TEXT: JASON PAUL McCARTAN
  
  COMING SOON!
  
  WORDS AND DESIGN
  Jason Paul McCartan
  COVER ARTWORK
  Luis Louro
  INTERNAL ARTWORK 
  William McAusland
  IBP 2053
  Some artwork copyright William McAusland, used with permission. 
  This is a Digital+ title. 
  Buying it in print gets 
  you a digital copy too.
  See our website 
  for details.
  © Copyright 2018 InfiniBadger Press
  Version 1.6 July 2018
  INFINIBADGER.COM
  Swords & Wizardry, S&W, and Mythmere Games™ are trademarks of Matthew J. Finch
  InfiniBadger Press is not affiliated with Matthew J. Finch, Mythmere Games™, or Frog God Games.
  ISBN-10: 1-945826-11-8        ISBN-13: 978-1-945826-11-5
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  Contents
  THE CLASSES .........................6
  BLOODSTORMER ................................................ 6
  About Bloodstormers ..........................................7
  Bloodstormer Class Abilities ...............................7
  Bloodstormer Advancement Table ..................9
  DEATHWITCH .................................................... 10
  Deathwitch Class Abilities ................................10
  Deathwitch Spell List .........................................12
  Deathwitch Advancement Table ...................13
  New Spells ..........................................................14
     BLACK FIRE ......................................................14
     BLIGHT GROWTH .............................................14
     BONE CAGE ....................................................14
     COMMAND UNDEAD.....................................15
     DEATH ARMOR ................................................15
     FEEL MY PAIN...................................................15
     GHOSTLY SLASHING ........................................15
     HECATE’S SPIRITUAL DOG ..............................16
     MIMIC ..............................................................16
     RAISE GREATER UNDEAD................................16
     RAISE LESSER UNDEAD....................................17
     RAISE REAVER ..................................................17
     SHADOW MONSTERS ......................................17
     SKULL GUARD ..................................................17
     TEARS OF THE BANSHEE ..................................18
     TURN UNLIVING ...............................................18
     WAVES OF FATIGUE .........................................18
  FIRESPITTER ........................................................ 19
  Firespitter Class Abilities ....................................19
  Firespitter Advancement Table .......................20
  GRIFTER ............................................................. 21
  Grifter Class Abilities ..........................................22
  Grifter Advancement Table.............................23
  RADIANT ........................................................... 24
  Radiant Class Abilities .......................................24
  Radiant Advancement Table..........................26
  REAVER ............................................................. 27
  Reaver Class Abilities ........................................28
  Reaver Advancement Table ...........................29
  STALKER ............................................................ 30
  Stalker Class Abilities .........................................30
  Stalker Advancement Table ............................31
  WATERSTRIDER .................................................. 32
  Waterstrider Class Abilities ................................32
  Waterstrider Advancement Table...................34 
  THE RACES ...........................35
  BUGBEAR .......................................................... 35
  DRAGONKIN .................................................... 36
  Dragonkin Breath Attack Advancement Table ....37
  GOBLIN ............................................................. 38
  SAHUAGIN ........................................................ 38
  UNLIVING ......................................................... 40
  
  GReetInGs!
  Welcome to the first volume of The Little Book of Adventuring Classes 
  books – a series of minimalist design, small page-count books offering 
  big play options for your gaming table.
  In this volume, we present five new races for your games, along with 
  eight new classes tied to some of the races as well as races in the core 
  book. Will you play a Bugbear Stalker, a Halfling Grifter, or a Dragonkin 
  Radiant? What about a Goblin Firespitter, or a Dwarven Bloodstormer? 
  If your current character dies, will they come back as a Reaver? 
  This supplement for the Swords & Wizardry roleplaying game works best 
  with the Complete version of the game, but can easily be converted to 
  work with the other older versions. The content within can also be readily 
  used with other roleplaying game systems if you have an alternative 
  favorite rule set.
  
  6
  tHe CLAsses
  BLooDstoRMeR
  Prime Attribute: STR 13+ (+5%) Experience Bonus
  Hit Dice: 1d8 per level
  Armor/Shield Permitted: Any
  Weapons Permitted: Any
  Races Allowed: Humans, Dwarves, and Elves
  Attack Table: Fighter
  “I looked upon the battlefield and saw what had decimated our advance 
  guard. A single dwarf stood alone among their wrecked and mangled 
  bodies, a wicked axe held in both her hands. Blood covered her head-
  to-toe, most likely none of it hers. Wisps of ethereal crimson light floated 
  away from her body, the air smelled of iron and copper and death, and 
  the remaining men’s fear of her was utterly palpable. Then she turned 
  towards me and I felt Death whisper in my ear …”
  Every race has its baresarks, raging warriors who know no fear on the 
  battlefield, and that leave a trail of death and destruction in their wake. 
  When the red anger overtakes them, they become cold, calculating 
  killing machines. But they pale in comparison to bloodstormers.
  
  7
  Bloodstormers draw power from the blood they drink, wear, and spill, 
  using it to power extraordinary combat abilities that turn them in 
  almost-unstoppable killing machines on the battlefield. But that rage is 
  a double-edged sword that may turn against both friend and foe alike. 
  ABout BLooDstoRMeRs
  ALIGNMENT: Bloodstormers can be of any alignment, though most tend 
  to be neutral. The blood cult (see below) that a bloodstormer belongs 
  to may influence this.
  BLooDstoRMeR CLAss ABILItIes
  BLOOD FRENZY (1st): When bloodstormers come into contact with 
  blood that is not their own, either ingested or upon the skin, they draw 
  the spiritual power of the blood into themselves, activating their latent 
  abilities. As the power is drawn from the blood what is left behind 
  floats away from their bodies as a fine crimson mist. For each ounce of 
  blood ingested or spilled, a bloodstormer activates a frenzy that lasts 
  a certain number of combat rounds (see Bloodstormer Advancement 
  Table below). Adding more blood while their frenzy is active extends 
  the duration of it; it is also possible that the blood of their targets can 
  continue to feed their bloodlust. Many bloodstormers carry several 
  small vials of blood with them in case their unique skills are needed 
  immediately.
  While in a blood frenzy, bloodstormers gain +2 to attacks and damage, 
  as well as a -2 [+2] AC bonus. However, each round that blood frenzy 
  is active increases the chance they will attack those around them 
  indiscriminately; make a saving throw, with each round in a frenzy adding 
  +1 to the number. If the saving throw is failed, then the bloodstormer will 
  attack the nearest living, conscious character, no matter if friend of foe, 
  or whether they are engaged in combat or not.
  FEARLESS (1st): When a bloodstormer is in blood frenzy, they gain +4 
  to their saving throws against fear-based attacks and all attempts to 
  intimidate them.
  
  8
  BLOODWELL (3rd): Bloodstormers gain a reserve of temporary hit points 
  when they enter a blood frenzy that are depleted before their normal 
  hit points are by damage. Any temporary hit points not used when the 
  blood frenzy ends are lost. As character level increases, so too does 
  their bloodwell (see Bloodstormer Advancement Table below).
   
  BLOODSHIELD (5th): Bloodstormers are now completely immune to fear-
  based attacks and intimidation as long as they are in a blood frenzy.
  BLOODSTORMER CULT (7th): Bloodstormers that have proven themselves 
  in battle and who have developed a reputation can choose to join 
  a blood cult. Blood cults operate in a strict hierarchy and may be 
  aligned with a particular deity. These cults operate in secret, as many 
  governments fear them and their martial prowess, though in some 
  areas they are an open secret. Many cults have created their own 
  settlements where they openly congregate.
  Membership in a blood cult requires following the cult tenets and 
  membership requirements, which are unique to each cult. Blood cults 
  band together out of alignment, and a Bloodstormer cannot join a cult 
  that does not have the same current alignment they do. The alignment 
  of the cult determines what type of blood they find acceptable to use/
  spill to power their abilities.
  • 
  Lawful blood cults never spill innocent blood, only the blood of 
  the evil and chaotic. The blood they use may also come from 
  other cult members as well as those who willingly give offerings. 
  • 
  Neutral blood cults gather blood from animals or from others 
  within the cult, offering thanks and prayers for each sacrifice. 
  Some of these cults are loosely aligned with druidic orders. 
  • 
  Chaotic blood cults thrive on the blood of the innocent or 
  downtrodden. They are often involved with organized crime.
  Blood cults also often engage in both open and closed warfare with 
  each other. Cults of the same alignment may band together for 
  protection and offer support for members of other associated cults.
  
