TEXT:  
   
   
   
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
   
  Report Suggestions or Errors at http://www.crystalkeep.com/forum/index.php 
  February 28, 2007 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Table of Contents 
   
   
   
  Index ....................................................2 
  Standard Base Classes..........................4 
  Artificer..................................................4 
  Racial Substitution ..................................4 
  Barbarian................................................6 
  Alternate Base Classes ............................6 
  Variant Class Features...........................10 
  Racial Substitution ................................12 
  Bard......................................................16 
  Alternate Base Classes ..........................16 
  Variant Class Features...........................18 
  Racial Substitution ................................19 
  Schools for Bards..................................22 
  Cleric....................................................23 
  Alternate Base Classes ..........................23 
  Variant Class Features...........................27 
  Racial Substitution ................................28 
  Peripheral Beliefs..................................30 
  Tokens of Faith .....................................31 
  Improved Domain Powers.....................32 
  Druid....................................................33 
  Alternate Base Classes ..........................33 
  Variant Class Features...........................39 
  Racial Substitution ................................41 
  Environment-based Weapon Lists.........47 
  Organizations for Druids.......................47 
  Fighter..................................................48 
  Alternate Base Classes ..........................48 
  Variant Class Feature............................53 
  Racial Substitution ................................54 
  Monk....................................................58 
  Alternate Base Classes ..........................58 
  Variant Class Feature............................64 
  Racial Substitution ................................68 
  Astrological Substitutions .....................69 
  Fighting Styles ......................................70 
  Martial Arts Schools .............................72 
  Weapon Schools....................................72 
  Paladin .................................................73 
  Alternate Base Classes ..........................73 
  Variant Class Features...........................82 
  Racial Substitutions...............................85 
  Astrological Substitutions .....................88 
  Specific Domains for Paladins ..............90 
  Ranger..................................................91 
  Alternate Base Classes..........................91 
  Variant Class Features ..........................94 
  Racial Substitution................................95 
  Astrological Substitution ......................99 
  Combat Styles for Rangers .................100 
  Rogue.................................................101 
  Alternate Base Classes........................101 
  Variant Class Features ........................102 
  Racial Substitution..............................103 
  Astrological Substitution ....................111 
  Special Abilities for Rogues ...............112 
  Sorcerer..............................................114 
  Alternate Base Classes........................114 
  Variant Class Features ........................116 
  Racial Substitution..............................120 
  Spheres for Sorcerers..........................122 
  Wizard................................................123 
  Alternate Base Classes........................123 
  Variant Class Features – any Wizard..126 
  Variant Class Features – Abjurer........128 
  Variant Class Features – Conjurer ......130 
  Variant Class Features – Diviner ........132 
  Variant Class Features – Enchanter ....134 
  Variant Class Features – Evoker.........136 
  Variant Class Features – Illusionist.....138 
  Variant Class Features – Necromancer140 
  Variant Class Features – Transmuter ..142 
  Racial Substitution..............................144 
  New Base Classes............................ 148 
  Beguiler..............................................148 
  Duskblade ..........................................149 
  Dragon Shaman..................................150 
  Favored Soul ......................................153 
  Hexblade ............................................154 
  Knight ................................................156 
  Marshal ..............................................157 
  Ninja...................................................158 
  Samurai ..............................................159 
  Scout ..................................................160 
  Spellthief............................................162 
  Spirit Shaman.....................................163 
  Swashbuckler .....................................164 
  Warlock............................................. 165 
  Warmage........................................... 166 
  NPC Classes.....................................167 
  Skipped Base Classes.......................167 
  Psionic Base Classes ......................... 167 
  Al-Qadim & Oriental Adventure Classes
  .......................................................... 167 
  Spell Lists.........................................168 
  Adept Spell List.................................. 168 
  Anagakok Supplemental Spell List..... 169 
  Anarch Spell List................................ 170 
  Anti-Paladin Spell List ....................... 171 
  Avenger Spell List.............................. 172 
  Bardic Sage Supplemental Spell List.. 173 
  Beguilder Spell List............................ 174 
  Cloistered Cleric Supplemental Spell List
  ............................................................ 176 
  Corrupter Spell List............................ 177 
  Despot Spell List ................................ 178 
  Divine Bard Supplemental Spell List . 179 
  Duskblade Spell List........................... 180 
  Enforcer Spell List.............................. 181 
  Hexblade Spell List ............................ 182 
  Incarnate Spell List............................. 183 
  Magewright Spell List........................ 184 
  Mystic Ranger Supplemental Spell List185 
  Paladin of Freedom Spell List ............ 186 
  Paladin of Slaughter Spell List ........... 187 
  Paladin of Tyranny Spell List............. 188 
  Savage Bard Spell List ....................... 189 
  Sentinel Spell List .............................. 191 
  Urban Adept Spell List....................... 192 
  Urban Druid Spell List ....................... 193 
  Urban Ranger Spell List ..................... 195 
  Warmage Spell List............................ 196 
  Witch Spell List.................................. 198 
  Miscellaneous...................................200 
  Cross-Class Examples....................... 200 
  Class Progression .............................. 200 
  Appendix..........................................201 
  Revision History................................ 201 
  Key to Sourcebooks .......................... 201 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Index 
   
  Page 2 
  Index 
   
  A 
  Abjurer .................................128 
  Abjurer variant, Aura of 
  Protection.......................129 
  Abjurer variant, Focus Caster
  ........................................128 
  Abjurer variant, Resistance to 
  Energy............................128 
  Abjurer variant, Spontaneous 
  Dispelling.......................129 
  Abjurer variant, Urgent Shield
  ........................................128 
  Adept....................................167 
  Adept, Urban........................167 
  Anagakok.............................123 
  Anarch....................................73 
  Ancestral Speaker ..................23 
  Anti-Paladin...........................73 
  Ape Totem Barbarian ..............6 
  Arcane Disciple......................23 
  Aristocrat..............................167 
  Artificer....................................4 
  Artificer, Warforged ................4 
  Aspirant..................................23 
  Avenger..................................73 
  B 
  Barbarian..................................6 
  Barbarian variant, Berserker 
  Strength............................10 
  Barbarian variant, City Brawler
  ..........................................10 
  Barbarian variant, Dashing Step
  ..........................................10 
  Barbarian variant, Fearsome 
  Gaze .................................11 
  Barbarian variant, Relentless 
  Smash...............................11 
  Barbarian variant, Unshakable
  ..........................................11 
  Barbarian, Ape Totem .............6 
  Barbarian, Bear Totem.............6 
  Barbarian, Boar Totem ............6 
  Barbarian, Dragon Totem........7 
  Barbarian, Eagle Totem...........7 
  Barbarian, Goliath..................12 
  Barbarian, Halfling ................14 
  Barbarian, Half-Orc ...............15 
  Barbarian, Horse Totem...........7 
  Barbarian, Jaguar Totem..........6 
  Barbarian, Lion Totem.............8 
  Barbarian, Serpent Totem........9 
  Barbarian, Wolf Totem............9 
  Bard........................................16 
  Bard variant, Bardic Knack ...18 
  Bard, Divine...........................16 
  Bard, Gnome..........................19 
  Bard, Half-Elf ........................21 
  Bard, Savage ..........................16 
  Battle Sorcerer .....................114 
  Bear Totem Barbarian..............6 
  Beguiler................................148 
  Benevolent .............................25 
  Black Dragon Shaman .........150 
  Blue Dragon Shaman...........150 
  Boar Totem Barbarian .............6 
  Bodyguard..............................48 
  Brass Dragon Shaman..........150 
  Bronze Dragon Shaman.......150 
  C 
  Changeling Egoist................167 
  Changeling Rogue................103 
  Changeling Wizard ..............144 
  Chaos Monk...........................58 
  Cleric......................................23 
  Cleric variant, Domain Focus 27 
  Cleric variant, Spontaneous 
  Domain Casting ...............27 
  Cleric, Cloistered ...................25 
  Cleric, Dwarven.....................28 
  Cleric, Rage............................26 
  Cleric, Raptoran.....................29 
  Cloistered Cleric ....................25 
  Commander............................48 
  Commoner............................167 
  Conjurer ...............................130 
  Conjurer variant, Abrupt Jaunt
  ........................................130 
  Conjurer variant, Enhanced 
  Summoning....................131 
  Conjurer variant, Focus Caster
  ........................................130 
  Conjurer variant, Rapid 
  Summoning....................130 
  Conjurer variant, Spontaneous 
  Summoning....................131 
  Copper Dragon Shaman.......150 
  Corrupter................................75 
  Corsair....................................48 
  Crusader .................................25 
  D 
  Deathwalker .........................123 
  Despot ....................................75 
  Divine Bard............................16 
  Diviner .................................132 
  Diviner variant, Bonus Diviner 
  Feat.................................133 
  Diviner variant, Enhanced 
  Awareness......................132 
  Diviner variant, Focus Caster
  ........................................132 
  Diviner variant, Glimpse Peril
  ........................................132 
  Diviner variant, Prescience..133 
  Dragon Shaman, Black ........150 
  Dragon Shaman, Blue..........150 
  Dragon Shaman, Brass.........150 
  Dragon Shaman, Bronze......150 
  Dragon Shaman, Copper......150 
  Dragon Shaman, Gold..........151 
  Dragon Shaman, Green........151 
  Dragon Shaman, Red ...........151 
  Dragon Shaman, Silver........151 
  Dragon Shaman, White........151 
  Dragon Totem Barbarian .........7 
  Druid ......................................33 
  Druid variant, Focused Animal
  ..........................................39 
  Druid variant, Shapeshift.......39 
  Druid variant, Spontaneous 
  Rejuvenation ....................39 
  Druid, Goliath ........................41 
  Druid, Halfling.......................42 
  Druid, Half-Orc......................44 
  Druid, Shifter .........................45 
  Druid, Storm...........................35 
  Druid, Totem..........................35 
  Druid, Urban ..........................35 
  Druidic Avenger.....................33 
  Duskblade.............................149 
  Dwarven Cleric ......................28 
  Dwarven Fighter ....................54 
  Dwarven Rogue....................105 
  Dwarven Sorcerer ................120 
  E 
  Eagle Totem Barbarian ............7 
  Egoist, Changeling...............167 
  Elf Paladin..............................85 
  Elf Ranger ..............................95 
  Elf Wizard............................145 
  Enchanter..............................134 
  Enchanter variant, Cohort....134 
  Enchanter variant, Extended 
  Enchantments.................135 
  Enchanter variant, Focus Caster
  ........................................134 
  Enchanter variant, Instant Daze
  ........................................134 
  Enchanter variant, Social 
  Proficiency .....................135 
  Enforcer..................................75 
  Erudite..................................167 
  Evangelist...............................26 
  Evoker ..................................136 
  Evoker variant, Counterfire .136 
  Evoker variant, Energy Affinity
  ........................................136 
  Evoker variant, Energy 
  Substitution ....................137 
  Evoker variant, Focus Caster
  ........................................136 
  Evoker variant, Overcome 
  Resistance.......................137 
  Exoticist..................................49 
  Expert ...................................167 
  F 
  Favored Soul ........................153 
  Favored Soul variant, Deity’s 
  Favor ..............................153 
  Fencer.....................................49 
  Fighter ....................................48 
  Fighter variant, Counterattack53 
  Fighter variant, Elusive Attack
  ..........................................53 
  Fighter variant, Overpowering 
  Attack...............................53 
  Fighter, Dwarven ...................54 
  Fighter, Half-Elf.....................55 
  Fighter, Raptoran ...................56 
  Fighter, Warforged.................57 
  Filidh ....................................123 
  Fleshcrafter...........................125 
  G 
  Gnome Bard ...........................19 
  Gnome Illusionist.................146 
  Gnome Paladin.......................77 
  Gnome Ranger .......................96 
  Gold Dragon Shaman...........151 
  Goliath Barbarian...................12 
  Goliath Druid .........................41 
  Goliath Rogue ..................... 107 
  Green Dragon Shaman........ 151 
  H 
  Half-Elf Bard......................... 21 
  Half-Elf Fighter..................... 55 
  Half-Elf Ranger..................... 97 
  Halfling Barbarian................. 14 
  Halfling Druid....................... 42 
  Halfling Monk....................... 68 
  Halfling Rogue.................... 109 
  Halfling Wizard................... 147 
  Half-Orc Barbarian ............... 15 
  Half-Orc Druid...................... 44 
  Half-Orc Paladin ................... 86 
  Harbinger............................... 16 
  Hexblade ............................. 154 
  Hexblade variant, Dark 
  Companion.................... 154 
  Hexblade variant, Focus Caster
  ....................................... 154 
  Holy Monk ............................ 58 
  Horse Totem Barbarian............7 
  Horselord..................................8 
  Horseman .............................. 49 
  Hunting Monk....................... 58 
  I 
  Illuminated Monk.................. 69 
  Illusionist............................. 138 
  Illusionist variant, Brief 
  Figment ......................... 138 
  Illusionist variant, Chain of 
  Disbelief........................ 138 
  Illusionist variant, Focus Caster
  ....................................... 138 
  Illusionist variant, Illusion 
  Master............................ 139 
  Illusionist variant, Shadow 
  Shaper............................ 139 
  Illusionist, Gnome............... 146 
  Implacable................................8 
  Incarnate................................ 77 
  J 
  Jaguar Totem Barbarian...........6 
  Janissary ................................ 50 
  K 
  Kalashtar Monk................... 167 
  Kalashtar Soulknife............. 167 
  Kalashtar Telepath .............. 167 
  Kensai.................................... 50 
  Knight.................................. 156 
  Knight’ .................................. 50 
  L 
  Lion Totem Barbarian..............8 
  Lunar Rogue........................ 111 
  M 
  Magewright ......................... 167 
  Marshal................................ 157 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Index 
   
  Page 3 
  Marshal variant, Adrenaline 
  Boost ..............................157 
  Martial Monk .........................60 
  Metal Master..........................33 
  Monk......................................58 
  Monk variant, Bane of the 
  Clockwork........................64 
  Monk variant, Decisive Strike
  ..........................................64 
  Monk variant, Sacred Strike ..64 
  Monk variant, Sacred Strike’.66 
  Monk variant, Unwavering 
  Dedication........................66 
  Monk variant, Wholeness of 
  Others...............................66 
  Monk, Chaos..........................58 
  Monk, Halfling.......................68 
  Monk, Holy............................58 
  Monk, Hunting.......................58 
  Monk, Illuminated .................69 
  Monk, Kalashtar...................167 
  Monk, Martial ........................60 
  Monk, Raging ........................60 
  Monk, Sidewinder..................60 
  Monk, Steadfast .....................62 
  Monk, Vigilant.......................62 
  Monk, Wild............................62 
  Moon-Warded Ranger ...........99 
  Mystic Ranger........................91 
  N 
  Necromancer........................140 
  Necromancer variant, Cursed 
  Glance ............................140 
  Necromancer variant, Enhance 
  Undead...........................141 
  Necromancer variant, Focus 
  Caster .............................140 
  Necromancer variant, Skeletal 
  Minion............................140 
  Necromancer variant, Undead 
  Apotheosis .....................141 
  Ninja.....................................158 
  Non-Spellcasting Paladin.......77 
  Non-Spellcasting Ranger.......91 
  P 
  Paladin....................................73 
  Paladin of Freedom................79 
  Paladin of Honor....................79 
  Paladin of Light .....................88 
  Paladin of Slaughter...............79 
  Paladin of Tyranny ................79 
  Paladin variant, Angel’s Sight
  ..........................................82 
  Paladin variant, Aura of 
  Banishment ......................82 
  Paladin variant, Aura of 
  Sanctity ............................82 
  Paladin variant, Charging Smite
  ..........................................83 
  Paladin variant, Gaze of Truth
  ..........................................83 
  Paladin variant, Hunter of 
  Fiends...............................83 
  Paladin variant, Power of Self84 
  Paladin variant, Smiting Arrow
  ..........................................84 
  Paladin variant, Sword of 
  Celestia.............................84 
  Paladin, Elf.............................85 
  Paladin, Gnome......................77 
  Paladin, Half-Orc...................86 
  Paladin, Non-Spellcasting......77 
  Paladin, Warforged ................87 
  Planar Ranger.........................91 
  Poltergeist.............................114 
  Pugilist ...................................51 
  R 
  Rage Cleric.............................26 
  Raging Monk .........................60 
  Ranger....................................91 
  Ranger variant, Distracting 
  Attack...............................94 
  Ranger variant, Solitary Hunter
  ..........................................94 
  Ranger, Elf .............................95 
  Ranger, Gnome ......................96 
  Ranger, Half-Elf.....................97 
  Ranger, Moon-Warded ..........99 
  Ranger, Mystic.......................91 
  Ranger, Non-Spellcasting......91 
  Ranger, Planar........................91 
  Ranger, Shifter.......................98 
  Ranger, Urban........................93 
  Raptoran Cleric ......................29 
  Raptoran Fighter ....................56 
  Raptoran Sorcerer ................121 
  Red Dragon Shaman ............151 
  Religious Adept ...................167 
  Rogue ...................................101 
  Rogue variant, Disruptive 
  Attack.............................102 
  Rogue, Changeling...............103 
  Rogue, Dwarf.......................105 
  Rogue, Goliath.....................107 
  Rogue, Halfling....................109 
  Rogue, Lunar........................111 
  Rogue, Wilderness...............101 
  S 
  Samurai ................................159 
  Savage Bard ...........................16 
  Scout.....................................160 
  Scout variant, Dungeon 
  Specialist ........................160 
  Scout variant, Light Cavalry160 
  Scout variant, Sniper............160 
  Sentinel...................................81 
  Serpent Totem Barbarian.........9 
  Sha’ir....................................167 
  Shield Bearer..........................51 
  Shifter Druid ..........................45 
  Shifter Ranger ........................98 
  Shifter Wilder.......................167 
  Shugenja...............................167 
  Sidewinder Monk...................60 
  Sidhe Scholar .........................33 
  Silver Dragon Shaman.........151 
  Solstice Knight.......................89 
  Sorcerer ................................114 
  Sorcerer variant, Arcane 
  Reabsorbtion ..................116 
  Sorcerer variant, Blood of 
  Eberron...........................118 
  Sorcerer variant, Blood of 
  Khyber............................118 
  Sorcerer variant, Blood of 
  Siberys............................118 
  Sorcerer variant, Draconic Ray
  ........................................116 
  Sorcerer variant, Focus Caster
  ........................................116 
  Sorcerer variant, Metamagic 
  Specialist ........................119 
  Sorcerer, Battle.....................114 
  Sorcerer, Dwarven ...............120 
  Sorcerer, Raptoran ...............121 
  Soul Reaper..........................125 
  Soulknife, Kalashtar.............167 
  Soulknife, Umbragen...........167 
  Spellthief ..............................162 
  Spirit Shaman.......................163 
  Steadfast Monk ......................62 
  Storm Druid............................35 
  Survivalist ..............................51 
  Swashbuckler .......................164 
  Swashbuckler variant, Shield of 
  Blades.............................164 
  T 
  Targetteer ...............................52 
  Telepath, Kalashtar ..............167 
  Thane......................................52 
  Thug .......................................52 
  Totem Druid...........................35 
  Transmuter .......................... 142 
  Transmuter variant, Enhance 
  Attribute ........................ 142 
  Transmuter variant, Focus 
  Caster............................. 142 
  Transmuter variant, Spell 
  Versatility...................... 143 
  Transmuter variant, Sudden 
  Shift............................... 142 
  Transmuter variant, 
  Transmutable Memory.. 143 
  U 
  Umbragen Soulknife ........... 167 
  Urban Adept........................ 167 
  Urban Druid .......................... 35 
  Urban Ranger ........................ 93 
  V 
  Vigilant Monk....................... 62 
  W 
  Warforged Artificer..................4 
  Warforged Fighter................. 57 
  Warforged Paladin ................ 87 
  Warlock............................... 165 
  Warlock variant, Fiendish 
  Flamewreath.................. 165 
  Warmage ............................. 166 
  Warmage variant, Eclectic 
  Learning ........................ 166 
  Warrior ................................ 167 
  White Dragon Shaman........ 151 
  Wild Defender....................... 93 
  Wild Monk ............................ 62 
  Wild Reaper .......................... 37 
  Wilder, Shifter..................... 167 
  Wilderness Rogue ............... 101 
  Wind Walker......................... 37 
  Winter Warden...................... 37 
  Witch ................................... 114 
  Wizard................................. 123 
  Wizard variant, Arcane 
  Reabsorbtion ................. 126 
  Wizard variant, Focus Caster
  ....................................... 126 
  Wizard, Changeling ............ 144 
  Wizard, Elf .......................... 145 
  Wizard, Halfling.................. 147 
  Wolf Totem Barbarian .............9 
  Wu Jen................................. 167 
  Wyrmslayer........................... 81 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Artificer Variants 
   
  Page 4 
  Standard Base Classes   
   
  Artificer 
   
  Racial Substitution 
   
  Lvl 
  Artificer 
    
   
     
  (Eb p29) (EbErrata)+ 
  Warforged Artificer – 
  1st level substitution 
     
  (RoE p129) 
  Warforged Artificer – 
  4th level substitution 
     
  (RoE p129) 
  Warforged Artificer – 
  5th level substitution 
     
  (RoE p129) 
  Warforged Artificer – 
  all level substitution 
     
  (RoE p129) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Will 
  Hit-Die: 
  d6 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 4 
  Dex: Open Lock. 
  Con: Concentration. 
  Int: Appraise, Craft, 
  Know(arcana), 
  Know(arch & eng), 
  Know(the planes), 
  Search, Spellcraft. 
  Wis: Profession. 
  Cha: Use Magical Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Will 
  Hit-Die: 
  d6 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 4 
  Dex: Open Lock. 
  Con: Concentration. 
  Int: Appraise, Craft, 
  Know(arcana), 
  Know(arch & eng), 
  Know(the planes), 
  Search, Spellcraft. 
  Wis: Profession. 
  Cha: Use Magical Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Will 
  Hit-Die: 
  d6 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 4 
  Dex: Open Lock. 
  Con: Concentration. 
  Int: Appraise, Craft, 
  Know(arcana), 
  Know(arch & eng), 
  Know(the planes), 
  Search, Spellcraft. 
  Wis: Profession. 
  Cha: Use Magical Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Will 
  Hit-Die: 
  d6 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 4 
  Dex: Open Lock. 
  Con: Concentration. 
  Int: Appraise, Craft, 
  Know(arcana), 
  Know(arch & eng), 
  Know(the planes), 
  Search, Spellcraft. 
  Wis: Profession. 
  Cha: Use Magical Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Will 
  Hit-Die: 
  d6 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 4 
  Dex: Open Lock. 
  Con: Concentration. 
  Int: Appraise, Craft, 
  Know(arcana), 
  Know(arch & eng), 
  Know(the planes), 
  Search, Spellcraft. 
  Wis: Profession. 
  Cha: Use Magical Device. 
  1 
  Intelligence-based Infusions 
  Artificer Knowledge 
  Artisan Bonus 
  Disable Trap 
  Item Creation 
  Feat: Scribe Scroll 
  Craft Reserve:  20 
  Intelligence-based Infusions 
  Artificer Knowledge 
  Artisan Bonus 
  Disable Trap 
  Item Creation 
  Feat: Scribe Scroll 
  Craft Reserve:  20 
  Infuse Self 
  Intelligence-based Infusions 
  Artificer Knowledge 
  Artisan Bonus 
  Disable Trap 
  Item Creation 
  Feat: Scribe Scroll 
  Craft Reserve:  20 
  Intelligence-based Infusions 
  Artificer Knowledge 
  Artisan Bonus 
  Disable Trap 
  Item Creation 
  Feat: Scribe Scroll 
  Craft Reserve:  20 
  Intelligence-based Infusions 
  Artificer Knowledge 
  Artisan Bonus 
  Disable Trap 
  Item Creation 
  Feat: Scribe Scroll 
  Craft Reserve:  20 
  Infuse Self 
  2 
  Feat:  Brew Potion 
  Craft Reserve:  40 
  Feat:  Brew Potion 
  Craft Reserve:  40 
  Feat:  Brew Potion 
  Craft Reserve:  40 
  Feat:  Brew Potion 
  Craft Reserve:  40 
  Feat:  Brew Potion 
  Craft Reserve:  40 
  3 
  Feat:  Craft Wondrous Item 
  Craft Reserve:  60 
  Feat:  Craft Wondrous Item 
  Craft Reserve:  60 
  Feat:  Craft Wondrous Item 
  Craft Reserve:  60 
  Feat:  Craft Wondrous Item 
  Craft Reserve:  60 
  Feat:  Craft Wondrous Item 
  Craft Reserve:  60 
  4 
  Feat:  Craft Homunculus 
  Bonus Feat 
  Craft Reserve:  80 
  Feat:  Craft Homunculus 
  Bonus Feat 
  Craft Reserve:  80 
  Feat:  Craft Homunculus 
  Tools of War 
  Bonus Feat 
  Craft Reserve:  80 
  Feat:  Craft Homunculus 
  Bonus Feat 
  Craft Reserve:  80 
  Feat:  Craft Homunculus 
  Tools of War 
  Bonus Feat 
  Craft Reserve:  80 
  5 
  Feat:  Craft Arms and Armor 
  Retain Essence 
  Craft Reserve:  100 
  Feat:  Craft Arms and Armor 
  Retain Essence 
  Craft Reserve:  100 
  Feat:  Craft Arms and Armor 
  Retain Essence 
  Craft Reserve:  100 
  Feat:  Craft Arms and Armor 
  Retain Essence 
  Craft Weapon Familiar 
  Craft Reserve:  100 
  Feat:  Craft Arms and Armor 
  Retain Essence 
  Craft Weapon Familiar 
  Craft Reserve:  100 
  6 
  Feat:  Craft Wand 
  Craft Reserve:  100 
  Feat:  Craft Wand 
  Craft Reserve:  100 
  Feat:  Craft Wand 
  Craft Reserve:  100 
  Feat:  Craft Wand 
  Craft Reserve:  100 
  Feat:  Craft Wand 
  Craft Reserve:  100 
  7 
  Metamagic Spell Trigger 
  Craft Reserve:  150 
  Metamagic Spell Trigger 
  Craft Reserve:  150 
  Metamagic Spell Trigger 
  Craft Reserve:  150 
  Metamagic Spell Trigger 
  Craft Reserve:  150 
  Metamagic Spell Trigger 
  Craft Reserve:  150 
  8 
  Bonus Feat 
  Craft Reserve:  200 
  Bonus Feat 
  Craft Reserve:  200 
  Bonus Feat 
  Craft Reserve:  200 
  Bonus Feat 
  Craft Reserve:  200 
  Bonus Feat 
  Craft Reserve:  200 
  9 
  Feat:  Craft Rod 
  Craft Reserve:  250 
  Feat:  Craft Rod 
  Craft Reserve:  250 
  Feat:  Craft Rod 
  Craft Reserve:  250 
  Feat:  Craft Rod 
  Craft Reserve:  250 
  Feat:  Craft Rod 
  Craft Reserve:  250 
  10 
  Craft Reserve:  300 
  Craft Reserve:  300 
  Craft Reserve:  300 
  Craft Reserve:  300 
  Craft Reserve:  300 
  11 
  Metamagic Spell Completion 
  Craft Reserve:  500 
  Metamagic Spell Completion 
  Craft Reserve:  500 
  Metamagic Spell Completion 
  Craft Reserve:  500 
  Metamagic Spell Completion 
  Craft Reserve:  500 
  Metamagic Spell Completion 
  Craft Reserve:  500 
  12 
  Feat:  Craft Staff 
  Bonus Feat 
  Craft Reserve:  700 
  Feat:  Craft Staff 
  Bonus Feat 
  Craft Reserve:  700 
  Feat:  Craft Staff 
  Bonus Feat 
  Craft Reserve:  700 
  Feat:  Craft Staff 
  Bonus Feat 
  Craft Reserve:  700 
  Feat:  Craft Staff 
  Bonus Feat 
  Craft Reserve:  700 
  13 
  Skill Mastery 
  Craft Reserve:  900 
  Skill Mastery 
  Craft Reserve:  900 
  Skill Mastery 
  Craft Reserve:  900 
  Skill Mastery 
  Craft Reserve:  900 
  Skill Mastery 
  Craft Reserve:  900 
  14 
  Feat:  Forge Ring 
  Craft Reserve:  1,200 
  Feat:  Forge Ring 
  Craft Reserve:  1,200 
  Feat:  Forge Ring 
  Craft Reserve:  1,200 
  Feat:  Forge Ring 
  Craft Reserve:  1,200 
  Feat:  Forge Ring 
  Craft Reserve:  1,200 
  15 
  Bonus Feat 
  Craft Reserve:  1,500 
  Bonus Feat 
  Craft Reserve:  1,500 
  Bonus Feat 
  Craft Reserve:  1,500 
  Bonus Feat 
  Craft Reserve:  1,500 
  Bonus Feat 
  Craft Reserve:  1,500 
  16 
  Craft Reserve:  2,000 
  Craft Reserve:  2,000 
  Craft Reserve:  2,000 
  Craft Reserve:  2,000 
  Craft Reserve:  2,000 
  17 
  Craft Reserve:  2,500 
  Craft Reserve:  2,500 
  Craft Reserve:  2,500 
  Craft Reserve:  2,500 
  Craft Reserve:  2,500 
  18 
  Craft Reserve:  3,000 
  Craft Reserve:  3,000 
  Craft Reserve:  3,000 
  Craft Reserve:  3,000 
  Craft Reserve:  3,000 
  19 
  Craft Reserve:  4,000 
  Craft Reserve:  4,000 
  Craft Reserve:  4,000 
  Craft Reserve:  4,000 
  Craft Reserve:  4,000 
  20 
  Bonus Feat 
  Craft Reserve:  5,000 
  Bonus Feat 
  Craft Reserve:  5,000 
  Bonus Feat 
  Craft Reserve:  5,000 
  Bonus Feat 
  Craft Reserve:  5,000 
  Bonus Feat 
  Craft Reserve:  5,000 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Artificer Variants 
   
  Page 5 
  Warforged Artificer Class Abilities: 
   
  Infuse Self 
  Any Infusion you cast that effect you (even if it effects others too) is cast at +1 level. 
   
  Tools of War 
  When you cast an Infusion on a Construct, a Living Construct (including yourself), a magic weapon, magic shield, or magic armor, the target is also repaired 1 
  hit-point per Charisma-modifier (minimum 1) automatically. 
  When using your Craft Reserve to add magical properties to a Construct, Living Construct (including yourself), magic weapon, magic shield, or magic armor, 
  each Craft Reserve point counts as 2 XP. 
   
  Craft Weapon Familiar 
  You may make a Weapon Familiar, which is a magical weapon that has some of the properties of a Wizard’s Familiar.  You may only have one Weapon 
  Familiar at a time. 
  To gain a Weapon Familiar, craft a Magical Weapon.  Then spend 1,000 extra XP and 1 extra day. 
  You may add / upgrade magical features to your Weapon Familiar.  
  If you die, your Weapon Familiar looses its sentience and familiar abilities, but retains its normal magical features.  If you are then returned to life, you must 
  spend 1,000 XP to reconnect to your Weapon Familiar. 
   
  Weapon Familiar Details: 
  Ability Scores:  The creator of the weapon familiar assigns its Intelligence, Wisdom, and Charisma.  Two are 14, and the last is a 10. 
  Hits Points:  Normal weapon hit-points + ½ Creator’s hit-points. 
  Saving Throw:  Receives the better of (2 + ½ Creator level) –or– Creator’s base save bonus. 
  Senses:  Darkvision 60’ and normal hearing. 
  Communication:  Telepathically with its master while held, and verbally in Common, plus 1 extra language per point of Intelligence modifier. 
  Alignment:  Same as Creator’s. 
  Ego:  TBD 
   
  Advantages to the Creator when holding the Weapon Familiar (one from each table – weapon with more than once damage type get one advantage when created): 
  Size 
  Creator gains… 
   
  Damage Type 
  Creator gains… 
  Light 
  +3 bonus on Disable Device checks 
   
  Bludgeoning 
  +2 bonus on Fortitude saves 
  One-Handed 
  +3 bonus on Use Magic Device checks 
   
  Piercing 
  +2 bonus on Reflex saves 
  Two-Handed 
  +3 bonus on Concentration checks 
   
  Slashing 
  +3 hit points 
   
  Level-based abilities: 
  Creator 
  Artificer Lvl 
  Hardness  
  Bonus 
  Special Abilities 
  5th – 6th 
  +1 
  Creator gains Feat: Alertness when weapon is held 
  Can deliver touch Infusions 
  Weapon Familiar has Improved Evasion 
  Share Infusions – when appropriate, Infusions cast by the Creator while he/she/it holds the Weapon Familiar apply to both. 
  7th – 8th 
  +2 
  — 
  9th – 10th 
  +3 
  — 
  11th – 12th 
  +4 
  Weapon gains Spell Resistance equal to Creator’s Artificer level + 5 
  13th – 14th 
  +5 
  Creator can cast Scry on his/her/its Weapon Familiar.  Usable 1/day. 
  15th – 16th 
  +6 
  — 
  17th – 18th 
  +7 
  — 
  19th – 20th 
  +8 
  — 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Barbarian Variants 
   
  Page 6 
  Barbarian 
   
  Alternate Base Classes  
   
  The following are specialized types of Barbarians, in the same way a Necromancer is a specialized type of Wizard.  The decision to become a specialized Barbarian 
  must be done when the 1st level of Barbarian is taken.  A character can only be the member of one Barbarian class. 
   
  Lvl 
  Barbarian  
  (aka Jaguar Totem Barbarian)
   
  (PH p24)(UA p49) 
  Ape Totem Barbarian 
   
   
  (UA p48) 
  Bear Totem Barbarian 
   
   
  (UA p48) 
  Boar Totem Barbarian 
   
   
  (UA p48) 
  Class Features 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  1 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Climb speed at ½ move 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Feat: Toughness 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  When raging, gain Feat: Diehard 
  2 
  Uncanny Dodge 
  Uncanny Dodge 
  +2 bonus on Intimidate checks 
  Uncanny Dodge 
  Feat:  Improved Grapple 
  Uncanny Dodge 
   
  3 
  Trap Sense +1 
  Trap Sense +1 
  Feat: Power Attack 
  Trap Sense +1 
  Feat: Great Fortitude 
  Trap Sense +1 
  Rage last +2 rounds 
  4 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  5 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge  
  Climb speed, full move 
  Improved Uncanny Dodge  
  +4 bonus on Grapple checks when 
  Raging 
  Improved Uncanny Dodge  
   
  6 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  7 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  DR 1 2 / — 
  8 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  9 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  10 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  DR 2 3 / — 
  11 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  12 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  13 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  DR 3 4 / — 
  14 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  15 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  16 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 5 / — 
  Rage, 5/day 
  17 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  19 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  DR 5 6 / — 
  20 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Barbarian Variants 
   
  Page 7 
  Alternate Base Classes (continued) 
   
  Lvl 
  Barbarian 
   
  (PH p24) 
  Dragon Totem Barbarian 
   
  (UA p48) 
  Eagle Totem Barbarian 
   
  (UA p48) 
  Horse Totem Barbarian 
   
  (UA p49) 
  Class Features 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  1 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Feat: Blind-Fight 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  +2 bonus on Spot checks 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  2 
  Uncanny Dodge 
  Uncanny Dodge 
  +2 bonus on saves vs. paralysis & sleep 
  Uncanny Dodge 
   
  Uncanny Dodge 
  Feat: Run 
  3 
  Trap Sense +1 
  Trap Sense +1 
   
  Trap Sense +1 
  Feat: Lightning Reflexes 
  Trap Sense +1 
  +2 on Handle Animal & Ride checks 
  with horses 
  4 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  5 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge  
  Gain Frightful Presence  
  (DC is Charisma-based) 
  Improved Uncanny Dodge  
   
  Improved Uncanny Dodge  
  Feat: Endurance 
  6 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  7 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  8 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  9 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  10 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  11 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  12 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  13 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  14 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  15 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  16 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  17 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  19 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  20 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
   
   
  Horselord Class Abilities 
   
  Battle Ecstasy, N/day – You gain +4 bonus to 
  Dexterity and Constitution, a +2 bonus on Will 
  saves, & a +1 bonus to your Damage Reduction 
  (DR 1 / — if you do not have any yet).  You 
  may use any skill or feat, but all skill checks 
  except for Handle Animal and Ride are at –2.   
  Horselord Skills – You take no penalty for making 
  a Ride check without a saddle, but receive a +2 
  bonus if there is a saddle.  With a specific breed 
  of horses (usually the ones your tribe raises), 
  you receive +2 bonus on Handle Animal checks. 
   
  Tireless Battle Ecstasy – You are no longer 
  Fatigued at the end of Battle Ecstasy. 
   
  Horse Companion – Same as the Animal 
  Companion of a Ranger of the same level, 
  except for the following:  1) It must be a horse.  
  2) Your companion stays an Animal (instead of 
  becoming a Magical Beast).  3)  It takes 1d4 
  months and a Handle Animal check vs. DC 15 
  to find a new companion if the previous one 
  dies.  Once located, it takes 2 months to bond 
  with a new companion. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Barbarian Variants 
   
  Page 8 
  Alternate Base Classes (continued) 
   
  Lvl 
  Barbarian 
   
  (UA p48) 
  Horselord 
   
  (DR337 p88) 
  Implacable 
   
  (DR330 p84) 
  Lion Totem Barbarian 
   
  (UA p49) 
  Class Features 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  1 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day  
  Battle Ecstasy, 1/day 
  Horselord Skills 
  Fast Movement 
  Illiteracy 
  Rage, 1/day  
  Resilient Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Feat: Run 
  2 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  +2 on Hide checks 
  3 
  Trap Sense +1 
  Trap Sense +1 
  Trap Sense +1 
  Trap Sense +1 
   
  4 
  Rage, 2/day 
  Rage, 2/day  
  Battle Ecstasy, 2/day 
  Horse Companion 
  Rage, 2/day  
  Resilient Rage, 2/day 
  Rage, 2/day 
  5 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  +2 damage on a Charge 
  6 
  Trap Sense +2 
  Trap Sense +2  
  Gain Feat: Improved Mounted Archery 
  Trap Sense +2 
  Trap Sense +2 
  7 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  8 
  Rage, 3/day 
  Rage, 3/day  
  Battle Ecstasy, 3/day 
  Rage, 3/day  
  Resilient Rage, 3/day 
  Rage, 3/day 
  9 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  10 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  11 
  Greater Rage 
  Greater Rage  
   
  Greater Rage  
  Greater Resilient Rage 
  Greater Rage 
  12 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day  
  Battle Ecstasy, 4/day 
  Trap Sense +4 
  Rage, 4/day  
  Resilient Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  13 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  14 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  15 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  16 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day  
  Battle Ecstasy, 5/day 
  DR 4 / — 
  Rage, 5/day  
  Resilient Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  17 
  Tireless Rage 
  Tireless Rage 
  Tireless Battle Ecstasy 
  Tireless Rage 
  Tireless Rage 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  19 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  20 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Mighty Rage 
  Rage, 6/day  
  Battle Ecstasy, 6/day 
  Mighty Rage 
  Mighty Rage 
  Mighty Resilient Rage 
  Rage, 6/day  
  Resilient Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
   
  Implacable Class Abilities 
   
  Resilient Rage – You gain +4 bonus to Dexterity 
  and Constitution, a +2 bonus on Will saves, and 
  a +1 bonus to your Damage Reduction (DR 1 / 
  — if you do not have any yet). 
  Greater Resilient Rage – When you are in a 
  Resilient Rage, you gain a +6 bonus to Dexterity 
  and Constitution, a +2 bonus on Will saves, and 
  a +2 bonus to your Damage Reduction (i.e., at 
  13th level, goes from  
  DR 3 / — to DR 5 / —). 
  Mighty Resilient Rage – When you are in a 
  Resilient Rage, you gain a +8 bonus to Dexterity 
  and Constitution, a +2 bonus on Will saves, and 
  a +3 bonus to your Damage Reduction (i.e., 
  goes from DR 5 / — to  
  DR 8 / —). 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Barbarian Variants 
   
  Page 9 
  Alternate Base Classes (continued) 
   
  Lvl 
  Barbarian 
   
  (PH p24) 
  Serpent Totem Barbarian 
   
  (UA p49) 
  Wolf Totem Barbarian 
   
  (UA p49) 
  Class Features 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  1 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  +2 save vs. poison 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  2 
  Uncanny Dodge 
  Uncanny Dodge 
  +2 on Move Silently checks 
  Uncanny Dodge 
  Feat: Improved Trip 
  3 
  Trap Sense +1 
  Trap Sense +1 
  Feat: Improved Grapple 
  Trap Sense +1 
   
  4 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  5 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge  
  Feat: Improved Initiative 
  Improved Uncanny Dodge  
  Feat: Track 
  6 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  7 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  8 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  9 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  10 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  11 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  12 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  13 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  14 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  15 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  16 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  17 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  19 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  20 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Barbarian Variants 
   
  Page 10 
  Variant Class Features  
   
   
  Lvl 
  Barbarian 
   
  (PH p24) 
  Barbarian variant,  
  Berserker Strength  
  (PH2 p33) 
  Barbarian variant,  
  City Brawler  
  (DR349 p92) 
  Barbarian variant,  
  Dashing Step  
  (DR349 p92) 
  Class Features 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  1 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Berserker Strength 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Feat: Improved Unarmed Strike 
  Feat: Two-Weapon Fighting (with 
  Unarmed Strike only) 
  Only take a –2 penalty on Attack rolls 
  with Improvised weapons 
  Fast Movement 
  Illiteracy 
  Rage, 1/day  
  When Charging, you do not receive the 
  normal –2 penalty to AC 
   
  2 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  3 
  Trap Sense +1 
  Trap Sense +1 
  Trap Sense +1 
  Trap Sense +1  
  +1 AC vs. Attacks of Opportunity while 
  Charging 
  4 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  5 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  6 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2  
  Feat: Improved Two-Weapon Fighting 
  (with Unarmed Strike only) 
  Trap Sense +2 
  +2 AC vs. Attacks of Opportunity while 
  Charging 
  7 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  8 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  9 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  +3 AC vs. Attacks of Opportunity while 
  Charging 
  10 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  11 
  Greater Rage 
  Greater Rage 
  Greater Berserker Strength 
  Greater Rage  
  Feat: Greater Two-Weapon Fighting 
  (with Unarmed Strike only) 
  Greater Rage 
  12 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  +4 AC vs. Attacks of Opportunity while 
  Charging 
  13 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  14 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  15 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  +5 AC vs. Attacks of Opportunity while 
  Charging 
  16 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  17 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  +6 AC vs. Attacks of Opportunity while 
  Charging 
  19 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  20 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day  
  Mighty Berserker Strength 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
   
  Barbarian, Berserker Strength variant class abilities 
  Berserker Strength – Any time you are below (5 * Barbarian level) hp, your Berserker Strength automatically activates, granting you the following: 
   
  Name 
  Level 
  Str 
  Saves 
  DR 
   
  <base> 
  1st–11th 
  +4 
  +2 
  +(2 / —) 
   
  Greater 11th-19th 
  +6 
  +3 
  +(3 / —) 
   
  Mighty 
  20th+ 
  +8 
  +4 
  +(4 / —) 
  The effect lasts until you are healed above the minimum level, you go Unconscious, or you become Helpless.  Berserker Strength can be activated an  
  unlimited number of times per day. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Barbarian Variants 
   
  Page 11 
  Variant Class Features (continued) 
   
   
  Lvl 
  Barbarian 
   
  (PH p24) 
  Barbarian variant,  
  Fearsome Gaze  
  (DR349 p92) 
  Barbarian variant,  
  Relentless Smash  
  (DR349 p92) 
  Barbarian variant,  
  Unshakable  
  (DR349 p93) 
  Class Features 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, Intimidate. 
  1 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  2 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  3 
  Trap Sense +1 
  Trap Sense +1 
  Trap Sense +1 
  Trap Sense +1 
  4 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  5 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Immune to Fear effects 
  6 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  7 
  DR 1 / — 
  DR 1 / — 
  Fearsome Gaze 
  DR 1 / — 
  DR 1 / — 
  8 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  9 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  10 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  11 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  12 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day  
  Trap Sense +4 
  Trap Sense +3 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  13 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  14 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  15 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +4 
  Trap Sense +5 
  Trap Sense +5 
  16 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  17 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  19 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  20 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day  
  Relentless Smash 
  Mighty Rage 
  Rage, 6/day 
   
  ‘Barbarian variant, Fearsome Gaze’ class abilities 
  Fearsome Gaze – Your Intimidate checks are now based on Strength (instead of Charisma) & you receive a +4 on the check as long as your target is within 60’ 
  and can see you. 
   
  ‘Barbarian variant, Relentless Smash’ class abilities 
  Relentless Smash – If you confirm a Critical Hit on a creature you have already struck at least 3 times this round, it is Stunned for 1d3 round (no save) –and– if it 
  is no larger than you, it is knocked Prone (FortNeg, DC = 10 + total damage you dealt it this round). 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Barbarian Variants 
   
  Page 12 
  Racial Substitution 
   
  Lvl 
  Barbarian 
   
   (PH p24)  
  Goliath Barbarian –  
  1st level substitution  
  (RoS p150) 
  Goliath Barbarian  –  
  5th level substitution  
  (RoS p150) 
  Goliath Barbarian –  
  7th level substitution  
  (RoS p150) 
  Goliath Barbarian –  
  all level substitutions 
  (RoS p150) 
  Class Features 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft, Know(nature). 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft, Know(nature). 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft, Know(nature). 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft, Know(nature). 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  1 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Mountain Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Mountain Rage, 1/day 
  2 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  3 
  Trap Sense +1 
  Trap Sense +1 
  Trap Sense +1 
  Trap Sense +1 
  Trap Sense +1 
  4 
  Rage, 2/day 
  Rage, 2/day 
  Mountain Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  Mountain Rage, 2/day 
  5 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Fortification 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Fortification 
  6 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  7 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  DR 2 / adamantine 
  DR 1 / — 
  DR 2 / adamantine 
  8 
  Rage, 3/day 
  Rage, 3/day 
  Mountain Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  Mountain Rage, 3/day 
  9 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  10 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  DR 4 / adamantine 
  DR 2 / — 
  DR 4 / adamantine 
  11 
  Greater Rage 
  Greater Rage 
  Greater Mountain Rage 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  Greater Mountain Rage 
  12 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Mountain Rage, 1/day 
  Trap Sense +4  
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Mountain Rage, 1/day 
  Trap Sense +4  
  13 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  DR 6 / adamantine 
  DR 3 / — 
  DR 6 / adamantine 
  14 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  15 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  16 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  Mountain Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  DR 8 / adamantine 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 8 / adamantine 
  Mountain Rage, 5/day 
  17 
  Tireless Rage 
  Tireless Rage 
  Tireless Mountain Rage 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  Tireless Mountain Rage 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  19 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  DR 10 / adamantine 
  DR 5 / — 
  DR 10 / adamantine 
  20 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Mountain Rage 
  Mountain Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Mountain Rage 
  Mountain Rage, 6/day 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Barbarian Variants 
   
  Page 13 
  Racial Substitution (continued) 
   
  Goliath Barbarian Class Abilities 
   
  Mountain Rage 
  When you Mountain Rage, the following apply:  
  +6 Strength, +4 Constitution, +2 Morale bonus 
  on Will saves, –2 penalty to AC, increase to 
  Large-size (see below), lasts for (3 + new 
  Constitution modifier) rounds, & Fatigued at 
  end. 
  Due to your Powerful Build Racial feature, 
  increasing to Large-size only results in a few 
  additional changes. 
  - gain 10’ reach 
  - receive a –1 penalty to attacks & AC 
  - increase in height & mass 
  Greater Mountain Rage 
  When you Mountain Rage, the following apply:  
  +8 Strength, +6 Constitution, +3 Morale bonus 
  on Will saves, –2 penalty to AC, increase to 
  Large-size (see above), lasts for (3 + new 
  Constitution modifier) rounds, & Fatigued at 
  end. 
  Tireless Mountain Rage 
  When you Mountain Rage, the following apply:  
  +8 Strength, +6 Constitution, +3 Morale bonus 
  on Will saves, –2 penalty to AC, increase to 
  Large-size (see above), lasts for (3 + new 
  Constitution modifier) rounds. 
  Mighty Mountain Rage 
  When you Mountain Rage, the following apply:  
  +10 Strength, +8 Constitution, +4 Morale bonus 
  on Will saves, –2 penalty to AC, increase to 
  Large-size (see above), lasts for (3 + new 
  Constitution modifier) rounds. 
  Fortification 
  25% chance that Sneak Attacks and Critical Hits 
  will not do their extra damage. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Barbarian Variants 
   
  Page 14 
  Racial Substitution (continued) 
   
  Lvl 
  Barbarian 
   
   (PH p24)  
  Halfling Barbarian –  
  1st level substitution  
  (DR342 p90) 
  Halfling Barbarian –  
  3rd level substitution  
  (DR342 p90) 
  Halfling Barbarian –  
  5th level substitution  
  (DR342 p90) 
  Halfling Barbarian –  
  all level substitutions 
  (DR342 p90) 
  Class Features 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  1 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Halfling Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Halfling Rage, 1/day 
  2 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  3 
  Trap Sense +1 
  Trap Sense +1 
  Trap Sense +1 
  Intimidating Presence +1 
  Trap Sense +1 
  Trap Sense +1 
  Intimidating Presence +1 
  4 
  Rage, 2/day 
  Rage, 2/day 
  Halfling Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  Halfling Rage, 2/day 
  5 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Bigger Than Life 
  Improved Uncanny Dodge 
  Bigger Than Life 
  6 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Intimidating Presence +2 
  Trap Sense +2 
  Trap Sense +2 
  Intimidating Presence +2 
  7 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  8 
  Rage, 3/day 
  Rage, 3/day 
  Halfling Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  Halfling Rage, 3/day 
  9 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  Intimidating Presence +3 
  Trap Sense +3 
  Trap Sense +3 
  Intimidating Presence +3 
  10 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  11 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  12 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day  
  Trap Sense +4 
  Halfling Rage, 4/day 
  Rage, 4/day 
  Trap Sense +4 
  Intimidating Presence +4 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day  
  Halfling Rage, 4/day  
  Trap Sense +4 
  Intimidating Presence +4 
  13 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  14 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  15 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  Intimidating Presence +5 
  Trap Sense +5 
  Trap Sense +5 
  16 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  Halfling Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  Halfling Rage, 5/day 
  17 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Intimidating Presence +6 
  Trap Sense +6 
  Trap Sense +6 
  Intimidating Presence +6 
  19 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  20 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 5/day 
  Halfling Rage, 5/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 5/day 
  Halfling Rage, 5/day 
   
  Halfling Barbarian Class Abilities 
   
  Halfling Rage, N/day 
  As the Rage class ability, except the Halfling is 
  treated as a Medium-sized creature when 
  beneficial (such as Grapple checks, Bull Rush 
  checks, etc.), but looses the +1 Size bonus to AC 
  & attack. 
  Intimidating Presence +N 
  +N bonus on Intimidate checks. 
  Bigger Than Life  
  May make Intimidate check as a Medium-sized 
  creature (i.e., no size penalty). 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Barbarian Variants 
   
  Page 15 
  Racial Substitution (continued) 
   
  Lvl 
  Barbarian 
   
   (PH p24)  
  Half-Orc Barbarian –  
  2nd level substitution  
  (RoD p159) 
  Half-Orc Barbarian –  
  5th level substitution  
  (RoD p159) 
  Half-Orc Barbarian –  
  7th level substitution  
  (RoD p159) 
  Half-Orc Barbarian –  
  all level substitutions 
  (RoD p159) 
  Class Features 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: NG, CG, N, CN, 
  NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Listen, Survival. 
  Cha: Handle Animal, 
  Intimidate. 
  1 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  Fast Movement 
  Illiteracy 
  Rage, 1/day 
  2 
  Uncanny Dodge 
  Uncanny Dodge 
  Reckless Charge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Reckless Charge 
  3 
  Trap Sense +1 
  Trap Sense +1 
  Trap Sense +1 
  Trap Sense +1 
  Trap Sense +1 
  4 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  Rage, 2/day 
  5 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Uncanny Dodge 
  Improved Uncanny Dodge 
  Insightful Rage 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Insightful Rage 
  6 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  7 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  DR 1 / — 
  Two-Handed Strike 
  DR 1 / — 
  Two-Handed Strike 
  8 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  Rage, 3/day 
  9 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  Trap Sense +3 
  10 
  DR 2 / — 
  DR 2 / — 
  DR 2 / — 
  DR 2 1 / — 
  DR 2 1 / — 
  11 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  Greater Rage 
  12 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  Rage, 4/day 
  Trap Sense +4 
  13 
  DR 3 / — 
  DR 3 / — 
  DR 3 / — 
  DR 3 2 / — 
  DR 3 2 / — 
  14 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  Indomitable Will 
  15 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  Trap Sense +5 
  16 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 / — 
  Rage, 5/day 
  DR 4 3 / — 
  Rage, 5/day 
  DR 4 3 / — 
  Rage, 5/day 
  17 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  Tireless Rage 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  19 
  DR 5 / — 
  DR 5 / — 
  DR 5 / — 
  DR 5 4 / — 
  DR 5 4 / — 
  20 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
  Mighty Rage 
  Rage, 6/day 
   
  Half-Orc Barbarian Class Abilities 
   
  Reckless Charge 
  When charging, a Half-Orc Barbarian receives a  
  +4 bonus on attack rolls and takes a –4 penalty 
  to AC (instead of the normal +2 on attack &  
  –2 on AC). 
  Insightful Rage 
  When Raging, the Half-Orc Barbarian receives a 
  +4 bonus on Will saves to Disbelieve Illusion 
  spells. 
  Two-Handed Strike  
  The Half-Orc Barbarian does +2 damage with any 
  two-handed melee weapon he/she wields. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Bard Variants 
   
  Page 16 
  Bard 
   
  Alternate Base Classes  
   
  The following are specialized types of Bards, in the same way a Necromancer is a specialized type of Wizard.  The decision to become a specialized Bard must be 
  done when the 1st level of Bard is taken.  A character can only be the member of one Bard class. 
   
  Lvl 
  Bard 
  (PH p26) 
  Divine Bard 
  (UA p50) 
  Savage Bard 
  (UA p50) 
  Harbinger 
  (DR337 p93) 
  Class Features 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Rogue 
  Good Save: Ref, Will 
  Hit-Die: 
  d6 
  Armor: 
  Light, Shields 
  Weapons: 
  Simple + Longsword, 
  Rapier, Sap, Shortbow, 
  Shortsword, & Whip 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Sleight of Hand, 
  Tumble. 
  Con: Concentration. 
  Int: Appraise, Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Listen, Profession, Sense Motive. 
  Cha: Bluff, Diplomacy, Disguise, 
  Gather Information, Perform, 
  Use Magic Device. 
  Speak Language 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Rogue 
  Good Save: Ref, Will 
  Hit-Die: 
  d6 
  Armor: 
  Light, Shields 
  Weapons: 
  Simple + Longsword, 
  Rapier, Sap, Shortbow, 
  Shortsword, & Whip 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Sleight of Hand, 
  Tumble. 
  Con: Concentration. 
  Int: Appraise, Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Listen, Profession, Sense Motive. 
  Cha: Bluff, Diplomacy, Disguise, 
  Gather Information, Perform, 
  Use Magic Device. 
  Speak Language 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d6 
  Armor: 
  Light, Shields 
  Weapons: 
  Simple + Longsword, 
  Rapier, Sap, Shortbow, 
  Shortsword, & Whip 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Sleight of Hand, 
  Tumble. 
  Con: Concentration. 
  Int: Appraise, Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Listen, Profession, Sense Motive, 
  Survival. 
  Cha: Bluff, Diplomacy, Disguise, 
  Gather Information, Perform, 
  Use Magic Device. 
  Speak Language 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Rogue 
  Good Save: Ref, Will 
  Hit-Die: 
  d6 
  Armor: 
  Light, Shields 
  Weapons: 
  Simple + Longsword, 
  Rapier, Sap, Shortbow, 
  Shortsword, & Whip 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Sleight of Hand, 
  Tumble. 
  Con: Concentration. 
  Int: Appraise, Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Listen, Profession, Sense Motive. 
  Cha: Bluff, Diplomacy, Disguise, 
  Gather Information, Perform, 
  Use Magic Device. 
  Speak Language 
  1 
  Cast Impromptu Arcane spells based on 
  Charisma from the Bard Spell List 
  Ignore Arcane Failure chance due to 
  Light armor 
  Bardic Knowledge 
  Bardic Music – Countersong 
  Bardic Music – Fascinate 
  Bardic Music – Inspire Courage +1 
  Cast Impromptu Arcane Divine spells 
  based on Charisma from the Bard 
  Spell List + the Divine Bard 
  Supplemental List.  Cannot cast spells 
  with an alignment subtype that he/she 
  does not have. 
  Ignore Arcane Failure chance due to 
  Light armor 
  Bardic Knowledge 
  Bardic Music – Countersong 
  Bardic Music – Fascinate 
  Bardic Music – Inspire Courage +1 
  Cast Impromptu Arcane spells based on 
  Charisma from the Bard Spell List 
  Ignore Arcane Failure chance due to 
  Light armor 
  Bardic Knowledge 
  Bardic Music – Countersong 
  Bardic Music – Fascinate 
  Bardic Music – Inspire Courage +1 
  Illiterate 
  Cast Impromptu Arcane spells based on 
  Charisma from the Bard Spell List 
  Ignore Arcane Failure chance due to 
  Light armor 
  Bardic Knowledge 
  Bardic Music – Countersong 
  Bardic Music – Fascinate 
  Bardic Music – Inspire Courage +1 
  Bardic Music – Instill Fear –1 
   
   
  Known Spells 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  Known Spells 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  Known Spells 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  Known Spells 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  2 
  5 
  2 
  – 
  – 
  – 
  – 
  – 
  5 
  2 
  – 
  – 
  – 
  – 
  – 
  5 
  2 
  – 
  – 
  – 
  – 
  – 
  5 
  2 
  – 
  – 
  – 
  – 
  – 
  3 
  Bardic Music – Inspire Competence 
   
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  Bardic Music – Inspire Competence 
   
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  Bardic Music – Inspire Competence 
   
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  Bardic Music – Inspire Competence 
  Bardic Music – Encourage Failure 
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  4 
  6 
  3 
  2 
  – 
  – 
  – 
  – 
  6 
  3 
  2 
  – 
  – 
  – 
  – 
  6 
  3 
  2 
  – 
  – 
  – 
  – 
  6 
  3 
  2 
  – 
  – 
  – 
  – 
  5 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  6 
  Bardic Music – Suggestion 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  Bardic Music – Suggestion 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  Bardic Music – Suggestion 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  Bardic Music – Suggestion 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  7 
  6 
  4 
  4 
  2 
  – 
  – 
  – 
  6 
  4 
  4 
  2 
  – 
  – 
  – 
  6 
  4 
  4 
  2 
  – 
  – 
  – 
  6 
  4 
  4 
  2 
  – 
  – 
  – 
  8 
  Bardic Music – Inspire Courage +2 
   
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music – Inspire Courage +2 
   
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music – Inspire Courage +2 
   
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music – Inspire Courage +2 
  Bardic Music – Instill Fear –2 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  9 
  Bardic Music – Inspire Greatness 
   
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music – Inspire Greatness 
   
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music – Inspire Greatness 
   
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music – Inspire Greatness 
  Bardic Music – Dishearten 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  10 
  6 
  4 
  4 
  4 
  2 
  – 
  – 
  6 
  4 
  4 
  4 
  2 
  – 
  – 
  6 
  4 
  4 
  4 
  2 
  – 
  – 
  6 
  4 
  4 
  4 
  2 
  – 
  – 
  11 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  12 
  Bardic Music – Song of Freedom 
   
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  Bardic Music – Song of Freedom 
   
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  Bardic Music – Song of Freedom 
   
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  Bardic Music – Song of Freedom 
  Bardic Music – Dirge of Binding 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  13 
  6 
  4 
  4 
  4 
  4 
  2 
  – 
  6 
  4 
  4 
  4 
  4 
  2 
  – 
  6 
  4 
  4 
  4 
  4 
  2 
  – 
  6 
  4 
  4 
  4 
  4 
  2 
  – 
  14 
  Bardic Music – Inspire Courage +3 
   
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music – Inspire Courage +3 
   
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music – Inspire Courage +3 
   
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music – Inspire Courage +3 
  Bardic Music – Instill Fear –3 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  15 
  Bardic Music – Inspire Heroics 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music – Inspire Heroics 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music – Inspire Heroics 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music – Inspire Heroics 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  16 
  6 
  5 
  4 
  4 
  4 
  4 
  2 
  6 
  5 
  4 
  4 
  4 
  4 
  2 
  6 
  5 
  4 
  4 
  4 
  4 
  2 
  6 
  5 
  4 
  4 
  4 
  4 
  2 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Bard Variants 
   
  Page 17 
  Lvl 
  Bard 
  (PH p26) 
  Divine Bard 
  (UA p50) 
  Savage Bard 
  (UA p50) 
  Harbinger 
  (DR337 p93) 
  17 
  6 
  5 
  5 
  4 
  4 
  4 
  3 
  6 
  5 
  5 
  4 
  4 
  4 
  3 
  6 
  5 
  5 
  4 
  4 
  4 
  3 
  6 
  5 
  5 
  4 
  4 
  4 
  3 
  18 
  Bardic Music – Mass Suggestion  
   
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  Bardic Music – Mass Suggestion  
   
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  Bardic Music – Mass Suggestion  
   
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  Bardic Music – Mass Suggestion  
  Bardic Music – Drain Prowess 
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  19 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  20 
  Bardic Music – Inspire Courage +4 
   
  6 
  5 
  5 
  5 
  5 
  5 
  4 
  Bardic Music – Inspire Courage +4 
   
  6 
  5 
  5 
  5 
  5 
  5 
  4 
  Bardic Music – Inspire Courage +4 
   
  6 
  5 
  5 
  5 
  5 
  5 
  4 
  Bardic Music – Inspire Courage +4 
  Bardic Music – Instill Fear –4 
  6 
  5 
  5 
  5 
  5 
  5 
  4 
   
  Harbinger Class Features 
   
  Bardic Music – Instill Fear –N 
  Requires at least 3 ranks in Perform. 
  All opponents that can see & hear you receive a –N penalty on saving throws vs. charm & fear effects, and on attacks & weapon damage (WillNeg, DC is 
  Charisma-based).  Effect lasts as long as you continue the song and the opponent can hear you plus 5 rounds.  This is a Mind-Affecting Fear effect. 
     
  Bardic Music – Encourage Failure 
  Requires at least 6 ranks in Perform. 
  One opponent that can see & hear and is within 30’ receives a –2 penalty on all rolls for 1 round (WillNeg, DC is Charisma-based).  This is a Mind-Affecting 
  effect. 
   
  Bardic Music – Dishearten 
  Requires at least 12 ranks in Perform. 
  One opponent (plus one per three levels above 15th) that can see & hear you for one full round and is within 30’ receives a –4 penalty on saving throws and AC 
  (WillNeg, DC is Charisma-based).  Effect lasts as long as you continue the song and the opponent(s) can hear you plus 5 rounds.  This is a Mind-Affecting 
  effect. 
   
  Bardic Music – Dirge of Binding 
  Requires at least 15 ranks in Perform. 
  One opponent becomes paralyzed (WillNeg, DC is Charisma-based).  Effect lasts as long as you continue the song and the opponent can hear you. 
   
  Bardic Music – Drain Prowess 
  Requires at least 21 ranks in Perform. 
  One opponent (plus one per three levels above 18th) that can hear you for one full round and is within 30’ receives 2 Negative Levels (WillNeg, DC is Charisma-
  based).  Effect lasts as long as you continue the song and the opponent(s) can hear you.  The negative levels never result in permanent level loss.   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Bard Variants 
   
  Page 18 
  Variant Class Features  
   
  Lvl 
  Bard 
  (PH p26) 
  Bard variant,  
  Bardic Knack 
  (PH2 p35) 
  Class Features 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Rogue 
  Good Save: Ref, Will 
  Hit-Die: 
  d6 
  Armor: 
  Light, Shields 
  Weapons: 
  Simple + Longsword, 
  Rapier, Sap, Shortbow, 
  Shortsword, & Whip 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Sleight of Hand, 
  Tumble. 
  Con: Concentration. 
  Int: Appraise, Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Listen, Profession, Sense Motive. 
  Cha: Bluff, Diplomacy, Disguise, 
  Gather Information, Perform, 
  Use Magic Device. 
  Speak Language 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Rogue 
  Good Save: Ref, Will 
  Hit-Die: 
  d6 
  Armor: 
  Light, Shields 
  Weapons: 
  Simple + Longsword, 
  Rapier, Sap, Shortbow, 
  Shortsword, & Whip 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Sleight of Hand, 
  Tumble. 
  Con: Concentration. 
  Int: Appraise, Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Listen, Profession, Sense Motive. 
  Cha: Bluff, Diplomacy, Disguise, 
  Gather Information, Perform, 
  Use Magic Device. 
  Speak Language 
  1 
  Cast Impromptu Arcane spells based on 
  Charisma from the Bard Spell List 
  Ignore Arcane Failure chance due to 
  Light armor 
  Bardic Knowledge 
  Bardic Music – Countersong 
  Bardic Music – Fascinate 
  Bardic Music – Inspire Courage +1 
  Cast Impromptu Arcane spells based on 
  Charisma from the Bard Spell List 
  Ignore Arcane Failure chance due to 
  Light armor 
  Bardic Knowledge 
  Bardic Music – Countersong 
  Bardic Music – Fascinate 
  Bardic Music – Inspire Courage +1 
  Bardic Knack 
   
  Known Spells 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  Known Spells 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  2 
  5 
  2 
  – 
  – 
  – 
  – 
  – 
  5 
  2 
  – 
  – 
  – 
  – 
  – 
  3 
  Bardic Music – Inspire Competence 
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  Bardic Music – Inspire Competence 
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  4 
  6 
  3 
  2 
  – 
  – 
  – 
  – 
  6 
  3 
  2 
  – 
  – 
  – 
  – 
  5 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  6 
  Bardic Music – Suggestion 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  Bardic Music – Suggestion 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  7 
  6 
  4 
  4 
  2 
  – 
  – 
  – 
  6 
  4 
  4 
  2 
  – 
  – 
  – 
  8 
  Bardic Music – Inspire Courage +2 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music – Inspire Courage +2 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  9 
  Bardic Music – Inspire Greatness 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music – Inspire Greatness 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  10 
  6 
  4 
  4 
  4 
  2 
  – 
  – 
  6 
  4 
  4 
  4 
  2 
  – 
  – 
  11 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  12 
  Bardic Music – Song of Freedom 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  Bardic Music – Song of Freedom 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  13 
  6 
  4 
  4 
  4 
  4 
  2 
  – 
  6 
  4 
  4 
  4 
  4 
  2 
  – 
  14 
  Bardic Music – Inspire Courage +3 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music – Inspire Courage +3 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  15 
  Bardic Music – Inspire Heroics 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music – Inspire Heroics 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  16 
  6 
  5 
  4 
  4 
  4 
  4 
  2 
  6 
  5 
  4 
  4 
  4 
  4 
  2 
  17 
  6 
  5 
  5 
  4 
  4 
  4 
  3 
  6 
  5 
  5 
  4 
  4 
  4 
  3 
  18 
  Bardic Music – Mass Suggestion  
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  Bardic Music – Mass Suggestion  
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  19 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  20 
  Bardic Music – Inspire Courage +4 
  6 
  5 
  5 
  5 
  5 
  5 
  4 
  Bardic Music – Inspire Courage +4 
  6 
  5 
  5 
  5 
  5 
  5 
  4 
   
  ‘Bard variant, Bardic Knack’ Class Features 
   
  Bardic Knack 
  You are treated as having at least (½ Bard level) ranks in all skills for purposes of making checks (i.e., these do not apply to qualifying for Feats or Prestige 
  classes).  Also, you must have at least 1 real rank in a ‘Trained only’ skill to use it. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Bard Variants 
   
  Page 19 
  Racial Substitution 
   
  Lvl 
  Bard 
   
   (PH p30) 
  Gnome Bard –  
  1st lvl substitution 
   (RoS p147) 
  Gnome Bard –  
  3rd lvl substitution 
   (RoS p147) 
  Gnome Bard –  
  6th lvl substitution 
   (RoS p147) 
  Gnome Bard –  
  11th lvl substitution 
   (RoS p147) 
  Gnome Bard –  
  all lvl substitution 
   (RoS p147) 
  Class Features 
  Alignment:  NG, CG, N, 
  CN, NE, CE. 
  Good Save:  Ref, Will 
  Class Skill Points:  6 
  Str:  Climb, Jump, Swim. 
  Dex:  Balance, Escape 
  Artist, Hide, Move 
  Silently, Sleight of Hand, 
  Tumble. 
  Con:  Concentration. 
  Int:  Appraise, Craft, 
  Decipher Script, 
  Know(any), Spellcraft. 
  Wis:  Listen, Profession, 
  Sense Motive. 
  Cha:  Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Perform, 
  Use Magic Device. 
  Speak Language. 
  Alignment:  NG, CG, N, 
  CN, NE, CE. 
  Good Save:  Ref, Will 
  Class Skill Points:  6 
  Str:  Climb, Jump, Swim. 
  Dex:  Balance, Escape 
  Artist, Hide, Move 
  Silently, Sleight of Hand, 
  Tumble. 
  Con:  Concentration. 
  Int:  Appraise, Craft, 
  Decipher Script, 
  Know(any), Spellcraft. 
  Wis:  Listen, Profession, 
  Sense Motive. 
  Cha:  Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Perform, 
  Use Magic Device. 
  Speak Language. 
  Alignment:  NG, CG, N, 
  CN, NE, CE. 
  Good Save:  Ref, Will 
  Class Skill Points:  6 
  Str:  Climb, Jump, Swim. 
  Dex:  Balance, Escape 
  Artist, Hide, Move 
  Silently, Sleight of Hand, 
  Tumble. 
  Con:  Concentration. 
  Int:  Appraise, Craft, 
  Decipher Script, 
  Know(any), Spellcraft. 
  Wis:  Listen, Profession, 
  Sense Motive. 
  Cha:  Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Perform, 
  Use Magic Device. 
  Speak Language. 
  Alignment:  NG, CG, N, 
  CN, NE, CE. 
  Good Save:  Ref, Will 
  Class Skill Points:  6 
  Str:  Climb, Jump, Swim. 
  Dex:  Balance, Escape 
  Artist, Hide, Move 
  Silently, Sleight of Hand, 
  Tumble. 
  Con:  Concentration. 
  Int:  Appraise, Craft, 
  Decipher Script, 
  Know(any), Spellcraft. 
  Wis:  Listen, Profession, 
  Sense Motive. 
  Cha:  Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Perform, 
  Use Magic Device. 
  Speak Language. 
  Alignment:  NG, CG, N, 
  CN, NE, CE. 
  Good Save:  Ref, Will 
  Class Skill Points:  6 
  Str:  Climb, Jump, Swim. 
  Dex:  Balance, Escape 
  Artist, Hide, Move 
  Silently, Sleight of Hand, 
  Tumble. 
  Con:  Concentration. 
  Int:  Appraise, Craft, 
  Decipher Script, 
  Know(any), Spellcraft. 
  Wis:  Listen, Profession, 
  Sense Motive. 
  Cha:  Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Perform, 
  Use Magic Device. 
  Speak Language. 
  Alignment:  NG, CG, N, 
  CN, NE, CE. 
  Good Save:  Ref, Will 
  Class Skill Points:  6 
  Str:  Climb, Jump, Swim. 
  Dex:  Balance, Escape 
  Artist, Hide, Move 
  Silently, Sleight of Hand, 
  Tumble. 
  Con:  Concentration. 
  Int:  Appraise, Craft, 
  Decipher Script, 
  Know(any), Spellcraft. 
  Wis:  Listen, Profession, 
  Sense Motive. 
  Cha:  Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Perform, 
  Use Magic Device. 
  Speak Language. 
  1 
  Cast Impromptu Arcane 
  spells based on Charisma 
  from the Bard Spell List 
  Ignore Arcane Failure 
  chance due to Light 
  armor 
  Bardic Knowledge 
  Bardic Music 
  Music – Countersong 
  Music –Fascinate 
  Music– Inspire Courage +1 
  Cast Impromptu Arcane 
  spells based on Charisma 
  from the Bard Spell List 
  Ignore Arcane Failure 
  chance due to Light 
  armor 
  Bardic Knowledge 
  Bardic Music 
  Music – Countersong 
  Music –Fascinate 
  Music– Inspire Courage +1 
  Cast Impromptu Arcane 
  spells based on Charisma 
  from the Bard Spell List 
  Ignore Arcane Failure 
  chance due to Light 
  armor 
  Bardic Knowledge 
  Bardic Music 
  Music – Countersong 
  Music –Fascinate 
  Music– Inspire Courage +1 
  Cast Impromptu Arcane 
  spells based on Charisma 
  from the Bard Spell List 
  Ignore Arcane Failure 
  chance due to Light 
  armor 
  Bardic Knowledge 
  Bardic Music 
  Music – Countersong 
  Music –Fascinate 
  Music– Inspire Courage +1 
  Cast Impromptu Arcane 
  spells based on Charisma 
  from the Bard Spell List 
  Ignore Arcane Failure 
  chance due to Light 
  armor 
  Bardic Knowledge 
  Bardic Music 
  Music – Countersong 
  Music –Fascinate 
  Music– Inspire Courage +1 
  Cast Impromptu Arcane 
  spells based on Charisma 
  from the Bard Spell List 
  Ignore Arcane Failure 
  chance due to Light 
  armor 
  Bardic Knowledge 
  Bardic Music 
  Music – Countersong 
  Music –Fascinate 
  Music– Inspire Courage +1 
   
  Known Spells 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  Music – Counter Fear 
  Gnome Cantrips 
  Known Spells 
  2 
  – 
  – 
  – 
  – 
  – 
  – 
  Known Spells 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  Known Spells 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  Known Spells 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  Music – Counter Fear 
  Gnome Cantrips 
  Known Spells 
  2 
  – 
  – 
  – 
  – 
  – 
  – 
  2 
  5 
  2 
  – 
  – 
  – 
  – 
  – 
  3 
  2 
  – 
  – 
  – 
  – 
  – 
  5 
  2 
  – 
  – 
  – 
  – 
  – 
  5 
  2 
  – 
  – 
  – 
  – 
  – 
  5 
  2 
  – 
  – 
  – 
  – 
  – 
  3 
  2 
  – 
  – 
  – 
  – 
  – 
  3 
  Music – Inspire Competence 
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  Music – Inspire Competence 
  4 
  3 
  – 
  – 
  – 
  – 
  – 
  Music – Inspire Competence
  Music – Inspire Defiance 
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  Music – Inspire Competence
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  Music – Inspire Competence 
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  Music – Inspire Competence
  Music – Inspire Defiance 
  4 
  3 
  – 
  – 
  – 
  – 
  – 
  4 
  6 
  3 
  2 
  – 
  – 
  – 
  – 
  4 
  3 
  2 
  – 
  – 
  – 
  – 
  6 
  3 
  2 
  – 
  – 
  – 
  – 
  6 
  3 
  2 
  – 
  – 
  – 
  – 
  6 
  3 
  2 
  – 
  – 
  – 
  – 
  4 
  3 
  2 
  – 
  – 
  – 
  – 
  5 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  4 
  4 
  3 
  – 
  – 
  – 
  – 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  4 
  4 
  3 
  – 
  – 
  – 
  – 
  6 
  Music – Suggestion 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  Music – Suggestion 
  4 
  4 
  3 
  – 
  – 
  – 
  – 
  Music – Suggestion 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  Music – Suggestion 
  Music – Phantasmal Song 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  Music – Suggestion 
  6 
  4 
  3 
  – 
  – 
  – 
  – 
  Music – Suggestion 
  Music – Phantasmal Song 
  4 
  4 
  3 
  – 
  – 
  – 
  – 
  7 
  6 
  4 
  4 
  2 
  – 
  – 
  – 
  4 
  4 
  4 
  2 
  – 
  – 
  – 
  6 
  4 
  4 
  2 
  – 
  – 
  – 
  6 
  4 
  4 
  2 
  – 
  – 
  – 
  6 
  4 
  4 
  2 
  – 
  – 
  – 
  4 
  4 
  4 
  2 
  – 
  – 
  – 
  8 
  Music– Inspire Courage +2 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Music– Inspire Courage +2 
  4 
  4 
  4 
  3 
  – 
  – 
  – 
  Music– Inspire Courage +2 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Music– Inspire Courage +2 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Music– Inspire Courage +2 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Music– Inspire Courage +2 
  4 
  4 
  4 
  3 
  – 
  – 
  – 
  9 
  Music – Inspire Greatness 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Music – Inspire Greatness 
  4 
  4 
  4 
  3 
  – 
  – 
  – 
  Music – Inspire Greatness 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Music – Inspire Greatness 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Music – Inspire Greatness 
  6 
  4 
  4 
  3 
  – 
  – 
  – 
  Music – Inspire Greatness 
  4 
  4 
  4 
  3 
  – 
  – 
  – 
  10 
  6 
  4 
  4 
  4 
  2 
  – 
  – 
  4 
  4 
  4 
  4 
  2 
  – 
  – 
  6 
  4 
  4 
  4 
  2 
  – 
  – 
  6 
  4 
  4 
  4 
  2 
  – 
  – 
  6 
  4 
  4 
  4 
  2 
  – 
  – 
  4 
  4 
  4 
  4 
  2 
  – 
  – 
  11 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  4 
  4 
  4 
  4 
  3 
  – 
  – 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  Secrets of Bardic Trickery 
  6 
  4 
  4 
  4 
  2 
  – 
  – 
  Secrets of Bardic Trickery 
  4 
  4 
  4 
  4 
  2 
  – 
  – 
  12 
  Music – Song of Freedom 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  Music – Song of Freedom 
  4 
  4 
  4 
  4 
  3 
  – 
  – 
  Music – Song of Freedom 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  Music – Song of Freedom 
  6 
  4 
  4 
  4 
  3 
  – 
  – 
  Music – Song of Freedom 
  6 
  4 
  4 
  4 
  2 
  – 
  – 
  Music – Song of Freedom 
  4 
  4 
  4 
  4 
  2 
  – 
  – 
  13 
  6 
  4 
  4 
  4 
  4 
  2 
  – 
  4 
  4 
  4 
  4 
  4 
  2 
  – 
  6 
  4 
  4 
  4 
  4 
  2 
  – 
  6 
  4 
  4 
  4 
  4 
  2 
  – 
  6 
  4 
  4 
  4 
  3 
  2 
  – 
  4 
  4 
  4 
  4 
  3 
  2 
  – 
  14 
  Music– Inspire Courage +3 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Music– Inspire Courage +3 
  4 
  4 
  4 
  4 
  4 
  3 
  – 
  Music– Inspire Courage +3 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Music– Inspire Courage +3 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Music– Inspire Courage +3 
  6 
  4 
  4 
  4 
  3 
  3 
  – 
  Music– Inspire Courage +3 
  4 
  4 
  4 
  4 
  3 
  3 
  – 
  15 
  Music – Inspire Heroics 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Music – Inspire Heroics 
  4 
  4 
  4 
  4 
  4 
  3 
  – 
  Music – Inspire Heroics 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Music – Inspire Heroics 
  6 
  4 
  4 
  4 
  4 
  3 
  – 
  Music – Inspire Heroics 
  6 
  4 
  4 
  4 
  3 
  3 
  – 
  Music – Inspire Heroics 
  4 
  4 
  4 
  4 
  3 
  3 
  – 
  16 
  6 
  5 
  4 
  4 
  4 
  4 
  2 
  4 
  5 
  4 
  4 
  4 
  4 
  2 
  6 
  5 
  4 
  4 
  4 
  4 
  2 
  6 
  5 
  4 
  4 
  4 
  4 
  2 
  6 
  5 
  4 
  4 
  3 
  4 
  2 
  4 
  5 
  4 
  4 
  3 
  4 
  2 
  17 
  6 
  5 
  5 
  4 
  4 
  4 
  3 
  4 
  5 
  5 
  4 
  4 
  4 
  3 
  6 
  5 
  5 
  4 
  4 
  4 
  3 
  6 
  5 
  5 
  4 
  4 
  4 
  3 
  6 
  5 
  5 
  4 
  3 
  4 
  3 
  4 
  5 
  5 
  4 
  3 
  4 
  3 
  18 
  Music – Mass Suggestion  
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  Music – Mass Suggestion  
  4 
  5 
  5 
  5 
  4 
  4 
  3 
  Music – Mass Suggestion  
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  Music – Mass Suggestion  
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  Music – Mass Suggestion  
  6 
  5 
  5 
  5 
  3 
  4 
  3 
  Music – Mass Suggestion  
  4 
  5 
  5 
  5 
  3 
  4 
  3 
  19 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  4 
  5 
  5 
  5 
  5 
  4 
  4 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  6 
  5 
  5 
  5 
  4 
  4 
  4 
  4 
  5 
  5 
  5 
  4 
  4 
  4 
  20 
  Music– Inspire Courage +4 
  6 
  5 
  5 
  5 
  5 
  5 
  4 
  Music– Inspire Courage +4 
  4 
  5 
  5 
  5 
  5 
  5 
  4 
  Music– Inspire Courage +4 
  6 
  5 
  5 
  5 
  5 
  5 
  4 
  Music– Inspire Courage +4 
  6 
  5 
  5 
  5 
  5 
  5 
  4 
  Music– Inspire Courage +4 
  6 
  5 
  5 
  5 
  4 
  5 
  4 
  Music– Inspire Courage +4 
  4 
  5 
  5 
  5 
  4 
  5 
  4 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Bard Variants 
   
  Page 20 
  Racial Substitution (continued) 
   
  Gnome Bard Class Features 
   
  Gnome Cantrips 
  Add Dancing Lights, Ghost Sound, and 
  Prestidigitation to your Known Spell list as 
  bonus 0th spells. 
  Bardic Music – Counter Fear 
  Requires at least 3 ranks in Perform. 
  All allies within 30’ (including yourself) may use 
  your Perform check as their saving throw 
  against a Fear effect.  If a creature is already 
  under the effect of Fear, it gets a new save, 
  though it must  use your check.  You can 
  maintain this song for up to 10 rounds. 
  Bardic Music – Inspire Defiance 
  Requires at least 6 ranks in Perform. 
  All allies within 30’ (including yourself) receive a 
  +2 Circumstance bonus on saves vs. Illusions 
  and Mind-Affecting spells & effects.  The song 
  lasts as an ally can hear it + 5 rounds after. 
  Bardic Music – Phantasmal Song 
  Requires at least 9 ranks in Perform. 
  All enemies within 30’ become Shaken (WillNeg, 
  DC is Charisma-based).  If an enemy who failed 
  his/her save stays within 30’ for 3 consecutive 
  rounds, that enemy becomes Frightened (no 
  save).  The effect lasts as long as you continue 
  to perform –and– the enemy stays within 30’, 
  plus 1 round. 
  Secrets of Bardic Trickery 
  Add the following spells to your Known Spell list 
  as bonus spells at the indicated level: 
  1st – Color Spray. 
  2nd – Touch of Idiocy. 
  4th – Phantasmal Killer. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Bard Variants 
   
  Page 21 
  Racial Substitution (continued) 
   
  Lvl 
  Bard 
   
   (PH p30) 
  Half-Elf Bard –  
  1st level substitution  
  (RoD p157) 
  Half-Elf Bard –  
  6th level substitution  
  (RoD p157) 
  Half-Elf Bard –  
  10th level substitution1  
  (RoD p157) 
  Half-Elf Bard –  
  all level substitutions 
  (RoD p157) 
  Class Features 
  Alignment:  NG, CG, N, CN, 
  NE, CE. 
  Good Save:  Ref, Will 
  Class Skill Points:  6 
  Str:  Climb, Jump, Swim. 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Sleight of 
  Hand, Tumble. 
  Con:  Concentration. 
  Int:  Appraise, Craft, Decipher 
  Script, Know(any), Spellcraft. 
  Wis:  Listen, Profession, Sense 
  Motive. 
  Cha:  Bluff, Diplomacy, 
  Disguise, Gather Information, 
  Perform, Use Magic Device. 
  Speak Language. 
  Alignment:  NG, CG, N, CN, 
  NE, CE. 
  Good Save:  Ref, Will 
  Class Skill Points:  6 
  Str:  Climb, Jump, Swim. 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Sleight of 
  Hand, Tumble. 
  Con:  Concentration. 
  Int:  Appraise, Craft, Decipher 
  Script, Know(any), Spellcraft. 
  Wis:  Listen, Profession, Sense 
  Motive. 
  Cha:  Bluff, Diplomacy, 
  Disguise, Gather Information, 
  Perform, Use Magic Device. 
  Speak Language. 
  Alignment:  NG, CG, N, CN, 
  NE, CE. 
  Good Save:  Ref, Will 
  Class Skill Points:  6 
  Str:  Climb, Jump, Swim. 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Sleight of 
  Hand, Tumble. 
  Con:  Concentration. 
  Int:  Appraise, Craft, Decipher 
  Script, Know(any), Spellcraft. 
  Wis:  Listen, Profession, Sense 
  Motive. 
  Cha:  Bluff, Diplomacy, 
  Disguise, Gather Information, 
  Perform, Use Magic Device. 
  Speak Language. 
  Alignment:  NG, CG, N, CN, 
  NE, CE. 
  Good Save:  Ref, Will 
  Class Skill Points:  6 
  Str:  Climb, Jump, Swim. 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Sleight of 
  Hand, Tumble. 
  Con:  Concentration. 
  Int:  Appraise, Craft, Decipher 
  Script, Know(any), Spellcraft. 
  Wis:  Listen, Profession, Sense 
  Motive. 
  Cha:  Bluff, Diplomacy, 
  Disguise, Gather Information, 
  Perform, Use Magic Device. 
  Speak Language. 
  Alignment:  NG, CG, N, CN, 
  NE, CE. 
  Good Save:  Ref, Will 
  Class Skill Points:  6 
  Str:  Climb, Jump, Swim. 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Sleight of 
  Hand, Tumble. 
  Con:  Concentration. 
  Int:  Appraise, Craft, Decipher 
  Script, Know(any), Spellcraft. 
  Wis:  Listen, Profession, Sense 
  Motive. 
  Cha:  Bluff, Diplomacy, 
  Disguise, Gather Information, 
  Perform, Use Magic Device. 
  Speak Language. 
  1 
  Cast Impromptu Arcane spells 
  based on Charisma from the 
  Bard Spell List 
  Ignore Arcane Failure chance 
  due to Light armor 
  Bardic Knowledge 
  Bardic Music – Countersong 
  Bardic Music –Fascinate 
  Bardic Music– Inspire Courage +1 
  Cast Impromptu Arcane spells 
  based on Charisma from the 
  Bard Spell List 
  Ignore Arcane Failure chance 
  due to Light armor 
  Bardic Knowledge 
  Bardic Music – Countersong 
  Bardic Music –Fascinate 
  Bardic Music– Inspire Courage +1
  Bardic Music – Soothing Voice 
  Cast Impromptu Arcane spells 
  based on Charisma from the 
  Bard Spell List 
  Ignore Arcane Failure chance 
  due to Light armor 
  Bardic Knowledge 
  Bardic Music – Countersong 
  Bardic Music –Fascinate 
  Bardic Music– Inspire Courage +1
  Cast Impromptu Arcane spells 
  based on Charisma from the 
  Bard Spell List 
  Ignore Arcane Failure chance 
  due to Light armor 
  Bardic Knowledge 
  Bardic Music – Countersong 
  Bardic Music –Fascinate 
  Bardic Music– Inspire Courage +1 
  Cast Impromptu Arcane spells 
  based on Charisma from the 
  Bard Spell List 
  Ignore Arcane Failure chance 
  due to Light armor 
  Bardic Knowledge 
  Bardic Music – Countersong 
  Bardic Music –Fascinate 
  Bardic Music– Inspire Courage +1
  Bardic Music – Soothing Voice 
   
  Known Spells 
   0th  1st  2nd  3rd  4th  5th  6th  
   4 
  – 
  – 
  – 
  – 
  – 
  – 
  Known Spells 
   0th  1st  2nd  3rd  4th  5th  6th  
   4 
  – 
  – 
  – 
  – 
  – 
  – 
  Known Spells 
   0th  1st  2nd  3rd  4th  5th  6th  
   4 
  – 
  – 
  – 
  – 
  – 
  – 
  Known Spells 
   0th  1st  2nd  3rd  4th  5th  6th  
   4 
  – 
  – 
  – 
  – 
  – 
  – 
  Known Spells 
   0th  1st  2nd  3rd  4th  5th  6th  
   4 
  – 
  – 
  – 
  – 
  – 
  – 
  2 
   5 
  2 
  – 
  – 
  – 
  – 
  – 
   5 
  2 
  – 
  – 
  – 
  – 
  – 
   5 
  2 
  – 
  – 
  – 
  – 
  – 
   5 
  2 
  – 
  – 
  – 
  – 
  – 
   5 
  2 
  – 
  – 
  – 
  – 
  – 
  3 
  Bardic Music–Inspire Competence 
   6 
  3 
  – 
  – 
  – 
  – 
  – 
  Bardic Music–Inspire Competence
   6 
  3 
  – 
  – 
  – 
  – 
  – 
  Bardic Music–Inspire Competence
   6 
  3 
  – 
  – 
  – 
  – 
  – 
  Bardic Music–Inspire Competence 
   6 
  3 
  – 
  – 
  – 
  – 
  – 
  Bardic Music–Inspire Competence
   6 
  3 
  – 
  – 
  – 
  – 
  – 
  4 
   6 
  3 
  2 
  – 
  – 
  – 
  – 
   6 
  3 
  2 
  – 
  – 
  – 
  – 
   6 
  3 
  2 
  – 
  – 
  – 
  – 
   6 
  3 
  2 
  – 
  – 
  – 
  – 
   6 
  3 
  2 
  – 
  – 
  – 
  – 
  5 
   6 
  4 
  3 
  – 
  – 
  – 
  – 
   6 
  4 
  3 
  – 
  – 
  – 
  – 
   6 
  4 
  3 
  – 
  – 
  – 
  – 
   6 
  4 
  3 
  – 
  – 
  – 
  – 
   6 
  4 
  3 
  – 
  – 
  – 
  – 
  6 
  Bardic Music – Suggestion 
   
   6 
  4 
  3 
  – 
  – 
  – 
  – 
  Bardic Music – Suggestion 
   
   6 
  4 
  3 
  – 
  – 
  – 
  – 
  Bardic Music – Suggestion 
  Bardic Music – Command 
   6 
  4 
  3 
  – 
  – 
  – 
  – 
  Bardic Music – Suggestion 
   
   6 
  4 
  3 
  – 
  – 
  – 
  – 
  Bardic Music – Suggestion 
  Bardic Music – Command 
   6 
  4 
  3 
  – 
  – 
  – 
  – 
  7 
   6 
  4 
  4 
  2 
  – 
  – 
  – 
   6 
  4 
  4 
  2 
  – 
  – 
  – 
   6 
  4 
  4 
  2 
  – 
  – 
  – 
   6 
  4 
  4 
  2 
  – 
  – 
  – 
   6 
  4 
  4 
  2 
  – 
  – 
  – 
  8 
  Bardic Music– Inspire Courage +2 
   6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music– Inspire Courage +2
   6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music– Inspire Courage +2
   6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music– Inspire Courage +2 
   6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music– Inspire Courage +2
   6 
  4 
  4 
  3 
  – 
  – 
  – 
  9 
  Bardic Music – Inspire Greatness 
   6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music – Inspire Greatness 
   6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music – Inspire Greatness 
   6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music – Inspire Greatness 
   6 
  4 
  4 
  3 
  – 
  – 
  – 
  Bardic Music – Inspire Greatness 
   6 
  4 
  4 
  3 
  – 
  – 
  – 
  10 
   6 
  4 
  4 
  4 
  2 
  – 
  – 
   6 
  4 
  4 
  4 
  2 
  – 
  – 
   6 
  4 
  4 
  4 
  2 
  – 
  – 
  Secrets of the Diplomat 
   6 
  4 
  4 
  3 
  1 
  – 
  – 
  Secrets of the Diplomat 
   6 
  4 
  4 
  3 
  1 
  – 
  – 
  11 
   6 
  4 
  4 
  4 
  3 
  – 
  – 
   6 
  4 
  4 
  4 
  3 
  – 
  – 
   6 
  4 
  4 
  4 
  3 
  – 
  – 
   6 
  4 
  4 
  3 
  2 
  – 
  – 
   6 
  4 
  4 
  3 
  2 
  – 
  – 
  12 
  Bardic Music – Song of Freedom 
   6 
  4 
  4 
  4 
  3 
  – 
  – 
  Bardic Music – Song of Freedom 
   6 
  4 
  4 
  4 
  3 
  – 
  – 
  Bardic Music – Song of Freedom 
   6 
  4 
  4 
  4 
  3 
  – 
  – 
  Bardic Music – Song of Freedom 
   6 
  4 
  4 
  3 
  2 
  – 
  – 
  Bardic Music – Song of Freedom 
   6 
  4 
  4 
  3 
  2 
  – 
  – 
  13 
   6 
  4 
  4 
  4 
  4 
  2 
  – 
   6 
  4 
  4 
  4 
  4 
  2 
  – 
   6 
  4 
  4 
  4 
  4 
  2 
  – 
   6 
  4 
  4 
  4 
  3 
  2 
  – 
   6 
  4 
  4 
  4 
  3 
  2 
  – 
  14 
  Bardic Music– Inspire Courage +3 
   6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music– Inspire Courage +3
   6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music– Inspire Courage +3
   6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music– Inspire Courage +3 
   6 
  4 
  4 
  4 
  3 
  3 
  – 
  Bardic Music– Inspire Courage +3
   6 
  4 
  4 
  4 
  3 
  3 
  – 
  15 
  Bardic Music – Inspire Heroics 
   6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music – Inspire Heroics 
   6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music – Inspire Heroics 
   6 
  4 
  4 
  4 
  4 
  3 
  – 
  Bardic Music – Inspire Heroics 
   6 
  4 
  4 
  4 
  3 
  3 
  – 
  Bardic Music – Inspire Heroics 
   6 
  4 
  4 
  4 
  3 
  3 
  – 
  16 
   6 
  5 
  4 
  4 
  4 
  4 
  2 
   6 
  5 
  4 
  4 
  4 
  4 
  2 
   6 
  5 
  4 
  4 
  4 
  4 
  2 
   6 
  5 
  4 
  4 
  3 
  4 
  2 
   6 
  5 
  4 
  4 
  3 
  4 
  2 
  17 
   6 
  5 
  5 
  4 
  4 
  4 
  3 
   6 
  5 
  5 
  4 
  4 
  4 
  3 
   6 
  5 
  5 
  4 
  4 
  4 
  3 
   6 
  5 
  5 
  4 
  3 
  4 
  3 
   6 
  5 
  5 
  4 
  3 
  4 
  3 
  18 
  Bardic Music – Mass Suggestion  
   6 
  5 
  5 
  5 
  4 
  4 
  3 
  Bardic Music – Mass Suggestion  
   6 
  5 
  5 
  5 
  4 
  4 
  3 
  Bardic Music – Mass Suggestion  
   6 
  5 
  5 
  5 
  4 
  4 
  3 
  Bardic Music – Mass Suggestion  
   6 
  5 
  5 
  5 
  3 
  4 
  3 
  Bardic Music – Mass Suggestion  
   6 
  5 
  5 
  5 
  3 
  4 
  3 
  19 
   6 
  5 
  5 
  5 
  5 
  4 
  4 
   6 
  5 
  5 
  5 
  5 
  4 
  4 
   6 
  5 
  5 
  5 
  5 
  4 
  4 
   6 
  5 
  5 
  5 
  4 
  4 
  4 
   6 
  5 
  5 
  5 
  4 
  4 
  4 
  20 
  Bardic Music– Inspire Courage +4 
   6 
  5 
  5 
  5 
  5 
  5 
  4 
  Bardic Music– Inspire Courage +4
   6 
  5 
  5 
  5 
  5 
  5 
  4 
  Bardic Music– Inspire Courage +4
   6 
  5 
  5 
  5 
  5 
  5 
  4 
  Bardic Music– Inspire Courage +4 
   6 
  5 
  5 
  5 
  4 
  5 
  4 
  Bardic Music– Inspire Courage +4
   6 
  5 
  5 
  5 
  4 
  5 
  4 
                                                   
  1 Although ‘Race of Destiny’ page 157 says 8th level substitution, a Bard doesn’t get 4th level spells until 10th level. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Bard Variants 
   
  Page 22 
  Half-Elf Bard Class Abilities 
   
  Bardic Music – Soothing Voice 
  Requires at least 3 ranks in Diplomacy. 
  Calm Emotions on one target within 30’ (WillNeg, 
  DC = your Diplomacy check).  Effect lasts as 
  long as you continue using the ability and the 
  target says in range.  This is a Supernatural, 
  Language-based ability. 
  Bardic Music – Command 
  Requires at least 9 ranks in Diplomacy. 
  Command either on one target within 30’–or– all 
  creatures currently under the effect of your 
  Fascinate or Soothing Voice ability (WillNeg, 
  DC = 11 + Charisma modifier). 
  Secrets of the Diplomat 
  Add the following spells to your Known Spell list 
  as bonus spells at the indicated level: 
  1st – Command 
  2nd – Zone of Truth 
  4th – Sending 
   
   
   
   
   
   
  Schools for Bards 
   
  The place where a Bard learns his/her trade affects his/her skills.  Two skills receive a +1 bonus, but two other skills are treated as out-of-class. 
   
