope once per day and Emotion: Hopelessness once per day.
  • 12th level cleric: May use Mantle once per day.

Disadvantages

  • May not learn or cast any spells related to water, ice, or cold. The complete list of such spells is: Abi-Dalzim's Horrid Wilting, Chill Touch, Cone of Cold, Conjure Lesser Water Elemental, Conjure Water Elemental, Fireshield (Blue), Ice Knife, Ice Storm, Icelance, Otiluke's Freezing Sphere, Protection From Cold, Snilloc's Snowball Swarm.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.
  • Alignment restricted to neutral good, chaotic good, and chaotic neutral.

Force Mage Of Mystra

Mystra (pronounced: MISS-trah) is the goddess of magic and with that the goddess of possibilities, which makes her arguably the most powerful deity in Faerûn. She is said to have taught the first spellcaster of the Realms, and to have enabled many of the races to use magic. She supposedly weighs and judges each new spell or magical item to determine whether it should be permitted into the Realms. She is most venerated by wizards and those who use magic or magical items in their daily use. She differs from Azuth in that Azuth is the god of wizards (as to a much lesser degree, all spellcasters), while Mystra is the goddess of the essential force that makes all spellcasting possible. She provides and tends the Weave, the conduit to enable mortal spellcasters and magical crafters to safely access the raw force that is magic.

Force mages focus on spells that manipulate pure magical force, using it to protect themselves from harm, lash out with telekinetic or arcane energy, or immobilize or stun opponents. They scorn magic that manipulates the elements individually. They regard their art as the purest manifestation of the Weave, and are often drawn to the service of Mystra.

Favored Weapon: Dagger.

Advantages

  • Begins Proficient (one slot) with the Dagger.
  • Adds the following spells to his/her spell book: Magic Missile (1st level), Knock (2nd level), Lance of Disruption (3rd level), Mordenkainen's Force Missiles (4th level), Telekinesis (5th level), Protection From Magical Weapons (6th level), Mordenkainen's Sword (7th level), Telekinetic Storm (8th level), Absolute Immunity (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Force school. The full list of Force mage spells is:
    • Level 1: Armor, Magic Missile, Shield
    • Level 2: Decastave, Knock
    • Level 3: Ghost Armor, Hold Person, Lance of Disruption, Protection From Normal Missiles
    • Level 4: Mordenkainen's Force Missiles, Otiluke's Resilient Sphere
    • Level 5: Hold Monster, Phantom Blade, Protection From Normal Weapons, Telekinesis
    • Level 6: Disintegrate, Protection From Magic Energy, Protection From Magical Weapons
    • Level 7: Malavon's Rage, Mantle, Mordenkainen's Force Blade, Mordenkainen's Sword, Power Word, Stun
    • Level 8: Bigby's Clenched Fist, Improved Mantle, Symbol, Stun, Telekinetic Storm
    • Level 9: Absolute Immunity, Bigby's Crushing Hand
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of force-related spells.
  • Force Focus: +10% resistance to magic damage, and targets suffer +20% magic damage.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Healing, Moon, Necromantic, Protection, Summoning, Sun, Wards.
  • May learn the following spells as priest spells: Shield (1st level), Vocalize (2nd level), Minor Globe Of Invulnerability (4th level), Breach (5th level), Seven Eyes (7th level).
  • +1 to saving throws against spells from any school of magic.
  • Unaffected by (most) wild-magic and dead-magic areas.
  • 3rd level cleric: +1 to casting speed. This benefit increases to +2 at 11th level and to a maximum of +3 at 19th level.
  • 5th level cleric: May cast Remove Magic once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter.
  • 9th level cleric: May cast Spell Turning once per day, as the 7th level wizard spell. An additional use is granted at 15th level and every 6 levels thereafter.

Disadvantages

  • May not learn or cast any mage spells related to elemental earth (including acid), water (including cold), fire, or air (including lightning).
  • Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Chaotic Neutral, and Lawful Evil.

Illusionist Of Azuth

Azuth (pronounced: Ah-ZOOTH) is the god of wizards and mages and to a much lesser degree, all spellcasters, as opposed to Mystra, who is the goddess of all magic. Azuth is Mystra's servant, friend, and advisor.

Unsurprisingly, many of Azuth's priests also learn the arcane arts.

Favored Weapon: Quarterstaff.