  9
  BLooDstoRMeR ADvAnCeMent tABLe
  LEVEL
  EXPERIENCE 
  PTS
  BLOODWELL 
  POINTS
  FRENZY
  ROUNDS
  HIT DICE 
  (d8)
  SAVING 
  THROW
  1
  0
  -
  1
  1
  14
  2
  1,500
  -
  1
  2
  13
  3
  3,000
  6
  1
  3
  12
  4
  6,000
  8
  2
  4
  11
  5
  12,000
  10
  2
  5
  10
  6
  24,000
  12
  2
  6
  9
  7
  48,000
  14
  3
  7
  8
  8
  100,000
  16
  3
  8
  7
  9
  200,000
  18
  3
  9
  6
  10
  300,000
  22
  4
  10
  5
  11
  400,000
  24
  4
  11
  4
  12
  500,000
  26
  4
  12
  4
  13
  600,000
  27
  5
  12+ 1 hp
  4
  14
  700,000
  28
  5
  12+ 2 hp
  4
  15
  800,000
  29
  5
  12+ 3 hp
  4
  16
  900,000
  30
  6
  12+ 4 hp
  4
  17
  1,000,000
  31
  6
  12+ 5 hp
  4
  18
  1,200,000
  32
  6
  12+ 6 hp
  4
  19+
  + 200,000
  +1/level
  7
  + 1 hp/
  level
  4
  
  10
  DeAtHWItCH
  Prime Attribute: INT 13+ (+5%) Experience Bonus
  Hit Dice: 1d6 per level
  Armor/Shield Permitted: None
  Weapons Permitted: Small blades, bows, staffs
  Races Allowed: Humans, Elf, Goblin
  Attack Table: Cleric
  “What’s that, my pretty? You deserve to live again?! Come forth from the 
  darkness that binds you. Come forth to the world again. Be bound within 
  my power. Do as I command, and you may live once more. I COMMAND 
  YOU - LIVE ONCE MORE!“
  Deathwitches are necromancers that have been demon-touched, 
  drawing their power from their association with the demon. Their magic 
  straddles the divine and the arcane, and they are masters of death, 
  able to create the undead with ease, or turn others into the Unliving. 
  They are outcasts by the nature of their magic, and many live hidden 
  away from the world where they can practice and perfect their craft. 
  DeAtHWItCH CLAss ABILItIes
  DEATHWITCH HORNS (1st): At level 1, a Deathwitch grows two horns on 
  either side of their forehead. As their level increases and their power 
  grows, these horns grow 1d4-1 inches per level. The horns can be used 
  to attack with, doing 1d4 damage at levels 1-7, 1d6 damage at levels 
  8-12, and 1d8 damage at all other higher levels. The Deathwitch’s 
  physical shape twists as their level increases, taking on a increasingly 
  demonic look. High-level Deathwitches are almost indistinguishable 
  physically from true demons.
  ENTHRALL UNDEAD (1st): The Deathwitch can command and control 
  undead, in the reverse of a Cleric’s turning ability. Using the same table 
  but using the Deathwitch’s level in place of a Cleric’s level, roll 2d10: 
  
  11
  • 
  If the result is equal or greater than the number shown, the 
  Deathwitch has control over 2d6 of the targeted undead for 3d6 
  rounds. The undead can still be routed or turned or destroyed 
  by a Cleric’s turning ability.
  • 
  If the result is a “T”, 2d6 of the undead type can be commanded 
  by the Deathwitch unconditionally for 3d6 rounds. They cannot 
  be turned by a Cleric, but can be destroyed by a Cleric’s turning 
  ability.
  • 
  If the result is a “D”, 2d6 of the undead type are protected by 
  the Deathwitch’s magic for 3d6 rounds. They cannot be turned 
  or destroyed by a Cleric’s turning ability.
  MISTRESS OF DEATH MAGIC (1st): The Deathwitch uses the same 
  advancement for spells as a Magic-User. Spells available focus on 
  manipulating life or death and may go up to 6th level. As with a normal 
  Magic-User, check to see which 1st-level spells are known immediately. 
  All other spells must be learned in the normal manner. See the Deathwitch 
  Spell List below for spells available to Deathwitches.
  SAVING THROWS (1st): Deathwitches gain a +2 bonus to saving throws 
  relating to spells or magic, and a +4 bonus against any magic relating 
  to death.
  
  12
  DeAtHWItCH speLL LIst
  * denotes a new spell not in the core book, listed below
  Level 1
  Black Fire*
  Blight Growth*
  Cure Light Wounds
  Detect Magic
  Feel My Pain*
  Ghostly Slashing*
  Hecate’s Spiritual Dog*
  Hold Animal
  Magic Missile
  Protection From Evil
  Purify Food and Drink
  Purify Water
  Sleep
  Level 2
  Command Undead*
  Create Water
  Cure Disease
  Death Armor*
  Detect Evil
  Hold Person
  Mimic*
  Prayer
  Speak With Dead
  Suggestion
  Level 3
  Charm Monster
  Cure Serious Wounds
  Fear
  Neutralize Poison
  Polymorph Self
  Power Word, Blind
  Power Word, Stun
  Raise Lesser Undead*
  Remove Curse
  Skull Guard*
  Wizard Eye
  Level 4
  Bone Cage*
  Finger of Death
  Polymorph Other
  Raise Dead
  Raise Reaver*
  Power Word, Kill
  Simulacrum
  Shadow Monsters*
  Tears of the Banshee*
  Level 5
  Death Spell
  Raise Greater Undead*
  Stone to Flesh
  Telekinesis
  Teleport
  Turn Unliving*
  Word of Recall
  Waves of Fatigue*
  Level 6
  Clone
  Reincarnation
  Restoration
  Resurrection
  Shape Change
  
  13
  DeAtHWItCH ADvAnCeMent tABLe
  LEVEL
  EXPERIENCE PTS
  HIT DICE (d6)
  SAVING THROW
  1
  0
  1
  15
  2
  1,750
  2
  14
  3
  3,500
  3
  13
  4
  7,000
  4
  12
  5
  14,000
  5
  11
  6
  28,000
  6
  10
  7
  56,000
  7
  9
  8
  112,000
  8
  8
  9
  224,000
  9
  7
  10
  324,000
  9+ 1 hp
  6
  11
  424,000
  9+ 2 hp
  5
  12
  524,000
  9+ 3 hp
  4
  13
  624,000
  9+ 4 hp
  4
  14
  724,000
  9+ 5 hp
  4
  15
  824,000
  9+ 6 hp
  4
  16
  1,024,000
  9+ 7 hp
  4
  17
  1,224,000
  9+ 8 hp
  4
  18
  1,424,000
  9+ 9 hp
  4
  19 +
  + 200,000
  + 1 hp/level
  4
  
  14
  neW speLLs
  BLACK FIRe
  Spell Level: Deathwitch 1st level, Magic-User 1st level
  Range: 15 feet
  Duration: 1 hour + 10 minutes per level
  This spell allows the witch to create an immobile source of heat with black fire, 
  emitting no light but providing warmth equivalent to a small campfire in a 10 
  foot. radius. The fire is a diffuse source of heat that is not sufficiently focused to 
  ignite combustible materials. It can be used to slowly cook meals or boil water, 
  although doing so always requires double the amount of time required with a 
  normal campfire. The flames are uncomfortable to the touch, but they will not 
  cause any burn damage. They can be extinguished in the same manner as a 
  normal fire. 
  BLIGHt GRoWtH
  Spell Level: Deathwitch 1st level, Magic-User 1st level
  Range: Touch
  Duration: 1 week
  This spell can be used in three ways.
  • 
  Blight Garden - Growth is decreased by 20% during the duration of the 
  spell When used on a natural garden, it will produce 20% less food. This 
  can be used to affect gardens up to 10 square feet per caster level. 
  • 
  Blight Body - If cast on a living creature, they will recover one less hit 
  point for each full night of rest. 
  • 
  Blight Mother - This spell can also be used to decrease the chances of 
  a woman getting pregnant, though it’s up to the GM to decide exactly 
  how it’s affected.
  Bone CAGe
  Spell Level: Deathwitch 4th level, Magic-User 5th level
  Range: Any 25 foot radius the witch can see within 100 feet
  Duration: 1 round per level
  This spell is favored by evil witches, warlocks, and necromancers. Upon uttering 
  the command a cage of bones will erupt from the ground and trap up to 5 
  man-sized creatures in a 25 foot radius.
  