   
  School 
   
  Description 
  Skills that receive a +1 bonus 
  Skills that are Cross-Class 
  Blackburn College 
  (DR332 p85) 
  School with relaxed standards and many 
  parties. 
  Diplomacy 
  Gather Information 
  Knowledge (dungeoneering) 
  Knowledge (the planes) 
  Brendelwood Academy 
  (DR332 p85) 
  Located next to a forest, where many lessons 
  take place. 
  Climb 
  Knowledge (nature) 
  Hide  
  Knowledge (dungeoneering) 
  Gypsy Network 
  (DR334 p85) 
  Informal group that travels and is known for 
  their dancing, but not for ‘book learning’. 
  Perform (dance) 
  Sleight of Hand 
  Know (nobility and royalty) 
  Spellcraft 
  Highspire University 
  (DR332 p85) 
  Highly academic program that is an off-
  shoot of a Wizard’s school. 
  Knowledge (history) 
  Knowledge (the planes) 
  Disguise 
  Sleight of Hand 
  Mountaintop University
  (DR334 p85) 
  School in the mountains, with little outside 
  contact. 
  Balance 
  Climb 
  Gather Information 
  Knowledge (local) 
  Royal Scepters 
  (DR334 p85) 
  Trained to be part of a noble’s entourage, 
  though possibly as a spy. 
  Bluff 
  Disguise 
  Escape Artist 
  Hide 
  Society of Symphonic 
  Sortilege 
  (DR332 p85) 
  Focuses on the written word at the expense 
  of physical activity. 
  Decipher Script 
  Knowledge (arcana) 
  Escape Artist 
  Tumble 
  Wind Dancers 
  (DR334 p85) 
  Learn the music of the trees in an isolated 
  forest. 
  Knowledge (nature) 
  Perform (wind instrument) 
  Knowledge (geography) 
  Sense Motive 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Cleric Variants 
   
  Page 23 
  Cleric 
   
  Alternate Base Classes 
   
  The following are specialized types of Clerics, in the same way a Necromancer is a specialized type of Wizard.  The decision to become a specialized Cleric must 
  be done when the 1st level of Cleric is taken.  A character can only be the member of one Cleric class.  Underlined Class-abilities are explained below. 
  Common Features: 
  • Any alignment within one step of his/her Deity. 
  • Cannot cast spells of the opposing alignment. 
  • Has an alignment aura of a Cleric. 
   
  Lvl 
  Cleric 
   (PH p30) 
  Ancestral Speaker 
  (DR311 p49) 
  Arcane Disciple 
  (DR311 p49) 
  Aspirant 
   (DR311 p50) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion),  
  Know(the planes), Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 4 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(local), Know(religion), 
  Know(planes), Spellcraft. 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Perform.  
  Any 2 skills become In-Class 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 d6 
  Armor: 
  Light, Medium, Heavy,  
  Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(history), Know(religion),  
  Know(the planes), Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy, Use Magic Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 4 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(history), Know(religion),  
  Know(the planes), Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  1 
  Cast Prepared Divine Wisdom-based 
  spells 
  Gain spells & abilities from 2 Domains 
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
  Cast Prepared Divine Wisdom-based 
  spells 
  Gain spells & abilities from 2 Domains  
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
  Holy Presence 
  Ancestral Communion (skills), 1/day 
  Cast Prepared Divine Wisdom-based 
  spells 
  Gain spells & abilities from 2 Domains  
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
  Bonus Item Creation or Metamagic Feat 
  Add spells from the Magic Domain to 
  your Known spells 
  Arcane to Divine 
  Cast Prepared Divine Wisdom-based 
  spells 
  Gain spells & abilities from 2 Domains  
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
  +1 Bonus to AC, even when Helpless 
  Aspirant Spontaneous Casting, 1/day 
   
  2 
   
   
  Arcane to Divine 
   
  3 
   
   
  Arcane to Divine 
  Divine Counterspell 
  4 
   
  Death Talker +2 
  Arcane to Divine 
  Aspirant Spontaneous Casting, 2/day 
  5 
   
  Ancestral Communion, 2/day 
  Bonus Item Creation or Metamagic Feat 
  Arcane to Divine 
  +2 Bonus to AC, even when Helpless 
   
  6 
   
   
  Arcane to Divine 
   
  7 
   
   
  Arcane to Divine 
   
  8 
   
  Death Talker +4 
  Arcane to Divine 
  Aspirant Spontaneous Casting, 3/day 
  9 
   
  Ancestral Communion (questions) 
  Improved Resurrection 
  Arcane to Divine 
   
  10 
   
  Ancestral Communion, 3/day 
  Bonus Item Creation or Metamagic Feat 
  Arcane to Divine 
  +3 Bonus to AC, even when Helpless 
   
  11 
   
   
  Arcane to Divine 
   
  12 
   
  Death Talker +6 
  Arcane to Divine 
  Aspirant Spontaneous Casting, 4/day 
  13 
   
   
  Arcane to Divine 
   
  14 
   
   
  Arcane to Divine 
   
  15 
   
  Ancestral Communion, 4/day 
  Bonus Item Creation or Metamagic Feat 
  Arcane to Divine 
  +4 Bonus to AC, even when Helpless 
   
  16 
   
  Death Talker +8 
  Arcane to Divine 
  Aspirant Spontaneous Casting, 5/day 
  17 
   
   
  Arcane to Divine 
   
  18 
   
   
  Arcane to Divine 
   
  19 
   
   
  Arcane to Divine 
   
  20 
   
  Ancestral Communion, 5/day 
  Death Talker +10 
  Bonus Item Creation or Metamagic Feat 
  Arcane to Divine 
  +5 Bonus to AC, even when Helpless 
  Perfect Self 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Cleric Variants 
   
  Page 24 
  Class Abilities 
   
  ‘Ancestral Speaker’ Class Abilities: 
  Ancestral Communication (skills) – An Ancestor spirit imparts understanding of a skill, providing a bonus of (Charisma modifier + Class level) for (1 + 
  Charisma modifier bonus) rounds. 
  Ancestral Communion (questions) – Commune at Class level.  This use of Ancestral Communion is limited to one use per day. 
  Death Talker +N – Gain a +N bonus to Diplomacy, Bluff, Intimidate, & Sense Motive checks vs. Undead. 
  Holy Presence – The Ancestral Speaker acts as his/her own holy symbol & does not require any other object. 
  Improved Resurrection – When raising someone from the dead, they still loose a level, but their new XP is 3/4th of the way through the level (instead of ½).  
   
   
  ‘Arcane Disciple’ Class Abilities: 
  Arcane to Divine – The Arcane Disciple chooses one spell from the Bard or Wizard/Sorcerer spell list to add to his/her Divine spell list.  The spell’s level is 
  limited to one lower than the Arcane Disciple’s highest spell level. 
   
   
  ‘Aspirant Class Abilities: 
  Aspirant Spontaneous Casting, N/day – The Aspirant may removes one prepared spell and substitute one spell of equal or lower level.  This ability may be used 
  N times per day. 
  Divine Counterspell – The Aspirant may counter any Divine spell on his/her spell list that he/she can cast with a Readied Action, but doing so does not consume 
  the usage of the spell.  Usable (3 + Charisma modifier) times per day. 
  Perfect Self – The Aspirant becomes a magical creatures (as per the Monk ability). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Cleric Variants 
   
  Page 25 
  Alternate Base Classes (continued) 
   
  Lvl 
  Cleric 
   (PH p30) 
  Benevolent 
   (DR311 p50) 
  Cloistered Cleric 
  (UA p50) 
  Crusader 
   (DR311 p50) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion),  
  Know(the planes), Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 4 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(history), Know(religion),  
  Know(the planes), Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue Wizard 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 6 
  Con: Concentration. 
  Int: Craft, , Decipher Script, 
  Know(all), Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy.  
  Speak Language. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple + one Martial 
  Weapon 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(history), Know(religion), 
  Know(planes), Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy, Handle Animal, 
  Intimidate. 
  1 
  Cast Prepared Divine Wisdom-based 
  spells 
  Gain spells & abilities from 2 Domains 
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
  Cast Prepared Divine Wisdom-based 
  spells 
  Gain spells & abilities from 2 Domains  
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
  Benevolent Spontaneous Casting 
  Cast Prepared Divine Wisdom-based 
  spells 
  Gain spells & abilities from 2 Domains, 
  plus ‘Knowledge Domain’ as a bonus 
  domain. 
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
  Add spells from the Cloistered Cleric 
  supplemental spell list to your Known 
  spells. 
  Baric Knowledge, based on Cleric lvls. 
  Cast Prepared Divine Wisdom-based 
  spells 
  Gain spells & abilities from 2 Domains  
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
  Deific Foe 
  Turn Foe’s Followers 
  2 
   
   
   
   
  3 
   
   
   
  Bonus Crusader Feat 
  4 
   
  Luck of the Gods, 1/day 
   
   
  5 
   
   
   
  Smite, 1/day 
  6 
   
   
   
  Deific Foe 
  7 
   
   
   
   
  8 
   
  Luck of the Gods, 2/day 
   
  Bonus Crusader Feat 
  9 
   
   
   
   
  10 
   
   
   
  Smite, 2/day 
  11 
   
   
   
  Deific Foe 
  12 
   
  Luck of the Gods, 3/day 
   
   
  13 
   
   
   
  Bonus Crusader Feat 
  14 
   
   
   
   
  15 
   
   
   
  Smite, 3/day 
  16 
   
  Luck of the Gods, 4/day 
   
  Deific Foe 
  17 
   
   
   
   
  18 
   
   
   
  Bonus Crusader Feat 
  19 
   
   
   
   
  20 
   
  Luck of the Gods, 5/day 
   
  Smite, 4/day 
   
  Class Abilities 
   
  ‘Benevolent’ Class Abilities: 
  Benevolent Spontaneous Casting – The Benevolent may substitute one of the following spells (same level or lower) for a prepared spell. 
  0th: Cure Minor Wounds, Guidance, 
  Resistance. 
  1st: 
  Bless, Cure Light Wounds, Sanctuary. 
  2nd: Aid, Cure Moderate Wounds, Shield 
  Other. 
  3rd: Cure Serious Wounds, Prayer, Remove 
  Curse. 
  4th: Cure Critical Wounds, Restoration, 
  Spell Immunity. 
  5th: Atonement, Mass Cure Light Wounds. 
  6th: Mass Cure Moderate Wounds, Heal. 
  7th: Greater Restoration, Mass Cure Serious 
  Wounds. 
  8th: Mass Cure Critical Wounds. 
  9th: Mass Heal. 
  Luck of the Gods, N/day – The Benevolent says a prayer over a subject (but not himself/herself) within one alignment step of the Benevolent’s Deity.  The 
  subject can do the following in the next 24 hours. 
  1. Reroll one roll, as per the Luck Domain ability; and 
  2. Add the Benevolent’s Charisma modifier as a Luck bonus to any singe roll. 
  Multiple applications of this ability do not stack. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Cleric Variants 
   
  Page 26 
  Alternate Base Classes (continued) 
   
  Lvl 
  Cleric 
   (PH p30) 
  Evangelist 
   (DR311 p52) 
  Rage Cleric 
  (DR333 p86) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion),  
  Know(the planes), Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion), Know(planes), 
  Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy, Gather Info. 
  Alignment: NG, CG, N, CN, NE, CE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion),  
  Know(the planes), Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  1 
  Cast Prepared Divine Wisdom-based 
  spells 
  Gain spells & abilities from 2 Domains 
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
  Cast Prepared Impromptu Divine 
  Wisdom-based spells 
  Gain spells & abilities from 2 Domains  
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
   
  Cast Prepared Divine Wisdom-based 
  spells 
  Gain spells & abilities from 2 Domains 
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
  Rage, 1/day 
  2 
   
   
   
  3 
   
   
   
  4 
   
   
  Rage, 2/day 
  5 
   
  Bonus Domain 
   
  6 
   
   
   
  7 
   
   
   
  8 
   
   
  Rage, 3/day 
  9 
   
   
   
  10 
   
  Bonus Domain 
   
  11 
   
   
  Greater Rage 
  12 
   
   
  Rage, 4/day 
  13 
   
   
   
  14 
   
   
  Indomitable Will 
  15 
   
  Bonus Domain 
   
  16 
   
   
  Rage, 5/day 
  17 
   
   
  Tireless Rage 
  18 
   
   
   
  19 
   
   
   
  20 
   
  Bonus Domain 
  Mighty Rage 
  Rage, 6/day 
   
  Class Abilities 
   
  ‘Crusader’ Class Abilities: 
  Deific Foe – The Crusader chooses a Deity 
  opposed to his/her Patron Deity.  Against 
  worshipers of an enemy Deity, the Crusader 
  gains a +4 Morale bonus on attacks & 
  damage. 
  Turn Foe’s Followers – The Crusader may Turn 
  / Destroy worshipers of a Deific Foe.  This is 
  resolved in the same way as Turning / 
  Destroying Undead.  Usable (3 + Charisma 
  modifier) times per day.  5+ ranks of 
  Knowledge (religion) grants a +2 bonus on 
  the Turning check. 
  Crusader Bonus Feats – Same as Fighter Bonus 
  Feats, except remove Weapon Specialization 
  & Greater Weapon Specialization and add 
  Combat Casting. 
  Smite, N/day – The Crusader declares a use of 
  Smite before attacking.  As long as the target 
  does not worship the Crusader’s Deity, does 
  not have the Crusader’s alignment, & does 
  not have the Deity’s alignment, the attack has 
  a bonus of the Crusader’s Charisma modifier, 
  and if successful, does +Class level damage. 
   ‘Evangelist’ Class Abilities 
  Bonus Domain – The Evangelist add the spell of 
  a new Domain to his/her spell list. 
   
  ‘Rage Cleric’ Class Abilities 
  ‘Rage’ class abilities work the same as with a 
  Barbarian.  Barbarian level stack with Rage 
  Cleric level for determining Rage class 
  abilities. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Cleric Variants 
   
  Page 27 
  Variant Class Features 
   
  Lvl 
  Cleric 
   
  (PH p30) 
  Cleric variant,  
  Domain Focus 
  (DR347 p91) 
  Cleric variant, Spontaneous 
  Domain Casting  
  (PH2 p36) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion),  
  Know(the planes), Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion),  
  Know(the planes), Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion),  
  Know(the planes), Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  1 
  Cast Prepared Divine Wisdom-based 
  spells 
  Gain spells & abilities from 2 Domains 
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
  Cast Prepared Divine Wisdom-based 
  spells 
  Gain spells & abilities from 1 Domain  
  2 Domains 
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
  Domain Focus 
  Cast Prepared Divine Wisdom-based 
  spells 
  Gain spells & abilities from 2 Domains 
  Spontaneously convert spells into Cure 
  or Inflict spells 
  Turn Undead 
  Spontaneously convert Cleric spells 
  into Domains Spells from one of your 
  Domains.  Cure or Inflict spells may 
  be memorized in your Domain slots. 
  2 
   
   
   
  3 
   
   
   
  4 
   
   
   
  5 
   
   
   
  6 
   
   
   
  7 
   
   
   
  8 
   
   
   
  9 
   
   
   
  10 
   
   
   
  11 
   
   
   
  12 
   
   
   
  13 
   
   
   
  14 
   
   
   
  15 
   
   
   
  16 
   
   
   
  17 
   
   
   
  18 
   
   
   
  19 
   
   
   
  20 
   
   
   
   
  Class Features 
   
  Domain Focus –  for the one Domain you retain, you receive double the effect.  
  In some cases, this number of uses per day is doubled (such as Luck 
  Domain).  In  others, the bonus is doubled. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Cleric Variants 
   
  Page 28 
  Racial Substitution 
   
  Lvl 
  Cleric 
   
   (PH p30) 
  Dwarven Cleric –  
  1st level substitution 
   (RoS p146) 
  Dwarven Cleric –  
  4th level substitution 
   (RoS p146) 
  Dwarven Cleric –  
  8th level substitution 
   (RoS p146) 
  Dwarven Cleric –  
  all level substitutions 
   (RoS p146) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, 
  Heavy, Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion),  
  Know(the planes), 
  Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d10  d8 
  Armor: 
  Light, Medium, 
  Heavy, Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneer), 
  Know(history), 
  Know(religion),  
  Know(the planes), 
  Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d10  d8 
  Armor: 
  Light, Medium, 
  Heavy, Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneer), 
  Know(history), 
  Know(religion),  
  Know(the planes), 
  Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d10  d8 
  Armor: 
  Light, Medium, 
  Heavy, Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneer), 
  Know(history), 
  Know(religion),  
  Know(the planes), 
  Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d10  d8 
  Armor: 
  Light, Medium, 
  Heavy, Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneer), 
  Know(history), 
  Know(religion),  
  Know(the planes), 
  Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  1 
  Cast Prepared Divine Wisdom-
  based spells 
  Gain spells & abilities from 2 
  Domains 
  Spontaneously convert spells 
  into Cure or Inflict spells 
  Turn Undead 
   
  3 1 – – – – – – – – 
  Cast Prepared Divine Wisdom-
  based spells 
  Gain spells & abilities from 2 
  Domains 
  Spontaneously convert spells 
  into Cure or Inflict spells 
  Turn Undead 
  Smite Giants 
  3 1 – – – – – – – – 
  Cast Prepared Divine Wisdom-
  based spells 
  Gain spells & abilities from 2 
  Domains 
  Spontaneously convert spells 
  into Cure or Inflict spells 
  Turn Undead 
   
  3 1 – – – – – – – – 
  Cast Prepared Divine Wisdom-
  based spells 
  Gain spells & abilities from 2 
  Domains 
  Spontaneously convert spells 
  into Cure or Inflict spells 
  Turn Undead 
   
  3 1 – – – – – – – – 
  Cast Prepared Divine Wisdom-
  based spells 
  Gain spells & abilities from 2 
  Domains 
  Spontaneously convert spells 
  into Cure or Inflict spells 
  Turn Undead 
  Smite Giants  
  3 1 – – – – – – – – 
  2 
  4 2 – – – – – – – – 
  4 2 – – – – – – – – 
  4 2 – – – – – – – – 
  4 2 – – – – – – – – 
  4 2 – – – – – – – – 
  3 
  4 2 1 – – – – – – – 
  4 2 1 – – – – – – – 
  4 2 1 – – – – – – – 
  4 2 1 – – – – – – – 
  4 2 1 – – – – – – – 
  4 
  5 3 2 – – – – – – – 
  5 3 2 – – – – – – – 
  Hammer Specialist 
  5 3 1 – – – – – – – 
  5 3 2 – – – – – – – 
  Hammer Specialist 
  5 3 1 – – – – – – – 
  5 
  5 3 2 1 – – – – – – 
  5 3 2 1 – – – – – – 
  5 3 1 1 – – – – – – 
  5 3 2 1 – – – – – – 
  5 3 1 1 – – – – – – 
  6 
  5 3 3 2 – – – – – – 
  5 3 3 2 – – – – – – 
  5 3 2 2 – – – – – – 
  5 3 3 2 – – – – – – 
  5 3 2 2 – – – – – – 
  7 
  6 4 3 2 1 – – – – – 
  6 4 3 2 1 – – – – – 
  6 4 2 2 1 – – – – – 
  6 4 3 2 1 – – – – – 
  6 4 2 2 1 – – – – – 
  8 
  6 4 3 3 2 – – – – – 
  6 4 3 3 2 – – – – – 
  6 4 2 3 2 – – – – – 
  Earthen Spell Power 
  6 4 3 3 1 – – – – – 
  Earthen Spell Power 
  6 4 2 3 1 – – – – – 
  9 
  6 4 4 3 2 1 – – – – 
  6 4 4 3 2 1 – – – – 
  6 4 3 3 2 1 – – – – 
  6 4 4 3 1 1 – – – – 
  6 4 3 3 1 1 – – – – 
  10 
  6 4 4 3 3 2 – – – – 
  6 4 4 3 3 2 – – – – 
  6 4 3 3 3 2 – – – – 
  6 4 4 3 2 2 – – – – 
  6 4 3 3 2 2 – – – – 
  11 
  6 5 4 4 3 2 1 – – – 
  6 5 4 4 3 2 1 – – – 
  6 5 3 4 3 2 1 – – – 
  6 5 4 4 2 2 1 – – – 
  6 5 3 4 2 2 1 – – – 
  12 
  6 5 4 4 3 3 2 – – – 
  6 5 4 4 3 3 2 – – – 
  6 5 3 4 3 3 2 – – – 
  6 5 4 4 2 3 2 – – – 
  6 5 3 4 2 3 2 – – – 
  13 
  6 5 5 4 4 3 2 1 – – 
  6 5 5 4 4 3 2 1 – – 
  6 5 4 4 4 3 2 1 – – 
  6 5 5 4 3 3 2 1 – – 
  6 5 4 4 3 3 2 1 – – 
  14 
  6 5 5 4 4 3 3 2 – – 
  6 5 5 4 4 3 3 2 – – 
  6 5 4 4 4 3 3 2 – – 
  6 5 5 4 3 3 3 2 – – 
  6 5 4 4 3 3 3 2 – – 
  15 
  6 5 5 5 4 4 3 2 1 – 
  6 5 5 5 4 4 3 2 1 – 
  6 5 4 5 4 4 3 2 1 – 
  6 5 5 5 3 4 3 2 1 – 
  6 5 4 5 3 4 3 2 1 – 
  16 
  6 5 5 5 4 4 3 3 2 – 
  6 5 5 5 4 4 3 3 2 – 
  6 5 4 5 4 4 3 3 2 – 
  6 5 5 5 3 4 3 3 2 – 
  6 5 4 5 3 4 3 3 2 – 
  17 
  6 5 5 5 5 4 4 3 2 1 
  6 5 5 5 5 4 4 3 2 1 
  6 5 4 5 5 4 4 3 2 1 
  6 5 5 5 4 4 4 3 2 1 
  6 5 4 5 4 4 4 3 2 1 
  18 
  6 5 5 5 5 4 4 3 3 2 
  6 5 5 5 5 4 4 3 3 2 
  6 5 4 5 5 4 4 3 3 2 
  6 5 5 5 4 4 4 3 3 2 
  6 5 4 5 4 4 4 3 3 2 
  19 
  6 5 5 5 5 5 4 4 3 3 
  6 5 5 5 5 5 4 4 3 3 
  6 5 4 5 5 5 4 4 3 3 
  6 5 5 5 4 5 4 4 3 3 
  6 5 4 5 4 5 4 4 3 3 
  20 
  6 5 5 5 5 5 4 4 4 4 
  6 5 5 5 5 5 4 4 4 4 
  6 5 4 5 5 5 4 4 4 4 
  6 5 5 5 4 5 4 4 4 4 
  6 5 4 5 4 5 4 4 4 4 
   
  Dwarven Cleric Class Features 
   
  Smite Giants 
  Add your Constitution modifier (if any) to your 
  attack roll and add your Cleric level to your 
  damage.  Usable 1 + Constitution modifier times 
  per day.  Opponent must be a Giant. 
  Hammer Specialist 
  Gain proficiency with Warhammers and receive a 
  +2 bonus on damage with them. 
  Earthen Spell Power 
  When touching the ground, cast all [earth] spells 
  and spells on the Earth Domain list at +1 caster 
  level. 
   
    
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Cleric Variants 
   
  Page 29 
  Racial Substitution (continued) 
   
  Lvl 
  Cleric 
   
   (PH p30) 
  Raptoran Cleric –  
  1st level substitution  
  (RotW p160) 
  Raptoran Cleric –  
  3rd level substitution  
  (RotW p160) 
  Raptoran Cleric –  
  7th level substitution  
  (RotW p160) 
  Raptoran Cleric –  
  all level substitutions 
  (RotW p160) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, 
  Heavy, Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion),  
  Know(the planes), 
  Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d6  d8 
  Armor: 
  Light, Medium, 
  Heavy, Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion),  
  Know(the planes), 
  Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d6  d8 
  Armor: 
  Light, Medium, 
  Heavy, Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion),  
  Know(the planes), 
  Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d6  d8 
  Armor: 
  Light, Medium, 
  Heavy, Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion),  
  Know(the planes), 
  Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d6  d8 
  Armor: 
  Light, Medium, 
  Heavy, Shields 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(history), 
  Know(religion),  
  Know(the planes), 
  Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Diplomacy. 
  1 
  Cast Prepared Divine 
  Wisdom-based spells 
  Gain spells & abilities from 2 
  Domains 
  Spontaneously convert spells 
  into Cure or Inflict spells 
  Turn Undead 
   
   
  3 1 – – – – – – – – 
  Cast Prepared Divine 
  Wisdom-based spells 
  Gain spells & abilities from 2 
  Domains, one of which must 
  be Air or Sky. 
  Spontaneously convert spells 
  into Cure or Inflict spells 
  Turn Undead 
  Air Mastery 
  Empathy of the Winds 
  3 1 – – – – – – – – 
  Cast Prepared Divine 
  Wisdom-based spells 
  Gain spells & abilities from 2 
  Domains, one of which must 
  be Air or Sky. 
  Spontaneously convert spells 
  into Cure or Inflict spells 
  Turn Undead 
   
  3 1 – – – – – – – – 
  Cast Prepared Divine 
  Wisdom-based spells 
  Gain spells & abilities from 2 
  Domains, one of which must 
  be Air or Sky. 
  Spontaneously convert spells 
  into Cure or Inflict spells 
  Turn Undead 
   
  3 1 – – – – – – – – 
  Cast Prepared Divine 
  Wisdom-based spells 
  Gain spells & abilities from 2 
  Domains, one of which must 
  be Air or Sky. 
  Spontaneously convert spells 
  into Cure or Inflict spells 
  Turn Undead 
  Air Mastery 
  Empathy of the Winds 
  3 1 – – – – – – – – 
  2 
  4 2 – – – – – – – – 
  4 2 – – – – – – – – 
  4 2 – – – – – – – – 
  4 2 – – – – – – – – 
  4 2 – – – – – – – – 
  3 
  4 2 1 – – – – – – – 
  4 2 1 – – – – – – – 
  Air Summoning Talent 
  4 2 1 – – – – – – – 
  4 2 1 – – – – – – – 
  Air Summoning Talent 
  4 2 1 – – – – – – – 
  4 
  5 3 2 – – – – – – – 
  5 3 2 – – – – – – – 
  5 3 2 – – – – – – – 
  5 3 2 – – – – – – – 
  5 3 2 – – – – – – – 
  5 
  5 3 2 1 – – – – – – 
  5 3 2 1 – – – – – – 
  5 3 2 1 – – – – – – 
  5 3 2 1 – – – – – – 
  5 3 2 1 – – – – – – 
  6 
  5 3 3 2 – – – – – – 
  5 3 3 2 – – – – – – 
  5 3 3 2 – – – – – – 
  5 3 3 2 – – – – – – 
  5 3 3 2 – – – – – – 
  7 
  6 4 3 2 1 – – – – – 
  6 4 3 2 1 – – – – – 
  6 4 3 2 1 – – – – – 
  Open the Wind-Gate 
  6 4 3 2 1 – – – – – 
  Open the Wind-Gate 
  6 4 3 2 1 – – – – – 
  8 
  6 4 3 3 2 – – – – – 
  6 4 3 3 2 – – – – – 
  6 4 3 3 2 – – – – – 
  6 4 3 3 2 – – – – – 
  6 4 3 3 2 – – – – – 
  9 
  6 4 4 3 2 1 – – – – 
  6 4 4 3 2 1 – – – – 
  6 4 4 3 2 1 – – – – 
  6 4 4 3 2 1 – – – – 
  6 4 4 3 2 1 – – – – 
  10 
  6 4 4 3 3 2 – – – – 
  6 4 4 3 3 2 – – – – 
  6 4 4 3 3 2 – – – – 
  6 4 4 3 3 2 – – – – 
  6 4 4 3 3 2 – – – – 
  11 
  6 5 4 4 3 2 1 – – – 
  6 5 4 4 3 2 1 – – – 
  6 5 4 4 3 2 1 – – – 
  6 5 4 4 3 2 1 – – – 
  6 5 4 4 3 2 1 – – – 
  12 
  6 5 4 4 3 3 2 – – – 
  6 5 4 4 3 3 2 – – – 
  6 5 4 4 3 3 2 – – – 
  6 5 4 4 3 3 2 – – – 
  6 5 4 4 3 3 2 – – – 
  13 
  6 5 5 4 4 3 2 1 – – 
  6 5 5 4 4 3 2 1 – – 
  6 5 5 4 4 3 2 1 – – 
  6 5 5 4 4 3 2 1 – – 
  6 5 5 4 4 3 2 1 – – 
  14 
  6 5 5 4 4 3 3 2 – – 
  6 5 5 4 4 3 3 2 – – 
  6 5 5 4 4 3 3 2 – – 
  6 5 5 4 4 3 3 2 – – 
  6 5 5 4 4 3 3 2 – – 
  15 
  6 5 5 5 4 4 3 2 1 – 
  6 5 5 5 4 4 3 2 1 – 
  6 5 5 5 4 4 3 2 1 – 
  6 5 5 5 4 4 3 2 1 – 
  6 5 5 5 4 4 3 2 1 – 
  16 
  6 5 5 5 4 4 3 3 2 – 
  6 5 5 5 4 4 3 3 2 – 
  6 5 5 5 4 4 3 3 2 – 
  6 5 5 5 4 4 3 3 2 – 
  6 5 5 5 4 4 3 3 2 – 
  17 
  6 5 5 5 5 4 4 3 2 1 
  6 5 5 5 5 4 4 3 2 1 
  6 5 5 5 5 4 4 3 2 1 
  6 5 5 5 5 4 4 3 2 1 
  6 5 5 5 5 4 4 3 2 1 
  18 
  6 5 5 5 5 4 4 3 3 2 
  6 5 5 5 5 4 4 3 3 2 
  6 5 5 5 5 4 4 3 3 2 
  6 5 5 5 5 4 4 3 3 2 
  6 5 5 5 5 4 4 3 3 2 
  19 
  6 5 5 5 5 5 4 4 3 3 
  6 5 5 5 5 5 4 4 3 3 
  6 5 5 5 5 5 4 4 3 3 
  6 5 5 5 5 5 4 4 3 3 
  6 5 5 5 5 5 4 4 3 3 
  20 
  6 5 5 5 5 5 4 4 4 4 
  6 5 5 5 5 5 4 4 4 4 
  6 5 5 5 5 5 4 4 4 4 
  6 5 5 5 5 5 4 4 4 4 
  6 5 5 5 5 5 4 4 4 4 
   
  Raptoran Cleric Class Abilities 
   
  Air Mastery 
  Airborne creatures receive a –1 penalty on attack 
  and damage against you. 
   
  Empathy of the Winds 
  Due to the strong bond with the Plane of Air, gain 
  the following: 
  1. Speak Language (Auran) as a bonus language; 
  2. +4 Circumstance bonus on Diplomacy check 
  with Plane of Air natives; 
  3. allied Air Elementals within 60’ of you gain +1 
  Morale bonus on attack and damage rolls; and 
  4. if you have Air Domain, your receive a +4 
  bonus when Bolstering Air creatures. 
  Air Summoning Talent 
  Add the following creatures to your Summon 
  Monster list at the indicated level: 
  Summon Monster II 
  – Small Air Elemental 
  Summon Monster III – Air Mephit 
  Summon Monster IV – Medium Air Elemental 
  Summon Monster V 
  – Large Air Elemental 
  Summon Monster VI – Huge Air Elemental 
  Summon Monster VII – Greater Air Elemental 
  Summon Monster VIII – Elder Air Elemental 
  In exchange, all spells with [earth] subtype are 
  removed from your spell list, including Summon 
  Monster spells used to summon earth creatures. 
  Open the Wind-Gate 
  Your Planar Ally spells summon unusually 
  powerful, though the cost is the same: 
  Planar Ally, Lesser– 8HD Large Air Elemental 
  Planar Ally – 16HD Huge Air Elemental or  
  two 8HD Large Air Elemental 
  Planar Ally, Greater – 24HD Elder Air 
  Elemental or multiple Air Elementals adding 
  up to 24HD. 
  In exchange, you may only summon Air 
  Elementals with Planar Ally spells –and– if your 
  Ally dies while in your service, your cannot 
  summon another one & receive a –1 penalty on 
  attack, saves, skill checks, and ability checks, 
  both for seven days. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Cleric Variants 
   
  Page 30 
  Peripheral Beliefs 
   
  A Cleric may choose up to two of the following Peripheral Beliefs that match with his/her deity.  Violating the Restriction for any reason cause the Cleric to loose 
  the Benefit until he/she receives Atonement. 
   
  Name 
   
  Restriction 
  Benefit 
  Daily Prayer 
  (DR328 p86) 
  Must pray in a predetermined direction 3+ times per day.  
  The prayer is about 5 minutes long.  Typical times are 
  Sunrise, Noon, and Sunset. 
  Always know which direction is North (and which 
  direction you should be praying towards) even if you do 
  not have 5 ranks in Survival. 
  If you have at least 5 ranks in Survival, receive a  
  +2 bonus on all Survival checks. 
  Day of Rest 
  (DR328 p86) 
  On day per week, you may not take attack actions, cast 
  spells with a Somatic component, activate mechanical 
  devices, or carry a load heavier than a Light load. 
  Receive a +4 bonus on saves vs. Sleep effects. 
  Make Listen checks while asleep without the normal  
  –10 penalty. 
  Dietary Restriction 
  (DR328 p86) 
  Food you eat must be prepared by you or a devout follower 
  of your religion. 
  You may only use potions that you made yourself. 
  If you cast Detect Poison, you can determine if a given 
  food or potion is safe for you to consume. 
  Receive a +1 bonus on saves vs. Poison and Disease. 
  Sacred Animal 
  (DR328 p86) 
  You cannot attack your sacred animal, even in self-
  defense.   
  If your allies fight your sacred animal in self-defense, you 
  must make sure it survives (healing or bandaging it after 
  it is unconscious). 
  If your allies attack your sacred animal as aggressors, you 
  may not cast beneficial spells on them for 24 hours. 
  Your sacred animal will not attack you except in self-
  defense or if under magical compulsion. 
  You receive a +4 bonus on Charisma-based skill check 
  when interacting with your sacred animal. 
  Sacred Clothing 
  (DR328 p86) 
  You must wear a special piece of clothing (such as a hat) 
  at all times.  The clothing must take up a spot that can be 
  used for magic items.   
  The sacred clothing costs at least 25 gp and must be of 
  Masterwork quality.  It is no uncommon for your religion 
  to make magic items of this special apparel. 
  Your sacred clothing cannot be armor. 
  You receive a +2 bonus on Charisma-based skill checks 
  when dealing with followers of your religion. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Cleric Variants 
   
  Page 31 
  Tokens of Faith 
   
  The following Tokens are not magic items and do not take up a magic item slot.  Only Clerics benefit from these token, and then only if he/she has the matching 
  Domain. 
  Can be used as a Holy / Unholy Symbol.  Costs 100 gp. 
   
  Domain 
   
  Description 
  Benefit 
  Air 
  (DR329 p90) 
  Circlet of translucent blue and white ribbons. 
  +1 Sacred bonus on Jump checks to perform a High Jump. 
  Animal 
  (DR331 p86) 
  Piece of wood with four finger holes for the fingers. 
  Domain Speak with Animals spell cast at +1 Caster level. 
  Chaos 
  (DR327 p86) 
  Fist-sized mosaic-covered amulet of irregular shape. 
  +1 Sacred bonus on saves vs. spell & effects that change the 
  target’s form (e.g., Baleful Polymorph or Flesh to Stone). 
  Death 
  (DR329 p90) 
  Necklace of knotted ash-white rope that seems to bruise the 
  skin. 
  When the wearer performs a Coup de Grace, the DC is at +2. 
  Destruction
  (DR327 p86) 
  Teardrop-shaped glass pendant filled with ash & decorated with 
  red glass. 
  +1 Sacred bonus on the attack roll of a Sunder action. 
  Earth 
  (DR331 p86) 
  3” – 10” oval of stone which is strapped to the thigh. 
  +1 Circumstance bonus on Strength checks to resist Trip 
  attempts. 
  Evil 
  (DR331 p86) 
  Hood lined with black silk & embroidered with silver runes. 
  +1 Profane bonus on Knowledge (the planes) checks when 
  dealing with Good Outsiders. 
  Fire 
  (DR327 p86) 
  Red-leather fingerless-gloves, decorated with red glass buttons. 
  +1 bonus on Fortitude saves to resist cold weather and spells 
  with the [cold] descriptor. 
  Good 
  (DR329 p90) 
  Silver bracer with a colorless crystal disk attached over the 
  wearer’s palm. 
  +1 Sacred bonus on Knowledge (the planes) checks when 
  dealing with Evil Outsiders. 
  Healing 
  (DR327 p86) 
  Leather strap with a cluster of tiny glass globes, each filled with 
  a colored powder. 
  +1 Sacred bonus on Heal checks to Stabilize. 
  Knowledge 
  (DR327 p86) 
  Sliver necklace with small pieces of parchment hanging from it. 
  +1 Sacred bonus on Spellcraft checks made to decipher magic 
  writings. 
  Law 
  (DR331 p86) 
  Leather collar with a downward-pointing triangle of 
  interlocking chain links. 
  +1 Circumstance bonus on saves vs. Compulsion spells. 
  Luck 
  (DR331 p86) 
  Patchwork belt with a gold buckle and embroidered with 
  symbols of luck. 
  Reroll a Stabilization attempt, 1/day. 
  Magic 
  (DR327 p86) 
  Necklace made from tiny silver and gold coins. 
  +1 Sacred bonus on Spellcraft checks made to determine the 
  school of magic of a spell when using Detect Magic. 
  Plant 
  (DR329 p90) 
  Belt woven from leaves that change colors to match the 
  seasons. 
  +1 bonus on Knowledge (nature) checks when dealing with 
  Plants and Plant creatures. 
  Protection 
  (DR331 p86) 
  Shield-shaped badge made from polished cherry-red wood, 
  worn over the throat, the heart, or the wrist. 
  +1 Circumstance bonus on attack rolls when using an Aid 
  Other Action to grant an ally an Armor Class bonus. 
  Strength 
  (DR329 p90) 
  Leather arm band studded with bronze. 
  +1 bonus on Strength checks made to resist a Bull Rush. 
  Sun 
  (DR329 p90) 
  Oval crystal (½ inch in diameter) of red, orange, or yellow, 
  which is adhered to the wearer’s forehead. 
  Any spell the wearer casts that has the [light] descriptor has its 
  radius increased by 5’. 
  Travel 
  (DR327 p86) 
  Pair of leather epaulets with feathers sewn onto them.  Worn on 
  the sleeves. 
  +1 Sacred bonus on Survival checks to predict weather and 
  avoid getting lost. 
  Trickery 
  (DR331 p86) 
  Scarf that is gray on one side and colorful silk on the other.  
  Worn around the neck, the head, in a pocket, etc. 
  +1 Circumstance bonus on Disguise checks. 
  War 
  (DR329 p90) 
  Metal plate which is strapped to the wearer’s chest.  It is 
  engraved with scenes of battle. 
  +1 bonus on attack rolls made to confirm a critical threat while 
  wielding the deity’s chosen weapon. 
  Water 
  (DR329 p90) 
  Necklace of tiny blue and green beads. 
  Wearer may hold his/her breath 3x Constitution score rounds. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Cleric Variants 
   
  Page 32 
  Improved Domain Powers 
   
  The following improved Domain powers can be gained in several ways (with DM approval, of course). 
  • 
  When taking the 1st level of Cleric, the character only takes one Domain (instead of the standard two). 
  • 
  When taking the 1st level of Cleric, the character does not gain the ability to Turn / Rebuke Undead. 
  • 
  Taking the Feat: Improved Power. 
  • 
  Receiving a magic item that makes the ability available to a qualified Cleric. 
   
  Unless otherwise noted, the power is activated as a Standard Action that does not provoke an Attack of Opportunity. 
   
  Domain 
   
  Improved Power 
  Air 
  (DR342 p22) 
  Far-Reaching Wind – A touched ranged weapon  has its Range Increment doubled.  A touched melee weapon can be thrown with a 
  Range Increment of 20’.  Effect lasts for 1 minute and may be used Cleric level times per day.  
  Animal 
  (DR342 p22) 
  Totemic Spirit Companion – As Summon Nature’s Ally, except the creature summoned has the Celestial or Fiendish template.  
  Usable (Cleric level / 2) times per day.  The number of daily uses expended at one time indicates the spell level (e.g., expending 
  three daily uses at one time results in Summon Nature’s Ally III). 
  Chaos 
  (DR342 p22) 
  Chaos Curse – By making a Ranged Touch Attack, a target within 60’ is  “cursed” for 1 minute (WillNeg, DC is Charisma-based).  
  Each round, there is a  the target has a 50% chance of dropping anything held.  If nothing is held, there is 50% chance of 
  provoking an Attack of Opportunity.  If no one is threatening the target, there is a 50% chance of falling Prone.  Useable (Cleric 
  level / 2) times per day. 
  Death 
  (DR342 p22) 
  Call of the Grave – The Cleric may generate a 30’ radius area of deathly energy for (Cleric level) rounds per day (which do not 
  need to be consecutive).  Within this radius, Conjuration(healing) spells heal ½ normal –and– spells which restore life (e.g., Raise 
  Dead, etc.) do not function. 
  Destruction
  (DR342 p23) 
  Shattering Blow – For 1 round, all of the Cleric’s natural & manufactured weapons are treated as being Adamantine for purposes 
  of overcoming Damage Reduction and/or Hardness.  Activated as a Free Action.  Usable (Cleric level) rounds per day. 
  Earth 
  (DR342 p23) 
  Tremor Step – When activated, all creatures within a 20’ radius of the Cleric are knocked Prone (Balance check to avoid, DC is 
  Charisma based).  Cleric must be standing on a solid, natural surface.  Usable (Cleric level / 2) times per day. 
  Evil 
  (DR342 p23) 
  Torture Strike – Touched living creature feels great pain, resulting in the target becoming Nauseated (Fortitude save for Sickened) 
  for 1 round, taking 1d4 Strength damage (FortNeg), and granting the Cleric a bonus on Intimidate checks vs. the target equal to 
  his/her Cleric level for 1 minute.  Usable (Cleric level / 2) times per day. 
  Fire 
  (DR342 p23) 
  Flame-Guiding Song – The Cleric may command non-magical fires (up to the size of a Bonfire) to extinguish themselves –or– 
  order fire from an existing blaze to reach out up to 10’ to deal 2d6 Fire damage (no save) –and– make the target Catch Fire 
  (RefNeg, DC is Charisma-based).  Usable (Cleric level / 2) times per day. 
  Good 
  (DR342 p24) 
  Saving Grace – One ally within 30’ receives a Sacred bonus equal to the Cleric’s Charisma modifier on the subject’s next Attack 
  Roll, Saving Throw, Skill Check, or Ability Check.  Activated as a Move Action.  Usable (Cleric level / 2) times per day. 
  Healing 
  (DR342 p24) 
  Healing Light – Conjuration(healing) spells that normally have a range of ‘Touch’ instead have a range of ‘Close-range’.  
  Activated as a Free Action.  Usable (Cleric level) rounds per day. 
  Knowledge 
  (DR342 p24) 
  Divine Inspiration – The Cleric adds his/her Charisma modifier (in addition to his/her Intelligence modifier) on a Knowledge 
  check –and– may ‘Take 10’.  This may be used with a Knowledge skill in which the Cleric has no ranks.  Activated as a Free 
  Action.  Usable (Cleric level) rounds per day. 
  Law 
  (DR342 p24) 
  Zone of Enforce Order – The Cleric may generate a 30’ radius area of lawful energy for (Cleric level) rounds per day (which do 
  not need to be consecutive).  Within this radius, all Chaotic creatures receive a –2 penalty on Attack Rolls, Saving Throws, Skill 
  Checks, and Ability Checks.   
  Luck 
  (DR342 p24) 
  Charmed Existence – The Cleric receives a +2 Luck bonus on one Attack Roll, Saving Throw, Skill Check, or Ability Check.  
  Activated as an Immediate Action.  Usable (Cleric level) rounds per day. 
  Magic 
  (DR342 p24) 
  Power Magical Device – When using a charged magic item (such as a Wand, Staff, Chime of Opening, etc.), the Cleric can use the 
  item without expending charges.  The Cleric’s level must be equal or higher than the magic item’s caster level.  The Cleric may 
  supply (Cleric level / 2) charges per day. 
  Protection 
  (DR342 p24) 
  Shield of the Martyr – The Cleric may take ½ of the damage of an ally within 30’ that comes from a single source.  Activated as an 
  Immediate Action.  Usable (Cleric level / 2) times per day. 
  Strength 
  (DR342 p24) 
  Tremendous Might – The Cleric receives a +6 Morale bonus on a Strength-based skill check –or– a Strength check to break, lift, 
  drag, or push an object.  Does not apply to attacks, damage, grapples, etc.  Usable (Cleric level) rounds per day. 
  Sun 
  (DR342 p24) 
  Vengeance of Day – All creatures within a 30’ Cone-shaped Burst of the Cleric’s holy symbol are permanently Blinded (if Undead 
  or  having Light Sensitivity or Light Blindness) –or– Dazzled for (Charisma modifier rounds) (WillNeg, DC is Charisma-based).  
  Usable (Cleric level / 2) times per day. 
  Travel 
  (DR342 p24) 
  Second Wind – If the touched creature is Exhausted, it is now only Fatigued.  If it was Fatigued, then it is back to normal.  If the 
  creature was neither Exhausted or Fatigued, then it gains +30’ movement for 1 round.  Usable (Cleric level) times per day. 
  Trickery 
  (DR342 p25) 
  Miraculous Deception – The Cleric receives a +4 Divine bonus on one Bluff, Disguise, or Hide check.  Usable (Cleric level) times 
  per day. 
  War 
  (DR342 p25) 
  Piercing Steel Talon – When the Cleric is wielding his/her Deity’s Favored Weapon, the Cleric may ignore an opponent’s Armor 
  or Shield bonus to AC on a single attack.  Activated as a Free Action.  Usable (Cleric level / 2) times per day, but only once per 
  round. 
  Water 
  (DR342 p25) 
  Waves Protect Their Own – The Cleric and his/her allies within 30’ receive no penalties from Underwater combat and have no 
  chance of being drowned by rough water.  The Clerics opponent’s receive a penalty on Attack rolls equal to the Cleric’s Charisma 
  modifier.  The Cleric must be at least waist deep in water to use this ability.  Usable (Cleric level) times per day, though they do 
  not need to be consecutive. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 33 
  Druid 
   
  Alternate Base Classes 
   
  The following are specialized types of Druids, in the same way a Necromancer is a specialized type of Wizard.  The decision to become a specialized Druid must 
  be done when the 1st level of Druid is taken.  A character can only be the member of one Druid class. 
  Note:  Class Abilities that are underlined are detailed below the table. 
   
  Lvl 
  Druid 
     
  (PH p33) 
  Druidic Avenger 
     
  (UA p51)
  Metal Master 
     
  (DR311 p59) 
  Sidhe Scholar 
     
  (DR339 p90)
  Class Features 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Shield (wood only) 
  Weapons: 
  Club, Dagger, Dart, 
  Quarterstaff, Scimitar, 
  Short Spear, Sickle, Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Shield (wood only) 
  Weapons: 
  Club, Dagger, Dart, 
  Quarterstaff, Scimitar, 
  Short Spear, Sickle, Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal, 
  Intimidate. 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shields, Tower Shields 
  Weapons: 
  Simple & Martial 
  weapons that are made 
  out of metal 
  Skill Points: 2 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(architecture), 
  Know(dungeon), Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8  d6 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  1 
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Animal Companion 
  Nature Sense 
  Wild Empathy, with a –4 penalty 
  +10’ movement 
  Rage, 1/day 
   
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Metal Master Spontaneous Casting  
  Animal Companion 
  Nature Sense 
  Mine Sense 
  Wild Empathy 
  Gain ‘Terran’ as a free language 
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Animal Companion 
  Wild One 
  Nature Sense 
  Wild Empathy 
  Gain Feat: Skill Focus (Know(nature)) 
  2 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Blessing of the Fey 
  3 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  Metal Sense 
  Trackless Step 
   
  4 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Sylvan Gifts 
  5 
  Wild Shape, 1/day 
  Wild Shape, 1/day 
  Wild Shape, 1/day 
  Wild Shape, 1/day 
  Otherworldly Shifting 
  6 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Rage, 2/day 
  Wild Shape, 2/day 
  Damage Reduction 1 / bludgeoning 
  Wild Shape, 2/day 
  Dark Moon’s Secret 
  7 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  8 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Damage Reduction 2 / bludgeoning 
  Wild Shape (Large) 
  9 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  10 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Damage Reduction 3 / bludgeoning 
  Wild Shape, 4/day 
  11 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Rage, 3/day 
  Wild Shape (Tiny) 
  Major Creation, 1/day 
  Wild Shape (Tiny) 
  12 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Damage Reduction 4 / bludgeoning 
  Wild Shape (Plants) 
  Sylvan Craft 
  13 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  14 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Damage Reduction 5 / bludgeoning 
  Wild Shape, 5/day 
  15 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  16 
  Wild Shape, Elemental 1/day 
  Wild Shape, Elemental 1/day 
  Rage, 4/day 
  Wild Shape, Elemental 1/day 
  Damage Reduction 5 / cold iron, 
  adamantine, or silver  
  Wild Shape, Elemental 1/day 
  17 
   
  Tireless Rage 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 34 
  Lvl 
  Druid 
     
  (PH p33) 
  Druidic Avenger 
     
  (UA p51)
  Metal Master 
     
  (DR311 p59) 
  Sidhe Scholar 
     
  (DR339 p90)
  18 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Damage Reduction 5 / adamantine, or 
  silver  
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  19 
   
   
  Iron Body, 1/day 
   
  20 
  Wild Shape, Elemental (Huge), 3/day 
  Wild Shape, Elemental (Huge), 3/day 
  Wild Shape, Elemental (Huge), 3/day 
  Damage Reduction 5 / adamantine  
  Wild Shape, Elemental (Huge), 3/day 
   
  Class Abilities 
   
  ‘Metal Master’ Class Abilities: 
  Metal Master Spontaneous Casting – You may “lose” a prepared spell to cast any spell from the following list of the same level or lower. 
  1st – n/a 
  2nd – Chill Metal, Heat Metal 
  3rd – n/a 
  4th – Rusting Grasp 
  5th – n/a 
  6th – Ironwood 
  7th – Transmute Metal to Wood 
  8th – Repel Metal and Stone  
  9th – n/a 
  Mine Sense – +2 bonus on Knowledge (dungeoneering) and Knowledge (architecture and engineering) checks. 
  Metal Sense – +2 bonus on Craft (armorsmithing), Craft (blacksmithing), and Craft (weaponsmithing) checks. 
   
  ‘Sidhe Scholar’ Class Abilities: 
  Wild One – You may “lose” a prepared spell to cast any spell from the following list of the same level or lower. 
  Blessing of the Fey – +2 bonus on Know(arcana) & Survival checks. 
  Sylvan Gifts – Calculate your number of  bonus Druid spells as if your Wisdom was +2. 
  Otherworldly Shifting – The animal forms you shift into while using Wild Shape look different every time are always strange & exotic.  The forms will not 
  blend in with similar animals. 
  Dark Moon’s Secret – Add the spells from the Evil Domain to your Druid spell list. 
  Sylvan Craft – Gain Feat: Craft Staff.  You can make magical staves in only half the normal time. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 35 
  Alternate Base Classes (continued) 
   
   
  Lvl 
  Druid 
  (PH p33) 
  Storm Druid 
  (DR328 p87) 
  Urban Druid 
  (DR317 p30) 
  Totem Druid 
  (DR335 p87) 
  Class Features 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Shield (wood only) 
  Weapons: 
  Club, Dagger, Dart, 
  Quarterstaff, Scimitar, 
  Short Spear, Sickle, Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Shield (wood only) 
  Weapons: 
  Club, Dagger, Dart, 
  Quarterstaff, Scimitar, 
  Short Spear, Sickle, Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Studded Leather, Shield 
  (wood only) , Buckler 
  Weapons: 
  Club, Crossbow(any), 
  Dagger, Dart, 
  Quarterstaff, Rapier, Sap, 
  Scimitar, Short-sword, 
  Shortspear, Sickle, Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(arch & eng), 
  Know(history), Know(local), 
  Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Bluff, Diplomacy, Gather Info., 
  Intimidate, Handle Animal, 
  Perform. 
  Speak Language. 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Shield (wood only) 
  Weapons: 
  Club, Dagger, Dart, 
  Quarterstaff, Scimitar, 
  Short Spear, Sickle, Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  1 
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Storm Druid Spontaneous Casting  
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Immunity to natural and magical 
  Deafness 
   
   
  Cast Prepared Divine Wisdom-based 
  Charisma-based spells from Urban 
  Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Urban Druid Spontaneous Casting  
  Animal Companion 
  Urban Companion  
  Nature Sense 
  City Sense 
  Wild Empathy 
  Favored City 1 
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Totem Animal Companion 
  Totem Shape (1/day) 
  2 
  Woodland Stride 
  Woodland Stride 
  Frightful Presence (animals) 
  Thunder Strike (1d6 electrical, 
  temporary deafness), 1/day 
   
  Woodland Stride 
  Crowdwalk 
  Woodland Stride 
  Feat: Natural Spell 
  3 
  Trackless Step 
  Trackless Step 
  +1 Insight on Reflex saves 
  Trackless Step 
  Alley Fighting 
  Trackless Step  
  Totem Shape (2/day) 
  4 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Disease Immunity 
  Favored City 2 
  Resist Nature’s Lure 
  5 
  Wild Shape, 1/day 
  Wild Shape, 1/day 
  Electricity Resistance 5 
  Wild Shape, 1/day 
  Urban Shape, 1/day 
  Wild Shape, 1/day  
  Totem Shape (3/day) 
  6 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Thunder Strike (1d6 electrical, 
  temporary deafness), 2/day 
  Wild Shape, 2/day 
  Urban Shape, 2/day 
  Wild Shape, 2/day  
  Dire Totem Shape (1/day) 
  7 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Urban Shape, 3/day 
  Wild Shape, 3/day  
  Totem Shape (4/day) 
  8 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Frightful Presence (magical beasts, fey, 
  & vermin) 
   
  Wild Shape (Large) 
  Urban Shape (Large) 
  Favored City 3 
  Wild Shape (Large)  
  Totem Speech 
  9 
  Venom Immunity 
  Venom Immunity 
  +2 Insight on Reflex saves 
  Venom Immunity 
  Information Network 
  Venom Immunity 
  10 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Electricity Resistance 10 
  Wild Shape, 4/day 
  Urban Shape, 4/day 
  Wild Shape, 4/day  
  Totem Shape (Planar) 
  11 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Thunder Strike (2d6 electrical, 
  temporary deafness), 3/day 
  Wild Shape (Tiny) 
  Urban Shape (Tiny) 
  Wild Shape (Tiny)  
  Totem Shape (5/day) 
  12 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Gain Improved Initiative feat 
  Wild Shape (Plants) 
  Urban Shape (Object) 
  Favored City 4 
  Wild Shape (Plants)  
  Dire Totem Shape (2/day) 
  13 
   
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  14 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
   
  Wild Shape, 5/day 
  Urban Shape, 5/day 
  Wild Shape, 5/day  
  Totem Shape (6/day) 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 36 
  Lvl 
  Druid 
  (PH p33) 
  Storm Druid 
  (DR328 p87) 
  Urban Druid 
  (DR317 p30) 
  Totem Druid 
  (DR335 p87) 
  15 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Thunder Strike (4d6 electrical, 
  permanent deafness), 5/day 
  +3 Insight on Reflex saves 
  Electricity Resistance 15 
  Timeless Body 
  Wild Shape (Huge) 
  Urban Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  16 
  Wild Shape, Elemental 1/day 
  Wild Shape, Elemental 1/day 
  Frightful Presence (any creature) 
   
  Wild Shape, Elemental 1/day 
  Urban Shape, Animated Object 1/day  
  Favored City 5 
  Wild Shape, Elemental 1/day  
  Totem Shape (Dire Planar) 
  17 
   
   
   
  Totem Shape (7/day) 
  18 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
   
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Urban Shape, 6/day  
  Urban Shape, Animated Object 2/day  
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day  
  Dire Totem Shape (3/day) 
  19 
   
   
   
  A Thousand Faces 
  20 
  Wild Shape, Elemental (Huge), 3/day 
  Wild Shape, Elemental (Huge), 3/day 
  Thunder Strike (4d6 electrical, 
  permanent deafness), 5/day 
  Electricity Resistance 20 
  Wild Shape, Elemental (Huge), 3/day 
  Urban Shape, Animated Object 
  (Gargantuan) 3/day  
  Favored City 5 
  Wild Shape, Elemental (Huge), 3/day  
  Totem Shape (8/day) 
   
  Class Abilities 
  ‘Storm Druid’ Class Abilities: 
  Storm Druid Spontaneous Casting 
  You may “lose” a prepared spell to cast any spell 
  from the following list of the same level/lower. 
  1st – Obscuring Mist 
  2nd – Gust of Wind 
  3rd – Call Lightning 
  4th – Air Walk 
  5th – Call Lightning Storm 
  6th – Chain Lightning 
  7th – Control Weather 
  8th – Whirlwind 
  9th – Storm of Vengeance 
  Frightful Presence (creature type)  
  Whenever the Storm Druid attacks or charges, all 
  creatures of the indicated type within 30’ 
  become Shaken for 4d6 rounds (WillNeg, DC is 
  Charisma-based).  If the creature makes its save, 
  it is immune to this Storm Druid’s Frightful 
  Presence for 24 hours.  The Storm Druid’s allies 
  are not affected by this ability. 
  Thunder Strike (Xd6 electrical, deafness),times/day 
  As part of a melee attack, the Storm Druid 
  discharges Xd6 Electrical damage (no save) and 
  makes the opponent Deaf (FortNeg, DC is 
  Constitution-based).  Temporary Deafness lasts 
  for 3d6 rounds.  The Storm Druid must declare 
  he/she is using this ability before rolling the 
  attack, and the use is lost if the attack misses. 
   
  ‘Totem Druid’ Class Abilities: 
  When this class is first taken, the Totem Druid 
  chooses his/her Totem Animal from the 
  following list:  Ape, Bear, Eagle, Horse, Shark, 
  Snake, Tiger, or Wolf. 
  Totem Animal Companion – the Totem Druid must 
  choose his/her Totem Animal as his/her Animal 
  Companion (or the Dire version of the animal if 
  he/she is high enough level).  The Totem 
  Animal Companion gains abilities as a normal 
  Druid’s Animal Companion, except the Totem 
  Druid is considered to be two levels higher for 
  purposes of determining the companion’s 
  abilities.  Also, a Totem Druid qualifies for the 
  Dire version of his/her Totem Animal two levels 
  earlier than a normal Druid would (see below). 
  Totem Shape (N/day) – The Totem Druid may 
  become his/her Totem Animal ‘N’ times per 
  day.  This functions the same as Wild Shape.  At 
  10th level, the Totem Druid may apply the 
  Celestial (if non-Evil) or Fiendish (if non-Good) 
  Template to his/her Animal form.  A Neutral 
  Totem Druid may choose either Celestial or 
  Fiendish, but the decission cann’t be changed. 
  Dire Totem Shape (N/day) – The Totem Druid may 
  become the Dire version of his/her Totem 
  Animal ‘N’ times per day.  This functions the 
  same as Wild Shape.  At 16th level, the Totem 
  Druid may apply the Celestial or Fiendish 
  Template to his/her Dire Animal form (the same 
  Template as was chosen at 10th level). 
  Totem Speech – The Totem Druid may speak the 
  languages he/she knows while using Totem 
  Shape.  Also, he/she may always speak with 
  members of his/her Totem Animal’s species as 
  if using Speak with Animals. 
   
  ‘Urban Druid’ Class Abilities: 
  Urban Druid Spontaneous Casting 
  You may “lose” a prepared spell to cast any spell 
  from the following list of the same level/lower. 
  1st – Repair Light Damage 
  2nd – Repair Moderate Damage 
  3rd – Repair Serious Damage 
  4th – Repair Critical Damage 
  5th – Repair Light Damage, Mass 
  6th – Repair Moderate Damage, Mass 
  7th – Repair Serious Damage, Mass 
  8th – Repair Critical Damage, Mass 
  9th – n/a 
  Favored City – Each time this class ability occurs, 
  the Urban Druid chooses a city with which 
  he/she is familiar (but not necessarily currently 
  residing in).  Within that city, the Urban Druid 
  gains a Sacred bonus equal to his/her Wisdom to 
  all Bluff, Diplomacy, Gather Info., & Intimidate 
  checks & a +2 Morale bonus on all Will saves.  
  City Sense – +2 bonus on Gather Information & 
  Know (local) checks. 
  Crowd Walk – +4 bonus to skill checks, Strength 
  checks, or attack rolls made to get through a 
  square occupied by a hostile creature (including 
  Tumble, Overrun, etc.). 
  Alley Fighting – If fighting in a space the same 
  width as the Urban Druid (typically 5’), gain a 
  +1 Competence bonus on attack rolls & an 
  opponent around the corner does not get Cover 
  (but keeps Total Cover, if appropriate). 
  Information Network – The Urban Druid 
  establishes information networks in a number of 
  cities equal to his/her Charisma modifier.  In 
  these cities, a Gather Information check only 
  takes 30 minutes (instead of a full evening).  
  Information that is very important to the Urban 
  Druid arrives at his/her ears in 1d4 hours (if 
  he/she is nearby) on a successful check. 
  Urban Companion – As Animal Companion, 
  except with a different list: 
  1 – Animated Object (small), Bat, Dire Rat, 
  Rat, Cat, Dog, Riding Dog, Horse (light or 
  heavy), Monstrous Centipede (med.), 
  Monstrous Scorpion (small), Monstrous 
  Spider (small), Mule, Owl, Pony, Raven, 
  Snake (small viper, med. viper), Warhorse 
  (light). 
  4 – Animated Object (med.), Giant Ant 
  (soldier), Dire Bat, Monstrous Centipede 
  (large), Monstrous Scorpion (med.), 
  Monstrous Spider (med.), Snake (large 
  viper), Warhorse (heavy). 
  7 – Animated Object (large), Carrion Crawler, 
  Hammer(MM2 p27), Otyugh, Monstrous 
  Centipede (huge), Monstrous Scorpion 
  (large), Monstrous Spider (large), Snake 
  (huge viper), Pulverizer(MM2 p27). 
  10 – Animated Object (huge), Monstrous 
  Spider (huge). 
  13 – Monstrous Centipede (gargantuan), 
  Monstrous Scorpion (huge). 
  16 – Animated Object (gargantuan), Monstrous 
  Spider (gargantuan). 
  Urban Shape – As Wild Shape, except with a 
  different list of creatures.  The Urban Druid can 
  become Humanoids & creatures from the Urban 
  Companion list (except for Animated Objects 
  initially).  At higher levels, he/she can become 
  immobile objects of an appropriate size, and 
  then Animated Objects. 
   
  Totem Animal 
  Ape 
  Bear 
  Eagle 
  Horse 
  Shark 
  Snake 
  Tiger 
  Wolf 
  Level Normal Animal Companion is Available 
  2 
  2 
  1 
  1 
  1 
  1 
  5 
  1 
  Level Dire Animal Companion is Available 
  5 
  11 
  3 
  5 
  14 
  8 
  14 
  5 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 37 
  Alternate Base Classes (continued) 
   
   
  Lvl 
  Druid 
  (PH p33) 
  Wild Reaper 
  (DR311 p55) 
  Wind Walker 
  (DR311 p57) 
  Winter Warden 
  (DR311 p60) 
  Class Features 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Shield (wood only) 
  Weapons: 
  Club, Dagger, Dart, 
  Quarterstaff, Scimitar, 
  Short Spear, Sickle, Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Shield (wood only) 
  Weapons: 
  Club, Battleaxe, Dagger, 
  Dart, Kama, Nunchaku, 
  Quarterstaff, Scimitar, 
  Sickle, Sling, Throwing 
  Axe 
  Skill Points: 2 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal, 
  Intimidate. 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Shield (wood only) 
  Weapons: 
  Club, Dagger, Dart, 
  Javelin, Quarterstaff, 
  Scimitar, Shortbow, Short 
  Spear, Sickle, Spear, 
  Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Shield (wood only) 
  Weapons: 
  Club, Dagger, Dart, 
  Quarterstaff, Scimitar, 
  Short Spear, Sickle, Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Balance, Ride. 
  Con: Concentration. 
  Int: Craft, Know(geography), 
  Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  1 
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Animal Companion (must be 
  carnivorous or omnivorous that eats 
  carrion) 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Wind Walker Spontaneous Casting 
  Animal Companion 
  Aerial Companion  
  Nature Sense 
  Wild Empathy 
  Aerial Empathy 
  Gain ‘Auran’ as a free language 
  Zephyr Spellcasting   
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Animal Companion 
  Nature Sense 
  Wild Empathy, no penalty vs. Magical 
  Beasts with [cold] subtype. 
  Cold Casting 
   
  2 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Feather Fall, 1/day 
  Woodland Stride 
  Ray of Frost added to spell list 
  3 
  Trackless Step 
  Trackless Step 
  Wild Reaper Spontaneous Casting  
  Trackless Step 
  Whispering Winds, 1/day 
  Trackless Step 
  Drift Stride 
   
  4 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Air Mastery 
  Resist Nature’s Lure 
  Trackless Step 
  5 
  Wild Shape, 1/day 
  Wild Shape, 1/day 
  Wild Shape, 1/day 
  Feather Fall, 2/day 
  Wild Shape, 1/day 
  Ice Stride 
  6 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Friend of the Air 
  Wild Shape, 1/day 2/day 
  7 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Fly, 1/day 
  Whispering Winds, 2/day 
  Wild Shape, 2/day 3/day  
  8 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Feather Fall, 3/day 
  Wild Shape 3/day (Large)  
  9 
  Venom Immunity 
  Venom Immunity 
  Disease Immunity 
  Venom Immunity 
  Air Spell Immunity 
  Venom Immunity 
  Resistance to Cold 5 
  10 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Fly, 2/day 
  Wild Shape, (Large) 4/day 
  11 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Whispering Winds, 3/day 
  Wild Shape 4/day (Tiny) 
  12 
  Wild Shape (Plants) 
  Wild Shape (Plants)  
  Turn Undead 
  Wild Shape (Plants) 
  Air Domain (granted power) 
  Wild Shape (Plants) 
  Resistance to Cold 10 
  13 
  A Thousand Faces 
  A Thousand Faces  
  Resist Death’s Lure 
  A Thousand Faces  
  Fly, 3/day 
  A Thousand Faces  
  Wall of Ice, 1/day 
  14 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Air Domain (domain spells) 
  Wild Shape, 5/day 
  15 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Resistance to Cold 15 
  16 
  Wild Shape, Elemental 1/day 
  Wild Shape, Elemental 1/day  
  Fast Healing 1 
  Wild Shape, Air Elemental 1/day 
  Wild Shape, Elemental 1/day 
  Wild Shape (Huge) 
  17 
   
  Ability Damage Healing 1 
   
  Otiluke’s Freezing Sphere, 1/day 
  18 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Air Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Immunity to Cold  
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 38 
  Lvl 
  Druid 
  (PH p33) 
  Wild Reaper 
  (DR311 p55) 
  Wind Walker 
  (DR311 p57) 
  Winter Warden 
  (DR311 p60) 
  19 
   
  Timeless Body 
   
  Wild Shape, 6/day 
  20 
  Wild Shape, Elemental (Huge), 3/day 
  Wild Shape of Elemental (Huge), 3/day 
  Fast Healing 3 
  Ability Damage Healing 2 
  Wild Shape, Air Elemental (Huge), 
  3/day 
  Wild Shape, Elemental (Huge), 3/day 
  Polar Ray, 1/day 
   
  Class Abilities 
   
  ‘Wild Reaper’ Class Abilities: 
  Wild Reaper Spontaneous Casting 
  You may “lose” a prepared spell to cast any spell 
  from the following list of the same level/lower. 
  1st – Summon Nature’s Ally I 
  2nd – Summon Nature’s Ally II,  
  Soften Earth and Stone,  
  Warp Wood 
  3rd – Summon Nature’s Ally III,  
  Diminish Plants,  
  Poison 
  4th – Summon Nature’s Ally IV,  
  Blight,  
  Rusting Grasp 
  5th  – Summon Nature’s Ally V,  
  Transmute Rock to Mud 
  6th – Summon Nature’s Ally VI,  
  Antilife Shell 
  7th – Summon Nature’s Ally VII 
  8th – Summon Nature’s Ally VIII,  
  Finger of Death 
  9th – Summon Nature’s Ally XI 
  Turn Undead 
  Turns / Destroys Undead as a Cleric two levels 
  lower than the Druid’s level. 
  Resist Death’s Lure 
  +4 bonus on saves vs. level drain & Death effects. 
  ‘Wind Walker’ Class Abilities: 
  Wind Walker Spontaneous Casting 
  You may “lose” a prepared spell to cast any spell 
  from the following list of the same level/lower. 
  1st – Summon Nature’s Ally I (flying only) 
  2nd – Summon Nature’s Ally II (flying only) 
  3rd – Summon Nature’s Ally III (flying only) 
  4th – Summon Nature’s Ally IV (flying only) 
  5th – Summon Nature’s Ally V (flying only) 
  6th – Summon Nature’s Ally VI (flying only) 
  7th – Summon Nature’s Ally VII (flying only) 
  8th – Summon Nature’s Ally VIII (flying only) 
  9th – Summon Nature’s Ally XI (flying only) 
  Aerial Companion 
  As Animal Companion, except with a different list: 
   
  1 – Eagle, Hawk, Owl  
   
  4 – Dire Bat, Hippogriff  
   
  7 – Giant Eagle, Giant Owl,  
  Juvenile Arrowhawk 
   10 – Griffon, Adult Arrowhawk 
   13 – Dragonne 
   16 – Elder Arrowhawk 
  Aerial Empathy 
  As Wild Empathy, except it applies to animals & 
  magical beasts that fly or have the [air] subtype.  
  There is no penalty to target a magical beast. 
  Zephyr Spellcasting 
  Casts Druid spells with the [air] subtype at +1 level 
  & +1 DC. 
  Air Mastery 
  Airborne attackers receives a –1 penalty on attacks 
  & damage rolls against the Wind Walker. 
  Friend of the Air 
  The Wind Walker is considered two sizes larger 
  when determining the effects of wind. 
  Air Spell Immunity 
  The Wind Walker as unbeatable Spell Resistance 
  to spells with the [air] subtype. 
  Air Domain (granted power) 
  Gain the Air Domain Granted Power (i.e., Rebuke / 
  Command creatures of Air & Turn / Destroy 
  creatures of Earth). 
  Air Domain (domain spells) 
  Gain an extra spell per spell level, which must 
  come from the Air Domain list & can not be 
  spontaneously cast as another spell. 
  ‘Winter Warden’ Class Abilities: 
  Cold Casting  
  Casts spells & spell-like abilities with the [cold] 
  subtype at +1 level & +1 DC. 
  Drift Stride  
  The Winter Warden can walk on non-magic snow 
  without slowing or sinking. 
  Ice Stride  
  The Winter Warden can walk on non-magic ice 
  without slowing or sinking. 
   
    
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 39 
  Variant Class Features 
   
  Lvl 
  Druid 
     
  (PH p33) 
  Druid variant,  
  Focused Animal 
  (DR347 p91)
  Druid variant,  
  Shapeshift 
  (PH2 p39) 
  Druid variant, Spontaneous 
  Rejuvenation 
  (PH2 p39)
  Class Features 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Shield (wood only) 
  Weapons: 
  Club, Dagger, Dart, 
  Quarterstaff, Scimitar, 
  Short Spear, Sickle, Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Shield (wood only) 
  Weapons: 
  Club, Dagger, Dart, 
  Quarterstaff, Scimitar, 
  Short Spear, Sickle, Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Shield (wood only) 
  Weapons: 
  Club, Dagger, Dart, 
  Quarterstaff, Scimitar, 
  Short Spear, Sickle, Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: NG, LN, N, CN, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, Hide, 
  Shield (wood only) 
  Weapons: 
  Club, Dagger, Dart, 
  Quarterstaff, Scimitar, 
  Short Spear, Sickle, Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  1 
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Animal Companion 
  Nature Sense 
  Wild Empathy  
  Focused Animal 
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Animal Companion 
  Nature Sense 
  Wild Empathy  
  Shapeshift – Predator Form 
  Cast Prepared Divine Wisdom-based 
  spells from Druid list 
  Spontaneously convert Druid spells into 
  Summon Nature’s Ally spells 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Spontaneous Rejuvenation 
  2 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  3 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  4 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  5 
  Wild Shape, 1/day 
  Wild Shape, 1/day  
   
  Wild Shape, 1/day  
  Shapeshift – Aerial Form 
  Wild Shape, 1/day 
  6 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  7 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  8 
  Wild Shape (Large) 
  Wild Shape (Large) 
   
  Wild Shape (Large) 
  Shapeshift – Ferocious Slayer Form 
  Wild Shape (Large) 
  9 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  10 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  11 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  12 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
   
  Wild Shape (Plants) 
  Shapeshift – Forest Avenger Form 
  Wild Shape (Plants) 
  13 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  14 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  15 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  16 
  Wild Shape, Elemental 1/day 
  Wild Shape, Elemental 1/day 
   
  Wild Shape, Elemental 1/day 
  Shapeshift – Elemental Fury Form 
  Wild Shape, Elemental 1/day 
  17 
   
   
   
   
  18 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  19 
   
   
   
   
  20 
  Wild Shape, Elemental (Huge), 3/day 
  Wild Shape, Elemental (Huge), 3/day 
  Wild Shape, Elemental (Huge), 3/day 
  Wild Shape, Elemental (Huge), 3/day 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 40 
  Class Abilities 
   
  ‘Druid variant, Focused Animal’ Class Abilities: 
  Focused Animal – you are considered 2 levels higher for purposes of determining your Animal Companion’s abilities.  Also, you may speak with your Animal 
  Companion. 
   
  ‘Druid variant, Spontaneous Rejuvenation’ Class Abilities: 
  Spontaneous Rejuvenation – As a Standard Action, you may sacrifice a prepared spell to grant yourself and all allies within 30’ “Fast Healing X” for 3 rounds, 
  where X is the level of spell you sacrificed. 
   
  ‘Druid variant, Shapeshift’ Class Abilities: 
  Shapeshift – As a Swift Action, you may change into a creature whose abilities are determined by your level any number of times per day for any duration.  Note 
  that shapeshifting does not cause you to heal.  You do not need to return to your normal form before changing to a different shape.  At first level, you can take 
  a Predator Form, which look like a Wolf, Jaguar, or any other terrain or culturally appropriate creature.  No mater what it looks like, its ability scores are the 
  same for all Shapeshifting Druids.  You cannot speak or cast spell while Shapeshifting (Feat: Natural Spell does not work with Shapeshifting).  All your 
  possessions meld into your new form and become non-functional until you return to your normal form.  Unless noted otherwise, you remain the same size.  
  Any Natural Weapons that your form has receive an Enhancement bonus on attack & damage equal to ¼th your Druid level & at 4th level are treated as 
  ‘magic’ for purposes of overcoming Damage Reduction.  If you become Unconscious or are killed, you revert to your normal form. 
  In effect, this is a simplified Wild Shape.  
  Predator Form – typically a Wolf, Panther, etc. 
  a) +4 Enhancement bonus to Strength; 
  b) +4 improvement to your Natural Armor; 
  c) base Land speed becomes 50’; 
  d) gain a Bite attack that does 1d6 if you are Medium; 
  e) at 5th level, you gain Feat: Mobility when in this form. 
  Aerial Form – typically an Eagle, Vulture, Bat, etc. 
  a) +2 Enhancement bonus to Strength; 
  b) +2 Enhancement bonus to Reflex saves; 
  c) +2 improvement to your Natural Armor; 
  d) gain Fly speed 40’ with Good maneuverability; 
  e) gain a Talon attack that does 1d6 if you are Medium; 
  f) at 7th level, you gain Feat: Flyby Attack when in this form. 
  Ferocious Slayer Form – typically Tiger, Bear, Dire Wolf, etc. 
  a) size increases by one category, which might grant Reach; 
  b) +8 Enhancement bonus to Strength; 
  c) +4 Enhancement bonus to Fortitude saves; 
  d) +8 improvement to your Natural Armor; 
  e) base Land speed becomes 40’; 
  f) gain a primary Bite attack that does 1d8 if your original size is Medium; 
  g) gain two secondary Claw attacks that do 1d6 if your original size is Medium; 
  h) at 10th level, you gain Feat: Improved Critical (bite) and Feat: Improved Critical (claw) when in this form. 
  Forest Avenger Form – typically Treant, Shambling Mount, etc. 
  a) size increases by one category, which might grant Reach; 
  b) +12 Enhancement bonus to Strength; 
  c) +4 Enhancement bonus to Fortitude & Will saves; 
  d) +12 improvement to your Natural Armor; 
  e) base Land speed becomes 20’; 
  f) gain a Slam attack that does 1d8 if your original size is Medium; 
  g) gain Damage Reduction 5 / slashing; 
  h) at 14th level, you gain Feat: Improved Overrun. 
  Elemental Fury Form – an elemental form of Air, Earth, Fire or Water. 
  a) size increases by two category, which probably grants you Reach; 
  b) +16 Enhancement bonus to Strength; 
  c) +4 Enhancement bonus to all saves; 
  e) +16 improvement to your Natural Armor; 
  f) base Land speed is unchanged and you do not gain a Burrow, Fly, or Swim speed; 
  g) gain two primary Slam attacks that does 2d6 each if your original size is Medium; 
  h) gain immunity to Critical Hits; 
  i) you do not breath; 
  j) gain immunity to one type of energy determined by the elemental form you chose (can be different each time):  Air – Electricity immunity, Earth – Acid 
  immunity, Fire – Fire immunity, Water – Cold immunity; 
  k) at 18th level, you gain Feat: Great Cleave. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 41 
  Racial Substitution 
   
  Lvl 
  Druid 
   
  (PH p33) 
  Goliath Druid –  
  1st level substitution  
  (RoS p151) 
  Goliath Druid –  
  6th level substitution  
  (RoS p151) 
  Goliath Druid –  
  12th level substitution  
  (RoS p151) 
  Goliath Druid –  
  all level substitutions 
  (RoS p151) 
  Class Features 
  Hit Dice:  d8 
  Good Save:  Fort, Will 
  Armor:  Padded, Leather, 
  Hide, Wooden Shields 
  Weapons:  Club, Dagger, 
  Dart, Quarterstaff, Scimitar, 
  Short-spear, Sickle, Sling. 
  Class Skill Points: 4 
   
  Str:  Swim. 
  Dex:  Ride. 
  Int:  Craft, Know(nature), 
  Spellcraft. 
  Wis:  Heal, Listen, Profession, 
  Spot, Survival. 
  Con:  Concentration. 
  Cha:  Diplomacy, Handle 
  Animal. 
  Hit Dice:  d8 
  Good Save:  Fort, Will 
  Armor:  Padded, Leather, 
  Hide, Wooden Shields 
  Weapons:  Club, Dagger, 
  Dart, Quarterstaff, Scimitar, 
  Short-spear, Sickle, Sling. 
  Class Skill Points: 4 
   
  Str:  Swim. 
  Dex:  Ride. 
  Int:  Craft, Know(nature), 
  Spellcraft. 
  Wis:  Heal, Listen, Profession, 
  Spot, Survival. 
  Con:  Concentration. 
  Cha:  Diplomacy, Handle 
  Animal. 
  Hit Dice:  d8 
  Good Save:  Fort, Will 
  Armor:  Padded, Leather, 
  Hide, Wooden Shields 
  Weapons:  Club, Dagger, 
  Dart, Quarterstaff, Scimitar, 
  Short-spear, Sickle, Sling. 
  Class Skill Points: 4 
   
  Str:  Swim. 
  Dex:  Ride. 
  Int:  Craft, Know(nature), 
  Spellcraft. 
  Wis:  Heal, Listen, Profession, 
  Spot, Survival. 
  Con:  Concentration. 
  Cha:  Diplomacy, Handle 
  Animal. 
  Hit Dice:  d8 
  Good Save:  Fort, Will 
  Armor:  Padded, Leather, 
  Hide, Wooden Shields 
  Weapons:  Club, Dagger, 
  Dart, Quarterstaff, Scimitar, 
  Short-spear, Sickle, Sling. 
  Class Skill Points: 4 
   
  Str:  Swim. 
  Dex:  Ride. 
  Int:  Craft, Know(nature), 
  Spellcraft. 
  Wis:  Heal, Listen, Profession, 
  Spot, Survival. 
  Con:  Concentration. 
  Cha:  Diplomacy, Handle 
  Animal. 
  Hit Dice:  d8 
  Good Save:  Fort, Will 
  Armor:  Padded, Leather, 
  Hide, Wooden Shields 
  Weapons:  Club, Dagger, 
  Dart, Quarterstaff, Scimitar, 
  Short-spear, Sickle, Sling. 
  Class Skill Points: 4 
   
  Str:  Swim. 
  Dex:  Ride. 
  Int:  Craft, Know(nature), 
  Spellcraft. 
  Wis:  Heal, Listen, Profession, 
  Spot, Survival. 
  Con:  Concentration. 
  Cha:  Diplomacy, Handle 
  Animal. 
  1 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Elemental Bond 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Elemental Bond 
  2 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  3 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  4 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  5 
  Wild Shape, 1/day 
  Wild Shape, 1/day 
  Wild Shape, 1/day 
  Wild Shape, 1/day 
  Wild Shape, 1/day 
  6 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Earth Companion 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Earth Companion 
  7 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  8 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Wild Shape (Large) 
  9 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  10 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  11 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  12 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Wild Shape (Earth) 
  Wild Shape (Plants) 
  Wild Shape (Earth) 
  13 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  14 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  15 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  16 
  Wild Shape, Elemental 1/day 
  Wild Shape, Elemental 1/day 
  Wild Shape, Elemental 1/day 
  Wild Shape, Elemental 1/day 
  Wild Shape, Elemental 1/day 
  17 
   
   
   
   
   
  18 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  19 
   
   
   
   
   
  20 
  Wild Shape, Elemental 
  (Huge), 3/day 
  Wild Shape, Elemental 
  (Huge), 3/day 
  Wild Shape, Elemental 
  (Huge), 3/day 
  Wild Shape, Elemental 
  (Huge), 3/day 
  Wild Shape, Elemental 
  (Huge), 3/day 
   
  Goliath Druid Class Abilities 
   
  Elemental Bond 
  When you use Summon Nature’s Ally to summon a 
  creature with the [earth] subtype, treat the spell 
  as being the next level up (i.e., at 1st level, you 
  could summon a Small Earth Elemental). 
  In exchange, you can never summon a creature 
  with the [air], [fire], or [water] subtype. 
  Earth Companion 
  Your animal companion becomes part Earth 
  Elemental.  It gains the [earth] subtype, +2 
  Strength,–2 Dexterity, DR 5 / magic, Burrow 
  speed +10’ (or 10’ if it couldn’t burrow before), 
  Earth Mastery (+1 on attack & damage if it and 
  its foe are both touching the ground, but –4 
  penalty on attack & damage if its foe is airborne 
  or waterborne). 
  Wild Shape (earth) 
  You can become an Earth Elemental with the same 
  size restriction as with your Animal forms.  
  Also, the maximum HD for Earth Elementals is 
  your Druid level  +1. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 42 
  Racial Substitution (continued) 
   
  Lvl 
  Druid 
   
  (PH p33) 
  Halfling Druid –  
  1st level substitution  
  (RotW p157) 
  Halfling Druid –  
  5th level substitution  
  (RotW p157) 
  Halfling Druid –  
  13th level substitution  
  (RotW p157) 
  Halfling Druid –  
  all level substitutions 
  (RotW p157) 
  Class Features 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  1 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Halfling Druid Spontaneous 
  Casting 
  Animal Companion 
  Enhanced Link 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Halfling Druid Spontaneous 
  Casting 
  Animal Companion 
  Enhanced Link 
  Nature Sense 
  Wild Empathy 
  2 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  3 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  4 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  5 
  Wild Shape (Small & 
  Medium), 1/day 
  Wild Shape (Small & 
  Medium), 1/day 
  Wild Shape (Tiny & Small & 
  Medium), 2 1/day 
  Wild Shape (Small & 
  Medium), 1/day 
  Wild Shape (Tiny & Small & 
  Medium), 2 1/day 
  6 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Wild Shape, 3 2/day 
  Wild Shape, 2/day 
  Wild Shape, 3 2/day 
  7 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 4 3/day 
  Wild Shape, 3/day 
  Wild Shape, 4 3/day 
  8 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Wild Shape (Medium Large) 
  Wild Shape (Large) 
  Wild Shape (Medium Large) 
  9 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  10 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Wild Shape, 5 4/day 
  Wild Shape, 4/day 
  Wild Shape, 5 4/day 
  11 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Diminutive Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Diminutive Tiny) 
  12 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  13 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  Camouflage 
  A Thousand Faces 
  Camouflage 
  14 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Wild Shape, 6 5/day 
  Wild Shape, 5/day 
  Wild Shape, 6 5/day 
  15 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Large Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Large Huge) 
  16 
  Wild Shape, Elemental (Small, 
  Medium, & Large) 1/day 
  Wild Shape, Elemental (Small, 
  Medium, & Large) 1/day 
  Wild Shape, Elemental (Tiny, 
  Small, Medium, & Large) 
  1/day 
  Wild Shape, Elemental (Small, 
  Medium, & Large) 1/day 
  Wild Shape, Elemental (Tiny, 
  Small, Medium, & Large) 
  1/day 
  17 
   
   
   
   
   
  18 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 7 5/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 7 5/day 
  Wild Shape, Elemental 2/day 
  19 
   
   
   
   
   
  20 
  Wild Shape, Elemental 
  (Huge), 3/day 
  Wild Shape, Elemental 
  (Huge), 3/day 
  Wild Shape, Elemental (Large 
  Huge), 3/day 
  Wild Shape, Elemental 
  (Huge), 3/day 
  Wild Shape, Elemental (Large 
  Huge), 3/day 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 43 
  Halfling Druid Class Abilities 
   
  Halfling Druid Spontaneous Casting 
  You may “lose” a prepared spell to cast any spell 
  from the following list of the same level or lower. 
  1st – Jump 
  2nd – Spider Climb 
  3rd – Protection from Energy 
  4th – Freedom of Movement 
  5th – Tree Stride 
  6th – Summon Nature’s Ally VI 
  7th – Summon Nature’s Ally VII 
  8th – Summon Nature’s Ally VIII 
  9th – Summon Nature’s Ally IX 
  Enhanced Link 
  When riding your Animal Companion, you receive 
  the following: 
  a) +4 Circumstance bonus on Ride checks; 
  b) no penalty when not using a saddle; and 
  c) if you have Trackless Step and/or Woodland 
  Stride, your Animal Companion also gains it. 
  Camouflage 
  You may make a Hide check in natural terrain, 
  even if it does not grant Cover or Concealment. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 44 
  Racial Substitution (continued) 
   
  Lvl 
  Druid 
   
  (PH p33) 
  Half-Orc Druid –  
  1st level substitution  
  (RoD p159) 
  Half-Orc Druid –  
  4th level substitution  
  (RoD p159) 
  Half-Orc Druid –  
  6th level substitution  
  (RoD p159) 
  Half-Orc Druid –  
  all level substitutions 
  (RoD p159) 
  Class Features 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d10  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal, Intimidate. 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d10  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal, Intimidate. 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d10  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal, Intimidate. 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d10  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal, Intimidate. 
  1 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Tough Animal Companion 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine 
  Wisdom-based spells from 
  Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Tough Animal Companion 
  2 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  3 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  4 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Bully Animal 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Bully Animal 
  5 
  Wild Shape (Small & 
  Medium), 1/day 
  Wild Shape (Small & 
  Medium), 1/day 
  Wild Shape (Small & 
  Medium), 1/day 
  Wild Shape (Small & 
  Medium), 1/day 
  Wild Shape (Small & 
  Medium), 1/day 
  6 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Wild Shape, 1 2/day 
  Augmented Nature’s Allies 
  Wild Shape, 1 2/day 
  Augmented Nature’s Allies 
  7 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 2 3/day 
  Wild Shape, 2 3/day 
  8 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Wild Shape (Large) 
  9 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  10 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Wild Shape, 3 4/day 
  Wild Shape, 3 4/day 
  11 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  12 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  13 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  14 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Wild Shape, 4 5/day 
  Wild Shape, 4 5/day 
  15 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  16 
  Wild Shape, Elemental (Small, 
  Medium, & Large) 1/day 
  Wild Shape, Elemental (Small, 
  Medium, & Large) 1/day 
  Wild Shape, Elemental (Small, 
  Medium, & Large) 1/day 
  Wild Shape, Elemental (Small, 
  Medium, & Large) 1/day 
  Wild Shape, Elemental (Small, 
  Medium, & Large) 1/day 
  17 
   
   
   
   
   
  18 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 5 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 5 6/day 
  Wild Shape, Elemental 2/day 
  19 
   
   
   
   
   
  20 
  Wild Shape, Elemental 
  (Huge), 3/day 
  Wild Shape, Elemental 
  (Huge), 3/day 
  Wild Shape, Elemental 
  (Huge), 3/day 
  Wild Shape, Elemental 
  (Huge), 3/day 
  Wild Shape, Elemental 
  (Huge), 3/day 
   
  Half-Orc Druid Class Abilities 
   
  Tough Animal Companion 
  A Half-Orc Druid’s Animal Companion receives 
  Feat: Toughness. 
  Bully Animal 
  When making Wild Empathy checks, a Half-Orc 
  Druid may add his/her Strength modifier instead 
  of his/her Charisma modifier. 
  Augmented Nature’s Allies 
  Any Animal summoned by Summon Nature’s 
  Allies receives +4 bonus to Strength and 
  Constitution.  This does not stack with Feat: 
  Augment Summoning. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 45 
  Racial Substitution (continued) 
   
  Lvl 
  Druid 
   
  (PH p33) 
  Shifter Druid –  
  1st level substitution 
   (RoE p126) 
  Shifter Druid –  
  4th level substitution 
   (RoE p126) 
  Shifter Druid –  
  5th level substitution 
   (RoE p126) 
  Shifter Druid –  
  all level substitutions 
   (RoE p126) 
  Class Features 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: NG, LN, N, CN, 
  NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Padded, Leather, 
  Hide, Shield 
  (wood only) 
  Weapons: 
  Club, Dagger, 
  Dart, 
  Quarterstaff, 
  Scimitar, Short 
  Spear, Sickle, 
  Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Spellcraft. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  1 
  Cast Prepared Divine Wisdom-
  based spells from Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine Wisdom-
  based spells from Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Beast Spirit 
  Cast Prepared Divine Wisdom-
  based spells from Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine Wisdom-
  based spells from Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Cast Prepared Divine Wisdom-
  based spells from Druid list 
  Druid Spontaneous Casting 
  Animal Companion 
  Nature Sense 
  Wild Empathy 
  Beast Spirit 
  2 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  3 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  Trackless Step 
  4 
  Resist Nature’s Lure 
  Resist Nature’s Lure 
  Resist Nature’s Lure  
  Reckless Nature 
  Resist Nature’s Lure 
  Resist Nature’s Lure  
  Reckless Nature 
  5 
  Wild Shape, 1/day 
  Wild Shape, 1/day 
  Wild Shape, 1/day 
  Wild Shape, 1/day 
  Wild Shifting +1/day 
  Wild Shape, 1/day 
  Wild Shifting +1/day 
  6 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Wild Shape, 2/day 
  Wild Shifting +2/day 
  Wild Shape, 2/day 
  Wild Shifting +2/day 
  7 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shape, 3/day 
  Wild Shifting +3/day 
  Wild Shape, 3/day 
  Wild Shifting +3/day 
  8 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Wild Shape (Large) 
  Wild Shifting (improved dmg 1) 
  Wild Shape (Large) 
  Wild Shifting (improved dmg 1)
  9 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  Venom Immunity 
  10 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Wild Shape, 4/day 
  Wild Shifting +4/day 
  Wild Shape, 4/day 
  Wild Shifting +4/day 
  11 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  Wild Shape (Tiny) 
  12 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  Wild Shape (Plants) 
  13 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  A Thousand Faces 
  14 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Wild Shape, 5/day 
  Wild Shifting +5/day 
  Wild Shape, 5/day 
  Wild Shifting +5/day 
  15 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Timeless Body 
  Wild Shape (Huge) 
  Wild Shape (Huge) 
  Wild Shifting (improved dmg 2) 
  Timeless Body 
  Wild Shape (Huge) 
  Wild Shape (Huge) 
  Wild Shifting (improved dmg 2)
  16 
  Wild Shape, Elemental 1/day 
  Wild Shape, Elemental 1/day 
  Wild Shape, Elemental 1/day 
  Wild Shape, Elemental 1/day 
  Wild Shape, Elemental 1/day 
  17 
   
   
   
   
   
  18 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shifting +6/day 
  Wild Shape, Elemental 2/day 
  Wild Shape, 6/day 
  Wild Shifting +6/day 
  Wild Shape, Elemental 2/day 
  19 
   
   
   
   
   
  20 
  Wild Shape, Elemental (Huge), 
  3/day 
  Wild Shape, Elemental (Huge), 
  3/day 
  Wild Shape, Elemental (Huge), 
  3/day 
  Wild Shape, Elemental (Huge), 
  3/day 
  Wild Shape, Elemental (Huge), 
  3/day 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 46 
  Racial Substitution (continued) 
   
  Shifter Druid Class Abilities 
   
  Beast Spirit 
  You receive bonuses based on your Druid level: 
  Level 
  Ability Bonus 
  Additional Abilities 
  1 – 2 
  +0 
  Gain Feat: Alertness. 
  Extended Shifting – your Shifting lasts +2 rounds 
  Feral Empathy – +4 bonus on Wild Empathy & Handle Animal checks with wild animals 
  3 – 5 
  +2 
  Will of the Spirit – if you fail a save vs. an Enchantment, you receive a new saving throw on the next round 
  6 – 8 
  +2 
  Transfer Spirit – as a Move Action, you can transfer your Beast Spirit into an animal summoned by Summon Nature’s Ally that is 
  within 30’.  The animal gains the ability bonus and allows you to speak with the animal, but you temporarily loose the benefits 
  of the Beast Spirit.  The transfer lasts until the animal is killed or the summoning spell ends. 
  9 – 11 
  +4 
  Prepare Spell (up to 3rd) – you may prepare an additional spell of up to 3rd level, which can be cast as a Swift Action. 
  12 – 14 
  +4 
  Rapid Summons – You may cast Summon Nature’s Ally spells as a Standard Action (instead of a Full Round Action). 
  15 – 17 
  +6 
  Prepare Spell (up to 6th) – you may prepare an additional spell of up to 6th level, which can be cast as a Swift Action. 
  18 – 20 
  +6 
  Manifest Spirit – gain Feat: Extra Shifter Trait., even if you already have it. 
   