Advantages

  • Begins Specialized (two slots) with the Quarterstaff.
  • Adds the following spells to his/her spell book: Blindness (2nd level), Mirror Image (2nd level), Invisibility, 10' Radius (3rd level), Improved Invisibility (4th level), Shadow Door (5th level), Mislead (6th level), Project Image (7th level), Simulacrum (8th level).
  • May cast one additional mage spell per level. This additional spell must be from the Illusion school (except at level 9, at which there is no spell of that school). The full list of Illusion mage spells is:
    • Level 1: Reflected Image, Spook
    • Level 2: Blindness, Blur, Deafness, Invisibility, Mirror Image
    • Level 3: Invisibility, 10' Radius
    • Level 4: Improved Invisibility, Shadow Monsters
    • Level 5: Demi-Shadow Monsters, Shadow Door
    • Level 6: Mislead, Shades
    • Level 7: Mass Invisibility, Project Image
    • Level 8: Simulacrum
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Illusion school.
  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Earth, Fire, Healing, Necromantic, Protection, Wards, Water.
  • 3rd level cleric: May cast Magic Missile once per day, as the 1st level mage spell. An additional use is granted at 7th level and every 4 levels thereafter.
  • 5th level cleric: May cast Lightning Bolt once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter.
  • 7th level cleric: May cast Fireball once per day, as the 3rd level mage spell. An additional use is granted at 13th level and every 6 levels thereafter.
  • 9th level cleric: May cast Mordenkainen's Force Missiles once per day, as the 4th level mage spell. An additional use is granted at 15th level and every 6 levels thereafter.

Disadvantages

  • May not learn or cast any spells of the Necromancy school.
  • Alignment restricted to Lawful Good, Lawful Neutral, True Neutral, Chaotic Neutral, and Lawful Evil.
  • temp%

Illusionist Of Baervan

Baervan (pronounced: BAY-ur-van) Wildwanderer, also known as The Forest Gnome, is a deity of outdoors, of forest-dwelling gnomes and their communities, and also of thievery. He is a good-natured god of mischief, and a friend of several sylvan deities and races.

Gnomes are known for their mastery of illusion magic and so many illusionists are found in Baervan's priesthood.

Favored Weapon: Spear.

Advantages

  • Begins Proficient (one slot) with the Spear.
  • Adds the following spells to his/her spell book: Blindness (2nd level), Mirror Image (2nd level), Invisibility, 10' Radius (3rd level), Improved Invisibility (4th level), Shadow Door (5th level), Mislead (6th level), Project Image (7th level), Simulacrum (8th level).
  • May cast one additional mage spell per level. This additional spell must be from the Illusion school (except at level 9, at which there is no spell of that school). The full list of Illusion mage spells is:
    • Level 1: Reflected Image, Spook
    • Level 2: Blindness, Blur, Deafness, Invisibility, Mirror Image
    • Level 3: Invisibility, 10' Radius
    • Level 4: Improved Invisibility, Shadow Monsters
    • Level 5: Demi-Shadow Monsters, Shadow Door
    • Level 6: Mislead, Shades
    • Level 7: Mass Invisibility, Project Image
    • Level 8: Simulacrum
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Illusion school.
  • May learn priest spells from these spheres: Air, All, Animal, Charm, Divination, Divine, Fey, Good, Healing, Moon, Plant, Protection, Water.
  • May cast Barkskin once per day, as the 2nd level priest spell except that only the Fastpaw can be affected. An additional use is gained at 7th level and every 6 levels thereafter.
  • 3rd level: Immune to the Entangle spell and similar effects.
  • 5th level: May cast Animal Summoning I once per day, as the 4th level priest spell. At 7th level this becomes Animal Summoning II and at 9th level, Animal Summoning III.
  • 7th level: May cast Improved Invisibility once per day, as the 4th level mage spell. An additional use is gained at 14th level and every 7 levels thereafter.

Disadvantages

  • May not learn or cast any spells of the Necromancy school.
  • Race restricted to gnome, elf or half-elf.
  • Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good.
  • temp%

Illusionist Of Shar

Shar is the goddess of darkness, night, loss, and forgetfulness. Her main aspect is worshipped by those who deal in the night (such as thieves), who hate the light (such as goblin races and their allies), and who feel bitterness and loss. Her symbol is a black disk with a border of deep purple.

Shar's mortal enemy is the goddess Selûne and the two fight on a number of levels throughout their immortal lives. There is a continual war between the two faiths and jihads against Selûne and her followers are common where Shar is strong.

The secretive nature of Shar's faith, and her association with shadow and darkness, means that cleric/mages in her service often specialise in illusion magic.

Favored Weapon: Dart.

Advantages

  • Begins Proficient (one slot) with the Dart.
  • Adds the following spells to his/her spell book: Blindness (2nd level), Mirror Image (2nd level), Invisibility, 10' Radius (3rd level), Improved Invisibility (4th level), Shadow Door (5th level), Mislead (6th level), Project Image (7th level), Simulacrum (8th level).
  • May cast one additional mage spell per level. This additional spell must be from the Illusion school (except at level 9, at which there is no spell of that school). The full list of Illusion mage spells is:
    • Level 1: Reflected Image, Spook
    • Level 2: Blindness, Blur, Deafness, Invisibility, Mirror Image
    • Level 3: Invisibility, 10' Radius
    • Level 4: Improved Invisibility, Shadow Monsters
    • Level 5: Demi-Shadow Monsters, Shadow Door
    • Level 6: Mislead, Shades
    • Level 7: Mass Invisibility, Project Image
    • Level 8: Simulacrum
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Illusion school.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Evil, Healing, Necromantic, Protection, Summoning, Wards.
  • May learn the following spells as priest spells: Remove Magic (3rd level), Shadow Door (5th level), Power Word, Silence (6th level), Power Word, Stun (7th level).
  • Immune to all forms of blindness.
  • 3rd level cleric: May cast Blindness once per day, as the 2nd level mage spell. An additional use is granted at 9th level, and every 6 levels thereafter.
  • 6th level cleric: May cast Dark Bolt once per day, as detailed below.
    DARK BOLT: This spell creates small chakrams in the casters hand (one per level of the caster). These chakrams can be hurled, causing silence for one round on a failed save vs. spell on the target creature and causing 2d4 cold damage. Undead creatures must also make a save vs. paralyzation or be held for one round.
  • 9th level cleric: May cast Confusion once per day, as the 4th level mage spell. An additional use is gained at 17th level and every 8 levels thereafter.
  • 13th level cleric: May cast Power Word: Blind once per day, as the 8th level mage spell.