  15
  CoMMAnD unDeAD
  Spell Level: Deathwitch 2nd level, Magic-User 5th level
  Range: Undead within Sight
  Duration: Instant
  This spells summons the divine power of the Witch’s patron and gives her the ability 
  to affect undead as if she were a cleric one level lower. This special ritual requires 
  only one witch, but she must use a specially consecrated altar item such as her 
  athamé or pentacle. If she is joined in the spell by another witch or a like-minded 
  cleric then she can add one effective level for each additional participant.
  DeAtH ARMoR
  Spell Level: Deathwitch 2nd level
  Range: Self
  Duration: Instant
  This spell causes the witch’s skin to become highly acidic. Anyone touching the 
  witch’s skin, via an unarmed attack or otherwise, receives 2d6 points of Acid 
  damage (save for half). The witch can make a touch attack with this spell.
  FeeL MY pAIn
  Spell Level: Deathwitch 1st level
  Range: 50 feet
  Duration: Instant
  The witch transfers pain and damage to another target in line of sight. She 
  invokes the spell and either cuts herself or causes damage in some way, such 
  as putting her hand in a torch fire. She takes 1 hp of damage (regardless of how 
  much would have been dealt normally) and she turns and magnifies that on 
  her target causing 1d6 points of damage.
  GHostLY sLAsHInG
  Spell Level: Deathwitch 1st level
  Range: 25 feet + 5 feet per 2 levels
  Duration: Instant
  This spell creates what seems like a ghostly attacker that attacks the target. 
  In fact, the spell only causes an open wound on a person. This spell deals 1d4 
  slashing damage +1 per level (max +20). The placement of the wound is random. 
  This spell has no effect on the Undead or construct creatures like golems.
  
  16
  HeCAte’s spIRItuAL DoG
  Spell Level: Deathwitch 1st level
  Range: 10 feet per level
  Duration: Special
  This spell summons the spirit of a dead dog to act as the necromancer wishes 
  for the duration of the spell. The dog has one Hit Die for every odd level the 
  caster has (1 HD for levels 1 and 2, 2 HD for levels 3 and 4, etc.) to a maximum 
  of 5 HD. 
  A non-combative dog is useful mostly for warning and will vanish after one 
  warning or 1d4 hours + 10 minutes per level, whichever comes first. A combative 
  dog fights as a dog with Hit Dice as generated by the summoning and lasts until 
  killed or 1d4 rounds + 1 round per level. Both have an Armor Class in inverse 
  proportion to caster level up to level 10 (level 1, AC 9. level 2, AC 9, … level 10, 
  AC 0). Past level 10, the dogs have AC 0. 
  MIMIC
  Spell Level: Deathwitch 2nd level
  Range: Self
  Duration: 1 hour
  The witch uses this spell to mimic any voice she has heard. She can’t use any 
  of the languages spoken by the voice unless she knows them as well, but can 
  mimic the voice perfectly. A saving throw (modified by Wisdom bonus) allows 
  a victim to notice the truth.
  RAIse GReAteR unDeAD
  Spell Level: Deathwitch 5th level, Magic-User 7th level
  Range: 240 feet
  Duration: Permanent
  Greater undead such as wights or wraiths can be created from dead bodies, 
  1d4 for each level of the caster. They remain under the command of the caster, 
  and will remain until slain. 
  
  17
  RAIse LesseR unDeAD
  Spell Level: Deathwitch 3rd level, Magic-User 5th level
  Range: 240 feet
  Duration: Permanent
  Lesser undead such as skeletons (1d8), zombies (1d6), or ghouls (1d4) can be 
  created from dead bodies for each level of the caster. They remain under the 
  command of the caster, and will remain until slain.
  RAIse ReAveR
  Spell Level: Deathwitch 4th level, Magic-User 6th level
  Range: 240 feet
  Duration: Permanent
  One or more dead creatures area returned to life as Reavers, equal to 1d6 of 
  the caster’s level. These Revers are under the command of the caster and will 
  remain until slain.
  sHADoW MonsteRs
  Spell Level: Deathwitch 4th level
  Range: 30 feet
  Duration: 1 round/level
  The witch may create phantasmal pseudo-real monsters in an area of 20’. 
  The monster or monsters created cannot exceed the witch’s level in HD. 
  Monsters created in this fashion must all be the same type. They have 2 HP per 
  the creature’s normal HD. Victims are allowed a Wisdom check to realize the 
  creatures are only partly real. The phantasmal monsters are able to attack and 
  deal damage as per a normal creature of their type to any being that fails this 
  check. If the check succeeds, the phantasmal monsters damage is halved.
  sKuLL GuARD
  Spell Level: Deathwitch 3rd level
  Range: One skull
  Duration: Until sunrise (8 hours) 
  The witch casts this spell on a normal skull and sets it out to guard at night. Any 
  creature that approaches the skull causes it to glow. If a creature moves past 
  it closer to the witch it will begin to cackle, howl or otherwise make a noise to 
  awaken the witch. The noise is magical and will always wake the witch. The 
  witch can enchant one skull for every 2 levels.
  
  18
  teARs oF tHe BAnsHee
  Spell Level: Deathwitch 4th level
  Range: 100 feet + 10 feet per level
  Duration: 1 minute + 1 minute per level
  This spell calls a thick green mist to roll forth from the earth, completely obscuring 
  darkvision/infravision and reducing regular vision up to 5 feet. All those within 
  the mist are shielded and are at a -5 to hit. Furthermore, those within the area 
  of effect must make a saving throw (fear-based) or be scared by the eerie 
  qualities of the fog, as strange sounds such as wailing, laughter and screaming 
  persist for the duration of the spell. Affected creatures suffer a –2 to all attacks 
  and saves, but do not have to flee as if they were panicked.
  tuRn unLIvInG
  Spell Level: Deathwitch 5th level, Magic-User 7th level
  Range: 240 feet
  Duration: Permanent
  2d6 living creatures per caster level are struck down and become Unliving.  
  A successful saving throw stops the spell from taking effect.
  WAves oF FAtIGue
  Spell Level: Deathwitch 5th level
  Range: 30 feet
  Duration: Instant
  The witch sweeps her arms in a long arc and a wave of negative energy renders 
  all living creatures in the spell’s area fatigued. Fatigued characters can’t run 
  and they take a -2 penalty on any Strength and Dexterity rolls (including attacks 
  and damage). Fatigued characters require 8 hours of rest. This spell has no 
  effect on a creature that is already fatigued.
  