  Ability Bonus – you gain the listed bonus to your Strength, Dexterity, or Constitution.  You may change which ability score benefits by spending 1 minute meditating.  
   
   
  Reckless Nature 
  +2 Insight bonus on Initiative checks 
  +2 bonus on Reflex saves 
  –2 penalty on Will saves 
   
   
  Wild Shifting +N / day 
  You have the option of using your Wisdom modifier (instead of your Constitution modifier) when determining how long your Shifting lasts. 
  Wild Shifting +N / day – you get N additional uses of Shifting each day 
   
  Wild Shifting (improved dmg 1) 
  The natural weapons you gain (if you have Longtooth, etc.) do damage as if you were a creature 1 size larger. 
   
  Wild Shifting (improved dmg 2) 
  The natural weapons you gain (if you have Longtooth, etc.) do damage as if you were a creature 2 sizes larger. 
   
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Druid Variants 
   
  Page 47 
  Environment-based Weapon Lists 
   
  Environment 
   
  Weapons 
   
  Aquatic / Coastal 
   
  (DR331 p87) 
  Club, Dagger, Dart, Longspear, Net, Quarterstaff, Sling, Spear, Shortspear, Trident 
   
  Artic / Tundra 
   
  (DR331 p87) 
  Club, Dagger, Handaxe, Light Pick, Morningstar, Quarterstaff, Scythe, Sickle, Sling, Spear, Throwing Axe 
   
  Desert / Wasteland 
   
  (DR331 p87) 
  Falchion, Javelin, Kukri, Scimitar, Shortspear, Sling, Spear, Whip 
   
  Forrest 
   
         (PH p33) Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Shortspear, Sling, Spear 
   
  Grassland / Savannah 
   
  (DR331 p87) 
  Bola, Javelin, Longspear, Scythe, Shortbow, Shortspear, Sickle, Sling, Spear 
   
  Mountain 
   
  (DR331 p87) 
  Battleaxe, Club, Dagger, Handaxe, Heavy Pick, Light Pick, Quarterstaff, Sling, Warhammer 
   
  Subterranean / Underdark 
   
  (DR331 p87) 
  Club, Dagger, Heavy Pick, Light Pick, Shortspear, Shortsword, Sling, Whip 
   
   
  Organizations for Druids 
   
  The organization a Druid belongs to can effect his/her availability and proficiency with skills. 
   
  Organization 
   
  Description 
  Bonus 
  Penalty 
  Attendants of the Fey 
  (DR337 p95) 
  Spend more time with the fey than 
  with other humanoids. 
  +2 Circumstance bonus on 
  Know(nature) checks regarding Fey. 
  –1 penalty on Diplomacy 
  checks with non-Fey. 
  Glenendale Park Protectorate 
  (DR337 p95) 
  Urban organization that protects 
  and tends to a huge park in a city. 
  Know(local) becomes a class-skill. 
  –1 penalty on Survival 
  checks. 
  Sisters of the Pounding Waves 
  (DR337 p95) 
  Female sect focuses on the return 
  of the land to the sea. 
  +1 Circumstance bonus on Swim 
  checks. 
  Ride becomes an out-of-
  class skill. 
    
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Fighter Variants 
   
  Page 48 
  Fighter 
   
  Alternate Base Classes  
   
  The following are specialized types of Fighters, in the same way a Necromancer is a specialized type of Wizard. 
   
  Lvl 
  Fighter 
  (PH p37) 
  Bodyguard 
  (DR310 p33) 
  Commander  
  (DR310 p33) 
  Corsair  
  (DR310 p33) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft, Search. 
  Wis: Sense Motive, Spot. 
  Cha: Diplomacy, Gather Info, Handle 
  Animal, Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft, Know(arch & eng). 
  Wis: Profession(siege engineer),  
  Sense Motive, Spot. 
  Cha: Diplomacy, Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Ride, Use Rope. 
  Int: Appraise, Craft. 
  Wis: Profession(sailor), Spot. 
  Cha: Handle Animals, Intimidate. 
  1 
  Fighter Feat 
  Bodyguard Feat or Bodyguard Ability 
  Commander Feat or Commander Ability 
  Corsair Ability 
  2 
  Fighter Feat 
  Bodyguard Feat or Bodyguard Ability 
  Commander Feat or Commander Ability 
  Corsair Ability 
  3 
   
   
   
   
  4 
  Fighter Feat 
  Bodyguard Feat or Bodyguard Ability 
  Commander Feat or Commander Ability 
  Corsair Feat or Corsair Ability 
  5 
   
   
   
   
  6 
  Fighter Feat 
  Bodyguard Feat or Bodyguard Ability 
  Commander Feat or Commander Ability 
  Corsair Feat or Corsair Ability 
  7 
   
   
   
   
  8 
  Fighter Feat 
  Bodyguard Feat or Bodyguard Ability 
  Commander Feat or Commander Ability 
  Corsair Feat or Corsair Ability 
  9 
   
   
   
   
  10 
  Fighter Feat 
  Bodyguard Feat or Bodyguard Ability 
  Commander Feat or Commander Ability 
  Corsair Feat or Corsair Ability 
  11 
   
   
   
   
  12 
  Fighter Feat 
  Bodyguard Feat or Bodyguard Ability 
  Commander Feat or Commander Ability 
  Corsair Feat or Corsair Ability 
  13 
   
   
   
   
  14 
  Fighter Feat 
  Bodyguard Feat or Bodyguard Ability 
  Commander Feat or Commander Ability 
  Corsair Feat or Corsair Ability 
  15 
   
   
   
   
  16 
  Fighter Feat 
  Bodyguard Feat or Bodyguard Ability 
  Commander Feat or Commander Ability 
  Corsair Feat or Corsair Ability 
  17 
   
   
   
   
  18 
  Fighter Feat 
  Bodyguard Feat or Bodyguard Ability 
  Commander Feat or Commander Ability 
  Corsair Feat or Corsair Ability 
  19 
   
   
   
   
  20 
  Fighter Feat 
  Bodyguard Feat or Bodyguard Ability 
  Commander Feat or Commander Ability 
  Corsair Feat or Corsair Ability 
   
  Bodyguard Feat 
  Alertness, Animal Affinity, Blind-Fight, Combat 
  Expertise, Combat Reflexes, Dodge, Great Fortitude, 
  Improved Critical, Improved Disarm, Improved 
  Initiative,  Improved Shield Bash, Improved Trip, 
  Investigator, Iron Will, Lightning Reflexes, Mobility, 
  Negotiator, Persuasive, Power Attack, Quick Draw, 
  Run, Spring Attack, Toughness, Weapon Focus, 
  Weapon Specialization, Whirlwind Attack 
   
  Bodyguard Ability 
  Cover – The Bodyguard may transfer his/her Shield bonus 
  to AC and / or his/her Dodge bonus to AC due to 
  Combat Expertise to a creature in an adjacent hex (the 
  two bonuses can apply to the same or different 
  creatures).  If the creature gaining protection moves 
  more than 5’ away from the Bodyguard, it loses the AC 
  bonus. 
  Clear the Path – The Bodyguard can use the Cleave & 
  Great Cleave feats, but only when Fighting 
  Defensively, using Combat Reflexes, and/or 
  transferring his/her Shield bonus to AC to another 
  using the ‘Cover’ ability. 
  Commander Feat 
  Alertness, Animal Affinity, Cleave, Combat Reflexes, 
  Dodge, Exotic Weapon Proficiency, Great Fortitude, 
  Greater Weapon Focus, Improved Bull Rush, Improved 
  Critical, Improved Initiative, Improved Overrun, 
  Improved Shield Bash, Iron Will, Leadership, Mobility, 
  Mounted Combat, Negotiator, Persuasive, Power 
  Attack, Quick Draw, Spring Attack, Toughness, 
  Weapon Focus, Whirlwind Attack. 
   
  Commander Ability 
  Helpful Hints – The Commander can make an ‘Aid Other’ 
  action to grant a bonus to AC or attack rolls from up to 
  60’ away. 
  Rousing Speech – Either before or during battle, the 
  Commander can make a speech as a Full Round 
  Action.  All allies within 60’ gain a +1 Morale bonus 
  on attacks for 1 round + 1 round for every point the 
  Commander beats a DC15 on a Diplomacy check.  
  Usable once per 2 Commander levels.  Cannot be taken 
  until Commander level 2. 
  Corsair Feat 
  Acrobatic, Agile, Athletic, Cleave, Combat Expertise, Combat 
  Reflexes, Dodge, Exotic Weapon Proficiency, Great 
  Cleave, Great Fortitude, Greater Two-Weapon Fighting, 
  Improved Bull Rush, Improved Critical, Improved Disarm, 
  Improved Grapple, Improved Initiative, Improved Sunder, 
  Improved Trip, Improved Two-Weapon Fighting, Improved 
  Unarmed Strike, Power Attack, Quick Draw, Skill Focus 
  (any class skill), Toughness, Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Finesse, Weapon Focus, 
  Weapon Specialization. 
  Corsair Ability 
  Climb-Fighting – Not considered Flat-Footed while climbing. 
  Rope Movement – As long as riggings / hanging ropes are 
  available, the Corsair may make a Use Rope check in place 
  of a Tumble check to move through an opponent’s hex 
  without generating an Attack of Opportunity. 
  Slow Fall – When falling near a sail, tapestry, etc., the Corsair 
  can use a bladed weapon, rope, or pole to slow his fall by 
  reducing the effective distance 30’. 
  Swinging Bull Rush – By swinging on a rope, the Corsair gains 
  a bonus on Bull Rush checks equal to +1 per 5’ swung. 
  Big Breath – When holding his / her breath, the Corsair only 
  needs to make a Constitution check once per two rounds. 
  Ocean Tangle – When grappling in water deep enough to swim 
  in, the Corsair can use his/her Swim check instead of 
  his/her Grapple check. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Fighter Variants 
   
  Page 49 
  Alternate Base Classes (continued) 
   
  Lvl 
  Fighter 
  (PH p37) 
  Exoticist  
  (DR310 p35) 
  Fencer 
  (DR310 p35) 
  Horseman  
  (DR310 p36) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, , Martial, any 4 
  Exotic Weapon 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride, Tumble. 
  Int: Craft. 
  Cha: Handle Animals, Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shields, Buckler 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Bluff, Diplomacy, Gather Info,  
  Handle Animals, Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy,  
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Ride, Tumble. 
  Int: Craft. 
  Cha: Handle Animal, Intimidate. 
  1 
  Fighter Feat 
  Exoticist Feat or Exoticist Ability 
  Fencer Feat 
  Horseman Feat or Horseman Ability 
  2 
  Fighter Feat 
  Exoticist Feat or Exoticist Ability 
  Fencer Feat 
  Horseman Feat or Horseman Ability 
  3 
   
   
   
   
  4 
  Fighter Feat 
  Exoticist Feat or Exoticist Ability 
  Fencer Feat or Fencer Ability 
  Horseman Feat or Horseman Ability 
  5 
   
   
   
   
  6 
  Fighter Feat 
  Exoticist Feat or Exoticist Ability 
  Fencer Feat or Fencer Ability 
  Horseman Feat or Horseman Ability 
  7 
   
   
   
   
  8 
  Fighter Feat 
  Exoticist Feat or Exoticist Ability 
  Fencer Feat or Fencer Ability 
  Horseman Feat or Horseman Ability 
  9 
   
   
   
   
  10 
  Fighter Feat 
  Exoticist Feat or Exoticist Ability 
  Fencer Feat or Fencer Ability 
  Horseman Feat or Horseman Ability 
  11 
   
   
   
   
  12 
  Fighter Feat 
  Exoticist Feat or Exoticist Ability 
  Fencer Feat or Fencer Ability 
  Horseman Feat or Horseman Ability 
  13 
   
   
   
   
  14 
  Fighter Feat 
  Exoticist Feat or Exoticist Ability 
  Fencer Feat or Fencer Ability 
  Horseman Feat or Horseman Ability 
  15 
   
   
   
   
  16 
  Fighter Feat 
  Exoticist Feat or Exoticist Ability 
  Fencer Feat or Fencer Ability 
  Horseman Feat or Horseman Ability 
  17 
   
   
   
   
  18 
  Fighter Feat 
  Exoticist Feat or Exoticist Ability 
  Fencer Feat or Fencer Ability 
  Horseman Feat or Horseman Ability 
  19 
   
   
   
   
  20 
  Fighter Feat 
  Exoticist Feat or Exoticist Ability 
  Fencer Feat or Fencer Ability 
  Horseman Feat or Horseman Ability 
   
  Class Abilities 
   
  Exoticist Feat 
  Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, 
  Dodge, Far Shot, Great Cleave, Greater Two-Weapon 
  Fighting, Greater Weapon Focus, Greater Weapon 
  Specialization, Improved Critical, Improved Disarm,  
  Improved Feint, Improved Initiative, Improved Precise 
  Shot, Improved Sunder, Improved Two-Weapon 
  Fighting, Lightning Reflexes, Manyshot, Mobility, 
  Point Blank Shot, Quick Draw, Rapid Reload, Rapid 
  Shot, Shot on the Run, Spring Attack, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon 
  Specialization, Whirlwind Attack. 
   
  Exoticist Ability 
  Dazzling Display – +4 bonus to Feint checks. 
  Exotic Attack – +2 bonus on Trip attempts that the 
  Exoticist instantiates with an Exotic Weapon, & a +2 
  bonus on any Disarm roll. 
  Strange Strike – +1 Competence bonus on attack rolls 
  when using an Exotic weapon that the opponent is not 
  proficient in. 
   
   
   
  Fencer Feat 
  Acrobatic, Blind-Fight, Combat Expertise, Combat Reflexes, 
  Dodge, Greater Two-Weapon Fighting, Improved Critical, 
  Improved Disarm, Improved Feint, Improved Initiative, 
  Improved Two-Weapon Fighting, Lightning Reflexes, 
  Mobility, Persuasive, Quick Draw, Shield Proficiency, Skill 
  Focus (any class skill), Spring Attack, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon Finesse, Weapon 
  Focus, Weapon Specialization. 
   
  Fencer Ability 
  Encouraging Blow – When the Fencer threatens a critical, he / 
  she gains a +3 Morale bonus to AC against the threatened 
  foe’s attacks for Charisma modifier rounds (min 1).  If the 
  threat becomes a critical, the Moral bonus increases to +6.  
  Only affects creatures with 4+ Intelligence that are 
  vulnerable to mind-influencing effects. 
  Denigrating Banter – This ability is a Standard Action, up to 3 
  + Charisma modifier times per day.  The Fencer & the 
  opponent make opposed Charisma checks.  If the opponent 
  losses, he / she receives a penalty to his / her Base Attack 
  Bonus of –2 & an additional –1 per 5 points by which the 
  check missed.  The penalty lasts Charisma modifier + 1 
  rounds (min 1).  The ability can be used multiple times, but 
  the penalties do not stack.  Loss in BAB may result in loss 
  of extra attacks, inability to use certain feats, etc.  This 
  ability is a Language-Dependant, Sonic, Mind-Affecting 
  effect. 
  Insurmountable Counter – +2 Dodge bonus to AC when 
  attacked by an opponent using Power Attack or Combat 
  Expertise. 
  Horseman Feat 
  Cleave, Combat Expertise, Combat Reflexes, Dodge, 
  Exotic Weapon Proficiency, Great Cleave, Greater 
  Weapon Focus, Greater Weapon Specialization, 
  Improved Critical, Improved Initiative, Improved 
  Sunder, Lightning Reflexes, Mobility, Mounted 
  Archery, Mounted Combat, Power Attack, Ride-by 
  Attack, Spirited Charge, Trample, Weapon Finesse, 
  Weapon Focus, Weapon Specialization. 
   
  Horseman Ability 
  Quick Turn – When making a charge on a mount, the 
  mount may make one turn of up to 90 degree per point 
  of Dexterity modifier.  Each turn requires a Ride check 
  vs. DC 15.  Failure turns the charge into a double 
  move. 
  Share Shield – As a Move Action, the Horseman & his / 
  her mount may both gain the Horseman’s Shield bonus 
  to AC.  Requires a Ride check vs. DC 15. 
  Spur – The mount gains +10’ movement for 1 round.  
  Usable once per the mount’s Constitution modifier 
  times per day. 
  Steady Hand – Any time the mount must make a Will save 
  vs. a Mind-Influencing effect, the Horseman may made 
  a Ride check vs. DC 10 + spell DC.  If successful, the 
  mount makes its save. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Fighter Variants 
   
  Page 50 
  Alternate Base Classes (continued) 
   
  Lvl 
  Fighter 
  (PH p37) 
  Janissary 
  (DR334 p88) 
  Kensai  
  (DR310 p36) 
  Knight’  
  (DR310 p36) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride, Tumble. 
  Int: Craft, any two Knowledges. 
  Cha: Handle Animals, Intimidate. 
  Speak Language 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, , Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial, +  
  one Martial or Exotic 
  weapon (the Chosen 
  weapon) 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Ride, Tumble. 
  Con: Concentration 
  Int: Craft. 
  Cha: Handle Animals, Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Heal. 
  Cha: Diplomacy, Handle Animals, 
  Intimidate. 
  1 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  Chosen Weapon receives a +1 bonus to 
  attack and damage. 
  Knight Feat or Knight Ability 
  2 
  Fighter Feat 
  Fighter Feat 
  Kensai Feat or Kensai Ability 
  Knight Feat or Knight Ability 
  3 
   
   
   
   
  4 
  Fighter Feat 
  Fighter Feat 
  Kensai Feat or Kensai Ability 
  Knight Feat or Knight Ability 
  5 
   
   
  Chosen Weapon receives a +2 bonus to 
  attack and damage. 
   
  6 
  Fighter Feat 
  Fighter Feat 
  Kensai Feat or Kensai Ability 
  Knight Feat or Knight Ability 
  7 
   
   
   
   
  8 
  Fighter Feat 
  Fighter Feat 
  Kensai Feat or Kensai Ability 
  Knight Feat or Knight Ability 
  9 
   
   
   
   
  10 
  Fighter Feat 
  Fighter Feat 
  Kensai Feat or Kensai Ability 
  Chosen Weapon receives a +3 bonus to 
  attack and damage. 
  Knight Feat or Knight Ability 
  11 
   
   
   
   
  12 
  Fighter Feat 
  Fighter Feat 
  Kensai Feat or Kensai Ability 
  Knight Feat or Knight Ability 
  13 
   
   
   
   
  14 
  Fighter Feat 
  Fighter Feat 
  Kensai Feat or Kensai Ability 
  Knight Feat or Knight Ability 
  15 
   
   
  Chosen Weapon receives a +4 bonus to 
  attack and damage. 
   
  16 
  Fighter Feat 
  Fighter Feat 
  Kensai Feat or Kensai Ability 
  Knight Feat or Knight Ability 
  17 
   
   
   
   
  18 
  Fighter Feat 
  Fighter Feat 
  Kensai Feat or Kensai Ability 
  Knight Feat or Knight Ability 
  19 
   
   
   
   
  20 
  Fighter Feat 
  Fighter Feat 
  Kensai Feat or Kensai Ability 
  Chosen Weapon receives a +5 bonus to 
  attack and damage. 
  Knight Feat or Knight Ability 
   
  Class Abilities 
   
  Kensai Feat 
  Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Two-Weapon 
  Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, 
  Improved Initiative, Improved Sunder, Improved Two-Weapon Fighting, Lighting 
  Reflexes, Mobility, Power Attack, Quick Draw, Spring Attack, Two-Weapon Defense, 
  Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, 
  Whirlwind Attack. 
   
  Kensai Ability 
  The following abilities only applies to the Chosen weapon: 
  Rain of Blows – As part of a Full Round Attack, the Kensai may take a –3 penalty to all 
  attacks to receive an additional attack at the highest attack bonus. 
  Storm of Blows – (requires Rain of Blows) As part of a Full Round Attack, the Kensai 
  may take a –6 penalty to all attacks to receive two additional attacks at the highest 
  attack bonus. 
  . 
   
   
  Knight’ Feat 
  Athletic, Cleave, Combat Reflexes, Exotic Weapon Proficiency, Great Cleave, Great 
  Fortitude, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull 
  Rush, Improved Critical, Improved Overrun, Improved Sunder, Mobility, Mounted 
  Combat, Negotiator, Power Attack, Ride-by Attack, Spirited Charge, Toughness, 
  Trample, Weapon Focus, Weapon Specialization. 
   
  Knight’ Abilities 
  The Knight may take on of the following in place of a Fighter feat: 
  Hard Charge – The Knight & mount both do +2 damage when charging at least the 
  mount’s movement. 
  Jousting Charge – If the Knight has a Heavy or Light Shield readied, he does suffer the 
  –2 penalty to AC (but the mount still does). 
  Staggered Gait – (prerequisite:  Trample) On a successful Overrun action, the mount 
  can make two hoof attacks, though each hoof attack has a –2 penalty. 
  Vicious Mount – When ridden by the Knight, the mount gains a +1 bonus to damage. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Fighter Variants 
   
  Page 51 
  Alternate Base Classes (continued) 
   
  Lvl 
  Fighter 
  (PH p37) 
  Pugilist  
  (DR310 p37) 
  Shield Bearer 
  (DR310 p38) 
  Survivalist  
  (DR310 p38) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Sense Motive, Spot. 
  Cha: Bluff, Handle Animals, Intimidate.
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield, Tower Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Diplomacy, Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Hide, Move Silently, 
  Ride, Use Rope. 
  Int: Craft. 
  Wis: Survival. 
  Cha: Handle Animals, Intimidate. 
  1 
  Fighter Feat 
  Gain Feat: Improved Unarmed Strike 
  and Feat: Endurance. 
  Shield Bearer Feat or Shield Bearer Ability 
  Survivalist Feat 
  2 
  Fighter Feat 
  Pugilist Feat or Pugilist Ability 
  Shield Bearer Feat or Shield Bearer Ability 
  Survivalist Feat 
  3 
   
   
   
   
  4 
  Fighter Feat 
  Pugilist Feat or Pugilist Ability 
  Shield Bearer Feat or Shield Bearer Ability 
  Survivalist Feat 
  5 
   
   
   
   
  6 
  Fighter Feat 
  Pugilist Feat or Pugilist Ability 
  Shield Bearer Feat or Shield Bearer Ability 
  Survivalist Feat 
  7 
   
   
   
   
  8 
  Fighter Feat 
  Pugilist Feat or Pugilist Ability 
  Shield Bearer Feat or Shield Bearer Ability 
  Survivalist Feat 
  9 
   
   
   
   
  10 
  Fighter Feat 
  Pugilist Feat or Pugilist Ability 
  Shield Bearer Feat or Shield Bearer Ability 
  Survivalist Feat 
  11 
   
   
   
   
  12 
  Fighter Feat 
  Pugilist Feat or Pugilist Ability 
  Shield Bearer Feat or Shield Bearer Ability 
  Survivalist Feat 
  13 
   
   
   
   
  14 
  Fighter Feat 
  Pugilist Feat or Pugilist Ability 
  Shield Bearer Feat or Shield Bearer Ability 
  Survivalist Feat 
  15 
   
   
   
   
  16 
  Fighter Feat 
  Pugilist Feat or Pugilist Ability 
  Shield Bearer Feat or Shield Bearer Ability 
  Survivalist Feat 
  17 
   
   
   
   
  18 
  Fighter Feat 
  Pugilist Feat or Pugilist Ability 
  Shield Bearer Feat or Shield Bearer Ability 
  Survivalist Feat 
  19 
   
   
   
   
  20 
  Fighter Feat 
  Pugilist Feat or Pugilist Ability 
  Shield Bearer Feat or Shield Bearer Ability 
  Survivalist Feat 
   
  Class Abilities 
   
  Pugilist Feat 
  Alertness, Athletic, Blind-Fight, Cleave, Combat 
  Expertise, Combat Reflexes, Diehard, Dodge, Great 
  Cleave, Great Fortitude, Greater Two-Weapon 
  Fighting, Greater Weapon Focus, Greater Weapon 
  Specialization, Improved Bull Rush, Improved Critical, 
  Improved Disarm, Improved Feint, Improved Grapple, 
  Improved Initiative, Improved Overrun, Improved Trip, 
  Improved Two-Weapon Fighting, Mobility, Persuasive, 
  Power Attack, Snatch Arrows, Spring Attack, Stunning 
  Fist, Toughness, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus, Weapon Specialization, 
  Whirlwind Attack. 
   
  Pugilist Ability 
  Combo – The 1st & 2nd unarmed strike per round can be a 
  “Combo”, which have their BAB’s averaged. 
  Heavy Hitting – Unarmed strikes do +2 non-lethal 
  damage.  Can be taken multiple times.  Min lvl is 2nd. 
  Iron Jaw – The Pugilist gains Damage Reduction equal to 
  his/her Constitution modifier vs. non-lethal damage.  
  Also, the Pugilist gains a +1 bonus to saves vs. being 
  Stunned. 
  Shake It Off – Any Stunning effect has its duration 
  reduced by 1 round (minimum of 1 round).  Can be 
  taken multiple times. 
  Shield Bearer Feat 
  Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, 
  Diehard, Dodge, Endurance, Great Cleave, Great 
  Fortitude, Greater Two-Weapon Fighting, Greater 
  Weapon Focus, Greater Weapon Specialization, 
  Improved Bull Rush, Improved Critical, Improved 
  Disarm, Improved Feint, Improved Grapple, Improved 
  Initiative, Improved Overrun, Improved Shield Bash, 
  Improved Sunder, Improved Trip, Improved Two-
  Weapon Fighting, Mobility, Persuasive, Power Attack, 
  Spring Attack Sunning Fist, Toughness, Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus, Weapon 
  Specialization, Whirlwind Attack. 
   
  Shield Bearer Ability 
  Armored Gait – When this class ability is taken, choose a 
  specific type of armor (e.g., Breastplate).  The armor is 
  considered one category lighter when determining the 
  Shield Bearer’s movement rate only.  May be taken 
  multiple times, each time applying to a different armor. 
  Armored Grace – When this class ability is taken, choose a 
  specific type of armor (e.g., Breastplate).  The 
  maximum Dexterity modifier for the armor is 
  considered one higher.  May be taken multiple times, 
  each time applying to a different armor. 
  Armor Optimization – When this class ability is taken, 
  choose a specific type of armor (e.g., Breastplate).  The 
  Shield Bearer gains a +1 Dodge bonus to AC when 
  wearing this type of armor.  May be taken multiple 
  times, each time applying to a different armor. 
  Fortification – When this class ability is taken, choose a 
  specific type of armor (e.g., Breastplate).  The Shield 
  Bearer gains a +2 bonus to AC against the confirmation 
  of a critical only when wearing this type of armor.  
  May be taken multiple times, each time applying to a 
  different armor. 
  Shield Strike – The Shield Bearer may use a readied 
  Shield as if it were a free hand for purposes of special 
  maneuvers, such as Stunning Fist & Deflect Arrows. 
   
  Survivalist Feat 
  Blind-Fight, Combat Expertise, Combat Reflexes, 
  Diehard, Dodge, Endurance, Far Shot, Great Fortitude, 
  Greater Weapon Focus, Greater Weapon 
  Specialization, Improved Bull Rush, Improved Critical, 
  Improved Disarm, Improved Grapple, Improved 
  Initiative, Improved Overrun, Improved Precise Shot, 
  Improved Trip, Improved Unarmed Strike, Iron Will 
  Lighting Reflexes, Mobility, Point Blank Shot, Power 
  Attack, Precise Shot, Run, Self-Sufficient, Shot on the 
  Run, Skill Focus (any class skill), Spring Attack, 
  Stealthy, Toughness, Track, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus, Weapon 
  Specialization. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Fighter Variants 
   
  Page 52 
  Alternate Base Classes (continued) 
   
  Lvl 
  Fighter 
  (PH p37) 
  Targetteer  
  (DR310 p38) 
  Thane 
  (DR323 p96) 
  Thug 
  (US p51) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial, Ranged 
  Martial, two Ranged 
  Exotic 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, Ride. 
  Int: Craft. 
  Wis: Profession. 
  Cha: Handle Animals, Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Diplomacy, Handle Animals, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride, Sleight of Hand. 
  Int: Craft, Know(local). 
  Cha: Bluff, Gather Information, 
  Handle Animals, Intimidate. 
  1 
  Fighter Feat 
  Targetteer Feat or Targetteer Ability 
  Fighter Feat or Thane Feat 
  Thane’s Vow 
  Fighter Feat 
  2 
  Fighter Feat 
  Targetteer Feat or Targetteer Ability 
  Fighter Feat or Thane Feat 
  Thug Feat 
  3 
   
   
   
   
  4 
  Fighter Feat 
  Targetteer Feat or Targetteer Ability 
  Fighter Feat or Thane Feat 
  Thug Feat 
  5 
   
   
   
   
  6 
  Fighter Feat 
  Targetteer Feat or Targetteer Ability 
  Fighter Feat or Thane Feat 
  Thug Feat 
  7 
   
   
   
   
  8 
  Fighter Feat 
  Targetteer Feat or Targetteer Ability 
  Fighter Feat or Thane Feat 
  Thug Feat 
  9 
   
   
   
   
  10 
  Fighter Feat 
  Targetteer Feat or Targetteer Ability 
  Fighter Feat or Thane Feat 
  Thug Feat 
  11 
   
   
   
   
  12 
  Fighter Feat 
  Targetteer Feat or Targetteer Ability 
  Fighter Feat or Thane Feat 
  Thug Feat 
  13 
   
   
   
   
  14 
  Fighter Feat 
  Targetteer Feat or Targetteer Ability 
  Fighter Feat or Thane Feat 
  Thug Feat 
  15 
   
   
   
   
  16 
  Fighter Feat 
  Targetteer Feat or Targetteer Ability 
  Fighter Feat or Thane Feat 
  Thug Feat 
  17 
   
   
   
   
  18 
  Fighter Feat 
  Targetteer Feat or Targetteer Ability 
  Fighter Feat or Thane Feat 
  Thug Feat 
  19 
   
   
   
   
  20 
  Fighter Feat 
  Targetteer Feat or Targetteer Ability 
  Fighter Feat or Thane Feat 
  Thug Feat 
   
  Class Abilities 
   
  Targetteer Feat 
  Dodge, Exotic Weapon Proficiency, Far Shot, Greater Weapon Focus, Greater 
  Weapon Specialization, Improved Critical, Improved Initiative, Improved 
  Precise Shot, Improved Unarmed Strike, Lightning Reflexes, Manyshot, 
  Mobility, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Run, 
  Shot on the Run, Stealthy, Weapon Focus, Weapon Specialization,  
   
  Targetteer Ability 
  Arrow Swarm – (prerequisite:  Rapid Shot)  As a Full Round Attack, the 
  Targetteer may make two extra ranged attacks at his/her highest attack 
  bonus, but all attacks receive a –5 penalty. 
  Sniper –  As a Full Round Attack, the Targetteer may “sacrifice” one shot to 
  gain +1 critical threat range on a shot in that Full Round Attack.  Multiple 
  attacks may be sacrificed.  The bonus is only for one shot & does not “carry 
  over” from round to round. 
  Vital Aim –  When shooting an opponent who is vulnerable to critical hits, the 
  Targetteer may use his/her Dexterity modifier as a damage bonus instead of 
  his/her Strength modifier.  This ability can only be used if the Strength 
  modifier is positive –or– both modifiers are negative. 
  Thane Feat 
  Aura of Bravery, Improved Aid Another, Stalwart. 
  Thane Vow 
  A Thane devotes himself/herself to one Master.  If this master is killed, the 
  Thane must exact revenge (or die trying).  A masterless Thane receives  
  –4 penalty on Charisma-based skill checks until a new Master is found. 
   
  Thug Feat 
  Blind-Fight, Combat Expertise, Combat Reflexes, Diehard, Deflect Arrows, 
  Dodge, Exotic Weapon Proficiency, Far Shot, Great Cleave, Greater Two-
  Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, 
  Improved Bull Rush, Improved Critical, Improved Disarm, Improved Feint, 
  Improved Grapple, Improved Initiative, Improved Overrun, Improved 
  Precise Shot, Improved Shield Bash, Improved Sunder, Improved Trip, 
  Improved Two-Weapon Fighting, Improved Unarmed Strike, Manyshot, 
  Mobility, Mounted Archery, Mounted Combat, Pointer Blank Shot, Power 
  Attack, Quick Draw, Rapid Reload, Rapid Shot, Ride-by Attack, Shot on the 
  Run, Snatch Arrows, Spirited Charge, Spring Attack, Stunning Fist, 
  Trample, Two-Weapon Defense, Two-Weapon Fighting, Urban Tracking, 
  Weapon Finesse, Weapon Focus, Weapon Specialization Whirlwind Attack. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Fighter Variants 
   
  Page 53 
  Variant Class Feature 
   
  Lvl 
  Fighter 
   
  (PH p37) 
  Fighter variant, 
  Counterattack 
  (PH2 p45)
  Fighter variant, 
  Elusive Attack 
  (PH2 p44) 
  Fighter variant, 
  Overpowering Attack (PH2 p45)
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, Intimidate. 
  1 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  2 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  3 
   
   
   
   
  4 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  5 
   
   
   
   
  6 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  Elusive Attack, +2 
  Fighter Feat 
  7 
   
   
   
   
  8 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  9 
   
   
   
   
  10 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  11 
   
   
  Elusive Attack, +4 
   
  12 
  Fighter Feat 
  Fighter Feat 
  Counterattack 
  Fighter Feat 
  Fighter Feat 
  13 
   
   
   
   
  14 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  15 
   
   
   
   
  16 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  Elusive Attack, +6 
  Fighter Feat 
  Overpowering Attack 
  17 
   
   
   
   
  18 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  19 
   
   
   
   
  20 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
  Fighter Feat 
   
  Class Features 
   
  Counterattack 
  Make a Full Round Action with only one attack (at your best attack bonus).  Before the start of your next turn, you may make a melee attack as an Immediate 
  Action against an enemy that makes a melee attack on you (also at your best attack bonus). 
   
  Elusive Attack, +n 
  Make a Full Round Action with only one attack (at your best attack bonus).  Gain ‘+n’ Dodge bonus to AC until your next round. 
   
  Overpowering Attack 
  Make a Full Round Action with only one attack (at your best attack bonus).  If it hits, it does double damage, as do any other attacks you make until the start of 
  your next round. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Fighter Variants 
   
  Page 54 
  Racial Substitution 
   
  Lvl 
  Fighter 
   
  (PH p37) 
  Dwarven Fighter –  
  1st level substitution  
  (RoS p146) 
  Dwarven Fighter –  
  2nd level substitution  
  (RoS p146) 
  Dwarven Fighter –  
  8th level substitution  
  (RoS p146) 
  Dwarven Fighter –  
     all level substitutions 
  (RoS p146) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft 
  Know(dungeoneer). 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft 
  Know(dungeoneer). 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft 
  Know(dungeoneer). 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft 
  Know(dungeoneer). 
  Cha: Handle Animal, 
  Intimidate. 
  1 
  Bonus Fighter Feat 
  Bonus Fighter Feat  
  Axe Focus 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat  
  Axe Focus 
  2 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat  
  Racial Foes 
  Bonus Fighter Feat 
  Bonus Fighter Feat  
  Racial Foes 
  3 
   
   
   
   
   
  4 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  5 
   
   
   
   
   
  6 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  7 
   
   
   
   
   
  8 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat  
  Heavy Armor Expertise 
  Bonus Fighter Feat  
  Heavy Armor Expertise 
  9 
   
   
   
   
   
  10 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  11 
   
   
   
   
   
  12 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  13 
   
   
   
   
   
  14 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  15 
   
   
   
   
   
  16 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  17 
   
   
   
   
   
  18 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  19 
   
   
   
   
   
  20 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
   
  Dwarven Fighter Class Features 
   
  Axe Focus 
  You are treated as having Weapon Focus with the 
  following:  Battleaxe, Dwarven Waraxe, 
  Greateaxe, Handaxe, Throwing Axe, and the axe 
  head of a Dwarven Urgrosh. 
  Racial Foes 
  +2 bonus to weapon damage vs. Orcs, Goblinoids, 
  & Giants. 
  Heavy Armor Expertise 
  Gain an additional +1 Armor bonus to AC when 
  wearing Heavy Armor. 
   
    
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Fighter Variants 
   
  Page 55 
  Racial Substitution (continued) 
   
  Lvl 
  Fighter 
   
  (PH p37) 
  Half-Elf Fighter –  
  1st level substitution  
  (RoD p157) 
  Half-Elf Fighter –  
  2nd level substitution  
  (RoD p157) 
  Half-Elf Fighter –  
  6th level substitution  
  (RoD p157) 
  Half-Elf Fighter –  
     all level substitutions 
  (RoD p157) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Sense Motive. 
  Cha: Bluff, Diplomacy, 
  Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Sense Motive. 
  Cha: Bluff, Diplomacy, 
  Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Sense Motive. 
  Cha: Bluff, Diplomacy, 
  Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Wis: Sense Motive. 
  Cha: Bluff, Diplomacy, 
  Handle Animal, 
  Intimidate. 
  1 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Blade Focus 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Blade Focus 
  2 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Main-Gauche 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Main-Gauche 
  3 
   
   
   
   
   
  4 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  5 
   
   
   
   
   
  6 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Confusing Banter 
  Bonus Fighter Feat 
  Confusing Banter 
  7 
   
   
   
   
   
  8 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  9 
   
   
   
   
   
  10 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  11 
   
   
   
   
   
  12 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  13 
   
   
   
   
   
  14 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  15 
   
   
   
   
   
  16 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  17 
   
   
   
   
   
  18 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  19 
   
   
   
   
   
  20 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
   
  Half-Elf Fighter Class Abilities 
   
  Blade Focus 
  Gain Feat: Weapon Focus (Longsword) and Feat: Weapon Focus (Rapier). 
   
  Main-Gauche 
  When wielding a Longsword or Rapier in your Primary Hand and a Dagger in your Off-Hand, you are treated as having Feat: Two-Weapon Fighting, plus you gain 
  a +1 bonus to AC when Fighting Defensively in this manner.  Counts as Feat: Two-Weapon Fighting for purposes of other Feats and Prestige Classes. 
   
  Confusing Banter 
  When Fighting Defensively, you may attempt to confuse your opponent as a Free Action by making a Bluff or Diplomacy check opposed by your foe’s Sense 
  Motive’s check (which receives his/her Base Attack Bonus as a bonus on the check).  If successful, you gain a +2 bonus on attack rolls against that foe until the 
  end of your next turn.  This is a Language-Dependent, Mind-Affecting ability that can only work on creatures with an intelligence of at least 3. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Fighter Variants 
   
  Page 56 
  Racial Substitution (continued) 
   
  Lvl 
  Fighter 
   
  (PH p37) 
  Raptoran Fighter –  
  1st level substitution  
  (RotW p161) 
  Raptoran Fighter –  
  4th level substitution  
  (RotW p161) 
  Raptoran Fighter –  
  8th level substitution  
  (RotW p161) 
  Raptoran Fighter –  
  all level substitutions 
  (RotW p161) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, 
  Intimidate. 
  1 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Encumbered Flight  
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Encumbered Flight  
  2 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  3 
   
   
   
   
   
  4 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat  
  Airborne Strike 
  Bonus Fighter Feat 
  Bonus Fighter Feat  
  Airborne Strike 
  5 
   
   
   
   
   
  6 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  7 
   
   
   
   
   
  8 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat  
  Fast Flight 
  Bonus Fighter Feat  
  Fast Flight 
  9 
   
   
   
   
   
  10 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  11 
   
   
   
   
   
  12 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  13 
   
   
   
   
   
  14 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  15 
   
   
   
   
   
  16 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  17 
   
   
   
   
   
  18 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  19 
   
   
   
   
   
  20 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
   
  Raptoran Fighter Class Abilities 
   
  Encumbered Flight 
  The Raptoran Fighter may Glide when encumbered with a Medium Load (other Raptorans are limited to a Light Load).  When the Raptoran Fighter gains Flight, 
  he/she may do this also with a Medium Load. 
   
  Airborne Strike 
  When flying or otherwise higher than his/her opponent, the Raptoran Fighter receives +2 damage on melee weapon attacks. 
   
  Fast Flight 
  +10’ Racial bonus on Gliding and Flying speeds. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Fighter Variants 
   
  Page 57 
  Racial Substitution (continued) 
   
  Lvl 
  Fighter 
   
  (PH p37) 
  Warforged Fighter –  
  1st level substitution  
  (RoE p130) 
  Warforged Fighter –  
  2nd level substitution  
  (RoE p130) 
  Warforged Fighter –  
  4th level substitution  
  (RoE p130) 
  Warforged Fighter –  
     all level substitutions 
  (RoE p130) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animal, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animals, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animals, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animals, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Int: Craft. 
  Cha: Handle Animals, 
  Intimidate. 
  1 
  Bonus Fighter Feat 
  Bonus Fighter Feat  
  Battle Hardened 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat  
  Battle Hardened 
  2 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat  
  Bonus Warforged Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat  
  Bonus Warforged Feat 
  3 
   
   
   
   
   
  4 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat  
  Body as Weapon 
  Bonus Fighter Feat  
  Body as Weapon 
  5 
   
   
   
   
   
  6 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  7 
   
   
   
   
   
  8 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  9 
   
   
   
   
   
  10 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  11 
   
   
   
   
   
  12 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  13 
   
   
   
   
   
  14 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  15 
   
   
   
   
   
  16 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  17 
   
   
   
   
   
  18 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  19 
   
   
   
   
   
  20 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
  Bonus Fighter Feat 
   
  Warforged Fighter Class Abilities 
   
  Battle Hardened 
  +3 bonus on Initiative checks & saves vs. Fear. 
   
  Body as Weapon 
  +2 bonus on weapon damage with your Slam attack or any weapon attached to your body. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 58 
  Monk 
   
  Alternate Base Classes 
   
  . 
  Lvl 
  Monk 
     
  (PH p39) 
  Chaos Monk  
    
  (DR335 p88)
  Holy Monk  
   
     
   (DR310 p45) 
  Hunting Monk  
    
  (DR310 p45)
  In-Class Skills 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE  CG, CN, CE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  1 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Flailing Strike (–2), +1d4–1 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Aura of Courage 
  Smite Evil,  Turn Undead 
  May cross-class with Paladin 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Favored Enemy  
  May cross-class with Ranger 
  2 
  Bonus Feat 
  Evasion 
  Bonus Feat 
  Evasion 
  Bonus Feat 
  Evasion 
  Evasion 
  Bonus Feat 
  3 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  4 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic)  
  Slow Fall 20’ 
  5 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (-1) 
  +1 bonus to AC  
  Flailing Strike (–1), +1d4 
  Erratic Advance 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  6 
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat  
  Slow Fall 30’ 
  +20’ to Movement  
  Favored Enemy 
  7 
  Wholeness of Body 
  Wholeness of Body 
  Displacing Stance (20%) 
  Wholeness of Body 
  Wholeness of Body 
  8 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Swift Tracker 
  9 
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (-1) 
  +30’ to Movement  
  Flailing Strike (–0), +1d4 
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  10 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Ki Strike (chaotic) 
  Slow Fall 50’ 
  +2 bonus to AC  
  Flailing Strike (–0), +1d6–1 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Favored Enemy 
  11 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Freedom of Thought 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  12 
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Displacing Stance (50%) 
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  13 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  14 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 59 
  Lvl 
  Monk 
     
  (PH p39) 
  Chaos Monk  
    
  (DR335 p88)
  Holy Monk  
   
     
   (DR310 p45) 
  Hunting Monk  
    
  (DR310 p45)
  15 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC  
  Flailing Strike (–0), +1d6 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Favored Enemy 
  16 
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  17 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  18 
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  19 
  Empty Body 
  Empty Body 
  Empty Body 
  Empty Body 
  20 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Anarchic Self 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Favored Enemy 
   
   
  ‘Chaos Monk’ Class Abilities 
   
  Flailing Strike (Penalty), Number of Extra Attacks 
  When making a Full Round Attack with either Unarmed Strike or a Kata (i.e., special monk) weapon, the Chaos Monk has the option of taking the listed Penalty 
  (initially –2, reduced to –1 at 5th level, and becoming –0 at 9th level) to receive a random number of extra attacks (minimum +0). 
  Erratic Advance 
  When charging, the Chaos Monk’s target is Dazed for 1 round (WillNeg, DC = 10 + Chaos Monk class level).  Usable Wisdom modifier times per day (min 1). 
  Displacing Stance (Percent) 
  When active, attacks on the Chaos Monk have a 20% Miss Chance at 7th level and a 50% at 12th level.  Activating this ability is a Standard Action and it can be 
  used (½ Chaos Monk class level) rounds per day (not necessarily consecutive). 
  Freedom of Thought 
  If the Chaos Monk fails a Will save vs. a Mind-Affecting effect, he/she may immediately reroll the save, though the second roll must be kept.   Usable 1/day. 
  Anarchic Self 
  As Perfect Self, but the Chaos Monk gains the (chaotic) subtype. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 60 
  Alternate Base Classes (continued) 
   
  Lvl 
  Monk 
     
  (PH p39) 
  Martial Monk 
     
  (DR310 p45)
  Raging Monk 
     
  (DR310 p45) 
  Sidewinder Monk 
     
  (DR331 p89)
  In-Class Skills 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 3 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Intimidate, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  1 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Feat (may be a Fighter feat) 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC  
  May cross-class with Fighter 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Rage, 1/day (stacks with Barbarian lvls) 
  Bonus Feat 
  Feat: Persuasive or Stealthy 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  2 
  Bonus Feat 
  Evasion 
  Bonus Feat (may be a Fighter feat) 
  Evasion 
  Bonus Feat 
  Evasion 
  Bonus Feat 
  Feat: Improved Feint or Mobility 
  Evasion 
  +1 Competence to Bluff check 
  3 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  +1d6 Sneak Attack 
  4 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Rage, 2/day 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Fangs, 1/day 
  +2 Competence to Bluff check 
  +4 Competence to resist Bull Rush and 
  Overrun 
  5 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Ki Strike (magic) 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  6 
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat (may be a Fighter feat) 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat 
  Feat: Improved Disarm or Improved 
  Trip 
  Slow Fall 30’ 
  +20’ to Movement  
  +3 Competence to Bluff check 
  +2d6 Sneak Attack 
  7 
  Wholeness of Body 
  Wholeness of Body 
  Wholeness of Body 
  Wholeness of Body 
  8 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Rage, 3/day 
  Slow Fall 40’ 
  Fangs, 2/day 
  +4 Competence to Bluff check 
  +4 Competence to Intimidate 
  9 
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  +3d6 Sneak Attack 
  10 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  +5 Competence to Bluff check 
  11 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Greater Rage 
  Diamond Body 
  Greater Flurry 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 61 
  Lvl 
  Monk 
     
  (PH p39) 
  Martial Monk 
     
  (DR310 p45)
  Raging Monk 
     
  (DR310 p45) 
  Sidewinder Monk 
     
  (DR331 p89)
  12 
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Rage, 4/day 
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Fangs, 3/day 
  +6 Competence to Bluff check 
  +4d6 Sneak Attack 
  13 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  14 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  +7 Competence to Bluff check 
  15 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Fangs (death) 
  +5d6 Sneak Attack 
  16 
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Rage, 5/day 
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Fangs, 4/day 
  +8 Competence to Bluff check 
  17 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  18 
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  +9 Competence to Bluff check 
  +6d6 Sneak Attack 
  19 
  Empty Body 
  Empty Body 
  Empty Body 
  Empty Body 
  20 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Mighty Rage 
  Rage, 6/day 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Fangs, 5/day 
  +10 Competence to Bluff check 
   
   
  ‘Sidewinder Monk’ Class Abilities 
  Fangs, n/day – you grow fangs that do 1d4 Piercing damage.  This is an additional attack at highest attack bonus.  Lasts for 1 + Constitution modifier rounds 
  (minimum 1).  As of 8th level, you gain a +6 Competence bonus on Intimidate checks when using your fangs. 
  Fangs (death) – Once per day, the creature you bite dies due to poison from your bite (FortNeg, DC is Constitution based). 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 62 
  Alternate Base Classes (continued) 
   
  Lvl 
  Monk 
     
  (PH p39) 
  Steadfast Monk 
     
  (DR310 p45)
  Vigilant Monk 
     
  (DR310 p45) 
  Wild Monk 
     
  (DR324 p97)
  In-Class Skills 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist,, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion), Know(nature). 
  Wis: Listen, Profession, Sense Motive, 
  Spot, Survival. 
  Cha: Diplomacy, Perform. 
  1 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Detect Chaos 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  2 
  Bonus Feat 
  Evasion 
  Bonus Feat 
  Evasion 
  Bonus Feat 
  Evasion 
  Uncanny Dodge  
  Bonus Feat 
  Evasion 
  3 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement  
  Resist Nature’s Lure 
  4 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  5 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body  
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Improved Uncanny Dodge 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC  
  Wild Shape, 1/day 
  6 
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement 
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  7 
  Wholeness of Body 
  Wholeness of Body  
  Damage Reduction 1/–  
  Wholeness of Body 
  Wholeness of Body 
  8 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’  
  Wild Shape, 2/day 
  9 
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement 
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  10 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Damage Reduction 2/– 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC  
  Wild Shape, 3/day 
  11 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  12 
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement 
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Wild Shape (large) 
  13 
  Diamond Soul 
  Diamond Soul 
  Damage Reduction 3/– 
  Diamond Soul 
  Diamond Soul 
  14 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’  
  Wild Shape, 4/day 
  15 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC  
  Wild Shape (tiny) 
  16 
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement 
  Damage Reduction 4/– 
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Wild Shape (huge) 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 63 
  Lvl 
  Monk 
     
  (PH p39) 
  Steadfast Monk 
     
  (DR310 p45)
  Vigilant Monk 
     
  (DR310 p45) 
  Wild Monk 
     
  (DR324 p97)
  17 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  18 
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement 
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Wild Shape, 5/day 
  19 
  Empty Body 
  Empty Body  
  Damage Reduction 5/– 
  Empty Body 
  Empty Body  
  Wild Shape into an Elemental, 1/day 
  20 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC  
  Wild Shape, 6/day  
  Wild Shape into an Elemental, 2/day 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 64 
  Variant Class Feature 
   
  . 
  Lvl 
  Monk 
     
  (PH p39) 
  Monk variant, Bane of the 
  Clockwork 
  (DR351 p93) 
  Monk variant,  
  Decisive Strike 
  (PH2 p51) 
  Monk variant,  
  Sacred Strike 
  (DR346 p91) 
  In-Class Skills 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  1 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  You may use Stunning Fist on 
  Constructs 
  You may Critical with your Unarmed 
  Strikes on Constructs 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Decisive Strike (–2) 
   
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  2 
  Bonus Feat 
  Evasion 
  Bonus Feat 
  Evasion 
  Bonus Feat 
  Evasion 
  Bonus Feat 
  Evasion 
  3 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  4 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’  
  Sacred Strike 
  5 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Decisive Strike (–1) 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  6 
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat  
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  7 
  Wholeness of Body 
  Wholeness of Body 
  Wholeness of Body 
  Wholeness of Body 
  8 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  9 
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  Decisive Strike (–0) 
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  10 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Sacred Strike (stun) 
  11 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry  
  Greater Decisive Strike 
  Diamond Body 
  Greater Flurry 
  12 
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step  
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  13 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  14 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  15 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm (can be used on 
  Constructs) 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  16 
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine)  
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Sacred Strike (blind) 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 65 
  Lvl 
  Monk 
     
  (PH p39) 
  Monk variant, Bane of the 
  Clockwork 
  (DR351 p93) 
  Monk variant,  
  Decisive Strike 
  (PH2 p51) 
  Monk variant,  
  Sacred Strike 
  (DR346 p91) 
  17 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  18 
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 60’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  19 
  Empty Body 
  Empty Body 
  Empty Body 
  Empty Body 
  20 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self  
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
   
  Class Features 
   
  Decisive Strike (–n) 
  As a Full Round Action, make a single attack at a ‘–n’ penalty using your Unarmed Strike or a Special Monk Weapon.  If it hits, you do double damage and your 
  Stunning Fist (if you used it) has a +2 DC. 
  Greater Decisive Strike 
  As above, but you get two attacks at your best attack bonus. 
   
   
  Sacred Strike 
  When using your Deity’s favored weapon, you may declare a ‘Sacred Strike’ before making an attack.  If your opponent is a ‘Sworn Enemy’ of your Deity (see  
  below), you receive +(Charisma modifier) as  a bonus on your attack roll.  If you hit, you do +(Monk level) damage.  Usable (1 + Wisdom modifier) times per 
  day (min 1). 
   
  Sacred Strike (stun) 
  as above, plus the ‘Sworn Enemy’ is Stunned for 1 round if he/she is vulnerable to critical hits (WillNeg, DC is Wisdom-based). 
   
  Sacred Strike (blind) 
  as above, plus the ‘Sworn Enemy’ is Blinded for 1d8 rounds if he/she is vulnerable to critical hits (no save). 
   
  Sworn Enemy – Deity specific 
  Heironeous,  Moradin, Yondalla – any Evil 
  St. Cuthbert, Wee Jas – any Chaotic 
  Hextor – any Good 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 66 
  Variant Class Feature 
   
  . 
  Lvl 
  Monk 
     
  (PH p39) 
  Monk variant,  
  Sacred Strike’ 
  (DR346 p91) 
  Monk variant, Unwavering 
  Dedication 
  (DR346 p91) 
  Monk variant,  
  Wholeness of Others (DR346 p91)
  In-Class Skills 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  Alignment: LG, LN, LE 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  d8 
  Armor: 
  — 
  Weapons: 
  Club, Crossbow (light or 
  heavy), Dagger, Handaxe, 
  Javelin, Kama, Nunchaku, 
  Quarterstaff, Sai, Shuriken, 
  Siangham, Sling 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Tumble. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion). 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Diplomacy, Perform. 
  1 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  2 
  Bonus Feat 
  Evasion 
  Bonus Feat 
  Evasion 
  Bonus Feat 
  Evasion 
  Bonus Feat 
  Evasion 
  3 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Unwavering Dedication 
  Still Mind 
  +10’ to Movement 
  4 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Sacred Strike 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  5 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  6 
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  7 
  Wholeness of Body 
  Wholeness of Body 
  Wholeness of Body 
  Wholeness of Body 
  Wholeness of Others 
  8 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  9 
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (+0) 
  +30’ to Movement  
  10 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Sacred Strike (stun) 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  11 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  12 
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  13 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  14 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  15 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  16 
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Sacred Strike (blind) 
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  17 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  18 
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  19 
  Empty Body 
  Empty Body 
  Empty Body 
  Empty Body 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 67 
  Lvl 
  Monk 
     
  (PH p39) 
  Monk variant,  
  Sacred Strike’ 
  (DR346 p91) 
  Monk variant, Unwavering 
  Dedication 
  (DR346 p91) 
  Monk variant,  
  Wholeness of Others (DR346 p91)
  20 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
   
  Class Features 
   
  Unwavering Dedication 
  You may freely multiclass with Cleric, Paladin, and/or Blackguard (whichever is alignment appropriate). 
   
  Wholeness of Others 
  You may heal others by touch as a Standard Action, up to (2x Monk level) per day, broken up as desired.  You may not heal yourself. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 68 
  Racial Substitution 
  Lvl 
  Monk 
   
   
   
   (PH p39) 
  Halfling Monk –  
  1st level substitution  
  (RotW p158) 
  Halfling Monk –  
  2nd level substitution  
  (RotW p158) 
  Halfling Monk –  
  7th level substitution  
  (RotW p158) 
  Halfling Monk –  
  all level substitutions 
  (RotW p158) 
  Class Features 
  Alignment:  any Lawful. 
  HD:  d8 
  Class Skill Points:  4. 
  Str: Climb, Jump, Swim 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Tumble. 
  Int:  Craft, Know(arcana), 
  Know(religion) 
  Wis:  Listen, Profession, 
  Sense Motive, Spot. 
  Con:  Concentration. 
  Cha:  Diplomacy, Perform. 
  Alignment:  any Lawful. 
  HD:  d6  d8 
  Class Skill Points:  6  4. 
  Str: Climb, Jump, Swim 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Tumble. 
  Int:  Craft, Know(arcana), 
  Know(religion) 
  Wis:  Listen, Profession, 
  Sense Motive, Spot. 
  Con:  Concentration. 
  Cha:  Diplomacy, Perform. 
  Alignment:  any Lawful. 
  HD:  d6  d8 
  Class Skill Points:  6  4. 
  Str: Climb, Jump, Swim 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Tumble. 
  Int:  Craft, Know(arcana), 
  Know(religion) 
  Wis:  Listen, Profession, 
  Sense Motive, Spot. 
  Con:  Concentration. 
  Cha:  Diplomacy, Perform. 
  Alignment:  any Lawful. 
  HD:  d6  d8 
  Class Skill Points:  6  4. 
  Str: Climb, Jump, Swim 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Tumble. 
  Int:  Craft, Know(arcana), 
  Know(religion) 
  Wis:  Listen, Profession, 
  Sense Motive, Spot. 
  Con:  Concentration. 
  Cha:  Diplomacy, Perform. 
  Alignment:  any Lawful. 
  HD:  d6  d8 
  Class Skill Points:  6  4. 
  Str: Climb, Jump, Swim 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Tumble. 
  Int:  Craft, Know(arcana), 
  Know(religion) 
  Wis:  Listen, Profession, 
  Sense Motive, Spot. 
  Con:  Concentration. 
  Cha:  Diplomacy, Perform. 
  1 
  Bonus Monk Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Monk Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Skirmish – +1d6 
  Bonus Monk Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Monk Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Monk Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Skirmish – +1d6 
  2 
  Bonus Monk Feat 
  Evasion 
  Bonus Monk Feat 
  Evasion 
  Bonus Monk Feat 
  Feat: Weapon Finesse 
  Evasion 
  Bonus Monk Feat 
  Evasion 
  Bonus Monk Feat 
  Feat: Weapon Finesse 
  Evasion 
  3 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  4 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  5 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Skirmish – +1 AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Skirmish – +1 AC 
  6 
  Bonus Monk Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Monk Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Monk Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Monk Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Monk Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  7 
  Wholeness of Body 
  Wholeness of Body 
  Wholeness of Body 
  Wholeness of Body 
  Size Matters Not 
  Wholeness of Body 
  Size Matters Not 
  8 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  9 
  Improved Evasion 
  Flurry of Blows (–0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (–0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (–0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (–0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (–0) 
  +30’ to Movement  
  10 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  11 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Skirmish – +2d6 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Skirmish – +2d6 
  12 
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  13 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  14 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  15 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Skirmish – +2 AC 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Skirmish – +2 AC 
  16 
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  17 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  18 
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  19 
  Empty Body 
  Empty Body 
  Empty Body 
  Empty Body 
  Empty Body 
  20 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Skirmish 
  When the Halfling Monk moves at least 10’, he/she receives the indicated 
  bonus.  The damage bonus only applies to Unarmed Strikes or when using a 
  Monk’s Special Weapon.  Creatures invulnerable to critical hits do not take 
  extra Skirmish damage. 
  Size Matters Not 
  If  you have Feat: Improved Grapple, you receive an additional +4 bonus on 
  Grapple checks against a creature at least 2 size categories larger than you. 
  If  you have Feat: Stunning Fist, you receive a +4 bonus on the DC against a 
  creature at least two size categories larger than you. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 69 
  Astrological Substitutions 
   
  Lvl 
  Monk 
   
   
   
   (PH p39) 
  Illuminated Monk –  
  1st level substitution  
  (DR340 p47) 
  Illuminated Monk –  
  2nd level substitution  
  (DR340 p47) 
  Illuminated Monk –  
  6th level substitution  
  (DR340 p47) 
  Illuminated Monk –  
  all level substitutions 
  (DR340 p47) 
  Class Features 
  Alignment:  any Lawful. 
  HD:  d8 
  Class Skill Points:  4. 
  Str: Climb, Jump, Swim 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Tumble. 
  Int:  Craft, Know(arcana), 
  Know(religion) 
  Wis:  Listen, Profession, 
  Sense Motive, Spot. 
  Con:  Concentration. 
  Cha:  Diplomacy, Perform. 
  Alignment:  any Lawful. 
  HD:  d6  d8 
  Class Skill Points:  4. 
  Str: Climb, Jump, Swim 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Tumble. 
  Int:  Craft, Know(arcana), 
  Know(religion) 
  Wis:  Listen, Profession, 
  Sense Motive, Spot. 
  Con:  Concentration. 
  Cha:  Diplomacy, Perform. 
  Alignment:  any Lawful. 
  HD:  d6  d8 
  Class Skill Points:  4. 
  Str: Climb, Jump, Swim 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Tumble. 
  Int:  Craft, Know(arcana), 
  Know(religion) 
  Wis:  Listen, Profession, 
  Sense Motive, Spot. 
  Con:  Concentration. 
  Cha:  Diplomacy, Perform. 
  Alignment:  any Lawful. 
  HD:  d6  d8 
  Class Skill Points:  4. 
  Str: Climb, Jump, Swim 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Tumble. 
  Int:  Craft, Know(arcana), 
  Know(religion) 
  Wis:  Listen, Profession, 
  Sense Motive, Spot. 
  Con:  Concentration. 
  Cha:  Diplomacy, Perform. 
  Alignment:  any Lawful. 
  HD:  d6  d8 
  Class Skill Points:  4. 
  Str: Climb, Jump, Swim 
  Dex:  Balance, Escape Artist, 
  Hide, Move Silently, Tumble. 
  Int:  Craft, Know(arcana), 
  Know(religion) 
  Wis:  Listen, Profession, 
  Sense Motive, Spot. 
  Con:  Concentration. 
  Cha:  Diplomacy, Perform. 
  1 
  Bonus Monk Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Monk Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Gain Skill Focus (any) Feat 
  Bonus Monk Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Monk Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Bonus Monk Feat 
  Unarmed Strike 
  Flurry of Blows (–2) 
  Wisdom bonus to AC 
  Gain Skill Focus (any) Feat 
  2 
  Bonus Monk Feat 
  Evasion 
  Bonus Monk Feat 
  Evasion 
  Bonus Monk Feat 
  Evasion 
  Gain Investigator or Negotiator 
  Feat 
  Bonus Monk Feat 
  Evasion 
  Bonus Monk Feat 
  Evasion 
  Gain Investigator or Negotiator 
  Feat 
  3 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  Still Mind 
  +10’ to Movement 
  4 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  Ki Strike (magic) 
  Slow Fall 20’ 
  5 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  Purity of Body 
  Flurry of Blows (–1) 
  +1 bonus to AC 
  6 
  Bonus Monk Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Monk Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Monk Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Bonus Monk Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Meditative Focus 
  Bonus Monk Feat 
  Slow Fall 30’ 
  +20’ to Movement  
  Meditative Focus 
  7 
  Wholeness of Body 
  Wholeness of Body 
  Wholeness of Body 
  Wholeness of Body 
  Wholeness of Body 
  8 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  Slow Fall 40’ 
  9 
  Improved Evasion 
  Flurry of Blows (–0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (–0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (–0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (–0) 
  +30’ to Movement  
  Improved Evasion 
  Flurry of Blows (–0) 
  +30’ to Movement  
  10 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  Ki Strike (lawful) 
  Slow Fall 50’ 
  +2 bonus to AC 
  11 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  Diamond Body 
  Greater Flurry 
  12 
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  Abundant Step 
  Slow Fall 60’ 
  +40’ to Movement  
  13 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  Diamond Soul 
  14 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  Slow Fall 70’ 
  15 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  Quivering Palm 
  +3 bonus to AC 
  16 
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  Ki Strike (adamantine) 
  Slow Fall 80’ 
  +50’ to Movement  
  17 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  Timeless Body 
  Tongue of the Sun and Moon 
  18 
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  Slow Fall 90’ 
  +60’ to Movement  
  19 
  Empty Body 
  Empty Body 
  Empty Body 
  Empty Body 
  Empty Body 
  20 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
  Perfect Self 
  Slow Fall any distance 
  +4 bonus to AC 
   
  Illuminated Monk class abilities 
  Meditative Focus – Gain Skill Mastery in a skill of your choice.  The skill can be changed each day at dawn after 15 minutes of meditation.  Skill Mastery means 
  you can always ‘Take 10’ with a skill, even under duress. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 70 
  Fighting Styles 
  By taking the listed feats at 1st, 2nd, & 6th levels, the Monk gains a +2 bonus on a skill (starting at 1st).  The Monk automatically meets the prerequisites for the 
  indicated feats.  If the Monk meets the additional prerequisites when taking the 6th level feat, he/she gains the Bonus Ability. 
   
  Monk Fighting 
  Styles 
  Class Features 
  Additional Prerequisites 
  by 6th level 
  Bonus Ability 
   
  Cobra Strike 
  (fast moving 
  attack & defense 
  of a snake) 
  (DR310 p42) 
  Skill Bonus:  Escape Artist 
  1st lvl Feat:  Dodge 
  2nd lvl Feat:  Mobility 
  6th lvl Feat:  Spring Attack 
  Balance:  4 ranks. 
  Escape Artist:  9 ranks 
  Dodge feat now grants a +2 bonus to AC. 
   
  Denying Stance 
  (focuses on 
  creating an un-
  beatable defense) 
  (DR310 p42) 
  Skill Bonus:  Tumble 
  1st lvl Feat: 
  Improved Grapple 
  2nd lvl Feat:  Combat Reflexes 
  6th lvl Feat:  Improved Disarm 
  Tumble:  9 ranks. 
  Feat:  Combat Expertise. 
  When Fighting Defensively or using Combat Expertise, gain 
  a +2 bonus on Grapple checks & Disarm attempts. 
   
  Hand and Foot 
  (difficult to 
  knock over) 
  (DR310 p42) 
  Skill Bonus:  Balance 
  1st lvl Feat:  Stunning Fist 
  2nd lvl Feat:  Deflect Arrows 
  6th lvl Feat:  Improved Trip 
  Balance:  9 ranks. 
  Tumble:  4 ranks. 
  +2 bonus on Attacks of Opportunity against someone trying 
  to Bull Rush or Trip you. 
  +4 bonus on Dexterity or Strength checks to avoid being 
  Bull Rushed or Tripped. 
   
  Invisible Eye 
  (very good at 
  being defensive) 
  (DR310 p43) 
  Skill Bonus:  Listen 
  1st lvl Feat:  Combat Reflexes 
  2nd lvl Feat:  Lightning Reflexes 
  6th lvl Feat:  Blind-Fight 
  Listen:  9 ranks. 
  Feat:  Agile. 
  Gain an additional +1 bonus to AC when unarmed & doing 
  any of the following:  Fighting Defensively, Total Defense, 
  or using Combat Expertise.  
   
  Kyokushinkai 
  Karate 
  (tireless & almost 
  unkillable) 
  (DR334 p89) 
  Skill Bonus:  Survival 
  1st lvl Feat:  Endurance 
  2nd lvl Feat:  Toughness 
  6th lvl Feat:  Weapon Focus 
  (unarmed strike) 
  Concentration:  9 ranks. 
  Feat:  Die Hard. 
  +6 hp. 
   
  Metered Style 
  (perfect focus on 
  combat patterns) 
  (DR337 p97) 
  Skill Bonus:  Concentration 
  1st lvl Feat:  Defensive Metered Foot
  2nd lvl Feat:  Offensive Metered Foot 
  6th lvl Feat:  Toughness 
  Concentration:  9 ranks. 
  Skill Focus(any Strength-based 
  –or– Dexterity-based skill). 
  You may ‘Take 10’ on any Strength-based or Dexterity-
  based skill check, even if distraction would normally not all 
  you to do so. 
   
  Overwhelming 
  Attack 
  (scare a foe, and 
  then knock them 
  down or run past) 
  (DR310 p44) 
  Skill Bonus:  Intimidate 
  1st lvl Feat:  Power Attack 
  2nd lvl Feat:  Improved Bull Rush 
  6th lvl Feat:  Improved Overrun 
  Intimidate:  4 ranks. 
  Perform (dance):  4 ranks. 
  If you have used Intimidate to perform a Demoralize action 
  against an opponent within 10 rounds, you gain a +4 bonus 
  to Strength checks made to Bull Rush or Overrun that 
  opponent. 
   
  Passive Way 
  (signature move 
  is feint followed 
  by a trip) 
  (DR310 p44) 
  Skill Bonus:  Bluff 
  1st lvl Feat:  Combat Expertise 
  2nd lvl Feat:  Improved Trip 
  6th lvl Feat:  Improved Feint 
  Bluff:  4 ranks. 
  Sense Motive:  4 ranks. 
  Feat:  Skill Focus (Bluff). 
  +4 bonus on a Strength check to Trip an opponent who is 
  denied his/her Dexterity bonus to AC (typically due to a 
  Feint maneuver). 
   
  Sacred Path of 
  Heironeous 
  (Lawful Good 
  monks of the 
  Deity of 
  Righteous War) 
  (DR346 p90) 
  Skill Bonus:  Diplomacy 
  1st lvl Feat:  Endurance 
  2nd lvl Feat:  Negotiator 
  6th lvl Feat:  Weapon Specialization 
  (longsword) 
  Diplomacy:  4 ranks. 
  Proficiency with Longswords. 
  You may use the Flurry of Blows class ability with a 
  Longsword. 
   
  Sacred Path of 
  Hextor 
  (Lawful Evil 
  monks of the  
  Deity of 
  Unprovoked War) 
  (DR346 p90) 
  Skill Bonus:  Intimidate 
  1st lvl Feat:  Endurance 
  2nd lvl Feat:  Persuasive 
  6th lvl Feat:  Weapon Specialization 
  (flail) 
  Intimidate:  4 ranks. 
  Proficiency with Flails. 
  You may use the Flurry of Blows class ability with a Flail. 
   
  Sacred Path of 
  Moradin 
  (Lawful Good 
  monks of the  
  Deity of Dwarves) 
  (DR346 p90) 
  Skill Bonus:  Balance 
  1st lvl Feat:  Improved Sunder 
  2nd lvl Feat:  Cleave 
  6th lvl Feat:  Diehard 
  Balance:  9 ranks. 
  Proficiency with Warhammers.
  When making a Sunder action with a Warhammer, you 
  receive a bonus to the damage equal to ½ Monk level. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 71 
  Monk Fighting 
  Styles 
  Class Features 
  Additional Prerequisites 
  by 6th level 
  Bonus Ability 
   
  Sacred Path of 
  St. Cuthbert 
  (Lawful Neutral 
  monks of the 
  Deity of Justice) 
  (DR346 p91) 
  Skill Bonus:  Survival 
  1st lvl Feat:  Track 
  2nd lvl Feat:  Alertness 
  6th lvl Feat:  Power Attack 
  Survival:  4 ranks. 
  Spot:  9 ranks. 
  When you roll a ‘Natural 20’ on an attack roll, your 
  opponent receives a –1 penalty on saving throws and AC 
  for (½ Monk level) rounds.  Multiple uses of this ability do 
  not increase the penalty, but do reset the duration. 
   
  Sacred Path of 
  Wee Jas 
  (Lawful Neutral 
  monks of the 
  Deity of Magic) 
  (DR346 p91) 
  Skill Bonus:  Use Magic Device 
  1st lvl Feat:  Improved Initiative 
  2nd lvl Feat:  Skill Focus (Use 
  Magical Device) 
  6th lvl Feat:  Blind-Fight 
  Use Magical Device:  4 ranks. 
  Know (religion):  9 ranks. 
  Receive a bonus on Use Magical Device checks equal to  
  (½ Monk level). 
   
  Sacred Path of 
  Yondalla 
  (Lawful Good 
  monks of the  
  Deity of Halflings) 
  (DR346 p91) 
  Skill Bonus:  Jump 
  1st lvl Feat:  Improved Initiative 
  2nd lvl Feat:  Weapon Finesse 
  6th lvl Feat:  Mobility 
  Jump:  9 ranks. 
  Feat: Dodge 
  After using the Flurry of Blows class ability, you receive +1 
  bonus on all saving throws until the beginning of your next 
  turn. 
   
  Sleeping Tiger 
  (fast style that 
  works well from 
  an ambush) 
  (DR310 p44) 
  Skill Bonus:  Hide 
  1st lvl Feat:  Weapon Finesse 
  2nd lvl Feat:  Improved Initiative 
  6th lvl Feat:  Improved Sunder 
  Hide:  9 ranks. 
  Feat:  Power Attack. 
  When an opponent is denied his/her Dexterity bonus to AC, 
  you do +1d6 damage with a melee attack made with a Light 
  weapon (including Unarmed).  Usable once per round & the 
  opponent must be vulnerable to sneak attacks. 
   
  Undying Way 
  (Dwarven style 
  whose members 
  are tough as stone) 
  (DR310 p44) 
  Skill Bonus:  Concentration 
  1st lvl Feat:  Toughness 
  2nd lvl Feat:  Endurance 
  6th lvl Feat:  Diehard 
  Concentration:  9 ranks. 
  When Fighting Defensively, using Total Defense, or using 
  Combat Expertise, you gain Damage Reduction 2 / —. 
   
  Wing Chun Kuen 
  (aware of his/her 
  surroundings and 
  how to use them) 
  (DR334 p89) 
  Skill Bonus:  Listen 
  1st lvl Feat:  Combat Reflexes 
  2nd lvl Feat:  Cleave 
  6th lvl Feat:  Weapon Critical 
  (unarmed strike) 
  Listen:  9 ranks. 
  Feat:  Improved Initiative. 
  When you enter combat and are not surprised, gain your 
  Wisdom modifier (if any) as a bonus to your Initiative 
  check. 
   
  Wushu 
  (smart tacticians 
  who attack in 
  unexpected 
  directions) 
  (DR334 p89) 
  Skill Bonus:  Tumble 
  1st lvl Feat:  Improved Initiative 
  2nd lvl Feat:  Power Attack 
  6th lvl Feat:  Improved Feint 
  Bluff:  4 ranks. 
  Sense Motive:  9 ranks. 
  When you make a Bluff check in order to Feint in combat, 
  gain ½ Monk levels as a bonus. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Monk Variants 
   
  Page 72 
  Martial Arts Schools 
   
  Monk Schools 
  Mastery I Prerequisites 
  Mastery I Benefit 
  Mastery II Prerequisites 
  Mastery II Benefit 
   
  Black Panda School 
  (Focuses on causing pain. 
  Most students are Lawful Evil) 
  (DR309 p65) 
   
  Dexterity 13+, Wisdom 15+ 
  Feats:  Combat Expertise, 
  Dodge, Improved 
  Unarmed Strike, Pain 
  Touch, Stunning Fist. 
  +2 bonus to the DC of your 
  Stunning Fist ability. 
  ‘Black Panda Mastery I’ 
  Dexterity 15+, Wisdom 19+ 
  Balance:  4+ ranks. 
  Feats:  Extra Stunning 
  Attacks, Freezing the 
  Lifeblood, Distant 
  TouchDR309. 
  The following attacks  
  additionally cause 1 point 
  of Constitution damage 
  (FortNeg, DC is Wisdom-
  based):  Distant Touch, 
  Freezing the Lifeblood, 
  Pain Touch, Stunning Fist. 
   
  Blue Mountain School 
  (Fast style that focuses on kicks. 
  Most students are Lawful Good) 
  (DR309 p65) 
   
  Strength 13+, Dexterity 14+ 
  Jump:  4+ ranks. 
  Feats:  Flying Kick, 
  Improved Initiative, 
  Improved Unarmed Strike, 
  Ki Shout, Power Attack, 
  Roundabout Kick. 
  On a successful Jump 
  check, you may move an 
  extra 5’. 
  ‘Blue Mountain Mastery I’ 
  Strength 14+, Dexterity 16+ 
  Balance:  4+ ranks. 
  Jump:  8+ ranks. 
  Feats:  Circle Kick, Flying 
  Dragon Kick, Great Ki 
  Shout. 
  +2 bonus on Initiative rolls. 
   
  Broken Fist School 
  (Halfling style focusing on trips 
  Most students are Lawful 
  Neutral) 
  (DR309 p68) 
   
  Strength 13+. 
  Feats:  Dirty Fighting, 
  Improved Initiative, 
  Improved Trip, Improved 
  Unarmed Strike. 
  You are treated as one size-
  category larger when 
  involved in a Trip attack. 
  ‘Broken Fist Mastery I’. 
  Feats:  Knock-Down, 
  Lightning Fists, 
  Whirlwind Attack. 
  Gain a bonus on all Trip 
  checks equal to half your 
  character level. 
   
  Demon Wrestling School 
  (Specialized in grappling 
  Most students are Lawful 
  Neutral) 
  (DR309 p66) 
   
  Strength 15+. 
  Feats:  Chock Hold, 
  Improved Grapple, 
  Improved Unarmed Strike, 
  Stunning Fist. 
  +2 bonus on Grapple 
  checks. 
  ‘Demon Wrestling Mastery I’ 
  Strength 17+. 
  Feats:  Earth’s Embrace, 
  Fists of Iron, Knock-
  Down, Power Attack, Ten 
  Ox Stomp???. 
  An additional +2 bonus on 
  Grapple checks. 
   
  Temerad School 
  (Elvish fighting school based on 
  moving like the wind & water. 
  Most students are Lawful Good) 
  (DR309 p68) 
   
  Dexterity 15+. 
  Feats:  Dodge, Improved 
  Unarmed Strike, Mobility, 
  Spring Attack. 
  Gains a second use of 
  Dodge each round.  This 
  allows a +2 bonus against 
  one target, or +1 bonus 
  each against two targets. 
  ‘Temerad Mastery I’ 
  Dexterity 19+ 
  Balance:  8+ ranks. 
  Feats:  Deflect Arrows, 
  Extra Sunning Attacks, 
  Lightning Fists S&F, 
  Sunning Fist. 
  +1 Insight bonus to Armor 
  Class. 
   
   
   
  Weapon Schools 
   
  Monk Schools 
  Kata (i.e., Special Monk) Weapons 
  Other Proficient Weapons 
   
  Default (i.e., Okinawa) 
  (PH p40) 
  Kama 
  Sai 
  Nunchaku 
  Shuriken 
  Quarterstaff 
  Siangham 
  Club 
  Handaxe 
  Crossbow, Light & Heavy 
  Javelin 
  Dagger 
  Sling 
   
  Ghurka 
  (DR330 p90) 
  Club 
  Kukri 
  Short Sword 
  Crossbow, Light & Heavy 
  Javelin 
  Dagger 
  Quarterstaff 
  Handaxe 
  Sling 
   
  Kali, Arnis, Escrima 
  (DR330 p90) 
  Club  
  Quarterstaff 
  Dagger  
  Short Sword 
   
  Crossbow, Light & Heavy 
  Longsword 
  Handaxe 
  Sling 
  Javelin 
  Whip 
   
  Krabi-Krabong 
  (DR330 p90) 
  Club 
  Spear 
  Quarterstaff 
  Short Spear 
  Short Sword 
   
  Crossbow, Light & Heavy 
  Javelin 
  Dagger 
  Sling 
  Handaxe 
   
                                                   
  DR309 – This feat contained in ‘Dragon #309’. 
  ???  
  – Supposed to be in ‘Dragon #309’, but I couldn’t find it. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 73 
  Paladin 
   
  Alternate Base Classes 
   
  Lvl 
  Paladin 
   (PH p42) 
  Anarch 
   (DR310 p47) 
  Anti-Paladin 
   (DR312 p20) 
  Avenger 
   (DR310 p49) 
  In-Class Skills 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: CN  LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Craft, Disable Device, 
  Know(arch & eng), 
  Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive, 
  Survival. 
  Cha: Bluff, Diplomacy, Handle 
  Animals, Intimidate. 
  Alignment: CE  LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump. 
  Dex: Hide, Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion),  
  Know(the planes). 
  Wis: Heal, Profession, Sense Motive. 
  Survival. 
  Cha: Bluff, Diplomacy, Handle 
  Animals, Intimidate. 
  Alignment: CG  LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Hide, Move Silently, Ride. 
  Con: Concentration. 
  Int: Craft, Know(local), 
  Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Bluff, Diplomacy, Handle 
  Animals, Intimidate. 
  1 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Aura of Chaos 
  Detect Evil, at will 
  Detect Law, at will 
  Smite Evil, 1/day  
  Smite Law, 1/day 
  Aura of Good 
  Aura of Evil 
  Detect Evil, at will 
  Detect Good, at will 
  Smite Evil, 1/day  
  Smite Good, 1/day 
  Aura of Good 
  Aura of Chaos 
  Detect Evil, at will 
  Detect Law, at will 
  Smite Evil, 1/day  
  Smite Law, 1/day 
  2 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Destructive Strike 
  Divine Grace 
  Lay on Hands 
  Slaughter of the Weak 
  Divine Grace 
  Lay on Hands 
  3 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Slippery Mind 
  Aura of Courage 
  Aura of Fear 
  Divine Health 
  Death Knell, 1/day 
  Aura of Courage 
  Divine Health 
  Slippery Mind 
  4 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list  
  Cast spells from the Anarch spell list 
  Turn Undead 
  Turn Construct 
  Cast spells from the Paladin spell list  
  Cast spells from the Anti-Paladin spell 
  list 
  Turn Undead 
  Turn or Rebuke Outsider 
  Cast spells from the Paladin spell list  
  Cast spells from the Avenger spell list 
  Turn Undead 
  5 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day  
  Smite Law, 2/day 
  Special Mount 
  Smite Evil, 2/day  
  Smite Good, 2/day 
  Special Mount 
  Fiendish Mount 
  Smite Evil, 2/day  
  Smite Law, 2/day 
  Special Mount 
  Animal Minion 
  6 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Contagion, 1/week 
  Remove Disease, 1/week 
  Break Enchantment, 1/week 
  7 
   
   
   
   
  8 
   
  Dispel Law, 1/week 
  Death Knell, 2/day 
   
  9 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Contagion, 2/week 
  Remove Disease, 1/week 
  Break Enchantment, 1/week 
  10 
  Smite Evil, 3/day 
  Smite Evil, 3/day  
  Smite Law, 3/day 
  Smite Evil, 3/day  
  Smite Good, 3/day 
  Smite Evil, 3/day  
  Smite Law, 3/day 
  11 
   
   
   
   
  12 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Dispel Law, 2/week 
  Remove Disease, 3/week 
  Contagion, 3/week 
  Remove Disease, 3/week 
  Break Enchantment, 3/week 
  13 
   
   
  Death Knell, 3/day 
   
  14 
   
   
   
   
  15 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day  
  Smite Law, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day  
  Smite Law, 4/day 
  Remove Disease, 4/week 
  Contagion, 4/week 
  Smite Evil, 4/day  
  Smite Law, 4/day  
  Remove Disease, 4/week 
  Break Enchantment, 4/week 
  16 
   
  Dispel Law, 3/week 
   
   
  17 
   
   
   
   
  18 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Contagion, 5/week 
  Death Knell, 4/day 
  Remove Disease, 5/week  
  Break Enchantment, 5/week 
   
  19 
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 74 
  Lvl 
  Paladin 
   (PH p42) 
  Anarch 
   (DR310 p47) 
  Anti-Paladin 
   (DR312 p20) 
  Avenger 
   (DR310 p49) 
  20 
  Smite Evil, 5/day 
  Smite Evil, 5/day  
  Smite Law, 5/day 
  Dispel Law, 4/week 
  Smite Evil, 5/day  
  Smite Good, 5/day 
  Smite Evil, 5/day  
  Smite Law, 5/day 
   
  Class Features 
   
  ‘Anarch’ Class Abilities: 
  Destructive Strike(DR310 p48) – The Anarch is able to inflict critical hit damage on Constructs or objects, usable Charisma modifier times per day.  The 
  Destructive Strike is designated when a critical is threatened but before it is confirmed.  If the threatened critical is not confirmed, that use of Destructive 
  Strike is wasted. 
  Slippery Mind(DR310 p48) – If the Anarch fails his/her saving throw against an Enchantment, he/she receives a new saving throw after 1 round. 
  Turn Constructs(DR310 p48) – Able to Turn / Destroy Constructs as a Cleric three levels lower Turns / Destroys Undead.  Usable 3 + Charisma mod. times per day. 
   
   
  ‘Anti-Paladin’ Class Abilities: 
  Slaughter the Weak(DR312 p21) – The Anti-Paladin gains a +2 Morale bonus to attacks & damage when attacking a creature with fewer HD that he/she has.  Also, 
  a target with fewer HD than the Anti-Paladin receives a –2 penalty on saves vs. the spell Death Knell that the Anti-Paladin casts. 
  Aura of Fear(DR312 p21) – The Anti-Paladin is immune to Fear effects.  All enemies within 10’ of the Anti-Paladin receive a –4 Morale penalty on saves vs. Fear 
  effects.  This ability may be suppressed or activated as a Free  
  Fiendish Mount(DR312 p21) – The Anti-Paladin gains a magical steed, typically a Heavy Warhorse or Warpony that has the Fiendish Template. If not dismissed 
  earlier, the minion remains for 1 hour per Class level.  It gains abilities as the Anti-Paladin goes up in level based on the “Paladin’s Mount” table(PH p45). 
   
   
  ‘Avenger’ Class Abilities: 
  Slippery Mind(DR310 p48) – If the Avenger fails his/her saving throw against an Enchantment, he/she receives a new saving throw after 1 round. 
  Animal Minion(DR310 p49) – The Avenger gains a magical bird as a scout & guardian.  It gains abilities based as the Avenger goes up in level based on the 
  “Paladin’s Mount” table(PH p45). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 75 
  Alternate Base Classes (continued) 
   
  Lvl 
  Paladin 
   (PH p42) 
  Corrupter 
   (DR312 p24) 
  Despot 
   (DR312 p23) 
  Enforcer 
   (DR310 p53) 
  In-Class Skills 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: NE  LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Hide, Ride. 
  Con: Concentration. 
  Int: Craft, Forgery, Know(history),  
  Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Bluff, Diplomacy, Disguise, 
  Handle Animals. 
  Alignment: LE  LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion), Search. 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Bluff, Diplomacy, Handle 
  Animals, Intimidate. 
  Alignment: NE  LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(history),  
  Know(nobility & royalty), 
  Know(religion), Search. 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Gather Information, 
  Handle Animals, Intimidate. 
  1 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Aura of Evil 
  Detect Evil, at will 
  Detect Good, at will 
  Smite Evil, 1/day  
  Smite Heathen, 1/day 
  Aura of Good 
  Aura of Law 
  Detect Evil, at will 
  Detect Chaos, at will 
  Smite Evil, 1/day  
  Smite Chaos, 1/day 
  Aura of Good 
  Aura of Law 
  Detect Evil, at will 
  Detect Chaos, at will 
  Smite Evil, 1/day  
  Smite Chaos, 1/day 
  2 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Hidden Faith 
  Divine Grace 
  Lay on Hands 
  Slippery Mind 
  Divine Grace 
  Lay on Hands 
  Subdue 
  3 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Aura of Courage 
  Aura of Fear 
  Divine Health 
  Disguise Self, Charisma modifier per day
  Aura of Courage 
  Divine Health 
  Indomitable Will 
   
  Aura of Courage 
  Divine Health 
  Suggestion, 1/day 
   
  4 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list  
  Cast spells from the Corrupter spell list 
  Turn Undead 
  Rebuke Divine Magic 
  Cast spells from the Paladin spell list  
  Cast spells from the Despot spell list 
  Turn Undead 
  Oppression 
  Cast spells from the Paladin spell list  
  Cast spells from the Enforcer spell list 
  Turn Undead 
  Rebuke Undead 
  5 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day  
  Smite Heathen, 2/day 
  Special Mount 
  Fiendish Familiar 
  Smite Evil, 2/day  
  Smite Chaos, 2/day 
  Special Mount 
  Leadership 
  Smite Evil, 2/day  
  Smite Chaos, 2/day 
  Special Mount 
  Leadership 
  6 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
   
  Remove Disease, 1/week 
  Mark of Justice, 1/week 
  Remove Disease, 1/week 
   
  7 
   
   
   
  Dominate Person, 1/week 
  8 
   
  Fallen Soul (DR312 p22), 1/week 
   
  Suggestion, 2/day 
  9 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
   
  Remove Disease, 2week 
  Mark of Justice, 2/week 
  Remove Disease, 2week 
   
  10 
  Smite Evil, 3/day 
  Smite Evil, 3/day  
  Smite Heathen, 3/day 
  Smite Evil, 3/day  
  Smite Chaos, 3/day 
  Smite Evil, 3/day  
  Smite Chaos, 3/day 
  11 
   
   
   
  Dominate Person, 2/week 
  12 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Fallen Soul, 2/week 
  Remove Disease, 3/week 
  Mark of Justice, 3/week 
  Remove Disease, 3/week 
   
  13 
   
   
   
  Suggestion, 3/day 
  14 
   
   
   
   
  15 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day  
  Smite Heathen, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day  
  Smite Chaos, 4/day 
  Remove Disease, 4/week 
  Mark of Justice, 4/week 
  Smite Evil, 4/day  
  Smite Chaos, 4/day 
  Remove Disease, 4/week 
  Dominate Person, 3/week 
  16 
   
  Fallen Soul, 3/week 
   
   
  17 
   
   
   
   
  18 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
   
  Remove Disease, 5/week 
  Mark of Justice, 5/week 
  Remove Disease, 5/week 
  Suggestion, 4/day 
  19 
   
   
   
  Dominate Person, 4/week 
  20 
  Smite Evil, 5/day 
  Smite Evil, 5/day  
  Smite Heathen, 5/day 
  Fallen Soul, 4/week 
  Smite Evil, 5/day  
  Smite Chaos, 5/day 
  Smite Evil, 5/day  
  Smite Chaos, 5/day 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 76 
  Class Features 
   
  ‘Corrupter’ Class Abilities: 
  Smite Heathen(DR312 p24) – Add Charisma modifier to the attack roll & +1/class level damage.  Must be declared before the attack is made & if the target is not in 
  a class that can cast Divine spells, then the smite has no effect.  Does not affect those who share the Corrupter’s own faith. 
  Hidden Faith(DR312 p24) – 1)  Receives a +4 Profane bonus on all Bluff, Disguise, & Forgery checks to maintain a deception.   
   
   
  2)  Any magical attempt to discern the Corrupter’s actual alignment/faith must succeed on a Level check vs. DC (10 + Corrupter lvls). 
  Aura of Fear(DR312 p21) – The Corrupter is immune to Fear effects.  All enemies within 10’ of the Corrupter receive a –4 Morale penalty on saves vs. Fear effects.  
  This ability may be suppressed or activated as a Free Action. 
  Rebuke Divine Magic (i.e., Intercession) (DR312 p24) – The Corrupter can use a ‘Turning’-like ability on Divine spellcasters.  He/she makes a Turn Check & Turn 
  Damage rolls as a Cleric three levels lower.  Casters that are “Turned” cannot cast Divine spells for 1 minute.  If “Destroyed”, the caster cannot cast Divine 
  spells for 24 hours.  Either effect is cancelled if the Corrupter (but not his/her allies) attack the target –or– the target receives an Atonement spell. 
   
   
  ‘Despot’ Class Abilities: 
  Slippery Mind(DR310 p48) – If the Despot fails his/her saving throw against an Enchantment, he/she receives a new saving throw after 1 round. 
  Indomitable Will(DR312 p23) – The Despot becomes immune to all spells of the ‘charm’ sub-school. 
  Leadership(DR310 p54) – The Despot gains Feat: Leadership & has a +1 bonus on his/her Leadership score, though this does not effect the maximum number & 
  level of followers and cohorts. 
  Oppression(DR312 p23) – The Despot can use a ‘Turning’-like ability on living creatures.  He/she makes a Turn Check & Turn Damage rolls as a Cleric three 
  levels lower.  Chaotic creatures within 60’ are affected first, and Lawful ones are affected last.  The closer creatures of a given alignment category are 
  effected first.  Creatures that are “Turned” receive a –2 penalty on attacks, saves, skill checks, ability checks, and damage for 1 minute.  If the Turn Check 
  indicates that the Despot could affect a creature with 2x the target’s HD (i.e., “Destroyed”) are Nauseated for 1 minute.  This is a Language-Dependant, 
  Mind-Affecting ability. 
   
   
  ‘Enforcer’ Class Abilities: 
  Subdue(DR310 p54) – The Enforcer can inflict non-lethal damage without taking a –4 attack penalty.  If attacking with a weapon designed to do non-lethal damage 
  (e.g., a sap), the Enforcer gains a +2 bonus on the weapon’s damage. 
  Leadership(DR310 p54) – The Enforcer gains Feat: Leadership & has a +1 bonus on his/her Leadership score, though this does not effect the maximum number & 
  level of followers and cohorts. 
  Oppression(DR312 p23) – The Enforcer can use a ‘Turning’-like ability on living creatures.  He/she makes a Turn Check & Turn Damage rolls as a Cleric three 
  levels lower.  Chaotic creatures within 60’ are affected first, and Lawful ones are affected last.  The closer creatures of a given alignment category are 
  effected first.  Creatures that are “Turned” receive a –2 penalty on attacks, saves, skill checks, ability checks, and damage for 1 minute.  If the Turn Check 
  indicates that the Enforcer could affect a creature with 2x the target’s HD (i.e., “Destroyed”) are Nauseated for 1 minute.  This is a Language-Dependant, 
  Mind-Affecting ability. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 77 
  Alternate Base Classes (continued) 
   
  Lvl 
  Paladin 
   (PH p42) 
  Gnome Paladin2 
   (DR329 p94) 
  Incarnate 
   (DR310 p52) 
  Non-Spellcasting Paladin 
   (CWar p13) 
  In-Class Skills 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal, 
  Perform(comedy). 
  Alignment: N  LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nature), 
  Know(nobility & royalty),  
  Know(religion), Search. 
  Wis: Heal, Listen, Profession, Sense 
  Motive, Sense Motive, Survival. 
  Cha: Diplomacy, Handle Animals. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  1 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Elemental Affinity  
  Detect Evil, at will 
  Detect Imbalance, at will 
  Smite Evil, 1/day  
  Smite Extremist, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  2 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Elemental Burst 
  Divine Grace 
  Lay on Hands 
  3 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Energy Resistance 
  Aura of Courage 
  Divine Health 
  4 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list  
  Cast spells from the Incarnate spell list 
  Turn Undead 
  Turn Outsider 
  Cast spells from the Paladin spell list  
  Turn Undead 
  5 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day  
  Smite Extremist, 2/day 
  Special Mount 
  Elemental Minion 
  Smite Evil, 2/day 
  Special Mount 
  6 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
   
  Remove Disease, 1/week 
  Blessed Weapon 
  7 
   
   
   
   
  8 
   
   
  Commune with Nature, 1/week 
   
  9 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
   
  Remove Disease, 1/week 
  10 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day  
  Smite Extremist, 3/day 
  Smite Evil, 3/day 
  11 
   
   
   
  Divine Might 
  12 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Commune with Nature, 2/week 
  Remove Disease, 1/week 
  13 
   
   
   
  Tend to Mount 
  14 
   
   
   
   
  15 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day  
  Smite Extremist, 4/day 
  Remove Disease, 4/week 
   
  Smite Evil, 4/day 
  Remove Disease, 1/week 
  16 
   
   
  Commune with Nature, 3/week 
  Holy Sword, 1/day 
  17 
   
   
   
   
  18 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
   
  Remove Disease, 1/week 
  19 
   
   
   
   
  20 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day  
  Smite Extremist, 5/day 
  Commune with Nature, 4/week 
  Smite Evil, 5/day 
   
                                                   
  2 This is not being treated as a ‘Racial Substitution’, since the class has 20 levels. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 78 
  Class Abilities 
   
  ‘Incarnate’ Class Abilities: 
  Elemental Affinity(DR310 p52) – The Incarnate gains an affinity to either Fire & Water –or– Air & Earth.  Once chosen, the Incarnate cannot change his/her 
  affinity.  This choice affects the Elemental Burst, Energy Resistance, & Elemental Minion Class Features. 
  Detect Imbalance(DR310 p52) – Similar to Detect Undead, but detects creatures with an alignment subtype, but not the specific subtype. 
  Smite Extremist(DR310 p52) – Add Charisma modifier to the attack roll & +1/class level damage.  Must be declared before the attack is made & if the target is not 
  Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil, then the smite has no effect. 
  Elemental Burst(DR310 p52) – The Incarnate is able to make a ranged touch attack (max range of 60’) that does 1d4 + Charisma modifier damage of both of his/her 
  Elemental Affinity energies (i.e., a total of 2d4 + (2 x Charisma modifier damage)).  Incarnates with ‘Fire & Water’ affinity do Fire & Cold damage, while 
  ‘Air & Earth’ affinity do Electricity & Acid damage.  Usable Charisma bonus times per day. 
  Elemental Minion(DR310 p52) – The Incarnate can summon a Medium-sized Elemental of a type matching the Incarnate’s Elemental Affinity.  If not dismissed 
  earlier, the minion remains for 1 hour per Class level.  It gains abilities based as the Incarnate goes up in level based on the “Paladin’s Mount” table(PH p45). 
  Energy Resistance(DR310 p52) – The Incarnate gains Energy Resistance 5 against Fire & Cold –or– Electricity & Acid, based on his/her Elemental Affinity. 
  Turn Outsider(DR310 p51) – Able to Turn / Destroy Outsiders as a Cleric three levels lower Turns / Destroys Undead.  Usable 3 + Charisma mod. times per day. 
   