Disadvantages

  • May not learn or cast any spells of the Necromancy school.
  • Alignment restricted to True Neutral, Lawful Evil, Neutral Evil, and Chaotic Evil.
  • temp%

Invoker Of Lathander

Lathander (pronounced: Lah-THAN-der) is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His followers are very popular throughout the realms, and there are numerous wealthy temples devoted to him.

Lathander welcomes all mages into his faith, but invocation magic is especially popular among his cleric/mages, perhaps because of the association between Lathander and the cleansing energies of the sun.

Favored Weapon: Mace.

Advantages

  • Begins Specialized (two slots) with the Mace.
  • Adds the following spells to his/her spell book: Magic Missile (1st level), Minor Lightning Bolt (2nd level), Fireball (3rd level), Ice Storm (4th level), Cone of Cold (5th level), Chain Lightning (6th level), Acid Storm (7th level), Incendiary Cloud (8th level), Meteor Swarm (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Invocation school. The full list of Invocation mage spells is:
    • Level 1: Chromatic Orb, Ice Knife, Magic Missile, Shield
    • Level 2: Agannazar's Scorcher, Combust, Decastave, Minor Lightning Bolt, Snilloc's Snowball Swarm, Stinking Cloud, Web
    • Level 3: Fireball, Icelance, Lance of Disruption, Lightning Bolt, Melf's Minute Meteors
    • Level 4: Fireshield (Blue), Fireshield (Red), Ice Storm, Minor Sequencer, Mordenkainen's Force Missiles, Shout
    • Level 5: Cloudkill, Cone of Cold, Phantom Blade, Shroud of Flame, Sunfire
    • Level 6: Chain Lightning, Contingency, Death Fog, Otiluke's Freezing Sphere, Tenser's Transformation
    • Level 7: Acid Storm, Delayed Blast Fireball, Limited Wish, Malavon's Rage, Mordenkainen's Force Blade, Mordenkainen's Sword, Spell Sequencer
    • Level 8: Bigby's Clenched Fist, Great Shout, Incendiary Cloud, Spell Trigger
    • Level 9: Bigby's Crushing Hand, Black Blade of Disaster, Chain Contingency, Meteor Swarm, Wish
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Invocation school.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Good, Healing, Protection, Summoning, Sun, Wards.
  • 3rd level: May cast Hold Undead once per day. An additional use is gained at 8th level and every 5 levels thereafter.
  • 7th level: May cast Boon of Lathander once per day, as detailed below. An additional use is gained at 11th level and every 4 levels thereafter.
    BOON OF LATHANDER: This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the recipient from level drain.
  • 9th level: May cast False Dawn once per day. An additional use is gained at 14th level and every 5 levels thereafter.

Disadvantages

  • May not learn or cast any spells of the Enchantment school.
  • Alignment restricted to lawful good, neutral good, chaotic good, and true neutral.
  • temp%

Invoker Of Talos

Talos (pronounced: TAHL-os) is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land.

The destructive energies associated with invocation mean that this school of magic is especially popular among Talassar cleric/mages.

Favored Weapon: Spear.

