ADDITIONAL CLASSES 

Choose a restructured Prestige Class or New Class. The following rules apply to all of these classes: 

- Each class gains 4 skill points + Int bonus every level. ( x4 at 1st lvl )

- Each class gains +1 new Feat you choose that you qualify for every other level, starting with first. 

- Each class has two special abilities. Each of these special abilities increases in power on alternating levels.

- You may choose any skills as class skills at level 1. Any skill you do not take a Rank in at first level will be considered a cross-class skill for your character.

- You may choose most Feats from most 3.5 dnd and FR sources that your character qualifies for. I will let you know if there is any problem with a selected Feat. 

- When you choose a Region, you gain a Regional Benefit for free.

- You get 150 starting gp to spend as you wish on equipment. Anything exotic, please ask me first.

- Characters will gain a level after a given mission is completed.

ABSORBER

AEROMANCER

ARCANE ARCHER

ARCANE TRICKSTER

ASSASSIN

AURA PRIEST

BEASTMASTER

BLACK FLAME ZEALOT

BLACKGUARD

BLADESINGER

BLIGHTER

BLOOD MAGI

BONDED SOUL

CHARMER

CHEMIST

CHURCH INQUISITOR

CONSECRATED HARRIER

COPYCAT

CRYOMANCER

DERVISH

DIVINE SEEKER

DOOMGUIDE OF KELEMVOR

DWARVEN DEFENDER

ELVEN SPELLGUARD

ENTROPOMANCER

EXORCIST

EYE OF GRUUMSH

FATESPINNER

FOE HUNTER

GENASI ELEMENTAL TEMPEST

GEOMANCER

GHOST WARRIOR

HAMMER OF MORADIN

HARPER

HEARTWARDER

HOSPITALER

MORNINGLORD OF AMAUNATOR

MOUNTED RIDER

MYSTIC OF OGHMA

NECROMANCER

OCCULT SLAYER

ORACLE

PURPLE DRAGON KNIGHT

PYROMANCER

RAGE MAGE

RED WIZARD OF THAY

SHADOW WALKER

SHAMAN

SILVERSTAR OF SELUNE

SPELLPLAGUE SILENCER

SPELLSCARRED

SPELLSWORD

SUMMONER

TERRAMANCER

TIME CONTROLLER

UMBRIRI OF NETHERIL

WAR PRIEST

WILD MAGE


Absorber: 
Naturally able to contain Wildmages, and other problematic magic users, can soak-up spells, without taking damage, for later use. Absorbers are never of Chaotic alignment. Hit Die d6, Poor Base Attack Bonus, Good Fort/Will Saves, Poor Ref Saves. Special Abilities: 1. Absorb Spell - Must successfully identify spell being cast with a normal Spellcraft check first. Then, make competing Intelligence check against spellcaster. If you roll higher, you absorb the spell before it is cast. If you tie or roll lower, the spell is cast as normal. If you are the target of a spell, and succeed on a Save against the spell, you may try to absorb the spell in this same way as a reaction. You may only have 1 spell absorbed at a time until higher levels. You may not absorb a spell of a higher level than 1/2 your Absorber class level. Once a spell is absorbed, it is recast as an arcane spell. 2. Spell Resistance - You start with spell resistance 5 and it increases until spell immunity at higher levels.

Aeromancer: 
Some mages specialize in a single element at the expense of all others, and those who wish to travel the vast sky of Faerun are drawn to the power of Wind Magic. Aeromancers may be of any alignment. Hit Die d4, Poor Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Air Familiar - As a Wizard's Familiar, but with the air template added on. The companion can change and gets stronger with higher levels. You can command air creatures as a cleric rebukes undead 1/day except you use your Int modifier in place of your Cha modifier. Uses increases with higher levels. 2. Arcana - You learn 2 new spells/lvl + Cha modifier. At least one of these spells must have the Air descriptor. Air spells are cast at +1 caster level.

Arcane Archer:
Ranged warrior that can infuse ammunition with arcane spells. Arcane Archers may be of any alignment. Hit Die d6, Good Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Imbued Ammunition - The ability to cast chosen spells into ammunition. Spells may not have a target of Self. Ammunition only works for the Arcane Archer, This ability takes a full round action. 2. Arcana - You learn 1 new spell each level, which may not be a spell with a target of Self. This spell can then be used for the Imbued Ammunition ability.

Arcane Trickster:
Mischievous arcane spellcaster that can perform many tasks at a distance. Arcane Tricksters are never of Lawful alignment. Hit Die d6, Poor Base Attack Bonus, Good Ref/Will Saves, Poor Fort Saves. Special Abilities: 1. Ranged Legerdemain - Perform skills at a distance of 30', with extended range at higher levels. Skills include Disable Device, Open Lock, Sleight of Hand and Use Rope. In addition, touch spells my be delivered at the same range as a ranged touch attack. 2. Arcana - You learn 2 new spells per level + Cha modifier.

Assassin:
Murderous combatant who excels in one-hit kills to quickly end lives. Assassins must be of Evil alignment. Hit Die d6, Average Base Attack Bonus, Good Ref Saves, Poor Fort/Will Saves. Special Abilities: 1. Death Attack - You must do nothing but target a victim for at east 3 full rounds in a row without being detected as a potential enemy. On the next round, with a successful hit from an attack, the victim makes a Fort Save (DC 5 +1 DC/Assassin level + Assassin's Int modifier) or dies. 2. Poison Resistance - An assassin may apply poison without risk of poisoning herself. Also gains +2 poison resistance that increases up to poison immunity with higher levels.