   
  ‘Non-Spellcasting Paladin’ Class Abilities: 
  Blessed Weapon(CWar p13) – Weapons wielded by the Non-Spellcasting Paladin are treated as ‘Good’ for purposes of overcoming Damage Reduction. 
  Divine Might(CWar p13) – As a Standard Action, gain a +4 bonus to Strength, Wisdom, -or- Charisma for 1 minute per Class level.  Usable 1/day. 
  Tend to Mount(CWar p13) – You may use your Lay on Hand to help your Mount: 
  - convert 1hp of healing into 5hp for your mount; 
  - convert 1hp of healing into 1 point of ability damage restored 
  - convert 5hp of healing to remove one of the following:  Blindness, Confusion, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, 
  Insanity, Nauseated, Sickened, Stunned, or Poisoned. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 79 
  Alternate Base Classes (continued) 
   
  Lvl 
  Paladin of Honor 
  (i.e., standard Paladin) 
   (PH p42) 
  Paladin of Freedom 
   
   (UA p53) 
  Paladin of Slaughter 
   
   (UA p54) 
  Paladin of Tyranny 
   
   (UA p54) 
  In-Class Skills 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: CG  LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Bluff, Diplomacy, Handle 
  Animal. 
  Alignment: CE  LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animals, 
  Intimidate. 
  Alignment: LE  LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  1 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Aura of Evil 
  Detect Evil, at will 
  Detect Good, at will 
  Smite Evil, 1/day 
  Smite Good, 1/day 
  Aura of Good 
  Aura of Evil 
  Detect Evil, at will 
  Detect Good, at will 
  Smite Evil, 1/day 
  Smite Good, 1/day 
  2 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Deadly Touch 
  Divine Grace 
  Lay on Hands 
  Deadly Touch 
  3 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Aura of Resolve 
  Divine Health 
  Aura of Courage 
  Debilitating Aura 
  Divine Health 
  Aura of Courage 
  Aura of Despair 
  Divine Health 
  4 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list  
  Cast spells from the Paladin of Freedom 
  spell list 
  Turn Undead 
  Cast spells from the Paladin spell list  
  Cast spells from the Paladin of 
  Slaughter spell list 
  Turn Undead 
  Rebuke Undead 
  Cast spells from the Paladin spell list  
  Cast spells from the Paladin of Tyranny 
  spell list 
  Turn Undead 
  Rebuke Undead 
  5 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Smite Good, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Smite Good, 2/day 
  Special Mount 
  6 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Cause Disease, 1/week 
  Remove Disease, 1/week 
  Cause Disease, 1/week 
  7 
   
   
   
   
  8 
   
   
   
   
  9 
  Remove Disease, 2/week 
  Remove Disease, 1/week 
  Remove Disease, 2/week 
  Cause Disease, 2/week 
  Remove Disease, 2/week 
  Cause Disease, 2/week 
  10 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Good, 3/day 
  Smite Evil, 3/day 
  Smite Good, 3/day 
  11 
   
   
   
   
  12 
  Remove Disease, 3/week 
  Remove Disease, 1/week 
  Remove Disease, 3/week 
  Cause Disease, 3/week 
  Remove Disease, 3/week 
  Cause Disease, 3/week 
  13 
   
   
   
   
  14 
   
   
   
   
  15 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 1/week 
  Smite Evil, 4/day 
  Smite Good, 4/day 
  Remove Disease, 4/week 
  Cause Disease, 4/week 
  Smite Evil, 4/day 
  Smite Good, 4/day 
  Remove Disease, 4/week 
  Cause Disease, 4/week 
  16 
   
   
   
   
  17 
   
   
   
   
  18 
  Remove Disease, 5/week 
  Remove Disease, 1/week 
  Remove Disease, 5/week 
  Cause Disease, 5/week 
  Remove Disease, 5/week 
  Cause Disease, 5/week 
  19 
   
   
   
   
  20 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Good, 5/day 
  Smite Evil, 5/day 
  Smite Good, 5/day 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 80 
  Class Features 
   
  ‘Paladin of Freedom’ Class Abilities: 
  Aura of Resolve(UA p53) – The Paladin of Freedom is immune to Compulsion effects.  All allies within 10’ of the Paladin of Freedom gain a +4 Morale bonus on 
  saves vs. Compulsion effects. 
   
   
  ‘Paladin of Slaughter’ Class Abilities: 
  Debilitation Aura(UA p53) – All enemies within a 10’ radius of a Paladin of Slaughter receive a –1 penalty to AC. 
  Deadly Touch(UA p54) – Able to inflict of damage through a touch attack or heal damage to Undead.  A total of (Class level * Charisma modifier) hit points may 
  be inflicted / healed each day.  The target of inflicted damage receives a Will save for half damage (DC = 10 + ½ Class level + Charisma modifier). 
  Cause Disease(UA p54) – Contagion, by touch. 
   
   
  ‘Paladin of Tyranny’ Class Abilities: 
  Aura of Despair(UA p54) – All enemies within a 10’ radius of a Paladin of Tyranny receive a –2 penalty to all Saving Throws. 
  Deadly Touch(UA p54) – Able to inflict of damage through a touch attack or heal damage to Undead.  A total of (Class level * Charisma modifier) hit points may 
  be inflicted / healed each day.  The target of inflicted damage receives a Will save for half damage (DC = 10 + ½ Class level + Charisma modifier). 
  Cause Disease(UA p54) – Contagion, by touch. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 81 
  Alternate Base Classes (continued) 
   
  Lvl 
  Paladin 
   (PH p42) 
  Sentinel 
   (DR310 p50) 
  Wyrmslayer 
   (DR332 p90) 
  In-Class Skills 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: NG  LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion), Know(the 
  planes), Search. 
  Wis: Heal, Listen, Profession, Sense 
  Motive, Spot, Survival. 
  Cha: Diplomacy, Handle Animals. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  1 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  May freely Cross-Class with Ranger if  
  1st Favored Enemy is Dragons 
  2 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Resist Fiendish Lure 
  Divine Grace 
  Lay on Hands 
  3 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Celestial Fortitude 
  Aura of Courage 
  Divine Health 
  4 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list  
  Cast spells from the Sentinel spell list 
  Turn Undead 
  Turn Outsider 
  Turn Undead 
  Able to cast Prepared Divine spells from 
  the Paladin spell list 
  5 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Celestial Minion 
  Smite Evil, 2/day 
  Special Mount 
  6 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
   
  Remove Disease, 1/week 
  Resist Energy, 1/day 
  7 
   
   
   
  8 
   
  Dispel Evil, 1/week 
   
  9 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
   
  Remove Disease, 2/week 
  Resist Energy, 2/day 
  10 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  11 
   
   
   
  12 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Dispel Evil, 2/week 
  Remove Disease, 3/week 
  Resist Energy, 3/day 
  13 
   
   
   
  14 
   
   
   
  15 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
   
  Smite Evil, 4/day 
  Remove Disease, 3/week 
  Resist Energy, 3/day 
  16 
   
  Dispel Evil, 3/week 
   
  17 
   
   
   
  18 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
   
  Remove Disease, 5/week 
  Resist Energy, 5/day 
  19 
   
   
   
  20 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Dispel Evil, 4/week 
  Smite Evil, 5/day 
   
  ‘Sentinel’ Class Abilities: 
  Resist Fiendish Lure(DR310 p51) – The Sentinel gains a +4 Sacred bonus on saving throws against Mind-Affecting attacks of Evil Outsiders. 
  Celestial Fortitude(DR310 p51) – The Sentinel gains a +2 Sacred bonus on saving throws against the effects of Evil Outsiders & Evil Spells.  If the effect or spell 
  normally causes half or partial damage on a successful save, the effect does no damage on a successful save to the Sentinel. 
  Celestial Minion(DR310 p51) – The Sentinel can summon a Medium-size (or smaller) animal with the Celestial Template once per day.  If not dismissed earlier, the 
  minion remains for 1 hour per Class level.  It gains abilities based as the Sentinel goes up in level based on the “Paladin’s Mount” table(PH p45). 
  . 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 82 
  Variant Class Features  
   
   
  Lvl 
  Paladin 
   
   
  (PH p42) 
  Paladin variant,  
  Angel’s Sight  
  (DR349 p93) 
  Paladin variant,  
  Aura of Banishment (DR349 p93) 
  Paladin variant,  
  Aura of Sanctity  
  (DR349 p93) 
  Class Features 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  1 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  2 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  3 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health  
  Gain Darkvision 60’ & Low-light Vision
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  4 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list 
  Turn Undead  
  Aura of Sanctity 
  5 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  6 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Aura of Banishment 
  +2 bonus on Intimidate checks vs. Evil 
  Outsiders 
  Remove Disease, 1/week 
  7 
   
   
   
   
  8 
   
   
   
   
  9 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  10 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  11 
   
   
   
   
  12 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  13 
   
   
   
   
  14 
   
   
   
   
  15 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  16 
   
   
   
   
  17 
   
   
   
   
  18 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  19 
   
   
   
   
  20 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
   
  Paladin, Aura of Banishment variant class abilities 
  Aura of Banishment – Within a 30’ radius Emanation around you, the following applies: 
  1.  No Evil Outsider with fewer HD than your Paladin level may be summoned; 
  2  An Evil Outsider with fewer HD than your Paladin level may not use Summoning or Teleporting effects. 
   
  Paladin, Aura of Sanctity variant class abilities 
  Aura of Sanctity – Choose one of the following:  Compulsion effects (including Possession), Death effects, or Petrification.  You are immune to the chosen 
  effect and your allies within your Aura of Courage gain a +4  bonus on saves against the chosen effect. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 83 
  Variant Class Features (continued) 
   
   
  Lvl 
  Paladin 
   
   
  (PH p42) 
  Paladin variant,  
  Charging Smite  
  (PH2 p53) 
  Paladin variant,  
  Gaze of Truth  
  (DR349 p93) 
  Paladin variant,  
  Hunter of Fiends  
  (DR349 p93) 
  Class Features 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion),  
  Know(the planes). 
  Wis: Heal, Profession, Sense Motive, 
  Survival. 
  Cha: Diplomacy, Handle Animal. 
  1 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day  
  Gaze of Truth 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day  
  Feat: Track 
  Hunter of Fiends 
  2 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  3 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  4 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list  
  Add Detect Evil to the 1st level spell list 
  Turn Undead 
  Cast spells from the Paladin spell list 
  Turn Undead 
  5 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Charging Smite 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  6 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  7 
   
   
   
   
  8 
   
   
   
   
  9 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  10 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  11 
   
   
   
   
  12 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  13 
   
   
   
   
  14 
   
   
   
   
  15 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  16 
   
   
   
   
  17 
   
   
   
   
  18 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  19 
   
   
   
   
  20 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
   
  Paladin, Charging Smite variant class abilities 
  Charging Smite – if you use your Smite Evil ability at the end of a Charge action, you do +(2 x Paladin level) damage. 
   
  Paladin, Hunter of Fiends variant class abilities 
  Hunter of Fiends – Gain Favored Enemy (Evil Outsiders) as the Ranger class ability, except the bonus is ½ Paladin level (min +1). 
   
  Paladin, Aura of Sanctity variant class abilities 
  Gaze of Truth – Discern Lies, usable (1 + Charisma modifier) times per day.  DC is Charisma-based.  If the save is successful, that creature may not be targeted 
  again for 24 hours. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 84 
  Variant Class Features (continued) 
   
   
  Lvl 
  Paladin 
   
   
  (PH p42) 
  Paladin variant,  
  Power of Self  
  (DR347 p91) 
  Paladin variant,  
  Smiting Arrow  
  (DR349 p93) 
  Paladin variant,  
  Sword of Celestia  
  (DR349 p93) 
  Class Features 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  1 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  You may use Smite Evil with a ranged 
  attack within 30’ 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  2 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  3 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  4 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Bonus Fighter Feat 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list 
  Turn Undead 
  5 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount  
  Sword of Celestia, +1 
  6 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  7 
   
   
   
   
  8 
   
  Bonus Fighter Feat 
   
   
  9 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  10 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day  
  Sword of Celestia, +2 
  11 
   
   
   
   
  12 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Bonus Fighter Feat 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  13 
   
   
   
   
  14 
   
   
   
   
  15 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week  
  Sword of Celestia, +2 Holy 
  16 
   
  Bonus Fighter Feat 
   
   
  17 
   
   
   
   
  18 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  19 
   
   
   
   
  20 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Bonus Fighter Feat 
  Smite Evil, 5/day 
  Smite Evil, 5/day  
  Sword of Celestia, +2 Holy Lawful 
   
  Paladin, Sword of Celestia variant class abilities 
  Sword of Celestia, +N – Gain a Celestial-forged weapon (does not need to be a sword) of great beauty.  You may summon or dismiss the weapon as a Free 
  Action.  You may summon your weapon (1 + Wisdom modifier) times per day (min 1).  You must give an oath to never sell or loan your weapon to anyone.  
  You may upgrade the weapon as if you had Feat: Craft Magic Arms and Armor (still costs gold & XP).  If damaged, the weapon may be repaired with normal 
  healing spells.  If destroyed, you must wait 1 year + 1 day to have a new one forged. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 85 
  Racial Substitutions 
   
  Lvl 
  Paladin 
   
   
   
   (PH p46) 
  Elf Paladin –  
  1st level substitution  
  (RotW p155) 
  Elf Paladin –  
  3rd level substitution  
  (RotW p155) 
  Elf Paladin –  
  5th level substitution  
  (RotW p155) 
  Elf Paladin –  
  all level substitutions 
  (RotW p155) 
  Class Features 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive, Survival. 
  Cha: Diplomacy, Handle 
  Animal. 
  1 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Ranged Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Ranged Smite Evil, 1/day 
  2 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  3 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Aura of Freedom  
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Aura of Freedom  
  Divine Health 
  4 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  5 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Ranged Smite Evil, 2/day  
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Unicorn Mount 
  Smite Evil, 2/day 
  Ranged Smite Evil, 2/day  
  Special Mount 
  Unicorn Mount 
  6 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  7 
   
   
   
   
   
  8 
   
   
   
   
   
  9 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  10 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Ranged Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Ranged Smite Evil, 3/day 
  11 
   
   
   
   
   
  12 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  13 
   
   
   
   
   
  14 
   
   
   
   
   
  15 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Ranged Smite Evil, 4/day  
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Ranged Smite Evil, 4/day  
  Remove Disease, 4/week 
  16 
   
   
   
   
   
  17 
   
   
   
   
   
  18 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  19 
   
   
   
   
   
  20 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Ranged Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Ranged Smite Evil, 5/day 
   
  Elf Paladin Class Abilities 
   
  Ranged Smite Evil, N/day 
  You may use the normal Paladin class ability ‘Smite Evil’ only with a straight bow on a target within 30’. 
   
  Aura of Freedom 
  All allies within 30’ gain a +4 Morale bonus on saves vs. Enchantment effects as long as the Elf Paladin is conscious. 
   
  Unicorn Mount 
  The Elf Paladin (of either gender) gains a Unicorn as its Special Mount.  It gains Special Mount abilities as if the Elf Paladin were 6 levels lower that he/she 
  actually is. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 86 
  Racial Substitution (continued) 
   
  Lvl 
  Paladin 
   
   
   
   (PH p46) 
  Half-Orc Paladin –  
  1st level substitution  
  (RoD p160) 
  Half-Orc Paladin –  
  3rd level substitution  
  (RoD p160) 
  Half-Orc Paladin –  
  6th level substitution  
  (RoD p160) 
  Half-Orc Paladin –  
  all level substitutions 
  (RoD p160) 
  Class Features 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animals, Intimidate. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animals, Intimidate. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animals, Intimidate. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d12  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animals, Intimidate. 
  1 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Righteous Fury, +2, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Righteous Fury, +2, 1/day 
  2 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  3 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Awe 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Awe 
  4 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  Righteous Fury, +3, 1/day 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  Righteous Fury, +3, 1/day 
  5 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Righteous Fury, +3, 2/day  
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Righteous Fury, +3, 2/day  
  Special Mount 
  6 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Fatigue, 1/week 
  Remove Disease, 1/week 
  Remove Fatigue, 1/week 
  7 
   
   
   
   
   
  8 
   
  Righteous Fury, +4, 2/day  
   
   
  Righteous Fury, +4, 2/day  
  9 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Fatigue, 2/week 
  Remove Disease, 2/week 
  Remove Fatigue, 2/week 
  10 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Righteous Fury, +4, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Righteous Fury, +4, 3/day 
  11 
   
   
   
   
   
  12 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Righteous Fury, +5, 3/day 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Fatigue, 3/week 
  Remove Disease, 3/week 
  Remove Fatigue, 3/week 
  Righteous Fury, +5, 3/day 
  13 
   
   
   
   
   
  14 
   
   
   
   
   
  15 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Righteous Fury, +5, 4/day  
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Remove Fatigue, 4/week 
  Smite Evil, 4/day 
  Righteous Fury, +5, 4/day  
  Remove Disease, 4/week 
  Remove Fatigue, 4/week 
  16 
   
  Righteous Fury, +6, 4/day  
   
   
  Righteous Fury, +6, 4/day  
  17 
   
   
   
   
   
  18 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Fatigue, 5/week 
  Remove Disease, 5/week 
  Remove Fatigue, 5/week 
  19 
   
   
   
   
   
  20 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Righteous Fury, +7, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Righteous Fury, +7, 5/day 
   
  Half-Orc Paladin Class Abilities 
   
  Righteous Fury, +N 
  As a Free Action, a Half-Orc Paladin may enter a 
  ‘Righteous Fury’, which grants a +N Morale 
  bonus on melee weapon damage for (1 + 
  Charisma modifier) rounds (minimum 1 round). 
  Aura of Awe 
  The Half-Orc Paladin becomes immune to all Fear 
  effects.  In addition, Evil creatures within 10’ 
  take a –2 penalty on saves vs. Fear effects & 
  checks to resist Intimidation attempts. 
  Remove Fatigue 
  The Half-Orc Paladin can remove the Fatigued 
  condition from all allies within a 30’ Burst 
  centered on the himself/herself. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 87 
  Racial Substitution (continued) 
   
  Lvl 
  Paladin 
   
  (PH p42) 
  Warforged Paladin –  
  1st level substitution  
  (RoE p130) 
  Warforged Paladin –  
  2nd level substitution  
  (RoE p130) 
  Warforged Paladin –  
  3rd level substitution  
  (RoE p130) 
  Warforged Paladin –  
     all level substitutions 
  (RoE p130) 
  Class Features 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animals. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animals. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animals. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animals. 
  1 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil or Construct, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil or Construct, 1/day 
  2 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Durable Will 
  Lay on Hands 
  Repair Damage 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Durable Will 
  Lay on Hands 
  Repair Damage 
  3 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Immunity to Stunning 
  Aura of Courage 
  Divine Health 
  Immunity to Stunning 
  4 
  Turn Undead 
  Able to cast Prepared Divine 
  spells from the Paladin spell 
  list 
  Turn Undead 
  Able to cast Prepared Divine 
  spells from the Paladin spell 
  list 
  Turn Undead 
  Able to cast Prepared Divine 
  spells from the Paladin spell 
  list 
  Turn Undead 
  Able to cast Prepared Divine 
  spells from the Paladin spell 
  list 
  Turn Undead 
  Able to cast Prepared Divine 
  spells from the Paladin spell 
  list 
  5 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil or Construct, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil or Construct, 2/day 
  Special Mount 
  6 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  7 
   
   
   
   
   
  8 
   
   
   
   
   
  9 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  10 
  Smite Evil, 3/day 
  Smite Evil or Construct, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil or Construct, 3/day 
  11 
   
   
   
   
   
  12 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  13 
   
   
   
   
   
  14 
   
   
   
   
   
  15 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil or Construct, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil or Construct, 4/day 
  Remove Disease, 4/week 
  16 
   
   
   
   
   
  17 
   
   
   
   
   
  18 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  19 
   
   
   
   
   
  20 
  Smite Evil, 5/day 
  Smite Evil or Construct, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Evil or Construct, 5/day 
   
  Warforged Paladin Class Abilities: 
  Smite Construct – This ability works just like ‘Smite Evil’, except the Construct can be of any alignment. 
  Durable Will – Add your Constitution modifier (if any) to all Will saving throws. 
  Repair Damage – You can repair (Constitution modifier * Paladin level) hit-points of damage to any Living Construct (including yourself) each day, broken up 
  however you wish.  You can also use this ability to heal living creatures, though it takes 2 point from the pool to heal 1 hit-point. 
  Immunity to Stunning – You cannot be Stunned. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 88 
  Astrological Substitutions 
   
  Lvl 
  Paladin 
   
   
   
   (PH p46) 
  Paladin of Light –  
  1st level substitution  
  (DR340 p47) 
  Paladin of Light –  
  2nd level substitution  
  (DR340 p47) 
  Paladin of Light –  
  6th level substitution  
  (DR340 p47) 
  Paladin of Light –  
  all level substitutions 
  (DR340 p47) 
  Class Features 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, 
  Heavy, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & 
  royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense 
  Motive. 
  Cha: Diplomacy, Handle 
  Animal. 
  1 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Detect Night Creature, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Detect Night Creature, at will 
  Smite Evil, 1/day 
  2 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Cooling Touch 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Cooling Touch 
  3 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  4 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  Cast spells from the Paladin 
  spell list 
  Turn Undead 
  5 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  6 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Curse, 1/week 
  Remove Disease, 1/week 
  Remove Curse, 1/week 
  7 
   
   
   
   
   
  8 
   
   
   
   
   
  9 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Curse, 2/week 
  Remove Disease, 2/week 
  Remove Curse, 2/week 
  10 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  11 
   
   
   
   
   
  12 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Curse, 3/week 
  Remove Disease, 3/week 
  Remove Curse, 3/week 
  13 
   
   
   
   
   
  14 
   
   
   
   
   
  15 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Remove Curse, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Remove Curse, 4/week 
  16 
   
   
   
   
   
  17 
   
   
   
   
   
  18 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Curse, 5/week 
  Remove Disease, 5/week 
  Remove Curse, 5/week 
  19 
   
   
   
   
   
  20 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
   
  Paladin of Light Class Abilities 
   
  Cooling Touch 
  The Paladin of Light can grant (Charisma modifier * Class levels) points of Fire Resistance per day.  These may be divided up however the Paladin of Light 
  desires.  Each application lasts 10 minutes per Class level and is applied by Touch with a Standard Action. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 89 
  Astrological Substitutions (continued) 
   
  Lvl 
  Paladin 
   
   
   
   (PH p46) 
  Solstice Knight –  
  3rd level substitution  
  (DR338 p95) 
  Solstice Knight –  
  5th level substitution  
  (DR338 p95) 
  Solstice Knight –  
  all level substitutions  
  (DR338 p95) 
  Class Features 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  Alignment: LG 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(nobility & royalty), 
  Know(religion). 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy, Handle Animal. 
  1 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Blessed Radiance, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  Aura of Good 
  Detect Evil, at will 
  Smite Evil, 1/day 
  2 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  Divine Grace 
  Lay on Hands 
  3 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  Aura of Courage 
  Divine Health 
  4 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list 
  Turn Undead 
  Cast spells from the Paladin spell list 
  Turn Undead 
  5 
  Smite Evil, 2/day 
  Special Mount 
  Smite Evil, 2/day 
  Special Mount 
  Blessed Radiance, 2/day 
  Smite Evil, 2/day 
  Smite Evil, 1/day 
  Special Mount 
  Darkvision 30’ (stacks with any  racial 
  Darkvision) 
  Strike of the Faithful 
  Smite Evil, 2/day 
  Smite Evil, 1/day 
  Special Mount 
  Darkvision 30’ (stacks with any  racial 
  Darkvision) 
  Strike of the Faithful  
  Blessed Radiance, 1/day 
  6 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  Remove Disease, 1/week 
  7 
   
   
   
   
  8 
   
   
   
   
  9 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  Remove Disease, 2/week 
  10 
  Smite Evil, 3/day 
  Smite Evil, 3/day 
  Blessed Radiance, 3/day 
  Smite Evil, 3/day 
  Smite Evil, 2/day 
  Smite Evil, 3/day 
  Smite Evil, 2/day  
  Blessed Radiance, 2/day 
  11 
   
   
   
   
  12 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  Remove Disease, 3/week 
  13 
   
   
   
   
  14 
   
   
   
   
  15 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Remove Disease, 4/week 
  Blessed Radiance, 4/day 
  Smite Evil, 4/day 
  Smite Evil, 3/day 
  Remove Disease, 4/week 
  Smite Evil, 4/day 
  Smite Evil, 3/day 
  Remove Disease, 4/week  
  Blessed Radiance, 3/day 
  16 
   
   
   
   
  17 
   
   
   
   
  18 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  Remove Disease, 5/week 
  19 
   
   
   
   
  20 
  Smite Evil, 5/day 
  Smite Evil, 5/day 
  Blessed Radiance, 5/day 
  Smite Evil, 5/day 
  Smite Evil, 4/day 
  Smite Evil, 5/day 
  Smite Evil, 4/day  
  Blessed Radiance, 4/day 
   
  Solstice Knight Class Abilities 
   
  Blessed Radiance, N/day 
  Cast Daylight as a Free Action.  The spell is always centered on you and is cast at your Paladin level. 
   
  Strike of the Faithful 
  If you use ‘Smite Evil’ on an Undead, it takes double the standard Smite damage. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Paladin Variants 
   
  Page 90 
  Specific Domains for Paladins 
   
  Described in (DR328 p90) 
  In place of the ability to Turn Undead at 3rd level, a Paladin can select one Domain granted by his/her Patron Deity.  The Paladin receives no additional spells, but 
  gains the Special Ability listed below. 
   
   
  Domain 
  Special Ability 
  Death 
  Special Death Ward – As a Standard Action, you may grant yourself or an ally of Good alignment a bonus on saving throws vs. Death effects 
  equal to (Paladin level – 2).  The bonus lasts for 1 minute and may be granted (3 + Charisma modifier) times per day.   
  Knowledge 
  Special Divine Inspiration – You may make a Bardic Knowledge check up to (1 + Charisma modifier) times per day, except your bonus on the 
  roll is (Paladin level + Charisma modifier). 
  Luck 
  You may reroll one roll you have just made before the DM declares whether it was a success or a failure.  You must take the new roll.  This is 
  an extraordinary ability. 
  Magic 
  Know (arcana) and Spellcraft are class skills for you. 
  You may use Scrolls, Wands, and other Spell Completion or Spell Trigger items as if you were a Wizard of (Paladin level / 2) + your Wizard 
  levels (if any). 
  Protection 
  Protective Ward – As a Standard Action, you may grant yourself or an ally a Resistance bonus on his/her next saving throws equal to (Paladin 
  level – 2).  The effect fades if not used in 1 hour.  Usable once per day.   
  Strength 
  Feat of Strength – As a Free Action, you gain an Enhancement bonus to your Strength equal to (Paladin level – 2).  Lasts for 1 round and is 
  usable once per day. 
  War 
  Special True Warrior Ability – As a Free Action, you can bypass the Damage Reduction of any Evil-Aligned creature.  Lasts for 1 round is 
  usable once per day. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Ranger Variants 
   
  Page 91 
  Ranger 
   
  Alternate Base Classes 
   
  The following are specialized types of Rangers, in the same way a Necromancer is a specialized type of Wizard.  The decision to become a specialized Ranger must 
  be done when the 1st level of Ranger is taken.  A character can only be the member of one Ranger class. 
   
  Lvl 
  Ranger 
   (PH p46) 
  Mystic Ranger 
   (DR336 p105) 
  Non-Spellcasting Ranger 
  (CWar p13) 
  Planar Ranger 
  (UA p55) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, Ride,  
  Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Handle Animal. 
  Alignment: LG, NG, CG, LN, N, CN 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shields 
  Weapons: 
  Simple, Martial  
  Martial (ranged only) 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, Ride,  
  Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search, 
  Spellcraft. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, Ride,  
  Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, Ride,  
  Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeoneering), 
  Know(geography), 
  Know(nature),  
  Know(the planes), Search. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Handle Animal. 
  Speak Language (Abyssal, Aquan, 
  Auran, Celestial, Ignan, Infernal, 
  or Terran) 
  1 
  1st Favored Enemy Creature-Type 
  Gain Feat: Track 
  Wild Empathy 
  1st Favored Enemy Creature-Type 
  Gain Feat: Track 
  Wild Empathy 
  Able to cast Prepared Divine spells 
  from the Ranger Spell List and the 
  Mystic Ranger Supplemental Spell 
  List (see page 185) 
  1st Favored Enemy Creature-Type 
  Gain Feat: Track 
  Wild Empathy 
  1st Favored Enemy Creature-Type 
  Gain Feat: Track 
  Wild Empathy, at no penalty with 
  Magical Beasts with Celestial or 
  Fiendish templates, but a –4 penalty 
  with Animals 
   
  Spells per Day: 
    
  1st  
  2nd   
  3rd  
  4th  
    
    
  – 
  – 
  – 
  – 
   
  Spells per Day: 
   0th 
  1st  
  2nd   
  3rd  
  4th  
  5th  
   2 
  – 
  – 
  – 
  – 
  – 
  Spells per Day: 
    
  1st  
  2nd   
  3rd  
  4th  
    
    
  – 
  – 
  – 
  – 
   
  Spells per Day: 
    
  1st  
  2nd   
  3rd  
  4th  
    
    
  – 
  – 
  – 
  – 
   
  2 
  Combat Style 
   
  Spells 
  – 
  – 
  – 
  – 
   
  Combat Style 
  1st Favored Enemy Creature-Type 
   2 
  1 
  – 
  – 
  – 
  – 
  Combat Style 
   
  Spells 
  – 
  – 
  – 
  – 
   
  Combat Style 
   
  Spells 
  – 
  – 
  – 
  – 
   
  3 
  Gain Feat: Endurance 
   
  Spells 
  – 
  – 
  – 
  – 
   
  Gain Feat: Endurance 
  Combat Style 
   2 
  2 
  – 
  – 
  – 
  – 
  Gain Feat: Endurance  
   
  Spells 
  – 
  – 
  – 
  – 
   
  Gain Feat: Endurance 
   
  Spells 
  – 
  – 
  – 
  – 
   
  4 
  Animal Companion 
  Able to cast Prepared Divine spells 
  from the Ranger Spell List 
   
   
   
  Spells 
  0 
  – 
  – 
  – 
   
  Animal Companion 
  Able to cast Prepared Divine spells 
  from the Ranger Spell List 
  Gain Feat: Endurance 
   
   
   3 
  2 
  1 
  – 
  – 
  – 
  Animal Companion 
  Able to cast Prepared Divine spells 
  from the Ranger Spell List 
   
   
   
  Spells 
  – 
  – 
  – 
  – 
   
  Animal Companion, may have the 
  Celestial or Fiendish template 
  Able to cast Prepared Divine spells 
  from the Ranger Spell List, but 
  Magical Beasts with Celestial or 
  Fiendish templates count as Animals 
  Spells 
  0 
  – 
  – 
  – 
   
  5 
  2nd Favored Enemy Creature-Type 
  Spells 
  0 
  – 
  – 
  – 
   
  2nd Favored Enemy Creature-Type 
   3 
  2 
  2 
  – 
  – 
  – 
  2nd Favored Enemy Creature-Type 
  Spells 
  – 
  – 
  – 
  – 
   
  2nd Favored Enemy Creature-Type 
  Spells 
  0 
  – 
  – 
  – 
   
  6 
  Improved Combat Style 
   
   
  Spells 
  1 
  – 
  – 
  – 
   
  Improved Combat Style 
   
   
   3 
  3 
  2 
  1 
  – 
  – 
  Improved Combat Style 
  +10’ movement when not in Heavy 
  Armor or Heavily Encumbered 
  Spells 
  – 
  – 
  – 
  – 
   
  Improved Combat Style 
   
   
  Spells 
  1 
  – 
  – 
  – 
   
  7 
  Woodland Stride 
   
  Spells 
  1 
  – 
  – 
  – 
   
  Woodland Stride 
  Improved Combat Style 
   3 
  3 
  2 
  2 
  – 
  – 
  Woodland Stride 
   
  Spells 
  – 
  – 
  – 
  – 
   
  Woodland Stride 
   
  Spells 
  1 
  – 
  – 
  – 
   
  8 
  Swift Tracker 
   
  Spells 
  1 
  0 
  – 
  – 
   
  Swift Tracker 
  2nd Favored Enemy Creature-Type 
   4 
  3 
  3 
  2 
  1 
  – 
  Swift Tracker 
   
  Spells 
  – 
  – 
  – 
  – 
   
  Swift Tracker 
   
  Spells 
  1 
  0 
  – 
  – 
   
  9 
  Evasion 
  Spells 
  1 
  0 
  – 
  – 
   
  Evasion 
   4 
  4 
  3 
  2 
  2 
  – 
  Evasion 
  Spells 
  – 
  – 
  – 
  – 
   
  Evasion 
  Spells 
  1 
  0 
  – 
  – 
   
  10 
  3rd Favored Enemy Creature-Type 
  Spells 
  1 
  1 
  – 
  – 
   
  3rd Favored Enemy Creature-Type 
   4 
  4 
  3 
  3 
  2 
  1 
  3rd Favored Enemy Creature-Type 
  Spells 
  – 
  – 
  – 
  – 
   
  3rd Favored Enemy Creature-Type 
  Spells 
  1 
  1 
  – 
  – 
   
  11 
  Combat Style Mastery 
   
   
   
   
  Spells 
  1 
  1 
  0 
  – 
   
  Combat Style Mastery 
   
   
   
   
   4 
  4 
  4 
  3 
  2 
  2 
  Combat Style Mastery 
  As a Standard Action, gain a +4 bonus 
  to Constitution, Dexterity, -or- 
  Wisdom for 1 minute per Class 
  level.  Usable 1/day. 
  Spells 
  – 
  – 
  – 
  – 
   
  Combat Style Mastery 
   
   
   
   
  Spells 
  1 
  1 
  0 
  – 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Ranger Variants 
   
  Page 92 
  Lvl 
  Ranger 
   (PH p46) 
  Mystic Ranger 
   (DR336 p105) 
  Non-Spellcasting Ranger 
  (CWar p13) 
  Planar Ranger 
  (UA p55) 
  12 
  Spells 
  1 
  1 
  1 
  – 
   
  Combat Style Mastery 
   4 
  4 
  4 
  3 
  3 
  2 
  Spells 
  – 
  – 
  – 
  – 
   
  Spells 
  1 
  1 
  1 
  – 
   
  13 
  Camouflage 
   
   
  Spells 
  1 
  1 
  1 
  – 
   
  Camouflage 
   
   
   5 
  4 
  4 
  4 
  3 
  3 
  Camouflage 
  Neutralize Poison –or– Remove 
  Disease, 1/day. 
  Spells 
  – 
  – 
  – 
  – 
   
  Camouflage 
   
   
  Spells 
  1 
  1 
  1 
  – 
   
  14 
  Spells 
  2 
  1 
  1 
  0 
   
  3rd Favored Enemy Creature-Type 
   5 
  4 
  4 
  4 
  3 
  3 
  Spells 
  – 
  – 
  – 
  – 
   
  Spells 
  2 
  1 
  1 
  0 
   
  15 
  4th Favored Enemy Creature-Type 
  Spells 
  2 
  1 
  1 
  1 
   
  4th Favored Enemy Creature-Type 
   5 
  5 
  4 
  4 
  4 
  3 
  4th Favored Enemy Creature-Type 
  Spells 
  – 
  – 
  – 
  – 
   
  4th Favored Enemy Creature-Type 
  Spells 
  2 
  1 
  1 
  1 
   
  16 
  Spells 
  2 
  2 
  1 
  1 
   
   5 
  5 
  5 
  4 
  4 
  3 
  Freedom of Movement (self only), 1/day 
  Spells 
  – 
  – 
  – 
  – 
   
  Spells 
  2 
  2 
  1 
  1 
   
  17 
  Hide in Plain Sight 
  Spells 
  2 
  2 
  2 
  1 
   
  Hide in Plain Sight 
   5 
  5 
  5 
  4 
  4 
  4 
  Hide in Plain Sight 
  Spells 
  – 
  – 
  – 
  – 
   
  Hide in Plain Sight 
  Spells 
  2 
  2 
  2 
  1 
   
  18 
  Spells 
  3 
  2 
  2 
  1 
   
   5 
  5 
  5 
  4 
  4 
  4 
  Spells 
  – 
  – 
  – 
  – 
   
  Spells 
  3 
  2 
  2 
  1 
   
  19 
  Spells 
  3 
  3 
  3 
  2 
   
   5 
  5 
  5 
  4 
  4 
  4 
  Spells 
  – 
  – 
  – 
  – 
   
  Spells 
  3 
  3 
  3 
  2 
   
  20 
  5th Favored Enemy Creature-Type 
   
  Spells 
  3 
  3 
  3 
  3 
   
  5th Favored Enemy Creature-Type 
  4th Favored Enemy Creature-Type 
   5 
  5 
  5 
  4 
  4 
  4 
  5th Favored Enemy Creature-Type 
   
  Spells 
  – 
  – 
  – 
  – 
   
  5th Favored Enemy Creature-Type 
   
  Spells 
  3 
  3 
  3 
  3 
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Ranger Variants 
   
  Page 93 
  Alternate Base Classes (continued) 
   
  Lvl 
  Ranger 
   
  (PH p46) 
  Urban Ranger 
  (DR310 p59) 
   
  (UA p55) 
  Wild Defender 
   
  (DR324 p95) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, Ride,  
  Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeoneering), 
  Know(geography), Know(nature), 
  Search. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, Ride,  
  Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeoneering), 
  Know(geography), Know(local), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, Sense 
  Motive, Spot, Survival. 
  Cha: Gather Info., Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, Ride,  
  Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeoneering), 
  Know(geography), Know(nature), 
  Search. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Handle Animal. 
  1 
  1st Favored Enemy Creature-Type 
  Gain Feat: Track 
  Wild Empathy 
  1st Favored Enemy Creature-Type 
  1st Favored Enemy Organization 
  Gain Feat: Track 
  Gain Feat: Urban Tracking 
  Wild Empathy, at ½ Class level 
  1st Favored Enemy Creature-Type 
  Gain Feat: Track 
  Wild Empathy 
  Able to cast Prepared Divine spells from 
  the Ranger Spell List 
   
   
   
  Nature Lore: +2 on Survival & 
  Know(nature) checks. 
  Smite (evil), 1/day. 
  2 
  Combat Style 
  Combat Style 
  Combat Style  
  Woodland Stride 
  3 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance  
  Trackless Step 
  4 
  Animal Companion 
  Able to cast Prepared Divine spells from 
  the Ranger Spell List 
   
  Animal Companion, no larger than 
  Medium size 
  Able to cast Prepared Divine spells from 
  the Ranger Spell List Urban Ranger 
  Spell List 
  Animal Companion 
  Able to cast Prepared Divine spells from 
  the Ranger Spell List  
  Resist Nature’s Lure 
  5 
  2nd Favored Enemy Creature-Type 
  2nd Favored Enemy Creature-Type 
  2nd Favored Enemy Organization 
  2nd Favored Enemy Creature-Type 
  Smite (evil), 2/day. 
  6 
  Improved Combat Style 
  Improved Combat Style 
  Improved Combat Style  
  Rebuke Nature (animals only) 
  7 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  8 
  Swift Tracker 
   
  Swift Tracker 
  May make a Urban Tracking check 
  every 30 minutes without a –5 penalty 
  Swift Tracker  
  Rebuke Nature (vermin & animals) 
  9 
  Evasion 
  Evasion 
  Evasion 
  10 
  3rd Favored Enemy Creature-Type 
  3rd Favored Enemy Creature-Type 
  3rd Favored Enemy Organization 
  3rd Favored Enemy Creature-Type 
  Smite (evil), 3/day. 
  11 
  Combat Style Mastery 
  Combat Style Mastery 
  Combat Style Mastery 
  Evasion 
  12 
   
   
  Rebuke Nature (plants, vermin, & 
  animals) 
  13 
  Camouflage 
  Camouflage 
  Camouflage 
  14 
   
   
  Rebuke Nature (fey, plants, vermin, & 
  animals) 
  15 
  4th Favored Enemy Creature-Type 
   
  4th Favored Enemy Creature-Type 
  4th Favored Enemy Organization 
  4th Favored Enemy Creature-Type 
  Smite (evil), 4/day. 
  16 
   
   
   
  17 
  Hide in Plain Sight 
  Hide in Plain Sight, usable in any terrain 
  (including urban) 
  Hide in Plain Sight 
  18 
   
   
  Rebuke Nature (oozes, fey, plants, 
  vermin, & animals) 
  19 
   
   
   
  20 
  5th Favored Enemy Creature-Type 
   
   
  5th Favored Enemy Creature-Type 
  5th Favored Enemy Organization 
  5th Favored Enemy Creature-Type 
  Smite (evil), 5/day. 
  Rebuke Nature (elementals, oozes, fey, 
  plants, vermin, & animals) 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Ranger Variants 
   
  Page 94 
  Variant Class Features 
   
  Lvl 
  Ranger 
   
  (PH p46) 
  Ranger variant,  
  Distracting Attack 
  (PH2 p55) 
  Ranger variant,  
  Solitary Hunter 
  (DR347 p91) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, Ride,  
  Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeoneering), 
  Know(geography), Know(nature), 
  Search. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, Ride,  
  Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeoneering), 
  Know(geography), Know(nature), 
  Search. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, Ride,  
  Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeoneering), 
  Know(geography), Know(nature), 
  Search. 
  Wis: Heal, Listen, Profession, Spot, 
  Survival. 
  Cha: Handle Animal. 
  1 
  1st Favored Enemy Creature-Type 
  Gain Feat: Track 
  Wild Empathy 
  1st Favored Enemy Creature-Type 
  Gain Feat: Track 
  Wild Empathy 
  1st Favored Enemy Creature-Type 
  Solitary Hunting 
  Gain Feat: Track 
  Wild Empathy 
   
  Spells per Day: 
    
  1st  
  2nd   
  3rd  
  4th  
    
    
  – 
  – 
  – 
  – 
   
  Spells per Day: 
    
  1st  
  2nd   
  3rd  
  4th  
    
    
  – 
  – 
  – 
  – 
   
  Spells per Day: 
    
  1st  
  2nd   
  3rd  
  4th  
    
    
  – 
  – 
  – 
  – 
   
  2 
  Combat Style 
  Spells 
  – 
  – 
  – 
  – 
   
  Combat Style 
  Spells 
  – 
  – 
  – 
  – 
   
  Combat Style 
  Spells 
  – 
  – 
  – 
  – 
   
  3 
  Gain Feat: Endurance 
  Spells 
  – 
  – 
  – 
  – 
   
  Gain Feat: Endurance 
  Spells 
  – 
  – 
  – 
  – 
   
  Gain Feat: Endurance 
  Spells 
  – 
  – 
  – 
  – 
   
  4 
  Animal Companion 
  Able to cast Prepared Divine spells from 
  the Ranger Spell List 
   
  Spells 
  0 
  – 
  – 
  – 
   
  Animal Companion 
  Able to cast Prepared Divine spells from 
  the Ranger Spell List 
  Distracting Attack 
  Spells 
  0 
  – 
  – 
  – 
   
  Animal Companion 
  Able to cast Prepared Divine spells from 
  the Ranger Spell List 
   
  Spells 
  0 
  – 
  – 
  – 
   
  5 
  2nd Favored Enemy Creature-Type 
   
  Spells 
  0 
  – 
  – 
  – 
   
  2nd Favored Enemy Creature-Type 
   
  Spells 
  0 
  – 
  – 
  – 
   
  2nd Favored Enemy Creature-Type 
   
  Spells 
  0 
  – 
  – 
  – 
   
  6 
  Improved Combat Style 
  Spells 
  1 
  – 
  – 
  – 
   
  Improved Combat Style 
  Spells 
  1 
  – 
  – 
  – 
   
  Improved Combat Style 
  Spells 
  1 
  – 
  – 
  – 
   
  7 
  Woodland Stride 
  Spells 
  1 
  – 
  – 
  – 
   
  Woodland Stride 
  Spells 
  1 
  – 
  – 
  – 
   
  Woodland Stride 
  Spells 
  1 
  – 
  – 
  – 
   
  8 
  Swift Tracker 
  Spells 
  1 
  0 
  – 
  – 
   
  Swift Tracker 
  Spells 
  1 
  0 
  – 
  – 
   
  Swift Tracker 
  Spells 
  1 
  0 
  – 
  – 
   
  9 
  Evasion 
  Spells 
  1 
  0 
  – 
  – 
   
  Evasion 
  Spells 
  1 
  0 
  – 
  – 
   
  Evasion 
  Spells 
  1 
  0 
  – 
  – 
   
  10 
  3rd Favored Enemy Creature-Type 
  Spells 
  1 
  1 
  – 
  – 
   
  3rd Favored Enemy Creature-Type 
  Spells 
  1 
  1 
  – 
  – 
   
  3rd Favored Enemy Creature-Type 
  Spells 
  1 
  1 
  – 
  – 
   
  11 
  Combat Style Mastery 
  Spells 
  1 
  1 
  0 
  – 
   
  Combat Style Mastery 
  Spells 
  1 
  1 
  0 
  – 
   
  Combat Style Mastery 
  Spells 
  1 
  1 
  0 
  – 
   
  12 
  Spells 
  1 
  1 
  1 
  – 
   
  Spells 
  1 
  1 
  1 
  – 
   
  Spells 
  1 
  1 
  1 
  – 
   
  13 
  Camouflage 
  Spells 
  1 
  1 
  1 
  – 
   
  Camouflage 
  Spells 
  1 
  1 
  1 
  – 
   
  Camouflage 
  Spells 
  1 
  1 
  1 
  – 
   
  14 
  Spells 
  2 
  1 
  1 
  0 
   
  Spells 
  2 
  1 
  1 
  0 
   
  Spells 
  2 
  1 
  1 
  0 
   
  15 
  4th Favored Enemy Creature-Type 
  Spells 
  2 
  1 
  1 
  1 
   
  4th Favored Enemy Creature-Type 
  Spells 
  2 
  1 
  1 
  1 
   
  4th Favored Enemy Creature-Type 
  Spells 
  2 
  1 
  1 
  1 
   
  16 
  Spells 
  2 
  2 
  1 
  1 
   
  Spells 
  2 
  2 
  1 
  1 
   
  Spells 
  2 
  2 
  1 
  1 
   
  17 
  Hide in Plain Sight 
  Spells 
  2 
  2 
  2 
  1 
   
  Hide in Plain Sight 
  Spells 
  2 
  2 
  2 
  1 
   
  Hide in Plain Sight 
  Spells 
  2 
  2 
  2 
  1 
   
  18 
  Spells 
  3 
  2 
  2 
  1 
   
  Spells 
  3 
  2 
  2 
  1 
   
  Spells 
  3 
  2 
  2 
  1 
   
  19 
  Spells 
  3 
  3 
  3 
  2 
   
  Spells 
  3 
  3 
  3 
  2 
   
  Spells 
  3 
  3 
  3 
  2 
   
  20 
  5th Favored Enemy Creature-Type 
  Spells 
  3 
  3 
  3 
  3 
   
  5th Favored Enemy Creature-Type 
  Spells 
  3 
  3 
  3 
  3 
   
  5th Favored Enemy Creature-Type 
  Spells 
  3 
  3 
  3 
  3 
   
   
  Class Abilities 
   
  Distracting Attack – When you hit an enemy with a melee or ranged weapon attack, the enemy is considered Flanked by you for the purpose of adjudicating your 
  allies’ attacks.  This allows you to grant a Rogue his/her Sneak Attack with a ranged attack or a Spring Attack.  The effect lasts until one of your allies attacks or 
  the start of your next turn.  Does not affect creatures that cannot be Flanked. 
   
  Solitary Hunting – Your ‘Favored Enemy’ bonus applies to your attack rolls against that enemy. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Ranger Variants 
   
  Page 95 
  Racial Substitution 
   
  Lvl 
  Ranger 
   
   
   
   (PH p46) 
  Elf Ranger –  
  1st level substitution  
  (RotW p155) 
  Elf Ranger –  
  4th level substitution  
  (RotW p155) 
  Elf Ranger –  
  10th level substitution  
  (RotW p155) 
  Elf Ranger –  
  all level substitutions 
  (RotW p155) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d6  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Hide, Move 
  Silently, Ride, Use Rope.
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d6  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Hide, Move 
  Silently, Ride, Use Rope.
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d6  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Hide, Move 
  Silently, Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d6  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Hide, Move 
  Silently, Ride, Use Rope.
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  1 
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy 
  1st Favored Enemy  
  1st Elf Favored Enemy  
  Gain Feat: Track 
  Wild Empathy 
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy 
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy 
  1st Favored Enemy  
  1st Elf Favored Enemy  
  Gain Feat: Track 
  Wild Empathy 
  2 
  Combat Style  
  Combat Style  
  Combat Style  
  Combat Style  
  Combat Style  
  3 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  4 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
   
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
   
  Animal Companion 
  Elven Hound Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
   
  Animal Companion 
  Elven Hound Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  5 
  2nd Favored Enemy 
  2nd Favored Enemy  
  2nd Elf Favored Enemy  
  2nd Favored Enemy 
  2nd Favored Enemy 
  2nd Favored Enemy  
  2nd Elf Favored Enemy  
  6 
  Improved Combat Style 
  Improved Combat Style 
  Improved Combat Style 
  Improved Combat Style 
  Improved Combat Style 
  7 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  8 
  Swift Tracker 
  Swift Tracker 
  Swift Tracker 
  Swift Tracker 
  Swift Tracker 
  9 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  10 
  3rd Favored Enemy 
  3rd Favored Enemy  
  3rd Elf Favored Enemy  
  3rd Favored Enemy 
  3rd Favored Enemy  
  Strongheart Slayer 
  3rd Favored Enemy  
  Strongheart Slayer 
  11 
  Combat Style Mastery 
  Combat Style Mastery 
  Combat Style Mastery 
  Combat Style Mastery 
  Combat Style Mastery 
  12 
   
   
   
   
   
  13 
  Camouflage 
  Camouflage 
  Camouflage 
  Camouflage 
  Camouflage 
  14 
   
   
   
   
   
  15 
  4th Favored Enemy 
  4th Favored Enemy  
  4th Elf Favored Enemy  
  4th Favored Enemy 
  4th Favored Enemy  
  3rd Favored Enemy  
  4th Favored Enemy  
  3rd Elf Favored Enemy  
  16 
   
   
   
   
   
  17 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  18 
   
   
   
   
   
  19 
   
   
   
   
   
  20 
  5th Favored Enemy 
  5th Favored Enemy  
  5th Elf Favored Enemy  
  5th Favored Enemy 
   
  5th Favored Enemy  
  4th Favored Enemy  
  5th Favored Enemy  
  4th Elf Favored Enemy  
   
  Elf Ranger Class Abilities 
   
  Elf Favored Enemy 
  As the Ranger Class Ability ‘Favored Enemy’, 
  except that if you choose Humanoid (orc), 
  Undead, or “Servants of Lolth” (i.e., Drow, 
  Driders, & Monstrous Spiders) as your Favored 
  Enemy, the bonus is +3 (instead of +2). 
  Elven Hound Companion 
  Gain an Elven Hound(RotW p189) as your Animal 
  Companion.  For  purposes of your skills, class 
  abilities, & spells, treat it as an Animal (instead 
  of a Magical Beast). 
  Strongheart Slayer 
  Gain a +4 Morale bonus on Will save vs. spell & 
  spell-like abilities of Drow & Driders –and– a 
  +4 Morale bonus on Fortitude save vs. the 
  Poison of Monstrous Spiders. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Ranger Variants 
   
  Page 96 
  Racial Substitution (continued) 
   
  Lvl 
  Ranger 
   
   
   
   (PH p46) 
  Gnome Ranger –  
  1st level substitution  
  (RoS p149) 
  Gnome Ranger –  
  4th level substitution  
  (RoS p149) 
  Gnome Ranger –  
  8th level substitution  
  (RoS p149) 
  Gnome Ranger –  
  all level substitutions 
  (RoS p149) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  1 
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  1st Gnome Favored Enemy 
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  1st Gnome Favored Enemy 
  2 
  Combat Style 
  Combat Style 
  Combat Style 
  Combat Style 
  Combat Style 
  3 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  4 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Burrowing Animal Companion 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Burrowing Animal Companion 
  5 
  2nd Favored Enemy  
  2nd Favored Enemy  
  2nd Gnome Favored Enemy  
  2nd Favored Enemy  
  2nd Favored Enemy  
  2nd Favored Enemy  
  2nd Gnome Favored Enemy  
  6 
  Improved Combat Style 
  Improved Combat Style 
  Improved Combat Style 
  Improved Combat Style 
  Improved Combat Style 
  7 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  8 
  Swift Tracker 
  Swift Tracker 
  Swift Tracker 
  Swift Tracker 
  Gnome Ranger Spells  
  Swift Tracker 
  Gnome Ranger Spells  
  9 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  10 
  3rd Favored Enemy  
  3rd Favored Enemy  
  3rd Gnome Favored Enemy  
  3rd Favored Enemy  
  3rd Favored Enemy  
  3rd Favored Enemy  
  3rd Gnome Favored Enemy  
  11 
  Combat Style Mastery 
  Combat Style Mastery 
  Combat Style Mastery 
  Combat Style Mastery 
  Combat Style Mastery 
  12 
   
   
   
   
   
  13 
  Camouflage 
  Camouflage 
  Camouflage 
  Camouflage 
  Camouflage 
  14 
   
   
   
   
   
  15 
  4th Favored Enemy  
  4th Favored Enemy  
  4th Gnome Favored Enemy  
  4th Favored Enemy  
  4th Favored Enemy  
  4th Favored Enemy  
  4th Gnome Favored Enemy  
  16 
   
   
   
   
   
  17 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  18 
   
   
   
   
   
  19 
   
   
   
   
   
  20 
  5th Favored Enemy  
  5th Favored Enemy  
  5th Gnome Favored Enemy  
  5th Favored Enemy  
  5th Favored Enemy  
  5th Favored Enemy  
  5th Gnome Favored Enemy  
   
  Gnome Ranger Class Abilities 
   
  Gnome Favored Enemy 
  As the Ranger Class Ability ‘Favored Enemy’, 
  except that if you choose Humanoid (goblinoid), 
  Humanoid (reptilian), or Giant as your Favored 
  Enemy, the bonus is +3 (instead of +2). 
  Burrowing Animal Companion 
  If you take a Badger, a Dire Badger, a Wolverine, 
  or any other mammal with a burrowing speed, 
  your effective Druid level for gaining Animal 
  Companion abilities is (Ranger level / 2) + 3  
  (instead of Ranger level / 2).  In addition, you 
  may use your Racial Speak with Animals ability 
  to speak with your Animal Companion at will. 
  This ability replaces the ‘Share Spells’ ability 
  Rangers normally have with their Animal 
  Companions. 
  Gnome Ranger Spells 
  Your Ranger spell list changes as follows: 
   Lvl 
  Add 
   
  Remove 
   
   2nd 
  Blur 
  Barkskin 
   
   
  Invisibility 
  Snare 
   
   
  Misdirection 
  Wind Wall  
   4th 
  Greater Invisibility Commune with Nature 
   
   
  Phantasmal Killer Tree Stride  
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Ranger Variants 
   
  Page 97 
  Racial Substitution (continued) 
   
  Lvl 
  Ranger 
   
   
   
   (PH p46) 
  Half-Elf Ranger –  
  1st level substitution  
  (RoD p158) 
  Half-Elf Ranger –  
  4th level substitution  
  (RoD p158) 
  Half-Elf Ranger –  
  13th level substitution  
  (RoD p158) 
  Half-Elf Ranger –  
  all level substitutions 
  (RoD p158) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeon.), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeon.), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Gather Information, 
  Handle Animal. 
  Speak Language. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeon.), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Gather Information, 
  Handle Animal. 
  Speak Language. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeon.), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Gather Information, 
  Handle Animal. 
  Speak Language. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, Know(dungeon.), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Gather Information, 
  Handle Animal. 
  Speak Language. 
  1 
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  Gain Feat: Urban Tracking 
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  Gain Feat: Urban Tracking 
  2 
  Combat Style 
  Combat Style 
  Combat Style 
  Combat Style 
  Combat Style 
  3 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  4 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List, modified by the Street 
  Magic list 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List, modified by the Street 
  Magic list 
  5 
  2nd Favored Enemy  
  2nd Favored Enemy  
  2nd Favored Enemy  
  2nd Favored Enemy  
  2nd Favored Enemy  
  6 
  Improved Combat Style 
  Improved Combat Style 
  Improved Combat Style 
  Improved Combat Style 
  Improved Combat Style 
  7 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  8 
  Swift Tracker 
  Swift Tracker 
  Accelerated Urban Tracking 
  Swift Tracker 
  Swift Tracker 
  Swift Tracker 
  Accelerated Urban Tracking 
  9 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  10 
  3rd Favored Enemy  
  3rd Favored Enemy  
  3rd Favored Enemy  
  3rd Favored Enemy  
  3rd Favored Enemy  
  11 
  Combat Style Mastery 
  Combat Style Mastery 
  Combat Style Mastery 
  Combat Style Mastery 
  Combat Style Mastery 
  12 
   
   
   
   
   
  13 
  Camouflage 
  Camouflage 
  Camouflage 
  Camouflage 
  Skill Mastery 
  Camouflage 
  Skill Mastery 
  14 
   
   
   
   
   
  15 
  4th Favored Enemy  
  4th Favored Enemy  
  4th Favored Enemy  
  4th Favored Enemy  
  4th Favored Enemy  
  16 
   
   
   
   
   
  17 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  18 
   
   
   
   
   
  19 
   
   
   
   
   
  20 
  5th Favored Enemy  
  5th Favored Enemy  
  5th Favored Enemy  
  5th Favored Enemy  
  5th Favored Enemy  
   
  Half-Elf Ranger Class Abilities  tbd 
   
  Accelerated Urban Tracking 
  The Half-Elf Ranger may make accelerated Gather Information checks without 
  the standard –5 penalty. 
   
  Skill Mastery 
  Choose (3 + Intelligence modifier) skills.  The Half-Elf Ranger may always 
  “Take 10” with these skills, even if under stress. 
  Street Magic 
  The Half-Elf Ranger spell list changes as follows: 
   Lvl 
  Add 
   
  Remove 
   
   1st 
  Comprehend Languages 
  Detect Animals or Plants 
   
   
  Detect Secret Doors 
  Detect Snares and Pits 
   
   
  Message 
  Entangle 
   
   
   
  Summon Nature’s Ally I 
   
   2nd 
  Detect Thoughts 
  Snare 
   
   
  Tongues 
  Speak with Plants 
   
   
   
  Summon Nature’s Ally II 
   
   3rd 
  Phantom Steed 
  Command Plants 
   
   
   
  Diminish Plants 
   
   
   
  Summon Nature’s Ally III 
   
   4th 
  Dimension Door 
  Commune with Nature 
   
   
   
  Summon Nature’s Ally IV 
   
   
   
  Tree Stride 
    
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Ranger Variants 
   
  Page 98 
  Racial Substitution (continued) 
   
  Lvl 
  Ranger 
   
   
   
   (PH p46) 
  Shifter Ranger –  
  1st level substitution  
  (RoE p128) 
  Shifter Ranger –  
  4th level substitution  
  (RoE p128) 
  Shifter Ranger –  
  9th level substitution  
  (RoE p128) 
  Shifter Ranger –  
  all level substitutions 
  (RoE p128) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Hide,  
  Move Silently, Ride, 
  Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Hide,  
  Move Silently, Ride, 
  Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Hide,  
  Move Silently, Ride, 
  Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Hide,  
  Move Silently, Ride, 
  Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  1 
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy based on 
  Wisdom modifier instead of 
  Charisma modifier 
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy 
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy 
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy based on 
  Wisdom modifier instead of 
  Charisma modifier 
  2 
  Combat Style 
  Combat Style 
  Combat Style 
  Combat Style 
  Combat Style 
  3 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  4 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion, but 
  cannot Share Spells 
  Share Shifting 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion, but 
  cannot Share Spells 
  Share Shifting 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  5 
  2nd Favored Enemy  
  2nd Favored Enemy  
  2nd Favored Enemy  
  2nd Favored Enemy  
  2nd Favored Enemy  
  6 
  Improved Combat Style 
  Improved Combat Style 
  Improved Combat Style 
  Improved Combat Style 
  Improved Combat Style 
  7 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  8 
  Swift Tracker 
  Swift Tracker 
  Swift Tracker 
  Swift Tracker 
  Swift Tracker 
  9 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  Enhanced Shifting 
  Evasion 
  Enhanced Shifting 
  10 
  3rd Favored Enemy  
  3rd Favored Enemy  
  3rd Favored Enemy  
  3rd Favored Enemy  
  3rd Favored Enemy  
  11 
  Combat Style Mastery 
  Combat Style Mastery 
  Combat Style Mastery 
  Combat Style Mastery 
  Combat Style Mastery 
  12 
   
   
   
   
   
  13 
  Camouflage 
  Camouflage 
  Camouflage 
  Camouflage 
  Camouflage 
  14 
   
   
   
   
   
  15 
  4th Favored Enemy  
  4th Favored Enemy  
  4th Favored Enemy  
  4th Favored Enemy  
  4th Favored Enemy  
  16 
   
   
   
   
   
  17 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  18 
   
   
   
   
   
  19 
   
   
   
   
   
  20 
  5th Favored Enemy  
  5th Favored Enemy  
  5th Favored Enemy  
  5th Favored Enemy  
  5th Favored Enemy  
   
  Shifter Ranger Class Abilities 
   
  Share Shifting 
  If your Animal Companion is adjacent to you when you Shift, it gains all the benefits that you do (including those caused by your Shifter feats).  The Animal 
  Companion does not need to stay next to you to retain the benefits, but they end when your Shifting ends, when you go unconscious, etc.   
  Your Animal Companion does not gain Natural Weapons, but if a Natural Weapon you gain matches your Animal Companion’s attack, it receives a damage bonus 
  of +1 for each of your four Ranger levels. 
   
  Enhanced Shifting 
  When you Shift, receive the following bonus: 
  Strength-based (Gorebrute, Longtooth, Razorclaw) – your Natural Weapons are treated as Adamantine for the purpose of overcoming Damage Reduction. 
  Dexterity-based (Cliffwalk, Longstrike, Swiftwing) – gain Improved Evasion. 
  Constitution-based (Beasthide, Truedive, Wildhunt) – gain Fast Healing equal to (1 + number of Shifter feats). 
  Wisdom-based (Dreamsight) – gain immunity to Enchantments. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Ranger Variants 
   
  Page 99 
  Astrological Substitution 
   
  Lvl 
  Ranger 
   
   
   
   (PH p46) 
  Moon-Warded Ranger – 
  2nd level substitution  
  (DR340 p55) 
  Moon-Warded Ranger – 
  6th level substitution  
  (DR340 p55) 
  Moon-Warded Ranger –  
  11th level substitution  
  (DR340 p55) 
  Moon-Warded Ranger – 
  all level substitution  
  (DR340 p55) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Hide, Move Silently, 
  Ride, Use Rope. 
  Con: Concentration. 
  Int: Craft, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search. 
  Wis: Heal, Listen, Profession, 
  Spot, Survival. 
  Cha: Handle Animal. 
  1 
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  1st Favored Enemy  
  Gain Feat: Track 
  Wild Empathy  
  2 
  Combat Style 
  Combat Style 
  Armor of the Senses 
  Combat Style 
  Combat Style 
  Combat Style 
  Armor of the Senses 
  3 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  Gain Feat: Endurance 
  4 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  Animal Companion 
  Able to cast Prepared Divine 
  spells from the Ranger Spell 
  List 
  5 
  2nd Favored Enemy  
  2nd Favored Enemy  
  2nd Favored Enemy  
  2nd Favored Enemy  
  2nd Favored Enemy  
  6 
  Improved Combat Style 
  Improved Combat Style 
  Combat Style 
  Improved Combat Style 
  Skin of the Moon 
  Improved Combat Style 
  Improved Combat Style 
  Skin of the Moon 
  7 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  Woodland Stride 
  8 
  Swift Tracker 
  Swift Tracker 
  Swift Tracker 
  Swift Tracker 
  Swift Tracker 
  9 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  10 
  3rd Favored Enemy  
  3rd Favored Enemy  
  3rd Favored Enemy  
  3rd Favored Enemy  
  3rd Favored Enemy  
  11 
  Combat Style Mastery 
  Combat Style Mastery 
  Improved Combat Style 
  Combat Style Mastery 
  Improved Combat Style 
  Combat Style Mastery 
  Indomitable Mind 
  Combat Style Mastery 
  Indomitable Mind 
  12 
   
   
   
   
   
  13 
  Camouflage 
  Camouflage 
  Camouflage 
  Camouflage 
  Camouflage 
  14 
   
   
   
   
   
  15 
  4th Favored Enemy  
  4th Favored Enemy  
  4th Favored Enemy  
  4th Favored Enemy  
  4th Favored Enemy  
  16 
   
   
   
   
   
  17 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  Hide in Plain Sight 
  18 
   
   
   
   
   
  19 
   
   
   
   
   
  20 
  5th Favored Enemy  
  5th Favored Enemy  
  5th Favored Enemy  
  5th Favored Enemy  
  5th Favored Enemy  
   
  Moon-Warded Ranger class abilities 
   
  Armor of the Senses 
  Add your Wisdom modifier to your AC.  This bonus applies to your Touch AC and you keep this bonus even if you are Flat-Footed.  The bonus is lost when you 
  are Immobilized, Helpless, wearing Medium (or heavier) armor, or when carrying a Medium (or  heavier) load. 
   
  Skin of the Moon 
  At night, you receive Damage Reduction 2 / —.  If you are in direct moon light,  your Damage Reduction improves to 3 / —. 
  Stacks with other ‘n / —‘ Damage Reductions (such as received from being a Barbarian). 
   
  Indomitable Mind 
  You are immune to harmful Mind-affecting spells & abilities. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Ranger Variants 
   
  Page 100 
  Combat Styles for Rangers 
   
  Combat Style 
   
  Combat Style (2nd lvl) 
  Improved Combat Style (6th lvl) 
  Combat Style Mastery (11th lvl) 
  Bear-Wrestling 
  (DR326 p97) 
  Improved Unarmed Strike 
  Improved Grapple 
  Stunning Fist 
  Mounted-Combat 
  (DR326 p97) 
  Ride-By Attack 
  Spirited Charge 
  Trample 
  Piscator 
  (DR326 p97) 
  Exotic Weapon Proficiency (net) 
  Improved Trip 
  Improved Critical 
  Ranged 
  (PH p46) 
  Rapid Shot 
  Manyshot 
  Improved Precise Shot 
  Strong-Arm 
  (DR326 p97) 
  Power Attack 
  Improved Sunder 
  Great Cleave 
  Throwing 
  (DR326 p97) 
  Quick Draw 
  Point Blank Shot 
  Far Shot 
  Two-Weapon 
  (PH p46) 
  Two-Weapon Fighting 
  Improved Two-Weapon Fighting 
  Greater Two-Weapon Fighting 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Rogue Variants 
   
  Page 101 
  Rogue 
   
  Alternate Base Classes 
   
  The following are specialized types of Rogues, in the same way a Necromancer is a specialized type of Wizard.  The decision to become a specialized Rogue must 
  be done when the 1st level of Rogue is taken.  A character can only be the member of one Rogue class. 
   
  Lvl 
  Rogue 
   
  (PH p49) 
  Wilderness Rogue 
   
  (UA p56) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand Crossbow, 
  Rapier, Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Open Lock, 
  Sleight of Hand, Tumble, Use 
  Rope. 
  Int: Appraise, Craft, Decipher Script, 
  Disable Device, Forgery,  
  Know(local), Search. 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Bluff, Diplomacy, Disguise, 
  Gather Information, Intimidate, 
  Perform, Use Magical Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand Crossbow, 
  Rapier, Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Open Lock, Ride, 
  Sleight of Hand, Tumble, Use 
  Rope. 
  Int: Appraise, Craft, Decipher Script, 
  Disable Device, Forgery,  
  Know(local), Know(geography), 
  Know(nature), Search. 
  Wis: Listen, Profession, Sense Motive, 
  Spot, Survival. 
  Cha: Bluff, Diplomacy, Disguise, 
  Gather Information, Handle 
  Animal, Intimidate, Perform,  
  Use Magical Device. 
  1 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  2 
  Evasion 
  Evasion 
  3 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  4 
  Uncanny Dodge 
  Uncanny Dodge 
  5 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  6 
  Trap Sense +2 
  Trap Sense +2 
  7 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  8 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  9 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  10 
  Rogue Special Ability 
  Wilderness Rogue Special Ability 
  11 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  12 
  Trap Sense +4 
  Trap Sense +4 
  13 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Wilderness Rogue Special Ability 
  14 
   
   
  15 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  16 
  Rogue Special Ability 
  Wilderness Rogue Special Ability 
  17 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  18 
  Trap Sense +6 
  Trap Sense +6 
  19 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Wilderness Rogue Special Ability 
  20 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Rogue Variants 
   
  Page 102 
  Variant Class Features 
   
  Lvl 
  Rogue 
   
   (PH p49) 
  Rogue variant,  
  Disruptive Attack 
  (PH2 p57) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand Crossbow, 
  Rapier, Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Open Lock, 
  Sleight of Hand, Tumble, Use 
  Rope. 
  Int: Appraise, Craft, Decipher Script, 
  Disable Device, Forgery,  
  Know(local), Search. 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Bluff, Diplomacy, Disguise, 
  Gather Information, Intimidate, 
  Perform, Use Magical Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand Crossbow, 
  Rapier, Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Open Lock, 
  Sleight of Hand, Tumble, Use 
  Rope. 
  Int: Appraise, Craft, Decipher Script, 
  Disable Device, Forgery,  
  Know(local), Search. 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Bluff, Diplomacy, Disguise, 
  Gather Information, Intimidate, 
  Perform, Use Magical Device. 
  1 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  2 
  Evasion 
  Evasion 
  3 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  4 
  Uncanny Dodge 
  Uncanny Dodge 
  Disruptive Attack 
  5 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  6 
  Trap Sense +2 
  Trap Sense +2 
  7 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  8 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Uncanny Dodge 
  9 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  10 
  Rogue Special Ability 
  Rogue Special Ability 
  11 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  12 
  Trap Sense +4 
  Trap Sense +4 
  13 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  14 
   
   
  15 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  16 
  Rogue Special Ability 
  Rogue Special Ability 
  17 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  18 
  Trap Sense +6 
  Trap Sense +6 
  19 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  20 
   
   
   
  ‘Rogue variant, Disruptive Attack’ class abilities 
   
  Disruptive Attack 
  When you hit a creature that is Flat-Footed or Flanked, you may forgo your Sneak Attack damage to inflict a –5 penalty on the creature’s AC for 1 round.   
  This ability is usable on creatures that are immune to Sneak Attack damage. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Rogue Variants 
   
  Page 103 
  Racial Substitution 
   
  Lvl 
  Rogue 
   
   (PH p49) 
  Changeling Rogue –  
  1st level substitution 
   (RoE p112) 
  Changeling Rogue –  
  3rd level substitution 
   (RoE p112) 
  Changeling Rogue –  
  8th level substitution 
   (RoE p112) 
  Changeling Rogue –  
  all level substitutions 
   (RoE p112) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, Disable 
  Device, Forgery,  
  Know(local), Search. 
  Wis: Listen, Profession, Sense 
  Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 10 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, Disable 
  Device, Forgery,  
  Know(local),  
  Know(any one), Search. 
  Wis: Listen, Profession, Sense 
  Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 10 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, Disable 
  Device, Forgery,  
  Know(local),  
  Know(any one), Search. 
  Wis: Listen, Profession, Sense 
  Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 10 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, Disable 
  Device, Forgery,  
  Know(local),  
  Know(any one), Search. 
  Wis: Listen, Profession, Sense 
  Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 10 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, Disable 
  Device, Forgery,  
  Know(local),  
  Know(any one), Search. 
  Wis: Listen, Profession, Sense 
  Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  1 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Social Intuition 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Social Intuition 
  2 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  3 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  Minor Lore 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  Minor Lore 
  4 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  5 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  6 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  7 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  8 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge  
  Mutable Anatomy 
  Improved Uncanny Dodge  
  Mutable Anatomy 
  9 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  10 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  11 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  12 
  Trap Sense +4 
  Trap Sense +4 
  Trap Sense +4 
  Trap Sense +4 
  Trap Sense +4 
  13 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  14 
   
   
   
   
   
  15 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  16 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  17 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  19 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  20 
   
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Rogue Variants 
   
  Page 104 
  Class Features 
  Social Intuition 
  Gather Information checks to gain knowledge only take (1d4+1 x 10) minutes, instead of 1d4+1 hours. 
  Sense Motive checks to receive a gut assessment of a social situation only take a Full Round Action, instead of 1 minute. 
  Can always ‘Take 10’ on Bluff, Diplomacy, Gather Information, Intimidate, & Sense Motive checks. 
   
  Minor Lore 
  Gain a bonus on Knowledge checks of +1 per 3 levels. 
  If you ‘Aid Other’ on a Knowledge check, the person you aided receives the above bonus in addition to the normal +2. 
   
  Mutable Anatomy 
  Gain 50% Fortification against Critical Hits and Sneak Attacks. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Rogue Variants 
   
  Page 105 
  Racial Substitution (continued) 
   
  Lvl 
  Rogue 
   
   (PH p49) 
  Dwarven Rogue –  
  1st level substitution 
   (DR338 p96) 
  Dwarven Rogue –  
  3rd level substitution 
  (DR338 p96) 
  Dwarven Rogue –  
  5th level substitution 
  (DR338 p96) 
  Dwarven Rogue –  
  all level substitutions 
  (DR338 p96) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, Disable 
  Device, Forgery,  
  Know(local), Search. 
  Wis: Listen, Profession, Sense 
  Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, Disable 
  Device, Forgery,  
  Know(arch & eng), 
  Know(local), Search. 
  Wis: Listen, Profession, Sense 
  Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, Disable 
  Device, Forgery,  
  Know(arch & eng), 
  Know(local), Search. 
  Wis: Listen, Profession, Sense 
  Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, Disable 
  Device, Forgery,  
  Know(arch & eng), 
  Know(local), Search. 
  Wis: Listen, Profession, Sense 
  Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, Disable 
  Device, Forgery,  
  Know(arch & eng), 
  Know(local), Search. 
  Wis: Listen, Profession, Sense 
  Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  1 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Demolitionist 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Demolitionist 
  2 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  3 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1  
  Expert Demolitionist 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1  
  Expert Demolitionist 
  4 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  5 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Sneak Attack +3d6  
  Rapid Demolitionist 
  Sneak Attack +3d6  
  Rapid Demolitionist 
  6 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  7 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Sneak Attack +3d6 
  Sneak Attack +4d6 
  Sneak Attack +3d6 
  8 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  9 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Sneak Attack +4d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Sneak Attack +4d6 
  Trap Sense +3 
  10 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  11 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Sneak Attack +5d6 
  Sneak Attack +6d6 
  Sneak Attack +5d6 
  12 
  Trap Sense +4 
  Trap Sense +4 
  Trap Sense +4 
  Trap Sense +4 
  Trap Sense +4 
  13 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Sneak Attack +6d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Sneak Attack +6d6 
  Rogue Special Ability 
  14 
   
   
   
   
   
  15 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Sneak Attack +7d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Sneak Attack +7d6 
  Trap Sense +5 
  16 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  17 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Sneak Attack +8d6 
  Sneak Attack +9d6 
  Sneak Attack +8d6 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  19 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Sneak Attack +9d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Sneak Attack +9d6 
  Rogue Special Ability 
  20 
   
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Rogue Variants 
   
  Page 106 
  Demolitionist 
  +1d6 damage against Constructs and/or objects.  
  Any Hardness or Damage Reduction still applies. 
   
  Expert Demolitionist 
  +2d6 damage against Constructs and/or objects.  
  Any Hardness or Damage Reduction still applies. 
  +2 Competence bonus on Craft, Disable Device, 
  and Knowledge (architecture & engineering) 
  checks to demolish, tunnel through, or otherwise 
  degrade the structural integrity of an object or 
  building (or to plan to do so). 
  Rapid Demolitionist 
  +3d6 damage against Constructs and/or objects.  
  Any Hardness or Damage Reduction still applies. 
  Craft, Disable Device, & Knowledge (architecture 
  & engineering) checks to demolish, tunnel 
  through, or otherwise degrade the structural 
  integrity of an object or building (or to plan to 
  do so) take ½ the normal time.   
  Full Round Action → Standard Action.  
  Standard Action → Move Action.   
  Move Action → Free Action. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Rogue Variants 
   
  Page 107 
  Racial Substitution (continued) 
   
  Lvl 
  Rogue 
   
  (PH p49) 
  Goliath Rogue –  
  2nd level substitution  
  (RoS p152) 
  Goliath Rogue –  
  3rd level substitution  
  (RoS p152) 
  Goliath Rogue –  
  8th level substitution  
  (RoS p152) 
  Goliath Rogue –  
  all level substitutions 
  (RoS p152) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d8  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot, 
  Survival. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d8  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot, 
  Survival. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d8  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot, 
  Survival. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d8  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot, 
  Survival. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  1 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  2 
  Evasion 
  Evasion 
  Mettle of Mountains 
  Evasion 
  Evasion 
  Evasion 
  Mettle of Mountains 
  3 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  Wild Sense +1 
   
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  Wild Sense +1 
   
  4 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  5 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  6 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Wild Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Wild Sense +2 
  7 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  8 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Fortification 
  Improved Uncanny Dodge 
  Fortification 
  9 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  Wild Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  Wild Sense +3 
  10 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  11 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  12 
  Trap Sense +4 
  Trap Sense +4 
  Trap Sense +4 
  Wild Sense +4 
  Trap Sense +4 
  Trap Sense +4 
  Wild Sense +4 
  13 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  14 
   
   
   
   
   
  15 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  Wild Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  Wild Sense +5 
  16 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  17 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Wild Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Wild Sense +6 
  19 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  20 
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Rogue Variants 
   
  Page 108 
   
  Goliath Rogue Class Abilities 
   
  Mettle of Mountains 
  Gain a +4 bonus on Fortitude saves. 
  If the saving throw reduces an effect, you take no damage at all if you make 
  your save.  Effects with “Fortitude partial” or “Fortitude half” supersede this 
  ability. 
  As a Special Rogue Ability, you may take Improved Mettle of Mountains, 
  which means you take no damage on a successful Fortitude save.  On a 
  failed save, you take the effect others would take on a successful save. 
  Wild Sense +N 
  Receives a +N bonus on Knowledge (nature) and Survival checks when 
  aboveground. 
   
  Fortification 
  25% chance that Sneak Attacks and Critical Hits will not do their extra 
  damage. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Rogue Variants 
   
  Page 109 
  Racial Substitution (continued) 
   
  Lvl 
  Rogue 
   
  (PH p49) 
  Halfling Rogue –  
  1st level substitution  
  (RotW p159) 
  Halfling Rogue –  
  3rd level substitution  
  (RotW p159) 
  Halfling Rogue –  
  10th level substitution  
  (RotW p159) 
  Halfling Rogue –  
  all level substitutions 
  (RotW p159) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  1 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Ranged Sneak Attack +2d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Ranged Sneak Attack +2d6 
  Trapfinding 
  2 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  3 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6  
  Melee Sneak Attack +3d6 
  Ranged Sneak Attack +1d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  Thief’s Luck, 1/day 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Melee Sneak Attack +1d6 
  Ranged Sneak Attack +3d6 
  Trap Sense +1 
  Thief’s Luck, 1/day 
  4 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  5 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Melee Sneak Attack +2d6 
  Ranged Sneak Attack +4d6 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Melee Sneak Attack +2d6 
  Ranged Sneak Attack +4d6 
  6 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Thief’s Luck, 2/day 
  Trap Sense +2 
  Trap Sense +2 
  Thief’s Luck, 2/day 
  7 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Melee Sneak Attack +3d6 
  Ranged Sneak Attack +5d6 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Melee Sneak Attack +3d6 
  Ranged Sneak Attack +5d6 
  8 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  9 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Melee Sneak Attack +4d6 
  Ranged Sneak Attack +6d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  Thief’s Luck, 3/day 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Melee Sneak Attack +4d6 
  Ranged Sneak Attack +6d6 
  Trap Sense +3 
  Thief’s Luck, 3/day 
  10 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Sniping Mastery 
  Rogue Special Ability 
  Sniping Mastery 
  11 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Melee Sneak Attack +5d6 
  Ranged Sneak Attack +7d6 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Melee Sneak Attack +5d6 
  Ranged Sneak Attack +7d6 
  12 
  Trap Sense +4 
  Trap Sense +4 
  Trap Sense +4 
  Thief’s Luck, 4/day 
  Trap Sense +4 
  Trap Sense +4 
  Thief’s Luck, 4/day 
  13 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Melee Sneak Attack +6d6 
  Ranged Sneak Attack +8d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Melee Sneak Attack +6d6 
  Ranged Sneak Attack +8d6 
  Rogue Special Ability 
  14 
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Rogue Variants 
   
  Page 110 
  Lvl 
  Rogue 
   
  (PH p49) 
  Halfling Rogue –  
  1st level substitution  
  (RotW p159) 
  Halfling Rogue –  
  3rd level substitution  
  (RotW p159) 
  Halfling Rogue –  
  10th level substitution  
  (RotW p159) 
  Halfling Rogue –  
  all level substitutions 
  (RotW p159) 
  15 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Melee Sneak Attack +7d6 
  Ranged Sneak Attack +9d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  Thief’s Luck, 5/day 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Melee Sneak Attack +7d6 
  Ranged Sneak Attack +9d6 
  Trap Sense +5 
  Thief’s Luck, 5/day 
  16 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  17 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Melee Sneak Attack +8d6 
  Ranged Sneak Attack +10d6 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Melee Sneak Attack +8d6 
  Ranged Sneak Attack +10d6 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Thief’s Luck, 6/day 
  Trap Sense +6 
  Trap Sense +6 
  Thief’s Luck, 6/day 
  19 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Melee Sneak Attack +9d6 
  Ranged Sneak Attack +11d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Melee Sneak Attack +9d6 
  Ranged Sneak Attack +11d6 
  Rogue Special Ability 
  20 
   
   
   
   
   
   
  Halfling Rogue Class Abilities 
   
  Ranged Sneak Attack, +Nd6 
  When making a Ranged Sneak Attack with a Thrown weapon or a Sling, add the listed Sneak Attack dice.  All standard Ranged Sneak Attack rules apply (30’ 
  limit, etc.). 
  Note:  The damage dice listed in ‘Races of the Wild p160’ make no sense, since taking the 1st level substitution reduced the Melee Sneak Attack damage and leaves 
  the Ranged Sneak Attack damage the same, while not making any changes to Ranged Sneak Attack (such as increasing range, etc.).  By not talking the 
  substitution level, you do the same damage with both melee and ranged.  I changed the number to what I think they meant to do. 
   
  Thief’s Luck, N/day 
  You may reroll a failed Reflex saving throw, though you must keep the new result.  You may only use this ability once per round. 
   
  Sniping Mastery 
  You may make one or more ranged attacks and then make a Hide check with a –10 penalty as a Free Action.  You must be at least 10’ from your target.  Normally, 
  ‘Sniping’ is a Move Action with a –20 penalty. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Rogue Variants 
   
  Page 111 
  Astrological Substitution 
   
  Lvl 
  Rogue 
   
  (PH p49) 
  Lunar Rogue –  
  4th level substitution  
  (DR340 p55) 
  Lunar Rogue –  
  8th level substitution  
  (DR340 p55) 
  Lunar Rogue –  
  10th level substitution  
  (DR340 p55) 
  Lunar Rogue –  
  all level substitutions 
  (DR340 p55) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand 
  Crossbow, 
  Rapier, 
  Shortbow, & 
  Short Sword 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, 
  Hide, Move Silently, 
  Open Lock, Sleight of 
  Hand, Tumble,  
  Use Rope. 
  Int: Appraise, Craft, 
  Decipher Script, 
  Disable Device, 
  Forgery,  Know(local), 
  Search. 
  Wis: Listen, Profession, 
  Sense Motive, Spot. 
  Cha: Bluff, Diplomacy, 
  Disguise, Gather 
  Information, Intimidate, 
  Perform, Use Magical 
  Device. 
  1 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  Sneak Attack +1d6 
  Trapfinding 
  2 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  Evasion 
  3 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  Sneak Attack +2d6 
  Trap Sense +1 
  4 
  Uncanny Dodge 
  Uncanny Dodge 
  Raging Rogue 
  Uncanny Dodge 
  Uncanny Dodge 
  Uncanny Dodge 
  Raging Rogue 
  5 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  Sneak Attack +3d6 
  6 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  Trap Sense +2 
  7 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  Sneak Attack +4d6 
  8 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Uncanny Dodge 
  Improved Uncanny Dodge 
  Changing Rogue 
  Improved Uncanny Dodge 
  Improved Uncanny Dodge 
  Changing Rogue 
  9 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  Sneak Attack +5d6 
  Trap Sense +3 
  10 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Empowered Rogue 
  Rogue Special Ability 
  Empowered Rogue 
  11 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  Sneak Attack +6d6 
  12 
  Trap Sense +4 
  Trap Sense +4 
  Trap Sense +4 
  Trap Sense +4 
  Trap Sense +4 
  13 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  Sneak Attack +7d6 
  Rogue Special Ability 
  14 
   
   
   
   
   
  15 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  Sneak Attack +8d6 
  Trap Sense +5 
  16 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  Rogue Special Ability 
  17 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  Sneak Attack +9d6 
  18 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  Trap Sense +6 
  19 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  Sneak Attack +10d6 
  Rogue Special Ability 
  20 
   
   
   
   
   
   
  Lunar Rogue class abilities: 
   
  Raging Rogue 
  Rage (as a Barbarian), 1/day.   
  Changing Rogue 
  Gain Greater Invisibility (self only) –or– 
  Polymorph (self only) (choose one).  This is a 
  Spell-like Ability that is usable 1/day. 
  Empowered Rogue 
  Gain Dominate Person (DC is Charisma-based)  
  –or– True Seeing (self only) (choose one).   
  This is a Spell-like Ability that is usable 1/day. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Rogue Variants 
   
  Page 112 
  Special Abilities for Rogues 
   
  Gained at Rogue level 10th, 13th, 16th, & 19th. 
   
  Name 
  Page 
  Description 
  Rogue 
  Wilderness 
  Rogue 
   
  <any general feat> 
  (PH p51) 
  — 
  + 
  + 
   
  Accurate Fall 
  (DR332 p92) 
  Prerequisite:  Survive taking 20d6 from falling. 
  When you fall, half the damage you take is nonlethal if you can make a Reflex save whose DC is 
  determined by the surface upon which you are falling. 
   
   DC 
  Surface 
   
  DC 
  Surface 
   
   
   18 
  Liquid (water, quicksand)  
   
  24 
  Hard (stone, building roof) 
   
   20 
  Soft (mud, haystack)  
   
  26 
  Uneven (spikes, stalagmites) 
   
   22 
  Yielding (underbrush, tent canopy) 
  + 
   
   
  Adrenaline Rush 
  (DR334 p92) 
  Prerequisite:  Must have succeeded at a Fortitude save to avoid death due to massive damage. 
  You may automatically receive a “natural 20” on a Strength roll, once per day. 
  + 
   
   
  Camouflage 
  (PH p48) 
  You may make a Hide check, even if you do not Cover or Concealment.  You cannot be observed at the 
  time. 
   
  + 
   
  Cartilaginous 
  Skeleton 
  (DR334 p92) 
  Prerequisite:  Must have been reduced to less than 0 hp due to a Bludgeoning or Crushing attack. 
  1. +4 bonus on Escape Artist checks. 
  2. +2 bonus when attempting to escape a Grapple (stacks with bonus above). 
  3. You may make on an Attack of Opportunity when a Grapple attempt starts, even if the opponent ahs 
  Improved Grapple feat or the Improved Grab special quality. 
  + 
   
   
  Crippling Strike 
  (PH p51) 
  Your Sneak Attacks also do 2 Strength damage. 
  + 
  + 
   
  Defensive Roll 
  (PH p51) 
  On a hit that would take you to 0 or less hp, make a Reflex save for half damage (DC is damage done by 
  the hit).  You must be aware of the attack 
  + 
  + 
   
  Enriched Bone 
  Marrow 
  (DR334 p92) 
  Prerequisite:  Must have had your Constitution reduced to below 3 due to a blood-draining attack. 
  If you are recovering from Strength, Dexterity, or Constitution damage, you may heal 1 extra point if you 
  make a Fortitude save (DC = 15 + current amount of ability damage). 
  + 
   
   
  Façade 
  (DR326 p93) 
  Your disguises resist Divinations spells & abilities.  If a Divination spell is cast on you while in Disguise, 
  the caster must make a Spot check opposed by your Disguise check to detect the truth.  Otherwise, the 
  Divination spell or effect learns information that is consistent with your disguise.  
  + 
   
   
  Face in the Crowd 
  (DR326 p93) 
  You may make a Hide check while being observed as long as you are in a “crowd” – 10+ creatures of at 
  least half your size within a 10’ radius of you. 
  + 
   
   
  Fear Mirror 
  (DR332 p92) 
  Prerequisite:  Must have succeeded at a Fortitude save to resist Phantasmal Killer. 
  If you are targeted by a Fear effect, both you and the source of the effect are affected by it, though both 
  are allowed any normal saving throws and immunities. 
  + 
   
   
  Frostfell Terrain 
  Mastery 
  (Frost p45) 
  When in cold terrain or a region of Frostfell (including a city in the region), you gain a +2 Competence 
  bonus on Initiative checks & +10’ land movement.  You loose these bonuses if in Medium (or 
  heavier) Armor and/or carrying a Medium (or heavier) load 
  + 
   
   
  Handwriting 
  Analysis 
  (DR326 p93) 
  When you successfully make a Decipher Script check or an opposed Forgery check, you can determine 
  details about the author of the document being examined.  The more you exceed the DC by, the more 
  you learn. 
   
  Exceed DC by … 
  Learn the Writer’s … 
   
   
   
  +0 
  Gender 
   
   
  +2 
  Race 
   
   
  +5 
  Age Category (i.e., Child, Adult, Middle Aged, Old, Venerable) 
   
   
  +10 
  Highest Class Level 
   
   
  +15 
  Law vs. Chaos Alignment Axis 
   
   
  +20 
  Good vs. Evil Alignment Axis 
  + 
   
   
  Happier Days 
  (DR334 p92) 
  Prerequisite:  Must have made a saving throw to resist a Death effect. 
  Instead of making a Will save, you have the option of “setting you mind adrift”, allowing you to bypass 
  the save.  At this point, you become Helpless.  At the end of your round, you may make a Will save 
  (DC equals the DC of the effect you avoided) to return to yourself.  You remain Helpless until this 
  save succeeds. 
  + 
   
   
  Heart of Stone 
  (DR332 p92) 
  Prerequisite:  Must have successfully resisted a Petrification attack. 
  1. Gain Damage Reduction 5 / — against Sneak Attacks and the extra damage from a Critical Hit. 
  2. Add your Class level to the amount of damage required to trigger a saving throw to avoid ‘death due to 
  massive damage'. 
  + 
   
   
  Hide in Plain Sight 
  (PH p48) 
  Prerequisite:  Camouflage Special Ability. 
  You may make a Hide check, even if being observed.   
   
  + 
   
  Ice in the Veins 
  (DR332 p92) 
  Prerequisite:  Must have been reduced to fewer than 0 hp by a cold attack. 
  If a creature vulnerable to sleep and cold hits you with a Bite attack, it becomes Fatigued for 1 round per 
  two Rogue levels (FortNeg, DC is Constitution-based).  If the creature bites you again, the effect does 
  not change, but the duration is extended. 
  + 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Rogue Variants 
   
  Page 113 
  Name 
  Page 
  Description 
  Rogue 
  Wilderness 
  Rogue 
   
  Improved Evasion 
  (PH p51) 
  As Evasion, but ½ damage on a failed save. 
  + 
  + 
   
  Knockout Blow 
  (DR310 p70) 
  On a Sneak Attack that would do nonlethal damage, you may instead attempt a Knockout Blow.  It the 
  attack succeeds, the opponent takes no damage, but is Stunned for 1d3 rounds (FortNeg, DC 15 + 
  number of Sneak Attack dice). 
  + 
   
   
  Light Sleeper 
  (DR326 p93) 
  You no longer receive a –10 penalty on Listen checks while asleep. 
  + 
   
   
  Opportunist 
  (PH p51) 
  Receive an Attack of Opportunity against an opponent struck for damage in melee.  Usable once per 
  round. 
  + 
  + 
   
  Painful Strike 
  (DR310 p70) 
  On a Sneak Attack with an Unarmed Strike, you may forego the bonus Sneak Attack damage to put the 
  opponent into lingering pain (FortNeg, DC 10 + Intelligence modifier + number of Sneak Attack 
  dice).  If the opponent fails his/her save, any use of a spell or spell-like ability for 1d6 rounds requires 
  a Concentration check vs. DC 15 + number of Sneak Attack dice + spell level. 
  + 
   
   
  Rainbow Stare 
  (DR334 p92) 
  Prerequisite:  Must have survived passing through at least 4 layers of either a Prismatic Sphere or a 
  Prismatic Wall. 
  1. +2 bonus on saves vs. Illusion (figment) or Illusion (glamer). 
  2. Immunity to Illusion (pattern). 
  + 
   
   
  Saboteur 
  (DR326 p93) 
  When striking an object or making a Sunder action, you ignore an amount of the object’s Hardness equal 
  to half your Rogue level. 
  You may make Sneak Attacks on Constructs. 
  + 
   
   
  Skill Mastery 
  (PH p51) 
  Choose 3 + Intelligence modifier skills.  You make ‘Take 10’ with these skill even under stress. 
  + 
  + 
   
  Slippery Mind 
  (PH p51) 
  On a failed save against an Enchantment spell or effect, you gain a new save one round later at the same 
  DC. 
  + 
  + 
   
  Swift Kick 
  (DR326 p93) 
  You no longer receive a penalty on Disable Device checks if you do not have tool (though you still 
  receive the benefit if you have Masterwork tools). 
  The time a Disable Device check takes is reduced by one category: 
  Difficult & Wicked – 1d4 rounds 
  Tricky – 1 round 
  Simple – Free Action 
  + 
   
   
  Toxic Blood 
  (DR332 p92) 
  Prerequisite:  Must have been reduced to fewer than 3 Constitution due to Poison. 
  If a creature vulnerable to poison hits you with a Bite attack, it takes 1 point of Constitution damage 
  (FortNeg, DC is Constitution-based).  This ability then stops working for 1 hour. 
  + 
   
   
  Woodland Stride 
  (PH p36) 
  You may move through non-magical undergrowth at your normal movement rate without injury. 
   