Advantages

  • Begins Proficient (one slot) with the Spear.
  • Adds the following spells to his/her spell book: Magic Missile (1st level), Minor Lightning Bolt (2nd level), Fireball (3rd level), Ice Storm (4th level), Cone of Cold (5th level), Chain Lightning (6th level), Acid Storm (7th level), Incendiary Cloud (8th level), Meteor Swarm (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Invocation school. The full list of Invocation mage spells is:
    • Level 1: Chromatic Orb, Ice Knife, Magic Missile, Shield
    • Level 2: Agannazar's Scorcher, Combust, Decastave, Minor Lightning Bolt, Snilloc's Snowball Swarm, Stinking Cloud, Web
    • Level 3: Fireball, Icelance, Lance of Disruption, Lightning Bolt, Melf's Minute Meteors
    • Level 4: Fireshield (Blue), Fireshield (Red), Ice Storm, Minor Sequencer, Mordenkainen's Force Missiles, Shout
    • Level 5: Cloudkill, Cone of Cold, Phantom Blade, Shroud of Flame, Sunfire
    • Level 6: Chain Lightning, Contingency, Death Fog, Otiluke's Freezing Sphere, Tenser's Transformation
    • Level 7: Acid Storm, Delayed Blast Fireball, Limited Wish, Malavon's Rage, Mordenkainen's Force Blade, Mordenkainen's Sword, Spell Sequencer
    • Level 8: Bigby's Clenched Fist, Great Shout, Incendiary Cloud, Spell Trigger
    • Level 9: Bigby's Crushing Hand, Black Blade of Disaster, Chain Contingency, Meteor Swarm, Wish
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Invocation school.
  • May learn priest spells from these spheres: Air, All, Combat, Divination, Divine, Evil, Healing, Necromantic, Protection, Summoning.
  • May learn the following additional priest spells: Earthquake (7th level), Fire Storm (7th level).
  • May learn the following spells as priest spells: Shocking Grasp (1st level), Minor Lightning Bolt (2nd level), Lightning Bolt (3rd level), Chain Lightning (6th level).
  • 3rd level: May cast Storm Shell once per day. An additional use is gained at 7th level and every 4 levels thereafter.
  • 5th level: May cast Call Lightning once per day. An additional use is gained at 9th level and every 4 levels thereafter.
  • 7th level: May cast Lightning of Talos once per day, as detailed below. An additional use is gained at 12th level and every 5 levels thereafter.
    LIGHTNING OF TALOS: This spell conjures a bolt of lightning which unerringly strikes a single target, inflicting 1d6 points of electrical damage per level of the priest (maximum 15d6). A successful saving throw vs. spells halves the damage.

Disadvantages

  • May not learn or cast any spells of the Enchantment school.
  • Alignment restricted to neutral evil, chaotic evil, and chaotic neutral.
  • temp%

Transmuter Of Mystra

Mystra (pronouced: MISS-trah) is the goddess of magic and with that the goddess of possibilities, which makes her arguably the most powerful deity in Faerûn. She is said to have taught the first spellcaster of the Realms, and to have enabled many of the races to use magic. She supposedly weighs and judges each new spell or magical item to determine whether it should be permitted into the Realms. She is most venerated by wizards and those who use magic or magical items in their daily use. She differs from Azuth in that Azuth is the god of wizards (as to a much lesser degree, all spellcasters), while Mystra is the goddess of the essential force that makes all spellcasting possible. She provides and tends the Weave, the conduit to enable mortal spellcasters and magical crafters to safely access the raw force that is magic.

A great many of Mystra's priests also practise the Art of wizardry. Transmuters of Mystra focus on the role of Mystra as the source of all change within magic, and of all change that magic brings to the world.

Favored Weapon: Dagger.

Advantages

  • Begins Proficient (one slot) with the Dagger.
  • Adds the following spells to his/her spell book: Color Spray (1st level), Vocalize (2nd level), Slow (3rd level), Stoneskin (4th level), Telekinesis (5th level), Improved Haste (6th level), Ruby Ray of Reversal (7th level), Telekinetic Storm (8th level), Time Stop (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Alteration school. The full list of Alteration mage spells is:
    • Level 1: Burning Hands, Color Spray, Expeditious Retreat, Shocking Grasp
    • Level 2: Cat's Grace, Knock, Strength, Vocalize
    • Level 3: Haste, Slow, Turn Pebble to Boulder
    • Level 4: Dimension Door, Fireshield (Blue), Fireshield (Red), Otiluke's Resilient Sphere, Polymorph Other, Polymorph Self, Stoneskin, Teleport Field, Wizard Eye
    • Level 5: Lower Resistance, Telekinesis
    • Level 6: Death Fog, Disintegrate, Flesh to Stone, Improved Haste, Otiluke's Freezing Sphere, Stone to Flesh, Tenser's Transformation
    • Level 7: Ruby Ray of Reversal, Sphere of Chaos, Suffocate
    • Level 8: Iron Body, Telekinetic Storm
    • Level 9: Shapechange, Time Stop
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Alteration school.
  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Earth, Fire, Healing, Moon, Necromantic, Protection, Summoning, Sun, Wards, Water.
  • May learn the following spells as priest spells: Shield (1st level), Vocalize (2nd level), Minor Globe Of Invulnerability (4th level), Breach (5th level), Seven Eyes (7th level).
  • +1 to saving throws against spells from any school of magic.
  • Unaffected by (most) wild-magic and dead-magic areas.
  • 3rd level cleric: +1 to casting speed. This benefit increases to +2 at 11th level and to a maximum of +3 at 19th level.
  • 5th level cleric: May cast Remove Magic once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter.
  • 9th level cleric: May cast Spell Turning once per day, as the 7th level wizard spell. An additional use is granted at 15th level and every 6 levels thereafter.

Disadvantages

  • May not learn or cast any spells of the Abjuration school.
  • Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Chaotic Neutral, and Lawful Evil.
  • temp%

Transmuter Of Selûne

Selûne (pronounced: Seh-LOON-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerûn. She is the goddess of the moon and travelers. Selûne's home plane is The Gates of the Moon with her home a shining hall of silver called Argentil.