Aura Priest:
A divine caster who develops potent aura effect spells. Aura Priests may be of any alignment. Hit Die d6, Average Base Attack Bonus, Good Fort.Will Saves, Poor Ref Saves. Special Abilities: 1. Strong Aura - Choose one type of Aura. That aura is always in effect around you and cannot be dispelled in any way. +1 bonus and range of 15', bigger bonuses and further range with higher levels. You also have aura-vision, allowing you to see the auras of others if present. 2. Divine Magic - The Aura Priest gains divine spells on the Aura Priest's spell list.

Beastmaster:
A savage who befriends or dominates animals, tapping into their animal nature. Beastmasters must be of Chaotic alignment. Hit Die d12, Good Base Attack Bonus, Good Fort/Ref Saves, Poor Will Saves. Special Abilities: 1. Animal Companion - You have an animal companion as a Druid does. It is up to you whether the animal follows you as a friend or from being dominated. This type of animal and the number of animals increases with higher levels. 2. Animal Savagery - Both you and any animal companions within 15' of you go into a Rage as the Barbarian does. This rage lasts for 3 rds and cannot be ended voluntarily. Rage Bonuses/Penalties and duration go up with higher levels.

Black Flame Zealot:
Followers of the exarch Kossuth, this secret society mixes stealth and divine spellcasting to quickly execute their enemies. Blake Flame Zealots must be of Evil alignment. Hit Die d6, Average Base Attack Bonus, Good Ref/Will Saves, Poor Fort Saves. Special Abilities: 1. Sacred Flame - Command a Kukri in her possession to burn with a black, deadly fire. Deals an extra 1d6 fire damage. Damage increases with higher levels. Any creature killed by a Sacred Flame attack is instantly consumed by Unholy Fire. 2. Divine Magic- The Black Flame Zealot gains divine spells on the Black Flame Zealot's spell list.

Blackguard:
Unholy knights of evil deities with combat capabilities and divine help. Blackguards must be of Evil alignment. Hit Die d10, Good Base Attack Bonus, Good Fort Saves, Poor Ref/Will Saves. Special Abilities: 1. Smite Good - 1/day smite good with a normal melee attack. Add Charisma modifier to attack roll and deal +1 dmg. Damage and uses /day increase with higher levels. 2. Divine Influence - Blackguards are blessed by their deities in a number of ways, starting with the ability to detect good as the spell at will. These powers grow with higher levels. They also have a strong Aura of Evil as a Cleric.

Bladesinger: 
Elves that blend swordplay and arcane magic into harmonious, but deadly, art. Bladesingers may be of any alignment. Hit Die d8, Good Base Attack Bonus, Good Ref/Will Saves, Poor Fort Saves. Special Abilities: 1. Bladesong Style - When wielding a one-handed sword and nothing in the other hand, gain +1 Dodge bonus to AC. Dodge bonus increases with higher levels. Cast a chosen spell in same rd as attacking and/or moving as free action 1/day. Increased number of times with higher levels. 2. Arcana - You learn 2 new spells/lvl + Int modifier.

Blighter:
A divine spellcaster drawing power only from the destruction of nature. Blighters are never of Good alignment. Hit Die d6, Average Base Attack Bonus, Good Fort/Will Saves, Poor Ref Saves. Special Abilities: 1. Deforestation - Kills all non-sentient plant life within 20' of Blighter as a full-rd action 1/day. Increased range with higher levels. Must use this power to gain divine spells for that day. The Blighter gains spells on the Blighter Spell list. 2. Skeletal Wild Shape - Turn into a small animal with the skeleton template 1/day. New animals can be shifted into with higher levels and more times /day at higher levels.

Blood Magi:
Arcane casters who have learned the art of blood magic, sacrificing their own life force for arcane power. Blood Magi may be of any alignment except Lawful Good. Hit Die d6, Poor Base Attack Bonus, Good Fort Saves, Poor Ref/Will Saves. Special Abilities: 1. Blood Letting - A Blood Magi gains spells chosen off the Blood Magi spell list and offers her own blood as tribute to fuel the spell. This causes -1 HP/spell level to the Blood Magi and she needs no other spell components. More HP can be offered (increased blood letting) for stronger powers at higher levels. She gains 2 new spells /lvl + Int modifier. 2. Blood Soaking - Contact with others' blood restores +1 HP/rd. This contact can be through drinking, rubbing onto the body, or bathing in the blood. The blood must be humanoid and can be no more than a day old.

Bonded Soul: 
Ritual bonding with an outsider, good or evil, mutually benefits both parties, and creates a unique and devastating power in Toril. Bonded Souls may be of any alignment. Hit Die d6, Poor Base Attack Bonus, Good Fort/Will Saves, Poor Ref Saves. Special Abilities: 1. Ritual Pact - You must find an outsider with a matching alignment willing to allow itself to be bonded to you. This ritualistic bond gives you a variety of traits, depending on the outsider you bond to. The strength of the outsider you can bond to grows at higher levels as do the traits you gain. 2. Honer Thy Pact - Calls the bonded outsider to help you 1/day. Uses /day increases with higher levels as does the strength of your bonded ally. 