  19
  FIRespItteR
  Prime Attribute: INT 13+ and DEX 13+ (+5%) Experience Bonus
  Hit Dice: 1d6 per level
  Armor/Shield Permitted: Light armor only
  Weapons Permitted: Any
  Races Allowed: Any goblinoid. Others at Referee discretion
  Attack Table: Thief
  “Groldak like fire! Fire feeds Groldak’s blighted soul, giving light to the 
  dark deep inside. Fire cleanses, yessss! You want see fire? You want see 
  fire burn all away? Stand back! Groldak doing fire!
  FHOOOOOOOOOOOOOM!
  Is ok! Groldak fine! Pack mule, not so much. Good eating though. Get it 
  while hot!“
  Goblinoids are both fascinated and terrified by fire at the same time, 
  and this has led to the appearance of Firespitters, creatures who have 
  tamed fire and have innate skill to use it. A Firespitter’s latent magical 
  ability is channeled into an ability to manipulate fire and fire-based 
  effects; as such they gain limited access to a small number of spells 
  that are unlocked as they mature. Almost every FIrespitter become 
  pyromaniacs eventually – the trick others have learned to cope with 
  them is to continually point them in a direction away from themselves, 
  preferably towards an enemy. And hope that only things that are 
  meant to go on fire and explode actually go on fire and explode.
  FIRespItteR CLAss ABILItIes
  FIRE RESISTANCE (1st): Firespitters gain +2 on all saving throws related to 
  fire. 
  
  FIRESPITTER ACTIVATIONS (1st): Firespitters gain a number of daily 
  activations allowing them to use any Firespitter ability they have 
  unlocked. Each use of an ability uses up a single activation. Activations 
  refresh after a long rest.
  FIREWORKS (1st): As per the Pyrotechnics spell, a Firespitter can 
  manipulate existing fire sources to create fireworks or blinding smoke.
  IMMUNITY TO FIRE (3rd): As per the Protection From Fire spell.
  FLAMING HAND (4th): As per the Produce Flame spell, the Firespitter 
  generates a flame in their hands that they can use to ignite flammable 
  materials. 
  FIRESPIT (6th): As per the Fireball spell, except the Firespitter launches 
  the fireball from their mouth, spitting it in the direction they desire. The 
  fireball is also smaller with only a burst radius of 10 feet, and the blast fills 
  only 10,000 cubic feet.
  FIRESTARTER (8th): As per the Produce Fire spell, the Firespitter can create 
  fire in an area up to 10 foot square.
  FIRespItteR ADvAnCeMent tABLe
  LEVEL
  EXPERIENCE 
  PTS
  FIRESPITTER 
  ACTIVATIONS
  HIT DICE 
  (d8)
  SAVING 
  THROW
  1
  0
  1
  1
  15
  2
  1,250
  1
  2
  14
  3
  2,500
  2
  3
  13
  4
  5,000
  2
  4
  12
  5
  10,000
  3
  5
  11
  6
  20,000
  4
  6
  10
  7
  40,000
  5
  7
  9
  8
  70,000
  6
  8
  8
  9
  100,000
  7
  9
  7
  10
  130,000
  8
  10
  6
  11
  170,000
  9
  10+ 1 hp
  5
  12+
  +40,000
  10
  +1 hp/level
  4
  
  21
  GRIFteR
  Prime Attribute: CHA 13+ (+5%) Experience Bonus
  Hit Dice: 1d6 per level
  Armor/Shield Permitted: Light armor only
  Weapons Permitted: Any small weapons easily concealed
  Races Allowed: Human, Elven, Halfling, Dwarf
  Attack Table: Thief
  “Look here, see the pea? Okay, now watch quickly as I put these shells 
  down, with one over the pea. A quick shuffle, and here’s the pea all the 
  way at the other side of the table. Now, I’m going to shuffle this pea again, 
  and you tell me where you think it is. You get it right, you get three times 
  your wager back. You get it wrong, I keep your money. Deal?
  Best two out of three? You can still win this…”
  Every culture has its fair share of shady characters. Some are easy to 
  spot. Others, like the Grifter, do such a good job of hiding and operating 
  in plain sight that few even know such a thing exists. The consummate 
  professional thief, the Grifter focuses on the art of using confidence 
  tricks to steal from others, rather than breaking and entering.
  Grifters operate in plain sight, pretending to be someone other than 
  who they really are, identifying marks (those who they want to take 
  advantage of), and coming up with a scheme to do so. They move 
  fluidly within almost every group, taking control of crowds and mobs 
  and convincing them about a way to think or to follow a course of 
  action. They are skilled thieves, expert orators, and so charming that 
  those who have been swindled deny they have been, even if they 
  have their suspicions.
  
  22
  GRIFteR CLAss ABILItIes
  SAVING THROW BONUS (1st): Grifters gain +2 to saving throws when 
  trying to hide in crowds from those looking forthem when undisguised. 
  When they reach 5th level, this becomes a +4 bonus.
  SWINDLE (1st): The Grifter can easily cheat or swindle another character 
  with a quick con that takes only a few minutes, allowing them to 
  pickpocket them (see Grifter Advancement Table) or distract them 
  while someone else does. If they are noticed, a successful saving throw 
  allows them to sow confusion or distraction and allows them 1d4+1 
  rounds to escape.
  PLAYING THE PART (1st): The Grifter leverages their acting skills, allowing 
  them to take on other personas and traits, gaining the Assassin’s Disguise 
  skill. 
  ORATORY (1st): The Grifter can grandstand and perform feats of oratory 
  that sway the minds of the mob with a successful saving throw. The 
  saving throw is modified by crowd size as well as each partner in crime 
  operating within the crowd to support the Grifter.
  CIRCUMSTANCE
  SAVING THROW MODIFIER
  Small crowd (1-20 people)
  -2
  Medium crowd (21-50 people)
  +0
  Large crowd (51-100 people)
  +2
  Immense crowd (100+ people)
  +4
  Each supporting partner
  +1
  CONTACTS (3rd): When entering a new territory or settlement, the Grifter 
  can easily identify and make useful contacts in the local area with a 
  saving throw. 
  BACKSTAB (4th): The Grifter gains the Thief’s Backstab ability.
  
  23
  THIEF SKILLS (6th): The Grifter gains the same Thieving Skills as a normal 
  Thief, but at 5 levels lower. Racial bonuses apply.
  ESTABLISH GUILD (8th): The notoriety of the Grifter allows them to establish 
  their own specialist guild that focuses on the art of the con, drawing in 
  those with the skill to grift from other professions, including other thieves’ 
  guilds. This guild may ally with other guilds or operate independently.
  GRIFteR ADvAnCeMent tABLe
  LEVEL
  EXPERIENCE 
  PTS
  PICKPOCKET 
  SUCCESS
  HIT DICE 
  (d6)
  SAVING 
  THROW
  1
  0
  50%
  1
  14
  2
  1,500
  55%
  2
  13
  3
  3,000
  60%
  3
  12
  4
  6,000
  65%
  4
  11
  5
  12,000
  70%
  5
  10
  6
  24,000
  75%
  6
  9
  7
  48,000
  80%
  7
  8
  8
  96,000
  85%
  8
  7
  9
  192,000
  90%
  9
  6
  10
  288,000
  95%
  10
  5
  11
  432,000
  96%
  10+ 1 hp
  4
  12
  582,000
  97%
  10+ 2 hp
  4
  13
  732,000
  98%
  10+ 3 hp
  4
  14 +
  + 300,000
  99%
  + 1 hp/level
  4
  
  24
  RADIAnt
  Prime Attribute: STR 13+ and DEX 13+ (+5%) Experience Bonus
  Hit Dice: 1d10 per level
  Armor/Shield Permitted: Any
  Weapons Permitted: Any
  Races Allowed: Dragonkin
  Attack Table: Paladin
  “Lo! Stand and tremble before the anointed of the great dragons! We 
  are the chosen, their heralds, and their true children! We stand above 
  the lesser races, even lesser dragonkin, ready to prepare the way for the 
  return of the great ones. Kneel, or be made to kneel.”
  Radiants are the equivalent of paladins in dragonkin society; holy 
  warriors charged and empowered by their dragon ancestry. They hold 
  an important and powerful place in dragonkin society, and sit outside 
  of the normal hierarchy. Dragonkin royalty defers to Radiants, allowing 
  them unfettered freedom within dragonkin society to do what they 
  want whenever they please.
  Radiants are created through being reborn. Any dragonkin can 
  become a Radiant if they show what is known as a True Heart: they 
  must place themselves in danger for those they love and are sworn to 
  protect, and be willing to die for them. At the moment of their death 
  defending them, the dragonkin is touched by the spirit of a dragon 
  that has passed beyond the veil, gaining its patronage and becoming 
  invested with some of that dragon’s power as well as gaining special 
  abilities related to that dragon.
  