Spellcasters - especially female spellcasters - often pay homage to Selûne, and some few mages study her teachings more deeply. While it is more common for such mages to specialise in divination, some few study transmutation, seeing it as honoring the ever-changing nature of the moon as well as Selûne's role as patron of good-aligned lycanthropes.

Favored Weapon: Mace.

Advantages

  • Begins Specialized (two slots) with the Mace.
  • Adds the following spells to his/her spell book: Color Spray (1st level), Vocalize (2nd level), Slow (3rd level), Stoneskin (4th level), Telekinesis (5th level), Improved Haste (6th level), Ruby Ray of Reversal (7th level), Telekinetic Storm (8th level), Time Stop (9th level).
  • May cast one additional mage spell per level. This additional spell must be from the Alteration school. The full list of Alteration mage spells is:
    • Level 1: Burning Hands, Color Spray, Expeditious Retreat, Shocking Grasp
    • Level 2: Cat's Grace, Knock, Strength, Vocalize
    • Level 3: Haste, Slow, Turn Pebble to Boulder
    • Level 4: Dimension Door, Fireshield (Blue), Fireshield (Red), Otiluke's Resilient Sphere, Polymorph Other, Polymorph Self, Stoneskin, Teleport Field, Wizard Eye
    • Level 5: Lower Resistance, Telekinesis
    • Level 6: Death Fog, Disintegrate, Flesh to Stone, Improved Haste, Otiluke's Freezing Sphere, Stone to Flesh, Tenser's Transformation
    • Level 7: Ruby Ray of Reversal, Sphere of Chaos, Suffocate
    • Level 8: Iron Body, Telekinetic Storm
    • Level 9: Shapechange, Time Stop
  • May cast one additional mage spell per level.
  • Receives a +2 bonus when making Saving Throws against spells from the Alteration school.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Fey, Good, Healing, Moon, Protection, Summoning, Wards.
  • May learn these additional cleric spells: Alicorn Lance, Healing Mist.
  • +2 bonus to Armor Class against werewolves and other lycanthropes.
  • 3rd level cleric: May cast Moonblade once per day, as the 3rd level priest spell. An additional use of this power is gained at 8th level and every 5 levels thereafter.
  • 5th level cleric: May cast Free Action once per day, as the 4th level priest spell but with a target of self only. An additional use of this power is gained at level 11 and every 6 levels thereafter.
  • 9th level cleric: May cast True Seeing once per day, as the 5th level priest spell. An additional use of this power is gained at level 15 and every 6 levels thereafter.

Disadvantages

  • May not learn or cast any spells of the Abjuration school.

    Alignment restricted to chaotic good, neutral good, and chaotic neutral.

  • temp%

Water Elementalist

A Mage who specializes in the use of water magic, at the cost of being unable to use spells related to the opposing elemental plane of Water.

Advantages

  • Adds the following spells to his/her spell book: Ice Knife (1st level), Snilloc's Snowball Swarm (2nd level), Icelance (3rd level), Ice Storm (4th level), Cone of Cold (5th level), Conjure Water Elemental (6th level), Protection From The Elements (7th level), Abi-Dalzim's Horrid Wilting (8th level), Veridon's Icy Ray (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of water-related spells.
  • Receives a +15% bonus when scribing scrolls of earth-related or air-related spells.
  • Aegis of Rime: +10% resistance to cold, and targets suffer +20% cold damage.

Disadvantages

  • May not learn or cast any spells related to fire. The complete list of such spells is: Agannazar's Scorcher, Beltyn's Burning Blood, Burning Hands, Combust, Conjure Fire Elemental, Conjure Lesser Fire Elemental, Delayed Blast Fireball, Fireball, Fireshield (Red), Flame Arrow, Incendiary Cloud, Melf's Minute Meteors, Meteor Swarm, Protection From Fire, Summon Efreeti, Sunfire.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.

Water Elementalist Of Umberlee

Umberlee (pronounced: Um-ber-LEE) the Bitch Queen rules from her watery lair in a flooded level of the Abyss. She is worshiped by most out of fear as opposed to adoration. Ship crews toss her gems over the sides of their vessels to calm storm-tossed waters. She has a large number of shrines in coastal cities, and sailors often leave flowers, candles, small candies, or coins on her altars in hopes that Umberlee will spare them on the next voyage. Others who pay tribute to her include merchants sending goods by sea, port cities, and island nations and settlements who would be devastated by her wrath and have not a powerful patron deity to counter her menacing demands.

Many water elementalists of an evil disposition choose to worship Umberlee.

Favored Weapon: Spear.