Charmer: 
Master of manipulation and charisma, preferring diplomacy over combat and polarizes socially everyone they meet. Charmers may be of any alignment except Lawful Good. Hit Die d6, Poor Base Attack bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Enthrall - A target humanoid can be charmed as the Dominate Person spell, except it lasts without any need to concentrate until the target breaks free of the effects with a Will Save. The target gets an initial Will Save (vs DC 10 + Charmer lvl + Cha modifier) and a new Will Save at the beginning of each day, with a +1 bonus per each previous Will Save to break free. Ony one humanoid can be targeted at a time. More targets may be charmed with higher levels. 2. Renown - People either love you or hate you, but almost everyone has heard of you. This ability improves your chances at diplomacy with those of the same alignment on the Good/Evil axis. It worsens your chances at diplomacy with those of the opposing alignment on the Good/Evil axis. If you are of Neutral alignment, or your target of diplomacy is Neutral, on the Good/Evil axis then this ability has a random effect of either improving or worsening your chances at diplomacy. This is an active effect that cannot be dispelled in any way. Effects create friendlier or more hostile attitudes towards you. The degree of impact increases with higher levels.

Chemist: 
With the number of magical items greatly reduced since the Spellplague, these early scientists create wondrous mixtures from natural ingredients that produce similar affects to many magical spells. Chemists may be of any alignment. Hit Die d6, Poor Base Attack Bonus, Good Fort Saves, Poor Ref/Will Saves. Special Abilities: 1. Mixture - You can create a vast number of possible mixtures depending on available ingredients. Some mixtures require an alchemist's lab to make. There is no need to make alchemy checks. The potency of mixtures increases with higher levels. 2. Alchemist's Fortitude - Choose a type of energy (fire, cold, acid, sonic, force, positive, negative) or ailment (curse, disease, blindness/deafness, poison, stun) and gain +1 to saves made against that type of damage or condition. You also gain +3 HP each Chemist level. Both bonuses to saves and amount of extra HP increases with higher levels.

Church Inquisitor:
Divinely touched priests set with the task of keeping other clerics of the church in line with the church's mission and values. Church Inquisitors must be of Lawful alignment. Hit Die d8, Average Base attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Protection from Misdirection - +4 to Saves against Charms effects, Enchantments, Illusions, Possession and Sense Motive Skill checks. These bonuses increases until immunity with higher levels. 2. Divine Magic - The Church Inquisitor gains spells on the Church Inquisitor's spell list.

Consecrated Harrier:
Bounty hunters for a specific religion or organization, and excellent at finding marks and returning them for judgement or punishment. Consecrated Harriers must be of Lawful alignment. Hit Die d10, Good Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. The Hunt - You can learn the direction of a given mark with some piece of personal belonging from the mark. This ability requires 5 minutes of concentration. If the mark is damaged by you, the mark leaves a trail of divine energy that only you can see that remains for 1 hr after being damaged. This length of time increases with higher levels. 2. The Capture - While you have an official mark handed down from your superiors, you gain +1 to all skill checks against that mark and to all attack rolls against the mark. These bonuses increase with higher levels.

Copycat:
Shapeshifters that can also mimic other classes' special abilities and spells. Copycats may be of any alignment except Lawful Good. Hit Die d6, Poor Base Attack Bonus, Good Fort Saves, Poor Ref/Will Saves. Special Abilities: 1. Shapeshift - Change into another humanoid shape of the same size category as herself. This otherwise functions as the Alter Self spell. New shapes are learned with higher levels. 2. Mimic - Repeat a special ability, spell-like ability or cast a spell (of a level no higher than 1/2 your Copycat level) that you just witnessed being used or cast. You must use this ability your very next turn after witnessing the ability. The DM may rule certain actions cannot be mimicked.

Cryomancer: 
Some mages specialize in a single element at the expense of all others, and these arcane spell users prefer the icy cold waters to fuel their power. Cryomancers may be of any alignment. Hit Die d4, Poor Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Ice/Water Familiar - As a Wizard's Familiar, but with the cold or water template added on. The companion can change and gets stronger with higher levels. You can command Cold/Water creatures as a cleric rebukes undead 1/day except you use your Int modifier in place of your Cha modifier. Uses increases with higher levels. 2. Arcana - You learn 2 new spells/lvl + Cha modifier. At least one of these spells must have the Cold or Water descriptor. Cast Cold and Water spells at +1 caster level.

Dervish:
Melee combatant that uses grace, speed and quickness in an exotic display of artistic, but deadly dance. Dervishes may be of any alignment. Hit Die d10, Good Base Attack Bonus, Good Ref/Will Saves, Poor Fort Saves. Special Abilities: 1. Dervish Dance - As presented in Complete Warrior, except without fatigue effect afterwards. May be used 1/day. Increased uses with higher levels. 2. Mesmerizing Dance - This dance draws the eye of her humanoid target, who stops to stare at the dancer in awe of her performance. Use the Perform skill to fascinate 1 target within 30' and looking at the Dervish. Make a competing Performance skill check vs the target's Will Save. If you roll higher, the target can make no actions, not even to defend itself, until it breaks free. The target is considered fascinated.

Divine Seeker:
Stealthy divine follower that can get into places without being detected. Divine Seekers may be of any alignment except Lawful good. Hit Die d6, Average base Attack Bonus, Good Ref/Will Saves, Poor Fort Saves. Special Abilities: 1. Sacred/Profane Infiltration - This provides you with a number of abilties. First, you can use it to be shielded from prying eyes, giving you a +4 to Hide and Move Silently checks for 3 minutes. Bonus and duration increase with higher levels. It can also be used to grant you +4 to Disable Device and Search checks to find and bypass magical traps (thus allowing you to use the Search skill to discover magical traps as a Rogue). Bonus increases with higher levels. New uses increase with higher levels. 2. Divine Domain - Choose 2 domains under your deity. You can cast divine spells from these two domains and gain their special power. You gain no other Divine spells.

