Basic character classes

My suggestion for a stand-alone rules variant is that you replace the character classes from the PHB and the NPC classes from the DMG with the smaller set of core classes described below. For a much more verbose discussion of why I think this would be a good idea see here. But briefly, I think that that the basic classes shouldn't overlap with each other's abilities - ie the Cleric shouldn't be trained in fighting, because that is the job of the Fighter. And you shouldn't have classes that are largely mixtures of two other classes - as Aristocrat is a Fighter diluted with Expert features, or Bard, Ranger or Paladin take many of their basic features from other classes. They do have abilities that are unique and special, but I think that these unique and special abilities are more suited to prestige classes than to basic ones - note how many of the relevant abilities are delayed to a higher level in the official classes. Finally, there are two classes from the DMG, the Adept and Warrior, which seem to me to be simply weak versions of other classes, which I don't think we need at all. Clerics and Fighters should do the job, with fewer levels if a weaker character is required.

There are therefore 6 basic character classes, suitable for creating most of the adventurers and civilians that populate the game world. Exceptional individuals can be created using prestige classes too, or just with more levels of the basic classes.

The character classes I propose are:
Cleric: A servant of a divine power, who by her devotion is granted spellcasting powers and other special abilities to use in this service.
Expert: A character trained in practical skills or learned in lore.
Fighter: A character trained in combat and the use of armour and weapons.
Labourer: A character used to arduous physical work.
Rogue: A character skilled in the arts of stealth, infiltration, deception, evasion and dirty fighting.
Wizard: An initiate in the mysteries of arcane magic (that is, magic that does not come from the gods).

Abbreviations: The abbreviations for these classes are Clr for Cleric, Exp for Expert, Ftr for Fighter, Lab for Labourer, Rog for Rogue and Wiz for Wizard. Where one of these abbreviations is followed by a number, that indicates a level in that class, eg Wiz3 means 3rd-level Wizard.

Class descriptions

Abilities: Which ability scores are most important for the typical functions and activities of this class.

Alignment: None of the standard classes restrict a character's possible alignments per se, though there are relevant notes in this section for Clerics.

Hit Die: The die rolled for hit points per level gained in this class.

Class Table: the class table shows many of the level-variable features of the class
Level: Class level.
Base Attack Bonus: Iterative attacks are not shown to save space.
Fort Save: Base Fortitude save bonus.
Ref Save: Base Reflex save bonus.
Will Save: Base Will save bonus.
Special: This notes any unique or special powers granted by this class level.
Spells per Day: Number of daily spells slots by level. If the entry is "-", spells of that level are not available. if the entry is a number, even 0, then add the character's ability bonus, if any, to find the number of spell slots. Slots can be filled with spells of the indicated level or lower. Non-spellcasting classes do not have these columns.

Class Skills: Number of skill points per level (remember to multiply by 4 for a character's first level in her first class, but not for subsequently-added classes) and list of class skills.

Weapon and Armour Proficiency: The weapons and armour types that this class grants proficiency in.

Spells: Notes on the class' spellcasting powers. For most classes this section is absent

Other Features: Other features of the class, including supernatural or spell-like abilities.

Ex-members: Any notes that may apply if it is possible that a character may be denied further progression in this class or even lose benefits of levels already gained. For most classes this section is absent.

Cleric

Abilities: A Cleric's main power is spellcasting. A good Wisdom will allow her to cast more spells to greater effect. Charisma similarly affects her ability to channel divine power into uses like turning undead.

Alignment: Characters of any alignment may take the Cleric class, but every Cleric must make a permanent choice of what patron (deity or divine force) to serve. A Cleric's alignment must be within one step of her patron's, and may not be Neutral unless the patron's alignment is also Neutral.

Hit Die: d6. Clerical training is not about combat or physical development, but sometimes the gods preserve their servants from harm.

Class Table

Cleric Class Table
Level BAB Fort Save Ref Save Will Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Energy channeling, Lay on hands 3 1 - - - - - - - -
2 +1 +0 +0 +3 4 2 - - - - - - - -
3 +1 +1 +1 +3 4 2 1 - - - - - - -
4 +2 +1 +1 +4 5 3 2 - - - - - - -
5 +2 +1 +1 +4 5 3 2 1 - - - - - -
6 +3 +2 +2 +5 5 3 3 2 - - - - - -
7 +3 +2 +2 +5 6 4 3 2 1 - - - - -
8 +4 +2 +2 +6 6 4 3 3 2 - - - - -
9 +4 +3 +3 +6 6 4 4 3 2 1 - - - -
10 +5 +3 +3 +7 6 4 4 3 3 2 - - - -
11 +5 +3 +3 +7 6 5 4 4 3 2 1 - - -
12 +6 +4 +4 +8 6 5 4 4 3 3 2 - - -
13 +6 +4 +4 +8 6 5 5 4 4 3 2 1 - -
14 +7 +4 +4 +9 6 5 5 4 4 3 3 2 - -
15 +7 +5 +5 +9 6 5 5 5 4 4 3 2 1 -
16 +8 +5 +5 +10 6 5 5 5 4 4 3 3 2 -
17 +8 +5 +5 +10 6 5 5 5 5 4 4 3 2 1
18 +9 +6 +6 +11 6 5 5 5 5 4 4 3 3 2
19 +9 +6 +6 +11 6 5 5 5 5 5 4 4 3 3
20 +10 +6 +6 +12 6 5 5 5 5 5 4 4 4 4