  25
  RADIAnt CLAss ABILItIes
  DRAGON VISAGE (1st): During combat, a Radiant can invoke their 
  patron, overlaying a magical glowing wireframe image of their patron’s 
  face and body across theirs that mimics each movement they make. 
  In a combat, the first time the dragonkin does this provides a +2 bonus 
  on attacks made in the next d4 rounds, as others around them feel 
  intimidated.
  DRAGON BREATH (3rd): In addition to the dragonbreath a dragonkin 
  has, they now gain the same breath attack type as their patron. They 
  can switch between the two as desired, but each use still uses up a 
  single activation.
  DRAGON ARMOR (5th): The dragonkin gains improved armor, which 
  now provides AC 0 [19]. This armor reduces non-magic damage by 
  half, but does not affect magical damage.
  DRAGON WINGS (7th): On command, magical glowing wireframe 
  ethereal wings grow from the dragonkin’s back, extending up to 20 
  foot in length. These wings grant the dragonkin the ability to fly at a 
  movement of 24. Normal missile attacks pass straight through the 
  wings. Magical attacks on the wings require the dragonkin to make a 
  saving throw; if failed then the wings are damaged and disappear. The 
  dragonkin can sheathe the wings whenever they desire.
  DRAGON MAGIC (9th): The dragonkin develops the ability to cast magic 
  spells, using the Magic-User numbers of spells known at 8 levels lower 
  than the dragonkin’s current advancement level. They automatically 
  gain two first level spells bequeathed to them by their patron dragon. 
  Other spells must be learned in the same way that Magic-Users learn 
  them, but the dragonkin internalizes the spell instead of having to write 
  it in a spellbook. They can learn up to third-level spells.
  
  26
  DRAGONSHIFT (12th): The dragonkin can now shapechange into an 
  actual adult dragon of the same type as their patron once per day. 
  They can return to their dragonkin form as desired. In dragon form, 
  they assume all the same abilities as a dragon of their patron’s type, 
  including bite, claw, and special attacks. They retain their dragonkin hit 
  points. While in dragon form they may only use the same breath attack 
  as their patron, but it does 4 points of damage per character level. A 
  real dragon can always recognize a dragonkin in dragon form.
  RADIAnt ADvAnCeMent tABLe
  LEVEL
  EXPERIENCE PTS
  HIT DICE (d10)
  SAVING THROW
  1
  0
  1
  14
  2
  2,500
  2
  13
  3
  5,000
  3
  12
  4
  10.000
  4
  11
  5
  20,000
  5
  10
  6
  40,000
  6
  9
  7
  80,000
  7
  8
  8
  160,000
  8
  7
  9
  320,000
  9
  6
  10
  520,000
  10
  5
  11
  720,000
  11
  4
  12
  920,000
  12
  4
  13
  1,200,000
  12+ 1 hp
  4
  14 +
  + 200,000
  + 1 hp/level
  4
  
  27
  ReAveR
  Prime Attribute: None
  Hit Dice: 1d10 per level
  Armor/Shield Permitted: Any
  Weapons Permitted: Any
  Races Allowed: Any, especially Unliving
  Attack Table: Fighter
  “Reavers. Abominations in the eyes of both god and man. The best you 
  can hope for if you run into these things is that one of them makes a 
  mistake and kills you quickly, or you do that to yourself. You’ll never 
  know how much you wish for Death to visit until you’re being eaten alive 
  by Reavers. They’ll eat you slowly while they make you watch. They’ll 
  feed you parts of yourself, parts they’ve bit off and chewed. Better to be 
  dead, aye, Much better. Before you turn into one of them.”
  Reavers are ghoulish abominations that have a ravenous hunger 
  that causes them to crave the taste of flesh. Some say they are men 
  and women driven mad or that they’re the cruel result of an insane 
  necromancer or wizard’s experimentation gone awry. Whatever 
  the truth, Reavers are not to be trifled with. If they smell blood, they 
  will attack. Their filed teeth and sharp claw-like nails rend opponents 
  quickly, spraying blood and gore in every direction, and turning those 
  that survive such attacks into Reavers themselves.
  Not every Reaver is an uncontrollable killing machine. About 1 in 20 
  of them still suffer from the cravings, but they can control themselves, 
  fighting the urge to kill and eat flesh. Many of them carry with them raw 
  meat that allows them to slake the fleshlust when it comes upon them. 
  
  28
  ReAveR CLAss ABILItIes
  REAVER ATTACKS (1st): The Reaver can bite opponents with their 
  sharpened teeth for 1d6 damage, or claw at them for 1d4 damage.
  REAVER CONTAGION (1st): On a successful bite or claw attack that 
  penetrates the flesh of an opponent, the target must make a saving 
  throw. If they fail the saving throw and survive the attack, they will turn 
  into a Reaver within 1d6 days. Any Classed character that suffers this 
  halts advancement on their current Class, but retains all abilities. They 
  start a second experience value and advance now on the Reaver 
  Advancement Table. If they find a way to be cured, or are killed and 
  resurrected normally, they lose the Reaver Class and return to their 
  original Class at the point advancement halt at.
  FLESHEATER CONTROL (1st): A Reaver that passes a saving throw daily 
  when they awake can resist the need to eat flesh that day. If they fail, 
  they must eat flesh within an hour or succumb to terrible hunger pangs 
  that cause them to attack the nearest flesh-based creature. They will 
  not be sated until they eat at least 5 hit points worth of flesh.
  FLESH FRENZY (1st): Once a day in combat, a Reaver can unleash a 
  frenzy that overwhelms them, but makes them deadly. They gain +4 to 
  initiative and +2 to attacks, but suffer from a +4 [-4] AC modifier while 
  in the frenzy. They will stay frenzied until the combat is over, they are 
  knocked unconscious, or they are killed.
  
  29
  ReAveR ADvAnCeMent tABLe
  LEVEL
  EXPERIENCE PTS
  HIT DICE (d10)
  SAVING THROW
  1
  0
  1
  16
  2
  1,250
  2
  15
  3
  2,500
  3
  14
  4
  5,000
  4
  13
  5
  10,000
  5
  12
  6
  20,000
  6
  11
  7
  40,000
  7
  10
  8
  80,000
  8
  9
  9
  160,000
  8+ 1 hp
  8
  10
  320,000
  8+ 2 hp
  7
  11
  420,000
  8+ 3 hp
  6
  12
  520,000
  8+ 4 hp
  5
  13
  620,000
  8+ 5 hp
  4
  14 +
  + 100,000
  + 1 hp/level
  4
  
  30
  stALKeR
  Prime Attribute: DEX 13+ and WIS 13+ (+5%) Experience Bonus
  Hit Dice: 1d8 per level
  Armor/Shield Permitted: Light armor only
  Weapons Permitted: Any
  Races Allowed: Any
  Attack Tables: Ranger
  “Hunters may be good at what they do, but we Stalkers are the best! If it 
  is lost, we will find it. If it is hiding, we will find it. Nothing remains hidden 
  from a Stalker. Once a Stalker has the scent, they will not break off until 
  they have found the target. That is our promise. That is our creed. That is 
  our honor-pledge.“
  Stalkers are specialists at hunting and tracking targets, better at it 
  than most rangers. They are at home in both urban and wilderness 
  environments. They are often solitary, finding work and purpose in finding 
  that which others cannot. They charge high fees for their services, which 
  are paid because of the results they provide. Many Stalkers specialize in 
  tracking particular races or groups.
  stALKeR CLAss ABILItIes
  TRACKING (1st): Stalkers gain the Ranger Tracking ability. If they are 
  about to lose the trail of a target, they can make a saving throw to 
  refocus and retain the trail. As they increase in level their base chance 
  to track a target increases (see Stalker Advancement Table).
  MASTER OF CONCEALMENT (1st): The Stalker gains the Move Silently and 
  Hide in Shadows skills from the Thief Advancement Table at their current 
  level.
  ALERTNESS (1st): A party containing a Stalker is surprised only on a roll of 
  1 on a d6. The Stalker can surprise others on a roll of 1-3 on a d6.
  