Advantages

  • Begins Proficient (one slot) with the Spear.
  • Adds the following spells to his/her spell book: Ice Knife (1st level), Snilloc's Snowball Swarm (2nd level), Icelance (3rd level), Ice Storm (4th level), Cone of Cold (5th level), Conjure Water Elemental (6th level), Protection From The Elements (7th level), Abi-Dalzim's Horrid Wilting (8th level), Veridon's Icy Ray (9th level).
  • May cast one additional spell per level.
  • Receives a +25% bonus when scribing scrolls of water-related spells.
  • Receives a +15% bonus when scribing scrolls of earth-related or air-related spells.
  • Aegis of Rime: +10% resistance to cold, and targets suffer +20% cold damage.
  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Evil, Healing, Necromantic, Protection, Water.
  • No water elemental will attack a priest of Umberlee.
  • Immunity to the Smashing Wave spell.
  • 3rd level cleric: May cast Storm Shell once per day, as the 3rd level priest spell. An additional use is gained at 9th level and every 6 levels thereafter.
  • 6th level cleric: May cast Smashing Wave once per day, as the 4th level priest spell. An additional use is gained at 12th level and every 6 levels thereafter.
  • 9th level cleric: May summon an 8HD Water Elemental once per day. The power of the elemental increases to 12HD at level 13, to 16HD at level 17, and to 24HD at level 21.

Disadvantages

  • May not learn or cast any spells related to fire. The complete list of such spells is: Agannazar's Scorcher, Beltyn's Burning Blood, Burning Hands, Combust, Conjure Fire Elemental, Conjure Lesser Fire Elemental, Delayed Blast Fireball, Fireball, Fireshield (Red), Flame Arrow, Incendiary Cloud, Melf's Minute Meteors, Meteor Swarm, Protection From Fire, Summon Efreeti, Sunfire.
  • Receives a -15% penalty when scribing scrolls of non-elemental spells.
  • Alignment must be Chaotic Neutral, Neutral Evil, or Chaotic Evil.

Wild Mage Of Mystra

Mystra (pronounced: MISS-trah) is the goddess of magic and with that the goddess of possibilities, which makes her arguably the most powerful deity in Faerûn. She is said to have taught the first spellcaster of the Realms, and to have enabled many of the races to use magic. She supposedly weighs and judges each new spell or magical item to determine whether it should be permitted into the Realms. She is most venerated by wizards and those who use magic or magical items in their daily use. She differs from Azuth in that Azuth is the god of wizards (as to a much lesser degree, all spellcasters), while Mystra is the goddess of the essential force that makes all spellcasting possible. She provides and tends the Weave, the conduit to enable mortal spellcasters and magical crafters to safely access the raw force that is magic.

Wild magic represents the raw power of the weave and is of great interest to Mystra and her followers. Some of her priests make a study of wild magic, and some mages with a natural talent for wild magic are drawn to Mystra's service.

Special features

  • Upon casting a mage spell, there is a 5% chance of incurring a wild surge.
    WILD SURGE: A wild surge generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Wild Mage and his/her allies.
  • Casting level varies slightly whenever he/she casts a mage spell—anywhere between five levels lower and five levels higher than the Wild Mage's true level.

    Favored Weapon: Dagger.

Advantages

  • Begins Proficient (one slot) with the Dagger.
  • May cast one additional spell per level.
  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Earth, Fire, Healing, Moon, Necromantic, Protection, Summoning, Sun, Wards, Water.
  • May learn the following spells as priest spells: Shield (1st level), Vocalize (2nd level), Minor Globe Of Invulnerability (4th level), Breach (5th level), Seven Eyes (7th level).
  • May cast the 1st-level spell Nahal's Reckless Dweomer.
  • May cast the 2nd-level spell Chaos Shield (included in spellbook for free).
  • May cast the 7th-level spell Improved Chaos Shield (included in spellbook for free).
  • +1 to saving throws against spells from any school of magic.
  • Unaffected by (most) wild-magic and dead-magic areas.
  • 3rd level cleric: +1 to casting speed. This benefit increases to +2 at 11th level and to a maximum of +3 at 19th level.
  • 5th level cleric: May cast Remove Magic once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter.
  • 9th level cleric: May cast Spell Turning once per day, as the 7th level wizard spell. An additional use is granted at 15th level and every 6 levels thereafter.

Disadvantages

  • Alignment restricted to Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Chaotic Neutral, and Lawful Evil.

CLERIC / RANGER

Druid/Ranger

This character can use the abilities of a Druid and a Ranger.

Weapon Use:

- May use these weapons: Club, Dagger, Dart, Quarterstaff, Scimitar / Wakizashi / Ninjatō, Sling, Spear. - Receives 4 weapon proficiencies to allocate at first level, and another weapon proficiency to allocate at Ranger level 3 and every 3 Ranger levels thereafter. - May become Proficient (one slot) with any weapon class. - May achieve Proficiency (one slot) in any fighting style.

Weapon Use:

- May use these weapons: any weapon except Flail/Morning Star, Mace, War Hammer. - Receives one weapon proficiency to allocate at first level, and another weapon proficiency to allocate at Ranger level 3 and every 3 Ranger levels thereafter. - Begins Proficient (one slot) with these weapon classes: weapon_name_array_starting_profs_-1. - May become Proficient (one slot) with these weapon classes: Club, Quarterstaff, Sling. - May achieve Specialization (two slots) with these weapon classes: Axe, Bastard Sword, Crossbow, Dagger, Dart, Halberd, Katana, Long Sword, Longbow, Scimitar / Wakizashi / Ninjatō, Short Sword, Shortbow, Spear, Two-handed Sword. - May achieve Proficiency (one slot) in any fighting style.