Class Skills: Points per level: 4 + Int modifier.
Constitution: Concentration.
Intelligence: Craft, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Scry*, Spellcraft.
Wisdom: Profession, Sense Motive.
Charisma: Diplomacy, Intimidate, Perform.
No ability: Speak Language
*denotes an exclusive skill.
Certain domains grant other class skills. For example, the Animal and Plant domains each grant Knowledge (nature) (Int) as a class skill. The Knowledge domain grants all Knowledge (Int) skills as class skills. The Travel domain grants Survival (Wis) as a class skill. The Trickery domain grants the following class skills - Charisma: Bluff, Disguise and Hide. The domains Animal, Good, Healing and Strength all grant Heal (Wis) as a class skill.

Weapon and Armour Proficiency: Clerical training is not warlike, but the world is not a safe place and folk of status within it must have experience of basic measures for self-protection. Anyone gaining at least one level as a Cleric gains proficiency if they did not already have it in light armour and in all simple weapons.

Spells: A Cleric casts divine spells according to the class table. A Cleric may prepare and cast any spell of appropriate level on the Cleric spell list, except that no Cleric can cast spells of an alignment opposite to his own or his deity's. To prepare spells, each Cleric must spend one hour each day quietly praying or contemplating. This must be at the same time each day - the player chooses the time (or is told the time depending on the beity served) when the character takes the first Cleric level. Clerics can spontaneously cast certain spells - their domain spells. Spontaneous casting requires that a prepared spell be lost and a domain spell of the same or lower level is then spontaneously cast in its place.

Deity and Domains: Every Cleric must select a divine patron. For reasons of space and copyright I will not repeat the listing of possible patrons - please see the official rules or whatever patrons are available in your own campaign. Each Cleric choses two domains from among those associated with his patron. To choose an alignment doman, the Cleric must be of the appropriate alignment. Each domain selected gives a granted power as well as domain spells that can be spontaneously cast in place of prepared spells of the same or higher level.

Other Features:
Energy Channeling: A Cleric has the supernatural ability to channel divine energy a number of times per day equal to three plus his Charisma modifier. Each use of the channeling ability may be used to turn or rebuke undead (as per the official rules, channeling positive energy turns undead, channeling negative energy rebukes undead), or it may be used to achieve other effects, eg as determined by divine feats. A Cleric may take the feat Extra Channeling (aka Extra Turning), which allows an extra 4 uses per day of the Channel Energy ability. All good Clerics and all Clerics of good patrons channel positive energy, while all evil Clerics and all Clerics of evil patrons channel negative energy. Neutral Clerics of neutral patrons must choose at the time of gaining their first Cleric level whether to channel positive or negative energy. This choice is permanent. Note that certain neutral patrons may not allow a choice but may decree that all their Clerics channel either positive or negative energy.
Lay on Hands. A Cleric can heal herself or others of damage by touch, restoring in one day a total number of hit points equal to her Wisdom bonus times her level, split into as many or as few healings as desired. Lay on hands is a spell-like ability whose use is a standard action.
Bonus languages: A Cleric is able to select Celestial, Abyssal or Infernal whenever she learns to speak another language. If a character's first class level is Cleric, she can add these languages to those available as bonus languages for high Intelligence.

Ex-clerics: A Cleric who grossly violates the code of conduct demanded by his patron loses all Cleric spells and Cleric class features and cannot gain further Cleric levels until he atones (as per the spell atonement).

Expert

Abilities: Skills are an Expert's forte, and a high Intelligence score will help her learn more skills. Depending on the skills chosen, high scores in other abilities (particularly Dexterity, Intelligence, Wisdom or Charisma) are likely to help her perform the skills better.

Alignment: Any.

Hit Die: d4. Expert training rarely involves much exposure to threats.

Class Table

Expert Class Table
Level BAB Fort Save Ref Save Will Save Special
1 +0 +1 +1 +2
2 +1 +1 +1 +3 Extra class skill, bonus feat
3 +1 +2 +2 +3 Developing talent
4 +2 +2 +2 +4 Extra class skill
5 +3 +3 +3 +4
6 +3 +3 +3 +5 Extra class skill, bonus feat
7 +3 +4 +4 +5
8 +4 +4 +4 +6 Extra class skill
9 +4 +4 +4 +6
10 +5 +5 +5 +7 Extra class skill, bonus feat, developing talent
11 +5 +5 +5 +7
12 +6 +6 +6 +8 Extra class skill
13 +6 +6 +6 +8
14 +7 +7 +7 +9 Extra class skill, bonus feat
15 +7 +7 +7 +9
16 +8 +8 +8 +10 Extra class skill
17 +8 +8 +8 +10 Developing talent
18 +9 +8 +8 +11 Extra class skill, bonus feat
19 +9 +9 +9 +11
20 +10 +9 +9 +12 Extra class skill