Doomguide of Kelemvor:
Undead and necromantic hunters under the guidance of Kelemvor. Doomguides of Kelemvor must be of Neutral alignment (on both axis). Hit Die d10, Good Base Attack Bonus, Good Fort/Will Saves, Poor Ref Saves. Special Abilities - 1. Kelemvor's Blessings - You have +2 to all Saves against Undead special attacks of any kind as well as to Saves against Necromancy spells. This bonus increases until immunity with higher levels. 2. Kelemvor's Judgement - You gain +1 to all attack rolls against Undead creatures or targets who have cast a Necromancy spell in your presence. If a creature is killed by your hands, they may never be brought back as an undead.

Dwarven Defender:
Skilled dwarf combatant trained in the arts of defense. Dwarven Defenders must be of Lawful alignment. Hit Die d12, Good Base Attack Bonus, Good Fort/Will saves, Poor Ref Saves. Special Abilities: 1. Defensive Stance - This is exactly as presented in the DMG except you are not winded afterwards (no -2 to Str). It can be used 1/day. Increased bonuses and more times /day with increased levels. 2. Damage Reduction - You can shrug off some of the damage you receive due to your battle fortitude. Subtract 1 point of HP damage from all forms of physical damage you take. This amount increases with higher levels.

Elven Spellguard:
Elite elven arcane spellcasters assigned with the task of protecting an elf settlement or place of interest by tapping into the magics of a mythal. Elven Spellguards must be of Good alignment. Hit Die d4, Average Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. - Mythal Power - With the adrath token that you receive, you can cast spells normally forbidden by the mythal. You can produce more powerful spells when near a mythal. Add +1 to Caster Level checks, Dispel checks and effective level spells for numeric components (range increments, damage dealt, Save DCs, etc.). Bonuses increase with higher levels. 2. Arcana - You learn 2 new spells/lvl + Int modifier.

Entropomancer:
Control entropy itself and use it to bring harm to enemies or for protection. Entropomancers are never of Good alignment. Hit Die d8, Average Base Attack Bonus, Good Fort/Will Saves, Poor Ref Saves. Special Abilities: 1. Shard of Entropy - You have control over a shard of entropy. You can grow or shrink this shard from the size of a 5' square to the size of a coin with a full-rd action. You can use the shard as a weapon using a ranged touch attack with a range of 30' and doing 1d6 force damage. Range and damage increases with higher levels. It can be used defensively instead, to swallow arrows and other ammunition fired at you while using the total defense action. 2. Entropic Magica - You learn 1 arcane spell/lvl from the Entropomancer's spell list.

Exorcist:
Bane to outsiders, these priests use divine magic and can turn outsiders as a cleric turns undead. Exorcists may be of any alignment. Hit Die d8, Average Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Exorcise Outsider - Force a possessing creature or spirit out of the body it inhabits as a full-rd action. Make a class level check adding CHA modifier against DC10 + possessing creature's HD + its CHA modifier. Additionally, you have immunity to possession yourself. You can also turn outsiders as a cleric turns undead. 2. Divine Magic - The Exorcist gains spells as a Cleric does.

Eye of Gruumsh:
Orcs and Half-Orcs worshipping Gruumsh who cut out one eye and make excellent warriors known for being very hard to bring down. Eye of Gruumsh' must be Chaotic Neutral or Neutral Evil alignment. Hit Die d12, Good Base Attack bonus, Good Fort Saves, Poor Ref/Will Saves. Special Abilities: 1. Rage - As a Barbarian. Bonuses and Penalties increase with higher levels. 2. Gruumsh's Profanity - +1 AC from toughened skin through ritual scarring. AC bonus increases with higher levels. She can also spit out a green liquid 5' away that causes 1d6 Acid damage. This dmaage increases with higher levels.

Fatespinner:
Use luck to improve abilities and bad luck to worsen others abilities. Fatespinners are never of Lawful alignment. Hit Die d6, Average Base Attack Bonus, Good Ref/Will Saves, Poor Fort Saves. Special Abilities: 1. Spin Fate - You can add +1 to any roll you or an ally makes 1/day. Bonus and times /day increases with higher levels. You can also give an opponent -1 to any roll 1/day. This penalty and times/day increases with higher levels. 2. Change Fate - You can reroll 1 roll 1/day before results are posted. You must accept the new roll. The number of times/day increases with higher levels. You can also make another reroll any roll 1/day before the results are posted. They must accept the new roll. The number of times /day increases with higher levels.

Foe Hunter:
Dedicated to eradicating a certain type of creature from Toril. Foe Hunters may be of any alignment. Hit Die d10, Good Attack bonus, Good Fort Saves, Poor Ref/Will Saves. Special Abilities: 1. Nemesis - Choose a type of creature as you do with Favored Enemy. You get +2 to any roll regarding this subtype of creature. This includes skill checks, attack rolls, grappling checks, tripping attempts and so on. You also get +1 to AC against attacks from that subtype. These bonuses and the number of creature types they apply to increase with higher levels. 2. Trophies - You may keep a trophy from one of the Nemesis creatures you kill. You must be the one to give the killing damage for the trophy to offer any benefit. For 1 trophy you have, you may do an extra 1d8 damage against that Nemesis creature. The number of trophies that stack this bonus increases with higher levels.

Genasi Elemental Tempest:
Five forces of nature brought together into one chaotic Genasi. Genasi Elemental Tempests must be of Chaotic alignment. Hit Die d8, Average Base Attack Bonus, Good Fort Saves, Poor Ref/Will Saves. Special Abilities: 1. Dual Elemental Manifestation - You may manifest two elements at once. You have immunity to all forms of those elements while they are manifested. Your appearance represents what elements are being manifested. Your attacks are infused with one of your two manifested elements and adds +1d6 damage of that elemental type. This damage increases with higher levels. The elements that may be manifested are Earth, Force, Fire, Storm and Water. You can use this ability 1/day and it lasts for 3 rds. Increased duration and uses with higher levels. 2. Elemental Fury - Unleashes all 5 elements at once in a chaotic swirl of madness. A 5' high swirl of elements moves around randomly for 3 rds, doing 3 dmg of each elemental type to anything it touches. You may use this 1/day. The size, duration, uses and damage done increases with higher levels.