  + 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Sorcerer Variants 
   
  Page 114 
  Sorcerer 
   
  Alternate Base Classes 
   
  The following are specialized types of Sorcerers, in the same way a Necromancer is a specialized type of Wizard.  The decision to become a specialized Sorcerer 
  must be done when the 1st level of Sorcerer is taken.  A character can only be the member of one Sorcerer class. 
   
  Lvl 
  Sorcerer  
   (PH p51) 
  Battle Sorcerer  
   (UA p56) 
  Poltergeist 
   (DR336 p107) 
  Witch 
   (DMG p175) 
  Class Features 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard Rogue 
  Good Save: Will 
  Hit-Die: 
  d4 d8 
  Armor: 
  — 
  Weapons: 
  Simple, plus one Light or 
  One-Handed Martial 
  weapon 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff, Intimidate. 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  1 
  Casts Impromptu Arcane spells based 
  on Charisma from the Sorcerer / 
  Wizard Spell List 
  Summon Familiar 
  Casts Impromptu Arcane spells based 
  on Charisma from the Sorcerer / 
  Wizard Spell List 
  Summon Familiar 
  Ignore Arcane Failure chance due to 
  Light armor 
  Casts Impromptu Arcane spells based 
  on Charisma from the Sorcerer / 
  Wizard Spell List 
  Summon Familiar 
  Poltergeist Ability 
  Casts Impromptu Arcane spells based 
  on Charisma from the Witch Spell List 
  (page 198) 
  Summon Familiar 
   
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  3 1 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  2 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  2 
  5 2 – – – – – – – – 
  4 1 – – – – – – – – 
  3 2 – – – – – – – – 
  5 2 – – – – – – – – 
  3 
  5 3 – – – – – – – – 
  4 2 – – – – – – – – 
  3 3 – – – – – – – – 
  5 3 – – – – – – – – 
  4 
  6 3 1 – – – – – – – 
  5 2 1 – – – – – – – 
  4 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  5 
  6 4 2 – – – – – – – 
  5 3 1 – – – – – – – 
  4 4 2 – – – – – – – 
  6 4 2 – – – – – – – 
  6 
  7 4 2 1 – – – – – – 
  6 3 1 1 – – – – – – 
  5 4 2 1 – – – – – – 
  7 4 2 1 – – – – – – 
  7 
  7 5 3 2 – – – – – – 
  6 4 2 1 – – – – – – 
  5 5 3 2 – – – – – – 
  7 5 3 2 – – – – – – 
  8 
  8 5 3 2 1 – – – – – 
  7 4 2 1 1 – – – – – 
  6 5 3 2 1 – – – – – 
  8 5 3 2 1 – – – – – 
  9 
  8 5 4 3 2 – – – – – 
  7 4 3 2 1 – – – – – 
  6 5 4 3 2 – – – – – 
  8 5 4 3 2 – – – – – 
  10 
  9 5 4 3 2 1 – – – – 
  8 4 3 2 1 1 – – – – 
  7 5 4 3 2 1 – – – – 
  9 5 4 3 2 1 – – – – 
  11 
  9 5 5 4 3 2 – – – – 
  8 4 4 3 2 1 – – – – 
  7 5 5 4 3 2 – – – – 
  9 5 5 4 3 2 – – – – 
  12 
  9 5 5 4 3 2 1 – – – 
  8 4 4 3 2 1 1 – – – 
  7 5 5 4 3 2 1 – – – 
  9 5 5 4 3 2 1 – – – 
  13 
  9 5 5 4 4 3 2 – – – 
  8 4 4 3 3 2 1 – – – 
  7 5 5 4 4 3 2 – – – 
  9 5 5 4 4 3 2 – – – 
  14 
  9 5 5 4 4 3 2 1 – – 
  8 4 4 3 3 2 1 1 – – 
  7 5 5 4 4 3 2 1 – – 
  9 5 5 4 4 3 2 1 – – 
  15 
  9 5 5 4 4 4 3 2 – – 
  8 4 4 3 3 3 2 1 – – 
  7 5 5 4 4 4 3 2 – – 
  9 5 5 4 4 4 3 2 – – 
  16 
  9 5 5 4 4 4 3 2 1 – 
  8 4 4 3 3 3 2 1 1 – 
  7 5 5 4 4 4 3 2 1 – 
  9 5 5 4 4 4 3 2 1 – 
  17 
  9 5 5 4 4 4 3 3 2 – 
  8 4 4 3 3 3 2 2 1 – 
  7 5 5 4 4 4 3 3 2 – 
  9 5 5 4 4 4 3 3 2 – 
  18 
  9 5 5 4 4 4 3 3 2 1 
  8 4 4 3 3 3 2 2 1 1 
  7 5 5 4 4 4 3 3 2 1 
  9 5 5 4 4 4 3 3 2 1 
  19 
  9 5 5 4 4 4 3 3 3 2 
  8 4 4 3 3 3 2 2 2 1 
  7 5 5 4 4 4 3 3 3 2 
  9 5 5 4 4 4 3 3 3 2 
  20 
  9 5 5 4 4 4 3 3 3 3 
  8 4 4 3 3 3 2 2 2 2 
  7 5 5 4 4 4 3 3 3 3 
  9 5 5 4 4 4 3 3 3 3 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Sorcerer Variants 
   
  Page 115 
  Spells per Day 
  Lvl 
  Sorcerer  
   (PH p51) 
  Battle Sorcerer  
   (UA p56) 
  Poltergeist 
   (DR336 p107) 
  Witch 
   (DMG p175) 
  1 
  Spells per Day 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  5 3 – – – – – – – – 
  Spells per Day 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  Spells per Day 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  5 3 – – – – – – – – 
  Spells per Day 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  5 3 – – – – – – – – 
  2 
  6 4 – – – – – – – – 
  4 2 – – – – – – – – 
  6 4 – – – – – – – – 
  6 4 – – – – – – – – 
  3 
  6 5 – – – – – – – – 
  4 3 – – – – – – – – 
  6 5 – – – – – – – – 
  6 5 – – – – – – – – 
  4 
  6 6 3 – – – – – – – 
  4 4 1 – – – – – – – 
  6 6 3 – – – – – – – 
  6 6 3 – – – – – – – 
  5 
  6 6 4 – – – – – – – 
  4 4 2 – – – – – – – 
  6 6 4 – – – – – – – 
  6 6 4 – – – – – – – 
  6 
  6 6 5 3 – – – – – – 
  4 4 3 1 – – – – – – 
  6 6 5 3 – – – – – – 
  6 6 5 3 – – – – – – 
  7 
  6 6 6 4 – – – – – – 
  4 4 4 2 – – – – – – 
  6 6 6 4 – – – – – – 
  6 6 6 4 – – – – – – 
  8 
  6 6 6 5 3 – – – – – 
  4 4 4 3 1 – – – – – 
  6 6 6 5 3 – – – – – 
  6 6 6 5 3 – – – – – 
  9 
  6 6 6 6 4 – – – – – 
  4 4 4 4 2 – – – – – 
  6 6 6 6 4 – – – – – 
  6 6 6 6 4 – – – – – 
  10 
  6 6 6 6 5 3 – – – – 
  4 4 4 4 3 1 – – – – 
  6 6 6 6 5 3 – – – – 
  6 6 6 6 5 3 – – – – 
  11 
  6 6 6 6 6 4 – – – – 
  4 4 4 4 4 2 – – – – 
  6 6 6 6 6 4 – – – – 
  6 6 6 6 6 4 – – – – 
  12 
  6 6 6 6 6 5 3 – – – 
  4 4 4 4 4 3 1 – – – 
  6 6 6 6 6 5 3 – – – 
  6 6 6 6 6 5 3 – – – 
  13 
  6 6 6 6 6 6 4 – – – 
  4 4 4 4 4 4 2 – – – 
  6 6 6 6 6 6 4 – – – 
  6 6 6 6 6 6 4 – – – 
  14 
  6 6 6 6 6 6 5 3 – – 
  4 4 4 4 4 4 3 1 – – 
  6 6 6 6 6 6 5 3 – – 
  6 6 6 6 6 6 5 3 – – 
  15 
  6 6 6 6 6 6 6 4 – – 
  4 4 4 4 4 4 4 2 – – 
  6 6 6 6 6 6 6 4 – – 
  6 6 6 6 6 6 6 4 – – 
  16 
  6 6 6 6 6 6 6 5 3 – 
  4 4 4 4 4 4 4 3 1 – 
  6 6 6 6 6 6 6 5 3 – 
  6 6 6 6 6 6 6 5 3 – 
  17 
  6 6 6 6 6 6 6 6 4 – 
  4 4 4 4 4 4 4 4 2 – 
  6 6 6 6 6 6 6 6 4 – 
  6 6 6 6 6 6 6 6 4 – 
  18 
  6 6 6 6 6 6 6 6 5 3 
  4 4 4 4 4 4 4 4 3 1 
  6 6 6 6 6 6 6 6 5 3 
  6 6 6 6 6 6 6 6 5 3 
  19 
  6 6 6 6 6 6 6 6 6 4 
  4 4 4 4 4 4 4 4 4 2 
  6 6 6 6 6 6 6 6 6 4 
  6 6 6 6 6 6 6 6 6 4 
  20 
  6 6 6 6 6 6 6 6 6 6 
  4 4 4 4 4 4 4 4 4 4 
  6 6 6 6 6 6 6 6 6 6 
  6 6 6 6 6 6 6 6 6 6 
   
  Class Features 
   
  Poltergeist Ability 
  At 1st level, the Poltergeist chooses two 0th level spells that he/she can never learn.  Based on the two spells lost, the Poltergeist gains a Supernatural ability.  The 
  following examples should be used as templates for other abilities. 
  Crawling Coins – a) You may use Sleight of Hand to conceal objects on your body even if you have no ranks.  b) Any attempt to use Sleight of Hand on you to 
  take something receives a –4 penalty.  Lost Spells:  Open/Close and Prestidigitation. 
  Fanfare – Your entrance into rooms is announced with a fanfare of sounds and lights, granting you a +2 bonus on Diplomacy and Intimidate checks for 1 hour 
  upon anyone who was witness.   Lost Spells: Dancing Lights and Ghost Sounds. 
  Frost Fingers – When you first touch an object whose Hardness is 2 or less, it takes damage equal to your Charisma modifier (FortNeg, DC = 10 + Charisma 
  modifier).  Lost Spells:  Ray of Frost and Touch of Fatigue. 
  That’ll Leave a Mark! – When you successfully make a Unarmed Attack or Touch Attack, your opponent develops a bruise at the point of contact (FortNeg, DC 
  = 10 + Charisma modifier).  The bruise’s shape is designated by you.  Any magical healing will remove it, otherwise the bruise heals in one week.  Lost 
  Spells:  Acid Splash and Arcane Mark. 
  The Pinch – You may force a spellcaster to make a Concentration check vs. DC (15 + spell level) to maintain concentration on an existing spell.  Using this 
  ability is a Standard Action and is usable once per day.  Lost Spells:  Flare and Mage Hand. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Sorcerer Variants 
   
  Page 116 
  Variant Class Features 
   
  Unlike ‘Alternate Classes’ (see above), you may take multiple ‘Variant Class Features’. 
   
  Lvl 
  Sorcerer 
   
   
  (PH p51) 
  Sorcerer variant,  
  Arcane Reabsorbtion (DR348 p88)
  Sorcerer variant,  
  Draconic Ray 
  (DR332 p93) 
  Sorcerer variant,  
  Focus Caster  
  (DR348 p88) 
  Class Features 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  1 
  Casts Impromptu Arcane spells based 
  on Charisma from the Sorcerer / 
  Wizard Spell List 
  Summon Familiar 
  Casts Impromptu Arcane spells based 
  on Charisma from the Sorcerer / 
  Wizard Spell List 
  Summon Familiar 
  Arcane Reabsorbtion 
   
  Casts Impromptu Arcane spells based 
  on Charisma from the Sorcerer / 
  Wizard Spell List 
  Summon Familiar 
  Draconic Ray, 1/day 
  Casts Impromptu Arcane spells based 
  on Charisma from the Sorcerer / 
  Wizard Spell List 
  Summon Familiar 
  Focus Caster (least) 
   
   
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  2 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  3 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  4 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  5 
  6 4 2 – – – – – – – 
  6 4 2 – – – – – – – 
  6 4 2 – – – – – – – 
  6 4 2 – – – – – – – 
  6 
  7 4 2 1 – – – – – – 
  7 4 2 1 – – – – – – 
  7 4 2 1 – – – – – – 
  7 4 2 1 – – – – – – 
  7 
  7 5 3 2 – – – – – – 
  7 5 3 2 – – – – – – 
  7 5 3 2 – – – – – – 
  Focus Caster (improved) 
  7 5 3 2 – – – – – – 
  8 
  8 5 3 2 1 – – – – – 
  8 5 3 2 1 – – – – – 
  8 5 3 2 1 – – – – – 
  8 5 3 2 1 – – – – – 
  9 
  8 5 4 3 2 – – – – – 
  8 5 4 3 2 – – – – – 
  8 5 4 3 2 – – – – – 
  8 5 4 3 2 – – – – – 
  10 
  9 5 4 3 2 1 – – – – 
  9 5 4 3 2 1 – – – – 
  9 5 4 3 2 1 – – – – 
  9 5 4 3 2 1 – – – – 
  11 
  9 5 5 4 3 2 – – – – 
  9 5 5 4 3 2 – – – – 
  9 5 5 4 3 2 – – – – 
  9 5 5 4 3 2 – – – – 
  12 
  9 5 5 4 3 2 1 – – – 
  9 5 5 4 3 2 1 – – – 
  9 5 5 4 3 2 1 – – – 
  9 5 5 4 3 2 1 – – – 
  13 
  9 5 5 4 4 3 2 – – – 
  9 5 5 4 4 3 2 – – – 
  9 5 5 4 4 3 2 – – – 
  9 5 5 4 4 3 2 – – – 
  14 
  9 5 5 4 4 3 2 1 – – 
  9 5 5 4 4 3 2 1 – – 
  9 5 5 4 4 3 2 1 – – 
  9 5 5 4 4 3 2 1 – – 
  15 
  9 5 5 4 4 4 3 2 – – 
  9 5 5 4 4 4 3 2 – – 
  9 5 5 4 4 4 3 2 – – 
  Focus Caster (greater) 
  9 5 5 4 4 4 3 2 – – 
  16 
  9 5 5 4 4 4 3 2 1 – 
  9 5 5 4 4 4 3 2 1 – 
  9 5 5 4 4 4 3 2 1 – 
  9 5 5 4 4 4 3 2 1 – 
  17 
  9 5 5 4 4 4 3 3 2 – 
  9 5 5 4 4 4 3 3 2 – 
  9 5 5 4 4 4 3 3 2 – 
  9 5 5 4 4 4 3 3 2 – 
  18 
  9 5 5 4 4 4 3 3 2 1 
  9 5 5 4 4 4 3 3 2 1 
  9 5 5 4 4 4 3 3 2 1 
  9 5 5 4 4 4 3 3 2 1 
  19 
  9 5 5 4 4 4 3 3 3 2 
  9 5 5 4 4 4 3 3 3 2 
  9 5 5 4 4 4 3 3 3 2 
  9 5 5 4 4 4 3 3 3 2 
  20 
  9 5 5 4 4 4 3 3 3 3 
  9 5 5 4 4 4 3 3 3 3 
  9 5 5 4 4 4 3 3 3 3 
  9 5 5 4 4 4 3 3 3 3 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Sorcerer Variants 
   
  Page 117 
  Class Features 
   
  Arcane Reabsorbtion 
  If a spell you cast is Countered –or– fails to overcome the target’s Spell Resistance, you may “reabsorb” the spell as an Immediate Action  by making a Spellcraft 
  check vs. DC 20 + [3 * spell level].  If successful, you retain the Spell Slot, but take (spell level) nonlethal damage (which bypasses your Damage Reduction / 
  resistances).  Note:  to use this ability, the spell must have had no effect whatsoever. 
   
   
  Focus Caster 
  A chosen masterwork-quality object now become a required Focus for all your spells.  The Focus is associated with one school of magic and grants you benefits 
  associated with that school (see below).  The Focus has the following properties: 
  a) bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp). 
  b) if destroyed, you may replace it with by bonding with a new masterwork-quality (but not magical) object of the same type, spending 24 hours, and expending 
  100 gp of reagents; 
  c) if your Focus is a weapon or a shield, you are Proficient with it (but not any other weapons / shields of the same type). 
  d) if you enchant your Focus, the XP & base materials cost is reduced by 10%. 
  e) additional bonus is School of Magic specific: 
  Abjuration – Bracers, Buckler, Small Shield 
  1st level – any non-Personal Abjuration spell you cast with at least one target affects one extra target, but that target only has ½ the normal duration. 
  7th level – any non-Personal Abjuration spell you cast with at least one target affects one extra target, who now get the full duration. 
  15th level – you may cast Personal Abjuration spells as a Touch spells. 
  Conjuration – Quarterstaff, Polearm 
  1st level – your Conjuration spells have +1 round duration, including ‘Concentration’ spells, which last 1 round after you stop concentrating. 
  7th level – your Conjuration spells have +2 round duration, including ‘Concentration’ spells, which last 2 round after you stop concentrating. 
  15th level – your Conjuration spells have +3 round duration, including ‘Concentration’ spells, which last 3 round after you stop concentrating. 
  Divination – Large Crystal (may be mounted on a Rod or Staff), Ornate Holy Symbol 
  1st level – cast Divination spells at +1 Caster level. 
  7th level – your Divination spells have 2x duration. 
  15th level – receive a (1 + Intelligence modifier (min +1)) bonus vs. Divinations spells. 
  Enchantment – Ornate Clothing 
  1st level – your Enchantment spells have +1 round duration, including ‘Concentration’ spells, which last 1 round after you stop concentrating. 
  7th level – your Enchantment spells have +2 round duration, including ‘Concentration’ spells, which last 2 round after you stop concentrating. 
  15th level – your Enchantment spells have +3 round duration, including ‘Concentration’ spells, which last 3 round after you stop concentrating. 
  Evocation – Longsword, Dagger, other Bladed Weapon 
  1st level – your Evocation spells do +1 hp of damage (applies to all in area-of-effect or one if there are multiple missiles). 
  7th level – your Evocation spells bypass the first 5 points of a target’s Energy Resistance (though Energy Immunity still applies). 
  15th level – one Evocation spell per day may ignore one Target’s Energy Immunity. 
  Illusion – Mask, Cloak, other Apparel used to conceal 
  1st level – cast Illusion spells at +1 Caster level. 
  7th level – your Illusion spells receive a bonus on Caster checks to bypass Spell Resistance of +(½ Caster level). 
  15th level – you may cast Personal Illusion spells as a Touch spells. 
  Necromancy – Flail, Kama, Sickle, Scythe, other Harvesting-inspired Weapon 
  1st level – your Necromancy spells can be cast at +25% range. 
  7th level – your Necromancy spells that inflict Ability Penalties, Ability Damage, or Ability Drain do +1 point. 
  15th level – a target that fails a Fortitude save vs. one of your Necromancy spells is also Fatigued. 
  Transmutation – Instrument, Tools 
  1st level – any non-Personal Transmutation spell you cast with at least one target affects one extra target, but that target only has ½ the normal duration. 
  7th level – any non-Personal Transmutation spell you cast with at least one target affects one extra target, who now get the full duration. 
  15th level – one Transmutation spell per day that grants a bonus to an Ability Score gives a 2x bonus (e.g., Bull’s Strength would give a +8 bonus). 
   
   
  Draconic Ray 
  At 1st level, the Draconic Ray Sorcerer chooses the type of Dragon with which he/she is associated. 
  Gains a ray as a Spell-Like ability, which does 1d4 + 1 per Draconic Ray Sorcerer level of energy damage which matches the chosen Dragon type.  In addition, the 
  ray has an additional effect based on the Dragon type. 
   
   Ancestor 
  Energy 
  Secondary 
   Dragon 
  Type 
  Effect 
   
  Black 
  Acid 
  Shadow Eyes (WillNeg) – target’s eyes are obscured for 1d6 rounds, granting everything the target is fighting Concealment. 
   
  Blue 
  Electricity 
  Dehydration (FortNeg) – target also takes 1d4 per 2 level of nonlethal damage. 
   Green 
  Acid 
  Command 
  (WillNeg)  – as the spell 
   
  Red 
  Fire 
  Burning 
  (RefNeg)  – target takes 1d4 Fire damage per round for one round per 2 levels 
   White 
  Cold 
  Rime of Ice 
  (RefNeg)  – target drops whatever it is holding and falls prone 
   
  Brass 
  Fire 
  Sleep 
  (WillNeg)  – target falls asleep for 1d6 rounds 
   Bronze 
  Electricity 
  Fear 
  (WillNeg)  – target becomes panicked for 1d4 rounds 
   Copper 
  Acid 
  Slow 
  (FortNeg)  – target is Slowed for 1d6 rounds 
   
  Gold 
  Fire 
  Weakening 
  (FortNeg)  – target takes 1d4 penalty to Strength for 1 round per 2 levels 
   
  Silver 
  Cold 
  Hold Person (WillNeg)  – target is paralyzed for 1d4 rounds 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Sorcerer Variants 
   
  Page 118 
  Variant Class Features (continued) 
   
  Lvl 
  Sorcerer  
   
  (PH p51) 
  Sorcerer variant,  
  Blood of Eberron 
  (DR351 p79) 
  Sorcerer variant,  
  Blood of Khyber  
  (DR351 p79) 
  Sorcerer variant,  
  Blood of Siberys  
  (DR351 p79) 
  Class Features 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(nature), Spellcraft. 
  Wis: Heal, Profession. 
  Cha: Bluff, Diplomacy, Handle 
  Animal. 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(dungeoneering), 
  Spellcraft. 
  Wis: Profession. 
  Cha: Bluff, Intimidate. 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), Know(the 
  planes), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff, Diplomacy. 
  1 
  Casts Impromptu Arcane spells based 
  on Charisma from the Sorcerer / 
  Wizard Spell List 
  Summon Familiar 
  Casts Impromptu Arcane spells based 
  on Charisma from the Sorcerer / 
  Wizard Spell List 
  Summon Familiar 
  Gain an Animal Companion as a Druid 
  of ½ your Sorcerer level (levels stacks 
  with Druid & Ranger). 
  If you take Feat: Natural Spell, its 
  benefits apply also if you are in 
  Animal Form due to Polymorph, etc. 
  Casts Impromptu Arcane spells based 
  on Charisma from the Sorcerer / 
  Wizard Spell List 
  Summon Familiar 
  +1 effective Caster Level when you cast 
  Conjuration (sum) & Transmutation 
  spells. 
  –1 effective Caster Level when you cast 
  Abjuration & Divination spells (min 
  1st lvl). 
  You cannot summon creatures with a 
  Good alignment. 
  Casts Impromptu Arcane spells based 
  on Charisma from the Sorcerer / 
  Wizard Spell List 
  Summon Familiar 
  Your Charisma is effectively +4 for the 
  purpose of receiving extra Sorcerer 
  spells and the maximum Sorcerer spell 
  level you can cast. 
   
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  2 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  3 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  4 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  5 
  6 4 2 – – – – – – – 
  6 4 2 – – – – – – – 
  6 4 2 – – – – – – – 
  6 4 2 – – – – – – – 
  6 
  7 4 2 1 – – – – – – 
  7 4 2 1 – – – – – – 
  7 4 2 1 – – – – – – 
  7 4 2 1 – – – – – – 
  7 
  7 5 3 2 – – – – – – 
  7 5 3 2 – – – – – – 
  7 5 3 2 – – – – – – 
  7 5 3 2 – – – – – – 
  8 
  8 5 3 2 1 – – – – – 
  8 5 3 2 1 – – – – – 
  8 5 3 2 1 – – – – – 
  8 5 3 2 1 – – – – – 
  9 
  8 5 4 3 2 – – – – – 
  8 5 4 3 2 – – – – – 
  8 5 4 3 2 – – – – – 
  8 5 4 3 2 – – – – – 
  10 
  9 5 4 3 2 1 – – – – 
  9 5 4 3 2 1 – – – – 
  9 5 4 3 2 1 – – – – 
  9 5 4 3 2 1 – – – – 
  11 
  9 5 5 4 3 2 – – – – 
  9 5 5 4 3 2 – – – – 
  9 5 5 4 3 2 – – – – 
  9 5 5 4 3 2 – – – – 
  12 
  9 5 5 4 3 2 1 – – – 
  9 5 5 4 3 2 1 – – – 
  9 5 5 4 3 2 1 – – – 
  9 5 5 4 3 2 1 – – – 
  13 
  9 5 5 4 4 3 2 – – – 
  9 5 5 4 4 3 2 – – – 
  9 5 5 4 4 3 2 – – – 
  9 5 5 4 4 3 2 – – – 
  14 
  9 5 5 4 4 3 2 1 – – 
  9 5 5 4 4 3 2 1 – – 
  9 5 5 4 4 3 2 1 – – 
  9 5 5 4 4 3 2 1 – – 
  15 
  9 5 5 4 4 4 3 2 – – 
  9 5 5 4 4 4 3 2 – – 
  9 5 5 4 4 4 3 2 – – 
  9 5 5 4 4 4 3 2 – – 
  16 
  9 5 5 4 4 4 3 2 1 – 
  9 5 5 4 4 4 3 2 1 – 
  9 5 5 4 4 4 3 2 1 – 
  9 5 5 4 4 4 3 2 1 – 
  17 
  9 5 5 4 4 4 3 3 2 – 
  9 5 5 4 4 4 3 3 2 – 
  9 5 5 4 4 4 3 3 2 – 
  9 5 5 4 4 4 3 3 2 – 
  18 
  9 5 5 4 4 4 3 3 2 1 
  9 5 5 4 4 4 3 3 2 1 
  9 5 5 4 4 4 3 3 2 1 
  9 5 5 4 4 4 3 3 2 1 
  19 
  9 5 5 4 4 4 3 3 3 2 
  9 5 5 4 4 4 3 3 3 2 
  9 5 5 4 4 4 3 3 3 2 
  9 5 5 4 4 4 3 3 3 2 
  20 
  9 5 5 4 4 4 3 3 3 3 
  9 5 5 4 4 4 3 3 3 3 
  9 5 5 4 4 4 3 3 3 3 
  9 5 5 4 4 4 3 3 3 3 
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Sorcerer Variants 
   
  Page 119 
  Variant Class Features (continued) 
   
  Lvl 
  Sorcerer  
   
  (PH p51) 
  Sorcerer, variant,  
  Metamagic Specialist (PH2 p61) 
  Class Features 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  1 
  Casts Impromptu Arcane spells based 
  on Charisma from the Sorcerer / 
  Wizard Spell List 
  Summon Familiar 
  Casts Impromptu Arcane spells based 
  on Charisma from the Sorcerer / 
  Wizard Spell List 
  Summon Familiar  
  Metamagic Specialist 
   
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  2 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  3 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  4 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  5 
  6 4 2 – – – – – – – 
  6 4 2 – – – – – – – 
  6 
  7 4 2 1 – – – – – – 
  7 4 2 1 – – – – – – 
  7 
  7 5 3 2 – – – – – – 
  7 5 3 2 – – – – – – 
  8 
  8 5 3 2 1 – – – – – 
  8 5 3 2 1 – – – – – 
  9 
  8 5 4 3 2 – – – – – 
  8 5 4 3 2 – – – – – 
  10 
  9 5 4 3 2 1 – – – – 
  9 5 4 3 2 1 – – – – 
  11 
  9 5 5 4 3 2 – – – – 
  9 5 5 4 3 2 – – – – 
  12 
  9 5 5 4 3 2 1 – – – 
  9 5 5 4 3 2 1 – – – 
  13 
  9 5 5 4 4 3 2 – – – 
  9 5 5 4 4 3 2 – – – 
  14 
  9 5 5 4 4 3 2 1 – – 
  9 5 5 4 4 3 2 1 – – 
  15 
  9 5 5 4 4 4 3 2 – – 
  9 5 5 4 4 4 3 2 – – 
  16 
  9 5 5 4 4 4 3 2 1 – 
  9 5 5 4 4 4 3 2 1 – 
  17 
  9 5 5 4 4 4 3 3 2 – 
  9 5 5 4 4 4 3 3 2 – 
  18 
  9 5 5 4 4 4 3 3 2 1 
  9 5 5 4 4 4 3 3 2 1 
  19 
  9 5 5 4 4 4 3 3 3 2 
  9 5 5 4 4 4 3 3 3 2 
  20 
  9 5 5 4 4 4 3 3 3 3 
  9 5 5 4 4 4 3 3 3 3 
   
  Class Features 
   
  Metamagic Specialist 
  You may apply Metamagics to your Impromptu Spells without increasing the casting time to a Full Round.  This also allows you to benefit from Feat: Quicken 
  Spell. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Sorcerer Variants 
   
  Page 120 
  Racial Substitution 
   
  Lvl 
  Sorcerer 
   
   (PH p30) 
  Dwarven Sorcerer –  
  1st level substitution 
   (RoS p147) 
  Dwarven Sorcerer –  
  5th level substitution 
   (RoS p147) 
  Dwarven Sorcerer –  
  9th level substitution 
   (RoS p147) 
  Dwarven Sorcerer –  
  all level substitutions 
   (RoS p147) 
  Class Features 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d6  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(dungeoneer), 
  Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d6  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(dungeoneer), 
  Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d6  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(dungeoneer), 
  Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d6  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(dungeoneer), 
  Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  1 
  Casts Impromptu Arcane spells 
  based on Charisma 
  Summon Familiar 
  Casts Impromptu Arcane spells 
  based on Charisma 
  Summon Familiar 
  Arcane Earthbond 
  Casts Impromptu Arcane spells 
  based on Charisma 
  Summon Familiar 
  Casts Impromptu Arcane spells 
  based on Charisma 
  Summon Familiar 
  Casts Impromptu Arcane spells 
  based on Charisma  
  Summon Familiar 
  Arcane Earthbond 
   
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd  3rd  4th  5th  6th  7th  8th  9th  
  4 2 – – – – – – – – 
  2 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  3 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  4 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  5 
  6 4 2 – – – – – – – 
  6 4 2 – – – – – – – 
  Power of Stone 
  6 4 1 – – – – – – – 
  6 4 2 – – – – – – – 
  Power of Stone 
  6 4 1 – – – – – – – 
  6 
  7 4 2 1 – – – – – – 
  7 4 2 1 – – – – – – 
  7 4 1 1 – – – – – – 
  7 4 2 1 – – – – – – 
  7 4 1 1 – – – – – – 
  7 
  7 5 3 2 – – – – – – 
  7 5 3 2 – – – – – – 
  7 5 2 2 – – – – – – 
  7 5 3 2 – – – – – – 
  7 5 2 2 – – – – – – 
  8 
  8 5 3 2 1 – – – – – 
  8 5 3 2 1 – – – – – 
  8 5 2 2 1 – – – – – 
  8 5 3 2 1 – – – – – 
  8 5 2 2 1 – – – – – 
  9 
  8 5 4 3 2 – – – – – 
  8 5 4 3 2 – – – – – 
  8 5 3 3 2 – – – – – 
  Earth Meditation 
  8 5 4 3 1 – – – – – 
  Earth Meditation 
  8 5 3 3 1 – – – – – 
  10 
  9 5 4 3 2 1 – – – – 
  9 5 4 3 2 1 – – – – 
  9 5 3 3 2 1 – – – – 
  9 5 4 3 1 1 – – – – 
  9 5 3 3 1 1 – – – – 
  11 
  9 5 5 4 3 2 1 – – – 
  9 5 5 4 3 2 1 – – – 
  9 5 4 4 3 2 1 – – – 
  9 5 5 4 2 2 1 – – – 
  9 5 4 4 2 2 1 – – – 
  12 
  9 5 5 4 3 3 2 – – – 
  9 5 5 4 3 3 2 – – – 
  9 5 4 4 3 3 2 – – – 
  9 5 5 4 2 3 2 – – – 
  9 5 4 4 2 3 2 – – – 
  13 
  9 5 5 5 4 3 2 – – – 
  9 5 5 5 4 3 2 – – – 
  9 5 4 5 4 3 2 – – – 
  9 5 5 5 3 3 2 – – – 
  9 5 4 5 3 3 2 – – – 
  14 
  9 5 5 5 4 3 3 1 – – 
  9 5 5 5 4 3 3 1 – – 
  9 5 4 5 4 3 3 1 – – 
  9 5 5 5 3 3 3 1 – – 
  9 5 4 5 3 3 3 1 – – 
  15 
  9 5 5 5 5 4 3 2 – – 
  9 5 5 5 5 4 3 2 – – 
  9 5 4 5 5 4 3 2 – – 
  9 5 5 5 4 4 3 2 – – 
  9 5 4 5 4 4 3 2 – – 
  16 
  9 5 5 5 5 4 3 2 1 – 
  9 5 5 5 5 4 3 2 1 – 
  9 5 4 5 5 4 3 2 1 – 
  9 5 5 5 4 4 3 2 1 – 
  9 5 4 5 4 4 3 2 1 – 
  17 
  9 5 5 5 5 4 4 3 2 – 
  9 5 5 5 5 4 4 3 2 – 
  9 5 4 5 5 4 4 3 2 – 
  9 5 5 5 4 4 4 3 2 – 
  9 5 4 5 4 4 4 3 2 – 
  18 
  9 5 5 5 5 4 4 3 2 1 
  9 5 5 5 5 4 4 3 2 1 
  9 5 4 5 5 4 4 3 2 1 
  9 5 5 5 4 4 4 3 2 1 
  9 5 4 5 4 4 4 3 2 1 
  19 
  9 5 5 5 5 5 4 4 3 2 
  9 5 5 5 5 5 4 4 3 2 
  9 5 4 5 5 5 4 4 3 2 
  9 5 5 5 4 5 4 4 3 2 
  9 5 4 5 4 5 4 4 3 2 
  20 
  9 5 5 5 5 5 4 4 3 3 
  9 5 5 5 5 5 4 4 3 3 
  9 5 4 5 5 5 4 4 3 3 
  9 5 5 5 4 5 4 4 3 3 
  9 5 4 5 4 5 4 4 3 3 
   
  Dwarven Sorcerer Class Features 
   
  Arcane Earthbond 
  While touching the ground,  the Sorcerer gains  
  ‘Damage Reduction 1 / adamantine’ –and–  
  Feat: Alertness.   
  Requires a one-time 24 hour ritual that has 100 gp  
  of material components. 
  Power of Stone 
  If both the Sorcerer and the target of your spell are 
  touching the ground, the spell’s range increases 
  by 50% and its DC increases by +1.  If a spell 
  has multiple targets, all must be touching the 
  ground for the benefit to apply. 
  Earth Meditation 
  If the Sorcerer spends 8 hours resting and 15 
  minutes preparing his/her spells while in contact 
  with the earth, the Sorcerer may add his/her 
  Constitution modifier to his/her Charisma 
  modifier for determining bonus Sorcerer spell 
  slots. 
   
    
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Sorcerer Variants 
   
  Page 121 
  Racial Substitution (continued) 
   
  Lvl 
  Sorcerer 
   
   (PH p30) 
  Raptoran Sorcerer –  
  1st level substitution  
  (RotW p162) 
  Raptoran Sorcerer –  
  5th level substitution  
  (RotW p162) 
  Raptoran Sorcerer –  
  11th level substitution  
  (RotW p162) 
  Raptoran Sorcerer –  
  all level substitutions 
  (RotW p162) 
  Class Features 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Spellcraft. 
  Wis: Profession. 
  Cha: Bluff. 
  1 
  Casts Impromptu Arcane 
  spells based on Charisma 
  Summon Familiar 
  Casts Impromptu Arcane 
  spells based on Charisma 
  Summon Familiar 
  Air Magic 
  Air Elemental Familiar 
  Casts Impromptu Arcane 
  spells based on Charisma 
  Summon Familiar 
  Casts Impromptu Arcane 
  spells based on Charisma 
  Summon Familiar 
  Casts Impromptu Arcane 
  spells based on Charisma 
  Summon Familiar 
  Air Magic 
  Air Elemental Familiar 
   
  Known Spells 
  0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
  4 2 – – – – – – – – 
  Known Spells 
  0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
  4 2 – – – – – – – – 
  2 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  5 2 – – – – – – – – 
  3 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  5 3 – – – – – – – – 
  4 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  6 3 1 – – – – – – – 
  5 
  6 4 2 – – – – – – – 
  6 4 2 – – – – – – – 
  Air Magic 
  Command of the Winds 
  6 4 1 – – – – – – – 
  6 4 2 – – – – – – – 
  Command of the Winds 
  6 4 1 – – – – – – – 
  6 
  7 4 2 1 – – – – – – 
  7 4 2 1 – – – – – – 
  7 4 1 1 – – – – – – 
  7 4 2 1 – – – – – – 
  7 4 1 1 – – – – – – 
  7 
  7 5 3 2 – – – – – – 
  7 5 3 2 – – – – – – 
  7 5 2 2 – – – – – – 
  7 5 3 2 – – – – – – 
  7 5 2 2 – – – – – – 
  8 
  8 5 3 2 1 – – – – – 
  8 5 3 2 1 – – – – – 
  8 5 2 2 1 – – – – – 
  8 5 3 2 1 – – – – – 
  8 5 2 2 1 – – – – – 
  9 
  8 5 4 3 2 – – – – – 
  8 5 4 3 2 – – – – – 
  8 5 3 3 2 – – – – – 
  8 5 4 3 2 – – – – – 
  8 5 3 3 2 – – – – – 
  10 
  9 5 4 3 2 1 – – – – 
  9 5 4 3 2 1 – – – – 
  9 5 3 3 2 1 – – – – 
  9 5 4 3 2 1 – – – – 
  9 5 3 3 2 1 – – – – 
  11 
  9 5 5 4 3 2 1 – – – 
  9 5 5 4 3 2 1 – – – 
  9 5 4 4 3 2 1 – – – 
  Air Magic 
  Spell on the Wing 
  9 5 5 4 3 1 1 – – – 
  Spell on the Wing 
  9 5 4 4 3 1 1 – – – 
  12 
  9 5 5 4 3 3 2 – – – 
  9 5 5 4 3 3 2 – – – 
  9 5 4 4 3 3 2 – – – 
  9 5 5 4 3 2 2 – – – 
  9 5 4 4 3 2 2 – – – 
  13 
  9 5 5 5 4 3 2 – – – 
  9 5 5 5 4 3 2 – – – 
  9 5 4 5 4 3 2 – – – 
  9 5 5 5 4 2 2 – – – 
  9 5 4 5 4 2 2 – – – 
  14 
  9 5 5 5 4 3 3 1 – – 
  9 5 5 5 4 3 3 1 – – 
  9 5 4 5 4 3 3 1 – – 
  9 5 5 5 4 2 3 1 – – 
  9 5 4 5 4 2 3 1 – – 
  15 
  9 5 5 5 5 4 3 2 – – 
  9 5 5 5 5 4 3 2 – – 
  9 5 4 5 5 4 3 2 – – 
  9 5 5 5 5 3 3 2 – – 
  9 5 4 5 5 3 3 2 – – 
  16 
  9 5 5 5 5 4 3 2 1 – 
  9 5 5 5 5 4 3 2 1 – 
  9 5 4 5 5 4 3 2 1 – 
  9 5 5 5 5 3 3 2 1 – 
  9 5 4 5 5 3 3 2 1 – 
  17 
  9 5 5 5 5 4 4 3 2 – 
  9 5 5 5 5 4 4 3 2 – 
  9 5 4 5 5 4 4 3 2 – 
  9 5 5 5 5 3 4 3 2 – 
  9 5 4 5 5 3 4 3 2 – 
  18 
  9 5 5 5 5 4 4 3 2 1 
  9 5 5 5 5 4 4 3 2 1 
  9 5 4 5 5 4 4 3 2 1 
  9 5 5 5 5 3 4 3 2 1 
  9 5 4 5 5 3 4 3 2 1 
  19 
  9 5 5 5 5 5 4 4 3 2 
  9 5 5 5 5 5 4 4 3 2 
  9 5 4 5 5 5 4 4 3 2 
  9 5 5 5 5 4 4 4 3 2 
  9 5 4 5 5 4 4 4 3 2 
  20 
  9 5 5 5 5 5 4 4 3 3 
  9 5 5 5 5 5 4 4 3 3 
  9 5 4 5 5 5 4 4 3 3 
  9 5 5 5 5 4 4 4 3 3 
  9 5 4 5 5 4 4 4 3 3 
   
  Raptoran Sorcerer Class Abilities 
   
  Air Magic 
  The following spells are added to the Raptoran 
  Sorcerer spell list at the indicated levels, and are 
  available to be learned as normal. 
  4th – Air Walk 
  5th – Control Winds 
  7th – Wind Walk 
  8th – Whirlwind 
   
  Air Elemental Familiar 
  The Raptoran Sorcerer gains a Small Air Elemental 
  as your Familiar.  It never gains the ability to 
  speak with other animals, but otherwise is a 
  standard Familiar. 
   
  Command the Winds 
  The following spells are added to the Raptoran 
  Sorcerer’s Known Spell List:  Gust of Wind, 
  Whispering Wind, and Wind Wall (as a 2nd level 
  spell). 
  Spell on the Wing 
  When airborne and casting a spell whose cast time 
  is no more than 1 Standard Action, the Raptoran 
  Sorcerer may move before and after casting, 
  though the total distance can be no more than 
  his/her speed (effectively Spring Attack with 
  spells). 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Sorcerer Variants 
   
  Page 122 
  Spheres for Sorcerers 
  (DR330 p95) 
   
  At 1st level, a Sorcerer can choose a Sphere.  Spells from this sphere are cast at +1 Caster level, while spell from the Opposite Sphere are cast at –2 Caster level, 
  which means that such spells are available later than normal (i.e., a Sorcerer with Fire as the Opposite Sphere could not cast Fireball until 8th level). 
  Spheres are organized by spell subtype, not by School.  Each Sphere as an Opposite Sphere. 
   
  Sphere 
  Opposite Sphere 
  Acid – spells with the [acid] subtype 
  Electricity – spells with the [electricity] subtype 
  Air – spells with the [air] subtype 
  Earth – spells with the [earth] subtype 
  Fire – spells with the [fire] subtype 
  Cold – spells with the [cold] subtype 
  Shadow – spells with the (shadow) subschool 
  Light – spells with the [light] subtype 
  Summoning – spells with the (summoning) subschool 
  Creation – spells with the (creation) subschool 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 123 
  Wizard 
   
  Alternate Base Classes 
   
  Lvl 
  Wizard 
  (PH p55) 
  Anagakok 
  (DR344 p104) 
  Deathwalker 
  (DR312 p30) 
  Filidh 
  (DR324 p90) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession, Survival. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script,  
  Know(any), Spellcraft. 
  Wis: Profession.  
  Cha: Bluff. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff,  
  Short Bow 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession, Sense Motive, 
  Survival. 
  Cha:  Gather Info., Intimidate 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of magic 
  Can summon a Familiar 
   
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list plus 
  the spells in the Anagakok 
  Supplemental spell list (see page 169) 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of magic. 
  Specialized in the Anagakok ‘School’ 
  Anagakok Spontaneous Casting 
  Anagakok Illiteracy 
  Wilderness Lore 
  Good Fortune, 2 points 
  Can summon a Familiar 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of magic. 
  Specialized in the Necromancy School 
  Can summon a Familiar. 
  Can summon an Undead Familiar 
  Master of the Dead 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of magic. 
  Can summon a Familiar. 
  Bardic Knowledge 
   
   
  2 
   
   
   
   
  3 
   
   
   
   
  4 
   
   
   
   
  5 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Good Fortune, 4 points 
  Bonus Wizard Feat 
  Aura of the Grave 
  Bonus Wizard Feat 
  Greater Diving +1 
  6 
   
   
   
   
  7 
   
   
   
   
  8 
   
   
   
   
  9 
   
   
   
   
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Good Fortune, 6 points 
  Bonus Wizard Feat 
  Shroud of Death 
  Bonus Wizard Feat 
  Greater Diving +2 
  11 
   
   
   
   
  12 
   
   
   
   
  13 
   
   
   
   
  14 
   
   
   
   
  15 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Good Fortune, 8 points 
  Bonus Wizard Feat 
  Mastery of Undeath 
  Bonus Wizard Feat 
  Greater Diving +3 
  16 
   
   
   
   
  17 
   
   
   
   
  18 
   
   
   
   
  19 
   
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Good Fortune, 10 points 
  Bonus Wizard Feat 
  Mantle of Undeath 
  Bonus Wizard Feat 
  Greater Diving +4 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 124 
  Alternate Base Classes (continued) 
   
  ‘Anagakok’ Class Abilities: 
  Anagakok ‘School’ – An Anagakok is treated 
  like any other specialized wizard, except that 
  instead of a School of Magic, Anagakoks 
  specialize in a list of nature-related spells (see 
  page 169).  These spells can be learned by the 
  Anagakok as Arcane spells, though only 
  these spells may be memorized in his/her 
  bonus slot.  An Anagakok’s Prohibited 
  Schools of Magic are always Illusion and 
  Necromancy. 
   Anagakok Spontaneous Casting – An 
  Anagakok may loose a prepared spell of at 
  least 1st level in order to cast Endure 
  Elements. 
  Anagakok Illiteracy – An Anagakok 
  understands his/her own spellbook (often 
  transcribed on bark), but cannot otherwise 
  read unless he/she spends 2 skill points –or– 
  takes a level in a literate class. 
  Wilderness Lore – +2 bonus on Knowledge 
  (nature) and Survival checks. 
  Good Fortune, N points – Each day, you may 
  add a total of N points of Luck bonus as an 
  Immediate Action to your own attacks, 
  saving throws, skill checks, and/or ability 
  checks.  You may use the bonus on one roll, 
  or broken up as you wish.  You may even 
  grant the bonus to a touched creature as a 
  Readied Action. 
  ‘Deathwalker’ Class Abilities: 
  Master of the Dead 
  1. Can control up to (Class level * 5) HD of 
  Skeletons and Zombies by making a 
  Charisma check vs. DC (15 + HD).  If the 
  Deathwalker or his/her allies attack the 
  target (before or after the check), it cannot 
  be controlled. 
  2. Receives a –2 penalty on Fortitude saves 
  vs. Negative Levels 
  3. Has pale skin, a low body temperature, & 
  glassy-looking eyes. 
  Undead Familiar – Use the standard Familiar 
  rules, but change the familiar into an Undead. 
  Aura of the Grave 
  1. No longer sleeps & is immune to Sleep 
  effects. 
  2. Is immune to Disease. 
  3. His/her skin becomes stretched & eyes 
  look hollow. 
  4. Know(arcana) check vs. DC 25 will 
  identify the person as a Death Walker. 
  Shroud of Death 
  1. +4 Circumstance bonus on saves vs. 
  Poison, Paralysis, & Mind-Affecting 
  Effects.   
  2. Gains 50% resistance to Sneak Attacks & 
  Critical Hits. 
  3. No longer eats & drinks. 
  4. Receives a –2 penalty on Charisma, Bluff, 
  & Diplomacy checks vs. non-Undead. 
  Mastery of Undeath 
  1. Can Rebuke / Command Undead as a 
  Cleric of the same level, (1 + Charisma 
  modifier) times per day. 
  2. Begins looking very corpse-like. 
  Mantle of Undeath – Becomes an Undead. 
  ‘Filidh’ Class Abilities: 
  Greater Divining +N – When casting Divination 
  spells, the caster level increases by (N). 
   
   
   ‘Fleshcrafter’ Class Abilities: 
  Reaper’s Touch – May sabotage a patient’s 
  healing by making a Heal check vs. the DC to 
  help – 5.  If successful, the patient looses hit-
  points and/or ability scores twice as fast.  To 
  realize that patient is being purposely harmed 
  requires a contested Heal check. 
  Stitched Flesh Familiar – The Fleshcrafter 
  “builds” his/her familiar from body parts & 
  his/her own life force.  Follow the Familiar 
  rules on (DR312 p34). 
  Brink of Life and Death – May make a Coup de 
  Grace as a Standard Action.  The Stitched 
  Flesh Familiar may use this ability also, as 
  long as it is within empathic range and the 
  Fleshcrafter spends a Full Round Action to 
  mentally help it. 
  Forge Flesh – Can create animated objects made 
  from body parts that are under the 
  Fleshcrafter’s control.  He/she is limited to 
  2HD per Class level & the available body 
  parts. 
  Master of Life and Death – Spells that target a 
  living creature are at +1 DC. 
  Forge Life – Leans how to create Flesh Golems 
  that are much cheaper than usual. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 125 
  Alternate Base Classes (continued) 
   
  Lvl 
  Wizard 
  (PH p55) 
  Fleshcrafter 
  (DR312 p32) 
  Soul Reaper 
  (DR312 p34) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession,  Heal. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of magic 
  Can summon a Familiar 
   
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll. 
  Gain Feat: Craft Construct. 
  May specialize in a school of magic. 
  Specialized in the Necromancy School 
  Can summon a Familiar. 
  Can summon a Stitched Flesh Familiar 
  Reaper’s Touch 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of magic. 
  Specialized in the Necromancy School 
  Can summon a Familiar. 
  Spiritual Vassal 
  Speak with Dead, 1/day as a Spell-like 
  ability 
  2 
   
   
   
  3 
   
   
   
  4 
   
   
   
  5 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Brink of Life and Death 
  Bonus Wizard Feat 
  Bind Spirit 
  6 
   
   
   
  7 
   
   
   
  8 
   
   
   
  9 
   
   
   
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Forge Flesh 
  Bonus Wizard Feat 
  Bonus Soul Reaper Feat 
  11 
   
   
   
  12 
   
   
   
  13 
   
   
   
  14 
   
   
   
  15 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Master of Life and Death 
  Bonus Wizard Feat 
  Spawn Undead Servant 
  16 
   
   
   
  17 
   
   
   
  18 
   
   
   
  19 
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Forge Life 
  Bonus Wizard Feat 
  Bonus Soul Reaper Feat 
   
  ‘Soul Reaper’ Class Abilities: 
  Spiritual Vassal – The Soul Reaper can perform a ritual (that includes sacrificing a humanoid) to summon a Spirit to use as his/her familiar.  The Spiritual Vassal 
  looks like a ball of light (similar to a Will-O’-Wisp), but can grant its master temporary skills, languages, & feats gleaned from the afterlife.  Follow the 
  Familiar rules on (DR312 p36). 
  Bind Spirit – The Soul Reaper can trap the Spirit of a creature in a 500gp gem.  The Soul Reaper must Ready the action for the moment the target dies (i.e., –10 
  hp, etc.) & it receives a Will save to avoid the effect (DC = 15 + Intelligence modifier).  If trapped, the target cannot be restored to life, etc., until its Spirit is 
  free again (either by 1 day per Class level passing or by breaking the gem).  The Soul Reaper may do one of the following once per day:  get the answer to a 
  “yes” / “no” question, speak one of the spirit’s languages for 1 hour, or use the ranks of one of the spirit’s skills for 1 minute.  
  Bonus Soul Reaper Feat – Choose a Metamagic, Item Creation, or Necromantic Feat(DR312 p37). 
  Spawn Undead Servitor – The Soul Reaper imprints a Skeleton or Zombie with a Spirit trapped by the Bind Spirit ability.  The Undead gain the Spirit’s 
  Intelligence, Wisdom, Charisma, Base Attack Bonus, Skill Ranks, Weapon & Armor Proficiencies, & Feats.  The new Undead Servitor has the Soul Reaper’s 
  alignment, but must be controlled normally.  The Spirit used to make the imprint is freed once the process is finished. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 126 
  Variant Class Features – any Wizard 
   
  Unlike ‘Alternate Classes’ (see above), you may take multiple ‘Variant Class Features’.  
   
  Lvl 
  Wizard 
   
  (PH p55) 
  Wizard variant,  
  Arcane Reabsorbtion (DR348 p88)
  Wizard variant,  
  Focus Caster 
  (DR348 p88) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of magic 
  Can summon a Familiar 
   
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of magic  
  Summon Familiar 
  Arcane Reabsorbtion 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of magic  
  Summon Familiar 
  Focus Caster (least) 
  2 
   
   
   
  3 
   
   
   
  4 
   
   
   
  5 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  6 
   
   
   
  7 
   
   
  Focus Caster (improved) 
  8 
   
   
   
  9 
   
   
   
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  11 
   
   
   
  12 
   
   
   
  13 
   
   
   
  14 
   
   
   
  15 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Focus Caster (greater) 
  16 
   
   
   
  17 
   
   
   
  18 
   
   
   
  19 
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 127 
  Class Features 
   
  Arcane Reabsorbtion 
  If a spell you cast is Countered –or– fails to overcome the target’s Spell Resistance, you may “reabsorb” the spell as an Immediate Action  by making a Spellcraft 
  check vs. DC 20 + [3 * spell level].  If successful, you retain the Spell Slot, but take (spell level) nonlethal damage (which bypasses your Damage Reduction / 
  resistances).  Note:  to use this ability, the spell must have had no effect whatsoever. 
   
   
  Focus Caster 
  A chosen masterwork-quality object now become a required Focus for all your spells.  The Focus is associated with one school of magic and grants you benefits 
  associated with that school (see below).  The Focus has the following properties: 
  a) bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp). 
  b) if destroyed, you may replace it with by bonding with a new masterwork-quality (but not magical) object of the same type, spending 24 hours, and expending 
  100 gp of reagents; 
  c) if your Focus is a weapon or a shield, you are Proficient with it (but not any other weapons / shields of the same type). 
  d) if you enchant your Focus, the XP & base materials cost is reduced by 10%. 
  e) additional bonus is School of Magic specific (note:  if you are a Specialized Wizard, your Focus has the same School of Magic as your specialty): 
  Abjuration – Bracers, Buckler, Small Shield 
  1st level – any non-Personal Abjuration spell you cast with at least one target affects one extra target, but that target only has ½ the normal duration. 
  7th level – any non-Personal Abjuration spell you cast with at least one target affects one extra target, who now get the full duration. 
  15th level – you may cast Personal Abjuration spells as a Touch spells. 
  Conjuration – Quarterstaff, Polearm 
  1st level – your Conjuration spells have +1 round duration, including ‘Concentration’ spells, which last 1 round after you stop concentrating. 
  7th level – your Conjuration spells have +2 round duration, including ‘Concentration’ spells, which last 2 round after you stop concentrating. 
  15th level – your Conjuration spells have +3 round duration, including ‘Concentration’ spells, which last 3 round after you stop concentrating. 
  Divination – Large Crystal (may be mounted on a Rod or Staff), Ornate Holy Symbol 
  1st level – cast Divination spells at +1 Caster level. 
  7th level – your Divination spells have 2x duration. 
  15th level – receive a (1 + Intelligence modifier (min +1)) bonus vs. Divinations spells. 
  Enchantment – Ornate Clothing 
  1st level – your Enchantment spells have +1 round duration, including ‘Concentration’ spells, which last 1 round after you stop concentrating. 
  7th level – your Enchantment spells have +2 round duration, including ‘Concentration’ spells, which last 2 round after you stop concentrating. 
  15th level – your Enchantment spells have +3 round duration, including ‘Concentration’ spells, which last 3 round after you stop concentrating. 
  Evocation – Longsword, Dagger, other Bladed Weapon 
  1st level – your Evocation spells do +1 hp of damage (applies to all in area-of-effect or one if there are multiple missiles). 
  7th level – your Evocation spells bypass the first 5 points of a target’s Energy Resistance (though Energy Immunity still applies). 
  15th level – one Evocation spell per day may ignore one Target’s Energy Immunity. 
  Illusion – Mask, Cloak, other Apparel used to conceal 
  1st level – cast Illusion spells at +1 Caster level. 
  7th level – your Illusion spells receive a bonus on Caster checks to bypass Spell Resistance of +(½ Caster level). 
  15th level – you may cast Personal Illusion spells as a Touch spells. 
  Necromancy – Flail, Kama, Sickle, Scythe, other Harvesting-inspired Weapon 
  1st level – your Necromancy spells can be cast at +25% range. 
  7th level – your Necromancy spells that inflict Ability Penalties, Ability Damage, or Ability Drain do +1 point. 
  15th level – a target that fails a Fortitude save vs. one of your Necromancy spells is also Fatigued. 
  Transmutation – Instrument, Tools 
  1st level – any non-Personal Transmutation spell you cast with at least one target affects one extra target, but that target only has ½ the normal duration. 
  7th level – any non-Personal Transmutation spell you cast with at least one target affects one extra target, who now get the full duration. 
  15th level – one Transmutation spell per day that grants a bonus to an Ability Score gives a 2x bonus (e.g., Bull’s Strength would give a +8 bonus). 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 128 
  Variant Class Features – Abjurer 
   
  Lvl 
  Abjurer 
   
   
  (PH p55) 
  Abjurer variant,  
  Resistance to Energy  (UA p59) 
  Abjurer variant,  
  Urgent Shield  
  (PH2 p70) 
  Abjurer variant,  
  Focus Caster 
  (DR348 p88) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Abjuration 
  +1 1st lvl Abjuration spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Abjuration 
  +1 1st lvl Abjuration spell/day  
  Resistance to Energy 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Abjuration 
  +1 1st lvl Abjuration spell/day  
  Urgent Shield 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Abjuration 
  +1 1st lvl Abjuration spell/day  
  Focus Caster (least) 
  2 
   
   
   
   
  3 
  +1 2nd lvl Abjuration spell/day 
  +1 2nd lvl Abjuration spell/day 
  +1 2nd lvl Abjuration spell/day 
  +1 2nd lvl Abjuration spell/day 
  4 
   
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Abjuration spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Abjuration spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Abjuration spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Abjuration spell/day 
  6 
   
   
   
   
  7 
  +1 4th lvl Abjuration spell/day 
  +1 4th lvl Abjuration spell/day 
  +1 4th lvl Abjuration spell/day 
  +1 4th lvl Abjuration spell/day 
  Focus Caster (improved) 
  8 
   
   
   
   
  9 
  +1 5th lvl Abjuration spell/day 
  +1 5th lvl Abjuration spell/day 
  +1 5th lvl Abjuration spell/day 
  +1 5th lvl Abjuration spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  11 
  +1 6th lvl Abjuration spell/day 
  +1 6th lvl Abjuration spell/day 
  +1 6th lvl Abjuration spell/day 
  +1 6th lvl Abjuration spell/day 
  12 
   
   
   
   
  13 
  +1 7th lvl Abjuration spell/day 
  +1 7th lvl Abjuration spell/day 
  +1 7th lvl Abjuration spell/day 
  +1 7th lvl Abjuration spell/day 
  14 
   
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Abjuration spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Abjuration spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Abjuration spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Abjuration spell/day 
  Focus Caster (greater) 
  16 
   
   
   
   
  17 
  +1 9th lvl Abjuration spell/day 
  +1 9th lvl Abjuration spell/day 
  +1 9th lvl Abjuration spell/day 
  +1 9th lvl Abjuration spell/day 
  18 
   
   
   
   
  19 
   
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
   
  Class Features 
   
  Resistance to Energy 
  Grant yourself or a touched creature Energy Resistance against one chosen 
  energy type of 5 + ½ Class level.  The Supernatural Ability is activated as a 
  Standard Action and lasts for 1 hour.  Usable 1/day. 
   
  Urgent Shield 
  Grant yourself a +2 Shield bonus to AC against one attack as an Immediate 
  Action.  Usable (Intelligence modifier) times per day. 
   
  Focus Caster 
  A chosen masterwork-quality Bracers, Buckler, or Small Shield now become a 
  required Focus for all your spells.  The Focus has the following properties: 
  a) at 1st level, your Conjuration spells have +1 round duration, including 
  ‘Concentration’ spells, which last 1 round after you stop concentrating. 
  b) at 7th level, your Conjuration spells have +2 round duration, including 
  ‘Concentration’ spells, which last 2 round after you stop concentrating. 
  c) at 15th level, your Conjuration spells have +3 round duration, including 
  ‘Concentration’ spells, which last 3 round after you stop concentrating. 
  d) the Focus receives a  bonus to Hardness equal to ½ Caster level (max 2x 
  original Hardness) & bonus to hit-point equal to Caster level (max 2x 
  original hp). 
  e) if destroyed, you may replace the Focus with by bonding with a new 
  masterwork-quality (but not magical) object of the same type, spending 
  24 hours, and expending 100 gp of reagents; 
  f) if your Focus is a weapon or a shield, you are Proficient with it (but not 
  any other weapons / shields of the same type). 
  g) if you enchant your Focus, the XP & base materials cost are 10% less. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 129 
  Variant Class Features – Abjurer (continued) 
   
  Lvl 
  Abjurer 
   
   
   
   
  (PH p55) 
  Abjurer variant,  
  Aura of Protection 
   
  (UA p59) 
  Abjurer variant,  
  Spontaneous Dispelling 
   
  (UA p59) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Abjuration 
  +1 1st lvl Abjuration spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Abjuration 
  +1 1st lvl Abjuration spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Abjuration 
  +1 1st lvl Abjuration spell/day 
  2 
   
   
   
  3 
  +1 2nd lvl Abjuration spell/day 
  +1 2nd lvl Abjuration spell/day 
  +1 2nd lvl Abjuration spell/day 
  4 
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Abjuration spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Abjuration spell/day 
  Aura of Protection, 1/day 
  Bonus Wizard Feat 
  +1 3rd lvl Abjuration spell/day 
  Spontaneous Dispelling 
  6 
   
   
   
  7 
  +1 4th lvl Abjuration spell/day 
  +1 4th lvl Abjuration spell/day 
  +1 4th lvl Abjuration spell/day 
  8 
   
   
   
  9 
  +1 5th lvl Abjuration spell/day 
  +1 5th lvl Abjuration spell/day 
  +1 5th lvl Abjuration spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Aura of Protection, 2/day 
  Bonus Wizard Feat 
  11 
  +1 6th lvl Abjuration spell/day 
  +1 6th lvl Abjuration spell/day 
  +1 6th lvl Abjuration spell/day 
  Spontaneous Dispelling (greater) 
  12 
   
   
   
  13 
  +1 7th lvl Abjuration spell/day 
  +1 7th lvl Abjuration spell/day 
  +1 7th lvl Abjuration spell/day 
  14 
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Abjuration spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Abjuration spell/day 
  Aura of Protection, 3/day 
  Bonus Wizard Feat 
  +1 8th lvl Abjuration spell/day 
  16 
   
   
   
  17 
  +1 9th lvl Abjuration spell/day 
  +1 9th lvl Abjuration spell/day 
  +1 9th lvl Abjuration spell/day 
  18 
   
   
   
  19 
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Aura of Protection, 4/day 
  Bonus Wizard Feat 
   
  Class Features 
   
  Aura of Protection, n/day 
  You receives a Deflection bonus to AC –or– a Resistance bonus to all Saving 
  Throws equal to your Intelligence modifier.  This Extraordinary ability only 
  applies to the next single attack or saving throw that applies to you.  
  Activated as a Standard Action and it dissipates in 1 minute is not used. 
   
  Spontaneous Dispelling 
  You may “loose” four levels of Prepared spells to cast Dispel Magic 
  spontaneously.  Any combination of Prepared spells (not counting 0th) may be 
  lost to use this Extraordinary ability.   
  At 11th level, you may “loose” seven levels of Prepared spells to cast Greater 
  Dispel Magic 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 130 
  Variant Class Features – Conjurer 
   
  Lvl 
  Conjurer 
   
   
  (PH p55) 
  Conjurer variant,  
  Abrupt Jaunt  
  (PH2 p70) 
  Conjurer variant,  
  Rapid Summoning 
  (UA p59) 
  Conjurer variant,  
  Focus Caster 
  (DR348 p88) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Conjuration 
  +1 1st lvl Conjuration spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Conjuration 
  +1 1st lvl Conjuration spell/day  
  Abrupt Jaunt 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Conjuration 
  +1 1st lvl Conjuration spell/day  
  Rapid Summoning 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Conjuration 
  +1 1st lvl Abjuration spell/day  
  Focus Caster (least) 
  2 
   
   
   
   
  3 
  +1 2nd lvl Conjuration spell/day 
  +1 2nd lvl Conjuration spell/day 
  +1 2nd lvl Conjuration spell/day 
  +1 2nd lvl Abjuration spell/day 
  4 
   
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Conjuration spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Conjuration spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Conjuration spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Abjuration spell/day 
  6 
   
   
   
   
  7 
  +1 4th lvl Conjuration spell/day 
  +1 4th lvl Conjuration spell/day 
  +1 4th lvl Conjuration spell/day 
  +1 4th lvl Abjuration spell/day 
  Focus Caster (improved) 
  8 
   
   
   
   
  9 
  +1 5th lvl Conjuration spell/day 
  +1 5th lvl Conjuration spell/day 
  +1 5th lvl Conjuration spell/day 
  +1 5th lvl Abjuration spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  11 
  +1 6th lvl Conjuration spell/day 
  +1 6th lvl Conjuration spell/day 
  +1 6th lvl Conjuration spell/day 
  +1 6th lvl Abjuration spell/day 
  12 
   
   
   
   
  13 
  +1 7th lvl Conjuration spell/day 
  +1 7th lvl Conjuration spell/day 
  +1 7th lvl Conjuration spell/day 
  +1 7th lvl Abjuration spell/day 
  14 
   
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Conjuration spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Conjuration spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Conjuration spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Abjuration spell/day 
  Focus Caster (greater) 
  16 
   
   
   
   
  17 
  +1 9th lvl Conjuration spell/day 
  +1 9th lvl Conjuration spell/day 
  +1 9th lvl Conjuration spell/day 
  +1 9th lvl Conjuration spell/day 
  18 
   
   
   
   
  19 
   
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
   
  Class Features 
   
  Abrupt Jaunt 
  Teleport yourself  (and only yourself) up to 10’ as an Immediate Action.  
  Usable (Intelligence modifier) times per day 
   
  Rapid Summoning 
  You may cast Summon Monster spells as a Standard Action (instead of a Full 
  Round Action).  The summoned creatures may only take a Standard Action 
  on the round they are summoned. 
   
  Focus Caster 
  A chosen masterwork-quality Quarterstaff or Polearm now become a required 
  Focus for all your spells.  The Focus has the following benefits / properties: 
  a) at 1st level, your Conjuration spells have +1 round duration, including 
  ‘Concentration’ spells, which last 1 round after you stop concentrating. 
  b) at 7th level, your Conjuration spells have +2 round duration, including 
  ‘Concentration’ spells, which last 2 round after you stop concentrating. 
  c) at 15th level, your Conjuration spells have +3 round duration, including 
  ‘Concentration’ spells, which last 3 round after you stop concentrating. 
  d) the Focus receives a  bonus to Hardness equal to ½ Caster level (max 2x 
  original Hardness) & bonus to hit-point equal to Caster level (max 2x 
  original hp). 
  e) if destroyed, you may replace the Focus with by bonding with a new 
  masterwork-quality (but not magical) object of the same type, spending 
  24 hours, and expending 100 gp of reagents; 
  f) if your Focus is a weapon or a shield, you are Proficient with it (but not 
  any other weapons / shields of the same type). 
  g) if you enchant your Focus, the XP & base materials cost are 10% less. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 131 
  Variant Class Features – Conjurer (continued) 
   
  Lvl 
  Conjurer 
   
   
   
   
  (PH p55) 
  Conjurer variant,  
  Enhanced Summoning 
   
  (UA p59) 
  Conjurer variant,  
  Spontaneous Summoning 
   
   
  (UA p59) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Conjuration 
  +1 1st lvl Conjuration spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Conjuration 
  +1 1st lvl Conjuration spell/day 
  Feat: Augmented Summoning 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Conjuration 
  +1 1st lvl Conjuration spell/day 
  2 
   
   
   
  3 
  +1 2nd lvl Conjuration spell/day 
  +1 2nd lvl Conjuration spell/day 
  +1 2nd lvl Conjuration spell/day 
  Spontaneous Summoning 
  4 
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Conjuration spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Conjuration spell/day 
  Enh Summon (vs. Dispel +2) 
  Bonus Wizard Feat 
  +1 3rd lvl Conjuration spell/day 
  6 
   
   
   
  7 
  +1 4th lvl Conjuration spell/day 
  +1 4th lvl Conjuration spell/day 
  +1 4th lvl Conjuration spell/day 
  8 
   
   
   
  9 
  +1 5th lvl Conjuration spell/day 
  +1 5th lvl Conjuration spell/day 
  +1 5th lvl Conjuration spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Enh Summon (Str & Con +2) 
  Bonus Wizard Feat 
  11 
  +1 6th lvl Conjuration spell/day 
  +1 6th lvl Conjuration spell/day 
  +1 6th lvl Conjuration spell/day 
  12 
   
   
   
  13 
  +1 7th lvl Conjuration spell/day 
  +1 7th lvl Conjuration spell/day 
  +1 7th lvl Conjuration spell/day 
  14 
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Conjuration spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Conjuration spell/day 
  Enh Summon (vs. Dispel +4) 
  Bonus Wizard Feat 
  +1 8th lvl Conjuration spell/day 
  16 
   
   
   
  17 
  +1 9th lvl Conjuration spell/day 
  +1 9th lvl Conjuration spell/day 
  +1 9th lvl Conjuration spell/day 
  18 
   
   
   
  19 
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Enh Summon (Str & Con +4) 
  Bonus Wizard Feat 
   
  Class Features 
   
  Enh Summon (Dispel +n) 
  Your summoned creatures have +n to resist being dispelled. 
   
  Enh Summon (Str & Con +n) 
  Your summoned creatures gain +n Strength and Constitution (stacks with  
  Feat: Augmented Summoning). 
  Spontaneous Summoning 
  You may “loose” a Prepared spell to cast a Summon Monster spell of a lower 
  level (i.e., loosing a 4th level spell allows you to spontaneously cast Summon 
  Monster III, Summon Monster II, or even Summon Monster I). 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 132 
  Variant Class Features – Diviner 
   
  Lvl 
  Diviner 
   
   
  (PH p55) 
  Diviner variant, Enhanced 
  Awareness  
  (UA p59) 
  Diviner variant,  
  Glimpse Peril  
  (PH2 p70) 
  Diviner variant,  
  Focus Caster 
  (DR348 p88) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession, Sense Motive 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Divination 
  +1 1st lvl Divination spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Divination 
  +1 1st lvl Divination spell/day  
  Enhanced Awareness 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Divination 
  +1 1st lvl Divination spell/day  
  Glimpse Peril 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Divination 
  +1 1st lvl Divination spell/day  
  Focus Caster (least) 
  2 
   
   
   
   
  3 
  +1 2nd lvl Divination spell/day 
  +1 2nd lvl Divination spell/day 
  +1 2nd lvl Divination spell/day 
  +1 2nd lvl Divination spell/day 
  4 
   
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Divination spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Divination spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Divination spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Divination spell/day 
  6 
   
   
   
   
  7 
  +1 4th lvl Divination spell/day 
  +1 4th lvl Divination spell/day 
  +1 4th lvl Divination spell/day 
  +1 4th lvl Divination spell/day  
  Focus Caster (improved) 
  8 
   
   
   
   
  9 
  +1 5th lvl Divination spell/day 
  +1 5th lvl Divination spell/day 
  +1 5th lvl Divination spell/day 
  +1 5th lvl Divination spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  11 
  +1 6th lvl Divination spell/day 
  +1 6th lvl Divination spell/day 
  +1 6th lvl Divination spell/day 
  +1 6th lvl Divination spell/day 
  12 
   
   
   
   
  13 
  +1 7th lvl Divination spell/day 
  +1 7th lvl Divination spell/day 
  +1 7th lvl Divination spell/day 
  +1 7th lvl Divination spell/day 
  14 
   
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Divination spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Divination spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Divination spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Divination spell/day  
  Focus Caster (greater) 
  16 
   
   
   
   
  17 
  +1 9th lvl Divination spell/day 
  +1 9th lvl Divination spell/day 
  +1 9th lvl Divination spell/day 
  +1 9th lvl Divination spell/day 
  18 
   
   
   
   
  19 
   
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
   
  Class Features 
   
  Enhanced Awareness 
  a) Identify only takes 10 minutes to cast (instead of 1  hour). 
  b) Arcane Eye moves at 20’ per round when studying its surroundings (instead 
  of 10’). 
  c) Divination spells have +1 DC (stacks with Feat: Spell Focus). 
   
  Glimpse Peril 
  Gain a +2 Insight bonus on your next saving throw you make before your next 
  turn as an Immediate Action.  Usable (Intelligence modifier) times per day. 
   
  Focus Caster 
  A chosen masterwork-quality Large Crystal (may be mounted on a Rod or 
  Staff) or Ornate Holy Symbol now become a required Focus for all your 
  spells.  The Focus has the following benefits / properties: 
  a) at 1st level, cast Divination spells at +1 Caster level. 
  b) at 7th level, your Divination spells have 2x duration. 
  c) at 15th level, you receive a (1 + Intelligence modifier (min +1)) bonus on 
  saves vs. Divinations spells. 
  d) the Focus receives a  bonus to Hardness equal to ½ Caster level (max 2x 
  original Hardness) & bonus to hit-point equal to Caster level (max 2x 
  original hp). 
  e) if destroyed, you may replace the Focus with by bonding with a new 
  masterwork-quality (but not magical) object of the same type, spending 
  24 hours, and expending 100 gp of reagents; 
  f) if your Focus is a weapon or a shield, you are Proficient with it (but not 
  any other weapons / shields of the same type). 
  g) if you enchant your Focus, the XP & base materials cost are 10% less. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 133 
  Variant Class Features – Diviner (continued) 
   
  Lvl 
  Diviner 
   
   
  (PH p55) 
  Diviner variant,  
  Bonus Diviner Feat 
  (UA p59) 
  Diviner variant,  
  Prescience 
   (UA p59) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Divination 
  +1 1st lvl Divination spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Divination 
  +1 1st lvl Divination spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Divination 
  +1 1st lvl Divination spell/day 
  Prescience, 1/day 
  2 
   
   
   
  3 
  +1 2nd lvl Divination spell/day 
  +1 2nd lvl Divination spell/day 
  +1 2nd lvl Divination spell/day 
  4 
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Divination spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Divination spell/day 
  Bonus Diviner Feat 
  Bonus Wizard Feat 
  +1 3rd lvl Divination spell/day 
  Prescience, 2/day 
  6 
   
   
   
  7 
  +1 4th lvl Divination spell/day 
  +1 4th lvl Divination spell/day 
  +1 4th lvl Divination spell/day 
  8 
   
   
   
  9 
  +1 5th lvl Divination spell/day 
  +1 5th lvl Divination spell/day 
  +1 5th lvl Divination spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Diviner Feat 
  Bonus Wizard Feat 
  Prescience, 3/day 
  11 
  +1 6th lvl Divination spell/day 
  +1 6th lvl Divination spell/day 
  +1 6th lvl Divination spell/day 
  12 
   
   
   
  13 
  +1 7th lvl Divination spell/day 
  +1 7th lvl Divination spell/day 
  +1 7th lvl Divination spell/day 
  14 
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Divination spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Divination spell/day 
  Bonus Diviner Feat 
  Bonus Wizard Feat 
  +1 8th lvl Divination spell/day 
  Prescience, 4/day 
  16 
   
   
   
  17 
  +1 9th lvl Divination spell/day 
  +1 9th lvl Divination spell/day 
  +1 9th lvl Divination spell/day 
  18 
   
   
   
  19 
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Diviner Feat 
  Bonus Wizard Feat 
  Prescience, 5/day 
   
  Class Features 
   
  Bonus Diviner Feat 
  Caster can choose one of the following for which he/she has the prerequisites:  
  Alertness, Blind-Fight, Improved Initiative, Lightning Reflexes, Skill Focus 
  (Spot), Skill  Focus (Listen), Skill Focus (Sense Motive), any Item Creation, 
  and Spell Mastery. 
   
  Prescience, n/day 
  You may gain an Insight bonus equal to your Intelligence modifier on any 
  attack roll, saving throw, skill check, or level check as a Free Action.  This 
  ability is usable 1/day at 1st and an additional time per day for every 5 levels.  
  You must decide you are using this Extraordinary ability before you make 
  your roll. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 134 
  Variant Class Features – Enchanter 
   
  Lvl 
  Enchanter 
   
   
  (PH p55) 
  Enchanter variant,  
  Cohort  
  (UA p59) 
  Enchanter variant,  
  Instant Daze  
  (PH2 p70) 
  Enchanter variant,  
  Focus Caster 
  (DR348 p88) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Enchantment 
  +1 1st lvl Enchantment spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Enchantment 
  +1 1st lvl Enchantment spell/day  
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Enchantment 
  +1 1st lvl Enchantment spell/day  
  Instant Daze 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Enchantment 
  +1 1st lvl Enchantment spell/day  
  Focus Caster (least) 
  2 
   
   
   
   
  3 
  +1 2nd lvl Enchantment spell/day 
  +1 2nd lvl Enchantment spell/day 
  +1 2nd lvl Enchantment spell/day 
  +1 2nd lvl Enchantment spell/day 
  4 
   
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Enchantment spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Enchantment spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Enchantment spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Enchantment spell/day 
  6 
   
  Cohort 
   
   
  7 
  +1 4th lvl Enchantment spell/day 
  +1 4th lvl Enchantment spell/day 
  +1 4th lvl Enchantment spell/day 
  +1 4th lvl Enchantment spell/day 
  Focus Caster (improved) 
  8 
   
   
   
   
  9 
  +1 5th lvl Enchantment spell/day 
  +1 5th lvl Enchantment spell/day 
  +1 5th lvl Enchantment spell/day 
  +1 5th lvl Enchantment spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  11 
  +1 6th lvl Enchantment spell/day 
  +1 6th lvl Enchantment spell/day 
  +1 6th lvl Enchantment spell/day 
  +1 6th lvl Enchantment spell/day 
  12 
   
   
   
   
  13 
  +1 7th lvl Enchantment spell/day 
  +1 7th lvl Enchantment spell/day 
  +1 7th lvl Enchantment spell/day 
  +1 7th lvl Enchantment spell/day 
  14 
   
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Enchantment spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Enchantment spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Enchantment spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Enchantment spell/day 
  Focus Caster (greater) 
  16 
   
   
   
   
  17 
  +1 9th lvl Enchantment spell/day 
  +1 9th lvl Enchantment spell/day 
  +1 9th lvl Enchantment spell/day 
  +1 9th lvl Enchantment spell/day 
  18 
   
   
   
   
  19 
   
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
   
  Class Features 
   
   
  Cohort 
  Gain a loyal Cohort of the player’s choice.  The Cohort starts at 4th level and 
  increases under the standard Leadership rules (DMG p106), though you count as 
  2 levels lower than normal.  You cannot gain Followers with this ability. 
  If you take Feat: Leadership, the penalty to your level is removed and you 
  automatically qualify for the “special power” Leadership modifier. 
   
  Instant Daze 
  Daze an opponent that is making a melee attack against you & who has no 
  more HD than you have Wizard levels as an Immediate Action (WillNeg).  
  Usable (Intelligence modifier) times per day. 
   
  Focus Caster 
  A chosen masterwork-quality Ornate Clothing now become a required Focus 
  for all your spells.  The Focus has the following benefits / properties: 
  a) at 1st level, your Enchantment spells have +1 round duration, including 
  ‘Concentration’ spells, which last 1 round after you stop concentrating. 
  b) at 7th level, your Enchantment spells have +2 round duration, including 
  ‘Concentration’ spells, which last 2 round after you stop concentrating. 
  c) at 15th level, your Enchantment spells have +3 round duration, including 
  ‘Concentration’ spells, which last 3 round after you stop concentrating. 
  d) the Focus receives a  bonus to Hardness equal to ½ Caster level (max 2x 
  original Hardness) & bonus to hit-point equal to Caster level (max 2x 
  original hp). 
  e) if destroyed, you may replace the Focus with by bonding with a new 
  masterwork-quality (but not magical) object of the same type, spending 
  24 hours, and expending 100 gp of reagents; 
  f) if your Focus is a weapon or a shield, you are Proficient with it (but not 
  any other weapons / shields of the same type). 
  g) if you enchant your Focus, the XP & base materials cost are 10% less. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 135 
  Variant Class Features – Enchanter (continued) 
   
  Lvl 
  Enchanter 
   
   
  (PH p55) 
  Enchanter variant,  
  Social Proficiency 
  (UA p59) 
  Enchanter variant,  
  Extended Enchantments(UA p59) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession, Sense Motive 
  Cha: Bluff, Diplomacy, Gather Info, 
  Intimidate. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Enchantment 
  +1 1st lvl Enchantment spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Enchantment 
  +1 1st lvl Enchantment spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Enchantment 
  +1 1st lvl Enchantment spell/day 
  Extended Enchantments 
  2 
   
   
   
  3 
  +1 2nd lvl Enchantment spell/day 
  +1 2nd lvl Enchantment spell/day 
  +1 2nd lvl Enchantment spell/day 
  4 
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Enchantment spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Enchantment spell/day 
  Social Proficiency 
  Bonus Wizard Feat 
  +1 3rd lvl Enchantment spell/day 
  6 
   
   
   
  7 
  +1 4th lvl Enchantment spell/day 
  +1 4th lvl Enchantment spell/day 
  +1 4th lvl Enchantment spell/day 
  8 
   
   
   
  9 
  +1 5th lvl Enchantment spell/day 
  +1 5th lvl Enchantment spell/day 
  +1 5th lvl Enchantment spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Social Proficiency 
  Bonus Wizard Feat 
  11 
  +1 6th lvl Enchantment spell/day 
  +1 6th lvl Enchantment spell/day 
  +1 6th lvl Enchantment spell/day 
  12 
   
   
   
  13 
  +1 7th lvl Enchantment spell/day 
  +1 7th lvl Enchantment spell/day 
  +1 7th lvl Enchantment spell/day 
  14 
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Enchantment spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Enchantment spell/day 
  Social Proficiency 
  Bonus Wizard Feat 
  +1 8th lvl Enchantment spell/day 
  16 
   
   
   
  17 
  +1 9th lvl Enchantment spell/day 
  +1 9th lvl Enchantment spell/day 
  +1 9th lvl Enchantment spell/day 
  18 
   
   
   
  19 
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Social Proficiency 
  Bonus Wizard Feat 
   
  Class Features 
   
  Social Proficiency 
  Gain a +2 Competence bonus on one of the following skills:  Bluff, Diplomacy, 
  Gather Information, Intimidate, or Sense Motive. 
  Extended Enchantments 
  You may apply Feat: Extend Spell to an Enchantment spell you cast with no 
  increase in its level.  This Supernatural ability may be used 1/day plus 1 per 
  2 levels. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 136 
  Variant Class Features – Evoker 
   
  Lvl 
  Evoker 
   
   
  (PH p55) 
  Evoker variant,  
  Energy Affinity  
  (UA p59) 
  Evoker variant,  
  Counterfire  
  (PH2 p70) 
  Evoker variant,  
  Focus Caster 
  (DR348 p88) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Evocation 
  +1 1st lvl Evocation spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Evocation 
  +1 1st lvl Evocation spell/day  
  Energy Affinity 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Evocation 
  +1 1st lvl Evocation spell/day  
  Countefire 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Evocation 
  +1 1st lvl Evocation spell/day  
  Focus Caster (least) 
  2 
   
   
   
   
  3 
  +1 2nd lvl Evocation spell/day 
  +1 2nd lvl Evocation spell/day 
  +1 2nd lvl Evocation spell/day 
  +1 2nd lvl Evocation spell/day 
  4 
   
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Evocation spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Evocation spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Evocation spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Evocation spell/day 
  6 
   
   
   
   
  7 
  +1 4th lvl Evocation spell/day 
  +1 4th lvl Evocation spell/day 
  +1 4th lvl Evocation spell/day 
  +1 4th lvl Evocation spell/day 
  Focus Caster (improved) 
  8 
   
   
   
   
  9 
  +1 5th lvl Evocation spell/day 
  +1 5th lvl Evocation spell/day 
  +1 5th lvl Evocation spell/day 
  +1 5th lvl Evocation spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  11 
  +1 6th lvl Evocation spell/day 
  +1 6th lvl Evocation spell/day 
  +1 6th lvl Evocation spell/day 
  +1 6th lvl Evocation spell/day 
  12 
   
   
   
   
  13 
  +1 7th lvl Evocation spell/day 
  +1 7th lvl Evocation spell/day 
  +1 7th lvl Evocation spell/day 
  +1 7th lvl Evocation spell/day 
  14 
   
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Evocation spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Evocation spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Evocation spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Evocation spell/day 
  Focus Caster (greater) 
  16 
   
   
   
   
  17 
  +1 9th lvl Evocation spell/day 
  +1 9th lvl Evocation spell/day 
  +1 9th lvl Evocation spell/day 
  +1 9th lvl Evocation spell/day 
  18 
   
   
   
   
  19 
   
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
   
  Class Features 
   
  Energy Affinity 
  At 1st level, chose an Energy Type (i.e., Acid, Cold, Electricity, Fire, or Sonic).  
  When you cast an Evocation spell with the designated subtype, it is cast at 
  +1 effective Caster level. 
   
  Counterfire 
  Make a ranged touch attack on a visible foe within 60’ who is targeting you 
  with a spell or ranged attack as an Immediate Action.  Effect does 1d6 per 
  three levels of Force damage.  Attacks are simultaneous, so neither needs to 
  make a Concentration check.  Usable (Intelligence modifier) times per day. 
   
  Focus Caster 
  A chosen masterwork-quality Longsword, Dagger, or other Bladed Weapon 
  now become a required Focus for all your spells.  The Focus has the 
  following benefits / properties: 
  a) at 1st level, your Evocation spells do +1 hp of damage (applies to all in 
  area-of-effect or one if there are multiple missiles). 
  b) at 7th level, your Evocation spells bypass the first 5 points of a target’s 
  Energy Resistance (though Energy Immunity still applies). 
  c) at 15th level, one Evocation spell per day may ignore one Target’s Energy 
  Immunity. 
  d) the Focus receives a  bonus to Hardness equal to ½ Caster level (max 2x 
  original Hardness) & bonus to hit-point equal to Caster level (max 2x 
  original hp). 
  e) if destroyed, you may replace the Focus with by bonding with a new 
  masterwork-quality (but not magical) object of the same type, spending 
  24 hours, and expending 100 gp of reagents; 
  f) if your Focus is a weapon or a shield, you are Proficient with it (but not 
  any other weapons / shields of the same type). 
  g) if you enchant your Focus, the XP & base materials cost are 10% less. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 137 
  Variant Class Features – Evoker (continued) 
   
  Lvl 
  Evoker 
   
   
  (PH p55) 
  Evoker variant,  
  Energy Substitution 
  (UA p59) 
  Evoker variant,  
  Overcome Resistance (UA p59) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Evocation 
  +1 1st lvl Evocation spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Evocation 
  +1 1st lvl Evocation spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Evocation 
  +1 1st lvl Evocation spell/day 
  Overcome Resistance, 1/day 
  2 
   
   
   
  3 
  +1 2nd lvl Evocation spell/day 
  +1 2nd lvl Evocation spell/day 
  +1 2nd lvl Evocation spell/day 
  Overcome Resistance, 2/day 
  4 
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Evocation spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Evocation spell/day 
  Energy Substitution, 1/day 
  Bonus Wizard Feat 
  +1 3rd lvl Evocation spell/day 
  Overcome Resistance, 3/day 
  6 
   
   
   
  7 
  +1 4th lvl Evocation spell/day 
  +1 4th lvl Evocation spell/day 
  +1 4th lvl Evocation spell/day 
  Overcome Resistance, 4/day 
  8 
   
   
   
  9 
  +1 5th lvl Evocation spell/day 
  +1 5th lvl Evocation spell/day 
  +1 5th lvl Evocation spell/day 
  Overcome Resistance, 5/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Energy Substitution, 2/day 
  Bonus Wizard Feat 
  11 
  +1 6th lvl Evocation spell/day 
  +1 6th lvl Evocation spell/day 
  +1 6th lvl Evocation spell/day 
  Overcome Resistance, 6/day 
  12 
   
   
   
  13 
  +1 7th lvl Evocation spell/day 
  +1 7th lvl Evocation spell/day 
  +1 7th lvl Evocation spell/day 
  Overcome Resistance, 7/day 
  14 
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Evocation spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Evocation spell/day 
  Energy Substitution, 3/day 
  Bonus Wizard Feat 
  +1 8th lvl Evocation spell/day 
  Overcome Resistance, 8/day 
  16 
   
   
   
  17 
  +1 9th lvl Evocation spell/day 
  +1 9th lvl Evocation spell/day 
  +1 9th lvl Evocation spell/day 
  Overcome Resistance, 9/day 
  18 
   
   
   
  19 
   
   
  Overcome Resistance, 10/day 
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Energy Substitution, 4/day 
  Bonus Wizard Feat 
   
  Class Features 
   
  Energy Substitution, n/day 
  You may change the Energy Type of a designated spell to another of your 
  choosing.  This is done as a Free Action just before you cast the spell.  
  Usable ‘n’ times per day. 
  Overcome Resistance, n/day 
  You may ignore 10 points Energy Resistance of every creature affected by a 
  designated spell.  This is done as a Free Action just before you cast the 
  designated spell.  This ability has no effect on a creature with Immunity to 
  the designated spell’s energy type.  Usable ‘n’ times per day. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 138 
  Variant Class Features – Illusionist 
   
  Lvl 
  Illusionist 
   
   
  (PH p55) 
  Illusionist variant,  
  Chain of Disbelief  
  (UA p59) 
  Illusionist variant,  
  Brief Figment  
  (PH2 p70) 
  Illusionist variant,  
  Focus Caster 
  (DR348 p88) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Illusion 
  +1 1st lvl Illusion spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Illusion 
  +1 1st lvl Illusion spell/day  
  Chain of Disbelief 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Illusion 
  +1 1st lvl Illusion spell/day  
  Brief Figment 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Illusion 
  +1 1st lvl Illusion spell/day  
  Focus Caster (least) 
  2 
   
   
   
   
  3 
  +1 2nd lvl Illusion spell/day 
  +1 2nd lvl Illusion spell/day 
  +1 2nd lvl Illusion spell/day 
  +1 2nd lvl Illusion spell/day 
  4 
   
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Illusion spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Illusion spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Illusion spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Illusion spell/day 
  6 
   
   
   
   
  7 
  +1 4th lvl Illusion spell/day 
  +1 4th lvl Illusion spell/day 
  +1 4th lvl Illusion spell/day 
  +1 4th lvl Illusion spell/day 
  Focus Caster (improved) 
  8 
   
   
   
   
  9 
  +1 5th lvl Illusion spell/day 
  +1 5th lvl Illusion spell/day 
  +1 5th lvl Illusion spell/day 
  +1 5th lvl Illusion spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  11 
  +1 6th lvl Illusion spell/day 
  +1 6th lvl Illusion spell/day 
  +1 6th lvl Illusion spell/day 
  +1 6th lvl Illusion spell/day 
  12 
   
   
   
   
  13 
  +1 7th lvl Illusion spell/day 
  +1 7th lvl Illusion spell/day 
  +1 7th lvl Illusion spell/day 
  +1 7th lvl Illusion spell/day 
  14 
   
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Illusion spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Illusion spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Illusion spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Illusion spell/day 
  Focus Caster (greater) 
  16 
   
   
   
   
  17 
  +1 9th lvl Illusion spell/day 
  +1 9th lvl Illusion spell/day 
  +1 9th lvl Illusion spell/day 
  +1 9th lvl Illusion spell/day 
  18 
   
   
   
   
  19 
   
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
   
  Class Features 
   
  Chain of Disbelief 
  If a creature is being told that something is an Illusion, the creature does not get 
  the standard +4 bonus on its save.  
  If the creature is shown absolute proof that something is an Illusion, it still 
  must make a save, though it gets a +10 bonus. 
   
  Brief Figment 
  Create a single Mirror Image as an Immediate Action.  Lasts until your turn 
  starts.  Usable (Intelligence modifier) times per day. 
   
  Focus Caster 
  A chosen masterwork-quality Mask, Cloak, or other Apparel used to conceal 
  oneself now become a required Focus for all your spells.  The Focus has the 
  following benefits / properties: 
  a) at 1st level, cast Illusion spells at +1 Caster level. 
  b) at 7th level, your Illusion spells receive a bonus on Caster checks to 
  bypass Spell Resistance of +(½ Caster level). 
  c) at 15th level, you may cast Personal Illusion spells as a Touch spells. 
  d) the Focus receives a  bonus to Hardness equal to ½ Caster level (max 2x 
  original Hardness) & bonus to hit-point equal to Caster level (max 2x 
  original hp). 
  e) if destroyed, you may replace the Focus with by bonding with a new 
  masterwork-quality (but not magical) object of the same type, spending 
  24 hours, and expending 100 gp of reagents; 
  f) if your Focus is a weapon or a shield, you are Proficient with it (but not 
  any other weapons / shields of the same type). 
  g) if you enchant your Focus, the XP & base materials cost are 10% less. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 139 
  Variant Class Features – Illusionist (continued) 
   
  Lvl 
  Illusionist 
   
   
  (PH p55) 
  Illusionist variant,  
  Shadow Shaper 
  (UA p59) 
  Illusionist variant,  
  Illusion Master 
  (UA p59) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Dex: Hide. 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Illusion 
  +1 1st lvl Illusion spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Illusion 
  +1 1st lvl Illusion spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of Illusion 
  +1 1st lvl Illusion spell/day  
  Illusion Master 
  2 
   
   
   
  3 
  +1 2nd lvl Illusion spell/day 
  +1 2nd lvl Illusion spell/day 
  +1 2nd lvl Illusion spell/day 
  4 
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Illusion spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Illusion spell/day 
  Shadow Shaper (Hide bonus) 
  Bonus Wizard Feat 
  +1 3rd lvl Illusion spell/day 
  6 
   
   
   
  7 
  +1 4th lvl Illusion spell/day 
  +1 4th lvl Illusion spell/day 
  +1 4th lvl Illusion spell/day 
  8 
   
   
   
  9 
  +1 5th lvl Illusion spell/day 
  +1 5th lvl Illusion spell/day 
  +1 5th lvl Illusion spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  +1 DC with Illusions 
  Bonus Wizard Feat 
  11 
  +1 6th lvl Illusion spell/day 
  +1 6th lvl Illusion spell/day 
  +1 6th lvl Illusion spell/day 
  12 
   
   
   
  13 
  +1 7th lvl Illusion spell/day 
  +1 7th lvl Illusion spell/day 
  +1 7th lvl Illusion spell/day 
  14 
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Illusion spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Illusion spell/day 
  Shadow Shaper (Hide in Sight) 
  Bonus Wizard Feat 
  +1 8th lvl Illusion spell/day 
  16 
   
   
   
  17 
  +1 9th lvl Illusion spell/day 
  +1 9th lvl Illusion spell/day 
  +1 9th lvl Illusion spell/day 
  18 
   
   
   
  19 
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Shadow Shaper (Total Conc.) 
  Bonus Wizard Feat 
   
  Class Features 
   
  Shadow Shaper (Hide bonus) 
  Gain your Intelligence modifier as a bonus to your Hide checks. 
   
  Shadow Shaper (Hide in Sight) 
  You may make a Hide check even if there is no Cover or Concealment. 
   