Forester Of Baervan (Archer / Priest of Baervan)

Baervan (pronounced: BAY-ur-van) Wildwanderer, also known as The Forest Gnome, is a deity of outdoors, of forest-dwelling gnomes and their communities, and also of thievery. He is a good-natured god of mischief, and a friend of several sylvan deities and races.

Baervan's foresters spend most of their time in wild places where evil creatures threaten gnomish communities. They pride themselves on their archery and stealth, and avoid close combat where possible.

Favored Weapon: Spear.

Advantages

  • Begins Proficient (one slot) with the Spear.
  • May learn priest spells from these spheres: Air, All, Animal, Charm, Divination, Divine, Fey, Good, Healing, Moon, Plant, Protection, Water.
  • May cast Barkskin once per day, as the 2nd level priest spell except that only the Fastpaw can be affected. An additional use is gained at 7th level and every 6 levels thereafter.
  • +1 to hit and damage rolls with any missile weapon every 3 ranger levels.
  • May achieve Mastery (4 slots) in longbows and shortbows.
  • May use Called Shot ability once per day every 4 ranger levels.
    CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
    • 4th level: -1 penalty to target's THAC0.
    • 8th level: -1 penalty to target's Saving Throws vs. Spell.
    • 12th level: -1 penalty to the target's Strength score.
    • 16th level: +2 bonus to damage roll.
  • 3rd level cleric: Immune to the Entangle spell and similar effects.
  • 5th level cleric: May cast Animal Summoning I once per day, as the 4th level priest spell. At 7th level this becomes Animal Summoning II and at 9th level, Animal Summoning III.
  • 7th level cleric: May cast Improved Invisibility once per day, as the 4th level mage spell except that only the Fastpaw can be affected. An additional use is gained at 14th level and every 7 levels thereafter.

Disadvantages

  • May not wear any metal armor.
  • May not use Charm Animal ability.
  • Race restricted to gnome, elf or half-elf.
  • Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good.

Hunter Of Selûne (Ranger/Priest of Selûne)

Selûne (pronounced: seh-LOON-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Non-evil lycanthropes honor Selûne as the master of their fate as do astrologers and fortune tellers. Selûne is also growing popular among alewives, laundresses, seamstresses and servants with the message of female empowerment. She is also worshiped by female spellcasters, navigators and sailors.

The Hunters of Selûne are an order of rangers who wander the wild places of the North, protecting lost travellers and seeking out threats to the innocent.

Favored Weapon: Mace.

Advantages

  • Begins Specialized (two slots) with the Mace.
  • May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Fey, Good, Healing, Moon, Protection, Summoning, Wards.
  • May learn these additional cleric spells: Alicorn Lance, Healing Mist.
  • +2 bonus to Armor Class against werewolves and other lycanthropes.
  • 3rd level cleric: May cast Moonblade once per day, as the 3rd level priest spell. An additional use of this power is gained at 8th level and every 5 levels thereafter.
  • 5th level cleric: May cast Free Action once per day, as the 4th level priest spell but with a target of self only. An additional use of this power is gained at level 11 and every 6 levels thereafter.
  • 9th level cleric: May cast True Seeing once per day, as the 5th level priest spell. An additional use of this power is gained at level 15 and every 6 levels thereafter.

Disadvantages

    Alignment restricted to chaotic good, neutral good, and chaotic neutral.

Night Wolf (Shapeshifter/Stalker)

A Night Wolf is a relentless hunter of the enemies of Nature: he/she has willingly allowed him/herself to become infected with lycanthropy, but due to intense study and training he/she has the ability to control his/her affliction. The form he/she takes is that of the werewolf, and he/she has gained a mastery in stealth and surprise from his/her affliction.

Advantages

  • - May learn the following spells as priest spells: Haste (3rd level), Minor Spell Deflection (3rd level), Improved Invisibility (4th level).
  • - May learn priest spells from these spheres: Air, All, Animal, Divination, Earth, Fey, Fire, Healing, Moon, Plant, Protection, Sun, Water.
  • - May shapeshift into the form of a lesser werewolf once per day. Gains one use at level 1 and an additional use every 3 levels thereafter.
    LESSER WEREWOLF: AC 4, Strength 18/76, Dexterity 15, 1 attack per round for 1d6 slashing damage (counts as a +1 weapon for the purposes of harming creatures resistant to non-magical weapons).
  • 7th level: Now assumes the form of a full werewolf when shapeshifting.
    WEREWOLF: AC 1, Strength 19, Dexterity 16, 2 attacks per round for 1d6 slashing damage (as +2 weapon), 20% magic resistance.
  • 13th level : Now assumes the form of a greater werewolf when shapeshifting.
    GREATER WEREWOLF: AC -4, Strength 21, Dexterity 20, 3 attacks per round for 1d10 slashing damage (as +3 weapon), 40% magic resistance, 50% elemental resistance.
  • 19th level: Now assumes the form of a werewolf lord when shapeshifting.
    WEREWOLF LORD: AC -8, Strength 23, Dexterity 20, 3 attacks per round for 1d12 slashing damage (as +4 weapon), 50% magic resistance, 50% elemental resistance.
  • +20% to Move Silently and Hide In Shadows.
  • May use Backstab ability, although for a lower damage multiplier than Thieves:

    Level 1-8: x2

    Level 9-16: x3

    Level 17+: x4

  • 12th level ranger: May memorize 3 Mage spells: Haste, Protection From Normal Missiles, and Minor Spell Deflection.