  IMPROVED TRACKING (3rd): The base chance/modifiers for losing a trail 
  are reduced by the Stalker’s level. At 3rd level, the modifier for each 
  day a trail is old or affected by weather is -7%, not -10%. 
  SPELL MASTERY (5th): The Stalker can learn Druid spells, and advances 
  using the Druid spell advancement but at 4 levels lower. They start with 
  one spell known, and must learn the others from other Stalkers or Druids. 
  They can learn spells up to Level 3.
  SEEKING GUILD (10th): The Stalker can establish a guild and recruit other 
  Stalkers or Rangers to it. The Guild acts as a conveyor of job opportunities 
  and information to help support guild members. Some guilds specialize 
  in specific targets.
  stALKeR ADvAnCeMent tABLe
  LEVEL
  EXPERIENCE 
  PTS
  TRACKING 
  BASE %
  HIT DICE 
  (d8)
  SAVING 
  THROW
  1
  0
  90%
  1
  15
  2
  2,000
  91%
  2
  14
  3
  4,000
  92%
  3
  13
  4
  8,000
  93%
  4
  12
  5
  16,000
  94%
  5
  11
  6
  32,000
  95%
  6
  10
  7
  64,000
  96%
  7
  9
  8
  128,000
  97%
  8
  8
  9
  256,000
  98%
  9
  7
  10
  360,000
  99%
  9+ 2 hp
  6
  11
  460,000
  99%
  9+ 4 hp
  5
  12
  560,000
  99%
  9+ 6 hp
  4
  13
  660,000
  99%
  9+ 8 hp
  4
  14 +
  + 100,000
  99%
  + 2 hp/level
  4
  
  32
  WAteRstRIDeR
  Prime Attribute: DEX 13+ and CON 13+(+5%) Experience Bonus
  Hit Dice: 1d10 per level
  Armor/Shield Permitted: None
  Weapons Permitted: Any, preferably trident and net
  Races Allowed: Sahuagin
  Attack Table: Ranger
  “I’m telling you what I saw. A group of those fishfolk were riding on 
  the backs of sharks, heading right towards the water elf flotilla. The 
  elves fired arrow after arrow at the fishpeople, but they dodged and 
  weaved around everything that the elves fired at them. Then I heard it. 
  A bloodcurdling scream, and out of the water came the biggest squid I 
  ever saw! Its tentacles reached out and wrapped around the lead ship 
  of that flotilla and crushed it to pieces. Those fishfolk were whooping and 
  hollering. You may think I’m crazy, but I think they controlled that damn 
  thing. That’s just not natural.”
  Waterstriders are the elite defenders of sahuagin territory, patrolling 
  the waters with their shark companions and able to call upon other 
  creatures of the sea to help them. Working in small teams of 2-4, they 
  continually and aggressively attack those who they perceive would do 
  the sahuagin harm.
  WAteRstRIDeR CLAss ABILItIes
  SHARK COMPANION (1st): The sahuagin gains the companionship and 
  support of a large shark that is theirs to command. The shark is bonded to 
  the sahuagin and the sahuagin can communicate with its companion 
  at distances up to 300 feet away. If the companion dies, the sahuagin 
  can seek out another to bond with after a week has passed.
  
  33
  WATERSTRIDER SURVIVAL (1st): Waterstriders are trained to spend time 
  out of water more than other sahuagin. Because of this, they do not 
  have the same difficulty operating in sunlight as normal sahuagin do, 
  and the doubling of damage from dehydration does not apply. 
  SHARKDANCER (3rd): The Waterstrider can perform advanced acrobatic 
  maneuvers with and on their companion shark, including riding upon its 
  back as it cuts through the surface of open water, using its dorsal (upper) 
  fin for support. If the shark leaps out of water, it carries the sahuagin with 
  it, who can then leap from its back onto the decks of ships or onto 
  other creatures in the water. When hunting the same target in water, 
  the Waterstrider and shark gain +2 to initiative and attacks as they work 
  together to flank their target.
  SUMMON SEA CREATURES (5th): The sahuagin can summon a number 
  of sea creatures, including sharks, small whales, dolphins, octopi, and 
  squid to them once per day (see Waterstrider Advancement Table 
  below). These creatures will fight on behalf of the sahuagin without 
  thoughts regarding their own safety.
  SUMMON SEA BEHEMOTH (8th): Once per day, the Waterstrider can 
  summon a single sea behemoth such as a large whale, giant shark, 
  giant octopus, or a giant squid to aid them. The behemoth will answer 
  the commands of the Waterstrider for 2d6 turns before leaving. 
  SUMMON SEA MONSTER (9th): The Waterstrider can now call the largest 
  of the sea creatures, a Sea Monster, to aid them once per day. The 
  creature can be commanded for 2d6 rounds before it disappears 
  beneath the waves again.
  
  34
  WAteRstRIDeR ADvAnCeMent tABLe
  LEVEL
  EXPERIENCE 
  PTS
  SUMMONED 
  CREATURES
  HIT DICE 
  (d10)
  SAVING 
  THROW
  1
  0
  -
  1
  15
  2
  2,500
  -
  2
  14
  3
  5,000
  -
  3
  13
  4
  10.000
  -
  4
  12
  5
  20,000
  1d4
  5
  11
  6
  40,000
  1d6
  6
  10
  7
  80,000
  1d8
  7
  9
  8
  220,000
  1d10
  8
  8
  9
  400,000
  1d12
  9
  7
  10
  600,000
  2d8
  10
  6
  11
  800,000
  2d10
  11
  5
  12
  1,000,000
  2d12
  12
  4
  13
  1,300,000
  3d8
  12+ 1 hp
  4
  14
  1,600,000
  3d10
  12+ 2 hp
  4
  15+
  +300,000
  3d12
  + 1 hp/level
  4
   
  
  35
  tHe RACes
  BuGBeAR
  Bugbears are one of the largest and most dangerous of the goblinoid 
  races, and are distantly related to goblins and hobgoblins. Many 
  consider them to be an older and more pure strain of the goblin race, 
  pure bloods. They stand over 8 feet tall, and are covered in dense fur, 
  making them resemble bears from a distance. Up close their goblinoid 
  heritage becomes readily apparent. They are often seen as slow and 
  dim-witted and quick to anger, but they have a strong cunning and a 
  stubborn streak that serves them well as apex predators. Although they 
  have claws, they do little damage (only 2 hit points per strike), and they 
  tend to use larger weapons they can wield in their huge hands. They 
  can bite opponents with their fanged mouths, doing 2d4 damage. 
  Most bugbears stay within their own enclaves, and they hunt in packs. 
  The solitary bugbear is either weak, or an outcast.
  All bugbears gain the Ranger Tracking ability, no matter what other 
  Class they may be. Bugbears have an increased chance of surprising 
  an opponent, gaining surprise on a roll of 1-3 on a d6, and they are only 
  surprised on a roll of 1 on a d6. They gain +4 to all interactions with other 
  goblinoids races, and a +6 when actively trying to intimidate them.
  Most bugbears choose to be Fighters or Rogues. Bugbear Assassins are 
  not unheard of, but are rare, unlike bugbear Stalkers; the bugbear’s 
  innate stubbornness and tracking ability allows them to track a target 
  over time and distance, making them ideal to be hunter-killers.
  