  Shadow Shaper (Total Conc.) 
  If you are in an environment that grants Concealment, you receive the bonus of 
  having Total Concealment. 
  Illusion Master 
  Gain 2 additional Illusionist spells every time you gain a new spell level. 
  All Illusionist spells you learn are treated as being mastered with Feat: Spell 
  Mastery. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 140 
  Variant Class Features – Necromancer 
   
  Lvl 
  Necromancer 
   
   
  (PH p55) 
  Necromancer variant,  
  Skeletal Minion  
  (UA p59) 
  Necromancer variant,  
  Cursed Glance  
  (PH2 p70) 
  Necromancer variant,  
  Focus Caster 
  (DR348 p88) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Necromancy 
  +1 1st lvl Necromancy spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Necromancy 
  +1 1st lvl Necromancy spell/day  
  Skeletal Minion 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Necromancy 
  +1 1st lvl Necromancy spell/day  
  Cursed Glance 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Necromancy 
  +1 1st lvl Necromancy spell/day  
  Cursed Glance 
  2 
   
   
   
   
  3 
  +1 2nd lvl Necromancy spell/day 
  +1 2nd lvl Necromancy spell/day 
  +1 2nd lvl Necromancy spell/day 
  +1 2nd lvl Necromancy spell/day 
  4 
   
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Necromancy spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Necromancy spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Necromancy spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Necromancy spell/day 
  6 
   
   
   
   
  7 
  +1 4th lvl Necromancy spell/day 
  +1 4th lvl Necromancy spell/day 
  +1 4th lvl Necromancy spell/day 
  +1 4th lvl Necromancy spell/day 
  8 
   
   
   
   
  9 
  +1 5th lvl Necromancy spell/day 
  +1 5th lvl Necromancy spell/day 
  +1 5th lvl Necromancy spell/day 
  +1 5th lvl Necromancy spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  11 
  +1 6th lvl Necromancy spell/day 
  +1 6th lvl Necromancy spell/day 
  +1 6th lvl Necromancy spell/day 
  +1 6th lvl Necromancy spell/day 
  12 
   
   
   
   
  13 
  +1 7th lvl Necromancy spell/day 
  +1 7th lvl Necromancy spell/day 
  +1 7th lvl Necromancy spell/day 
  +1 7th lvl Necromancy spell/day 
  14 
   
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Necromancy spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Necromancy spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Necromancy spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Necromancy spell/day 
  16 
   
   
   
   
  17 
  +1 9th lvl Necromancy spell/day 
  +1 9th lvl Necromancy spell/day 
  +1 9th lvl Necromancy spell/day 
  +1 9th lvl Necromancy spell/day 
  18 
   
   
   
   
  19 
   
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
   
  Class Features 
   
   
  Skeletal Minion 
  Gain an Undead Minion (initially a human warrior skeleton or the equivalent) 
  as a loyal servant.   
  If your Minion is destroyed, you receive no penalty and can replace it by 
  spending 24 hours and consuming 100gp of materials. 
  Your Minion starts as a standard skeleton, but gains the following as you gain 
  Class levels: 
  - its HD are equivalent to your Class level 
  - +½ Class level as a bonus to its Natural Armor 
  - +1/3 Class level as a bonus to its Strength and Dexterity scores.  
   
  Cursed Glance 
  Target a visible foe within 60’ who is targeting you with a spell or ranged 
  attack as an Immediate Action.  Foe receives a –2 penalty on AC & saving 
  throws for 1 round (WillNeg).  Usable (Intelligence modifier) times per day. 
   
  Focus Caster 
  A chosen masterwork-quality Flail, Kama, Sickle, Scythe, or other Harvesting-
  inspired Weapon now become a required Focus for all your spells.  The 
  Focus has the following benefits / properties: 
  a) at 1st level, your Necromancy spells can be cast at +25% range. 
  b) at 7th level, your Necromancy spells that inflict Ability Penalties, Ability 
  Damage, or Ability Drain do +1 point. 
  c) at 15th level, a target that fails a Fortitude save vs. one of your 
  Necromancy spells is also Fatigued. 
  d) the Focus receives a  bonus to Hardness equal to ½ Caster level (max 2x 
  original Hardness) & bonus to hit-point equal to Caster level (max 2x 
  original hp). 
  e) if destroyed, you may replace the Focus with by bonding with a new 
  masterwork-quality (but not magical) object of the same type, spending 
  24 hours, and expending 100 gp of reagents; 
  f) if your Focus is a weapon or a shield, you are Proficient with it (but not 
  any other weapons / shields of the same type). 
  g) if you enchant your Focus, the XP & base materials cost are 10% less. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 141 
  Variant Class Features – Necromancer (continued) 
   
  Lvl 
  Necromancer 
   
   
  (PH p55) 
  Necromancer variant,  
  Undead Apotheosis 
  (UA p59) 
  Necromancer variant,  
  Enhance Undead 
  (UA p59) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Necromancy 
  +1 1st lvl Necromancy spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Necromancy 
  +1 1st lvl Necromancy spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Necromancy 
  +1 1st lvl Necromancy spell/day 
  Enhanced Undead 
  2 
   
   
   
  3 
  +1 2nd lvl Necromancy spell/day 
  +1 2nd lvl Necromancy spell/day 
  +1 2nd lvl Necromancy spell/day 
  4 
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd lvl Necromancy spell/day 
  Bonus Wizard Feat 
  +1 3rd lvl Necromancy spell/day 
  +2 on saves vs. Sleep, Stun, Paralysis, 
  Poison, & Disease 
  Bonus Wizard Feat 
  +1 3rd lvl Necromancy spell/day 
   
  6 
   
   
   
  7 
  +1 4th lvl Necromancy spell/day 
  +1 4th lvl Necromancy spell/day 
  +1 4th lvl Necromancy spell/day 
  8 
   
   
   
  9 
  +1 5th lvl Necromancy spell/day 
  +1 5th lvl Necromancy spell/day 
  +1 5th lvl Necromancy spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  +4 on saves vs. Ability Damage, Ability 
  Drain, & Energy Drain 
  Bonus Wizard Feat 
  11 
  +1 6th lvl Necromancy spell/day 
  +1 6th lvl Necromancy spell/day 
  +1 6th lvl Necromancy spell/day 
  Spontaneous Dispelling (greater) 
  12 
   
   
   
  13 
  +1 7th lvl Necromancy spell/day 
  +1 7th lvl Necromancy spell/day 
  +1 7th lvl Necromancy spell/day 
  14 
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th lvl Necromancy spell/day 
  Bonus Wizard Feat 
  +1 8th lvl Necromancy spell/day 
  +4 on saves vs. Sleep, Stun, Paralysis, 
  Poison, & Disease 
  Bonus Wizard Feat 
  +1 8th lvl Necromancy spell/day 
  16 
   
   
   
  17 
  +1 9th lvl Necromancy spell/day 
  +1 9th lvl Necromancy spell/day 
  +1 9th lvl Necromancy spell/day 
  18 
   
   
   
  19 
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Light Fortification 
  Bonus Wizard Feat 
   
  Class Features 
   
  Enhanced Undead 
  Any Undead that you create with Animate Dead, Create Undead, etc., gain a 
  +4 Enhancement bonus to Strength & Dexterity, and +2 hit-points per HD. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 142 
  Variant Class Features – Transmuter 
   
  Lvl 
  Transmuter 
   
   
  (PH p55) 
  Transmuter variant,  
  Enhance Attribute  
  (UA p59) 
  Transmuter variant,  
  Sudden Shift  
  (PH2 p70) 
  Transmuter variant,  
  Focus Caster 
  (DR348 p88) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Transmutation 
  +1 1st Transmutation spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Transmutation 
  +1 1st Transmutation spell/day  
  Enhance Attribute, 1/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Transmutation 
  +1 1st Transmutation spell/day  
  Sudden Shift 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Transmutation 
  +1 1st Transmutation spell/day  
  Focus Caster (least) 
  2 
   
   
   
   
  3 
  +1 2nd Transmutation spell/day 
  +1 2nd Transmutation spell/day 
  +1 2nd Transmutation spell/day 
  +1 2nd Transmutation spell/day 
  4 
   
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd Transmutation spell/day 
  Bonus Wizard Feat 
  +1 3rd Transmutation spell/day  
  Enhance Attribute, 2/day 
  Bonus Wizard Feat 
  +1 3rd Transmutation spell/day 
  Bonus Wizard Feat 
  +1 3rd Transmutation spell/day 
  6 
   
   
   
   
  7 
  +1 4th Transmutation spell/day 
  +1 4th Transmutation spell/day 
  +1 4th Transmutation spell/day 
  +1 4th Transmutation spell/day 
  Focus Caster (improved) 
  8 
   
   
   
   
  9 
  +1 5th Transmutation spell/day 
  +1 5th Transmutation spell/day 
  +1 5th Transmutation spell/day 
  +1 5th Transmutation spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat  
  Enhance Attribute, 3/day 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  11 
  +1 6th Transmutation spell/day 
  +1 6th Transmutation spell/day 
  +1 6th Transmutation spell/day 
  +1 6th Transmutation spell/day 
  12 
   
   
   
   
  13 
  +1 7th Transmutation spell/day 
  +1 7th Transmutation spell/day 
  +1 7th Transmutation spell/day 
  +1 7th Transmutation spell/day 
  14 
   
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th Transmutation spell/day 
  Bonus Wizard Feat 
  +1 8th Transmutation spell/day  
  Enhance Attribute, 4/day 
  Bonus Wizard Feat 
  +1 8th Transmutation spell/day 
  Bonus Wizard Feat 
  +1 8th Transmutation spell/day 
  Focus Caster (greater) 
  16 
   
   
   
   
  17 
  +1 9th Transmutation spell/day 
  +1 9th Transmutation spell/day 
  +1 9th Transmutation spell/day 
  +1 9th Transmutation spell/day 
  18 
   
   
   
   
  19 
   
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat  
  Enhance Attribute, 5/day 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
   
  Class Features 
   
   
  Enhance Attribute, n/day 
  Gain a +2 Enhancement bonus to one of your Ability scores for one minute per 
  Caster level.  Activated as a Swift Action. 
   
  Sudden Shift 
  You gain a Climb, Fly, or Swim speed equal to your Land speed as an 
  Immediate Action.  Lasts until the end of your turn.  Usable (Intelligence 
  modifier) times per day. 
   
  Focus Caster 
  A chosen masterwork-quality Instrument or Tool now become a required Focus 
  for all your spells.  The Focus has the following benefits / properties: 
  a) at 1st level, any non-Personal Transmutation spell you cast with at least 
  one target affects one extra target, but that target only has ½ duration. 
  b) at 7th level, any non-Personal Transmutation spell you cast with at least 
  one target affects one extra target, who now get the full duration. 
  c) at 15th level, one Transmutation spell per day that grants a bonus to an 
  Ability Score gives a 2x bonus (e.g., Bull’s Strength would give a +8 
  Enhancement bonus to Strength). 
  d) the Focus receives a  bonus to Hardness equal to ½ Caster level (max 2x 
  original Hardness) & bonus to hit-point equal to Caster level (max 2x 
  original hp). 
  e) if destroyed, you may replace the Focus with by bonding with a new 
  masterwork-quality (but not magical) object of the same type, spending 
  24 hours, and expending 100 gp of reagents; 
  f) if your Focus is a weapon or a shield, you are Proficient with it (but not 
  any other weapons / shields of the same type). 
  g) if you enchant your Focus, the XP & base materials cost are 10% less. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 143 
  Variant Class Features – Transmuter (continued) 
   
  Lvl 
  Transmuter 
   
   
  (PH p55) 
  Transmuter variant,  
  Spell Versatility 
  (UA p59)
  Transmuter variant,  
  Transmutable Memory(UA p59) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Transmutation 
  +1 1st Transmutation spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Transmutation 
  +1 1st Transmutation spell/day 
  Cast Prepared Arcane Intelligence-
  based spells from the Wizard list 
  Gain Feat: Scribe Scroll 
  Can summon a Familiar 
  Specialized in the School of 
  Transmutation 
  +1 1st Transmutation spell/day 
  2 
   
   
   
  3 
  +1 2nd Transmutation spell/day 
  +1 2nd Transmutation spell/day 
  +1 2nd Transmutation spell/day 
  4 
   
   
   
  5 
  Bonus Wizard Feat 
  +1 3rd Transmutation spell/day 
  Bonus Wizard Feat 
  +1 3rd Transmutation spell/day 
  Spell Versatility 
  Bonus Wizard Feat 
  +1 3rd Transmutation spell/day 
  Spontaneous Dispelling 
  6 
   
   
   
  7 
  +1 4th Transmutation spell/day 
  +1 4th Transmutation spell/day 
  +1 4th Transmutation spell/day 
  8 
   
   
   
  9 
  +1 5th Transmutation spell/day 
  +1 5th Transmutation spell/day 
  +1 5th Transmutation spell/day 
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat  
  Spell Versatility 
  Bonus Wizard Feat 
  11 
  +1 6th Transmutation spell/day 
  +1 6th Transmutation spell/day 
  +1 6th Transmutation spell/day 
  12 
   
   
   
  13 
  +1 7th Transmutation spell/day 
  +1 7th Transmutation spell/day 
  +1 7th Transmutation spell/day 
  14 
   
   
   
  15 
  Bonus Wizard Feat 
  +1 8th Transmutation spell/day 
  Bonus Wizard Feat 
  +1 8th Transmutation spell/day  
  Spell Versatility 
  Bonus Wizard Feat 
  +1 8th Transmutation spell/day 
  16 
   
   
   
  17 
  +1 9th Transmutation spell/day 
  +1 9th Transmutation spell/day 
  +1 9th Transmutation spell/day 
  18 
   
   
   
  19 
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat  
  Spell Versatility 
  Bonus Wizard Feat 
   
  Class Features 
   
  Spell Versatility 
  You may choose one Wizard spell of a level you can cast (including one from 
  your Prohibited school) and learn it as a Transmutation spell.  Once picked, 
  the spell cannot be changed. 
  For example, if your Prohibited school was Abjuration, at 5th level you could 
  learn Dispel Magic at a Transmutation spell. 
  Transmutable Memory 
  You may change Prepared spells into other Prepared spells once per day.  You 
  may change up to half your Class level of spell levels.  To do this, you must 
  meditate for a number of minutes equal to the number of spell levels being 
  changed.  If you are interrupted, you loose the old spells and do not gain the 
  new spells. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 144 
  Racial Substitution 
   
  Lvl 
  Wizard 
   
  (PH p55) 
  Changeling Wizard –  
  1st level substitution  
  (RoE p123) 
  Changeling Wizard – 
  5th level substitution  
  (RoE p123) 
  Changeling Wizard – 
  10th level substitution  
  (RoE p123) 
  Changeling Wizard – 
  all level substitutions  
  (RoE p123) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 4 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 4 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 4 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 4 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane 
  Intelligence-based spells from 
  the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Can summon a Familiar 
   
  Cast Prepared Arcane 
  Intelligence-based spells from 
  the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Dual Specialization 
  Can summon a Familiar  
  Cast Prepared Arcane 
  Intelligence-based spells from 
  the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Can summon a Familiar 
   
  Cast Prepared Arcane 
  Intelligence-based spells from 
  the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Can summon a Familiar 
   
  Cast Prepared Arcane 
  Intelligence-based spells from 
  the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Dual Specialization 
  Can summon a Familiar 
  2 
   
   
   
   
   
  3 
   
   
   
   
   
  4 
   
   
   
   
   
  5 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Limited Spell Knowledge 
  Morphic Familiar  
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Limited Spell Knowledge 
  Morphic Familiar  
  6 
   
   
   
   
   
  7 
   
   
   
   
   
  8 
   
   
   
   
   
  9 
   
   
   
   
   
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Limited Spell Knowledge 
  Override Transmutation  
  Bonus Wizard Feat 
  Limited Spell Knowledge 
  Override Transmutation  
  11 
   
   
   
   
   
  12 
   
   
   
   
   
  13 
   
   
   
   
   
  14 
   
   
   
   
   
  15 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  16 
   
   
   
   
   
  17 
   
   
   
   
   
  18 
   
   
   
   
   
  19 
   
   
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
   
  Changeling Wizard Class Features 
   
  Dual Specialization 
  Become specialized in Illusions and 
  Transmutation, but loose access to three schools 
  of magic from the following list:  Abjuration, 
  Conjuration, Enchantment, Evocation, 
  Necromancy. 
  +2 bonus on Spellcraft checks to learn Illusions 
  and Transmutation spells. 
  Able to prepare 1 extra spell per day from either 
  the School of Illusion or the School of 
  Transmutation at each level. 
  Limited Spell Knowledge 
  Instead of the normal two spells you gain at each 
  level, you gain three Illusion and/or 
  Transmutation spells. 
  Morphic Familiar 
  As a Full Round Action, your Familiar can change 
  into another type of familiar available to a 1st 
  level Wizard.  You loose the previous Familiar 
  Bonus (such as +3 bonus on Climb for a Lizard 
  familiar) and gain the bonus for your familiar’s 
  new form. 
  Override Transmutation 
  If you fail your saving throw on a Transmutation 
  spell or spell-like ability that has a duration of 
  greater than Instantaneous, you receive a second 
  saving throw one round later. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 145 
  Racial Substitution (continued) 
   
  Lvl 
  Wizard 
   
  (PH p55) 
  Elf Wizard –  
  1st level substitution  
  (RotW p157) 
  Elf Wizard –  
  3rd level substitution  
  (RotW p157) 
  Elf Wizard –  
  5th level substitution  
  (RotW p157) 
  Elf Wizard –  
  all level substitutions 
  (RotW p157) 
  Class Features 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Search, 
  Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Search, 
  Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Search, 
  Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Search, 
  Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane 
  Intelligence-based spells 
  from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Can summon a Familiar 
  – Share Spells 
  – Empathic Link 
  – gains Improved Evasion 
  – Master gains Alertness  
  Cast Prepared Arcane 
  Intelligence-based spells 
  from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Generalist Wizardry 
  Can summon a Familiar 
  – Share Spells 
  – Empathic Link 
  – gains Improved Evasion 
  – Master gains Alertness  
  Cast Prepared Arcane 
  Intelligence-based spells 
  from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Can summon a Familiar 
  – Share Spells 
  – Empathic Link 
  – gains Improved Evasion 
  – Master gains Alertness  
  Cast Prepared Arcane 
  Intelligence-based spells 
  from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Can summon a Familiar 
  – Share Spells 
  – Empathic Link 
  – gains Improved Evasion 
  – Master gains Alertness  
  Cast Prepared Arcane 
  Intelligence-based spells 
  from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Can summon a Familiar 
  – Share Spells 
  – Empathic Link 
  – gains Improved Evasion 
  – Master gains Alertness  
  2 
   
   
   
   
   
  3 
  Familiar – Touch Spells 
  Familiar – Touch Spells 
  Familiar – Touch Spells 
  Natural Link 
  Familiar – Touch Spells 
  Familiar – Touch Spells 
  4 
   
   
   
   
   
  5 
  Bonus Wizard Feat 
  Familiar – speak with Master 
  Bonus Wizard Feat 
  Familiar – speak with Master 
  Bonus Wizard Feat 
  Familiar – speak with Master 
  Bonus Wizard Feat 
  Bow Feat 
  Familiar – speak with Master 
  Bonus Wizard Feat 
  Familiar – speak with Master 
  6 
   
   
   
   
   
  7 
  Familiar – Animal Speech 
  Familiar – Animal Speech 
  Familiar – Animal Speech 
  Familiar – Animal Speech 
  Familiar – Animal Speech 
  8 
   
   
   
   
   
  9 
   
   
   
   
   
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  11 
  Familiar – gains SR 
  Familiar – gains SR 
  Familiar – gains SR 
  Familiar – gains SR 
  Familiar – gains SR 
  12 
   
   
   
   
   
  13 
  Familiar – Scry  
  Familiar – Scry  
  Familiar – Scry  
  Familiar – Scry  
  Familiar – Scry  
  14 
   
   
   
   
   
  15 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  16 
   
   
   
   
   
  17 
   
   
   
   
   
  18 
   
   
   
   
   
  19 
   
   
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
   
  Elf Wizard Class Abilities 
   
  Generalist Wizardry 
  1. On Wizard level where you gain a new spell level, you gain an additional spell in your book for free. 
  2. You may prepare one additional spell of your highest spell level each day. 
   
  Natural Link 
  When your Familiar is within arm’s reach, you gain double the normal skill, saving throw, or hit point bonus your Familiar normally grants you (i.e., a Weasel 
  familiar would grant a +4 bonus on Reflex saves, etc.). 
   
  Bow Feat 
  Choose one of the following Feats (you must meet the prerequisites):  Defensive Archery, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow), Weapon Focus (shortbow). 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 146 
  Racial Substitution (continued) 
   
  Lvl 
  Wizard 
   
  (PH p55) 
  Gnome Illusionist –  
  1st level substitution  
  (RoS p148) 
  Gnome Illusionist –  
  5th level substitution  
  (RoS p148) 
  Gnome Illusionist –  
  10th level substitution  
  (RoS p148) 
  Gnome Illusionist –  
  all level substitutions  
  (RoS p148) 
  In-Class Skills 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane 
  Intelligence-based spells from 
  the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Can summon a Familiar 
   
  Cast Prepared Arcane 
  Intelligence-based spells from 
  the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic. 
  Specialized in the School of 
  Illusions 
  Can summon a Familiar 
  Gnome Illusion Spells 
  Cast Prepared Arcane 
  Intelligence-based spells from 
  the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic. 
  Specialized in the School of 
  Illusions 
  Can summon a Familiar 
  Cast Prepared Arcane 
  Intelligence-based spells from 
  the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic. 
  Specialized in the School of 
  Illusions 
  Can summon a Familiar 
  Cast Prepared Arcane 
  Intelligence-based spells from 
  the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic. 
  Specialized in the School of 
  Illusions 
  Can summon a Familiar  
  Gnome Illusion Spells 
  2 
   
   
   
   
   
  3 
   
   
   
   
   
  4 
   
   
   
   
   
  5 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat  
  Extended Illusions 
  Bonus Wizard Feat 
  Bonus Wizard Feat  
  Extended Illusions 
  6 
   
   
   
   
   
  7 
   
   
   
   
   
  8 
   
   
   
   
   
  9 
   
   
   
   
   
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat  
  Insidious Illusions 
  Bonus Wizard Feat  
  Extended Illusions 
  11 
   
   
   
   
   
  12 
   
   
   
   
   
  13 
   
   
   
   
   
  14 
   
   
   
   
   
  15 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  16 
   
   
   
   
   
  17 
   
   
   
   
   
  18 
   
   
   
   
   
  19 
   
   
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
   
  Gnome Illusionist Class Features 
   
  Gnome Illusion Spells 
  1. All your Racial Spell-Like abilities are cast at 
  your Wizard level (instead of at 1st level). 
  2. You gain access some Illusion spells at an earlier 
  level than normal (indicated below): 
  0th – Silent Image, Ventriloquism. 
  1st – Leomund’s Trap, Minor Image. 
  2nd – Illusory Script, Major Image. 
  3rd – Illusory Wall. 
  4th – Persistent Image. 
  5th – Programmed Image. 
  3. Choose one of the following School (may not be 
  one of your Prohibited Schools):  Conjuration, 
  Evocation, Transmutation.  You cast spells from 
  this School at –1 Caster level.  At 1st level, you 
  may not cast spells from this School at all. 
  Extend Illusions 
  All your Illusion spells last longer than normal: 
  Normal Duration New Duration 
  Example 
  Concentration 
  Concentration+1d4 
  Silent Image 
  Concentration+N Condentration+2N 
  Minor Image 
  Instantaneous 
  <unchanged> 
  Nightmare 
  <others> 
  2 x Normal Duration Mirror Image 
  Insidious Illusions 
  In order to see through or detect one of your 
  Illusions with a Divination spell, spell-like 
  ability, or magic item, your opponent must make 
  a Caster level check vs. DC (11 + your Caster 
  level). 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Wizard Variants 
   
  Page 147 
  Racial Substitution (continued) 
   
  Lvl 
  Wizard 
   
  (PH p55) 
  Halfling Wizard –  
  3rd level substitution  
  (DR336 p102) 
  Halfling Wizard –  
  5th level substitution  
  (DR336 p102) 
  Halfling Wizard –  
  12th level substitution  
  (DR336 p102) 
  Halfling Wizard –  
  all level substitutions 
  (DR336 p102) 
  Class Features 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d4 
  Armor: 
  — 
  Weapons: 
  Club, Dagger, 
  Crossbow, 
  Quarterstaff 
  Skill Points: 2 
  Con: Concentration. 
  Int: Craft, Decipher Script, 
  Know(any), Spellcraft. 
  Wis: Profession. 
  1 
  Cast Prepared Arcane 
  Intelligence-based spells 
  from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Can summon a Familiar 
  Cast Prepared Arcane 
  Intelligence-based spells 
  from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Can summon a Familiar 
  Cast Prepared Arcane 
  Intelligence-based spells 
  from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Can summon a Familiar 
  Cast Prepared Arcane 
  Intelligence-based spells 
  from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Can summon a Familiar 
  Cast Prepared Arcane 
  Intelligence-based spells 
  from the Wizard list 
  Gain Feat: Scribe Scroll. 
  May specialize in a school of 
  magic 
  Can summon a Familiar 
  2 
   
   
   
   
   
  3 
   
  Alternative Spell 
   
   
  Alternative Spell 
  4 
   
   
   
   
   
  5 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat  
  Lore 
  Bonus Wizard Feat 
  Bonus Wizard Feat  
  Lore 
  6 
   
   
   
   
   
  7 
   
   
   
   
   
  8 
   
   
   
   
   
  9 
   
   
   
   
   
  10 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  11 
   
   
   
   
   
  12 
   
   
   
  Greater Alternative Spell 
  Greater Alternative Spell 
  13 
   
   
   
   
   
  14 
   
   
   
   
   
  15 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  16 
   
   
   
   
   
  17 
   
   
   
   
   
  18 
   
   
   
   
   
  19 
   
   
   
   
   
  20 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
  Bonus Wizard Feat 
   
  Halfling Wizard Class Abilities 
   
  Alternative Spell 
  Gain one spell from any class’ 1st level spell list.  If it is not on the Wizard spell list, treat it as a 2nd level spell. 
  You loose the two automatic spells added to your spell book this level. 
   
  Lore 
  You may make Bardic Knowledge checks, based on your Wizard level and your Intelligence modifier. 
  You loose the two automatic spells added to your spell book this level. 
   
  Greater Alternative Spell 
  Gain one spell from any class’ 5th level or lower spell list.  If it is on the Wizard spell list, it is learned at the normal level (even if available at a lower level by 
  another class).  Otherwise, treat the spell as one level higher than it is on the target spell list. 
  You loose the two automatic spells added to your spell book this level. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Beguiler 
   
  Page 148 
  New Base Classes 
   
  Beguiler 
   (PH2 p6) 
   
  Class Features 
  Alignment: any 
  Combat: 
  Wizard  
  Good Save: Will 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple + Hand Crossbow, 
  Rapier, Shortbow, Short 
  Sword 
  Skill Points: 6 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Open Lock, 
  Sleight of Hand, Tumble. 
  Con: Concentration. 
  Int: Appraise, Decipher Script, 
  Disable Device, Forgery, 
  Know(arcana), Know(local), 
  Search, Spellcraft. 
  Wis: Listen, Profession, Sense Motive, 
  Spot. 
  Cha: Bluff, Diplomacy, Disguise, 
  Gather Info., Use Magic Device. 
  Speak Language 
  Spells per Day 
   0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
  1 
  Armored Mage (light armor) 
  Trapfinding 
   5 3 – – – – – – – – 
  2 
  Cloaked Casting (+1 DC) 
  Surprise Casting 
   6 4 – – – – – – – – 
  3 
  Advanced Learning 
   6 5 – – – – – – – – 
  4 
  — 
   6 6 3 – – – – – – – 
  5 
  Feat: Silent Spell 
   6 6 4 – – – – – – – 
  6 
  Surprise Casting (move action) 
   6 6 5 3 – – – – – – 
  7 
  Advanced Learning 
   6 6 6 4 – – – – – – 
  8 
  Cloaked Casting (+2 to overcome SR) 
   6 6 6 5 3 – – – – – 
  9 
  — 
   6 6 6 6 4 – – – – – 
  10 
  Feat: Still Spell 
   6 6 6 6 5 3 – – – – 
  11 
  Advanced Learning 
   6 6 6 6 6 4 – – – – 
  12 
  — 
   6 6 6 6 6 5 3 – – – 
  13 
  — 
   6 6 6 6 6 6 4 – – – 
  14 
  Cloaked Casting (+2 DC) 
   6 6 6 6 6 6 5 3 – – 
  15 
  Advanced Learning 
   6 6 6 6 6 6 6 4 – – 
  16 
  — 
   6 6 6 6 6 6 6 5 3 – 
  17 
  — 
   6 6 6 6 6 6 6 6 4 — 
  18 
  — 
   6 6 6 6 6 6 6 6 5 3 
  19 
  Advanced Learning 
   6 6 6 6 6 6 6 6 6 4 
  20 
  Cloaked Casting (overcomes SR) 
   6 6 6 6 6 6 6 6 6 5 
   
  Class Features: 
  Spellcasting – Able to cast Spontaneous Intelligence-based Arcane spell from the Beguiler spell list (see page 174). 
  Armored Mage (light armor) – A Beguiler ignores the Arcane Failure chance of Light Armor when casting Beguiler spells. 
  Cloaked Casting – when casting a spell on an opponent that would be denied a Dexterity bonus to AC (typically because he/she is unaware of you, due to a Feint in 
  Combat, etc.), you receive the indicated bonus.  At 20th level, you automatically overcome the target’s Spell Resistance. 
  Surprise Casting – by using Feint in Combat, your opponent looses his/her Dexterity bonus to AC against you for your next attack or next spell, as long as it is cast 
  by the end of your next round.  You must stay in melee with the target, so your opponent still is allowed an Attack of Opportunity against you if you do not cast 
  defensively. 
  At 6th level, you may Feint in Combat as a Move Action (instead of a Standard Action).  If you have Feat: Improved Feint, you may Feint as a Swift Action. 
  Advanced Learning – you may permanently add one Sorcerer / Wizard spell of the Enchantment or Illusion School to your Beguiler spell list.  Its spell level may 
  not be higher than the highest level Beguiler spell you can currently cast. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Duskblade 
   
  Page 149 
  Duskblade 
   (PH2 p19) 
   
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str: Climb, Jump, Swim. 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(any), Spellcraft. 
  Wis: Sense Motive. 
    
  Spells Per Day 
   0th 1st 2nd 3rd 4th 5th 
  1 
  Arcane Attunement 
  Armored Mage (light armor & shield) 
   3 2 – – – – 
  2 
  Feat: Combat Casting 
   4 3 – – – – 
  3 
  Arcane Channeling (standard attack) 
   5 4 – – – – 
  4 
  Armored Mage (medium armor) 
   6 5 – – – – 
  5 
  Quick Cast, 1/day 
   6 5 2 – – – 
  6 
  Spell Power +2 
   6 7 3 – – – 
  7 
  Armored Mage (heavy shield) 
   6 6 5 – – – 
  8 
  — 
   6 7 6 – – – 
  9 
  — 
   6 7 6 2 – – 
  10 
  Quick Cast, 1/day 
   6 8 7 3 – – 
  11 
  Spell Power +3 
   6 8 7 5 – – 
  12 
  — 
   6 8 8 6 – – 
  13 
  Arcane Channeling (full attack) 
   6 9 8 6 2 – 
  14 
  — 
   6 9 8 7 3 – 
  15 
  Quick Cast, 2/day 
   6 9 8 7 5 – 
  16 
  Spell Power +4 
   6 9 9 8 6 – 
  17 
  — 
   6 10 9 8 6 2 
  18 
  Spell Power +5 
   6 10 9 8 7 3 
  19 
  — 
   6 10 10 9 7 5 
  20 
  Quick Cast, 2/day 
   6 10 10 10 8 6 
   
  Class Features: 
  Spellcasting – Able to cast Spontaneous Intelligence-based Arcane spell from the Duskblade spell list (see page 180).  At 1st level, a Duskblade knows two 0th level 
  spells and two 1st level spells.  Each subsequent levels, a Duskblade leans one spell of any level  he/she can cast.  Starting at 5th level (and every odd-numbered 
  level afterwards), a Duskblade may replace one Known spell with another of the same level and they both must two levels below the highest the Duskblade is 
  able to cast). 
  Arcane Attunement – Able to cast the following as Spell-like Abilities:  Dancing Lights, Detect Magic, Flare, Ghost Sound, & Read Magic.  Castable 3 + 
  Intelligence modifier times per day total.  Does not count against the normal spell per day. 
  Armored Mage (xxx) – A Duskblade ignores the Arcane Failure chance of certain types of armors when casting Duskblade spells: 
  1st – Light Armor & Light Shields 
  4th – Medium Armor 
  7th – Heavy Shields 
  Arcane Channeling (standard attack) – As a Standard Attack, a Duskblade may cast a ‘touch attack’ spell and deliver the spell through a melee weapon attack.  This 
  action does not provoke an Attack of Opportunity.  The spell’s casting time must be no more than 1 Standard Action. 
  Quick Cast, N/day – The Duskblade may reduce the cast time of N spells per day to 1 Swift Action.  The spell must have a casting time of 1 Standard Action. 
  Arcane Channeling (full attack) – As a Full Round Attack, a Duskblade may cast a ‘touch attack’ spell and deliver the spell through every attack that is part of a 
  Full Round Attack.  This action does not provoke an Attack of Opportunity.  The spell’s casting time must be no more than 1 Standard Action.  The ‘touch 
  attack’ spell’s duration is reduced down to 1 round when used this way. 
  Spell Power +N – If a Duskblade has injured an opponent in melee the current battle, he/she receives a +N bonus on checks to overcome the Spell Resistance of 
  that creature for the duration of the encounter. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Dragon Shaman 
   
  Page 150 
  Dragon Shaman 
  (PH2 p11) 
   
  Lvl 
  Black Dragon Shaman  
  Blue Dragon Shaman  
  Brass Dragon Shaman  
  Bronze Dragon Shaman  Copper Dragon Shaman 
  Class Features 
  Alignment: CN, NE, CE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  TBD 
  Armor: 
  Light, Medium, 
  Shield 
  Weapons: 
  Simple 
  Skill Points: 2 
  Str: Climb, Swim. 
  Dex: Hide, Move Silently. 
  Int: Craft, Know(nature), 
  Search. 
  Cha: Intimidate. 
  Alignment: LN, LE, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  TBD 
  Armor: 
  Light, Medium, 
  Shield 
  Weapons: 
  Simple 
  Skill Points: 2 
  Str: Climb. 
  Dex: Hide. 
  Int: Craft, Know(nature), 
  Search, Spellcraft. 
  Cha: Bluff, Intimidate. 
  Alignment: NG, CG, CN 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  TBD 
  Armor: 
  Light, Medium, 
  Shield 
  Weapons: 
  Simple 
  Skill Points: 2 
  Str: Climb. 
  Int: Craft, Know(nature), 
  Search. 
  Wis:  Survival. 
  Cha: Bluff, Gather Info., 
  Intimidate. 
  Alignment: LG, NG, LN 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  TBD 
  Armor: 
  Light, Medium, 
  Shield 
  Weapons: 
  Simple 
  Skill Points: 2 
  Str: Climb, Swim. 
  Int: Craft, Know(nature), 
  Search. 
  Wis:  Survival. 
  Cha: Disguise, Intimidate. 
  Alignment: NG, CG, CN 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  TBD 
  Armor: 
  Light, Medium, 
  Shield 
  Weapons: 
  Simple 
  Skill Points: 2 
  Str: Climb, Jump. 
  Dex: Hide. 
  Int: Craft, Know(nature), 
  Search. 
  Cha: Bluff, Intimidate. 
  1 
  Draconic Aura +1 
  Draconic Auras Known:  3 
  Draconic Aura +1 
  Draconic Auras Known:  3 
  Draconic Aura +1 
  Draconic Auras Known:  3 
  Draconic Aura +1 
  Draconic Auras Known:  3 
  Draconic Aura +1 
  Draconic Auras Known:  3 
  2 
  Skill Focus (Hide or Move 
  Silently or Swim) 
  Draconic Auras Known:  4 
  Skill Focus (Bluff or Hide or 
  Spellcraft) 
  Draconic Auras Known:  4 
  Skill Focus (Bluff or Gather 
  Info or Survival) 
  Draconic Auras Known:  4 
  Skill Focus (Disguise or 
  Survival or Swim) 
  Draconic Auras Known:  4 
  Skill Focus (Bluff or Hide or 
  Jump) 
  Draconic Auras Known:  4 
  3 
  Draconic Adaptation – Water 
  Breathing, always on 
  Draconic Adaptation – 
  Ventriloquism, at will 
  Draconic Adaptation – Endure 
  Elements (self only), at will 
  Draconic Adaptation – Water 
  Breathing, always on 
  Draconic Adaptation – Spider 
  Climb (self only), at will 
  4 
  Breath Weapon, 2d6 Acid in a 
  30’Line 
  Draconic Resolve 
  Breath Weapon, 2d6 Electricity 
  in a 30’ Line 
  Draconic Resolve 
  Breath Weapon, 2d6 Fire in a 
  30’ Line 
  Draconic Resolve 
  Breath Weapon, 2d6 Electricity 
  in a 30’ Line 
  Draconic Resolve 
  Breath Weapon, 2d6 Acid in a 
  30’Line 
  Draconic Resolve 
  5 
  Draconic Aura +2 
  Draconic Auras Known:  5 
  Draconic Aura +2 
  Draconic Auras Known:  5 
  Draconic Aura +2 
  Draconic Auras Known:  5 
  Draconic Aura +2 
  Draconic Auras Known:  5 
  Draconic Aura +2 
  Draconic Auras Known:  5 
  6 
  Breath Weapon, 3d6 Acid in a 
  30’Line 
  Touch of Vitality (heal wounds) 
  Breath Weapon, 3d6 Electricity 
  in a 30’ Line 
  Touch of Vitality (heal wounds)
  Breath Weapon, 3d6 Fire in a 
  30’ Line 
  Touch of Vitality (heal wounds)
  Breath Weapon, 3d6 Electricity 
  in a 30’ Line 
  Touch of Vitality (heal wounds) 
  Breath Weapon, 3d6 Acid in a 
  30’Line 
  Touch of Vitality (heal wounds)
  7 
  Draconic Auras Known:  6 
  Natural Armor +1 
  Draconic Auras Known:  6 
  Natural Armor +1 
  Draconic Auras Known:  6 
  Natural Armor +1 
  Draconic Auras Known:  6 
  Natural Armor +1 
  Draconic Auras Known:  6 
  Natural Armor +1 
  8 
  Breath Weapon, 4d6 Acid in a 
  30’Line 
  Skill Focus (Hide or Move 
  Silently or Swim) 
  Breath Weapon, 4d6 Electricity 
  in a 30’ Line 
  Skill Focus (Bluff or Hide or 
  Spellcraft) 
  Breath Weapon, 4d6 Fire in a 
  30’ Line 
  Skill Focus (Bluff or Gather 
  Info or Survival) 
  Breath Weapon, 4d6 Electricity 
  in a 30’ Line 
  Skill Focus (Disguise or 
  Survival or Swim) 
  Breath Weapon, 4d6 Acid in a 
  30’Line 
  Skill Focus (Bluff or Hide or 
  Jump) 
  9 
  Immunity to Acid 
  Draconic Auras Known:  7 
  Immunity to Electricity 
  Draconic Auras Known:  7 
  Immunity to Fire 
  Draconic Auras Known:  7 
  Immunity to Electricity 
  Draconic Auras Known:  7 
  Immunity to Acid 
  Draconic Auras Known:  7 
  10 
  Breath Weapon, 5d6 Acid in a 
  30’Line 
  Draconic Aura +3 
  Breath Weapon, 5d6 Electricity 
  in a 30’ Line 
  Draconic Aura +3 
  Breath Weapon, 5d6 Fire in a 
  30’ Line 
  Draconic Aura +3 
  Breath Weapon, 5d6 Electricity 
  in a 30’ Line 
  Draconic Aura +3 
  Breath Weapon, 5d6 Acid in a 
  30’Line 
  Draconic Aura +3 
  11 
  Touch of Vitality (remove 
  conditions) 
  Touch of Vitality (remove 
  conditions) 
  Touch of Vitality (remove 
  conditions) 
  Touch of Vitality (remove 
  conditions) 
  Touch of Vitality (remove 
  conditions) 
  12 
  Breath Weapon, 6d6 Acid in a 
  60’Line 
  Natural Armor +2 
  Breath Weapon, 6d6 Electricity 
  in a 60’ Line 
  Natural Armor +2 
  Breath Weapon, 6d6 Fire in a 
  60’ Line 
  Natural Armor +2 
  Breath Weapon, 6d6 Electricity 
  in a 60’ Line 
  Natural Armor +2 
  Breath Weapon, 6d6 Acid in a 
  60’Line 
  Natural Armor +2 
  13 
  Draconic Adaptation (share 
  with allies) 
  Draconic Adaptation (share 
  with allies) 
  Draconic Adaptation (share 
  with allies) 
  Draconic Adaptation (share 
  with allies) 
  Draconic Adaptation (share 
  with allies) 
  14 
  Breath Weapon, 7d6 Acid in a 
  60’Line 
  Commune with Dragon Spirit 
  Breath Weapon, 7d6 Electricity 
  in a 60’ Line 
  Commune with Dragon Spirit 
  Breath Weapon, 7d6 Fire in a 
  60’ Line 
  Commune with Dragon Spirit 
  Breath Weapon, 7d6 Electricity 
  in a 60’ Line 
  Commune with Dragon Spirit 
  Breath Weapon, 7d6 Acid in a 
  60’Line 
  Commune with Dragon Spirit 
  15 
  Draconic Aura +4 
  Draconic Aura +4 
  Draconic Aura +4 
  Draconic Aura +4 
  Draconic Aura +4 
  16 
  Breath Weapon, 8d6 Acid in a 
  60’Line 
  Skill Focus (Hide or Move 
  Silently or Swim) 
  Breath Weapon, 8d6 Electricity 
  in a 60’ Line 
  Skill Focus (Bluff or Hide or 
  Spellcraft) 
  Breath Weapon, 8d6 Fire in a 
  60’ Line 
  Skill Focus (Bluff or Gather 
  Info or Survival) 
  Breath Weapon, 8d6 Electricity 
  in a 60’ Line 
  Skill Focus (Disguise or 
  Survival or Swim) 
  Breath Weapon, 8d6 Acid in a 
  60’Line 
  Skill Focus (Bluff or Hide or 
  Jump) 
  17 
  Natural Armor +3 
  Natural Armor +3 
  Natural Armor +3 
  Natural Armor +3 
  Natural Armor +3 
  18 
  Breath Weapon, 9d6 Acid in a 
  60’Line 
  Breath Weapon, 9d6 Electricity 
  in a 60’ Line 
  Breath Weapon, 9d6 Fire in a 
  60’ Line 
  Breath Weapon, 9d6 Electricity 
  in a 60’ Line 
  Breath Weapon, 9d6 Acid in a 
  60’Line 
  19 
  Draconic Wings 
  Draconic Wings 
  Draconic Wings 
  Draconic Wings 
  Draconic Wings 
  20 
  Breath Weapon, 10d6 Acid in a 
  120’Line 
  Draconic Aura +5 
  Breath Weapon, 10d6 
  Electricity in a 120’ Line 
  Draconic Aura +5 
  Breath Weapon, 10d6 Fire in a 
  120’ Line 
  Draconic Aura +5 
  Breath Weapon, 10d6 
  Electricity in a 120’ Line 
  Draconic Aura +5 
  Breath Weapon, 10d6 Acid in a 
  120’Line 
  Draconic Aura +5 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Dragon Shaman 
   
  Page 151 
  Dragon Shaman (continued) 
   
  Lvl 
  Gold Dragon Shaman  
  Green Dragon Shaman  
  Red Dragon Shaman  
  Silver Dragon Shaman  
  White Dragon Shaman  
  Class Features 
  Alignment: LG, NG, LN 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  TBD 
  Armor: 
  Light, Medium, 
  Shield 
  Weapons: 
  Simple 
  Skill Points: 2 
  Str: Climb, Swim. 
  Dex: Hide, Move Silently. 
  Int: Craft, Know(nature), 
  Search. 
  Wis: Heal. 
  Cha: Disguise, Intimidate. 
  Alignment: LN, LE, NE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  TBD 
  Armor: 
  Light, Medium, 
  Shield 
  Weapons: 
  Simple 
  Skill Points: 2 
  Str: Climb. 
  Dex: Hide, Move Silently. 
  Int: Craft, Know(nature), 
  Search. 
  Cha: Bluff, Intimidate. 
  Alignment: CN, NE, CE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  TBD 
  Armor: 
  Light, Medium, 
  Shield 
  Weapons: 
  Simple 
  Skill Points: 2 
  Str: Climb, Jump. 
  Int: Appraise, Craft, 
  Know(nature), Search. 
  Cha: Bluff, Intimidate. 
  Alignment: LG, NG, LN 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  TBD 
  Armor: 
  Light, Medium, 
  Shield 
  Weapons: 
  Simple 
  Skill Points: 2 
  Str: Climb, Jump. 
  Int: Craft, Know(nature), 
  Search. 
  Cha: Bluff, Disguise, 
  Intimidate. 
  Alignment: CN, NE, CE 
  Combat: 
  Rogue 
  Good Save: Fort, Will 
  Hit-Die: 
  TBD 
  Armor: 
  Light, Medium, 
  Shield 
  Weapons: 
  Simple 
  Skill Points: 2 
  Str: Climb, Swim. 
  Dex: Hide, Move Silently. 
  Int: Craft, Know(nature), 
  Search. 
  Cha: Intimidate. 
  1 
  Draconic Aura +1 
  Draconic Auras Known:  3 
  Draconic Aura +1 
  Draconic Auras Known:  3 
  Draconic Aura +1 
  Draconic Auras Known:  3 
  Draconic Aura +1 
  Draconic Auras Known:  3 
  Draconic Aura +1 
  Draconic Auras Known:  3 
  2 
  Skill Focus (Disguise or Heal or 
  Swim) 
  Draconic Auras Known:  4 
  Skill Focus (Bluff or Hide or 
  Move Silently) 
  Draconic Auras Known:  4 
  Skill Focus (Appraise or Bluff 
  or Jump) 
  Draconic Auras Known:  4 
  Skill Focus (Bluff or Disguise 
  or Jump) 
  Draconic Auras Known:  4 
  Skill Focus (Hide or Move 
  Silently or Swim) 
  Draconic Auras Known:  4 
  3 
  Draconic Adaptation – Water 
  Breathing, always on 
  Draconic Adaptation – Water 
  Breathing, always on 
  Draconic Adaptation – +5 
  Competence bonus on 
  Appraise & Search checks. 
  Draconic Adaptation – Feather 
  Fall (self only), at will 
  Draconic Adaptation – 
  Icewalker (may walk across 
  icy surfaces without reducing 
  speed or Balance checks) 
  4 
  Breath Weapon, 2d6 Fire in a 
  15’ Cone 
  Draconic Resolve 
  Breath Weapon, 2d6 Acid in a 
  15’ Cone 
  Draconic Resolve 
  Breath Weapon, 2d6 Fire in a 
  15’ Cone 
  Draconic Resolve 
  Breath Weapon, 2d6 Cold in a 
  15’ Cone 
  Draconic Resolve 
  Breath Weapon, 2d6 Cold in a 
  15’ Cone 
  Draconic Resolve 
  5 
  Draconic Aura +2 
  Draconic Auras Known:  5 
  Draconic Aura +2 
  Draconic Auras Known:  5 
  Draconic Aura +2 
  Draconic Auras Known:  5 
  Draconic Aura +2 
  Draconic Auras Known:  5 
  Draconic Aura +2 
  Draconic Auras Known:  5 
  6 
  Breath Weapon, 3d6 Fire in a 
  15’ Cone 
  Touch of Vitality (heal wounds) 
  Breath Weapon, 3d6 Acid in a 
  15’ Cone 
  Touch of Vitality (heal wounds)
  Breath Weapon, 3d6 Fire in a 
  15’ Cone 
  Touch of Vitality (heal wounds)
  Breath Weapon, 3d6 Cold in a 
  15’ Cone 
  Touch of Vitality (heal wounds) 
  Breath Weapon, 3d6 Cold in a 
  15’ Cone 
  Touch of Vitality (heal wounds)
  7 
  Draconic Auras Known:  6 
  Natural Armor +1 
  Draconic Auras Known:  6 
  Natural Armor +1 
  Draconic Auras Known:  6 
  Natural Armor +1 
  Draconic Auras Known:  6 
  Natural Armor +1 
  Draconic Auras Known:  6 
  Natural Armor +1 
  8 
  Breath Weapon, 4d6 Fire in a 
  15’ Cone 
  Skill Focus (Disguise or Heal or 
  Swim) 
  Breath Weapon, 4d6 Acid in a 
  15’ Cone 
  Skill Focus (Bluff or Hide or 
  Move Silently) 
  Breath Weapon, 4d6 Fire in a 
  15’ Cone 
  Skill Focus (Appraise or Bluff 
  or Jump) 
  Breath Weapon, 4d6 Cold in a 
  15’ Cone 
  Skill Focus (Bluff or Disguise 
  or Jump) 
  Breath Weapon, 4d6 Cold in a 
  15’ Cone 
  Skill Focus (Hide or Move 
  Silently or Swim) 
  9 
  Immunity to Fire 
  Draconic Auras Known:  7 
  Immunity to Acid 
  Draconic Auras Known:  7 
  Immunity to Fire 
  Draconic Auras Known:  7 
  Immunity to Cold 
  Draconic Auras Known:  7 
  Immunity to Cold 
  Draconic Auras Known:  7 
  10 
  Breath Weapon, 5d6 Fire in a 
  15’ Cone 
  Draconic Aura +3 
  Breath Weapon, 5d6 Acid in a 
  15’ Cone 
  Draconic Aura +3 
  Breath Weapon, 5d6 Fire in a 
  15’ Cone 
  Draconic Aura +3 
  Breath Weapon, 5d6 Cold in a 
  15’ Cone 
  Draconic Aura +3 
  Breath Weapon, 5d6 Cold in a 
  15’ Cone 
  Draconic Aura +3 
  11 
  Touch of Vitality (remove 
  conditions) 
  Touch of Vitality (remove 
  conditions) 
  Touch of Vitality (remove 
  conditions) 
  Touch of Vitality (remove 
  conditions) 
  Touch of Vitality (remove 
  conditions) 
  12 
  Breath Weapon, 6d6 Fire in a 
  30’ Cone 
  Natural Armor +2 
  Breath Weapon, 6d6 Acid in a 
  30’ Cone 
  Natural Armor +2 
  Breath Weapon, 6d6 Fire in a 
  30’ Cone 
  Natural Armor +2 
  Breath Weapon, 6d6 Cold in a 
  30’ Cone 
  Natural Armor +2 
  Breath Weapon, 6d6 Cold in a 
  30’ Cone 
  Natural Armor +2 
  13 
  Draconic Adaptation (share 
  with allies) 
  Draconic Adaptation (share 
  with allies) 
  Draconic Adaptation (share 
  with allies) 
  Draconic Adaptation (share 
  with allies) 
  Draconic Adaptation (share 
  with allies) 
  14 
  Breath Weapon, 7d6 Fire in a 
  30’ Cone 
  Commune with Dragon Spirit 
  Breath Weapon, 7d6 Acid in a 
  30’ Cone 
  Commune with Dragon Spirit 
  Breath Weapon, 7d6 Fire in a 
  30’ Cone 
  Commune with Dragon Spirit 
  Breath Weapon, 7d6 Cold in a 
  30’ Cone 
  Commune with Dragon Spirit 
  Breath Weapon, 7d6 Cold in a 
  30’ Cone 
  Commune with Dragon Spirit 
  15 
  Draconic Aura +4 
  Draconic Aura +4 
  Draconic Aura +4 
  Draconic Aura +4 
  Draconic Aura +4 
  16 
  Breath Weapon, 8d6 Fire in a 
  30’ Cone 
  Skill Focus (Disguise or Heal or 
  Swim) 
  Breath Weapon, 8d6 Acid in a 
  30’ Cone 
  Skill Focus (Bluff or Hide or 
  Move Silently) 
  Breath Weapon, 8d6 Fire in a 
  30’ Cone 
  Skill Focus (Appraise or Bluff 
  or Jump) 
  Breath Weapon, 8d6 Cold in a 
  30’ Cone 
  Skill Focus (Bluff or Disguise 
  or Jump) 
  Breath Weapon, 8d6 Cold in a 
  30’ Cone 
  Skill Focus (Hide or Move 
  Silently or Swim) 
  17 
  Natural Armor +3 
  Natural Armor +3 
  Natural Armor +3 
  Natural Armor +3 
  Natural Armor +3 
  18 
  Breath Weapon, 9d6 Fire in a 
  30’ Cone 
  Breath Weapon, 9d6 Acid in a 
  30’ Cone 
  Breath Weapon, 9d6 Fire in a 
  30’ Cone 
  Breath Weapon, 9d6 Cold in a 
  30’ Cone 
  Breath Weapon, 9d6 Cold in a 
  30’ Cone 
  19 
  Draconic Wings 
  Draconic Wings 
  Draconic Wings 
  Draconic Wings 
  Draconic Wings 
  20 
  Breath Weapon, 10d6 Fire in a 
  60’ Cone 
  Draconic Aura +5 
  Breath Weapon, 10d6 Acid in a 
  60’ Cone 
  Draconic Aura +5 
  Breath Weapon, 10d6 Fire in a 
  60’ Cone 
  Draconic Aura +5 
  Breath Weapon, 10d6 Cold in a 
  60’ Cone 
  Draconic Aura +5 
  Breath Weapon, 10d6 Cold in a 
  60’ Cone 
  Draconic Aura +5 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Dragon Shaman 
   
  Page 152 
  Dragon Shaman (continued) 
   
  Class Features: 
  Draconic Aura +N – You and all allies within a 30’ radius Emanation gain benefits from one of the following Auras.  Activated, suppressed, or swapped as a Swift 
  Action.  Only one Aura may be active at a time.  No duration, though you must be conscious.  The number of Auras you have access to is based on your level 
  (up to all seven aura at 9th level): 
  Energy Shield – if any subject is struck with a Natural Attack or a non-reach weapon, the attacker takes (2 * N) damage of the same type as your Breath Weapon. 
  Power – subjects melee attacks do +N damage. 
  Presence – subjects gain +N on Bluff, Diplomacy, & Intimidate checks. 
  Resistance – all subjects gain Resistance (5 * N) to the energy type of your Breath Weapon. 
  Senses – subjects gain +N on Listen, Spot, & Initiative checks. 
  Toughness – subjects gain Damage Reduction (N) / magic. 
  Vigor – subjects gain Fast Healing (N) when below ½ normal hit-points. 
  Breath Weapon – Reflex save for ½ damage.  DC is Constitution-based.  Usable every 1d4 rounds. 
  Draconic Resolve – Gain immunity to Paralysis & Sleep effects, and the Frightful Presence of Dragons. 
  Touch of Vitality – You may heal yourself or others.  You may heal (2 * Class level * Charisma modifier) hp per day, divided as you wish.  Using this ability is a 
  Standard Action with a range of ‘touch’.  This ability has no effect on Undead. 
  Starting at 11th level, you may heal also ‘conditions’ by expending some of the hit-points of healing: 
  5 hp – 1 point of Ability Damage, removal of Daze, Fatigued, or Sickened. 
  10 hp – removal of Exhausted, Nauseated, Poisoned, or Stunned. 
  20 hp – removal of 1 Negative Level, Blinded, Deafened, or Diseased. 
  Draconic Adaptation (share with others) – As a Swift Action, you may share the Draconic Adaptation you received at 4th level with one or more allies within 30’. 
  Commune with Dragon Spirit – Commune, but with no Material Component, Focus, or XP cost –and– only one question per 3 Class levels may be asked.  Cannot 
  be used again for 7 days. 
  Draconic Wings – Gain wings that grant Fly 60’ (Good maneuverability).  If carrying a Medium load, speed drops to 40’. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Favored Soul 
   
  Page 153 
  Favored Soul 
   
   
  Favored Soul 
   (CDiv p6) 
  Favored Soul variant, Deity’s 
  Favor 
  (PH2 p43) 
  Spells 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  TBD 
  Armor: 
  Light, Medium, Shield 
  Weapons: 
  Simple + deity’s Favored 
  Weapon 
  Skill Points: 2 
  Str: Jump. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion), Spellcraft. 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Fort, Ref, Will 
  Hit-Die: 
  TBD 
  Armor: 
  Light, Medium, Shield 
  Weapons: 
  Simple + deity’s Favored 
  Weapon 
  Skill Points: 2 
  Str: Jump. 
  Con: Concentration. 
  Int: Craft, Know(arcana), 
  Know(religion), Spellcraft. 
  Wis: Heal, Profession, Sense Motive. 
  Cha: Diplomacy. 
  Spells per Day 
   0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
  1 
   
   
   5 3 – – – – – – – – 
  2 
   
   
   6 4 – – – – – – – – 
  3 
  Weapon Focus (deity’s Favored 
  Weapon) 
  Weapon Focus (deity’s Favored 
  Weapon) 
  Deity’s Favor (one ally) 
   6 5 – – – – – – – – 
  4 
   
   
   6 6 3 – – – – – – – 
  5 
  Energy Resistance 10 (vs. energy type 
  of choice) 
  Energy Resistance 10 (vs. energy type 
  of choice) 
   6 6 4 – – – – – – – 
  6 
   
   
   6 6 5 3 – – – – – – 
  7 
   
   
   6 6 6 4 – – – – – – 
  8 
   
   
   6 6 6 5 3 – – – – – 
  9 
   
   
   6 6 6 6 4 – – – – – 
  10 
  Energy Resistance 10 (vs. a different 
  energy type) 
  Energy Resistance 10 (vs. a different 
  energy type) 
   6 6 6 6 5 3 – – – – 
  11 
   
   
   6 6 6 6 6 4 – – – – 
  12 
  Weapon Specialization (deity’s Favored 
  Weapon) 
  Weapon Specialization (deity’s Favored 
  Weapon) 
  Deity’s Favor (all allies) 
   6 6 6 6 6 5 3 – – – 
  13 
   
   
   6 6 6 6 6 6 4 – – – 
  14 
   
   
   6 6 6 6 6 6 5 3 – – 
  15 
  Energy Resistance 10 (vs. a 3rd energy 
  type) 
  Energy Resistance 10 (vs. a 3rd energy 
  type) 
   6 6 6 6 6 6 6 4 – – 
  16 
   
   
   6 6 6 6 6 6 6 5 3 – 
  17 
  Wings 
  Wings 
   6 6 6 6 6 6 6 6 4 — 
  18 
   
   
   6 6 6 6 6 6 6 6 5 3 
  19 
   
   
   6 6 6 6 6 6 6 6 6 4 
  20 
  Damage Reduction 
  Damage Reduction 
   6 6 6 6 6 6 6 6 6 5 
   
  ‘Favored Soul’ Class Abilities 
  Spellcasting – Able to cast Spontaneous Charisma-based Divine spells from the Cleric spell list. 
  Wings – The Favored Soul grows wings that grant Fly 60’ with Good maneuverability.  A Favored Soul with a Good alignment gains bird wings, while one with 
  an Evil alignment gains bat wings.  A Neutrally aligned Favored Soul is allowed to choose. 
  Damage Reduction – The Favored Soul with a Lawful alignment gains Damage Reduction 10 / silver, while one with a Chaotic alignment gains DR 10 / cold iron.  
  A Neutrally aligned Favored Soul can choose either. 
   
  ‘Favored Soul’ Class Abilities 
  Deity’s Favor (one ally) – Whenever you cast a Favored Soul spell on yourself and/or your allies, choose one affected person to gains (3 * spell level) 
  Temporary HP that last for up to 1 minute per spell level.  As usual, multiple applications of Temporary HP do not stack; the subject simple keeps the best. 
  Deity’s Favor (all allies) – As above, but all affected allies gain the Temporary HP. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Hexblade 
   
  Page 154 
  Hexblade 
   
   
  Hexblade 
   
    
   (CWar p5) 
  Hexblade variant, Dark 
  Companion 
    (PH2 p47) 
  Hexblade variant, Focus 
  Caster 
    (DR348 p88) 
  Class Features 
  Alignment: LN, N, CN, LE, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort, Will 
  Hit-Die: 
  d10 
  Armor: 
  Light 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff, Diplomacy, Intimidate. 
  Alignment: LN, N, CN, LE, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort, Will 
  Hit-Die: 
  d10 
  Armor: 
  Light 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff, Diplomacy, Intimidate. 
  Alignment: LN, N, CN, LE, NE, CE 
  Combat: 
  Fighter 
  Good Save: Fort, Will 
  Hit-Die: 
  d10 
  Armor: 
  Light 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Con: Concentration. 
  Int: Craft, Know(arcana), Spellcraft. 
  Wis: Profession. 
  Cha: Bluff, Diplomacy, Intimidate. 
  1 
  Hexblade’s Curse, 1/day 
  Hexblade’s Curse, 1/day 
  Hexblade’s Curse, 1/day 
   
           Spells per Day [Known Spells] 
    
  1st  
  2nd  
  3rd  
  4th  
    
  – [–] 
  – [–] 
  – [–] 
  – [–] 
           Spells per Day [Known Spells] 
    
  1st  
  2nd  
  3rd  
  4th  
    
  – [–] 
  – [–] 
  – [–] 
  – [–] 
           Spells per Day [Known Spells] 
    
  1st  
  2nd  
  3rd  
  4th  
    
  – [–] 
  – [–] 
  – [–] 
  – [–] 
  2 
  Arcane Resistance 
  Spells – [–] 
  – [–] 
  – [–] 
  – [–] 
  Arcane Resistance 
  Spells – [–] 
  – [–] 
  – [–] 
  – [–] 
  Arcane Resistance 
  Spells – [–] 
  – [–] 
  – [–] 
  – [–] 
  3 
  Mettle  
  Spells – [–] 
  – [–] 
  – [–] 
  – [–] 
  Mettle  
  Spells – [–] 
  – [–] 
  – [–] 
  – [–] 
  Mettle  
  Spells – [–] 
  – [–] 
  – [–] 
  – [–] 
  4 
  Summon Familiar  
   
  Spells 0 [2] 
  – [–] 
  – [–] 
  – [–] 
  Summon Familiar 
  Dark Companion 
  Spells 0 [2] 
  – [–] 
  – [–] 
  – [–] 
  Summon Familiar 
  Focus Caster (least) 
  Spells 0 [2] 
  – [–] 
  – [–] 
  – [–] 
  5 
  Bonus Hexblade Feat 
  Hexblade’s Curse, 2/day  
  Spells 0 [2] 
  – [–] 
  – [–] 
  – [–] 
  Bonus Hexblade Feat 
  Hexblade’s Curse, 2/day  
  Spells 0 [2] 
  – [–] 
  – [–] 
  – [–] 
  Bonus Hexblade Feat 
  Hexblade’s Curse, 2/day  
  Spells 0 [2] 
  – [–] 
  – [–] 
  – [–] 
  6 
  Spells 0 [3] 
  – [–] 
  – [–] 
  – [–] 
  Spells 0 [3] 
  – [–] 
  – [–] 
  – [–] 
  Spells 0 [3] 
  – [–] 
  – [–] 
  – [–] 
  7 
  Greater Hexblade’s Curse 
   
  Spells 1 [3] 
  – [–] 
  – [–] 
  – [–] 
  Greater Hexblade’s Curse  
   
  Spells 1 [3] 
  – [–] 
  – [–] 
  – [–] 
  Greater Hexblade’s Curse 
  Focus Caster (improved)  
  Spells 1 [3] 
  – [–] 
  – [–] 
  – [–] 
  8 
  Spells 1 [4] 
  0 [2] 
  – [–] 
  – [–] 
  Spells 1 [4] 
  0 [2] 
  – [–] 
  – [–] 
  Spells 1 [4] 
  0 [2] 
  – [–] 
  – [–] 
  9 
  Hexblade’s Curse, 3/day 
  Spells 1 [4] 
  0 [2] 
  – [–] 
  – [–] 
  Hexblade’s Curse, 3/day 
  Spells 1 [4] 
  0 [2] 
  – [–] 
  – [–] 
  Hexblade’s Curse, 3/day 
  Spells 1 [4] 
  0 [2] 
  – [–] 
  – [–] 
  10 
  Bonus Hexblade Feat 
  Spells 1 [4] 
  1 [3] 
  – [–] 
  – [–] 
  Bonus Hexblade Feat 
  Spells 1 [4] 
  1 [3] 
  – [–] 
  – [–] 
  Bonus Hexblade Feat 
  Spells 1 [4] 
  1 [3] 
  – [–] 
  – [–] 
  11 
  Spells 1 [4] 
  1 [3] 
  0 [2] 
  – [–] 
  Spells 1 [4] 
  1 [3] 
  0 [2] 
  – [–] 
  Spells 1 [4] 
  1 [3] 
  0 [2] 
  – [–] 
  12 
  Aura of Unluck, 1/day 
  Spells 1 [4] 
  1 [4] 
  1 [3] 
  – [–] 
  Aura of Unluck, 1/day 
  Spells 1 [4] 
  1 [4] 
  1 [3] 
  – [–] 
  Aura of Unluck, 1/day 
  Spells 1 [4] 
  1 [4] 
  1 [3] 
  – [–] 
  13 
  Hexblade’s Curse, 4/day 
  Spells 1 [4] 
  1 [4] 
  1 [3] 
  – [–] 
  Hexblade’s Curse, 4/day 
  Spells 1 [4] 
  1 [4] 
  1 [3] 
  – [–] 
  Hexblade’s Curse, 4/day 
  Spells 1 [4] 
  1 [4] 
  1 [3] 
  – [–] 
  14 
  Spells 2 [4] 
  1 [4] 
  1 [4] 
  0 [2] 
  Spells 2 [4] 
  1 [4] 
  1 [4] 
  0 [2] 
  Spells 2 [4] 
  1 [4] 
  1 [4] 
  0 [2] 
  15 
  Bonus Hexblade Feat 
   
  Spells 2 [4] 
  1 [4] 
  1 [4] 
  1 [3] 
  Bonus Hexblade Feat 
   
  Spells 2 [4] 
  1 [4] 
  1 [4] 
  1 [3] 
  Bonus Hexblade Feat 
  Focus Caster (greater) 
  Spells 2 [4] 
  1 [4] 
  1 [4] 
  1 [3] 
  16 
  Aura of Unluck, 2/day 
  Spells 2 [4] 
  2 [4] 
  1 [4] 
  1 [3] 
  Aura of Unluck, 2/day 
  Spells 2 [4] 
  2 [4] 
  1 [4] 
  1 [3] 
  Aura of Unluck, 2/day 
  Spells 2 [4] 
  2 [4] 
  1 [4] 
  1 [3] 
  17 
  Hexblade’s Curse, 5/day 
  Spells 2 [5] 
  2 [4] 
  2 [4] 
  1 [4] 
  Hexblade’s Curse, 5/day 
  Spells 2 [5] 
  2 [4] 
  2 [4] 
  1 [4] 
  Hexblade’s Curse, 5/day 
  Spells 2 [5] 
  2 [4] 
  2 [4] 
  1 [4] 
  18 
  Spells 3 [5] 
  2 [5] 
  2 [4] 
  1 [4] 
  Spells 3 [5] 
  2 [5] 
  2 [4] 
  1 [4] 
  Spells 3 [5] 
  2 [5] 
  2 [4] 
  1 [4] 
  19 
  Dire Hexblade’s Curse 
  Spells 3 [5] 
  3 [5] 
  3 [5] 
  2 [4] 
  Dire Hexblade’s Curse 
  Spells 3 [5] 
  3 [5] 
  3 [5] 
  2 [4] 
  Dire Hexblade’s Curse 
  Spells 3 [5] 
  3 [5] 
  3 [5] 
  2 [4] 
  20 
  Aura of Unluck, 3/day 
  Bonus Hexblade Feat 
  Spells 3 [5] 
  3 [5] 
  3 [5] 
  3 [5] 
  Aura of Unluck, 3/day 
  Bonus Hexblade Feat 
  Spells 3 [5] 
  3 [5] 
  3 [5] 
  3 [5] 
  Aura of Unluck, 3/day 
  Bonus Hexblade Feat 
  Spells 3 [5] 
  3 [5] 
  3 [5] 
  3 [5] 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Hexblade 
   
  Page 155 
  ‘Hexblade’ Class Features: 
  Hexblade’s Curse, N/day – A visible opponent within 60’ can be targeted with a curse as a Free Action.  The opponent receives a –2 penalty on attacks, damage, 
  saves, ability checks, & skill checks for one hour (WillNeg DC = 10 + ½ Class level + Charisma modifier).  Multiple curses do not stack & an opponent that 
  successfully saves cannot be targeted again by that Hexblade for 24 hours.  The effect is ended by anything that removes or dispels curses. 
  Arcane Resistance – Receive your Charisma modifier (minimum +1) as a bonus on Saving Throws vs. Spells & Spell-like effects. 
  Mettle – If you make a Will save or Fortitude save that has an effect on a successful save (such as the damage on a successful save vs. Disintegrate), you take no 
  effect on a successful save (i.e., ‘Will half’ & ‘Fortitude partial’ become ‘Will none’ and ‘Fortitude’ none for you). 
  Hexblade Spells – You receive Charisma-based Arcane Spontaneous Spells from the Hexblade Spell List (see page Error! Bookmark not defined.).  You ignore 
  Arcane Spell Failure due to Light armor.  At 12th, 15th, & 18th level, you may change one of your Known spells for a different Known spell at the same level. 
  Bonus Hexblade Feat – Choose one feat whose prerequisites you meet from the following list:  Combat Casting, Greater Spell Focus (enchantment, necromancy, or 
  transmutation only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), or Spell Penetration. 
  Greater Hexblade’s Curse – Your Hexblade’s Curse now causes a –4 penalty (instead of –2). 
  Aura of Unluck, N/day – All melee and ranged attacks targeting you receive a 20% Miss Chance.  Activated as a Free Action and lasts for (3 + Charisma modifier) 
  rounds. 
  Dire Hexblade’s Curse – Your Hexblade’s Curse now causes a –6 penalty. 
   
  ‘Hexblade with Dark Companion’ Class Features: 
  Dark Companion – By expending 100 gp and 24 hours, you can summon a Dark Companion, a shadowy extension of your will.  If it is in its own 5’ square, all of 
  your enemies that are adjacent to the Dark Companion receive a –2 penalty on saves & AC.  It cannot be harmed, but can be Dispelled (effective spell level is 
  ¼th your Hexblade level).  If dispelled, it reappears in 24 hours.  The Dark Companion moves at your speed and instantly returns to your side if ever more than 
  120’ from you at the start of a turn.   
   
  ‘Hexblade with Focus Caster’ Class Features: 
  Focus Caster – A chosen masterwork-quality object now become a required Focus for all your spells.  The Focus is associated with one school of magic and grants 
  you benefits associated with that school (see below).  The Focus has the following properties: 
  a) bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x original hp). 
  b) if destroyed, you may replace it with by bonding with a new masterwork-quality (but not magical) object of the same type, spending 24 hours, and expending 
  100 gp of reagents; 
  c) if your Focus is a weapon or a shield, you are Proficient with it (but not any other weapons / shields of the same type). 
  d) if you enchant your Focus, the XP & base materials cost is reduced by 10%. 
  e) additional bonus is School of Magic specific: 
  Abjuration – Bracers, Buckler, Small Shield 
  4th level – any non-Personal Abjuration spell you cast with at least one target affects one extra target, but that target only has ½ the normal duration. 
  7th level – any non-Personal Abjuration spell you cast with at least one target affects one extra target, who now get the full duration. 
  15th level – you may cast Personal Abjuration spells as a Touch spells. 
  Conjuration – Quarterstaff, Polearm 
  4th level – your Conjuration spells have +1 round duration, including ‘Concentration’ spells, which last 1 round after you stop concentrating. 
  7th level – your Conjuration spells have +2 round duration, including ‘Concentration’ spells, which last 2 round after you stop concentrating. 
  15th level – your Conjuration spells have +3 round duration, including ‘Concentration’ spells, which last 3 round after you stop concentrating. 
  Divination – Large Crystal (may be mounted on a Rod or Staff), Ornate Holy Symbol 
  4th level – cast Divination spells at +1 Caster level. 
  7th level – your Divination spells have 2x duration. 
  15th level – receive a (1 + Intelligence modifier (min +1)) bonus vs. Divinations spells. 
  Enchantment – Ornate Clothing 
  4th level – your Enchantment spells have +1 round duration, including ‘Concentration’ spells, which last 1 round after you stop concentrating. 
  7th level – your Enchantment spells have +2 round duration, including ‘Concentration’ spells, which last 2 round after you stop concentrating. 
  15th level – your Enchantment spells have +3 round duration, including ‘Concentration’ spells, which last 3 round after you stop concentrating. 
  Evocation – Longsword, Dagger, other Bladed Weapon 
  4th level – your Evocation spells do +1 hp of damage (applies to all in area-of-effect or one if there are multiple missiles). 
  7th level – your Evocation spells bypass the first 5 points of a target’s Energy Resistance (though Energy Immunity still applies). 
  15th level – one Evocation spell per day may ignore one Target’s Energy Immunity. 
  Illusion – Mask, Cloak, other Apparel used to conceal 
  4th level – cast Illusion spells at +1 Caster level. 
  7th level – your Illusion spells receive a bonus on Caster checks to bypass Spell Resistance of +(½ Caster level). 
  15th level – you may cast Personal Illusion spells as a Touch spells. 
  Necromancy – Flail, Kama, Sickle, Scythe, other Harvesting-inspired Weapon 
  4th level – your Necromancy spells can be cast at +25% range. 
  7th level – your Necromancy spells that inflict Ability Penalties, Ability Damage, or Ability Drain do +1 point. 
  15th level – a target that fails a Fortitude save vs. one of your Necromancy spells is also Fatigued. 
  Transmutation – Instrument, Tools 
  4th level – any non-Personal Transmutation spell you cast with at least one target affects one extra target, but that target only has ½ the normal duration. 
  7th level – any non-Personal Transmutation spell you cast with at least one target affects one extra target, who now get the full duration. 
  15th level – one Transmutation spell per day that grants a bonus to an Ability Score gives a 2x bonus (e.g., Bull’s Strength would give a +8 bonus). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Knight 
   
  Page 156 
  Knight  
   (PH2 p24) 
   
  Class Features 
  Alignment: LN, LN, LE 
  Combat: 
  Fighter 
  Good Save: Will  
  Hit-Die: 
  d12 
  Armor: 
  Light, Medium, Heavy 
  Shields 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Str:  Climb, Jump, Swim. 
  Dex:  Ride. 
  Int:  Know(nobility & royalty). 
  Cha:  Handle Animal, Intimidate. 
  1 
  Fighting Challenge +1 
  Knight’s Challenge 
  Knight’s Code 
  2 
  Feat: Mounted Combat 
  Shield Block +1 
  3 
  Bulwark of Defense 
  4 
  Armor Master (medium) 
  Test of Mettle 
  5 
  Bonus Knight Feat 
  Vigilant Defender 
  6 
  Shield Ally 
  7 
  Fighting Challenge +2 
  8 
  Call to Battle 
  9 
  Armor Master (heavy) 
  10 
  Bonus Knight Feat 
  11 
  Shield Block +2 
  12 
  Daunting Challenge 
  13 
  Fighting Challenge +3 
  14 
  Improved Shield Ally 
  15 
  Bonus Knight Feat 
  16 
  Bond of Loyalty 
  17 
  Impetuous Endurance 
  18 
  — 
  19 
  Fighting Challenge +4 
  20 
  Loyal beyond Death 
  Shield Block +3 
   
  Class Features: 
  Knight’s Code – A Knight desires to win due to skill, not trickery.  He/she follows the following rule: 
  – You forgo the +2 bonus you receive when Flanking, though your ‘partner’ still receives the bonus. 
  – Never strike a Flat-Footed Opponent.  Allow the opponent to become ready before attacking. 
  – Never do lethal damage to a Helpless Opponent.  Nonlethal damage is acceptable. 
  Violating any of these rules causes you to loose a daily use of Knight’s Challenge.  If they are all expended, 
  you receive a –2 penalty on attacks & saves for the rest of the day. 
  You do not require non-Knights to follow your Code (since if they were honorable, they would already be 
  following it). 
  Knight’s Challenge – Usable ½ Knight level + Charisma modifier times per day (minimum 1).  More challenges 
  become available at higher levels. 
  Fighting Challenge +N – Consumes one daily use of Knight’s Challenge, is activated as a Swift Action & lasts 
  for 5 + Charisma modifier round.  Your challenge targets a single foe.  If this foe has an Intelligence of at 
  least 5, has some sort of language, & has a CR of (your Character level – 2) or higher, the challenge takes 
  effect and you receive a  
  +N Morale bonus on all Will saves, and a +N Morale bonus on attack & damage vs. that foe.  If that foe 
  brings you to 0 (or lower) hp, you loose 2 uses of your Knight’s Challenge for the day.  You may not make 
  another Fighting Challenge in a single encounter unless you defeat your foe. 
  Test of Mettle – Consumes one daily use of Knight’s Challenge, is activated as a Swift Action & lasts for 5 + 
  Charisma modifier round.  Your challenge targets all foes within 100’ that are within your ‘line of sight’ and 
  ‘line of effect’.  Each foe that has an Intelligence of at least 5, has some sort of language, & has a CR of 
  (your Character level – 2) or higher is forced to attacks at you (WillNeg, DC is Charisma-based).  A foe 
  using an area-of-effect attack (such as a Fireball or Dragon’s breath) must include you in the area of effect.  
  Note that this ability does not force your foes to attack you unintelligently.  Any given foe may only be 
  affected by your ‘Test of Mettle’ once per day.  If a foe under the effect of your ‘Test of Mettle’ brings you 
  to 0 (or lower) hp, you gain an additional use of your Knight’s Challenge for the day (limit of one can be 
  gained in a given day). 
  Call to Battle – Consumes one daily use of Knight’s Challenge, is activated as a Swift Action.  Grant an ally 
  who failed a save vs. a Fear effect a new saving throw.   
  Daunting Challenge – Consumes one daily use of Knight’s Challenge, is activated as a Swift Action & lasts for 
  5 + Charisma modifier round.  Your challenge targets all foes within 100’ that are within your ‘line of sight’ 
  and ‘line of effect’.  Each foe that has an Intelligence of at least 5, has some sort of language, & has a CR of 
  (your Character level – 2) or lower is Shaken (WillNeg, DC is Charisma-based).  Any given foe may only be 
  affected by your ‘Daunting Challenge’ once per day. 
  Bond of Loyalty – Consume one daily use of Knight’s Challenge to grant yourself a new save vs. a Mind-
  Affecting spell or ability.  Usable once per round. 
  Loyal beyond Death – Consume one daily use of Knight’s Challenge to continue to function normally even if at 
  0 or lower hp.  The ability even applies if you are below –10 hp as long as your body is still intact (i.e., not 
  Disintegrate’d).  As long as you have –9 or greater hp when you stop using this ability (because you run out 
  of daily uses, the danger is over, etc.), you survive. 
  Shield Block +N – Against one designated foe, your Shield bonus to AC improves by +N.  You must be using a 
  shield to collect this bonus. 
  Bulwark of Defense – If an opponent begins his/her round in a square threatened by you, he/she treats all squares 
  threatened by you as Difficult Terrain for the round. 
  Armor Master (medium / heavy) – Your speed in the indicated type of armor is as fast as if you were in light 
  armor. 
  Bonus Knight Feat – Choose one of the following for which you qualify:  Animal Affinity, Diehard, Endurance, 
  Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (lance). 
  Vigilant Defender – Any attempt to Tumble adjacent or through your square to avoid an Attack of Opportunity 
  has its DC increased by your Knight level. 
  Shield Ally – As an Immediate Action, you can take half the damage from a melee or ranged attack that is being 
  taken by an adjacent ally.  The ally takes the other half of the damage. 
  Improved Shield Ally – Once per round, you can take all the damage from a melee or ranged attack that is about 
  to be taken by an adjacent ally.  The decision must be made after the hit is successful, but before damage is 
  rolled.  You may still use your Shield Ally class ability in the same round. 
  Impetuous Endurance – A ‘natural 1’ on a saving throw is not an automatic failure. 
   
   
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Marshal 
   
  Page 157 
  Marshal 
   
   
  Marshal 
   
   
    
   (Mini p11) 
   
  (DR348 p92)+ 
  Marshal variant, Adrenaline 
  Boost 
   (PH2 p49) 
   
  (DR348 p92)+ 
   
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Int: Know(any). 
  Wis: Listen, Profession (siege 
  engineer), Sense Motive, Spot. 
  Cha: Bluff, Diplomacy, Handle, 
  Animal, Intimidate, Perform. 
  Speak Language 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort, Will 
  Hit-Die: 
  d8 
  Armor: 
  Light, Medium, Heavy, 
  Shield 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Swim. 
  Dex: Ride. 
  Int: Know(any). 
  Wis: Listen, Profession (siege 
  engineer), Sense Motive, Spot. 
  Cha: Bluff, Diplomacy, Handle, 
  Animal, Intimidate, Perform. 
  Speak Language 
  Number of Auras 
   Minor 
  Major 
  1 
  Skill Focus (Diplomacy) 
  Minor Aura 
  Skill Focus (Diplomacy) 
  Minor Aura 
   
  1 
  – 
  2 
  Major Aura +1 
  Major Aura +1 
   
  1 
  1 
  3 
  — 
  — 
   
  2 
  1 
  4 
  Grant Move Action, 1/day 
  Grant Move Action, 1/day 
  Adrenaline Boost, 1/day 
   
  2 
  1 
  5 
  — 
  — 
   
  3 
  2 
  6 
  — 
  — 
   
  3 
  2 
  7 
  Major Aura +2 
  Major Aura +2 
   
  4 
  2 
  8 
  Grant Move Action, 2/day 
  Grant Move Action, 2/day 
  Adrenaline Boost, 2/day 
   
  4 
  2 
  9 
  — 
  — 
   
  5 
  3 
  10 
  — 
  — 
   
  5 
  3 
  11 
  — 
  — 
   
  5 
  3 
  12 
  Grant Move Action, 3/day 
  Grant Move Action, 3/day 
  Adrenaline Boost, 3/day 
   
  6 
  3 
  13 
  — 
  — 
   
  6 
  3 
  14 
  Major Aura +3 
  Major Aura +3 
   
  6 
  4 
  15 
  — 
  — 
   
  7 
  4 
  16 
  Grant Move Action, 4/day 
  Grant Move Action, 4/day 
  Adrenaline Boost, 4/day 
   
  7 
  4 
  17 
  — 
  — 
   
  7 
  4 
  18 
  — 
  — 
   
  7 
  4 
  19 
  — 
  — 
   
  8 
  4 
  20 
  Grant Move Action, 5/day 
  Major Aura +4 
  Grant Move Action, 5/day 
  Major Aura +4 
  Adrenaline Boost, 5/day 
   
  8 
  5 
   
   
   
   
  ‘Marshal’ Class Features: 
  Aura – The Marshal can maintain one Minor Aura –
  and– one Major Aura continuously, as long as he/she 
  is able to communicate with the surrounding allies.  
  An aura is activated as a Swift Action and Dismissed 
  as a Free Action.  The Aura ends if the Marshal is 
  Dazed, Unconscious, Stunned, Paralyzed, etc. 
  The Aura affects all allies within a 60’ radius 
  (including the Marshal) who can hear the Marshal, 
  share a language, & have at least a 3 Intelligence. 
  Minor Aura – grant a bonus equal to the Marshal’s 
  Charisma modifier: 
  Accurate Strike – bonus on confirming a Critical. 
  Art of War – bonus Disarm, Trip, Bull Rush, & 
  Sunder attempts. 
  Demand Fortitude – bonus on Fortitude saves. 
  Determined Caster – bonus on rolls to overcome 
  Spell Resistance. 
  Force of Will – bonus on Will saves. 
  Master of Opportunity – bonus to AC vs. Attacks 
  of Opportunity. 
  Master of Tactics – bonus on damage rolls when 
  flanking. 
  Motivate Charisma – bonus on Charisma checks 
  & Charisma-based Skill checks. 
  Motivate Constitution – bonus on Constitution 
  checks & Constitution-based Skill checks. 
  Motivate Dexterity – bonus on Dexterity checks 
  & Dexterity-based Skill checks. 
  Motivate Intelligence – bonus on Intelligence 
  checks & Intelligence-based Skill checks. 
  Motivate Strength – bonus on Strength checks & 
  Strength-based Skill checks. 
  Motivate Wisdom – bonus on Wisdom checks & 
  Wisdom-based Skill checks. 
  Over the Top – bonus on damage rolls when 
  charging. 
  Watchful Eye – bonus on Reflex saves 
  Major Aura +N – grant a bonus equal to ‘N’ 
  (determined by level): 
  Hardy Soldiers – allies gain Damage Reduction 
  ‘N’ / — 
  Motivated Ardor – +N bonus on damage. 
  Motivate Attack – +N bonus on melee attacks. 
  Motivate Care – +N bonus to AC. 
  Motivate Urgency – Land speed increases by  
  + (2*N)’. 
  Resilient Troops – +N bonus on all saving throws. 
  Steady Hand – +N bonus on ranged attacks. 
  Grant Move Action, N/day – As a Standard Action, the 
  Marshal grants all allies within 30’ (but not 
  himself/herself) an extra Move Action to be taken 
  immediately.  This does not change the allies’ 
  location in the initiative order.  A person can only 
  benefit from this class ability once per round (in the 
  case of multiple Marshals). 
   
  ‘Marshal variant, Adrenaline Boost’ Class Features: 
  Adrenaline Boost, N/day – As a Standard Action, the Marshal grants all allies with a 3+ Intelligence 
  within 30’ (but not himself/herself) Temporary HP equal to his/her Marshal level that last of up to 1 
  minute per Marshal level.  Note that Temporary HP do not stack.
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Ninja 
   
  Page 158 
  Ninja 
   (CAdv p5)(DR348 p86)+ 
   
  Class Features 
  Alignment:  any 
  Hit Dice:  d6 
  Attack Table:  Rogue 
  Good Save:  Ref 
  Armor:  — 
  Weapons:  Simple + Hand Crossbow, 
  Kama, Kukri, Nunchaku, Sai, 
  Shortbow, Short Sword, Shuriken,  
  Siangham, & Ghost Spike(DR348 p86). 
  Skill Points:  6 
   
  Str:  Climb, Jump, Swim. 
  Dex:  Balance, Escape Artist, Hide, 
  Move Silently, Open Lock, Sleight of 
  Hand, Tumble. 
  Con:  Concentrate. 
  Int:  Craft, Disable Device, Search. 
  Wis:  Listen, Sense Motive, Spot. 
  Cha:  Bluff, Disguise, Gather Info. 
  1 
  Ki Power ‡ 
  Sudden Strike +1d6 
  Trapfinding 
  +(Wisdom modifier) bonus to AC ‡ 
  2 
  Ghost Step (invisible) ‡ 
  3 
  Sudden Strike +2d6 
  Poison Use 
  4 
  Great Leap ‡ 
  5 
  Sudden Strike +3d6 
  +(Wisdom modifier + 1) bonus to AC ‡ 
  6 
  Acrobatics +2 
  Ki Dodge ‡ 
  7 
  Sudden Strike +4d6 
  Speed Climb ‡ 
  8 
  Ghost Strike  ‡  
  9 
  Sudden Strike +5d6 
  Improved Poison Use 
  10 
  Ghost Step (ethereal) ‡ 
  +(Wisdom modifier + 2) bonus to AC ‡ 
  11 
  Sudden Strike +6d6 
  12 
  Acrobatics +4 
  Evasion 
  13 
  Sudden Strike +7d6 
  14 
  Ghost Mind 
  15 
  Sudden Strike +8d6 
  +(Wisdom modifier + 3) bonus to AC ‡ 
  16 
  Ghost Sight 
  17 
  Sudden Strike +9d6 
  18 
  — 
  19 
  Acrobatics +4 
  Greater Ki Dodge ‡ 
  20 
  Ghost Walk ‡ 
  +(Wisdom modifier + 4) bonus to AC ‡ 
   
  Class Features: 
  +(Wisdom modifier + N) bonus to AC – receive the indicated bonus to AC.  Only the class level specific 
  part of this bonus (i.e., “N”) stacks with the Monk class’ bonus to AC (i.e., you do not receive your 
  Wisdom modifier twice).  This bonus applies even when you are Flat-Footed, but not when 
  immobilized.‡ 
  Ki Power – receive ½ Ninja level (min 1) + Wisdom modifier uses of your Ki powers (see below) each day.  
  As long as you have at least one use left, you receive a +2 bonus on Will saves.‡ 
  Sudden Strike +Nd6 – When attacking a creature vulnerable to Sneak Attack who is denied his/her 
  Dexterity bonus to AC, do +Nd6 of damage.  May not be used to do non-lethal damage.  May be used 
  with a Melee weapon or a Ranged weapon within 30’.  For purposes of qualifying for Prestige Classes, 
  this counts as ‘Sneak Attack’.   
  Note:  The main difference from Sneak Attack is that it does not applied to Flanked foes. 
  Ghost Step (invisible) – become Invisible for 1 round by expending one use of your Ki Power as a Swift 
  Action that does not Provoke an Attack of Opportunity. 
  Poison Use – you never accidentally poison yourself when envenoming a weapon. 
  Giant Leap – all your Jump checks are treated as if you were running and had Feat: Run. ‡   
  Acrobatics +N – receive a +N bonus on Climb, Jump, & Tumble checks. 
  Ki Dodge – receive a 20% Miss Chance due to Concealment by expending one use of your Ki Power as a 
  Swift Action that does not Provoke an Attack of Opportunity. 
  Speed Climb – you may Climb your speed as a Move Action as long a you start and end your movement on 
  a horizontal surface (e.g., starting on a street and ending on a roof).  Only requires one free hand. ‡  
  Ghost Strike – become able to strike Ethereal / Incorporeal creatures –or– strike Corporeal creatures while 
  Ethereal until the start of your next round by expending one use of your Ki Power as a Move Action that 
  does not Provoke an Attack of Opportunity. 
  Improved Poison Use – you may apply poison to a weapon as a Move Action (instead of a Standard 
  Action). 
  Ghost Step (ethereal) – become Ethereal for 1 round by expending one use of your Ki Power as a Swift 
  Action that does not Provoke an Attack of Opportunity. 
  Ghost Mind – Spells of the Scry sub-school must make a Caster check vs. DC + Class level in order to see 
  you.  If you were the target, the spell does not work.  If the spell was targeted around you, you are 
  simply not seen. 
  Ghost Sight – you are able to see Invisible and Ethereal creature without difficulty. 
  Greater Ki Dodge – receive a 50% Miss Chance due to Concealment by expending one use of your Ki 
  Power as a Swift Action that does not Provoke an Attack of Opportunity. 
  Ghost Walk – Ethereal Jaunt at Class level as a Supernatural ability by expending two uses of your Ki 
  Power. 
                                                   
  ‡ This class ability is suppressed if you are wearing any armor, using a shield, or when carrying a Medium 
  (or heavier) load. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Samurai 
   
  Page 159 
  Samurai 
   (CWar p8) 
   
  Class Features 
  Alignment: LG, LN, LE 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light, Medium, Heavy 
  Weapons: 
  Simple, Martial 
  Skill Points: 2 
  Dex: Ride. 
  Int: Craft, Know(history), 
  Know(nobility & royalty). 
  Wis: Sense Motive. 
  Cha: Diplomacy, Intimidate. 
  1 
  Daisho Proficiency 
  2 
  Two Swords as One 
  3 
  Kiai Smite, 1/day 
  4 
  — 
  5 
  Iaijutsu Master 
  6 
  Staredown 
  7 
  Kiai Smite, 2/day 
  8 
  Feat: Improved Initiative 
  9 
  — 
  10 
  Mass Staredown 
  11 
  Improved Two Swords as One 
  12 
  Kiai Smite, 3/day 
  13 
  — 
  14 
  Improved Staredown 
  15 
  — 
  16 
  Greater Two Swords as One 
  17 
  Kiai Smite, 4/day 
  18 
  — 
  19 
  — 
  20 
  Frightful Presence 
   
  Class Features: 
  Daisho Proficiency – Gain Feat: Exotic Weapon Proficiency (Bastard Sword). 
  Two Swords as One – When fighting with a Bastard Sword and a Short Sword, you are treated as having Feat: Two-Weapon Fighting. 
  Kiai Smite, N/day – As a Free Action, you shout and gain a bonus on your next attack & damage roll equal to your Charisma modifier (minimum +1). 
  Iaijutsu Master – When drawing a Bastard Sword and/or a Short Sword, you are treated as having Feat: Quick Draw. 
  Staredown – +4 bonus on Intimidate checks. 
  Mass Staredown – You may attempt the Demoralize action on all opponents within 30’ as a Standard Action. 
  Improved Two Swords as One – When fighting with a Bastard Sword and a Short Sword, you are treated as having Feat: Improved Two-Weapon Fighting. 
  Improved Staredown – You may attempt the Demoralize action as a Move Action (instead of a Standard Action). 
  Greater Two Swords as One – When fighting with a Bastard Sword and a Short Sword, you are treated as having Feat: Greater Two-Weapon Fighting. 
  Frightful Presence – When  you draw your blade, all opponents within 30’ must make a Will save (DC = 20 + Charisma modifier) or become Panicked for 4d6 
  rounds (up to 4 HD) or Shaken for 4d6 rounds (5 – 19 HD).  Creatures with 20+ HD are not affected.  A creature that makes is save is immune to your Frightful 
  Presence for 24 hours. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Scout 
   
  Page 160 
  Scout 
   
   
  Scout  
   (CAdv p10)  
     
   (CAdvErrata)+ 
  Scout variant, Light Cavalry  
    
     
   (DR346 p87) 
  Scout variant, Dungeon 
  Specialist  
   (PH2 p59) 
  Scout variant, Sniper  
    
     
   (DR346 p87) 
  Class Features 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d8 
  Armor: 
  Light 
  Weapons: 
  Simple + Handaxe, 
  Throwing Axe, Short 
  Sword, & Short Bow 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Ride, Tumble, 
  Use Rope. 
  Int: Craft, Disable Device, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search, 
  Spellcraft. 
  Wis: Listen, Sense Motive, Spot. 
  Speak Language. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d8 
  Armor: 
  Light 
  Weapons: 
  Simple + Handaxe, 
  Throwing Axe, Short 
  Sword, & Short Bow 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Ride, Tumble, 
  Use Rope. 
  Int: Craft, Disable Device, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search, 
  Spellcraft. 
  Wis: Listen, Sense Motive, Spot. 
  Speak Language. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d8 
  Armor: 
  Light 
  Weapons: 
  Simple + Handaxe, 
  Throwing Axe, Short 
  Sword, & Short Bow 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Ride, Tumble, 
  Use Rope. 
  Int: Craft, Disable Device, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search, 
  Spellcraft. 
  Wis: Listen, Sense Motive, Spot. 
  Speak Language. 
  Alignment: any 
  Combat: 
  Rogue 
  Good Save: Ref 
  Hit-Die: 
  d8 
  Armor: 
  Light 
  Weapons: 
  Simple + Handaxe, 
  Throwing Axe, Short 
  Sword, & Short Bow 
  Skill Points: 8 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Hide, 
  Move Silently, Ride, Tumble, 
  Use Rope. 
  Int: Craft, Disable Device, 
  Know(dungeoneering), 
  Know(geography), 
  Know(nature), Search, 
  Spellcraft. 
  Wis: Listen, Sense Motive, Spot. 
  Speak Language. 
  1 
  Skirmish +1d6 
  Trapfinding 
  Skirmish +1d6 
  Trapfinding 
  Skirmish +1d6 
  Trapfinding 
  Skirmish +1d6 
  Trapfinding 
  Sniper Shot +1d6 
  2 
  Battle Fortitude +1 † 
  Uncanny Dodge 
  Battle Fortitude +1 † 
  Uncanny Dodge 
  Battle Fortitude +1  
  Uncanny Dodge 
  Battle Fortitude +1 † 
  Uncanny Dodge 
  3 
  Fast Movement +10’ † 
  Skirmish +1d6, +1 AC 
  Trackless Step 
  Fast Movement +10’ 
  Skirmish +1d6, +1 AC 
  Trackless Step 
  Fast Movement +10’ 
  Skirmish +1d6, +1 AC 
  Trackless Step 
  Gain Climb speed of ½ land movement 
  & fight with Light weapons while 
  climbing † 
  Fast Movement +10’ 
  Skirmish +1d6, +1 AC 
  Trackless Step 
  4 
  Bonus Scout Feat 
  Bonus Scout Feat 
  Bonus Scout Feat 
  Bonus Scout Feat 
  5 
  Evasion 
  Skirmish +2d6, +1 AC 
  Evasion 
  Skirmish +2d6, +1 AC 
  Light Cavalry Mount (+10’) 
   
  Evasion 
  Skirmish +2d6, +1 AC 
  When on the ground & adjacent to a 
  wall, receive +2 AC & if you are 
  flanked, you opponent does not 
  receive a bonus on his/her attack roll † 
  Evasion 
  Skirmish +2d6, +1 AC  
  Sniper Shot +2d6 
   
  6 
  Flawless Stride † 
  Flawless Stride † 
  Flawless Stride  † 
  Flawless Stride † 
  7 
  Skirmish +2d6, +2 AC 
  Skirmish +2d6, +2 AC 
  Skirmish +2d6, +2 AC 
  Skirmish +2d6, +2 AC 
  8 
  Camouflage † 
  Bonus Scout Feat 
  Camouflage 
  Bonus Scout Feat 
  Camouflage  † 
  Bonus Scout Feat 
  Camouflage † 
  Bonus Scout Feat 
  9 
  Skirmish +3d6, +2 AC 
  Skirmish +3d6, +2 AC 
  Skirmish +3d6, +2 AC 
  Skirmish +3d6, +2 AC  
  Sniper Shot +3d6 
  10 
  Blindsense 30’ 
  Blindsense 30’ 
  Blindsense 30’ 
  Blindsense 30’ 
  11 
  Battle Fortitude +2  † 
  Fast Movement +20’ 
  Skirmish +3d6, +3 AC 
  Battle Fortitude +2  † 
  Fast Movement +20’ 
  Skirmish +3d6, +3 AC 
  Light Cavalry Mount (+20’, trackless) 
  Battle Fortitude +2  † 
  Fast Movement +20’ 
  Skirmish +3d6, +3 AC 
  Gain Climb speed of  your land move † 
  Battle Fortitude +2  † 
  Fast Movement +20’ 
  Skirmish +3d6, +3 AC 
  12 
  Bonus Scout Feat 
  Bonus Scout Feat 
  Bonus Scout Feat 
  Bonus Scout Feat 
  13 
  Skirmish +4d6, +3 AC 
  Skirmish +4d6, +3 AC 
  Skirmish +4d6, +3 AC 
  Skirmish +4d6, +3 AC 
  Sniper Shot +4d6 
  14 
  Hide in Plain Sight  † 
  Hide in Plain Sight 
  Hide in Plain Sight  † 
  Hide in Plain Sight  † 
  15 
  Skirmish +4d6, +3 AC 
  Skirmish +4d6, +3 AC 
  Skirmish +4d6, +3 AC 
  Skirmish +4d6, +3 AC 
  16 
  Bonus Scout Feat 
  Bonus Scout Feat 
  Bonus Scout Feat 
  Bonus Scout Feat 
  17 
  Skirmish +5d6, +4 AC 
  Skirmish +5d6, +4 AC 
  Skirmish +5d6, +4 AC 
  Skirmish +5d6, +4 AC 
  Sniper Shot +5d6 
  18 
  Free Movement  † 
  Free Movement 
  Light Cavalry Mount (freedom of move) 
  Free Movement  † 
  Free Movement  † 
  19 
  Skirmish +5d6, +5 AC 
  Skirmish +5d6, +5 AC 
  Skirmish +5d6, +5 AC 
  Skirmish +5d6, +5 AC 
  20 
  Battle Fortitude +3 † 
  Blindsight 30’ 
  Bonus Scout Feat 
  Battle Fortitude +3 † 
  Blindsight 30’ 
  Bonus Scout Feat 
  Battle Fortitude +3 † 
  Blindsight 30’ 
  Bonus Scout Feat 
  Battle Fortitude +3 † 
  Blindsight 30’ 
  Bonus Scout Feat 
                                                   
  † This class ability is suppressed when you are in Medium (or heavier) armor –or– when carrying a Medium (or heavier) load. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Scout 
   
  Page 161 
  ‘Scout’ Class Features: 
   
  Skirmish +Nd6, +X AC – in a round where the Scout moves 10’ or more from his/her starting position, the Scout does +Nd6 damage with all melee attacks & all 
  ranged attack within 30’.  Only creatures vulnerable to critical hits are vulnerable to the extra damage.  Also, the Scout receives a +X Competence bonus to AC 
  in those same rounds.  This class feature does not apply when mounted. 
  Battle Fortitude +N – receive a +N bonus on Initiative checks and Fortitude saves. † 
  Flawless Stride – able to move through all non-magical terrain at his/her normal movement. † 
  Free Movement – as an extraordinary ability, Freedom of Movement, always on. † 
  Bonus Scout Feat – the Scout may choose on of the following which he/she qualifies for:  Acrobatic, Acrobatic Skirmisher, Agile, Alertness, Athletic, Blind-Fight, 
  Brachiation, Combat Expertise, Danger Dense, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Hinder(DR344 p103), Improved Acrobatic 
  Skirmisher, Improved Initiative, Improved Swimming, Iron Will, Lightning Reflexes, Mobility, Mounted Fighting, Passive Reconnoiter, Point Blank Shot, 
  Precise Shot, Quick Draw, Quick Reconnoiter, Ranged Skirmisher, Rapid Reload, Scout the Path, Shot on the Run, Skill Focus, Spring Attack, Track. 
  Camouflage – able to make Hide checks in natural terrain without Cover or Concealment, as long as he/she is not being observed. † 
  Hide in Plain Sight – able to make Hide checks in natural terrain without Cover or Concealment while being observed. † 
   
   
  ‘Light Cavalry’ Class Features: 
   
  Light Cavalry Mount (bonus feature) – as a Paladin’s Special Mount, but it does not allow the sharing of spells or the ability to Command similar creatures.  It also 
  gains the indicated ‘bonus feature’ at the indicated level. 
   