Geomancer:
Uses the terrain itself to fight against enemies. Geomancers must be of Chaotic alignment. Hit Die d8, Average Base Attack Bonus, Good Fort/Ref Saves, Poor Will Saves. Special Abilities: 1. Terrain Attack - The ground itself answers your call and acts out. Choose a specific terrain. 1/day you can use this ability to create a random effect. Common effects include entrapment (tree branches or roots in a forest, quicksand in a desert, etc.) or damage (spiked thorns on plants, rockslides in the mountains, etc.). Increased uses and damage/difficulty to escape with higher levels. 2. Terrain Familiarity - Choose a specific terrain. In this terrain, and while wearing light or no armor, you gain Terrain Stride (normal movement speed and without taking damage), TerrainWalk (In a forest you can walk along tree branches from tree to tree, in tundra you can walk atop packed snow or solid ice, in mountains you can walk along thin ledges, etc. at normal speed and without risk of environmental dangers), and Camouflage as a ranger.

Ghost Warrior:
Though the Astral Sea lies above Toril, these stealthy combatants (and all ethereal beings) travel in what is known as the Astral Vail, an extension of the Astral Sea but running parallel with Toril. Ghost Warriors are never of Lawful alignment. Hit Die d8, Good Attack Bonus, Good Ref Saves, Poor Fort/Will Saves. Special Abilities: 1. Ghost Step - You can step into the Astral Vail 1/day for 1 rd. Uses and duration increases with higher levels. This is a Free action that can be used only on your turn, not as a reaction. 2. Ghost Contact - You can see ethereal and invisible creatures normally. You can also do damage normally to ethereal creatures (as though you had the ghosttouch feature on your weapon or spell) and without suffering the usual miss chance to hit them.

Hammer of Moradin:
These northern shield dwarves from The Spine of the World use their deities weapon in battle with devastating effects. Hammers of Moradin must be Lawful Good alignment. Hit Die d10, Good Base Attack Bonus, Good Fort/Will Saves, Poor Ref Saves. Special Abilities: 1. Moradin's Hammer - He may throw a warhammer a range of 20' without penalty. The warhammer functions as if it had the Returning quality. It also functions as though it has the Goblinoid Bane quality, with a +2 bonus to attack rolls and damage. This bonus to attack rolls increases with higher levels. 2. Mountain Strike - He can strike his warhammer violently against the ground, creating a shockwave in front of him. Each creature in a 15' cone must make a Ref Save (DC 10 + Hammer of Moradin lvl + Str modifier) or be knocked prone. This can be used 1/day. Range and uses increase with higher levels. He gains new mountian-inspired powers for his warhammer at higher levels.

Harper:
The Harpers were utterly destroyed but a select few, who work to bring back the organization, to battle the looming threat of the Shadow in Netheril. Harpers are never of Evil alignment. Hit Die d6, Average Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Harper Knowledge - As Bardic Knowledge in PHB except Bonus to check is Harper class lvl + Int modifier. 2. Gates of the Moon - The good-aligned lesser female deities from the realm of the Gates of the Moon in the Astral Sea send their blessings to you as you work endlessly to battle evil. Tymora's Smile gives you a +2 luck bonus to add to any roll after it is rolled, but before results are posted 1/day. This bonus and uses increases at higher levels. Lliira's Heart gives you +2 sared bonus on saving throws against compulsion and fear effects. This bonus increases with higher levels. Sharess' Claws gives you +1 to attack rolls with natural weapons or unarmed attacks. This bonus increases with higher levels.

Heartwarder:
Sune's worshipers fight evil and tyranny with love and beauty. Heartwarders must be of Good alignment. Hit Die d4, Poor Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Sune's Embrace - With a touch, you can heal HP equal to your total amount of starting HP. This amount increases with higher levels. You can also use a successful touch attack to kiss a target 1/day. This kiss causes the target to take 1/2 any dmg +1 dmg done to you from the marked target. More uses and more damage with higher levels.  2. Divine Magic - The Heartwarder gains spells on the Heartwarder's spell list.

Hospitaler:
Protectors of those who decide to make a pilgrimage to a holy site and professional healers. Hospitalers are never of Chaotic alignment. Hit Die d8, Good Base Attack Bonus, Good Fort Saves, Poor Ref/Will Saves. Special Abilities: 1. Healing Surge - You can lay on hands as a Paladin, except you can heal a total amount of HP equal to Hospitaler lvl times your Cha modifier + 2 HP. This amount of HP increases with higher levels. You also gain the Healing domain and its special ability. In addition, all healing spells heal an extra d4 HP. The bonus die increases with higher levels. 2. Divine Magic - The Hospitaler gains spells on the Hospitaler's spell list.

Morninglord of Amaunator:
Lathander, the eternally young God of new beginnings and hope transformed back into ancient Amaunator, but grants traces of inexhaustible youth to these Priests. Morninglords of Amaunator must be of Good alignment. Hit Die d8, Average Base Attack Bonus, Good Ref/Will Saves, Poor FortSaves. Special Abilities: 1. Amaunator's Rays - You can cast Daylight 1/day. You can release rays of Radiant energy 1/day doing 1d6 Radiant dmg with a ranged touch attack. More uses and damage with higher levels. You gain the Sun Domain. 2. Lathander's Youth - You gain a burst of speed 1/day. This allows you to have one extra standard or move action in a rd. Uses increase with higher levels. You also gain +10' Movement. Additionally, you gain the Celerity domain. 