Disadvantages

  • May not wear any armor.
  • No other shapeshifting abilities due to the effort required in maintaining balance in his/her primary forms.

Nightstalker Of Malar (Stalker/Priest of Malar)

Malar(pronounced: MAH-larr) the Beastlord is the god of the savage wild. He is worshipped by hunters who revel in the kill or who hunt for sport or to excess, evil rangers, sentient carnivores, and lycanthropes. Those who suffer the depradations of wild beasts attempt to placate the Beastlord with offerings of freshly killed and bloody meat, but Malar rarely recognizes their entreaties. In his more favorable aspects he is revered by beings who identify with the untamed nature, grace, and amorality of predators.

Some black-hearted rangers worship Malar. His Nightstalkers specialize in the silent kill, appearing out of the shadows like wraiths.

Favored Weapon: Spear.

Advantages

  • Begins Proficient (one slot) with the Spear.
  • May learn priest spells from these spheres: All, Animal, Charm, Combat, Divination, Divine, Healing, Plant, Protection, Sun, Wards.
  • May learn the following spells as priest spells: Haste (3rd level), Minor Spell Deflection (3rd level), Improved Invisibility (4th level).
  • +20% to Move Silently and Hide In Shadows.
  • May use Backstab ability, although for a lower damage multiplier than Thieves:

    Level 1-8: x2

    Level 9-16: x3

    Level 17+: x4

  • 3rd level cleric: May cast Beast Claw once per day, as the 2nd level priest spell. An additional use is gained at 8th level and every 5 levels thereafter.
  • 5th level cleric: Gain immunity to charm and sleep effects.
  • 7th level cleric: When using Beast Claw, Strength increases to 18/00 (rather than 18/76) and the priest gains 5 attacks per 2 rounds (rather than 2 attacks per round).
  • 9th level cleric: May cast Animal Rage once per day, as the 5th level priest spell. An additional use is gained at 15th level and every 6 levels thereafter.
  • 11th level cleric: When using Beast Claw, Strength increases to 19 (rather than 18/76) and the priest gains 3 attacks per round (rather than 2).

Disadvantages

  • May not wear armor heavier than studded leather.
  • May not use Charm Animal ability.
  • Alignment must be Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil.

Scout Of Corellon (Stalker / Priest of Corellon)

The leader of the elven pantheon, Corellon Larethian (pronounced: CORE-ehlon Lah-RETH-ee-yen) is said to have given birth to the entire elven race, although sometimes Sehanine or Angharradh are given credit as well. Elven lore states that the Fair Folk sprang from drops of blood Corellon shed in epic battles with Gruumsh mingled with Sehanine's (or Angharradh's) tears. The Creator of the Elves embodies the highest ideals of elvenkind, and he is the patron of most aesthetic endeavors, including art, magic, music, poetry, and warfare. He is venerated by all the Fair Folk, except the drow and those who have turned to Lolth, Ghaunadaur, Vhaeraun, and other dark powers. Corellon is especially popular with elf and half-elf mages, musicians, and poets.

The scouts of Corellon are rangers who devote themselves to stealth and espionage, usually in the cause of identifying and eliminating threats to elven communities before they lead to open conflict.

Favored Weapon: Long Sword.

Advantages

  • Begins Proficient (one slot) with the Long Sword.
  • May learn priest spells from these spheres: Air, All, Charm, Combat, Divination, Divine, Fey, Good, Healing, Protection, Sun, Wards, Water.
  • May learn the following spells as priest spells: Haste (3rd level), Minor Spell Deflection (3rd level), Improved Invisibility (4th level).
  • +2 AC vs spiders.
  • +20% to Move Silently and Hide In Shadows.
  • May use Backstab ability, although for a lower damage multiplier than Thieves:

    Level 1-8: x2

    Level 9-16: x3

    Level 17+: x4

  • 3rd level cleric: May cast Chromatic Sphere once per day, as the 1st level mage spell. An additional use is gained at 9th level and every 6 levels thereafter.
  • 7th level cleric: May cast Flame Arrow once per day, as the 3rd level mage spell. An additional use is gained at 13th level and every 6 levels thereafter.
  • 11th level cleric: May cast Prismatic Spray once per day, as the 7th level mage spell.

Disadvantages

  • May not wear armor heavier than studded leather.
  • Race restricted to elf or half-elf.
  • Alignment restricted to Lawful Good, Neutral Good, or Chaotic Good.