   
  ‘Sniper’ Class Features: 
   
  Sniper Shot +Nd6 – as a Full Round Action (that does not allow a 5’ Step), make a single shot with a projectile weapon.  If it hits no matter what the range, it does 
  +Nd6 damage.  The target must be alive, corporeal, vulnerable to Critical Hits, not benefiting from Cover or Concealment, etc. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Spellthief 
   
  Page 162 
  Spellthief 
   (CAdv p13) 
   
  Class Features 
  Alignment:  any  
  Hit Dice:  d6 
  Attack Table:  Rogue 
  Good Save:  Will 
  Armor:  Light 
  Weapons:  Simple 
  Skill Points:  6 
   
  Str:  Jump, Swim 
  Dex:  Escape Artist, Hide, Move 
  Silently, Open Lock, Tumble. 
  Int:  Craft, Decipher Script, Disable 
  Device, Know(arcana), Know(local), 
  Search. 
  Wis:  Listen, Sense Motive, Spot. 
  Cha:  Bluff, Gather Info., Use Magic 
  Device. 
  Speak Language 
  Spells per Day 
   1st 2nd 3rd 4th  
  Known Spells 
   1st 2nd 3rd 4th  
  1 
  Sneak Attack +1d6 
  Steal Spell – 0th or 1st 
  Trapfinding 
   – – – – 
   – – – – 
  2 
  Detect Magic 
  Spellgrace +1 
  Steal Spell Effect 
   – – – – 
   – – – – 
  3 
  Steal Energy Resistance 10 
   – – – – 
   – – – – 
  4 
  Steal Spell – 2nd 
   0 – – – 
   2 – – – 
  5 
  Sneak Attack +2d6 
  Steal Spell-Like Ability 
   0 – – – 
   2 – – – 
  6 
  Steal Spell – 3rd 
   1 – – – 
   3 – – – 
  7 
  Absorb Spell 
   1 – – – 
   3 – – – 
  8 
  Steal Spell – 4th 
   1 0 – – 
   4 2 – – 
  9 
  Arcane Sight 
  Sneak Attack +3d6 
   1 0 – – 
   4 2 – – 
  10 
  Steal Spell – 5th 
   1 1 – – 
   4 3 – – 
  11 
  Spellgrace +2 
  Steal Energy Resistance 20 
   1 1 0 – 
   4 3 2 – 
  12 
  Steal Spell – 6th 
   1 1 1 – 
   4 4 3 – 
  13 
  Discover Spell 
  Sneak Attack +4d6 
   1 1 1 – 
   4 4 3 – 
  14 
  Steal Spell – 7th 
   2 1 1 0 
   4 4 4 2 
  15 
  Steal Spell Resistance 
   2 1 1 1 
   4 4 4 3 
  16 
  Steal Spell – 8th 
   2 2 1 1 
   4 4 4 3 
  17 
  Sneak Attack +5d6 
   2 2 2 1 
   5 4 4 4 
  18 
  Steal Spell – 9th 
   3 2 2 1 
   5 5 4 4 
  19 
  Steal Energy Resistance 30 
   3 3 3 2 
   5 5 5 4 
  20 
  Absorb Spell  (Immediate Casting) 
  Spellgrace +3 
   3 3 3 3 
   5 5 5 5 
   
  Class Features: 
  Steal XXX – a Spell Thief may “steal” spells, energy resistance, etc. from a 
  target creature and benefit himself / herself.  These class features have the 
  following details in common: 
  1. A touched, willing target may be “stolen” from as a Standard Action. 
  2. Stealing from an unwilling target requires a Sneak Attack & the Spell 
  Thief must forgo the number of d6 of damage indicated in the table below 
  3. The Spell Thief may try to steal a specific spell, energy resistance, etc.  If 
  it is unavailable, then what is taken is random. 
  4. Unless indicated otherwise, the target looses access to what is stolen for 
  the Duration of the Theft.  At the end of the duration, the XXX returns to 
  the target. 
  Steal Spell – the Spell Thief may “steal” a Prepared or Spontaneous spell and 
  then cast it when desired. When casting, the Spell Thief uses the original 
  caster’s level & ability scores to determine effects, DC’s, etc.  The Spell 
  Thief must provide the Material components, the Focus, & pay any XP, plus 
  be able to perform the Verbal & Somatic components.  If an Impromptu 
  Spell is stolen (such as those cast by Bards, Sorcerers, and Favored Souls), 
  the target cannot cast the stolen spell for 1 minute.  The Spell Thief has the 
  option of using the stolen spell levels to power his/her own spells.  Only 
  (Class level) spell levels may be “stolen” at one time. 
  Steal Spell Effect – the Spell Thief may “steal” a spell that is in effect on the 
  target and use it on himself/herself.  Only spells that could target the Spell 
  Thief (i.e., not “Personal”) –and– which are vulnerable to Dispel Magic can 
  be stolen. 
  Steal Energy Resistance N – the Spell Thief may “steal” up to N points of one 
  type of Energy Resistance / Immunity possessed by a target and gain N 
  Resistance for himself/herself.  A target with Energy Immunity retains its 
  immunity.  Multiple stealings of the same energy do not stack for the Spell 
  Thief and a given creature may only have each type of energy resistance 
  stolen once by a given Spell Thief at a time. 
  Steal Spell-Like Ability – the Spell Thief may “steal” a Spell-Like Ability from 
  the target, removing one of its daily uses for that day.  Until the Spell Thief 
  uses the ability (or 1 minute elapses), the target may not use the ability, even 
  if it has remaining daily uses. 
  Steal Spell Resistance – the Spell Thief may “steal” 5 points of Spell 
  Resistance from the target and gain a Spell Resistance of (5 + Class level, up 
  to the target’s Spell Resistance).  Spell Resistances do not stack.  Can’t be 
  used on the same creature again until the effect ends. 
  Detect Magic – usable (Charisma modifier) times per day.  Cast at Class level. 
  Spell Grace +N – receive a +N Competence bonus on saves vs. spells. 
  Spells – able to cast Sorcerer/Wizard spells from the Schools of Abjuration, 
  Divination, Enchantment, Illusion, & Transmutation.  These are Charisma-
  based Impromptu Arcane spells.  Caster level is ½ Class level.  Light armor 
  does not cause a chance of Spell Failure. 
  Absorb Spell – if the Spell Thief makes his/her saving throw against a targeted 
  spell, he/she may attempt to add it to his/her pool of Stolen Spells by 
  making a Level Check vs. DC (10 + target spell’s Caster level).  All limits 
  on spell level and total number of spell levels apply.  
  Absorb Spell (immediate) – As ‘Absorb Spell’, but the Spell Thief may cast the 
  absorbed spell or cast one of his/her own with the levels gained from it as an 
  Immediate Action. 
  Arcane Sight – usable (Charisma modifier) times per day.  Cast at Class level 
  as an Immediate Action. 
  Discover Spells – if the Spell Thief successfully use ‘Steal Spell’, he/she 
  knows all the other spells Prepared / Known by the target. 
   
   
  Stolen 
  Sneak Attack Cost 
  Max Level / Amount (units) 
  Duration of Theft  
  Spell 
  1d6 
  By Class level (Spell level) 
  Until cast, up to 1 hour 
  Spell Effect 
  1d6 
  Class level + Cha mod (Caster level) 
  Spell’s duration, up to 1 minute per Class level 
  Energy Resistance 
  1d6 
  By Class level 
  1 minute 
  Spell-Like Ability 
  1d6 
  Class level / 3 (Caster level) 
  Until used, up to 1 minute 
  Spell Resistance 
  3d6 
  5 
  1 round per Charisma modifier 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Spirit Shaman 
   
  Page 163 
  Spirit Shaman 
   (CDiv p14) 
   
  Class Features 
  Alignment:  any. 
  Hit Dice:  d8 
  Attack Table:  Rogue 
  Good Save:  Fort, Will 
  Armor:  Light + Light Shields 
  Weapons:  Club, Dagger, Dart, Hand 
  Axe, Javelin, Longspear, Quarterstaff, 
  Shortspear, Spear, Sling, Short Bow, 
  Throwing Ax. 
  Skill Points:  4 
   
  Str:  
  Swim. 
  Dex:  Ride. 
  Con:  Concentrate. 
  Int:  
  Craft, Know(arcana), 
  Know(geography), 
  Know(history), Know(local), 
  Know(nature), Spellcraft. 
  Wis:  Heal, Listen, Profession, Spot, 
  Survival. 
  Cha:  Diplomacy, Handle Animal. 
  Spells per Day 
   0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
  Spells Retrieved per Day 
   0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
  1 
  Spirit Guide 
  Wild Empathy 
   3 2 – – – – – – – – 
   3 1 – – – – – – – – 
  2 
  Chastise Spirits 
   4 3 – – – – – – – – 
   3 2 – – – – – – – – 
  3 
  Detect Spirits 
   5 4 2 – – – – – – – 
   3 2 1 – – – – – – – 
  4 
  Blessing of the Spirits 
   6 5 3 – – – – – – – 
   3 3 1 – – – – – – – 
  5 
  Follow the Guide 
   6 6 4 2 – – – – – – 
   3 3 1 1 – – – – – – 
  6 
  Ghost Warrior 
   6 6 5 3 – – – – – – 
   3 3 2 1 – – – – – – 
  7 
  Warding of the Spirits 
   6 6 6 4 2 – – – – – 
   3 3 2 1 1 – – – – – 
  8 
  — 
   6 6 6 5 3 – – – – – 
   3 3 2 2 1 – – – – – 
  9 
  Spirit Form, 1/day 
   6 6 6 6 4 2 – – – – 
   3 3 3 2 1 1 – – – – 
  10 
  Guide Magic 
   6 6 6 6 5 3 – – – – 
   3 3 3 2 2 1 – – – – 
  11 
  Recall Spirit 
   6 6 6 6 6 4 2 – – – 
   3 3 3 3 2 1 1 – – – 
  12 
  — 
   6 6 6 6 6 5 3 – – – 
   3 3 3 3 2 2 1 – – – 
  13 
  Exorcism 
   6 6 6 6 6 6 4 2 – – 
   3 3 3 3 3 2 1 1 – – 
  14 
  — 
   6 6 6 6 6 6 5 3 – – 
   3 3 3 3 3 2 2 1 – – 
  15 
  Spirit Form, 2/day 
   6 6 6 6 6 6 6 4 2 – 
   3 3 3 3 3 3 2 1 1 – 
  16 
  Weaken Spirits 
   6 6 6 6 6 6 6 5 3 – 
   3 3 3 3 3 3 2 2 1 – 
  17 
  Spirit Journey 
   6 6 6 6 6 6 6 6 4 2 
   3 3 3 3 3 3 3 2 1 1 
  18 
  — 
   6 6 6 6 6 6 6 6 5 3 
   3 3 3 3 3 3 3 2 2 1 
  19 
  Favored of the Spirits 
   6 6 6 6 6 6 6 6 6 4 
   3 3 3 3 3 3 3 3 2 2 
  20 
  Spirit Form, 3/day 
  Spirit Who Walks 
   6 6 6 6 6 6 6 6 6 5 
   3 3 3 3 3 3 3 3 3 2 
   
  Class Features: 
  Spirit Guide – Gain Feat: Alertness. 
  Spells – Casts Impromptu Divine spells from the Druid Spell List.  DC’s of the spells are based on your Charisma, 
  but access is based on Wisdom (i.e., you need a Wisdom of at least 16 to use a 6th level spell).  You may change 
  your ‘Retrieved’ (i.e., Known) spells each day after 1 hour of meditation. 
  Chastise Spirit – Spirits3 (even if Incorporeal) within a 30’ radius Burst of you take 1d6 per Class level (Will½, DC is 
  Charisma-base).  Usable as a Standard Action, 3 + Charisma modifier times per day. 
  Detect Spirits – Usable at will as a Spell-Like Ability.  Same as Detect Undead, but applies to Spirits 3. 
  Blessing of the Spirits – Activated with a 10 minute ritual.  Usable at will as a Spell-Like Ability.  As Protection from 
  Evil (self only), except it applies to Spirits 3 and has a duration of Permanent (may be dispelled or dismissed). 
  Follow the Guide – If you fail a saving throw vs. an Enchantment, you receive a save the next round at the same DC. 
  Ghost Warrior – 1. Any weapon you hold gains ‘Ghost Touch’.  2. Incorporeal creatures attempting to make a Touch 
  Attack on you must hit your normal AC instead (i.e., all your bonuses to AC are ‘Ghost Touch’ too). 
  Warding of the Spirits – Activated with a 10 minute ritual.  Usable once per day as a Spell-Like Ability.  As Magic 
  Circle against Evil, except it applies to Spirits and has a duration of 10 minutes per level. 
                                                   
  3 For this class, ‘spirits’ are defined as the following:  Incorporeal Undead, Fey, Creatures in Astral Form or with 
  Astral Bodies, Creatures with the ‘spirit’ subtype (see Oriental Adventures), Spirit Folk, Telthors, & spirit 
  creatures created by spells such as Dream Sight & Wood Wose. 
  Spirit Form, N/day – You become 
  Incorporeal.  This is a Supernatural 
  ability which is activated with a 
  Standard Action and has a duration of 
  1 minute.  In addition to the standard 
  benefits of being Incorporeal, you 
  gain a Touch Attack (attack roll is 
  Dexterity based) that does 1d6 
  damage and is treated as ‘magic’ for 
  purposes of overcoming Damage 
  Reduction. 
  Guide Magic – Your “guide” (i.e., a 
  second sentience within your mind) 
  can maintain Concentration on spells 
  for you.  Conditions affecting your 
  body (such as damage and being 
  entangled) do not apply to it, so it 
  does not normally have to make 
  Concentration checks.  If a spell 
  requires a check, it uses your 
  Concentration check bonus. 
  Recall Spirit – Raise Dead, usable once 
  per week as a Spell-Like Ability.  
  Only usable within 1 round of the 
  target’s death, but does not result in 
  loss of level. 
  Exorcism – Drive a Spirit out of a body 
  it is possessing by making an Class 
  Level Check + Charisma modifier vs. 
  DC 10 + possessing creature’s HD + 
  possessing creature’s Charisma 
  modifier.  An exorcized Spirit cannot 
  attempt to possess the same victim 
  for 24 hours.  Usable as a will as a 
  Full Round action. 
  Weaken Spirits – When using the 
  Chastise Spirit class ability, you may 
  forgo damage to remove some of the 
  defenses of every Spirit in the area of 
  effect (WillNeg).  Each affected 
  Spirit has the following suppressed:  
  Spell Resistance, Damage Reduction 
  (except vs. ‘adamantine’ or 
  everything  
  (i.e., ‘–‘), and an Incorporeal creature 
  looses its immunity to non-magic 
  attacks, the 50% miss chance of 
  corporeal attacks, & its ability to 
  move through solid objects.  The 
  effect lasts for 1 round per 3 HD of 
  damage forgone. 
  Spirit Journey – Shadow Walk (self 
  only), usable 1/day as a Spell-Like 
  Ability.  Travels through the Plane of 
  Spirit (instead of the Plane of 
  Shadow), so does not need to enter 
  through shadows. 
  Favored of the Spirits – Activated with 
  an 8 hour ritual & expenditure of 
  1,000 XP.  You gain a Contingency 
  affect that activates a Heal if your 
  hit-points or ability score drop to 0 
  (or lower).  Permanent until dispelled 
  or discharged. 
  Spirit Who Walks – You become a ‘fey’ 
  and gain Damage Reduction 5 / cold 
  iron. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Swashbuckler 
   
  Page 164 
  Swashbuckler 
   
   
  Swashbuckler  
   
    
    
   (CWar p11) 
  Swashbuckler variant, 
  Shield of Blades 
   (PH2 p63) 
  Class Features 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Tumble, 
  Use Rope. 
  Int: Craft. 
  Wis: Profession, Sense Motive. 
  Cha: Bluff, Diplomacy. 
  Alignment: any 
  Combat: 
  Fighter 
  Good Save: Fort 
  Hit-Die: 
  d10 
  Armor: 
  Light 
  Weapons: 
  Simple, Martial 
  Skill Points: 4 
  Str: Climb, Jump, Swim. 
  Dex: Balance, Escape Artist, Tumble, 
  Use Rope. 
  Int: Craft. 
  Wis: Profession, Sense Motive. 
  Cha: Bluff, Diplomacy. 
  1 
  Feat: Weapon Finesse 
  Feat: Weapon Finesse 
  2 
  Grace +1 † 
  Grace +1 † 
  3 
  Insightful Strike † 
  Insightful Strike † 
  4 
  — 
  — 
  5 
  Dodge Bonus +1 † 
  Dodge Bonus +1 † 
  Shield of Blades +2 † 
  6 
  — 
  — 
  7 
  Acrobatic Charge 
  Acrobatic Charge 
  8 
  Improved Flanking 
  Improved Flanking 
  9 
  — 
  — 
  10 
  Dodge Bonus +2 † 
  Dodge Bonus +2 † 
  Shield of Blades +3 † 
  11 
  Grace +2 
  Lucky 
  Grace +2 
  Lucky 
  12 
  — 
  — 
  13 
  Acrobatic Mastery 
  Acrobatic Mastery 
  14 
  Weakening Critical 
  Weakening Critical 
  15 
  Dodge Bonus +3 † 
  Dodge Bonus +3 † 
  Shield of Blades +4 † 
  16 
  — 
  — 
  17 
  Slippery Mind 
  Slippery Mind 
  18 
  — 
  — 
  19 
  Wounding Critical 
  Wounding Critical 
  20 
  Grace +3 † 
  Dodge Bonus +4 † 
  Grace +3 † 
  Dodge Bonus +4 † 
  Shield of Blades +5 † 
   
                                                   
  † This class ability is suppressed when you are in Medium (or heavier) armor –or– when 
  carrying a Medium (or heavier) load. 
   
   
  ‘Swashbuckler’ class features: 
  Grace +N – +N Competence bonus on Reflex saves.  
  Insightful Strike – When using a Finesse weapon, add your 
  Intelligence modifier to your weapon damage (in addition to 
  your Strength modifier).  Only applies to creatures vulnerable to 
  Critical Hits. †   
  Dodge Bonus +N – Receive a +N Dodge Bonus to AC against one 
  of your melee opponents.  You may designate a new opponent 
  each round.  If you have the Feat Dodge, you must designate the 
  same opponent for the feat and the class ability, though the 
  bonuses stack. † 
  Acrobatic Charge – You may Charge over difficult terrain, though 
  skill checks (such as Jump or Tumble) may be necessary. 
  Improved Flanking – When you Flank an opponent, you receive a 
  +4 bonus on your attack roll (instead of +2). 
  Lucky – You may reroll one failed Attack roll, Skill check, Ability 
  check, or Saving Throw per day, though you must keep the new 
  roll. 
  Acrobatic Skill Mastery – You may always “Take 10” on Jump 
  and Tumble checks. 
  Weakening Critical – On a Critical Hit, you also do 2 points of 
  Strength damage. 
  Slippery Mind – If you fail a saving throw vs. an Enchantment, 
  you receive a new save the next round at the same DC. 
  Wounding Critical – On a Critical Hit, you also do 2 points of 
  Constitution damage (in addition to the Strength damage from 
  ‘Weakening Critical’). 
   
   
  ‘Swashbuckler variant, Shield of Blades’ class features: 
  Shield of Blades +N – In any round where you attack with both of 
  a pair of Light weapons, you receive a +N Shield bonus to AC 
  until the start of your next round.  
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Warlock 
   
  Page 165 
  Warlock 
   
   
   
  Warlock  
    
  (CArc p5)  
     
   (CArcErrata)+ 
  Warlock variant, Fiendish 
  Flamewreath   
   (PH2 p65) 
   
  Class Features 
  Alignment: CG, CN, LE, NE, CE 
  Combat: 
  Rogue 
  Good Save: Will 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple 
  Skill Points: 2 
  Str: Jump. 
  Con: Concentrate. 
  Int: Craft, Know(arcana),  
  Know(the planes), Spellcraft. 
  Wis: Profession, Sense Motive. 
  Cha: Bluff, Disguise, Intimidate,  
  Use Magic Device. 
  Alignment: CG, CN, LE, NE, CE 
  Combat: 
  Rogue 
  Good Save: Will 
  Hit-Die: 
  d6 
  Armor: 
  Light 
  Weapons: 
  Simple 
  Skill Points: 2 
  Str: Jump. 
  Con: Concentrate. 
  Int: Craft, Know(arcana),  
  Know(the planes), Spellcraft. 
  Wis: Profession, Sense Motive. 
  Cha: Bluff, Disguise, Intimidate,  
  Use Magic Device. 
  Invocations 
  Known 
  1 
  Eldritch Blast 1d6 
  Invocation, Least  
  Eldritch Blast 1d6 
  Invocation, Least  
  1 
  2 
  Detect Magic, at will 
  Detect Magic, at will 
  2 
  3 
  Eldritch Blast 2d6 
  Damage Reduction 1 / cold iron 
  Eldritch Blast 2d6 
  Damage Reduction 1 / cold iron 
  2 
  4 
  Deceive Item 
  Deceive Item 
  3 
  5 
  Eldritch Blast 3d6 
  Eldritch Blast 3d6 
  3 
  6 
  Invocation, Least or Lesser  
  Invocation, Least or Lesser  
  4 
  7 
  Eldritch Blast 4d6 
  Damage Reduction 2 / cold iron 
  Eldritch Blast 4d6 
  Damage Reduction 2 / cold iron 
  4 
  8 
  Fiendish Resilience 1 
  Fiendish Resilience 1  
  Fiendish Flamewreath, 1d6 
  5 
  9 
  Eldritch Blast 5d6 
  Eldritch Blast 5d6 
  5 
  10 
  Energy Resistance 5 
  Fiendish Resilience 5 
  6 
  11 
  Eldritch Blast 6d6 
  Damage Reduction 3 / cold iron 
  Invocation, Least, Lesser, Greater  
  Eldritch Blast 6d6 
  Damage Reduction 3 / cold iron 
  Invocation, Least, Lesser, Greater  
  7 
  12 
  Imbue Item 
  Imbue Item 
  7 
  13 
  Fiendish Resilience 2 
  Fiendish Resilience 2 
  Fiendish Flamewreath, 2d6 
  8 
  14 
  Eldritch Blast 7d6 
  Eldritch Blast 7d6 
  8 
  15 
  Damage Reduction 4 / cold iron 
  Damage Reduction 4 / cold iron 
  9 
  16 
  Invocation, up to Dark  
  Invocation, up to Dark  
  10 
  17 
  Eldritch Blast 8d6 
  Eldritch Blast 8d6 
  10 
  18 
  Fiendish Resilience 5 
  Fiendish Resilience 5  
  Fiendish Flamewreath, 5d6 
  11 
  19 
  Damage Reduction 5 / cold iron 
  Damage Reduction 5 / cold iron 
  11 
  20 
  Eldritch Blast 9d6 
  Energy Resistance 10 
  Eldritch Blast 9d6 
  Energy Resistance 10  
  12 
   
  ‘Warlock’ Class Features: 
  Eldritch Blast Nd6 – As a Standard Action, you may 
  generate a ray that does Nd6 of Untyped Damage to 
  one target within 30’ (no save, SR applies) (½ 
  damage to objects). (Note:  Some Invocations 
  change these default behaviors).  Some Invocations 
  add additional effects which allow a save, which is 
  Charisma-based and can be increased with Feat: 
  Ability Focus (Eldritch Blast).  Usable an unlimited 
  number of times per day.  One ‘eldritch essence’ and 
  one ‘blast shape’ Invocation may be applied to the 
  Eldritch Blast (assuming the Warlock knows any); 
  doing so will change the Eldritch Blast’s Effective 
  Cater level (default is 1st (CArcErrata)). 
  Invocation – Invocations are Spell-Like Abilities.  
  Unlike most Spell-Like Abilities, Invocations have 
  Somatic (and in a few cases, Verbal) components.  
  Arcane Spell failure of Medium (and heavier) Armor 
  & Shields apply.  Invocations are activated as a 
  Standard Action and can be used an unlimited 
  number of times per day.  At 1st level, only Least 
  Invocations may be learned.  At 6th level, you can 
  learn any Invocation from the Least or Lesser list.  
  Whenever a new list of Invocations becomes 
  available, you may change one Invocation that was 
  learned at an earlier level. 
  Deceive Item – You may always “take 10” when 
  making Use Magic Device checks. 
  Fiendish Resilience N – Gain ‘Fast Healing N’ for 2 
  minutes.  Usable 1/day.  Activated as a Free Action. 
  Energy Resistance N – At 10th level, choose two Energy 
  Types from the following list:  Acid, Cold, 
  Electricity, Fire, & Sonic.  Gain Energy Resistance 
  N against those two energy types.  The resistance to 
  the two chosen energy types improves at 20th level. 
  Imbue Item – You can create magic items based on 
  spells you cannot cast.  You must take the 
  appropriate Item Creation Feat and then make a Use 
  Magic Device check vs. DC 15 + Spell level for 
  Arcane spells –or– DC 25 + Spell level for Divine 
  spells. 
   
  ‘Warlock variant, Fiendish Flamewreath’ Class 
  Features: 
  Fiendish Flamewreath, Nd6 – Cover your body with 
  flames.  Usable 1/day.  Activated as a Free Action 
  and lasts for 2 minutes (unless you dismiss the effect 
  as a Free Action).  Provides light equal to a torch.  
  Any creature that strikes you with a non-reach 
  weapon takes Nd6 Fire damage. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  Warmage 
   
  Page 166 
  Warmage 
    
   
  Warmage  
    
  (CArc p10) 
  Warmage variant,  
  Eclectic Learning   (PH2 p67)
  Class Features 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d6 
  Armor: 
  Light, Shield (light only) 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentrate. 
  Int: Craft, Know(arcana),  
  Know(history), Spellcraft. 
  Wis: Profession. 
  Cha: Intimidate. 
  Alignment: any 
  Combat: 
  Wizard 
  Good Save: Will 
  Hit-Die: 
  d6 
  Armor: 
  Light, Shield (light only) 
  Weapons: 
  Simple 
  Skill Points: 2 
  Con: Concentrate. 
  Int: Craft, Know(arcana),  
  Know(history), Spellcraft. 
  Wis: Profession. 
  Cha: Intimidate. 
  1 
  Armored Mage (light) 
  Warmage Edge 
  Spells per Day  
   
  0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
   
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  Armored Mage (light) 
  Warmage Edge 
  Spells per Day  
   
  0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
   
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  2 
  Spells 6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  Spells 6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  3 
  Advanced Learning 
   
  Spells 6 
  5 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  Advanced Learning 
  Eclectic Learning 
  Spells 6 
  5 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  4 
  Spells 6 
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  Spells 6 
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  5 
  Spells 6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  Spells 6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  6 
  Advanced Learning 
   
  Spells 6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  Advanced Learning 
  Eclectic Learning 
  Spells 6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  7 
  Gain Feat: Sudden Empower 
  Spells 6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  Gain Feat: Sudden Empower 
  Spells 6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  8 
  Armored Mage (medium) 
  Spells 6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  Armored Mage (medium) 
  Spells 6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  9 
  Spells 6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  Spells 6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  10 
  Gain Feat: Sudden Enlarge 
  Spells 6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  Gain Feat: Sudden Enlarge 
  Spells 6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  11 
  Advanced Learning 
   
  Spells 6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  Advanced Learning 
  Eclectic Learning 
  Spells 6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  12 
  Spells 6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  Spells 6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  13 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  14 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  15 
  Gain Feat: Sudden Widen 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  Gain Feat: Sudden Widen 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  16 
  Advanced Learning 
   
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  Advanced Learning 
  Eclectic Learning 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  17 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  18 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  19 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  20 
  Gain Feat: Sudden Maximize 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  Gain Feat: Sudden Maximize 
  Spells 6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
   
  Class Features: 
  Armored Mage (light) – Cast Impromptu Charisma-based Arcane Spells from the Warmage Spell List (see page 196).  There is no chance of Arcane Spell Failure 
  when wearing no more than Light Armor and/or a Light Shield.  You know all Warmage spells on any level list available to you. 
  Warmage Edge – Add your Intelligence modifier to the damage done by any spell that does hit-point damage.  For Area of effect spells, such as Fireball, all foes 
  receive the bonus damage.  For targeted spells, such as Ray of Fire and Magic Missile, only one target takes the extra damage.   
  Advanced Learning – You may add one Evocation from the Sorcerer / Wizard Spell List whose level you can cast to your list of Known Spells. 
  Armored Mage (medium) – As Armored Mage (light), but now you can cast spells while wearing Medium Armor with no chance of Arcane Spell Failure. 
   
  Eclectic Learning – You may add one spell of any School of Magic from the Sorcerer / Wizard Spell List to your list of Known Spells.  The spell counts as one 
  level higher than normal, so Mirror Image would be a 3rd level spell (instead of a 2nd as usual).   
  You may alternate between ‘Advanced Learning’ and ‘Eclectic Learning’ as desired. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
   
  NPC Classes 
   
  Page 167 
  NPC Classes  
   
  NPC Class 
  Class Features 
  Skills 
  Proficiencies 
  Misc. 
   
  Adept 
  (often a tribal 
  shaman or 
  hermit) 
  (DMG p107) 
  Hit Dice: d6 
  Class Skill Points: 2 
  Attack Table:  Wizard 
  Good Save:  Will 
  Int:  Craft, Know(any), Spellcraft. 
  Wis:  Heal, Profession, Survival. 
  Con:  Concentrate. 
  Cha:  Handle Animals. 
  Armor:  — 
  Weapons:  Simple 
  1st Level 
  Casts Prepared Wisdom-based Divine spells 
  from the Adept Spell List (see page 168).
  2nd Level 
  Summon Familiar. 
   
  Adept, Religious  
  (a tribal shaman 
  or hermit with a 
  strong connection 
  to a deity) 
  (Eb p256) 
  Hit Dice: d6 
  Class Skill Points: 2 
  Attack Table:  Wizard 
  Good Save:  Will 
  Int:  Craft, Know(any), Spellcraft. 
  Wis:  Heal, Profession, Survival. 
  Con:  Concentrate. 
  Cha:  Handle Animals. 
  Armor:  — 
  Weapons:  Simple 
  1st Level 
  Casts Prepared Wisdom-based Divine spells 
  from the Adept Spell List (see page 
  168). The spells from a single Clerical 
  Domain are added to this list. 
  2nd Level 
  Summon Familiar. 
   
  Adept, Urban 
  (a healer, fortune-
  teller, etc., from a 
  city) 
  (Sharn p167) 
  Hit Dice: d6 
  Class Skill Points: 2 
  Attack Table:  Wizard 
  Good Save:  Will 
  Int:  Craft, Know(any), Spellcraft. 
  Wis:  Heal, Profession, Survival. 
  Con:  Concentrate. 
  Cha:  Handle Animals. 
  Armor:  — 
  Weapons:  Simple 
  1st Level 
  Casts Prepared Wisdom-based Divine spells 
  from the Urban Adept Spell List (see 
  page 192). 
  2nd Level 
  Summon Familiar. 
   
  Aristocrat 
  (member of the 
  ruling class) 
  (DMG p108) 
   
  Hit Dice: d8 
  Class Skill Points: 4 
  Attack Table:  Rogue 
  Good Save:  Will 
   
  Str:  Swim. 
  Dex:  Ride. 
  Int:  Appraise, Forgery, Know(any) 
  Wis:  Listen, Sense Motives, Spot, 
  Survival. 
  Cha:  Bluff, Diplomacy, Disguise, 
  Gather Info., Handle Animals, 
  Intimidate, Perform. 
  Speak Language. 
  Armor:  All 
  Weapons:  Simple, 
  Martial 
   
   
  Commoner 
  (a peasant) 
  (DMG p108) 
   
  Hit Dice: d4 
  Class Skill Points: 2 
  Attack Table:  Wizard 
  Good Save:  — 
  Str:  Climb, Jump, Swim. 
  Dex:  Ride, Use Rope. 
  Int:  Craft 
  Wis:  Listen, Profession, Spot. 
  Cha:  Handle Animal. 
  Armor:  — 
  Weapons:  one 
  Simple weapon 
   
   
   
  Expert 
  (a professional in 
  any craft,  
  profession, or 
  knowledge) 
  (DMG p109) 
  Hit Dice: d6 
  Class Skill Points: 4 
  Attack Table:  Rogue 
  Good Save:  Will 
  Any 10 skills can be in-class. 
  Armor:  Light 
  Weapons:  Simple 
   
   
  Magewright 
  (a professional in 
  a magical craft) 
  (Eb p256) 
  Hit Dice: d4 
  Class Skill Points: 2 
  Attack Table:  Wizard 
  Good Save:  Will 
  Int:  Craft, Know(any), Spellcraft. 
  Wis:  Profession. 
  Con:  Concentrate. 
  Cha:  Handle Animals. 
  Armor:  — 
  Weapons:  Simple 
  1st Level 
  Casts Prepared Intelligence-based Arcane 
  spells from the Magewright Spell List 
  (see page 184).  
  Gain Feat: Spell Mastery. 
  2nd Level 
  — 
   
  Warrior 
  (a soldier / bandit 
  militia member, 
  etc., who knows 
  how to fight) 
  (DMG p109) 
  Hit Dice: d8 
  Class Skill Points: 2 
  Attack Table:  Fighter 
  Good Save:  Fort 
  Str:  Climb, Jump, Swim. 
  Dex:  Ride. 
  Cha:  Handle Animal, Intimidate. 
  Armor:  All 
  Weapons:  Simple, 
  Martial 
   
   
  Skipped Base Classes  
   
  Psionic Base Classes 
   
  Changeling Egoist(RoE p121)  
  Erudite(DR319 p46)  
  Kalashtar Monk(RoE p124)  
  Kalashtar Soulknife(RoE p124)  
  Kalashtar Telepath(RoE p125)  
  Shifter Wilder(RoE p129)  
  Umbragen Soulknife(DR330 p45)  
   
  Al-Qadim & Oriental Adventure Classes 
   
  Sha’ir(DR315p79)  
  Shugenja(CDiv p10)  
  Wu Jen(CArc p14)  
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Adept spell list 
   
  Page 168 
  Spell Lists  
   
  Adept Spell List  
  Wisdom-based Prepared Divine Spells(DMG p108) (FoE p150)+ 
   
  0th Level 
   
  Create Water(PH p215) – Creates 2 gallons/level of 
  pure water. 
  Cure Minor Wounds(PH p216) – Cures 1 point of 
  damage. 
  Detect Magic(PH p219) – Detects spells and magic 
  items within 60’. 
  Ghost Sound(PH p235) – Figment sounds. 
  Guidance(PH p238) – +1 on one attack roll, saving 
  throw, or skill check. 
  Light(PH p248) – Object shines like a torch. 
  Mending(PH p253) – Makes minor repairs on an 
  object. 
  Purify Food and Drink(PH p267) – Purifies 1 cubic 
  foot per level of food or water. 
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
  Touch of Fatigue(PH p294) – Touch attack fatigues 
  target. 
   
   
  1st Level 
    
  Bless(PH p205) – Allies gain+1 morale bonus to 
  attacks & saves vs. fear. 
  Burning Hands(PH p207) – 1d4 fire damage per level 
  (max 5d4). 
  Cause Fear(PH p208) – One creature of 5HD or less 
  flees for 1d4 rounds. 
  Command(PH p211) – One subject obeys selected 
  command for 1 round. 
  Comprehend Languages(PH p212) – You understand 
  all spoken and written languages. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Detect Chaos(PH p218) – Reveals chaotic creatures, 
  spells, or objects. 
  Detect Evil(PH p218) – Reveals evil creatures, spells, 
  or objects. 
  Detect Good(PH p219) – Reveals good creatures, 
  spells, or objects. 
  Detect Law(PH p219) – Reveals lawful creatures, 
  spells, or objects. 
  Detect Manifest Zone(FoE p150) – Locates dimensional 
  overlaps within 120’. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Obscuring Mist(PH p258) – Fog surrounds you. 
  Protection from Chaos(PH p266) – +2 bonus to AC 
  & saves against chaos, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Evil(PH p266) – +2 bonus to AC & 
  saves against evil, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Good(PH p266) – +2 bonus to AC & 
  saves against good, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Law(PH p266) – +2 bonus to AC & 
  saves against law, counters mind control, & 
  hedges out elementals & outsiders. 
  Sleep(PH p280) – Puts 4HD of creatures into magical 
  slumber. 
   
   
  2nd Level 
   
  Aid(PH p196) – +1 on attack rolls, +1 on saves 
  against fear, 1d8 temporary hp +1/lvl (max +10) 
  Animal Trance(PH p198) – Fascinates 2d6 HD of 
  animals. 
  Bear’s Endurance(PH p203) – Subject gains +4 
  Constitution for 1 minute per level. 
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Cat’s Grace(PH 3.5p208) – Subject gains +4 Dexterity 
  for 1 minute per level. 
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Darkness(PH p216) – 20’ radius of supernatural 
  shadow. 
  Delay Poison(PH p217) – Stops poison from harming 
  subject for 1 hour per level. 
  Invisibility(PH p245) – Subject is invisible for 1 
  minute per level or until it attacks. 
  Mirror Image(PH p254) – Creates decoy duplicates of 
  you (1d4 + 1 per three levels (max 8)). 
  Resist Energy(PH p246) – Ignores the first 10 (or 
  more) points of damage per attack from a 
  specified energy type. 
  Restoration, Lesser(PH p272) – Dispels magic ability 
  penalty or repairs 1d4 ability damage.  
  Scorching Ray(PH p274) – Ranged touch attack, 
  deals 4d6 fire damage, +1 ray/4 levels (max 3). 
  See Invisibility(PH p275) – Reveals invisible 
  creatures or objects. 
  Web(PH p301) – Fills 20’ radius spread with sticky 
  spider webs. 
   
   
  3rd Level 
    
  Animate Dead(PH p198) – Creates undead skeletons 
  and zombies. 
  Bestow Curse(PH p203) – Subject either receives a –6 
  on one ability; -4 enhancement penalty on 
  attacks, saves, and skill checks; or 50% chance 
  of losing each action. 
  Contagion(PH p213) – Infects subject with chosen 
  disease. 
  Continual Flame(PH p213) – Makes a permanent, 
  heatless torch. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Daylight(PH p216) – 60’ radius of bright light. 
  Deeper Darkness(PH p217) – Object sheds 
  supernatural shadow in 60’ radius. 
  Lightning Bolt(PH p248) – Electricity deals 1d6 
  damage per level. 
  Neutralize Poison(PH p257) – Immunizes subject 
  against poison, detoxifies venom in or on 
  subject. 
  Remove Curse(PH p270) – Frees person or object 
  from a curse. 
  Remove Disease(PH p271) – Cures all diseases 
  affecting subject. 
  Tongues(PH p294) – Speak any language. 
   
   
  4th Level 
   
  Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per 
  level (max. +20). 
  Minor Creation(PH p253) – Creates one cloth or 
  wood object. 
  Polymorph(PH p263) – Gives one willing subject a 
  new form. 
  Restoration(PH p272) – Restores level and ability 
  score drains. 
  Stoneskin(PH p284) – Ignore 10 points of damage per 
  attack. 
  Wall of Fire(PH p298) – Deals 2d4 fire damage out to 
  10’ and 1d4 out to 20’.  Passing through wall 
  deals 2d6 + 1 per level. 
   
  5th Level 
   
  Baleful Polymorph(PH p202) – Transforms subject 
  into a harmless animal. 
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, & petrifaction. 
  Heal(PH p239) – Cures 10 points per level, all 
  diseases and mental conditions. 
  Major Creation(PH p252) – As Minor Creation, plus 
  stone and metal. 
  Raise Dead(PH p268) – Restores life to subject who 
  died up to 1 day per level ago. 
  True Seeing(PH p296) – See all things as they really 
  are. 
  Wall of Stone(PH p299) – Creates a stone wall that 
  can be shaped. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Anagakok Supplemental spell list 
   
  Page 169 
  Anagakok Supplemental Spell List  
  Intelligence-based Prepared Arcane Spells(DR344 p105) 
  This list is also treated by Anagakoks as their specialized ‘School of Magic’ 
   
  0th Level 
   
  Create Water(PH p215) – Creates 2 gallons/level of 
  pure water. 
  Know Direction(PH p246) – You discern north. 
  Purify Food and Drink(PH p267) – Purifies 1 cubic 
  foot per level of food or water. 
   
   
  1st Level 
   
  Calm Animals(PH p207) – Calms (2d4 + level) HD of 
  animals. 
  Charm Animal(PH p208) – Makes one animal your 
  friend. 
  Detect Animals or Plants(PH p218) – Detects species 
  of animals or plants. 
  Detect Snares and Pits(PH p220) – Reveals natural or 
  primitive traps. 
  Longstrider(PH p249) – Increases your speed. 
  Pass without Trace(PH p259) – One subject per level 
  leaves no tracks or scent trail for 1 hour per lvl. 
   
   
  2nd Level 
   
  Animal Trance(PH p198) – Fascinates 2d6 HD of 
  animals. 
  Hold Animal(PH p241) – Paralyzes one animal for 1 
  round per level. 
  Reduce Animal(PH p269) – Shrinks one willing 
  animal. 
  Wood Shape(PH p303) – Rearranges wooden objects 
  to suit you. 
   
   
  3rd Level 
   
  Diminish Plants(PH p221) – Reduces size or blights 
  growth of normal plants. 
  Dominate Animal(PH p224) – Subject animal obeys 
  silent mental commands. 
  Neutralize Poison(PH p257) – Immunizes subject 
  against poison, detoxifies venom in or on 
  subject. 
  Quench(PH p267) – Extinguishes nonmagical fires or 
  one magic item. 
  Snare(PH p280) – Creates a magical booby trap. 
   
   
  4th Level 
   
  Antiplant Shell(PH p200) – Keeps animated plants at 
  bay. 
  Command Plants(PH p211) – Sway the actions of one 
  or more plant creatures. 
  Repel Vermin(PH p271) – Insects, spiders, and other 
  vermin stay 10’ away. 
  Rusting Grasp(PH p273) – Your touch corrodes iron 
  and alloys. 
   
   
  5th Level 
   
  Awaken(PH p202)(DR330 p81)+ – Animal or tree gains 
  human intellect. 
  Commune with Nature(PH p211) – Learn about 
  terrain for one mile per level. 
  Control Winds(PH p214) – Change wind direction 
  and speed. 
  Tree Stride(PH p296) – Step from one tree to another 
  far away. 
   
   
  6th Level 
   
  Find the Path(PH p230) – Shows most direct way to a 
  location. 
  Repel Wood(PH p271) – Pushes away wooden 
  objects. 
  Stone Tell(PH p284) – Talk to natural or worked 
  stone. 
  Transport via Plants(PH p295)(PH3.5e)+ – Move 
  instantly from one plant to another of the same 
  species. 
   
   
  7th Level 
   
  Animate Plants(PH p199) – One or more trees 
  animate and fight for you. 
  Transmute Metal to Wood(PH p294) – Metal within 
  40’ becomes wood. 
  Wind Walk(PH p302) – You and your allies turn 
  vaporous and travel fast. 
   
   
  8th Level 
   
  Animal Shapes(PH p198) – One ally per level 
  polymorphs into chosen animal. 
  Control Plants(PH p213) – Control actions of one or 
  more plant creatures. 
  Repel Metal or Stone(PH p271) – Pushes away metal 
  and stone. 
   
   
  9th Level 
   
  Elemental Swarm(PH p226) – Summons multiple 
  elementals. 
  Regenerate(PH p270) – Subject’s severed limbs grow 
  back, cures 4d8 damage +1 per level (max +35). 
  Shambler(PH p277) – Summons 1d4+2 shambling 
  mounds to fight for you. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Anarch spell list 
   
  Page 170 
  Anarch Spell List  
  Wisdom-based Prepared Divine Spells(DR310 p49). Note that an Anarch’s Caster Level is half his/her Class Level. 
   
  1st Level 
   
  Bane(PH p203) – Enemies take –1 on attack rolls and 
  saves against fear. 
  Bless Weapon(PH p205) – Weapon strikes true 
  against evil foes. 
  Cause Fear(PH p208) – One creature of 5HD or less 
  flees for 1d4 rounds. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Detect Poison(PH p219) – Detects poison in one 
  creature or small object. 
  Divine Favor(PH p224) – You gain +1 per three 
  levels on attack and damage rolls. 
  Doom(PH p225) – One subject takes –2 on attack 
  rolls, damage rolls, saves, and checks. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Entropic Shield(PH p227) – Ranged attacks against 
  you suffer 20% miss chance. 
  Lesser Confusion(PH p212) – One creature is 
  confused for 1 round. 
  Magic Weapon(PH p251) – Weapon gains +1 bonus. 
  Obscuring Mist(PH p258) – Fog surrounds you. 
  Protection from Law(PH p266) – +2 bonus to AC & 
  saves against law, counters mind control, & 
  hedges out elementals & outsiders. 
   
   
   
  2nd Level 
   
  Align Weapon(PH p197) – Weapon becomes good, 
  evil, lawful, or chaotic. 
  Bear’s Endurance(PH p203) – Subject gains +4 
  Constitution for 1 minute per level. 
  Blur(PH p206) – Attacks miss subject 20% of the time. 
  Darkness(PH p216) – 20’ radius of supernatural 
  shadow. 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Mirror Image(PH p254) – Creates decoy duplicates of 
  you (1d4 + 1 per three levels (max 8)). 
  Misdirection(PH p254) – Misleads divinations for one 
  creature or object. 
  Scare(PH p274) – Panics creatures of less than 6HD. 
  Shatter(PH p278) – Sonic vibration damages objects 
  or crystalline creatures. 
  Touch of Idiocy(PH p294) – Subject takes 1d6 
  Intelligence, Wisdom & Charisma damage. 
  Undetectable Alignment(PH p297) – Conceals 
  alignment for 24 hours. 
   
  3rd Level 
   
  Blindness/Deafness(PH p206) – Makes subject blind 
  or deaf. 
  Contagion(PH p213) – Infects subject with a disease. 
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Deeper Darkness(PH p217) – Object sheds 
  supernatural shadow in 60’ radius. 
  Dispel Magic(PH p223)(PHe)+ – Cancels magical 
  spells and effects. 
  Magic Weapon, Greater(PH p251) – +1 bonus per 
  four levels (max +5). 
  Magic Circle against Law(PH p250) – As Protection 
  from Law, but 10’ radius & 10 minutes per lvl. 
  Rage(PH p268) – Subjects gain +2 to Strength and 
  Constitution, +1 on Will saves, –2 to AC. 
  Slow(PH p280) – One subject per level takes only one 
  action per round, –2 AC and attack rolls. 
   
   
  4th Level 
   
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, & petrifaction. 
  Chaos Hammer(PH p208)(PHe)+ – Damages and 
  staggers lawful creatures. 
  Confusion(PH p212) – Makes subject behave oddly 
  for 1 round per level. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Dispel Law(PH p222) – +4 bonus against attacks by 
  lawful creatures. 
  Freedom of Movement(PH p233) – Subject moves 
  normally despite impediments. 
  Planar Ally, Lesser(PH p261) – Exchange services 
  with a 6 HD extraplanar creature. 
  Poison(PH p262) – Touch deals 1d10 Constitution 
  damage, repeats in 1 minute. 
  Shout(PH p279) – Deafens all within cone and deals 
  5d6 damage. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Anti-Paladin spell list 
   
  Page 171 
  Anti-Paladin Spell List  
  Wisdom-based Prepared Divine Spells(DR312 p22).  Note that an Anti-Paladin’s Caster Level is half his/her Class Level. 
   
  1st Level 
   
  Bane(PH p203) – Enemies take –1 on attack rolls and 
  saves against fear. 
  Cause Fear(PH p208) – One creature of 5HD or less 
  flees for 1d4 rounds. 
  Curse Water(PH p216) – Makes Unholy Water. 
  Deathwatch(PH p217) – Reveals how near death 
  subjects within 30’ are. 
  Doom(PH p225) – One subject takes –2 on attack 
  rolls, damage rolls, saves, and checks. 
  Inflict Light Wounds(PH p244) – Touch deals 1d8 
  damage +1 per level (max +5). 
  Magic Weapon(PH p251) – Weapon gains +1 
  enhancement bonus. 
  Profane Weapon (DR312 p22) – Weapon strikes true 
  against good foes. 
  Protection from Good(PH p266) – +2 bonus to AC & 
  saves against good, counters mind control, & 
  hedges out elementals & outsiders.  
  Protection from Law(PH p266) – +2 bonus to AC & 
  saves against law, counters mind control, & 
  hedges out elementals & outsiders. 
  Ray of Enfeeblement(PH p260) – Ray reduces 
  Strength by 1d6 points +1 per 2 levels (max +5). 
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
  Summon Monster I(PH p285) – Summons an 
  extraplanar creature to fight for you. 
   
   
  2nd Level 
   
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Darkness(PH p216) – 20’ radius of supernatural 
  shadow. 
  Desecrate(PH p218) – Fills area with negative 
  energy, making undead stronger. 
  Shatter(PH p278) – Sonic vibration damages objects 
  or crystalline creatures. 
  Summon Monster II(PH p286) – Summons an 
  extraplanar creature to fight for you. 
  Undetectable Alignment(PH p297) – Conceals 
  alignment for 24 hours. 
   
   
  3rd Level 
   
  Bestow Curse(PH p203) – Subject either receives a –6 
  on one ability; -4 enhancement penalty on 
  attacks, saves, and skill checks; or 50% chance 
  of losing each action. 
  Blindness/Deafness(PH p206) – Makes subject blind 
  or deaf. 
  Deeper Darkness(PH p217) – Object sheds 
  supernatural shadow in 60’ radius. 
  Heal Mount(PH p239) – As Heal on special mount.   
  Inflict Moderate Wounds(PH p244) – Touch attack, 
  2d8 +1 per level (max +10). 
  Magic Weapon, Greater(PH p251) – +1 bonus per 
  four levels (max +5). 
  Magic Circle against Good(PH p250) – As Protection 
  from Good, but 10’ radius and 10 min/lvl. 
  Magic Circle against Law(PH p250) – As Protection 
  from Law, but 10’ radius and 10 min/lvl. 
  Summon Monster III(PH p286) – Summons an 
  extraplanar creature to fight for you.
   
   
  4th Level 
   
  Corrupt Sword(DMG p182) – Weapon becomes +5, 
  deals +2d6 damage against good. 
  Death Ward(PH p217) – Grants immunity to death 
  spells and negative energy effects. 
  Dispel Good(PH p222) – +4 bonus against attacks by 
  good creatures. 
  Dispel Law(PH p222) – +4 bonus against attacks by 
  lawful creatures. 
  Fear(PH p229) – Subjects flee for 1 round per level. 
  Inflict Serious Wounds(PH p244) – Touch attack, 3d8 
  +1 per level (max +15). 
  Poison(PH p262) – Touch deals 1d10 Constitution 
  damage, repeats in 1 minute. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Avenger spell list 
   
  Page 172 
  Avenger Spell List  
  Wisdom-based Prepared Divine Spells(DR310 p50) 
  Note that an Avenger’s Caster Level is half his/her Class Level. 
   
  1st Level 
   
  Bless(PH p205) – Allies gain+1 morale bonus to 
  attacks & saves vs. fear. 
  Bless Water(PH p205) – Makes Holy Water. 
  Bless Weapon(PH p205) – Weapon strikes true 
  against evil foes. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Detect Poison(PH p219) – Detects poison in one 
  creature or small object. 
  Disguise Self(PH p222) – Changes our appearance. 
  Divine Favor(PH p224) – You gain +1 per three 
  levels on attack and damage rolls. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Restoration, Lesser(PH p272) – Dispels magic ability 
  penalty or repairs 1d4 ability damage.  
  Magic Stone(PH p251) – Three stones become +1 
  projectiles, 1d6+1 damage. 
  Magic Weapon(PH p251) – Weapon gains +1 
  enhancement bonus. 
  Mending(PH p253) – Makes minor repairs on an 
  object. 
  Protection from Evil(PH p266) – +2 bonus to AC & 
  saves against evil, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Law(PH p266) – +2 bonus to AC & 
  saves against law, counters mind control, & 
  hedges out elementals & outsiders. 
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
  Shield of Faith(PH p278) – Aura grants +2 (or higher) 
  deflection bonus. 
   
   
  2nd Level 
   
  Align Weapon(PH p197) – Weapon becomes good, 
  evil, lawful, or chaotic. 
  Alter Self(PH p197) – Assume the form of a similar 
  creature. 
  Cat’s Grace(PH 3.5p208) – Subject gains +4 Dexterity 
  for 1 minute per level. 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Fox’s Cunning(PH p233) – Subject gains +4 
  Intelligence for 1 minute per level. 
  Invisibility(PH p245) – Subject is invisible for 1 
  minute per level or until it attacks. 
  Make Whole(PH p252) – Repairs an object. 
  Misdirection(PH p254) – Misleads divinations for one 
  creature or object. 
  Resist Energy(PH p246) – Ignores the first 10 (or 
  more) points of damage per attack from a 
  specified energy type. 
  Shield Other(PH p278) – You take half of subject’s 
  damage. 
  Undetectable Alignment(PH p297) – Conceals 
  alignment for 24 hours. 
   
   
  3rd Level 
   
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Dispel Magic(PH p223)(PHe)+ – Cancels magical 
  spells and effects. 
  Flame Arrow(PH p231) – Arrows deal +1d6 fire.  
  Magic Weapon, Greater(PH p251) – +1 bonus per 
  four levels (max +5). 
  Magic Circle against Evil(PH p249) – As Protection 
  from Evil, but 10’ radius & 10 minutes per lvl. 
  Magic Circle against Law(PH p250) – As Protection 
  from Law, but 10’ radius & 10 minutes per lvl. 
  Magic Vestment(PH p251) – Armor,  shield, or 
  clothes gain +1 enhancement per four levels. 
  Nondetection(PH p257) – Hides subject from 
  divination and scrying. 
  Obscure Object(PH p258) – Masks object against 
  scrying. 
   
   
  4th Level 
   
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Detect Scrying(PH p219) – Alerts you to magical 
  eavesdropping. 
  Dispel Evil(PH p222) – +4 bonus against attacks by 
  evil creatures. 
  Dispel Law(PH p222) – +4 bonus against attacks by 
  lawful creatures. 
  Invisibility, Greater(PH p245) – As Invisibility, but 
  subject can attack and stay invisible. 
  Freedom of Movement(PH p233) – Subject moves 
  normally despite impediments. 
  Holy Sword(PH p215) – Weapon becomes +5, deals 
  +2d6 damage against evil. 
  Neutralize Poison(PH p257) – Immunizes subject 
  against poison, detoxifies venom in or on 
  subject. 
  Restoration(PH p272) – Restores level and ability 
  score drains. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Bardic Sage supplemental spell list 
   
  Page 173 
  Bardic Sage Supplemental Spell List  
  Charisma-based Impromptu Arcane Spells(UA p48) 
   
  1st Level 
   
  Detect Chaos(PH p218) – Reveals chaotic creatures, spells, or objects. 
  Detect Evil(PH p218) – Reveals evil creatures, spells, or objects. 
  Detect Good(PH p219) – Reveals good creatures, spells, or objects. 
  Detect Law(PH p219) – Reveals lawful creatures, spells, or objects. 
   
   
  2nd Level 
   
  Zone of Truth(PH p303) – Subjects within range cannot lie. 
   
   
  3rd Level 
   
  Arcane Sight(PH p201) – Magical auras become visible to you. 
   
   
  4th Level 
   
  Analyze Dweomer(PH p197) – Reveals magical aspects of subject.4 
  Sending(PH p275) – Delivers a short message anywhere, instantly. 
   
   
  5th Level 
   
  Contact Other Plane(PH p212) – Lets you ask question of an extraplanar entity. 
  Scrying, Greater(PH p275)(PHe)+ – As Scrying, but faster and longer.4 
   
   
  6th Level 
   
  True Seeing(PH p296) – See all things as they really are. 
  Vision(PH p298) – As Legend Lore, but quicker and strenuous. 
   
                                                   
  4 This is a 6th level spell for a normal Bard. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Beguiler spell list 
   
  Page 174 
  Beguilder Spell List  
  Intelligence-based Spontaneous Arcane Spells(PH2 p11) 
   
   
  0th Level 
   
  Dancing Lights(PH p216) – Creates torches or other 
  lights. 
  Daze(PH p217) – Humanoid creature of 4HD or less 
  loses next action. 
  Detect Magic(PH p219) – Detects spells and magic 
  items within 60’. 
  Ghost Sound(PH p235) – Figment sounds. 
  Message(PH p253) – Whispered conversation at 
  distance. 
  Open/Close(PH p258) – Opens or closes small or 
  light things. 
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
   
   
  1st Level 
   
  Charm Person(PH p209) – Make one person your 
  friend. 
  Color Spray(PH p210) – Knocks unconscious, blinds, 
  or stuns weak creatures. 
  Comprehend Languages(PH p212) – You understand 
  all spoken and written languages. 
  Detect Secret Doors(PH p220) – Reveals hidden 
  doors within 60’. 
  Disguise Self(PH p222) – Changes your appearance. 
  Expeditious Retreat(PH p228) – Your land speed 
  increases by 30’. 
  Hypnotism(PH p242) – Fascinates 2d4 HD of 
  creatures. 
  Mage Armor(PH p249) – Gives subject +4 armor 
  bonus. 
  Obscuring Mist(PH p258) – Fog surrounds you. 
  Rouse(PH2 p123) – Awakens creatures in area. 
  Silent Image(PH p279) – Creates a minor illusion of 
  your design. 
  Sleep(PH p280) – Puts 4HD of creatures into magical 
  slumber. 
  Undetectable Alignment(PH p297) – Conceals 
  alignment for 24 hours. 
  Whelm(PH2 p128) – Deal 1d6 nonlethal damage +1d6 
  per 2 levels above 1st (max 5d6). 
   
   
  2nd Level 
   
  Blinding Color Surge(PH2 p104) – Blind subject for  
  1 round, gain Invisibility. 
  Blur(PH p206) – Attacks miss subject 20% of the 
  time. 
  Daze Monster(PH3.5 217) – Living creature up to 
  6HD or less looses next action. 
  Detect Thoughts(PH p220) – Allows “listening” to 
  surface thoughts. 
  Fog Cloud(PH p232) – Fog obscures vision. 
  Glitterdust(PH p236) – Blinds creatures, outlines 
  invisible creatures. 
  Hypnotic Pattern(PH p242) – Fascinates (2d4 + level) 
  HD of creatures. 
  Invisibility(PH p245) – Subject is invisible for 1 
  minute per level or until it attacks. 
  Knock(PH p246) – Opens locked or magically sealed 
  door. 
  Minor Image(PH p254) – As Silent Image, plus some 
  sound. 
  Mirror Image(PH p254) – Creates decoy duplicates of 
  you (1d4 + 1 per three levels (max 8)). 
  Misdirection(PH p254) – Misleads divinations for one 
  creature or object. 
  See Invisibility(PH p275) – Reveals invisible 
  creatures or objects. 
  Silence(PH p279) – Negate sound in 15’ radius. 
  Spider Climb(PH p283) – Grants ability to walk on 
  walls & ceilings. 
  Stay the Hand(PH2 p126) – Change subject creature’s 
  attitude to helpful for 1 round. 
  Touch of Idiocy(PH p294) – Subject takes 1d6 
  Intelligence, Wisdom & Charisma damage. 
  Vertigo(PH2 p128) – Subject creature must succeed 
  on a DC 10 Balance check to move each round. 
  Whelming Burst(PH2 p128) – 15’ cone deals 1d6 
  nonlethal damage per 2 levels (max 5d6). 
   
   
  3rd Level 
   
  Arcane Sight(PH p201) – Magical auras become 
  visible to you. 
  Clairaudience/Clairvoyance(PH p209) – Hear or see 
  at a distance for 1 minute per level. 
  Crown of Veils(PH2 p108) – Gain +2 to Disguise and 
  Hide, discharge to gain +8. 
  Deep Slumber(PH p217) – Puts 10HD of creatures to 
  sleep. 
  Dispel Magic(PH p223)(PH3.5e)+ – Cancels magical 
  spells and effects. 
  Displacement(PH p223) – Attacks miss subject 50% 
  of the time. 
  Glibness(PH p235)(PH3.5e)+ – You gain +30 bonus on 
  Bluff checks, and your lies can escape magical 
  discernment. 
  Halt(PH2 p114) – Subject’s feet become stuck to 
  ground. 
  Haste(PH p239) – One creature per level moves 
  faster, +1 on attack rolls, AC, and Reflex saves. 
  Hesitate(PH2 p114) – Force subject to lose actions. 
  Hold Person(PH p241) – Paralyzes one person for up 
  to 1 round per level. 
  Inevitable Defeat(PH2 p115) – Subject takes 3d6 
  nonlethal damage per round. 
  Invisibility Sphere(PH p245) – Makes everyone 
  within 10’ invisible. 
  Legion of Sentinels(PH2 p116) – Ghostly swordsmen 
  threaten a 10’ radius, deal 1d8 damage +1 per 3 
  levels (max 1d8+5). 
  Major Image(PH p252) – As Silent Image, but sound, 
  smell, and thermal effects. 
  Nondetection(PH p257) – Hides subject from 
  divination and scrying. 
  Slow(PH p280) – One subject per level takes only one 
  action per round, –1 AC and attack rolls. 
  Suggestion(PH p285) – Compels subject to follow 
  stated course of action. 
  Vertigo Field(PH2 p128) – Creatures have a 20% 
  miss chance and possibly become nauseated. 
  Zone of Silence(PH p303) – Keeps eavesdroppers 
  from overhearing conversations. 
   
   
  4th Level 
   
  Charm Monster(PH p209) – Makes monster believe it 
  is your ally. 
  Confusion(PH p212) – Makes subject behave oddly 
  for 1 round per level. 
  Crushing Despair(PH p215) – Subjects take –2 on 
  attack rolls, damage rolls, saves, and checks. 
  Freedom of Movement(PH p233) – Subject moves 
  normally despite impediments. 
  Invisibility, Greater(PH p245) – As Invisibility, but 
  subject can attack and stay invisible. 
  Locate Creature(PH p249) – Indicates direction to 
  familiar creature. 
  Mirror Image, Greater(PH2 p120) – As Mirror 
  Image, but gain an addditional image each 
  round. 
  Phantom Battle(PH2 p120) – Illusion of battle flanks 
  creatures and denies attacks of opportunity. 
  Rainbow Pattern(PH p268) – Lights fascinate 24 HD 
  of creatures. 
  Solid Fog(PH p281) – Blocks vision and slows 
  movement.  
  Whelm, Mass(PH2 p128) – 1d6 nonlethal damage per 
  level (max 10d6) to 1 creature per level. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Beguiler spell list 
   
  Page 175 
  Beguiler Spell List (continued) 
   
  5th Level 
   
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, & petrifaction. 
  Dominate Person(PH p224) – Controls humanoid 
  telepathically. 
  Etherealness, Swift(PH2 p113) – Subject momentarily 
  becomes ethereal. 
  Feeblemind(PH p229) – Subject’s Intelligence and 
  Charisma drop to 1. 
  Friend to Foe(PH2 p114) – Make subject creature 
  believe its allies are its enemies. 
  Hold Monster(PH p241) – As Hold Person, but can 
  effect any creature. 
  Incite Riot(PH2 p115) – Subjects attack nearest 
  creature. 
  Mind Fog(PH p253) – Subjects in fog get a –10 on 
  Will saves & Wisdom checks. 
  Rary’s Telepathic Bond(PH p268) – Link lets allies 
  communicate. 
  Seeming(PH p275) – Changes the appearance of one 
  person per two levels. 
  Sending(PH p275) – Delivers a short message 
  anywhere, instantly. 
   
   
  6th Level 
   
  Dispel Magic, Greater(PH p210)(PH3.5e)+ – As Dispel 
  Magic, but up to +20 on the check. 
  Mislead(PH p255) – Turns you invisible and creates 
  illusory double. 
  Overwhelm(PH2 p120) – Nonlethal damage knocks 
  out subject. 
  Repulsion(PH p271) – Creatures can’t approach you. 
  Shadow Walk(PH p277) – Step into shadow to travel 
  rapidly. 
  Suggestion, Mass(PH p285) – As Suggestion, plus 
  one subject per level. 
  True Seeing(PH p296) – See all things as they really 
  are. 
  Veil(PH p298) – Changes appearance of group of 
  creatures. 
   
   
  7th Level 
   
  Arcane Sight, Greater(PH p201) – As Arcane Sight, 
  but also reveals magic effects on creatures and 
  objects. 
  Ethereal Jaunt(PH p227) – You become ethereal for 
  1 round per level. 
  Hold Person, Mass(PH p241) – As Hold Person, but 
  all within 30’. 
  Invisibility, Mass(PH p245) – As Invisibility, but 
  affects all in range. 
  Phase Door(PH p261) – Invisible passage through 
  wood or stone. 
  Power Word Blind(PH p263) – Blinds creatures with 
  200 hp or less. 
  Project Image(PH p265) – Illusory double can talk 
  and cast spells. 
  Spell Turning(PH p282)(PH3.5e)+ – Reflects 1d4+6 
  spell levels back at caster. 
   
   
  8th Level 
   
  Demand(PH p217) – As Sending, plus you can send 
  Suggestion. 
  Discern Location(PH p222) – Reveals the exact 
  location of a creature or object. 
  Mind Blank(PH p253) – Subject is immune to 
  mental/emotional magic and scrying. 
  Moment of Prescience(PH p255) – You gain insight 
  bonus on a single attack roll, check , or save. 
  Power Word Stun(PH p263) – Stuns creatures with 
  150 hp or less. 
  Scintillating Pattern(PH p274) – Twisting colors 
  confuse, stun, or render unconscious. 
  Screen(PH p274) – Illusion hides area from vision, 
  scrying. 
   
   
  9th Level 
   
  Dominate Monster(PH p224) – As Dominate Person, 
  but any creature. 
  Etherealness(PH p228) – Travel to Ethereal Plane 
  with companions. 
  Foresight(PH p207) – “Sixth sense” warns of 
  impending danger. 
  Hold Monster, Mass(PH p241) – As Hold Monster, 
  but all within 30’. 
  Power Word Kill(PH p263) – Kills one creature with 
  100 hp or less. 
  Time Stop(PH p294) – You act freely for 1d4+1 rounds. 
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Cloistered Cleric supplemental spell list 
   
  Page 176 
  Cloistered Cleric Supplemental Spell List  
  Wisdom-based Prepared Divine Spells(UA p50) 
   
   
  0th Level 
   
  Message(PH p253) – Whispered conversation at distance. 
   
  1st Level 
   
  Erase(PH p227) – Mundane or magical writing vanishes. 
  Identify(PH p243) – Determines properties of a magic item. 
  Unseen Servant(PH p297) – Invisible force obeys your commands. 
   
  2nd Level 
   
  Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level. 
   
  3rd Level 
   
  Illusory Script(PH p243) – Only intended reader can decipher. 
  Secret Page(PH p275) – Changes one page to hide its real contents. 
  Tongues(PH p294) – Speak any language.5 
   
  4th Level 
   
  Detect Scrying(PH p219) – Alerts you to magical eavesdropping. 
   
  5th Level 
   
  n/a 
   
  6th Level 
   
  Analyze Dweomer(PH p197) – Reveals magical aspects of subject. 
   
  7th Level 
   
  Sequester(PH p276) – Subject is invisible to sight and scrying. 
   
  8th Level 
   
  n/a 
   
  9th Level 
   
  Vision(PH p298) – As Legend Lore, but quicker and strenuous. 
                                                   
  5 This is a 4th level spell for a normal Cleric. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Corrupter spell list 
   
  Page 177 
  Corrupter Spell List  
  Wisdom-based Prepared Divine Spells(DR312 p26) 
  Note that a Corrupter’s Caster Level is half his/her Class Level. 
   
  1st Level 
   
  Bane(PH p203) – Enemies take –1 on attack rolls and 
  saves against fear. 
  Cause Fear(PH p208) – One creature of 5HD or less 
  flees for 1d4 rounds. 
  Charm Person(PH p209) – Make one person your 
  friend. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Curse Water(PH p216) – Makes Unholy Water. 
  Divine Favor(PH p224) – You gain +1 per three 
  levels on attack and damage rolls. 
  Doom(PH p225) – One subject takes –2 on attack 
  rolls, damage rolls, saves, and checks. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Inflict Light Wounds(PH p244) – Touch deals 1d8 
  damage +1 per level (max +5). 
  Magic Weapon(PH p251) – Weapon gains +1 
  enhancement bonus. 
  Profane Weapon (DR312 p22) – Weapon strikes true 
  against good foes. 
  Protection from Good(PH p266) – +2 bonus to AC & 
  saves against good, counters mind control, & 
  hedges out elementals & outsiders.  
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
  Resistance(PH p272) – Subject gains +1 resistance  
  bonus on all saving throws. 
  Sanctuary(PH p274) – Opponents can’t attack you 
  and you can’t attack. 
  Undetectable Alignment(PH p297) – Conceals 
  alignment for 24 hours. 
   
   
  2nd Level 
   
  Calm Emotions(PH p207) – Calms creatures, negating 
  emotion effects. 
  Cat’s Grace(PH 3.5p208) – Subject gains +4 Dexterity 
  for 1 minute per level. 
  Desecrate(PH p218) – Fills area with negative 
  energy, making undead stronger. 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Enthrall(PH p227) – Captivates all within 100’ + 10’ 
  per level. 
  Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom 
  for 1 minute per level. 
  Silence(PH p279) – Negate sound in 15’ radius. 
  Tongues(PH p294) – Speak any language. 
   
   
  3rd Level 
   
  Clairaudience/Clairvoyance(PH p209) – Hear or see 
  at a distance for 1 minute per level. 
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Dispel Magic(PH p223)(PHe)+ – Cancels magical 
  spells and effects. 
  Glibness(PH p235)(PHe)+ – You gain +30 bonus on 
  Bluff checks, and your lies can escape magical 
  discernment. 
  Inflict Moderate Wounds(PH p244) – Touch attack, 
  2d8 +1 per level (max +10). 
  Magic Weapon, Greater(PH p251) – +1 bonus per 
  four levels (max +5). 
  Magic Circle against Good(PH p250) – As Protection 
  from Good, but 10’ radius & 10 minutes per lvl. 
  Nondetection(PH p257) – Hides subject from 
  divination and scrying. 
  Obscure Object(PH p258) – Masks object against 
  scrying. 
  Scrying(PH p274)(PHe)+ – Spies on subject from a 
  distance. 
   
   
  4th Level 
   
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, & petrifaction. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Dispel Good(PH p222) – +4 bonus against attacks by 
  good creatures. 
  Dominate Person(PH p224) – Controls humanoid 
  telepathically. 
  Dream(PH p225) – Sends message to anyone sleeping. 
  Command, Greater(PH p211) – As Command, but 
  affects one subject per level. 
  Inflict Serious Wounds(PH p244) – Touch attack, 3d8 
  +1 per level (max +15). 
  Poison(PH p262) – Touch deals 1d10 Constitution 
  damage, repeats in 1 minute. 
  Locate Creature(PH p249) – Indicates direction to 
  familiar creature. 
  Unhallow(PH p297) – Designates location as Unholy. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Despot spell list 
   
  Page 178 
  Despot Spell List  
  Wisdom-based Prepared Divine Spells(DR312 p24) 
  Note that a Despot’s Caster Level is half his/her Class Level. 
   
  1st Level 
   
  Alarm(PH p197) – Wards an area for 2 hours per lvl. 
  Bane(PH p203) – Enemies take –1 on attack rolls and 
  saves against fear. 
  Bless(PH p205) – Allies gain+1 morale bonus to 
  attacks & saves vs. fear. 
  Command(PH p211) – One subject obeys selected 
  command for 1 round. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Curse Water(PH p216) – Makes Unholy Water. 
  Detect Poison(PH p219) – Detects poison in one 
  creature or small object. 
  Divine Favor(PH p224) – You gain +1 per three 
  levels on attack and damage rolls. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Magic Weapon(PH p251) – Weapon gains +1 
  enhancement bonus. 
  Profane Weapon (DR312 p22) – Weapon strikes true 
  against good foes. 
  Protection from Chaos(PH p266) – +2 bonus to AC 
  & saves against chaos, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Good(PH p266) – +2 bonus to AC & 
  saves against good, counters mind control, & 
  hedges out elementals & outsiders. 
  Resistance(PH p272) – Subject gains +1 resistance  
  bonus on all saving throws. 
  Virtue(PH p289) – Subject gains 1 temporary hp. 
   
   
  2nd Level 
   
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Enthrall(PH p227) – Captivates all within 100’ + 10’ 
  per level. 
  Fox’s Cunning(PH p233) – Subject gains +4 
  Intelligence for 1 minute per level. 
  Hold Person(PH p241) – Paralyzes one person for up 
  to 1 round per level. 
  Resist Energy(PH p246) – Ignores the first 10 (or 
  more) points of damage per attack from a 
  specified energy type. 
  Status(PH p284) – Monitors condition & position of 
  allies. 
  Zone of Truth(PH p303) – Subjects within range 
  cannot lie. 
   
   
  3rd Level 
   
  Crushing Despair(PH p215) – Subject takes –2 on 
  attack rolls, damage rolls, saves, & checks. 
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Discern Lies(PH p221) – Reveals deliberate 
  falsehoods. 
  Helping Hand(PH p239) – Ghostly hand leads subject 
  to you. 
  Geas, Lesser(PH p235) – Commands subject of 7 HD 
  or less. 
  Magic Circle against Chaos(PH p249) – As Protection 
  from Chaos, but 10’ radius & 10 minutes per lvl. 
  Magic Circle against Good(PH p250) – As Protection 
  from Good, but 10’ radius & 10 minutes per lvl. 
  Prayer(PH p264) – Allies gain +1 bonus on most 
  rolls, enemies suffer –1 penalty. 
  Suggestion(PH p285) – Compels subject to follow 
  stated course of action. 
   
   
  4th Level 
   
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, & petrifaction. 
  Charm Monster(PH p209) – Makes monster believe it 
  is your ally. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Dispel Chaos(PH p222) – +4 bonus against attacks by 
  chaotic creatures. 
  Dispel Good(PH p222) – +4 bonus against attacks by 
  good creatures. 
  Dominate Person(PH p224) – Controls humanoid 
  telepathically. 
  Geas/Quest(PH p234) – As Lesser Geas, plus it 
  affects any creature. 
  Command, Greater(PH p211) – As Command, but 
  affects one subject per level. 
  Hold Monster(PH p241) – As Hold Person, but can 
  effect any creature. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Divine Bard supplemental spell list 
   
  Page 179 
  Divine Bard Supplemental Spell List  
  Charisma-based Impromptu Divine Spells(UA p50) 
   
  1st Level 
   
  Detect Evil(PH p218) – Reveals evil creatures, spells, 
  or objects. 
  Detect Good(PH p219) – Reveals good creatures, 
  spells, or objects. 
  Detect Law(PH p219) – Reveals lawful creatures, 
  spells, or objects. 
  Protection from Evil(PH p266) – +2 bonus to AC & 
  saves against evil, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Good(PH p266) – +2 bonus to AC & 
  saves against good, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Law(PH p266) – +2 bonus to AC & 
  saves against law, counters mind control, & 
  hedges out elementals & outsiders. 
   
   
  2nd Level 
   
  Consecrate(PH p212) – Fills area with positive 
  energy, making undead weaker. 
  Desecrate(PH p218) – Fills area with negative 
  energy, making undead stronger. 
  Gentle Repose(PH p234) – Preserves one corpse. 
   
   
  3rd Level 
   
  Magic Circle against Evil(PH p249) – As Protection 
  from Evil, but 10’ radius & 10 minutes per level. 
  Magic Circle against Good(PH p250) – As Protection 
  from Good, but 10’ radius & 10 minutes per lvl. 
  Magic Circle against Law(PH p250) – As Protection 
  from Law, but 10’ radius & 10 minutes per lvl. 
  Prayer(PH p264) – Allies gain +1 bonus on most 
  rolls, enemies suffer –1 penalty. 
   
   
  4th Level 
   
  Remove Disease(PH p271) – Cures all diseases 
  affecting subject. 
  Speak with Dead(PH p281) – Corpse answer one 
  question per two levels. 
  Sending(PH p275) – Delivers a short message 
  anywhere, instantly. 
   
   
  5th Level 
   
  Divination(PH p224) – Provides useful advice for 
  specific proposed actions. 
  Restoration(PH p272) – Restores level and ability 
  score drains. 
   
   
  6th Level 
   
  Commune(PH p211) – Deity answers one yes-or-no 
  question per level. 
  Hallow(PH p238) – Designates location as Holy. 
  Unhallow(PH p297) – Designates location as Unholy. 
  Raise Dead(PH p268) – Restores life to subject who 
  died up to 1 day per level ago. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Duskblade spell list 
   
  Page 180 
  Duskblade Spell List  
  Intelligence-based Spontaneous Arcane Spells(PH2 p24) 
   
   
  0th Level 
   
  Acid Splash(PH p196) – Orb deals 1d3 damage. 
  Disrupt Undead(PH p223) – Deals 1d6 damage to 
  one undead. 
  Ray of Frost(PH p269) – Ray deals 1d3 Cold damage. 
  Touch of Fatigue(PH p294) – Touch attack fatigues 
  target. 
   
  1st Level 
   
  Bigby’s Tripping Hand(PH2 p103) – Hand trips 
  subject. 
  Blade of Blood(PH2 p103) – Swift.  Weapon deals 
  +1d6 damage, or +3d6 if you take 5 points of 
  damage. 
  Burning Hands(PH p207) – 1d4 fire damage per level 
  (max 5d4). 
  Cause Fear(PH p208) – One creature of 5HD or less 
  flees for 1d4 rounds. 
  Chill Touch(PH p209) – 1 touch per level deals 1d6 
  damage and possibly 1 Strength damage. 
  Color Spray(PH p210) – Knocks unconscious, blinds, 
  or stuns weak creatures. 
  Deflect, Lesser(PH2 p109) – Immediate.  Gain a 
  Deflection bonus of +1/3 levels (max +5) 
  against one attack. 
  Expeditious Retreat, Swift(CAdv p149) – Swift.  Your 
  speed increases by 30’ for 1 round. 
  Jump(PH p246) – Subject gains bonus on Jump 
  checks. 
  Kelgore’s Fire Bolt(PH2 p116) – 1d6 Fire damage per 
  level (max 5d6), partially ignores SR. 
  Magic Weapon(PH p251) – Weapon gains +1 
  enhancement bonus. 
  Obscuring Mist(PH p258) – Fog surrounds you. 
  Ray of Enfeeblement(PH p260) – Ray reduces 
  Strength by 1d6 points +1 per 2 levels (max +5). 
  Resist Energy(PH p246) – Ignores the first 10 (or 
  more) points of damage per attack from a 
  specified energy type. 
  Rouse(PH2 p123) – Awakens creatures in area. 
  Shocking Grasp(PH p279) – Touch delivers 1d6 per 
  level (max 5d6) of electricity damage. 
  Stand(PH2 p125) – Immediate.  Subject stands up 
  from prone. 
  True Strike(PH p296) – Add +20 insight bonus to 
  your next attack roll. 
   
  2nd Level 
   
  Animalistic Power(PH2 p101) – Subject gains +2 
  bonus to Strength, Dexterity, and Constitution. 
  Bear’s Endurance(PH p203) – Subject gains +4 
  Constitution for 1 minute per level. 
  Bigby’s Striking Fist(PH2 p103) – Hand deals 1d6 
  nonleathal damage per 2 levels (max 5d6) and 
  knocks subject back. 
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Cat’s Grace(PH p208) – Subject gains +4 Dexterity 
  for 1 minute per level. 
  Darkvision(PH p216) – See 60’ in total darkness. 
  Deflect(PH2 p109) – Immediate.  Gain bonus to AC 
  for one attack. 
  Dimension Hop(PH2 p110) – Teleport subject short 
  distance. 
  Fly, Swift(CAdv p149) – Swift.  Gain Fly speed of 60’ 
  for 1 round. 
  Ghoul Touch(PH p235) – Paralyzes one subject, who 
  exudes stench that sickens those nearby. 
  Invisibility, Swift(CAdv p153) – Swift.  You are 
  invisible for 1 round or until you attack. 
  Melf’s Acid Arrow(PH p253) – Ranged touch attack; 
  2d4 acid damage for 1 round + 1 round per 3 
  levels (7 rounds max). 
  Scorching Ray(PH p274) – Ranged touch attack, 
  deals 4d6 fire damage, +1 ray/4 levels (max 3). 
  See Invisibility(PH p275) – Reveals invisible 
  creatures or objects. 
  Seeking Ray(PH2 p124) – Ray deals 4d6 Electricity 
  damage, ignores Concealment and Cover; you 
  gain +4 on attacks with rays against the subject. 
  Spider Climb(PH p283) – Grants ability to walk on 
  walls & ceilings. 
  Stretch Weapon(PH2 p126) – Swift.  Melee weapon 
  gains 5’ of reach for one attack. 
  Sure Strike(PH2 p126) – Swift.  Gain +1 bonus per 3 
  levels on next attack. 
  Touch of Idiocy(PH p294) – Subject takes 1d6 
  Intelligence, Wisdom & Charisma damage. 
   
  3rd Level 
   
  Crown of Might(PH2 p108) – Gain +2 Strength, 
  discharge to gain +8 bonus for 1 round. 
  Crown of Protection(PH2 p108) – +1 Deflection 
  bonus to AC, +1 Resistance bonus on saves; 
  discharge to gain +4 for 1 round. 
  Dispelling Touch(PH2 p110) – Dispel one magical 
  effect on touched subject. 
  Doom Scarabs(PH2 p110) – Scarab swarm deals 1d6 
  per 2 levels, gives you temporary hit points. 
  Energy Aegis(PH2 p111) – Immediate.  Subject gains 
  Resistance 20 against one energy type for one 
  attack. 
  Energy Surge(PH2 p112) – Swift.  One attack deals 
  an extra 2d6 energy damage. 
  Halt(PH2 p114) – Immediate.  Subject’s feet become 
  stuck to ground. 
  Keen Edge(PH p245) – Doubles normal weapon’s 
  threat range. 
  Magic Weapon, Greater(PH p251) – +1 bonus per 
  four levels (max +5). 
  Protection from Energy(PH p266) – Absorb 12 
  damage per level from one kind of energy. 
  Ray of Exhaustion(PH p269) – Ray makes subject 
  exhausted. 
  Regroup(PH2 p122) – Teleports nearby allies to your 
  side. 
  Vampiric Touch(PH p298) – Touch deals 1d6 per 2 
  caster levels; caster gains damage as hit points. 
   
  4th Level 
   
  Bigby’s Interposing Hand(PH p204) – Hand provides 
  cover against one opponent. 
  Channeled Pyroburst(PH2 p106) – Deal fire damage, 
  amount and radius based on casting time. 
  Dimension Door(PH p221) – Teleports you a short 
  distance. 
  Dispel Magic(PH p223)(PH3.5e)+ – Cancels magical 
  spells and effects. 
  Enervation(PH p226) – Subject gains 1d4 negative 
  levels. 
  Fire Shield(PH p230) – Creatures attacking you take 
  1d6 + 1 per level damage (fire damage for a 
  Warm Shield, cold damage for a Chill Shield); 
  you are protected from cold (in the case of a 
  Warm Shield) or heat (in the case of a Chill 
  Shield). 
  Phantasmal Killer(PH p260) – Fearsome illusion kill 
  subject or deals 3d6 damage. 
  Shout(PH p279) – Deafens all within cone and deals 
  5d6 damage. 
  Toxic Weapon(PH2 p126) – Coats weapon with 
  poison. 
   
  5th Level 
   
  Bigby’s Clenched Fist(PH p203) – Large hand 
  provides cover, pushes, or attacks your foes. 
  Chain Lightning(PH p208) – 1d6 damage per level; 1 
  secondary bolt per level each deal half damage. 
  Disintegrate(PH p222) – Makes one creature or 
  object vanish. 
  Hold Monster(PH p241) – As Hold Person, but can 
  effect any creature. 
  Polar Ray(PH p262) – Ranged touch attack deals 1d6 
  per level cold damage. 
  Slashing Dispel(PH2 p125) – As Dispel Magic, but 
  creatures take damage for spells dispelled. 
  Sonic Shield(PH2 p125) – +4 Deflection bonus to AC; 
  1d8 Sonic damage and pushes back creatures 
  that hit you in melee. 
  Waves of Fatigue(PH p301) – Several targets become 
  fatigued. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Enforcer spell list 
   
  Page 181 
  Enforcer Spell List  
  Wisdom-based Prepared Divine Spells(DR310 p54) 
  Note that an Enforcer’s Caster Level is half his/her Class Level. 
   
  1st Level 
   
  Alarm(PH p197) – Wards an area for 2 hours per lvl. 
  Bless(PH p205) – Allies gain+1 morale bonus to 
  attacks & saves vs. fear. 
  Bless Water(PH p205) – Makes Holy Water. 
  Bless Weapon(PH p205) – Weapon strikes true 
  against evil foes. 
  Command(PH p211) – One subject obeys selected 
  command for 1 round. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Detect Poison(PH p219) – Detects poison in one 
  creature or small object. 
  Divine Favor(PH p224) – You gain +1 per three 
  levels on attack and damage rolls. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Hold Portal(PH p241) – Holds one door shut. 
  Magic Weapon(PH p251) – Weapon gains +1 
  enhancement bonus. 
  Protection from Chaos(PH p266) – +2 bonus to AC 
  & saves against chaos, counters mind control, & 
  hedges out elementals & outsiders. 
  Resistance(PH p272) – Subject gains +1 resistance  
  bonus on all saving throws. 
  Sleep(PH p280) – Puts 4HD of creatures into magical 
  slumber. 
  Virtue(PH p289) – Subject gains 1 temporary hp. 
   
   
  2nd Level 
   
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Fox’s Cunning(PH p233) – Subject gains +4 
  Intelligence for 1 minute per level. 
  Hold Person(PH p241) – Paralyzes one person for up 
  to 1 round per level. 
  Resist Energy(PH p246) – Ignores the first 10 (or 
  more) points of damage per attack from a 
  specified energy type. 
  Shield Other(PH p278) – You take half of subject’s 
  damage. 
  Status(PH p284) – Monitors condition & position of 
  allies. 
  Zone of Truth(PH p303) – Subjects within range 
  cannot lie. 
   
   
  3rd Level 
   
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Discern Lies(PH p221) – Reveals deliberate 
  falsehoods. 
  Magic Circle against Chaos(PH p249) – As Protection 
  from Chaos, but 10’ radius & 10 minutes per lvl. 
  Remove Blindness/Deafness(PH p270) – Cures 
  normal or magical conditions. 
  Remove Curse(PH p270) – Frees person or object 
  from a curse. 
  Remove Disease(PH p271) – Cures all diseases 
  affecting subject. 
   
   
  4th Level 
   
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, & petrifaction. 
  Command, Greater(PH p211) – As Command, but 
  affects one subject per level. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Dispel Chaos(PH p222) – +4 bonus against attacks by 
  chaotic creatures. 
  Hold Monster(PH p241) – As Hold Person, but can 
  effect any creature. 
  Neutralize Poison(PH p257) – Immunizes subject 
  against poison, detoxifies venom in or on 
  subject. 
  Restoration(PH p272) – Restores level and ability 
  score drains. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Hexblade spell list 
   
  Page 182 
  Hexblade Spell List  
  Charisma-based Impromptu Arcane Spells.  (CWar p5) (CArc p94)+ (CAdv p139)+ 
   
  1st Level 
   
  Alarm(PH p197) – Wards an area for 2 hours per lvl. 
  Arcane Mark(PH201 p201) – Inscribes a personal rune 
  (visible or invisible). 
  Augment Familiar(CWar p116) – Your familiar 
  becomes more powerful. 
  Backbiter(CArc p98) – Wooden-hafted weapon 
  strikes wielder. 
  Cause Fear(PH p208) – One creature of 5HD or less 
  flees for 1d4 rounds. 
  Charm Person(PH p209) – Make one person your 
  friend. 
  Detect Magic(PH p219) – Detects spells and magic 
  items within 60’. 
  Disguise Self(PH p222) – Changes our appearance. 
  Distract Assailant(CAdv p146) – Swift.  One creature 
  is flat-footed for 1 round. 
  Entropic Shield(PH p227) – Ranged attacks against 
  you suffer 20% miss chance. 
  Expeditious Retreat(PH p228) – Your land speed 
  increases by 30’. 
  Identify(PH p243) – Determines properties of a magic 
  item. 
  Light(PH p248) – Object shines like a torch. 
  Magic Weapon(PH p251) – Weapon gains +1 
  enhancement bonus. 
  Mount(PH p256) – Summons riding horse for 2 hours 
  per level. 
  Nystul’s Magic Aura(PH p257) – Alters object’s 
  magic aura. 
  Phantom Threat(CWar p118) – Subject thinks it’s 
  flanked. 
  Prestidigitation(PH p264) – Performs minor tricks. 
  Protection from Chaos(PH p266) – +2 bonus to AC 
  & saves against chaos, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Evil(PH p266) – +2 bonus to AC & 
  saves against evil, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Good(PH p266) – +2 bonus to AC & 
  saves against good, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Law(PH p266) – +2 bonus to AC & 
  saves against law, counters mind control, & 
  hedges out elementals & outsiders. 
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
  Sleep(PH p280) – Puts 4HD of creatures into magical 
  slumber. 
  Tasha’s Hideous Laughter(PH p292) – Subject loses 
  actions for 1 round per level. 
  Undetectable Alignment(PH p297) – Conceals 
  alignment for 24 hours. 
  Unseen Servant(PH p297) – Invisible force obeys 
  your commands. 
   