Mounted Rider:
Trained to ride unique mounts and engage in combat as mount and rider work together as one force. Mounted Riders may be of any alignment. Hit Die d8, Good Base Attack Bonus, Good Ref Saves, Poor Fort/Will Saves. Special Abilities: 1. Companion Mount - Choose an appropriate-sized mount (Horse, Riding Dog, or more exotic) with a CR of 2 or less of and ask for DM approval. This mount gains levels as you do, is completely faithful to you, and you can telepathically direct its actions. Stronger mounts are available at higher levels. Mounts become more powerful with higher levels. 2. Mounted Combat Unit - Gain all "mounted combat" line of Feats even if you do not qualify for them. This includes Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Trample and Improved Mounted Archery. All penalties for fighting while mounted go away and eventually become bonuses with higher levels.

Mystic of Oghma:
Blending divine and arcane spells together into dual magic is a sacred art only these priests of Oghma have been able to master, despite their attempts to share it with the world. Mystics of Oghma may be of any alignment. Hit Die d4, Poor Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Spell Knowledge - Choose 6 0-lvl Orisons and 6 1st-lvl spells from any spell list. These spells are considered divine spells, no matter what class spell list they came from. Use the Druids spellcasting rules for divine spells/day. Choose 4 0-lvl Cantrips and 2 1st-lvl spells from any spell list. These spells are considered arcane spells, no matter what class list they came from. Use Bard's spellcasting rules for arcane spells/day. Gain +2 Divine spells/lvl and +1 Arcane spell/lvl. 2. Dual Magica - You may blend one divine spell with one arcane spell (both spells must have casting time of 1 standard action) as a full-rd action and cast both spells simultaneously 1/day. Increased uses with higher levels.

Necromancer: 
Magic of undeath may be taboo, but its power cannot be denied. Necromancers must be of Lawful Evil, Chaotic Neutral, Neutral, or Neutral Evil alignment. Hit Die d4, Poor Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Undead Companions - As a Druid's Animal Companion, but with either the skeleton template or zombie template added on. The companion can change and gets stronger with higher levels. You can command undead as an evil cleric 1/day except you use your Int modifier in place of your Cha modifier. Uses increases with higher levels. 2. Arcana - You learn 2 new spells/lvl + Int modifier. At least one of these spells must be from the school of Necromancy.Necromancy spells are cast at +1 caster level.

Occult Slayer:
Trained immediately after the Spellplague to help combat Wildmages and out-of-control arcane magic across Faerun, they now train newbies to take down problematic divine casters as well and seek out the Feywild. Occult Slayers may be of any alignment. Occult Slayers may not be elven. Hit Die d8, Average Base Attakc Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Magical Defense - You gain +1 to saving throws against spells or spell-like abilities. This bonus increases with higher levels. You can also rebound 1 spell targeting only you back to its caster 1/day. Increased uses with higher levels. You can see magical auras out to 30'. Range increases with higher levels. 2. Sever the Weave - In places where wild magic is still active, you can enter the area and its functioning immediately ceases. This goes out in a 15' radius, and works to prevent Wildmages from casting spells at all. You have a 10% chance to destroy the source of wild magic for good, severing its old ties to Mystra's Weave or to the Feywild.

Oracle:
Glimpses of possible futures lead some to madness, and others to anticipate the actions of enemies before they are even thought up. Oracles may be of any alignment. Hit Die d6, Poor Base Attack Bonus, Good Ref/Will Saves, Poor Fort Saves. Special Abiltiies: 1. Prediction - You cannot be surprised in battle, so you always get a turn during a surprise round. You gain +1 to AC. This bonus increases with higher levels. 2. Divine Magic - The Oracle gains spells on the Oracle's spell list.

Purple Dragon Knight:
The Forest Kingdom of Cormyr still stands against Netheril expansion and its elite knighthood is at the front line of that constant battle, though neither their numbers or power are what they once were. Purple Dragon Knights may not be of Chaotic or Evil alignment. Hit Die d10, Good Base Attack Bonus, Good Fort Saves, Poor Ref/Will Saves. Special Abilties: 1. Knight's Support - You may utter a rallying cry 1/day, giving you and all allies w/in 30' a +1 morale bonus on next attack rolls, +2 to saves against charm or Fear effects for 1 rd, +5' land speed on next turn, +1 morale bonus to AC for 1 rd and evokes the Fear spell against one target enemy w/in 60'. Uses, bonuses, ranges and duration increases with higher levels. 2. Oath's Wrath - 1/day you can swear to defeat a single opponent. For rest of encounter, gain +2 morale bonus to all attack rolls, damage rolls, saving throws and skill checks against that opponent. Bonuses are negated if you attack or perform an aggressive action against any other creature.

Pyromancer: 
Some mages specialize in a single element at the expense of all others, and those who play with a Pyromancer's fire tend to get burned badly. Pyromancers may be of any alignment, though rarely are of Lawful alignments. Hit Die d4, Poor Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Fire Familiar - As a Wizard's Familiar, but with the fire template added on. The companion can change and gets stronger with higher levels. You can command fire creatures as a cleric rebukes undead 1/day except you use your Int modifier in place of your Cha modifier. Uses increases with higher levels. 2. Arcana - You learn 2 new spells/lvl + Cha modifier. At least one of these spells must have the Fire descriptor. Fire spells are cast at +1 caster level.