  36
  DRAGonKIn
  Distant cousins to the great metallic dragons, Dragonkin hail from the 
  misty isles of Kanatath, where they lived in isolation for thousands of 
  years. They stand almost 10 feet tall in height and are covered in metallic 
  scales across their entire body. Unlike other draconian races, they have 
  no wings, though they do have a long whip-like tail that can attack 
  at reach up to 10 feet + 1 foot per character level. The tail can be 
  used to attack normally for 1d8 damage, or to wrap around and hold 
  a target on a successful attack; to escape the tail the target must roll a 
  saving throw. The tail can be constricted when latched on, causing 1d4 
  damage each round. Dragonkin scales provides natural armor of AC 4 
  [15]. Dragonkin wear no other armor.
  A dragonkin’s scale color depends on their ancestry and lineage, just 
  like the great dragons themselves, though usually they take the same 
  color as their sire or dam. Scale color usually indicates the type of natural 
  breath attack they have (see Dragonkin Breath Attack Types below), 
  though sometimes that differs, especially those with mixed ancestry. As 
  a dragonkin matures, its breath attack becomes even more powerful 
  in damage, range, and the number of times it can be used (see Breath 
  Attack Advancement Table below). Dragonkin have +4 to saving 
  throws against attacks used on them that they have as a breath attack.
  SCALE 
  COLOR
  BREATH ATTACK
  Brass
  Sleep gas cone causing those who fail a saving 
  throw to fall asleep for the duration.
  Bronze
  Poison gas cone that lingers in an area.
  Copper
  Slow gas cone, causing all caught in it that fail a 
  saving throw to be slowed to half their normal move-
  ment or reaction time for the duration.
  Gold
  Fire cone that can set things on fire.
  Silver
  Cold cone that can make things brittle.
  
  37
  DRAGonKIn BReAtH AttACK ADvAnCeMent tABLe
  LEVEL
  DAMAGE
  (poison/fire/
  cold)
  DURATION
  (poison/sleep/
  slow)
  RANGE 
  (feet)
  DAILY USES
  1
  1d4
  1d4
  10 
  1
  2
  1d6
  1d6
  15
  1
  3
  1d8
  1d8
  20
  1
  4
  1d10
  1d10
  25
  2
  5
  1d12
  1d12
  30
  2
  6
  1d12+2
  1d12+2
  35
  3
  7
  1d12+4
  1d12+4
  40
  4
  8
  1d12+6
  1d12+6
  45
  5
  9
  1d12+8
  1d12+8
  50
  6
  10
  1d12+9
  1d12+9
  60
  7
  11
  1d12+10
  1d12+10
  70
  8
  12
  1d12+11
  1d12+11
  80
  9
  13
  1d12+12
  1d12+12
  90
  10
  14
  1d12+13
  1d12+13
  100
  11
  15
  1d12+14
  1d12+14
  110
  12
  16
  1d12+15
  1d12+15
  120
  12
  17
  1d12+16
  1d12+16
  130
  12
  18
  1d12+17
  1d12+17
  140
  12
  19
  1d12+18
  1d12+18
  150
  12
  20
  1d12+19
  1d12+19
  160
  12
  21+
  1d12+20
  1d12+20
  170
  12
  Most dragonkin are Fighters, Magic-Users, Rangers, or the dragonkin-
  unique Class of Radiant. They gain +4 to all interactions with other 
  draconic races.
  
  38
  GoBLIn
  Goblins are the smallest and sneakiest of the goblinoid races. Their small 
  size and nimbleness makes them incredibly dangerous when there are 
  large numbers of them, which is how they prefer to attack. Most stand 
  between 3-4 feet tall and have mottled skin in shades of green, red, 
  purple, brown, or black. The mottling may be of any color, though 
  mottling that contrasts strongly against their base color, such as white, 
  yellow, or orange, is the most desirable. 
  They have difficulty seeing in daylight, and suffer a -1 penalty to attacks 
  in full sunlight. This is counterbalanced by being able to see in the dark 
  up to 60 feet, and nimbleness that gives them +1 to saving throws and 
  attacks in darkness.
  Most goblins are Fighters, Thieves, or Assassins. A number of them are 
  Magic-Users, and those that turn to the dark gods are given power 
  to become Clerics for them. Goblin Deathwitches are rare, but not 
  unheard of. Goblin Firespitters are elevated and revered within goblin 
  society, but many don’t survive their apprenticeship. 
  sAHuAGIn
  The truest enemies of the water elves, the fishfolk Sahuagin constantly 
  battle with them for dominance of the underwater realms in savage 
  and bloody battles that draw in other creatures of the seas such as 
  sharks, giant squids, and sea behemoths. Sahuagin give no quarter and 
  are merciless when it comes to elves – all elves – and they are often 
  called “the devils of the sea” by mariners. They stand 8 feet tall and 
  are armed with net and trident, which they use terribly efficiently. They 
  worship the god of sharks, and sharks play an important part in their lives 
  and rituals. All sahuagin have simple telepathy with sharks up to 100 
  feet, allowing them to communicate and command them. They use 
  sonar underwater to see perfectly, but suffer a -2 to all actions when in 
  
  39
  direct sunlight; sunlight also dries out their skin, doubling the damage for 
  being out of water.
  While other races struggle to fight in water, the sahuagin excel at it 
  and gain a +2 attack and damage bonus when fighting any creature 
  underwater that is not native to water. They can perform incredible 
  acrobatic feats while swimming and have a swim speed of 12. Once 
  a day, when wounded, they can enter an uncontrollable frenzy in an 
  attempt to rip and shred an opponent apart. This frenzy will only end 
  with the death of the opponent, or the sahuagin itself. While in the 
  frenzy, they do +2 attack and damage, but suffer a +2 [-2] AC modifier. 
  They wear no armor and have a natural AC of 5 [14], although they will 
  often wear ceremonial armor made from shells and the bones of sea 
  creatures. This armor provides no additional protection.
  Sahuagin are saltwater creatures, and while they can survive for short 
  periods of time in fresh water, extended periods in non-salt water can 
  kill them. They must make a saving throw every turn they spend in non-
  salt water; failure causes 1d6 points of damage for each hour in the 
  freshwater and leaves the sahuagin fatigued. Sahuagin can survive out 
  of water under the threat of dehydration; each full hour a sahuagin 
  is out water causes 1 hit point of damage. Immersion in saltwater, or 
  saltwater applied to their bodies while on land, returns these lost hit 
  points at 1 hit point per round. If a sahuagin stays out of saltwater for 24 
  hours, they must make a saving throw or die from “air drowning”.
  Most sahuagin are Fighters or Clerics that worship the shark god. Those 
  few special sahuagin who connect on a deep level with sharks become 
  Waterstriders, the elite warriors that protect sahuagin territory borders.
  
  40
  unLIvInG
  Unliving are created by dying and being resurrected by a necromancer, 
  in much the same way a zombie is. They are technically not a race, but 
  a template that replaces a base race. Unliving retain all of the race 
  benefits of their base race, though some features change. Any Class, 
  levels for the unliving’s Class, and abilities of that Class are retained but 
  the base Class becomes locked and can no longer advance. Instead 
  the character switches Class to one of the Classes listed below, with 
  experience reset to zero. Characters that were previously Clerics are 
  disconnected from their deity and connect with the god of death (or 
  other related) and have their skills and spells relating to the undead 
  inverted: turning undead becomes drawing undead to them, and cure 
  spells do damage to them while the inverse heals them.
  The unliving require regular sustenance to continue being active. This 
  must be in the form of flesh, with at least a pound of flesh needing to 
  be eaten each day; if a unliving is unable to eat flesh, they will break 
  down their own body to provide the sustenance. For every 10 pounds 
  an unliving cannibalizes itself, it temporarily loses 1 hit point from its 
  maximum, which can be reclaimed by consuming additional flesh to 
  repair itself. If the flesh eaten by a unliving is infected with disease, then 
  the unliving will contract that disease upon a failed saving throw.
  Unliving that have their heads cut off, or are dismembered can still 
  move and act. Destroying a unliving’s brain, contrary to popular belief, 
  does not destroy it, only immobilizes it. In cases like this the unliving 
  cannibalizes its own body to repair the damage to the brain. This takes 
  a number of weeks equal to the amount of hit point damage that the 
  brain sustained; if the unliving does not have enough of its own body to 
  provide the hit points, it will fail to fully repair the brain and may be stuck 
  only partially-repaired. Once the brain is rebuilt, the unliving becomes 
  motile again.
  