   
  2nd Level 
   
  Alter Self(PH p197) – Assume the form of a similar 
  creature. 
  Blindness/Deafness(PH p206) – Makes subject blind 
  or deaf. 
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Critical Strike(CAdv p145) – Swift.  For 1 round you 
  gain +1d6 damage, doubled threat range, and +4 
  on attack rolls to confirm critical hits. 
  Darkness(PH p216) – 20’ radius of supernatural 
  shadow. 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Enthrall(PH p227) – Captivates all within 100’ + 10’ 
  per level. 
  False Life(PH p229) – Gain 1d10 +1 per level (max 
  +10) temporary hit points. 
  Glitterdust(PH p236) – Blinds creatures, outlines 
  invisible creatures. 
  Invisibility(PH p245) – Subject is invisible for 1 
  minute per level or until it attacks. 
  Invisibility, Swift(CAdv p153) – Swift.  You are 
  invisible for 1 round or until you attack. 
  Mirror Image(PH p254) – Creates decoy duplicates of 
  you (1d4 + 1 per three levels (max 8)). 
  Phantasmal Assailants(CArc p117) – Nightmare 
  creatures strike target for 4 Wisdom damage and 
  4 Dexterity damage. 
  Protection from Arrows(PH p266) – Subject immune 
  to most ranged attacks. 
  Rage(PH p268) – Subjects gain +2 to Strength and 
  Constitution, +1 on Will saves, –2 to AC. 
  Resist Energy(PH p246) – Ignores the first 10 (or 
  more) points of damage per attack from a 
  specified energy type. 
  See Invisibility(PH p275) – Reveals invisible 
  creatures or objects. 
  Spider Climb(PH p283) – Grants ability to walk on 
  walls & ceilings. 
  Suggestion(PH p285) – Compels subject to follow 
  stated course of action. 
  Touch of Idiocy(PH p294) – Subject takes 1d6 
  Intelligence, Wisdom & Charisma damage. 
  Whirling Blade(CArc p129) – Hurled slashing weapon 
  magically attacks all foes in a 60’ line. 
   
   
  3rd Level 
   
  Arcane Sight(PH p201) – Magical auras become 
  visible to you. 
  Charm Monster(PH p209) – Makes monster believe it 
  is your ally. 
  Confusion(PH p212) – Makes subject behave oddly 
  for 1 round per level. 
  Deep Slumber(PH p217) – Puts 10HD of creatures to 
  sleep. 
  Dispel Magic(PH p223)(PHe)+ – Cancels magical 
  spells and effects. 
  Hound of Doom(CWar p117) – Creates shadowy 
  protector. 
  Invisibility Sphere(PH p245) – Makes everyone 
  within 10’ invisible. 
  Magic Weapon, Greater(PH p251) – +1 bonus per 
  four levels (max +5). 
  Nondetection(PH p257) – Hides subject from 
  divination and scrying. 
  Phantom Steed(PH p260) – Magical horse appears for 
  1 hour per level. 
  Poison(PH p262) – Touch deals 1d10 Constitution 
  damage, repeats in 1 minute. 
  Protection from Energy(PH p266) – Absorb 12 
  damage per level from one kind of energy. 
  Repel Vermin(PH p271) – Insects, spiders, and other 
  vermin stay 10’ away. 
  Slow(PH p280) – One subject per level takes only one 
  action per round, –2 AC and attack rolls. 
  Spectral Weapon(CAdv p157) – Swift.  Use quasi-real 
  weapon to make touch attacks. 
  Stinking Cloud(PH p284) – Nauseating vapors, 1 
  round per level. 
  Vampiric Touch(PH p298) – Touch deals 1d6 per 2 
  caster levels; caster gains damage as hit points. 
  Wind Wall(PH p302) – Deflects arrows, smaller 
  creatures, and gases. 
   
   
  4th Level 
   
  Assay Resistance(CArc p120) – +10 bonus on caster 
  level checks to defeat one creature’s Spell 
  Resistance. 
  Baleful Polymorph(PH p202) – Transforms subject 
  into a harmless animal. 
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, & petrifaction. 
  Contact Other Plane(PH p212) – Lets you ask 
  question of an extraplanar entity. 
  Cursed Blade(CWar p117) – Wounds dealt by weapon 
  can’t be healed without Remove Curse. 
  Detect Scrying(PH p219) – Alerts you to magical 
  eavesdropping. 
  Dimension Door(PH p221) – Teleports you a short 
  distance. 
  Dominate Person(PH p224) – Controls humanoid 
  telepathically. 
  Enervation(PH p226) – Subject gains 1d4 negative 
  levels. 
  Fear(PH p229) – Subjects within cone flee for 1 
  round per level. 
  Invisibility, Greater(PH p245) – As Invisibility, but 
  subject can attack and stay invisible. 
  Phantasmal Killer(PH p260) – Fearsome illusion kill 
  subject or deals 3d6 damage. 
  Polymorph(PH p263) – Gives one willing subject a 
  new form. 
  Scrying(PH p274)(PHe)+ – Spies on subject from a 
  distance. 
  Sending(PH p275) – Delivers a short message 
  anywhere, instantly. 
  Shadow Form(CAdv p156) – Gain +4 on Hide, Move 
  Silently, and Escape Artist checks, and 
  concealment; you can move through obstacles if 
  you have ranks in Escape Artist. 
  Solid Fog(PH p281) – Blocks vision and slows 
  movement. 
  Unluck(CArc p128) – Target remakes all rolls, uses 
  worst result for 1 round per level. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Incarnate spell list 
   
  Page 183 
  Incarnate Spell List  
  Wisdom-based Prepared Divine Spells(DR310 p53) 
  Note that an Incarnate’s Caster Level is half his/her Class Level. 
   
  1st Level 
   
  Bless(PH p205) – Allies gain+1 morale bonus to 
  attacks & saves vs. fear. 
  Bless Water(PH p205) – Makes Holy Water. 
  Bless Weapon(PH p205) – Weapon strikes true 
  against evil foes. 
  Charm Animal(PH p208) – Makes one animal your 
  friend. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Detect Poison(PH p219) – Detects poison in one 
  creature or small object. 
  Divine Favor(PH p224) – You gain +1 per three 
  levels on attack and damage rolls. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Entangle(PH p227) – Plants entangle everyone in a 
  40’ radius. 
  Longstrider(PH p249) – Increases your speed. 
  Magic Fang(PH p250) – One natural weapon of 
  subject creature gets +1 on attack and damage. 
  Magic Weapon(PH p251) – Weapon gains +1 
  enhancement bonus. 
  Pass without Trace(PH p259) – One subject per level 
  leaves no tracks or scent trail for 1 hour per lvl. 
  Protection from Chaos(PH p266) – +2 bonus to AC 
  & saves against chaos, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Evil(PH p266) – +2 bonus to AC & 
  saves against evil, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Good(PH p266) – +2 bonus to AC & 
  saves against good, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Law(PH p266) – +2 bonus to AC & 
  saves against law, counters mind control, & 
  hedges out elementals & outsiders. 
  Speak with Animals(PH p281) – You can 
  communicate with animals. 
   
   
  2nd Level 
   
  Animal Messenger(PH p198) – Sends a Tiny animal 
  to a specific place. 
  Barkskin(PH p202) – Grants +2 (or higher) 
  enhancement to natural armor. 
  Bear’s Endurance(PH p203) – Subject gains +4 
  Constitution for 1 minute per level. 
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Fox’s Cunning(PH p233) – Subject gains +4 
  Intelligence for 1 minute per level. 
  Hold Person(PH p241) – Paralyzes one person for up 
  to 1 round per level. 
  Restoration, Lesser(PH p272) – Dispels magic ability 
  penalty or repairs 1d4 ability damage.  
  Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom 
  for 1 minute per level. 
  Resist Energy(PH p246) – Ignores the first 10 (or 
  more) points of damage per attack from a 
  specified energy type. 
  Shield Other(PH p278) – You take half of subject’s 
  damage. 
  Spike Growth(PH p283) – Creatures in area take 1d4 
  damage, may be slowed. 
  Tree Shape(PH p296) – You look exactly like a tree 
  for 1 hour per level. 
   
   
  3rd Level 
   
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Diminish Plants(PH p221) – Reduces size or blights 
  growth of normal plants. 
  Dominate Animal(PH p224) – Subject animal obeys 
  silent mental commands. 
  Magic Fang, Greater(PH p250) – One natural 
  weapon of subject creature gets +1 per three 
  levels to attack and damage rolls –or– all the 
  subject’s natural weapons get a +1 bonus. 
  Magic Circle against Chaos(PH p249) – As Protection 
  from Chaos, but 10’ radius & 10 minutes per lvl. 
  Magic Circle against Evil(PH p249) – As Protection 
  from Evil, but 10’ radius & 10 minutes per lvl. 
  Magic Circle against Good(PH p250) – As Protection 
  from Good, but 10’ radius & 10 minutes per lvl. 
  Magic Circle against Law(PH p250) – As Protection 
  from Law, but 10’ radius & 10 minutes per lvl. 
  Plant Growth(PH p236) – Grows vegetation, 
  improves crops. 
  Prayer(PH p264) – Allies gain +1 bonus on most 
  rolls, enemies suffer –1 penalty. 
  Speak with Plants(PH p282) – You can talk to normal 
  plants and plant creatures. 
   
   
  4th Level 
   
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, & petrifaction. 
  Command Plants(PH p211) – Sway the actions of one 
  or more plant creatures. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Dismissal(PH p222) – Forces a creature to return to 
  native plane. 
  Dispel Chaos(PH p222) – +4 bonus against attacks by 
  chaotic creatures. 
  Dispel Evil(PH p222) – +4 bonus against attacks by 
  evil creatures. 
  Dispel Good(PH p222) – +4 bonus against attacks by 
  good creatures. 
  Dispel Law(PH p222) – +4 bonus against attacks by 
  lawful creatures. 
  Freedom of Movement(PH p233) – Subject moves 
  normally despite impediments. 
  Tree Stride(PH p296) – Step from one tree to another 
  far away. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Magewright spell list 
   
  Page 184 
  Magewright Spell List 
   
  Intelligence-based Prepared Arcane Spells(Eb p256) (RoE p191) 
   
  0th Level 
   
  Arcane Mark(PH201 p201) – Inscribes a personal rune 
  (visible or invisible). 
  Detect Magic(PH p219) – Detects spells and magic 
  items within 60’. 
  Light(PH p248) – Object shines like a torch. 
  Mage Hand(PH p249) – 5 pound telekinesis. 
  Mending(PH p253) – Makes minor repairs on an 
  object. 
  Message(PH p253) – Whispered conversation at 
  distance. 
  Open/Close(PH p258) – Opens or closes small or 
  light things. 
  Prestidigitation(PH p264) – Performs minor tricks. 
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
   
   
   
  1st Level 
   
  Alarm(PH p197) – Wards an area for 2 hours per lvl. 
  Animate Rope(PH p199) – Makes a rope move at your 
  command. 
  Comprehend Languages(PH p212) – You understand 
  all spoken and written languages. 
  Erase(PH p227) – Mundane or magical writing 
  vanishes. 
  Hold Portal(PH p241) – Holds one door shut. 
  Identify(PH p243) – Determines properties of a magic 
  item. 
  Magecraft(Eb p113) – +5 Competence bonus on one 
  Craft check. 
  Mount(PH p256) – Summons riding horse for 2 hours 
  per level. 
  Nystul’s Magic Aura(PH p257) – Alters object’s 
  magic aura. 
  Tenser’s Floating Disk(PH p294) – 3’ diameter 
  horizontal disk that holds 100 pounds per level. 
  Unseen Servant(PH p297) – Invisible force obeys 
  your commands. 
   
   
  2nd Level 
   
  Arcane Lock(PH p200) – Magically locks a portal or 
  chest. 
  Augury(PH p202) – Leans whether an action will be 
  good or bad. 
  Leomund’s Trap(PH p247) – Makes one item seem 
  trapped. 
  Locate Object(PH p249) – Senses direction toward 
  object (specific or type). 
  Magic Mouth(PH p251) – Speaks once when 
  triggered. 
  Make Whole(PH p252) – Repairs an object. 
  Misdirection(PH p254) – Misleads divinations for one 
  creature or object. 
  Obscure Object(PH p258) – Masks object against 
  scrying. 
  Unseen Crafter(RoE p191) – Invisible force obeys 
  your command and can use the Craft skill. 
  Whispering Wind(PH p301) – Sends a short message 
  one mile per level. 
   
   
  3rd Level 
   
  Arcane Seal(DR344 p82) – Permanently locks and 
  alarms a portal, chest, etc. 
  Arcane Sight(PH p201) – Magical auras become 
  visible to you. 
  Clairaudience/Clairvoyance(PH p209) – Hear or see 
  at a distance for 1 minute per level. 
  Daylight(PH p216) – 60’ radius of bright light. 
  Dispel Magic(PH p223)(PHe)+ – Cancels magical 
  spells and effects. 
  Explosive Runes(PH p228) – Deals 6d6 damage when 
  read. 
  Gentle Repose(PH p234) – Preserves one corpse. 
  Glyph of Warding(PH p236) – Inscription harms 
  those who pass it. 
  Illusory Script(PH p243) – Only intended reader can 
  decipher. 
  Nondetection(PH p257) – Hides subject from 
  divination and scrying. 
  Phantom Steed(PH p260) – Magical horse appears for 
  1 hour per level. 
  Secret Page(PH p275) – Changes one page to hide its 
  real contents. 
  Sepia Snake Sigil(PH p276) – Creates text symbol 
  that immobilizes reader. 
  Tongues(PH p294) – Speak any language. 
   
   
  4th Level 
   
  Animate Dead(PH p198) – Creates undead skeletons 
  and zombies. 
  Detect Scrying(PH p219) – Alerts you to magical 
  eavesdropping. 
  Divination(PH p224) – Provides useful advice for 
  specific proposed actions. 
  Fire Trap(PH p231) – Opened object deals 1d4 + 1 
  per level fire damage. 
  Hardening(Eb p112) – Item’s Hardness increases by 
  1 per 2 levels. 
  Illusory Wall(PH p243) – Wall, floor, or ceiling looks 
  real, but anything can pass through. 
  Imbue with Spell Ability(PH p243) – Transfer spells 
  to subject. 
  Locate Creature(PH p249) – Indicates direction to 
  familiar creature. 
  Minor Creation(PH p253) – Creates one cloth or 
  wood object. 
  Remove Curse(PH p270) – Frees person or object 
  from a curse. 
  Scrying(PH p274)(PHe)+ – Spies on subject from a 
  distance. 
  Stone Shape(PH p284)(PHe)+ – Sculpts stone into any 
  shape. 
   
   
  5th Level 
   
  Contact Other Plane(PH p212) – Lets you ask 
  question of an extraplanar entity. 
  Fabricate(PH p229) – Transforms raw materials into 
  finished items. 
  False Vision(PH p229) – Fools scrying with an 
  illusion. 
  False Vision(PH p229) – Fools scrying with an 
  illusion. 
  Leomund’s Secret Chest(PH p247) – Hides expensive 
  chest on Ethereal Plane; you retrieve it at will. 
  Major Creation(PH p252) – As Minor Creation, plus 
  stone and metal. 
  Permanency(PH p259) – Makes certain spells 
  permanent. 
  Sending(PH p275) – Delivers a short message 
  anywhere, instantly. 
  Symbol of Pain(PH p290) – Triggered rune wracks 
  nearby creatures with pain. 
  Symbol of Sleep(PH p291) – Triggered rune puts 
  nearby creatures into a catatonic slumber. 
  Wall of Stone(PH p299) – Creates a stone wall that 
  can be shaped. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Paladin of Freedom spell list 
   
  Page 185 
  Mystic Ranger Supplemental Spell List 
   
  Wisdom-based Prepared Divine Spells(DR336 p105) 
  The following spells are in addition to the standard Ranger spell list. 
   
  0th Level 
   
  Create Water(PH p215) – Creates 2 gallons/level of 
  pure water. 
  Cure Minor Wounds(PH p216) – Cures 1 point of 
  damage. 
  Guidance(PH p238) – +1 on one attack roll, saving 
  throw, or skill check. 
  Flare(PH p232) – Dazzles one creature (–1 on attack 
  rolls). 
  Know Direction(PH p246) – You discern north. 
  Light(PH p248) – Object shines like a torch. 
  Mending(PH p253) – Makes minor repairs on an 
  object. 
  Purify Food and Drink(PH p267) – Purifies 1 cubic 
  foot per level of food or water. 
  Resistance(PH p272) – Subject gains +1 resistance  
  bonus on all saving throws. 
  Virtue(PH p289) – Subject gains 1 Temporary HP. 
   
   
  5th Level 
   
  Awaken(PH p202)(DR330 p81)+ – Animal or tree gains 
  human intellect. 
  Baleful Polymorph(PH p202) – Transforms subject 
  into a harmless animal. 
  Control Winds(PH p214) – Change wind direction 
  and speed. 
  Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per 
  level (max. +20). 
  Summon Nature’s Ally V(PH p289) – Calls creature to 
  fight. 
  Wall of Thorns(PH p300) – Thorns damage anyone 
  who tries to pass. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Paladin of Freedom spell list 
   
  Page 186 
  Paladin of Freedom Spell List  
  Wisdom-based Prepared Divine Spells(UA p53) 
  Note that a Paladin of Freedom’s Caster Level is half his Class Level. 
   
  1st Level 
   
  Bless(PH p205) – Allies gain+1 morale bonus to 
  attacks & saves vs. fear. 
  Bless Water(PH p205) – Makes Holy Water. 
  Bless Weapon(PH p205) – Weapon strikes true 
  against evil foes. 
  Create Water(PH p215) – Creates 2 gallons/level of 
  pure water. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Detect Poison(PH p219) – Detects poison in one 
  creature or small object. 
  Detect Undead(PH p220) – Reveals undead within 
  60’. 
  Divine Favor(PH p224) – You gain +1 per three 
  levels on attack and damage rolls. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Magic Weapon(PH p251) – Weapon gains +1 
  enhancement bonus. 
  Protection from Evil(PH p266) – +2 bonus to AC & 
  saves against evil, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Law(PH p266) – +2 bonus to AC & 
  saves against law, counters mind control, & 
  hedges out elementals & outsiders. 
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
  Resistance(PH p272) – Subject gains +1 resistance  
  bonus on all saving throws. 
  Restoration, Lesser(PH p272) – Dispels magic ability 
  penalty or repairs 1d4 ability damage.  
  Virtue(PH p289) – Subject gains 1 temporary hp. 
   
   
  2nd Level 
   
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Delay Poison(PH p217) – Stops poison from harming 
  subject for 1 hour per level. 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom 
  for 1 minute per level. 
  Remove Paralysis(PH p271) – Frees one or more 
  creatures from paralysis, hold, or Slow. 
  Resist Energy(PH p246) – Ignores the first 10 (or 
  more) points of damage per attack from a 
  specified energy type. 
  Shield Other(PH p278) – You take half of subject’s 
  damage. 
  Undetectable Alignment(PH p297) – Conceals 
  alignment for 24 hours. 
  Zone of Truth(PH p303) – Subjects within range 
  cannot lie. 
   
   
  3rd Level 
   
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Daylight(PH p216) – 60’ radius of bright light. 
  Dispel Magic(PH p223)(PHe)+ – Cancels magical 
  spells and effects. 
  Heal Mount(PH p239) – As Heal on warhorse or 
  other special mount.   
  Magic Circle against Evil(PH p249) – As Protection 
  from Evil, but 10’ radius & 10 minutes per lvl. 
  Magic Circle against Law(PH p250) – As Protection 
  from Law, but 10’ radius & 10 minutes per lvl. 
  Magic Weapon, Greater(PH p251) – +1 bonus per 
  four levels (max +5). 
  Prayer(PH p264) – Allies gain +1 bonus on most 
  rolls, enemies suffer –1 penalty. 
  Remove Blindness/Deafness(PH p270) – Cures 
  normal or magical conditions. 
  Remove Curse(PH p270) – Frees person or object 
  from a curse. 
   
   
  4th Level 
   
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, & petrifaction. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Dispel Evil(PH p222) – +4 bonus against attacks by 
  evil creatures. 
  Dispel Law(PH p222) – +4 bonus against attacks by 
  lawful creatures. 
  Freedom of Movement(PH p233) – Subject moves 
  normally despite impediments. 
  Holy Sword(PH p215) – Weapon becomes +5, deals 
  +2d6 damage against evil. 
  Mark of Justice(PH p252) – Designates action that 
  will trigger cure on subject. 
  Neutralize Poison(PH p257) – Immunizes subject 
  against poison, detoxifies venom in or on 
  subject. 
  Restoration(PH p272) – Restores level and ability 
  score drains. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Paladin of Slaughter spell list 
   
  Page 187 
  Paladin of Slaughter Spell List  
  Wisdom-based Prepared Divine Spells(UA p54). 
  Note that a Paladin of Slaughter’s Caster Level is half his Class Level. 
   
  1st Level 
   
  Bane(PH p203) – Enemies take –1 on attack rolls and 
  saves against fear. 
  Cause Fear(PH p208) – One creature of 5HD or less 
  flees for 1d4 rounds. 
  Corrupt Weapon(DMG p182) – Weapon strikes true 
  again good foes. 
  Create Water(PH p215) – Creates 2 gallons/level of 
  pure water. 
  Curse Water(PH p216) – Makes Unholy Water. 
  Detect Poison(PH p219) – Detects poison in one 
  creature or small object. 
  Detect Undead(PH p220) – Reveals undead within 
  60’. 
  Divine Favor(PH p224) – You gain +1 per three 
  levels on attack and damage rolls. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Inflict Light Wounds(PH p244) – Touch deals 1d8 
  damage +1 per level (max +5). 
  Magic Weapon(PH p251) – Weapon gains +1 
  enhancement bonus. 
  Protection from Good(PH p266) – +2 bonus to AC & 
  saves against good, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Law(PH p266) – +2 bonus to AC & 
  saves against law, counters mind control, & 
  hedges out elementals & outsiders. 
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
  Resistance(PH p272) – Subject gains +1 resistance  
  bonus on all saving throws. 
  Virtue(PH p289) – Subject gains 1 temporary hp. 
   
   
  2nd Level 
   
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Darkness(PH p216) – 20’ radius of supernatural 
  shadow. 
  Delay Poison(PH p217) – Stops poison from harming 
  subject for 1 hour per level. 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Inflict Moderate Wounds(PH p244) – Touch attack, 
  2d8 +1 per level (max +10). 
  Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom 
  for 1 minute per level. 
  Resist Energy(PH p246) – Ignores the first 10 (or 
  more) points of damage per attack from a 
  specified energy type. 
  Undetectable Alignment(PH p297) – Conceals 
  alignment for 24 hours. 
   
   
  3rd Level 
   
  Blindness/Deafness(PH p206) – Makes subject blind 
  or deaf. 
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Deeper Darkness(PH p217) – Object sheds 
  supernatural shadow in 60’ radius. 
  Dispel Magic(PH p223)(PHe)+ – Cancels magical 
  spells and effects. 
  Heal Mount(PH p239) – As Heal on warhorse or 
  other special mount.   
  Magic Circle against Good(PH p250) – As Protection 
  from Good, but 10’ radius & 10 minutes per lvl. 
  Magic Circle against Law(PH p250) – As Protection 
  from Law, but 10’ radius & 10 minutes per lvl. 
  Magic Weapon, Greater(PH p251) – +1 bonus per 
  four levels (max +5). 
  Inflict Serious Wounds(PH p244) – Touch attack, 3d8 
  +1 per level (max +15). 
  Prayer(PH p264) – Allies gain +1 bonus on most 
  rolls, enemies suffer –1 penalty. 
   
   
  4th Level 
   
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, & petrifaction. 
  Corrupt Sword(DMG p182) – Weapon becomes +5, 
  deals +2d6 damage against good. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Dispel Good(PH p222) – +4 bonus against attacks by 
  good creatures. 
  Dispel Law(PH p222) – +4 bonus against attacks by 
  lawful creatures. 
  Inflict Critical Wounds(PH p244) – Touch attack, 4d8 
  + 1 per level (max +20). 
  Poison(PH p262) – Touch deals 1d10 Constitution 
  damage, repeats in 1 minute. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Paladin of Tyranny spell list 
   
  Page 188 
  Paladin of Tyranny Spell List  
  Wisdom-based Prepared Divine Spells(UA p55). 
  Note that a Paladin of Tyranny’s Caster Level is half his Class Level. 
   
  1st Level 
   
  Bane(PH p203) – Enemies take –1 on attack rolls and 
  saves against fear. 
  Corrupt Weapon(DMG p182) – Weapon strikes true 
  again good foes. 
  Create Water(PH p215) – Creates 2 gallons/level of 
  pure water. 
  Curse Water(PH p216) – Makes Unholy Water. 
  Detect Poison(PH p219) – Detects poison in one 
  creature or small object. 
  Detect Undead(PH p220) – Reveals undead within 
  60’. 
  Divine Favor(PH p224) – You gain +1 per three 
  levels on attack and damage rolls. 
  Doom(PH p225) – One subject takes –2 on attack 
  rolls, damage rolls, saves, and checks. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Inflict Light Wounds(PH p244) – Touch deals 1d8 
  damage +1 per level (max +5). 
  Magic Weapon(PH p251) – Weapon gains +1 
  enhancement bonus. 
  Protection from Chaos(PH p266) – +2 bonus to AC 
  & saves against chaos, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Good(PH p266) – +2 bonus to AC & 
  saves against good, counters mind control, & 
  hedges out elementals & outsiders. 
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
  Resistance(PH p272) – Subject gains +1 resistance  
  bonus on all saving throws. 
  Virtue(PH p289) – Subject gains 1 temporary hp. 
   
   
  2nd Level 
   
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Darkness(PH p216) – 20’ radius of supernatural 
  shadow. 
  Delay Poison(PH p217) – Stops poison from harming 
  subject for 1 hour per level. 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Hold Person(PH p241) – Paralyzes one person for up 
  to 1 round per level. 
  Inflict Moderate Wounds(PH p244) – Touch attack, 
  2d8 +1 per level (max +10). 
  Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom 
  for 1 minute per level. 
  Resist Energy(PH p246) – Ignores the first 10 (or 
  more) points of damage per attack from a 
  specified energy type. 
  Undetectable Alignment(PH p297) – Conceals 
  alignment for 24 hours. 
   
   
  3rd Level 
   
  Bestow Curse(PH p203) – Subject either receives a –6 
  on one ability; -4 enhancement penalty on 
  attacks, saves, and skill checks; or 50% chance 
  of losing each action. 
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Deeper Darkness(PH p217) – Object sheds 
  supernatural shadow in 60’ radius. 
  Discern Lies(PH p221) – Reveals deliberate 
  falsehoods. 
  Dispel Magic(PH p223)(PHe)+ – Cancels magical 
  spells and effects. 
  Heal Mount(PH p239) – As Heal on warhorse or 
  other special mount.   
  Magic Circle against Chaos(PH p249) – As Protection 
  from Chaos, but 10’ radius & 10 minutes per lvl. 
  Magic Circle against Good(PH p250) – As Protection 
  from Good, but 10’ radius & 10 minutes per lvl. 
  Magic Weapon, Greater(PH p251) – +1 bonus per 
  four levels (max +5). 
  Inflict Serious Wounds(PH p244) – Touch attack, 3d8 
  +1 per level (max +15). 
  Prayer(PH p264) – Allies gain +1 bonus on most 
  rolls, enemies suffer –1 penalty. 
   
   
  4th Level 
   
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, & petrifaction. 
  Corrupt Sword(DMG p182) – Weapon becomes +5, 
  deals +2d6 damage against good. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Dispel Chaos(PH p222) – +4 bonus against attacks by 
  chaotic creatures. 
  Dispel Good(PH p222) – +4 bonus against attacks by 
  good creatures. 
  Dominate Person(PH p224) – Controls humanoid 
  telepathically. 
  Inflict Critical Wounds(PH p244) – Touch attack, 4d8 
  + 1 per level (max +20). 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Savage Bard spell list 
   
  Page 189 
  Savage Bard Spell List 
  Charisma-based Impromptu Arcane Spells(UA p50) 
   
  0th Level 
     
  Dancing Lights(PH p216) – Creates torches or other 
  lights. 
  Daze(PH p217) – Humanoid creature of 4HD or less 
  loses next action. 
  Detect Magic(PH p219) – Detects spells and magic 
  items within 60’. 
  Flare(PH p232) – Dazzles one creature (–1 on attack 
  rolls). 
  Ghost Sound(PH p235) – Figment sounds. 
  Know Direction(PH p246) – You discern north. 
  Light(PH p248) – Object shines like a torch. 
  Lullaby(PH p249) – Makes subject drowsy; –5 on 
  Spot & Listen checks, –2 Will saves against 
  Sleep. 
  Mage Hand(PH p249) – 5 pound telekinesis. 
  Mending(PH p253) – Makes minor repairs on an 
  object. 
  Message(PH p253) – Whispered conversation at 
  distance. 
  Open/Close(PH p258) – Opens or closes small or 
  light things. 
  Resistance(PH p272) – Subject gains +1 resistance  
  bonus on all saving throws. 
  Summon Instrument(PH p285) – Summons one 
  instrument of the caster’s choice. 
   
   
  1st Level 
   
  Alarm(PH p197) – Wards an area for 2 hours per lvl. 
  Animate Rope(PH p199) – Makes a rope move at your 
  command. 
  Calm Animals(PH p207) – Calms (2d4 + level) HD of 
  animals. 
  Cause Fear(PH p208) – One creature of 5HD or less 
  flees for 1d4 rounds. 
  Charm Person(PH p209) – Make one person your 
  friend. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Detect Snares and Pits(PH p220) – Reveals natural or 
  primitive traps. 
  Disguise Self(PH p222) – Changes your appearance 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Expeditious Retreat(PH p228) – Your land speed 
  increases by 30’. 
  Feather Fall(PH p229) – Objects or creatures fall 
  slowly. 
  Grease(PH p237) – Makes 10’ square or 1 object 
  slippery. 
  Hypnotism(PH p242) – Fascinates 2d4 HD of 
  creatures. 
  Identify(PH p243) – Determines properties of a magic 
  item. 
  Lesser Confusion(PH p212) – One creature is 
  confused for 1 round. 
  Magic Mouth(PH p251) – Speaks once when 
  triggered. 
  Nystul’s Magic Aura(PH p257) – Alters object’s 
  magic aura. 
  Obscure Object(PH p258) – Masks object against 
  scrying. 
  Remove Fear(PH p271) – Suppresses fear or gives +4 
  on saves against fear for one subject + one per 
  four levels. 
  Silent Image(PH p279) – Creates a minor illusion of 
  your design. 
  Sleep(PH p280) – Puts 4HD of creatures into magical 
  slumber. 
  Summon Nature’s Ally I(PH p288) – Calls creature to 
  fight. 
  Tasha’s Hideous Laughter(PH p292) – Subject loses 
  actions for 1 round per level. 
  Undetectable Alignment(PH p297) – Conceals 
  alignment for 24 hours. 
  Unseen Servant(PH p297) – Invisible force obeys 
  your commands. 
  Ventriloquism(PH p298) – Throws voice for 1 minute 
  per level. 
   
   
  2nd Level 
   
  Alter Self(PH p197) – Assume the form of a similar 
  creature. 
  Animal Messenger(PH p198) – Sends a Tiny animal 
  to a specific place. 
  Animal Trance(PH p198) – Fascinates 2d6 HD of 
  animals. 
  Blindness/Deafness(PH p206) – Makes subject blind 
  or deaf. 
  Blur(PH p206) – Attacks miss subject 20% of the 
  time. 
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Cat’s Grace(PH 3.5p208) – Subject gains +4 Dexterity 
  for 1 minute per level. 
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Darkness(PH p216) – 20’ radius of supernatural 
  shadow. 
  Delay Poison(PH p217) – Stops poison from harming 
  subject for 1 hour per level. 
  Detect Thoughts(PH p220) – Allows “listening” to 
  surface thoughts. 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Enthrall(PH p227) – Captivates all within 100’ + 10’ 
  per level. 
  Fox’s Cunning(PH p233) – Subject gains +4 
  Intelligence for 1 minute per level. 
  Glitterdust(PH p236) – Blinds creatures, outlines 
  invisible creatures. 
  Heroism(PH p240) – Gives a +2 on attack rolls, 
  saves, & skill checks. 
  Hold Person(PH p241) – Paralyzes one person for up 
  to 1 round per level. 
  Hypnotic Pattern(PH p242) – Fascinates (2d4 + level) 
  HD of creatures. 
  Invisibility(PH p245) – Subject is invisible for 1 
  minute per level or until it attacks. 
  Locate Object(PH p249) – Senses direction toward 
  object (specific or type). 
  Minor Image(PH p254) – As Silent Image, plus some 
  sound. 
  Mirror Image(PH p254) – Creates decoy duplicates of 
  you (1d4 + 1 per three levels (max 8)). 
  Misdirection(PH p254) – Misleads divinations for one 
  creature or object. 
  Pass without Trace(PH p259) – One subject per level 
  leaves no tracks or scent trail for 1 hour per lvl. 
  Pyrotechnics(PH p267) – Turns fire into blinding 
  light or choking smoke. 
  Rage(PH p268) – Gives +2 to Str and Con, +1 on 
  Will saves, –2 to AC. 
  Scare(PH p274) – Panics creatures of less than 6HD. 
  Shatter(PH p278) – Sonic vibration damages objects 
  or crystalline creatures. 
  Silence(PH p279) – Negate sound in 15’ radius. 
  Sound Burst(PH p281) – Deals 1d8 sonic damage to 
  subjects; may stun them. 
  Suggestion(PH p285) – Compels subject to follow 
  stated course of action. 
  Summon Nature’s Ally II(PH p288) – Calls creature to 
  fight. 
  Summon Swarm(PH p289) – Summons a swarm of 
  bats, rats, or spiders. 
  Tongues(PH p294) – Speak any language. 
  Whispering Wind(PH p301) – Sends a short message 
  one mile per level. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Savage Bard spell list 
   
  Page 190 
  Savage Bard Spell List (continued) 
   
  3rd Level 
   
  Blink(PH p206) – You randomly vanish and reappear 
  for 1 round per level. 
  Charm Monster(PH p209) – Makes monster believe it 
  is your ally. 
  Clairaudience/Clairvoyance(PH p209) – Hear or see 
  at a distance for 1 minute per level. 
  Confusion(PH p212) – Makes subject behave oddly 
  for 1 round per level. 
  Crushing Despair(PH p215) – Subject takes –2 on 
  attack rolls, damage rolls, saves, & checks. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Daylight(PH p216) – 60’ radius of bright light. 
  Deep Slumber(PH p217) – Puts 10HD of creatures to 
  sleep. 
  Dispel Magic(PH p223)(PHe)+ – Cancels magical 
  spells and effects. 
  Displacement(PH p223) – Attacks miss subject 50% 
  of the time. 
  Fear(PH p229) – Subjects within cone flee for 1rnd/lvl. 
  Gaseous Form(PH p234) – Subject becomes 
  insubstantial and can fly slowly. 
  Geas, Lesser(PH p235) – Commands subject of 7 HD 
  or less. 
  Glibness(PH p235)(PHe)+ – You gain +30 bonus on 
  Bluff checks, and your lies can escape magical 
  discernment. 
  Good Hope(PH p237) – Subjects gain +2 on attack 
  rolls, damage rolls, saves, and checks. 
  Haste(PH p239) – One creature per level moves 
  faster, +1 on attack rolls, AC, and Reflex saves. 
  Illusory Script(PH p243) – Only intended reader can 
  decipher. 
  Invisibility Sphere(PH p245) – Makes everyone 
  within 10’ invisible. 
  Leomund’s Tiny Hut(PH p247) – Creates shelter for 
  ten creatures. 
  Major Image(PH p252) – As Silent Image, but sound, 
  smell, and thermal effects. 
  Phantom Steed(PH p260) – Magical horse appears for 
  1 hour per level. 
  Remove Curse(PH p270) – Frees person or object 
  from a curse. 
  Scrying(PH p274)(PHe)+ – Spies on subject from a 
  distance. 
  Sculpt Sound(PH p275) – Creates new sounds or 
  changes existing ones. 
  Secret Page(PH p275) – Changes one page to hide its 
  real contents. 
  See Invisibility(PH p275) – Reveals invisible 
  creatures or objects. 
  Slow(PH p280) – One subject per level takes only one 
  action per round, –1 AC and attack rolls. 
  Snare(PH p280) – Creates a magical booby trap. 
  Speak with Animals(PH p281) – You can 
  communicate with animals. 
  Summon Nature’s Ally III(PH p288) – Calls creature 
  to fight. 
    
  4th Level 
   
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, and petrifaction 
  Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per 
  level (max. +20). 
  Detect Scrying(PH p219) – Alerts you to magical 
  eavesdropping. 
  Dimension Door(PH p221) – Teleports you a short 
  distance. 
  Dominate Person(PH p224) – Controls humanoid 
  telepathically. 
  Freedom of Movement(PH p233) – Subject moves 
  normally despite impediments. 
  Hallucinatory Terrain(PH p238) – Makes one type of 
  terrain appear like another (field into forest, or 
  the like). 
  Hold Monster(PH p241) – As Hold Person, but can 
  effect any creature. 
  Insect Plague(PH p244) – Locust swarms attack. 
  Invisibility, Greater(PH p245) – As Invisibility, but 
  subject can attack and stay invisible. 
  Legend Lore(PH p246) – Lets you learn tales about a 
  person, place, or thing. 
  Leomund’s Secure Shelter(PH p247) – Creates study 
  cottage. 
  Locate Creature(PH p249) – Indicates direction to 
  familiar creature. 
  Modify Memory(PH p255) – Changes 5 minutes of 
  subject’s memories. 
  Neutralize Poison(PH p257) – Immunizes subject 
  against poison, detoxifies venom in or on 
  subject. 
  Rainbow Pattern(PH p268) – Lights fascinate 24 HD 
  of creatures. 
  Repel Vermin(PH p271) – Insects, spiders, and other 
  vermin stay 10’ away. 
  Shadow Conjuration(PH p276) – Mimics conjuring 
  below 4th level, but only 20% real. 
  Shout(PH p279) – Deafens all within cone and deals 
  5d6 damage. 
  Speak with Plants(PH p282) – You can talk to normal 
  plants and plant creatures. 
  Summon Nature’s Ally IV(PH p288) – Calls creature 
  to fight. 
  Zone of Silence(PH p303) – Keeps eavesdroppers 
  from overhearing conversations. 
   
  5th Level 
   
  Commune with Nature(PH p211) – Learn about 
  terrain for one mile per level. 
  Cure Light Wounds, Mass(PH p216) – Cures 1d8 
  damage +1 per level for many creatures. 
  Dispel Magic, Greater(PH p210)(PHe)+ – As Dispel 
  Magic, but up to +20 on the check. 
  Dream(PH p225) – Sends message to anyone asleep. 
  False Vision(PH p229) – Fools scrying with an 
  illusion. 
  Heroism, Greater(PH p285) – Gives +4 bonus on 
  attack rolls, saves, skill checks; immunity to 
  fear; temporary hp. 
  Mind Fog(PH p253) – Subjects in fog get a –10 on 
  Will saves & Wisdom checks. 
  Mirage Arcana(PH p254) – As Hallucinatory 
  Terrain, plus structures. 
  Mislead(PH p255) – Turns you invisible and creates 
  illusory double. 
  Nightmare(PH p257) – Send vision dealing 1d10 
  damage, fatigue. 
  Persistent Image(PH p260) – As Major Image, but no 
  concentration required. 
  Seeming(PH p275) – Changes the appearance of one 
  person per two levels. 
  Shadow Evocation(PH p277) – Mimics evocation of 
  lower than 5th level, but only 20% real. 
  Shadow Walk(PH p277) – Step into shadow to travel 
  rapidly. 
  Song of Discord(PH p281) – Forces targets to attack 
  each other. 
  Suggestion, Mass(PH p285) – As Suggestion, plus 
  one subject per level. 
  Summon Nature’s Ally V(PH p289) – Calls creature to 
  fight. 
   
  6th Level 
   
  Analyze Dweomer(PH p197) – Reveals magical 
  aspects of subject. 
  Animate Objects(PH p199) – Objects attack your foes. 
  Cat’s Grace, Mass(PH p208) – As Cat’s Grace, 
  affects one subject per level. 
  Creeping Doom(PH p214) – Swarms of centipedes 
  attack at your command. 
  Cure Moderate Wounds, Mass(PH p216) – Cures 2d8 
  damage + 1 per level for many creatures. 
  Eagle’s Splendor, Mass(PH p225) – As Eagle’s 
  Splendor, affects one subject per level. 
  Eyebite(PH p228) – Target becomes panics, sickened, 
  and comatose. 
  Find the Path(PH p230) – Shows most direct way to a 
  location. 
  Fox’s Cunning, Mass(PH p233) – As Fox’s Cunning, 
  affects one subject per level. 
  Geas/Quest(PH p234) – As Lesser Geas, plus it 
  affects any creature. 
  Heroes’ Feast(PH p240) – Ford for one creature per 
  level, cures, and grants combat bonuses. 
  Otto’s Irresistible Dance(PH p259) – Forces subject 
  to dance. 
  Permanent Image(PH p260) – Includes sight, sound, 
  and smell. 
  Programmed Image(PH p265) – As Major Image, 
  plus triggered by an event. 
  Project Image(PH p265) – Illusory double can talk 
  and cast spells. 
  Reincarnate(PH p270) – Brings dead subject back in 
  a random humanoid body. 
  Scrying, Greater(PH p275)(PHe)+ – As Scrying, but 
  faster and longer. 
  Shout, Greater(PH p279) – Devastating yell deals 
  10d6 sonic damage; stuns creatures, damages 
  objects. 
  Summon Nature’s Ally VI(PH p289) – Calls creature 
  to fight. 
  Sympathetic Vibration(PH p291) – Inflicts 2d10 
  damage per round on a free-standing structure. 
  Veil(PH p298) – Changes appearance of group of 
  creatures. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Sentinel spell list 
   
  Page 191 
  Sentinel Spell List  
  Wisdom-based Prepared Divine Spells(DR310 p52) 
  Note that a Sentinel’s Caster Level is half his/her Class Level. 
   
  1st Level 
   
  Bless(PH p205) – Allies gain+1 morale bonus to 
  attacks & saves vs. fear. 
  Bless Water(PH p205) – Makes Holy Water. 
  Bless Weapon(PH p205) – Weapon strikes true 
  against evil foes. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Detect Poison(PH p219) – Detects poison in one 
  creature or small object. 
  Divine Favor(PH p224) – You gain +1 per three 
  levels on attack and damage rolls. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Hold Portal(PH p241) – Holds one door shut. 
  Magic Weapon(PH p251) – Weapon gains +1 
  enhancement bonus. 
  Protection from Evil(PH p266) – +2 bonus to AC & 
  saves against evil, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Good(PH p266) – +2 bonus to AC & 
  saves against good, counters mind control, & 
  hedges out elementals & outsiders. 
  Remove Fear(PH p271) – Suppresses fear or gives +4 
  on saves against fear for one subject + one per 
  four levels. 
  Shield of Faith(PH p278) – Aura grants +2 (or higher) 
  deflection bonus. 
  Summon Monster I(PH p285) – Summons an 
  extraplanar creature to fight for you. 
   
   
  2nd Level 
   
  Align Weapon(PH p197) – Weapon becomes good, 
  evil, lawful, or chaotic. 
  Bear’s Endurance(PH p203) – Subject gains +4 
  Constitution for 1 minute per level. 
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Consecrate(PH p212) – Fills area with positive 
  energy, making undead weaker. 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Restoration, Lesser(PH p272) – Dispels magic ability 
  penalty or repairs 1d4 ability damage.  
  Shield Other(PH p278) – You take half of subject’s 
  damage. 
  Spiritual Weapon(PH p283) – Magical weapon 
  attacks on its own. 
  Summon Monster II(PH p286) – Summons an 
  extraplanar creature to fight for you. 
   
   
  3rd Level 
   
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Daylight(PH p216) – 60’ radius of bright light. 
  Dispel Magic(PH p223)(PHe)+ – Cancels magical 
  spells and effects. 
  Invisibility Purge(PH p245) – Dispels invisibility 
  within 5’ per level. 
  Magic Circle against Evil(PH p249) – As Protection 
  from Evil, but 10’ radius & 10 minutes per lvl. 
  Prayer(PH p264) – Allies gain +1 bonus on most 
  rolls, enemies suffer –1 penalty. 
  Remove Blindness/Deafness(PH p270) – Cures 
  normal or magical conditions. 
  Remove Curse(PH p270) – Frees person or object 
  from a curse. 
  Remove Disease(PH p271) – Cures all diseases 
  affecting subject. 
  Summon Monster III(PH p286) – Summons an 
  extraplanar creature to fight for you. 
   
   
  4th Level 
   
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, & petrifaction. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Death Ward(PH p217) – Grants immunity to death 
  spells and negative energy effects. 
  Dismissal(PH p222) – Forces a creature to return to 
  native plane. 
  Freedom of Movement(PH p233) – Subject moves 
  normally despite impediments. 
  Holy Sword(PH p215) – Weapon becomes +5, deals 
  +2d6 damage against evil. 
  Neutralize Poison(PH p257) – Immunizes subject 
  against poison, detoxifies venom in or on 
  subject. 
  Restoration(PH p272) – Restores level and ability 
  score drains. 
  Summon Monster IV(PH p286) – Calls an extraplanar 
  creature to fight for you. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Urban Adept spell list 
   
  Page 192 
  Urban Adept Spell List  
  Wisdom-based Prepared Divine Spells(Sharn p167) 
   
  0th Level 
   
  Create Water(PH p215) – Creates 2 gallons/level of 
  pure water. 
  Cure Minor Wounds(PH p216) – Cures 1 point of 
  damage. 
  Detect Magic(PH p219) – Detects spells and magic 
  items within 60’. 
  Guidance(PH p238) – +1 on one attack roll, saving 
  throw, or skill check. 
  Light(PH p248) – Object shines like a torch. 
  Mending(PH p253) – Makes minor repairs on an 
  object. 
  Purify Food and Drink(PH p267) – Purifies 1 cubic 
  foot per level of food or water. 
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
   
   
  1st Level 
    
  Bless(PH p205) – Allies gain+1 morale bonus to 
  attacks & saves vs. fear. 
  Charm Person(PH p209) – Make one person your 
  friend. 
  Command(PH p211) – One subject obeys selected 
  command for 1 round. 
  Comprehend Languages(PH p212) – You understand 
  all spoken and written languages. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Detect Chaos(PH p218) – Reveals chaotic creatures, 
  spells, or objects. 
  Detect Evil(PH p218) – Reveals evil creatures, spells, 
  or objects. 
  Detect Good(PH p219) – Reveals good creatures, 
  spells, or objects. 
  Detect Law(PH p219) – Reveals lawful creatures, 
  spells, or objects. 
  Divine Favor(PH p224) – You gain +1 per three 
  levels on attack and damage rolls. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Identify(PH p243) – Determines properties of a magic 
  item. 
  Obscuring Mist(PH p258) – Fog surrounds you. 
  Protection from Chaos(PH p266) – +2 bonus to AC 
  & saves against chaos, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Evil(PH p266) – +2 bonus to AC & 
  saves against evil, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Good(PH p266) – +2 bonus to AC & 
  saves against good, counters mind control, & 
  hedges out elementals & outsiders. 
  Protection from Law(PH p266) – +2 bonus to AC & 
  saves against law, counters mind control, & 
  hedges out elementals & outsiders. 
   
   
  2nd Level 
   
  Aid(PH p196) – +1 on attack rolls, +1 on saves 
  against fear, 1d8 temporary hp +1/lvl (max +10) 
  Bear’s Endurance(PH p203) – Subject gains +4 
  Constitution for 1 minute per level. 
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Cat’s Grace(PH 3.5p208) – Subject gains +4 Dexterity 
  for 1 minute per level. 
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Darkness(PH p216) – 20’ radius of supernatural 
  shadow. 
  Delay Poison(PH p217) – Stops poison from harming 
  subject for 1 hour per level. 
  Enthrall(PH p227) – Captivates all within 100’ + 10’ 
  per level. 
  Fox’s Cunning(PH p233) – Subject gains +4 
  Intelligence for 1 minute per level. 
  Locate Object(PH p249) – Senses direction toward 
  object (specific or type). 
  Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom 
  for 1 minute per level. 
  Resist Energy(PH p246) – Ignores the first 10 (or 
  more) points of damage per attack from a 
  specified energy type. 
  See Invisibility(PH p275) – Reveals invisible 
  creatures or objects. 
  Whispering Wind(PH p301) – Sends a short message 
  one mile per level. 
   
   
  3rd Level 
    
  Animate Dead(PH p198) – Creates undead skeletons 
  and zombies. 
  Bestow Curse(PH p203) – Subject either receives a –6 
  on one ability; -4 enhancement penalty on 
  attacks, saves, and skill checks; or 50% chance 
  of losing each action. 
  Clairaudience/Clairvoyance(PH p209) – Hear or see 
  at a distance for 1 minute per level. 
  Contagion(PH p213) – Infects subject with chosen 
  disease. 
  Continual Flame(PH p213) – Makes a permanent, 
  heatless torch. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Daylight(PH p216) – 60’ radius of bright light. 
  Deeper Darkness(PH p217) – Object sheds 
  supernatural shadow in 60’ radius. 
  Neutralize Poison(PH p257) – Immunizes subject 
  against poison, detoxifies venom in or on 
  subject. 
  Remove Curse(PH p270) – Frees person or object 
  from a curse. 
  Remove Disease(PH p271) – Cures all diseases 
  affecting subject. 
  Tongues(PH p294) – Speak any language. 
   
   
  4th Level 
   
  Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per 
  level (max. +20). 
  Legend Lore(PH p246) – Lets you learn tales about a 
  person, place, or thing. 
  Minor Creation(PH p253) – Creates one cloth or 
  wood object. 
  Restoration(PH p272) – Restores level and ability 
  score drains. 
  Scrying(PH p274)(PHe)+ – Spies on subject from a 
  distance. 
  Stoneskin(PH p284) – Ignore 10 points of damage per 
  attack. 
   
   
  5th Level 
   
  Break Enchantment(PH p207) – Frees subject from 
  enchantments, alterations, curses, & petrifaction. 
  Commune(PH p211) – Deity answers one yes-or-no 
  question per level. 
  Dream(PH p225) – Sends message to anyone 
  sleeping. 
  Heal(PH p239) – Cures 10 points per level, all 
  diseases and mental conditions. 
  Major Creation(PH p252) – As Minor Creation, plus 
  stone and metal. 
  Nightmare(PH p257) – Send vision dealing 1d10 
  damage, fatigue. 
  Raise Dead(PH p268) – Restores life to subject who 
  died up to 1 day per level ago. 
  True Seeing(PH p296) – See all things as they really 
  are. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Urban Druid spell list 
   
  Page 193 
  Urban Druid Spell List  
  Charisma-based Prepared Divine Spells(DR317 p33) 
   
  0th Level 
     
  Create Water(PH p215) – Creates 2 gallons/level of 
  pure water. 
  Cure Minor Wounds(PH p216) – Cures 1 point of 
  damage. 
  Detect Magic(PH p219) – Detects spells and magic 
  items within 60’. 
  Detect Poison(PH p219) – Detects poison in one 
  creature or small object. 
  Guidance(PH p238) – +1 on one attack roll, saving 
  throw, or skill check. 
  Know Direction(PH p246) – You discern north. 
  Light(PH p248) – Object shines like a torch. 
  Mending(PH p253) – Makes minor repairs on an 
  object. 
  Purify Food and Drink(PH p267) – Purifies 1 cubic 
  foot per level of food or water. 
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
  Repair Minor Damage(DR317 p35) – Restores 1 point 
  of damage to a Construct. 
  Resistance(PH p272) – Subject gains +1 resistance  
  bonus on all saving throws. 
  Virtue(PH p289) – Subject gains 1 temporary hp. 
   
   
  1st Level 
   
  Alarm(PH p197) – Wards an area for 2 hours per lvl. 
  Animate Rope(PH p199) – Makes a rope move at your 
  command. 
  Charm Person(PH p209) – Make one person your 
  friend. 
  Comprehend Languages(PH p212) – You understand 
  all spoken and written languages. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Detect Secret Doors(PH p220) – Reveals hidden 
  doors within 60’. 
  Detect Undead(PH p220) – Reveals undead within 
  60’. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Faerie Fire(PH p229) – Outline subjects with light, 
  canceling Blur, concealment, etc. 
  Hold Portal(PH p241) – Holds one door shut. 
  Jump(PH p246) – Subject gains bonus on Jump 
  checks. 
  Longstrider(PH p249) – Increases your speed. 
  Magic Fang(PH p250) – One natural weapon of 
  subject creature gets +1 on attack and damage. 
  Magic Mouth(PH p251) – Speaks once when 
  triggered. 
  Magic Stone(PH p251) – Three stones become +1 
  projectiles, 1d6+1 damage. 
  Obscure Object(PH p258) – Masks object against 
  scrying. 
  Obscuring Mist(PH p258) – Fog surrounds you. 
  Pass without Trace(PH p259) – One subject per level 
  leaves no tracks or scent trail for 1 hour per lvl. 
  Repair Light Damage(DR317 p35) – Restores 1d8 + 
  1/lvl (max +5) points of damage to a Construct. 
  Scatterspray(DR317 p36) – A collection of small 
  objects (stones, apples, etc.) fly in a 10’ radius 
  burst, doing lethal or nonlethal damage, as 
  appropriate. 
   
   
  2nd Level 
   
  Barkskin(PH p202) – Grants +2 (or higher) 
  enhancement to natural armor. 
  Bear’s Endurance(PH p203) – Subject gains +4 
  Constitution for 1 minute per level. 
  Bull’s Strength(PH p207) – Subject gains +4 Strength 
  for 1 minute per level. 
  Calm Emotions(PH p207) – Calms creatures, negating 
  emotion effects. 
  Cat’s Grace(PH 3.5p208) – Subject gains +4 Dexterity 
  for 1 minute per level. 
  Chill Metal(PH p209) – Cold metal damages those 
  who touch it. 
  Delay Poison(PH p217) – Stops poison from harming 
  subject for 1 hour per level. 
  Detect Thoughts(PH p220) – Allows “listening” to 
  surface thoughts. 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Enthrall(PH p227) – Captivates all within 100’ + 10’ 
  per level. 
  Fog Cloud(PH p232) – Fog obscures vision. 
  Heat Metal(PH p239) – Makes metal so hot it 
  damages those who touch it. 
  Hold Person(PH p241) – Paralyzes one person for up 
  to 1 round per level. 
  Knock(PH p246) – Opens locked or magically sealed 
  door. 
  Locate Object(PH p249) – Senses direction toward 
  object (specific or type). 
  Misdirection(PH p254) – Misleads divinations for one 
  creature or object. 
  Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom 
  for 1 minute per level. 
  Repair Moderate Damage(DR317 p36) – Restores 2d8 
  + 1/lvl (max +10) points of damage to a 
  Construct. 
  Resist Energy(PH p246) – Ignores the first 10 (or 
  more) points of damage per attack from a 
  specified energy type. 
  Restoration, Lesser(PH p272) – Dispels magic ability 
  penalty or repairs 1d4 ability damage.  
  Rope Trick(PH p273) – As many as eight creatures 
  hide in an extradimensional space. 
  Spider Climb(PH p283) – Grants ability to walk on 
  walls & ceilings. 
  Suggestion(PH p285) – Compels subject to follow 
  stated course of action. 
  Summon Swarm(PH p289) – Summons a swarm of 
  bats, rats, or spiders. 
  Warp Wood(PH p300) – Bends wood (shaft, handle, 
  door, plank). 
  Wood Shape(PH p303) – Rearranges wooden objects 
  to suit you. 
   
   
  3rd Level 
   
  Call Lightning(PH p207) – Calls down lightning bolts 
  (3d6 per bolt) from the sky. 
  Charm Monster(PH p209) – Makes monster believe it 
  is your ally. 
  Contagion(PH p213) – Infects subject with chosen 
  disease. 
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Daylight(PH p216) – 60’ radius of bright light. 
  Diminish Plants(PH p221) – Reduces size or blights 
  growth of normal plants. 
  Glibness(PH p235)(PHe)+ – You gain +30 bonus on 
  Bluff checks, and your lies can escape magical 
  discernment. 
  Halt Undead(PH p238) – Immobilizes undead for 1 
  round per level. 
  Keen Edge(PH p245) – Doubles normal weapon’s 
  threat range. 
  Leomund’s Tiny Hut(PH p247) – Creates shelter for 
  ten creatures. 
  Magic Fang, Greater(PH p250) – One natural 
  weapon of subject creature gets +1 per three 
  levels to attack and damage rolls –or– all the 
  subject’s natural weapons get a +1 bonus. 
  Neutralize Poison(PH p257) – Immunizes subject 
  against poison, detoxifies venom in or on 
  subject. 
  Nondetection(PH p257) – Hides subject from 
  divination and scrying. 
  Poison(PH p262) – Touch deals 1d10 Constitution 
  damage, repeats in 1 minute. 
  Protection from Energy(PH p266) – Absorb 12 
  damage per level from one kind of energy. 
  Quench(PH p267) – Extinguishes nonmagical fires or 
  one magic item. 
  Remove Disease(PH p271) – Cures all diseases 
  affecting subject. 
  Repair Serious Damage(DR317 p36) – Restores 3d8 + 
  1/lvl (max +15) points of damage to a 
  Construct. 
  Shrink Item(PH p279) – Object shrinks to 1/16
  th its 
  normal size. 
  Speak with Dead(PH p281) – Corpse answer one 
  question per two levels. 
  Stinking Cloud(PH p284) – Nauseating vapors, 1 
  round per level. 
  Tongues(PH p294) – Speak any language. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Urban Druid spell list 
   
  Page 194 
  Urban Druid Spell List (continued) 
   
  4th Level 
   
  Antiplant Shell(PH p200) – Keeps animated plants at 
  bay. 
  Blight(PH p206) – Withers one plant or deals 1d6 per 
  level damage to a plant creature. 
  Control Water(PH p214) – Raises, lowers bodies of 
  water. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Dispel Magic(PH p223)(PHe)+ – Cancels magical 
  spells and effects. 
  Dominate Person(PH p224) – Controls humanoid 
  telepathically. 
  Freedom of Movement(PH p233) – Subject moves 
  normally despite impediments. 
  Giant Vermin(PH p235) – Turns centipedes, 
  scorpions, or spiders into giant vermin. 
  Hold Monster(PH p241) – As Hold Person, but can 
  effect any creature. 
  Legend Lore(PH p246) – Lets you learn tales about a 
  person, place, or thing. 
  Leomund’s Secure Shelter(PH p247) – Creates study 
  cottage. 
  Locate Creature(PH p249) – Indicates direction to 
  familiar creature. 
  Minor Creation(PH p253) – Creates one cloth or 
  wood object. 
  Repair Critical Damage(DR317 p35) – Restores 4d8 + 
  1/lvl (max +20) points of damage to a Construct. 
  Repel Vermin(PH p271) – Insects, spiders, and other 
  vermin stay 10’ away. 
  Rusting Grasp(PH p273) – Your touch corrodes iron 
  and alloys. 
  Scrying(PH p274)(PHe)+ – Spies on subject from a 
  distance. 
   
  5th Level 
   
  Animate Objects(PH p199) – Objects attack your foes. 
  Atonement(PH p201) – Removes burden of misdeeds 
  from subject. 
  Call Lightning Storm(PH p207) – As Call Lightning, 
  but 5d6 damage per bolt. 
  Control Winds(PH p214) – Change wind direction 
  and speed. 
  Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per 
  level (max. +20). 
  Death Ward(PH p217) – Grants immunity to death 
  spells and negative energy effects. 
  Fabricate(PH p229) – Transforms raw materials into 
  finished items. 
  Hallow(PH p238) – Designates location as Holy. 
  Leomund’s Secret Chest(PH p247) – Hides expensive 
  chest on Ethereal Plane; you retrieve it at will. 
  Major Creation(PH p252) – As Minor Creation, plus 
  stone and metal. 
  Mordenkainen’s Private Sanctum(PH p256) – 
  Prevents anyone from viewing or scrying an 
  area for 24 hours.  
  Passwall(PH p259) – Creates a passage through wood 
  or stone walls. 
  Repair Light Damage, Mass(DR317 p35) – Restores 
  1d8 + 1/lvl (max +25) points of damage to many 
  Constructs. 
  Stoneskin(PH p284) – Ignore 10 points of damage per 
  attack. 
  Susurrus of the City(DR317 p36) – Gain information 
  about the goings on in a city. 
  Transmute Mud to Rock(PH p295) – Transforms two 
  10’ cubes per level. 
  Transmute Rock to Mud(PH p295) – Transforms two 
  10’ cubes per level. 
  Unhallow(PH p297) – Designates location as Unholy. 
  Wall of Stone(PH p299) – Creates a stone wall that 
  can be shaped. 
   
  6th Level 
   
  Antilife Shell(PH p199) – 10’ radius field hedges out 
  living creatures. 
  Bear’s Endurance, Mass(PH p203) – As Bear’s 
  Endurance, affects one subject per level. 
  Bull’s Strength, Mass(PH p207) – As Bull’s Strength, 
  affects one subject per level. 
  Cat’s Grace, Mass(PH p208) – As Cat’s Grace, 
  affects one subject per level. 
  Cure Light Wounds, Mass(PH p216) – Cures 1d8 
  damage +1 per level for many creatures. 
  Dispel Magic, Greater(PH p210)(PHe)+ – As Dispel 
  Magic, but up to +20 on the check. 
  Eagle’s Splendor, Mass(PH p225) – As Eagle’s 
  Splendor, affects one subject per level. 
  Find the Path(PH p230) – Shows most direct way to a 
  location. 
  Flesh to Stone(PH p232) – Turns subject creature into 
  a statue. 
  Guards and Wards(PH p237) – Array of magic 
  effects protect area. 
  Move Earth(PH p257) – Digs trenches and builds 
  hills. 
  Owl’s Wisdom, Mass(PH p259) – As Owl’s Wisdom, 
  affects one subject per level. 
  Repair Moderate Damage, Mass(DR317 p36) – 
  Restores 2d8 + 1/lvl (max +30) points of 
  damage to many Constructs. 
  Repel Wood(PH p271) – Pushes away wooden 
  objects. 
  Spellstaff(PH p282) – Stores one spell in wooden 
  quarterstaff. 
  Stone Tell(PH p284) – Talk to natural or worked 
  stone. 
  Stone to Flesh(PH p285) – Restores a petrified 
  creature. 
  Suggestion, Mass(PH p285) – As Suggestion, plus 
  one subject per level. 
  Undeath to Death(PH p297) – Destroys 1d4 per level 
  HD of undead (max 20d4). 
  Wall of Iron(PH p299) – 30 hp per 4 levels; can 
  topple onto foes. 
   
  7th Level 
   
  Control Weather(PH p214) – Changes weather locally. 
  Creeping Doom(PH p214) – Swarms of centipedes 
  attack at your command. 
  Cure Moderate Wounds, Mass(PH p216) – Cures 2d8 
  damage + 1 per level for many creatures. 
  Disintegrate(PH p222) – Makes one creature or 
  object vanish. 
  Heal(PH p239) – Cures 10 points per level, all 
  diseases and mental conditions. 
  Mordenkainen’s Magnificent Mansion(PH p256) – 
  Door leads to extradimensional mansion. 
  Phase Door(PH p261) – Invisible passage through 
  wood or stone. 
  Repair Serious Damage, Mass(DR317 p36) – Restores 
  3d8 + 1/lvl (max +35) points of damage to many 
  Constructs. 
  Scrying, Greater(PH p275)(PHe)+ – As Scrying, but 
  faster and longer. 
  Sequester(PH p276) – Subject is invisible to sight and 
  scrying. 
  Statue(PH p284) – Subject can become a statue at will. 
  Transmute Metal to Wood(PH p294) – Metal within 
  40’ becomes wood. 
  True Seeing(PH p296) – See all things as they really are. 
  Wind Walk(PH p302) – You and your allies turn 
  vaporous and travel fast. 
   
  8th Level 
   
  Cure Serious Wounds, Mass(PH p216) – Cures 3d8 
  damage +1 per level for many creatures. 
  Dimensional Lock(PH p221) – Teleportation and 
  interplanar travel are blocked for 1 day per lvl. 
  Discern Location(PH p222) – Reveals the exact 
  location of a creature or object. 
  Earthquake(PH p225) – tremor shakes 5’/level radius. 
  Finger of Death(PH p230) – Kills one subject. 
  Iron Body(PH p245) – You body becomes living iron. 
  Maze(PH p252) – Traps subject in an extradimensional 
  maze. 
  Polymorph Any Object(PH p263)(PHe)+ – Changes any 
  subject into anything else. 
  Repair Critical Damage, Mass(DR317 p35) – 
  Restores 4d8 + 1/lvl (max +40) points of 
  damage to many Constructs. 
  Repel Metal or Stone(PH p271) – Pushes away metal 
  and stone. 
  Reverse Gravity(PH p273) – Objects and creatures 
  fall upward. 
  Word of Recall(PH p303) – Teleports you back to a 
  designated place. 
   
  9th Level 
   
  Antipathy(PH p200) – Object of location affect by 
  spell repels certain creatures. 
  Citygate(DR317 p35) – Connect the entrances of two 
  cities, so that traveling out of one gate causes 
  creatures to enter the other, or vice versa. 
  Cure Critical Wounds, Mass(PH p215) – Cures 4d8 
  damage +1 per level (max +40) for many targets 
  Foresight(PH p207) – “Sixth sense” warns of danger. 
  Freedom(PH p233) – Releases creature suffering 
  from the spell Imprisonment. 
  Imprisonment(PH p244) – Entombs subject beneath 
  the earth. 
  Regenerate(PH p270) – Subject’s severed limbs grow 
  back, cures 4d8 damage +1 per level (max +35). 
  Shapechange(PH p277)(PHe)+ – Transforms you into 
  any creature, and change forms once /rnd. 
  Storm of Vengeance(PH p285) – Storm rains acid, 
  lightning, and hail. 
  Sympathy(PH p292) – Object or location attracts 
  certain creatures. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Urban Ranger spell list 
   
  Page 195 
  Urban Ranger Spell List  
  Wisdom-based Prepared Divine Spells (UA p56) 
  Note that an Urban Ranger’s Caster Level is half his Class Level. 
   
   
  1st Level 
   
  Alarm(PH p197) – Wards an area for 2 hours per lvl. 
  Calm Animals(PH p207) – Calms (2d4 + level) HD of 
  animals. 
  Comprehend Languages(PH p212) – You understand 
  all spoken and written languages. 
  Delay Poison(PH p217) – Stops poison from harming 
  subject for 1 hour per level. 
  Detect Chaos(PH p218) – Reveals chaotic creatures, 
  spells, or objects. 
  Detect Evil(PH p218) – Reveals evil creatures, spells, 
  or objects. 
  Detect Good(PH p219) – Reveals good creatures, 
  spells, or objects. 
  Detect Law(PH p219) – Reveals lawful creatures, 
  spells, or objects. 
  Detect Poison(PH p219) – Detects poison in one 
  creature or small object. 
  Detect Secret Doors(PH p220) – Reveals hidden 
  doors within 60’. 
  Detect Snares and Pits(PH p220) – Reveals natural or 
  primitive traps. 
  Entangle(PH p227) – Plants entangle everyone in a 
  40’ radius. 
  Hide from Animals(PH p241) – Animals can’t 
  perceive one subject per level. 
  Jump(PH p246) – Subject gains bonus on Jump 
  checks. 
  Longstrider(PH p249) – Increases your speed. 
  Magic Fang(PH p250) – One natural weapon of 
  subject creature gets +1 on attack and damage. 
  Message(PH p253) – Whispered conversation at 
  distance. 
  Pass without Trace(PH p259) – One subject per level 
  leaves no tracks or scent trail for 1 hour per lvl. 
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
  Resist Energy(PH p246) – Ignores the first 10 (or 
  more) points of damage per attack from a 
  specified energy type. 
  Summon Nature’s Ally I(PH p288) – Calls creature to 
  fight. 
   
   
  2nd Level 
   
  Barkskin(PH p202) – Grants +2 (or higher) 
  enhancement to natural armor. 
  Cat’s Grace(PH 3.5p208) – Subject gains +4 Dexterity 
  for 1 minute per level. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Detect Thoughts(PH p220) – Allows “listening” to 
  surface thoughts. 
  Knock(PH p246) – Opens locked or magically sealed 
  door. 
  Locate Object(PH p249) – Senses direction toward 
  object (specific or type). 
  Eagle’s Splendor(PH p225) – Subject gains +4 
  Charisma for 1 minute per level. 
  Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom 
  for 1 minute per level. 
  Protection from Energy(PH p266) – Absorb 12 
  damage per level from one kind of energy. 
  Spike Growth(PH p283) – Creatures in area take 1d4 
  damage, may be slowed. 
  Summon Nature’s Ally II(PH p288) – Calls creature to 
  fight. 
  Wind Wall(PH p302) – Deflects arrows, smaller 
  creatures, and gases. 
   
   
  3rd Level 
   
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Darkvision(PH p216) – See 60’ in total darkness. 
  Discern Lies(PH p221) – Reveals deliberate 
  falsehoods. 
  Invisibility(PH p245) – Subject is invisible for 1 
  minute per level or until it attacks. 
  Magic Fang, Greater(PH p250) – One natural 
  weapon of subject creature gets +1 per three 
  levels to attack and damage rolls –or– all the 
  subject’s natural weapons get a +1 bonus. 
  Neutralize Poison(PH p257) – Immunizes subject 
  against poison, detoxifies venom in or on 
  subject. 
  Remove Disease(PH p271) – Cures all diseases 
  affecting subject. 
  Repel Vermin(PH p271) – Insects, spiders, and other 
  vermin stay 10’ away. 
  Speak with Dead(PH p281) – Corpse answer one 
  question per two levels. 
  Summon Nature’s Ally III(PH p288) – Calls creature 
  to fight. 
  Tongues(PH p294) – Speak any language. 
   
   
  4th Level 
   
  Animal Growth(PH p198) – One animal per two 
  levels doubles in size. 
  Cure Serious Wounds(PH p216) – Cures 3d8 damage 
  + 1 per level (max +15). 
  Dimensional Anchor(PH p221)(PH p250)+ – Bars 
  extradimensional movement. 
  Freedom of Movement(PH p233) – Subject moves 
  normally despite impediments. 
  Locate Creature(PH p249) – Indicates direction to 
  familiar creature. 
  Mordenkainen’s Faithful Hound(PH p255) – Phantom 
  dog can guard, attack. 
  Nondetection(PH p257) – Hides subject from 
  divination and scrying. 
  Summon Nature’s Ally IV(PH p288) – Calls creature 
  to fight. 
  True Seeing(PH p296) – See all things as they really 
  are. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  War Mage spell list 
   
  Page 196 
  Warmage Spell List  
  Charisma-based Impromptu Arcane Spells(CArc p90)   
   
  0th Level 
   
  Acid Splash(PH p196) – Orb deals 1d3 damage. 
  Disrupt Undead(PH p223) – Deals 1d6 damage to 
  one undead. 
  Light(PH p248) – Object shines like a torch. 
  Ray of Frost(PH p269) – Ray deals 1d3 Cold damage. 
   
   
  1st Level 
   
  Accuracy(CArc p96) – Doubles weapon’s range 
  increment. 
  Burning Hands(PH p207) – 1d4 fire damage per level 
  (max 5d4). 
  Chill Touch(PH p209) – 1 touch per level deals 1d6 
  damage and possibly 1 Strength damage. 
  Fist of Stone(CArc p107) – Gain +6 Strength and 
  Natural Slam Attack. 
  Hail of Stone(CArc p110) – Stones deal 1d4/level 
  (max 5d4) damage to creatures in the area. 
  Magic Missile(PH p251) – 1d4+1 force damage; +1 
  missile per two levels above 1st (max 5 missiles) 
  Orb of Acid, Lesser(CArc p115) – Ranged touch 
  attack deals 1d8 Acid damage + 1d8 per two 
  levels beyond 1st (max 5d8). 
  Orb of Cold, Lesser(CArc p116) – Ranged touch 
  attack deals 1d8 Cold damage + 1d8 per two 
  levels beyond 1st (max 5d8). 
  Orb of Electricity, Lesser(CArc p116) – Ranged touch 
  attack deals 1d8 Electricity damage + 1d8 per 
  two levels beyond 1st (max 5d8). 
  Orb of Fire, Lesser(CArc p116) – Ranged touch attack 
  deals 1d8 Fire damage + 1d8 per two levels 
  beyond 1st (max 5d8). 
  Orb of Sound, Lesser(CArc p116) – Ranged touch 
  attack deals 1d6 Sonic damage + 1d6 per two 
  levels beyond 1st (max 5d6). 
  Shocking Grasp(PH p279) – Touch delivers 1d6 per 
  level (max 5d6) of electricity damage. 
  True Strike(PH p296) – Add +20 insight bonus to 
  your next attack roll. 
   
   
  2nd Level 
   
  Blades of Fire(CArc p99) – Your melee weapons deal 
  +1d6 Fire damage for 1 round. 
  Continual Flame(PH p213) – Makes a permanent, 
  heatless torch. 
  Fire Trap(PH p231) – Opened object deals 1d4 + 1 
  per level fire damage. 
  Fireburst(CArc p107) – Subjects adjacent to the caster 
  take 1d8/level Fire damage. 
  Flaming Sphere(PH p232) – Creates a ball of fire, 
  2d6 damage, lasts 1 round per level. 
  Ice Knife(CArc p112) – Magical shard of ice deals 2d8 
  cold damage. 
  Melf’s Acid Arrow(PH p253) – Ranged touch attack; 
  2d4 acid damage for 1 round + 1 round per 3 
  levels (7 rounds max). 
  Pyrotechnics(PH p267) – Turns fire into blinding 
  light or choking smoke. 
  Scorching Ray(PH p274) – Ranged touch attack, 
  deals 4d6 fire damage, +1 ray/4 levels (max 3). 
  Shatter(PH p278) – Sonic vibration damages objects 
  or crystalline creatures. 
  Whirling Blade(CArc p129) – Hurled slashing weapon 
  magically attacks all foes in a 60’ line. 
   
   
  3rd Level 
   
  Fire Shield(PH p230) – Creatures attacking you take 
  1d6 + 1 per level damage (fire damage for a 
  Warm Shield, cold damage for a Chill Shield); 
  you are protected from cold (in the case of a 
  Warm Shield) or heat (in the case of a Chill 
  Shield). 
  Fireball(PH p231) – 1d6 fire damage per level, 20’ 
  radius. 
  Flame Arrow(PH p231) – Arrows deal +1d6 fire.  
  Gust of Wind(PH p238) – Blows away or knocks 
  down smaller creatures. 
  Ice Storm(PH p243) – Hail deals 5d6 damage in 
  cylinder 40’ across. 
  Lightning Bolt(PH p248) – Electricity deals 1d6 
  damage per level. 
  Poison(PH p262) – Touch deals 1d10 Constitution 
  damage, repeats in 1 minute. 
  Ring of Blades(CArc p121) – Blades surround you, 
  damaging other creatures (1d6+1/lvl damage). 
  Sleet Storm(PH p280) – Hampers vision and 
  movement. 
  Stinking Cloud(PH p284) – Nauseating vapors, 1 
  round per level. 
   
   
  4th Level 
   
  Blast of Flame(CArc p99) – 60’ cone of Fire (1d6 per 
  level damage, max 10d6). 
  Contagion(PH p213) – Infects subject with chosen 
  disease. 
  Evard’s Black Tentacles(PH p228) – Tentacles 
  grapple all within a 15’ spread. 
  Orb of Acid(CArc p115) – Ranged touch attack deals 
  1d6 per level Acid damage (max 15d6) and the 
  target may be Sickened for 1 round. 
  Orb of Cold(CArc p115) – Ranged touch attack deals 
  1d6 per level Cold damage (max 15d6) and the 
  target may be Blinded for 1 round. 
  Orb of Electricity(CArc p116) – Ranged touch attack 
  deals 1d6 per level Electricity damage (max 
  15d6) and the target may be Entangled for 1 
  round. 
  Orb of Fire(CArc p116) – Ranged touch attack deals 
  1d6 per level Fire damage (max 15d6) and the 
  target may be Dazed for 1 round. 
  Orb of Force(CArc p116) – Ranged touch attack deals 
  1d6 per level Force damage (max 10d6). 
  Orb of Sound(CArc p116) – Ranged touch attack deals 
  1d4 per level Sonic damage (max 15d4) and the 
  target may be Deafened for 1 round. 
  Phantasmal Killer(PH p260) – Fearsome illusion kill 
  subject or deals 3d6 damage. 
  Shout(PH p279) – Deafens all within cone and deals 
  5d6 damage. 
  Wall of Fire(PH p298) – Deals 2d4 fire damage out to 
  10’ and 1d4 out to 20’.  Passing through wall 
  deals 2d6 + 1 per level. 
   
   
  5th Level 
   
  Arc of Lightning(CArc p97) – Line of electricity 
  between two creatures (1d6/level damage). 
  Cloudkill(PH p210) – Kills up to 3 HD; 4-6 HD save or 
  die; 6+ HD take Constitution damage. 
  Cone of Cold(PH p212) – 1d6 cold damage per level 
  (max 15d6). 
  Fire Shield, Mass(CArc p106) – Creatures attacking 
  allies take damage; allies are protected from fire 
  or cold. 
  Fireburst, Greater(CArc p107) – Subjects within10’ 
  take 1d8/level fire damage. 
  Flame Strike(PH p231) – Smites foes with divine fire 
  (1d6 / level). 
  Prismatic Ray(CArc p118) – Ray of light blinds 
  target, deals random effect. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  War Mage spell list 
   
  Page 197 
  War Mage Spell List (continued) 
   
   
  6th Level 
   
  Acid Fog(PH p196) – Fog deals acid damage. 
  Blade Barrier(PH p205) – Wall of blades deals 1d6 
  per level damage. 
  Chain Lightning(PH p208) – 1d6 damage per level; 1 
  secondary bolt per level each deal half damage 
  Circle of Death(PH p209) – Kills 1d4 HD per level of 
  creatures. 
  Disintegrate(PH p222) – Makes one creature or 
  object vanish. 
  Fire Seeds(PH p230) – Acorns and berries become 
  grenades and bombs. 
  Otiluke’s Freezing Sphere(PH p258) – Freezes water 
  or deals cold damage. 
  Tenser’s Transformation(PH p298) – You gain 
  combat bonuses. 
   
   
  7th Level 
   
  Delayed Blast Fireball(PH p217) – 1d6 per level fire 
  damage; you can postpone the blast for up to 5 
  rounds. 
  Earthquake(PH p225) – Intense tremor shakes 5’ per 
  level radius. 
  Finger of Death(PH p230) – Kills one subject. 
  Fire Storm(PH p231) – Deals 1d6 per level fire 
  damage. 
  Mordenkainen’s Sword(PH p256) – Floating magic 
  blade strikes opponents. 
  Prismatic Spray(PH p264) – Rays hit subjects with a 
  variety of effects. 
  Sunbeam(PH p289) – Beam blinds and deals 4d6 
  damage. 
  Waves of Exhaustion(PH p301) – Several targets 
  become exhausted. 
   
   
  8th Level 
   
  Horrid Wilting(PH p242) – Deals 1d6 damage per 
  level within 30’. 
  Incendiary Cloud(PH p244) – Cloud deals 4d6 fire 
  damage per round. 
  Polar Ray(PH p262) – Ranged touch attack deals 1d6 
  per level cold damage. 
  Prismatic Wall(PH p264) – Wall’s colors have array 
  of effects. 
  Scintillating Pattern(PH p274) – Twisting colors 
  confuse, stun, or render unconscious. 
  Shout, Great(PH p279) – Devastating yell deals 10d6 
  sonic damage; stuns creatures, damages objects. 
  Sunburst(PH p289) – Blinds all within 10’, deals 6d6 
  damage. 
   
   
  9th Level 
   
  Elemental Swarm(PH p226) – Summons multiple 
  elementals. 
  Implosion(PH p243) – Kills one creature per round. 
  Meteor Swarm(PH p253) – Four exploding spheres 
  each deal 6d6 fire damage. 
  Prismatic Sphere(PH p264) – As Prismatic Wall, but 
  surrounds on all sides. 
  Wail of the Banshee(PH p298) – Kills one creature 
  per level. 
  Weird(PH p301) – As Phantasmal Killer, but affects 
  all within 30’. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Witch spell list 
   
  Page 198 
  Witch Spell List  
  Charisma-based Impromptu Arcane Spells(DMG p175) 
   
  0th Level 
   
  Arcane Mark(PH201 p201) – Inscribes a personal rune 
  (visible or invisible). 
  Cure Minor Wounds(PH p216) – Cures 1 point of 
  damage. 
  Dancing Lights(PH p216) – Creates torches or other 
  lights. 
  Detect Magic(PH p219) – Detects spells and magic 
  items within 60’. 
  Detect Poison(PH p219) – Detects poison in one 
  creature or small object. 
  Flare(PH p232) – Dazzles one creature (–1 on attack 
  rolls). 
  Ghost Sound(PH p235) – Figment sounds. 
  Light(PH p248) – Object shines like a torch. 
  Mending(PH p253) – Makes minor repairs on an 
  object. 
  Read Magic(PH p269) – Reads scrolls and 
  spellbooks. 
  Resistance(PH p272) – Subject gains +1 resistance  
  bonus on all saving throws. 
  Virtue(PH p289) – Subject gains 1 temporary hp. 
   
   
  1st Level 
    
  Cause Fear(PH p208) – One creature of 5HD or less 
  flees for 1d4 rounds. 
  Charm Person(PH p209) – Make one person your 
  friend. 
  Command(PH p211) – One subject obeys selected 
  command for 1 round. 
  Comprehend Languages(PH p212) – You understand 
  all spoken and written languages. 
  Cure Light Wounds(PH p215) – Cures 1d8 + 1 per 
  level damage (max +5). 
  Disguise Self(PH p222) – Changes your appearance. 
  Doom(PH p225) – One subject takes –2 on attack 
  rolls, damage rolls, saves, and checks. 
  Endure Elements(PH p226) – Exist comfortably in 
  hot or cold environments. 
  Hypnotism(PH p242) – Fascinates 2d4 HD of 
  creatures. 
  Identify(PH p243) – Determines properties of a magic 
  item. 
  Silent Image(PH p279) – Creates a minor illusion of 
  your design. 
  Sleep(PH p280) – Puts 4HD of creatures into magical 
  slumber. 
  Speak with Animals(PH p281) – You can 
  communicate with animals. 
  Ventriloquism(PH p298) – Throws voice for 1 minute 
  per level. 
   
   
  2nd Level 
    
  Alter Self(PH p197) – Assume the form of a similar 
  creature. 
  Blindness/Deafness(PH p206) – Makes subject blind 
  or deaf. 
  Calm Emotions(PH p207) – Calms creatures, negating 
  emotion effects. 
  Cure Moderate Wounds(PH p216) – Cures 2d8 
  damage +1 per level (max +10). 
  Delay Poison(PH p217) – Stops poison from harming 
  subject for 1 hour per level. 
  Detect Thoughts(PH p220) – Allows “listening” to 
  surface thoughts. 
  Enthrall(PH p227) – Captivates all within 100’ + 10’ 
  per level. 
  Invisibility(PH p245) – Subject is invisible for 1 
  minute per level or until it attacks. 
  Locate Object(PH p249) – Senses direction toward 
  object (specific or type). 
  Minor Image(PH p254) – As Silent Image, plus some 
  sound. 
  Scare(PH p274) – Panics creatures of less than 6HD. 
  Whispering Wind(PH p301) – Sends a short message 
  one mile per level. 
   
   
  3rd Level 
    
  Bestow Curse(PH p203) – Subject either receives a –6 
  on one ability; -4 enhancement penalty on 
  attacks, saves, and skill checks; or 50% chance 
  of losing each action. 
  Clairaudience/Clairvoyance(PH p209) – Hear or see 
  at a distance for 1 minute per level. 
  Contagion(PH p213) – Infects subject with chosen 
  disease. 
  Create Food and Water(PH p214) – Feeds 3 humans 
  (or 1 horse) per level. 
  Dispel Magic(PH p223)(PHe)+ – Cancels magical 
  spells and effects. 
  Leomund’s Tiny Hut(PH p247) – Creates shelter for 
  ten creatures. 
  Magic Circle against Chaos(PH p249) – As Protection 
  from Chaos, but 10’ radius & 10 minutes per lvl. 
  Magic Circle against Evil(PH p249) – As Protection 
  from Evil, but 10’ radius & 10 minutes per lvl. 
  Magic Circle against Good(PH p250) – As Protection 
  from Good, but 10’ radius & 10 minutes per lvl. 
  Magic Circle against Law(PH p250) – As Protection 
  from Law, but 10’ radius & 10 minutes per lvl. 
  Major Image(PH p252) – As Silent Image, but sound, 
  smell, and thermal effects. 
  Rage(PH p268) – Subjects gain +2 to Strength and 
  Constitution, +1 on Will saves, –2 to AC. 
  Remove Blindness/Deafness(PH p270) – Cures 
  normal or magical conditions. 
  Suggestion(PH p285) – Compels subject to follow 
  stated course of action. 
  Tongues(PH p294) – Speak any language. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Witch spell list 
   
  Page 199 
  Witch Spell List (continued) 
   
  4th Level 
    
  Charm Monster(PH p209) – Makes monster believe it 
  is your ally. 
  Crushing Despair(PH p215) – Subject takes –2 on 
  attack rolls, damage rolls, saves, & checks. 
  Discern Lies(PH p221) – Reveals deliberate 
  falsehoods. 
  Divination(PH p224) – Provides useful advice for 
  specific proposed actions. 
  Fear(PH p229) – Subjects within cone flee for 1 
  round per level. 
  Giant Vermin(PH p235) – Turns centipedes, 
  scorpions, or spiders into giant vermin. 
  Good Hope(PH p237) – Subjects gain +2 on attack 
  rolls, damage rolls, saves, and checks. 
  Locate Creature(PH p249) – Indicates direction to 
  familiar creature. 
  Minor Creation(PH p253) – Creates one cloth or 
  wood object. 
  Neutralize Poison(PH p257) – Immunizes subject 
  against poison, detoxifies venom in or on 
  subject. 
  Polymorph(PH p263) – Gives one willing subject a 
  new form. 
  Remove Curse(PH p270) – Frees person or object 
  from a curse. 
  Scrying(PH p274)(PHe)+ – Spies on subject from a 
  distance. 
   
   
  5th Level 
    
  Baleful Polymorph(PH p202) – Transforms subject 
  into a harmless animal. 
  Command, Greater(PH p211) – As Command, but 
  affects one subject per level. 
  Dream(PH p225) – Sends message to anyone 
  sleeping. 
  False Vision(PH p229) – Fools scrying with an 
  illusion. 
  Feeblemind(PH p229) – Subject’s Intelligence and 
  Charisma drop to 1. 
  Magic Jar(PH p250) – Enables possession of another 
  creature. 
  Major Creation(PH p252) – As Minor Creation, plus 
  stone and metal. 
  Mirage Arcana(PH p254) – As Hallucinatory 
  Terrain, plus structures. 
  Nightmare(PH p257) – Send vision dealing 1d10 
  damage, fatigue. 
  Seeming(PH p275) – Changes the appearance of one 
  person per two levels. 
  Sending(PH p275) – Delivers a short message 
  anywhere, instantly. 
   
   
  6th Level 
    
  Animate Objects(PH p199) – Objects attack your 
  foes. 
  Control Weather(PH p214) – Changes weather in 
  local area. 
  Eyebite(PH p228) – Target becomes panics, sickened, 
  and comatose. 
  Find the Path(PH p230) – Shows most direct way to a 
  location. 
  Geas/Quest(PH p234) – As Lesser Geas, plus it 
  affects any creature. 
  Heroes’ Feast(PH p240) – Ford for one creature per 
  level, cures, and grants combat bonuses. 
  Legend Lore(PH p246) – Lets you learn tales about a 
  person, place, or thing. 
  Mislead(PH p255) – Turns you invisible and creates 
  illusory double. 
  Repulsion(PH p271) – Creatures can’t approach you. 
  Scrying, Greater(PH p275)(PHe)+ – As Scrying, but 
  faster and longer. 
  Suggestion, Mass(PH p285) – As Suggestion, plus 
  one subject per level. 
  Tenser’s Transformation(PH p298) – You gain 
  combat bonuses. 
  True Seeing(PH p296) – See all things as they really 
  are. 
   
   
  7th Level 
    
  Creeping Doom(PH p214) – Swarms of centipedes 
  attack at your command. 
  Finger of Death(PH p230) – Kills one subject. 
  Insanity(PH p244) – Subject suffers continuous 
  Confusion. 
  Liveoak(PH p248) – Oak becomes a treant guardian 
  Repel Wood(PH p271) – Pushes away wooden 
  objects. 
  Transport via Plants(PH p295)(PHe)+ – Move instantly 
  from one plant to another of the same species. 
   
   
  8th Level 
    
  Antipathy(PH p200) – Object of location affect by 
  spell repels certain creatures. 
  Demand(PH p217) – As Sending, plus you can send 
  Suggestion. 
  Discern Location(PH p222) – Reveals the exact 
  location of a creature or object. 
  Horrid Wilting(PH p242) – Deals 1d6 damage per 
  level within 30’. 
  Polymorph Any Object(PH p263)(PHe)+ – Changes any 
  subject into anything else. 
  Sympathy(PH p292) – Object or location attracts 
  certain creatures. 
  Trap the Soul(PH p296) – Imprisons subject within 
  gem. 
   
   
  9th Level 
    
  Earthquake(PH p225) – Intense tremor shakes 5’ per 
  level radius. 
  Foresight(PH p207) – “Sixth sense” warns of 
  impending danger. 
  Refuge(PH p270) – Alters item to transport its 
  possessor to you. 
  Shapechange(PH p277)(PHe)+ – Transforms you into 
  any creature, and change forms once per round. 
  Wail of the Banshee(PH p298) – Kills one creature 
  per level. 
  Weird(PH p301) – As Phantasmal Killer, but affects 
  all within 30’. 
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Index 
   
  Page 200 
  Miscellaneous 
   
   
  Cross-Class Examples 
   
   
  Barbarian / Cleric (DR310 p24) 
  Barbarian / Rogue (DR310 p28) 
  Barbarian / Sorcerer (DR310 p29) 
  Barbarian / Wizard (DR310 p29) 
  Bard / Ranger (DR310 p60) 
  Cleric / Ranger (DR310 p61) 
  Druid / Barbarian (DR310 p25) 
  Fighter / Barbarian (DR310 p26) 
  Fighter / Ranger (DR310 p63) 
  Ranger / Barbarian (DR310 p27) 
  Ranger / Druid (DR310 p62) 
  Ranger / Rogue (DR310 p64) 
  Ranger / Sorcerer (DR310 p65) 
  Ranger / Wizard (DR310 p65) 
   
   
  Class Progression 
   
   
  Level 
  Attack  
  Bonus 
  Fighter 
  Attack 
  Bonus  
  Rogue 
  Attack 
  Bonus 
  Wizard 
  Save 
  Good 
  Save 
  Bad 
  Class Skill 
  Max Rank 
  Cross-Class 
  Skill Max 
  Rank 
  Feats 
  Ability 
  Increases 
  1 
  +1 
  +0 
  +0 
  +2 
  +0 
  4 
  2 
  1st 
  – 
  2 
  +2 
  +1 
  +1 
  +3 
  +0 
  5 
  2 ½ 
  – 
  – 
  3 
  +3 
  +2 
  +1 
  +3 
  +1 
  6 
  3 
  2nd 
  – 
  4 
  +4 
  +3 
  +2 
  +4 
  +1 
  7 
  3 ½ 
  – 
  1st 
  5 
  +5 
  +3 
  +2 
  +4 
  +1 
  8 
  4 
  – 
  – 
  6 
  +6/+1 
  +4 
  +3 
  +5 
  +2 
  9 
  4 ½ 
  3rd 
  – 
  7 
  +7/+2 
  +5 
  +3 
  +5 
  +2 
  10 
  5 
  – 
  – 
  8 
  +8/+3 
  +6/+1 
  +4 
  +6 
  +2 
  11 
  5 ½ 
  – 
  2nd 
  9 
  +9/+4 
  +6/+1 
  +4 
  +6 
  +3 
  12 
  6 
  4th 
  – 
  10 
  +10/+5 
  +7/+2 
  +5 
  +7 
  +3 
  13 
  6 ½ 
  – 
  – 
  11 
  +11/+6/+1 
  +8/+3 
  +5 
  +7 
  +3 
  14 
  7 
  – 
  – 
  12 
  +12/+7/+2 
  +9/+4 
  +6/+1 
  +8 
  +4 
  15 
  7 ½ 
  5th 
  3rd 
  13 
  +13/+8/+3 
  +9/+4 
  +6/+1 
  +8 
  +4 
  16 
  8 
  – 
  – 
  14 
  +14/+9/+4 
  +10/+5 
  +6/+1 
  +9 
  +4 
  17 
  8 ½ 
  – 
  – 
  15 
  +15/+10/+5 
  +11/+6/+1 
  +6/+1 
  +9 
  +5 
  18 
  9 
  6th 
  – 
  16 
  +16/+11/+6/+1 
  +12/+7/+2 
  +8/+3 
  +10 
  +5 
  19 
  9 ½ 
  – 
  4th 
  17 
  +17/+12/+7/+2 
  +12/+7/+2 
  +8/+3 
  +10 
  +5 
  20 
  10 
  – 
  – 
  18 
  +18/+13/+8/+3 
  +13/+8/+3 
  +9/+4 
  +11 
  +6 
  21 
  10 ½ 
  7th 
  – 
  19 
  +19/+14/+9/+4 
  +14/+9/+4 
  +9/+4 
  +11 
  +6 
  22 
  11 
  – 
  – 
  20 
  +20/+15/+10/+5 
  +15/+10/+5 
  +10/+5 
  +12 
  +6 
  23 
  11 ½ 
  – 
  5th 
   
  
  Dungeons & Dragons 3.5 Edition Index – Base Classes 
   
  February 28, 2007 
  Appendix 
   
  Page 201 
  Appendix 
   
  Revision History 
   
   
  March 16, 2004 
  – Start of D&D 3.5 Edition. 
   
   
  Includes Player’s Handbook v.3.5 & parts of Monster Manual v.3.5. 
   
   
  Includes Complete Warrior, & Dragon #309 – Dragon #313. 
  August 5, 2004 
  – Added Unearthed Arcana & Book of Exalted Deeds. 
  October 12, 2004 
  – Added Complete Divine. 
  November 12, 2004 
  – Added Eberron Campaign Setting. 
  April 1, 2005 
  – Added Complete Arcane. 
   
   
  Added Dragon #324, #326 – #329. 
   
   
  Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. 
   
   
  Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. 
  September 7, 2005 
  – Added Complete Adventurer. 
   
   
  Added Races of Eberron. 
   
   
  Added Dragon #330 – #335. 
  December 9, 2005 
  – Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark 
   
   
  Added Dragon #336 – #338. 
  May 17, 2006 
  – Added details to the Base Classes added in the “Complete” books. 
   
   
  Added Dragon #339 – #343. 
  February 28, 2007 
  – Added Player’s Handbook 2 
   
   
  Added Dragon #344 – #352. 
   
   
  Added Dungeon #135 – #144. 
   
   
  Key to Sourcebooks 
   
   
  PH 
  – 
  Player’s Handbook v.3.5 
  PH2 
  – 
  Player’s Handbook 2 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  DMG2 
  – 
  Dungeon Master’s Guide 2 
  MM 
  – 
  Monster Manual v.3.5 
  MM 
  – 
  Monster Manual 2 
  MM3 
  – 
  Monster Manual 3 
  MM4 
  – 
  Monster Manual 4 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
  CAdv 
  – 
  Complete Adventurer 
   
   
   
  RoS 
  – 
  Races of Stone 
  RoD 
  – 
  Races of Destiny 
  RotW 
  – 
  Races of the Wild 
  RoE 
  – 
  Races of Eberron 
   
   
   
  BoED 
  – 
  Book of Exalted Deeds 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number)  
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PH3.5e 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  CArcErrata 
  – 
  Complete Arcane Errata 
  – 
  http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip  
  CAdvErrata 
  – 
  Complete Adventurer Errata 
  – 
  http://www.wizards.com/dnd/files/CompleteAdventurer_Errata08022005.zip 
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Indexes/DnD3.5Index-Classes-Base.pdf