Rage Mage:
An arcane caster with the fury of a barbarian, so what else needs to be said?! Rage Mages are never of Lawful alignment. Hit Die d8, Average Base Attack Bonus, Good Fort Saves, Poor Ref/Will Saves. Special Abilities: 1. Spell Rage - For 3 rds + Con modifier, 1/ day you enter a rage which causes you to cast spells at a quickened rate. You cast any arcane spell you know w/ a casting time of 1 standard action or less, and make an attack and a move action all in the same round as a full-rd action. You can attempt concentration checks to avoid having a spell disrupted, but can't use some other skills (as w/ Barbarian's rage). You must both cast a spell and attack each round until the Spell Rage ends. You are fatigued after the Spell Rage ends until the end of the current encounter. Duration and uses increase with higher levels. You get -2 to AC while using Spell Rage.  2. Arcana - You learn 2 new spells/lvl + Cha modifier.

Red Wizard of Thay:
Circle Magic has been lost since the fall of the Weave and Thay's notorious mages have been ousted by one of their own, but the tattooed arcane casters still press on to restore the former power. Red Wizards of Thay are never of Good alignment. Hit Die d4, Poor Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Enhanced Arcane Specialization - Choose an arcane school of magic (except Conjuration). You can only learn spells from this school. These spells are cast as if they were one level higher for numerical components and caster level checks. You get +1 on saving throws against spells from this school of magic. This bonus increases with higher levels. You also have +1 to DC for all Saving Throws against spells from this school and another +1 to caster level checks due to the Tattoo Focus Feat (you gain this Feat for free). You learn +2 new spells/lvl from your chosen school of specialization. 2. Vengeful Mind - You are adamant about restoring your former power and lands from the traitor Szass Tam and his undead army. You can turn undead 1/day as a cleric, except you can destroy undead up to your class level while within Thay's borders. This is based on your Int modifier in place of the Cha modifier.

Shadow Walker:
Traveling through the shadow realm of Shar's creation is dangerous for anyone but these twisted souls. Shadow Walkers are never of Good alignment. Hit Die d6, Average Base Attack Bonus, Good Ref Saves, Poor Fort/Will Saves. Special Abilities: 1. Shadow Step - You can step into the Shadowfell 1/day for 1 hour. Uses and duration increases with higher levels. This is a Free action that can be used as a reaction. 2. Shadow Pet - As a Druid's Animal Companion, but with the Shadow template. 

Shaman:
Spirits trapped on Toril abound since the Spellplague ravaged the portals across Faerun and severed most forms of Teleportation magic, and some naturists choose to listen to these spirits and learn from them. Shamans are never of Lawful alignment. Hit Die d6, Average Base Attack Bonus, Good Fort/Will Saves, Poor Ref Saves. Special Abilities: 1. Friend of the Fey - Since the Feywilds return, many Fey spirits travel Faerun's forests. Learning their secrets, you are taught Fey magic. Choose 1 spell/lvl from the Wild Mage's spell list and you can cast that spell 1/day as a divine spell without risk of spell failure. Uses increase with higher levels. 2. Divine Magic - The Shaman gains spells on the Shaman's spell list.

Silverstar of Selune:
Priests of the moon goddess who fight ferociously into the Shadowfell, bringing the moonlight to Shar's realm of darkness. Silverstars of Selune are never of Evil alignment. Hit Die d8, Average Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Shadow War - You gain the Nemesis ability as a Foe Hunter but only against Shadow template subtypes (Shadow Animals, Shadow Undead, etc.). Your bonuses improve with higher levels. 2. Divine Magic - The Silverstar of Selune gains spells on the Silverstar of Selune's spell list.

Spellplague Silencer:
The Plaguetouched beasts rampaged across Faerun until these brave and skilled combatants got to work, pushing back the Plaguelands in the process. Spellplague Silencers are never of Chaotic alignment. Hit Die d12, Good Base Attack bonus, Good Fort Saves, Poor Ref/Will Saves. Special Abilities: 1. Spellplague-Hardened - You get +1 to your Natural AC as your skin becomes tougher than normal. This bonus increases with higher levels. You may roll a defense roll if you are attacked by a Plaguetouched, Spellscarred or Wild Mage, and if you roll naturally higher than 10, you can use the roll as your defense for that attack, and if you roll lower than 10, your AC is determined as if you hadn't made the roll (using the standard base 10). Roll an extra d4 and add your Con modifier again, when determining your HP. The die added goes up with higher levels. 2. Spellplague Ender - You can turn Plagueland into wasteland in a 30' radius 1/day. The range and uses increase with higher levels. You also get +2 to any roll against Plaguetouched or Spellscarred creatures. This includes skill checks, attack rolls, grappling checks, tripping attempts and so on. You also get +1 to AC against attacks from Plaguetouched or Spellscarred creatures. These bonuses increase with higher levels.

Spellscarred: 
Some visit the Plaguelands and receive the mystical blue lines that mark the power of the spellfire. Spellscarred are never of Lawful alignment. Hit Die d4, Poor Base Attack Bonus, Good Fort Saves, Poor Ref/Will Saves. Special Abilities: 1. Spellfire - You can harness the power of spellfire as a full-rd action, hurling a thick blue flame that does 1d4 +1 fire damage and 1d4 +1 force damage with a successful ranged touch attack. This damage is all chaotically aligned for purposes of resistance. The bonus to damage increases with higher levels. 2. Spellfire Healing - You can heal your own HP = to your Spellscarred lvl + Wis modifier 1/day. This healing puts out any flame on your person and will heal all damage caused to you as fire damage. Uses increase with higher levels.