  41
  The only true way to destroy an unliving is to destroy the majority (over 
  80%) of its body with fire, acid, or some other means. Otherwise the 
  remaining parts will try to return to each other and reconnect.
  The undead nature of unliving means that they are affected by spells 
  and magical items and abilities, including the Cleric ability of turning 
  the undead. Healing spells and potions do damage to them, unless 
  reversed. Their movement rate is permanently reduced by 2. They 
  receive only half damage from all non-magical attacks, full damage 
  from magical attacks, and double damage from holy/divine/fire-
  based attacks or weapons. Unliving do not heal as other characters 
  do, instead recovering 1 hit point for each pound of flesh consumed. 
  Flesh eaten goes to hit point repair before it goes to repair the unliving’s 
  cannibalized body.
  Unliving can choose to be Fighters or Clerics. They may become Reavers 
  if they are resurrected by a Deathwitch; an unliving cannot be cured of 
  being a Reaver once they turn into one.
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of 
  the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wiz-
  ards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, Bruce
  R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, 
  based on original material by E. Gary Gygax and Dave 
  Arneson.
  Swords & Wizardry Core Rules, Copyright 2008. Author 
  Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010. 
  Author Matthew J. Finch
  Monstrosities, Copyright 2012. Author Matthew J. Finch.
  Modern System Reference Document Copyright 2002-
  2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, 
  Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, 
  David Noonan, Stan!, Christopher Perkins, Rodney 
  Thompson, and JD Wiker, based on material by Jona-
  than Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, 
  and JD Wiker.
  Castles & Crusades: Players Handbook, Copyright 2004, 
  Troll Lord Games; Authors Davis Chenault and Mac 
  Golden.
  Cave Cricket from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Authors Scott Greene and 
  Clark Peterson, based on original material by Gary 
  Gygax.
  Crab, Monstrous from the Tome of Horrors, copyright 
  2002, Necromancer Games, Inc.; Author Scott Greene, 
  
  based on original material by Gary Gygax.
  Fly, Giant from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Golem, Wood from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Authors Scott Greene and 
  Patrick Lawinger.
  Kamadan from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Nick Louth.
  Rot Grub from the Tome of Horrors, Copyright 2002, Nec-
  romancer Games, Inc.; Authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax.
  Labyrinth Lord. Copyright 2007-2009, Daniel Proctor. 
  Author Daniel Proctor.
  Darwin’s World Copyright 2002, RPGObjects; Authors 
  Dominic Covey and Chris Davis.
  Mutant Future Copyright 2008, Daniel Proctor and Ryan 
  Denison. Authors Daniel Proctor and Ryan Denison.
  Aerial Servant from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary 
  Gygax.
  Axe Beak from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax.
  Beetle, Giant Boring from the Tome of Horrors, copyright 
  2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax.
  Beetle, Giant Rhinoceros from the Tome of Horrors, 
  copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax.
  Brownie from the Tome of Horrors, copyright 2002, Nec-
  romancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax.
  Crayfish, Monstrous from the Tome of Horrors, copyright 
  2002, Necromancer Games,
  Inc.; author Scott Greene, based on original material by 
  Gary Gygax.
  Demon: Juiblex „The Faceless Lord‰ (Demon Lord) 
  from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax.
  Demon: Orcus (Demon Prince of Undead) from the 
  Tome of Horrors, copyright 2002, Necromancer Games, 
  Inc.; authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax.
  Devil: Amon (Duke of Hell) from the Tome of Horrors, 
  copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax.
  Devil: Bael (Duke of Hell) from the Tome of Horrors, 
  copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax.
  Devil: Geryon (Arch-Devil) from the Tome of Horrors, 
  copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and 
  Erica Balsley, based on original material by Gary Gygax.
  Eel, Electric from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene.
  Eye of the Deep from the Tome of Horrors, copyright 
  2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax.
  Floating Eye from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax.
  Frog, Monstrous from the Tome of Horrors, copyright 
  2002, Necromancer Games, Inc.; authors Scott Greene 
  and Clark Peterson, based on original material by Gary 
  Gygax.
  Frog, Monstrous Killer from the Tome of Horrors, copyright 
  2002, Necromancer Games, Inc.; authors Scott Greene 
  and Clark Peterson, based on original material by Gary 
  Gygax.
  Frog, Monstrous Poisonous from the Tome of Horrors, 
  copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material 
  by Gary Gygax.
  Gas Spore from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary 
  Gygax.
  Gorbel from the Tome of Horrors, copyright 2002, Nec-
  romancer Games, Inc.; author Scott Greene, based on 
  original material by Andrew Key.
  Groaning Spirit from the Tome of Horrors, copyright 
  2002, Necromancer Games, Inc.; authors Scott Greene 
  and Clark Peterson, based on original material by Gary 
  Gygax.
  Hippocampus from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and 
  Erica Balsey, based on original material by Gary Gygax.
  Jackalwere from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene based, 
  on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene based 
  on original material by Gary Gygax.
  Lurker Above from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax.
  Piercer from the Tome of Horrors, copyright 2002, Nec-
  romancer Games, Inc.; authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, copyright 
  2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax,
  Slug, Giant from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax.
  Strangle Weed from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax.
  Tick, Giant from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax.
  Trapper from the Tome of Horrors, copyright 2002, Nec-
  romancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax.
  Turtle, Giant Snapping from the Tome of Horrors, copy-
  right 2002, Necromancer Games, Inc.; author Scott 
  Green, based on original material by Gary Gygax.
  Wind Walker from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax,
  Yeti from the Tome of Horrors, copyright 2002, Necro-
  mancer Games, Inc.; author Scott Green, based on 
  original material by Gary Gygax.
  Advanced Edition Companion, Copyright 2009-2010, 
  Daniel Proctor. Author Daniel Proctor.
  “The Witch” 2012 Timothy S. Brannan, Elf Lair Games
  “13 New Spells for the Deathwitch and Mara Witch Tradi-
  tion”, 2018 Timothy S. Brannan.
  The Little Book Of Adventuring Classes vol. 1, Copyright 
  2018. InfiniBadger Press. Author Jason Paul McCartan.
  Designation of Product Identity
  The following is the Product Identity of InfiniBadger Press: 
  the name, logos, and identifying marks for InfiniBadger 
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  Open Game Content:
  All other content not designated Product Identity is 
  Open Content. END OF LICENSE
  This version of the license supersedes all previous versions 
  of the license.
  
  Looking For New Options 
  For Your Old School RPG?
  8 NEW CLASSES!
  •	 BLOODSTORMER
  •	 DEATHWITCH
  •	 FIRESPITTER
  •	 GRIFTER
  •	 RADIANT
  •	 REAVER
  •	 STALKER
  •	 WATERSTRIDER
  5 NEW RACES!
  •	 BUGBEAR
  •	 DRAGONKIN
  •	 GOBLIN
  •	 SAHUAGIN
  •	 UNLIVING
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Classes & Characters/The Little Book of Adventuring Classes Vol. 1 [v1.6 2018] (SW).pdf