Class Skills: Points per level 10 + Int modifier. At first level, the Expert may select a number of skills equal to 10 plus her Intelligence modifier to be her class skills. At every even-numbered Expert level, she may choose an additional skill to be an Expert class skill. No more than two of her intial class skills may be exclusive to another class or classes. She may not select a third exclusive skill as a class skill until she is at least 6th level, may not select a fourth until she is at least 12th level, and may not select a fifth until she is at least 18th level. A character may count every odd-numbered Expert level as two levels for purposed of calculating her maximum rank in any skill (ie multiply all Expert levels by 150% and round up). So a 5th-level Expert has a maximum of not 8 but 11 ranks in a class skill, and not 4 but 5.5 ranks in a cross-class skill.

Weapon and Armour Proficiency: The training of an Expert has no martial element, but it is not cut off from the normal pursuits of fantasy society. Characters taking a level in Expert gain no proficiency in armour, but do gain proficiency in all simple weapons if they did not already have it.

Other Features:
Expert feats - At 2nd, 6th, 10th, 14th and 18th levels, an Expert gains a bonus feat, which must be selected from the following list: Alertness, Animal Affinity, Deceitful, Deft Hands, Diligent, Investigator, Negotiator, Nimble fingers, Persuasive, Self-sufficient, Skill Focus, Stealthy, Track. In place of one of these bonus feats, an Expert of at least 10th level may take the ability Skill Mastery, as a Rogue.
Developing talent - At the 3nd, 10th and 17th class levels, an Expert may increase one ability score (not Strength or Constitution) by one point, as every character may increase an ability score at every fourth character level. This ability cannot be used to advance one ability score to extreme heights. If an Expert ability advance comes at the same time as a character level ability advance, then the two advances must be in different abilities. If not, then for every Expert ability advance, the next level-related ability advance gained, for example from character level or Labourer level, must be taken in a different ability.

Fighter

The Fighter is as per the official rules.

Labourer

Abilities: A Labourer's talents lie in hard physical work; high physical ability scores will be helpful to him, particularly Constitution and Strength.

Alignment: Any.

Hit Die: d8. Labourers are not trained in combat, but are often exposed to hazards and hardships, and must be physically robust.

Class Table

Labourer Class Table
Level BAB Fort Save Ref Save Will Save Special
1 +0 +2 +2 +0
2 +1 +3 +3 +0 Bonus feat
3 +1 +3 +3 +1 Honed physique
4 +2 +4 +4 +1
5 +2 +4 +4 +1
6 +3 +5 +5 +2 Bonus feat
7 +3 +5 +5 +2
8 +4 +6 +6 +2
9 +4 +6 +6 +3
10 +5 +7 +7 +3 Bonus feat, honed physique
11 +5 +7 +7 +3
12 +6 +8 +8 +4
13 +6 +8 +8 +4
14 +7 +9 +9 +4 Bonus feat
15 +7 +9 +9 +5
16 +8 +10 +10 +5
17 +8 +10 +10 +5 Honed physique
18 +9 +11 +11 +6 Bonus feat
19 +9 +11 +11 +6
20 +10 +12 +12 +6

Class Skills: Points per level 4 + Int modifier. Class skills for Labourer are:
Strength - Climb, Jump, Swim
Dexterity - Balance, Ride, Use Rope
Constitution - Concentration
Intelligence - Craft, Search
Wisdom - Listen, Profession, Spot
Charisma - Handle Animal

Weapon and Armour Proficiency: Labourers are not trained in fighting, but may have to wear heavy protective clothing and otherwise work in stifling and restrictive conditions. They also use a variety of tools and particpate in rough pastimes. Any character who gains a level in Labourer gains proficiency in light and medium armour and all simple weapons if she did not have them already.

Other Features:
Extraordinary labours - At 2nd, 6th, 10th, 14th and 18th levels, a Labourer gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Diehard, Endurance, Great Fortitude, Lightning Reflexes, Run, Skill Focus (Labourer class skills only), Toughness. In place of one of these bonus feats, a Labourer of at least 10th level may take the ability Skill Mastery, as a Rogue.
Honed physique - at 3nd, 10th and 17th levels, a Labourer may increase one physical ability score (Strength, Dexterity or Constitution) by one point, as every character may increase an ability score at every fourth character level. This ability cannot be used to advance one ability score to extreme heights. If a Labourer ability advance comes at the same time as a character level ability advance, then the two advances must be in different abilities. If not, then for every Labourer ability advance, the next level-related ability advance gained, for example from character level or Expert level, must be taken in a different ability.

Rogue

The Rogue is as per the official rules.

Wizard

The Wizard is as per the official rules.

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