Spellsword:
Warriors who infuse arcane magic with melee weapons. Spellswords may be of any alignment. Hit Die d8,  Good Base Attack Bonus, Good Fort/Will Saves, Poor Ref Saves. Special Abilities: 1. Channel Spell - you can channel any spell you can cast into your melee weapon as a move action 1/day. The spell effects the next target that you successfully hit with the weapon, only affecting the target (even if it was an area spell). You may only channel spells into 1 weapon a at time. Increased uses with higher levels. 2. Arcana - You learn 1 new spell/lvl + Int modifier. You learn spells and cast them like a wizard.

Summoner:
Much conjuration magic is lost to the mages of Toril, but not to the ancient line of Summoners, for which only 1 lives from each Region of Faerun at any given time, as when one dies, only then is another born. Summoners may be of any alignment. Hit Die d4, Poor Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Summoning - You can use Summon spells from the Conjuration school of magic. Each spell is specific, calling upon the same creature every time. The creatures you are able to summon grow in level and power along with you with higher levels. You gain +1 Summoning spell/lvl + Cha modifier. 2. Bloodline Arcana - You learn 1 new spell/lvl + Cha modifier from Summoner's spell list.

Terramancer: 
Some mages specialize in a single element at the expense of all others, and those who favor the soil and rocks that make-up Faerun become Terramancers. Terramancers may be of any alignment. Hit Die d4, Poor Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Earth Familiar - As a Wizard's Familiar, but with the earth template added on. The companion can change and gets stronger with higher levels. You can command earth creatures as a cleric rebukes undead 1/day except you use your Int modifier in place of your Cha modifier. Uses increases with higher levels. 2. Arcana - You learn 2 new spells/lvl + Cha modifier. At least one of these spells must have the Earth descriptor. Cast earth spells at +1 caster level.

Time Controller:
Masters of time itself, these time jumpers operate at a different speed than the rest of Toril. Time Controllers are never of Lawful alignment. Hit Die d6, Average Base Attack bonus, Good Ref Saves, Poor Fort/Will Saves. Special Abilities: 1. Time Warp - You have the Haste effect on you at all times, and this can not be dispelled in any way. You can activate a slowing aura which slows anything within 15' radius of you as if effected by the Slow spell 1/day as a free action only on your turn. This aura does not get a saving throw and cannot be dispelled in any way. Increased uses with higher levels. You learn 1 new spell/lvl from Time Controller's spell list which you can cast 1/day. Increased uses with higher levels. 2. Initiative Shuffle - You can manipulate time so that creatures act in the order you want them to 1/day. After Initiative is posted, you can reassign the Initiative Order the way you want it to be for the remainder of the current encounter.

Umbriri of Netheril:
Followers of Shar, these arcane casters use Shadow magic and sword to spread darkness across Faerun. Umbriris of Netheril are never of Good alignment. Hit Die d8, Good Base Attack Bonus, Good Will Saves, Poor Fort/Ref Saves. Special Abilities: 1. Shadow Specialization - You learn +2 new spells/lvl from the Umbriri of Netheril spell list. These spells are cast as if they were one level higher for numerical components and caster level checks. You have immunity to spells with the Shadow descriptor cast against you. 2. Shadow Sword - You can create a black sword of wispy shadow material as a free action only on your turn. This sword functions as any kind of sword you wish (example: a Shadow Longsword uses dmg/rules for a longsword), but is weightless, made of Shadow material and does Shadow damage . The powers of this sword improve with higher levels.

War Priest:
Clerics of combat-oriented deities who focus more on the martial side of things. War Priests may be of any alignment. Hit Die d10, Good Base Attack Bonus, Good Fort/Will Saves, Poor Ref Saves. Special Abilities: 1. Inflame - 1/day all allies who can hear you gain a +2 morale bonus on saving throws again charm or fear effects. Bonus and uses increase with higher levels. Also 1/day you can rally your allies w/in 60', giving any of them suffering from a fear effect a new saving throw with a +1 morale bonus to overcome its effects. This bonus and uses increase with higher levels. You can also use Mass Cure Light Wounds 1/day as a spell-like ability. Uses increase with higher levels. You gain new powers for Inflame with higher levels.
2. Divine Domain - Choose 2 domains under your deity. You can cast divine spells from these two domains and gain their special power. You gain no other Divine spells.

Wild Mage:
Where most arcane casters have suffered since the Spellplague, these chaotic mages have been empowered by the surge of chaos that followed as well as the return of the Feywild; unfortunately, by definition, their chaotic powers cannot be fully controlled. Wild Mages must be of Chaotic alignment. Hit Die d4, Poor Base Attack Bonus, Good Ref Saves, Poor Fort/Will Saves. Special Abilities: 1. Chaotic Nature - You can activate a random deflector 1/day as an immediate action even if it's not your turn and lasting until the beginning of your next turn. This redirects ranged attacks, ranged touch attacks and individually targeted spells targeting you so it instead affects a random target within 20' radius of you (and possibly still you or an ally). Increased uses with higher levels. You can also make a wildstrike 1/day, surrounding 1 target w/in 60' with an aura of shimmering rainbow colors for 3 rds. No saving throw. This gives the target a 50% chance of having a random effect occur in place of a spell the target tries to cast. It in essence creates a Wild Magic zone around the target. More uses, targets, range and duration with higher levels. Similarly, you are always in a Wild Magic zone and also have the 50% chance of a random effect taking the place of your cast spells. This is the major way new Plaguelands are still created across Faerun, as Plagueland creation is one of the possible random effects. 2. Feywild Arcana - You learn 2 new spells/lvl + Cha modifier from the Wid Mage's spell list.

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