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ADnD 2nd Ed Edition Campaign Player's Guide

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    1. Introduction ............................................... 1

    2. Character Creation ..................................... 2

    Ability Scores .............................................. 2

    Races .......................................................... 2

    Classes ........................................................ 2

    Weapon Proficieny ..................................... 2

    Non-Weapon Proficiencies ........................ 2

    Homeland ................................................... 1

    Deity ........................................................... 1

    Equipment .................................................. 1

    3. Races of Faerun .......................................... 2

    Racial Traits ................................................ 2

    Dwarves ..................................................... 3

    Elves ........................................................... 5

    Gnomes ...................................................... 7

    Half-Elves ................................................... 8

    Halflings ...................................................... 9

    Humans .................................................... 11

    4. Classes ...................................................... 15

    Common Class Features ........................... 15

    Multiclassing ............................................ 19

    Dual Classing ............................................ 20

    Bard .......................................................... 21

    Cleric ........................................................ 26

    Crusader ................................................... 28

    Druid ........................................................ 31

    Fighter ...................................................... 37

    Minister .................................................... 43

    Monks ...................................................... 46

    Paladins .................................................... 49

    Rangers .................................................... 52

    Shaman .................................................... 56

    Thief ......................................................... 59

    Wizards .................................................... 63

    6. Languages ................................................ 71

    Writing Systems ....................................... 71

    Modern Languages .................................. 72

    Exotic Languages ...................................... 76

    Dead Languages ....................................... 78

    7. Deities ...................................................... 26

    Pantheons ................................................ 32

    8. Combat ..................................................... 36

    Combat Maneuvers ................................. 36

    9. Currency ................................................... 37

    Amnite Coins ............................................ 37

    Cormyrean Coins ...................................... 37

    Calimshan Coins ....................................... 38

    Chessentan Coins ..................................... 38

    Sembian Coins .......................................... 38

    Silverymoon Coins ................................... 38

    Tethyr ....................................................... 38

    Waterdeep ............................................... 38

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    1. Introduction

    The year is 1357 DR. The Time of Troubles has yet to occur and Mystra is still alive. But that doesnt

    mean all is quiet and peaceful. Only a couple of months ago Cormyrean forces were battling for thefreedom of the Dalelands alongside Sembia and Zhentil Keep. Now with the fighting over trade can

    continue unfettered once more.

    In no city is trade as important as it is in the City of Caravans, Arabel where there are opportunities

    available wherever you look for those who dare reach out for them. With merchants entering and

    leaving the city every day there is always call for those with a talented hand at crafting, or those who

    can use their muscles to unload heavy wares. Even wizards and scholars find themselves called upon

    as adventurers come to them looking for help in deciphering some cryptic tome from an ancient

    ruin.

    And so it is that you find yourselves in a small town called Battlerise south of the Vast Swamp. A

    town so small so as to not even make it onto most maps.

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    2. Character Creation

    The following rules are used for Character Creation.

    Ability ScoresAbility scores are determined by rolling 4d6, discarding the lowest die and then adding the rest

    together. Do this 6 times and then assign those numbers to the ability score of your choice.

    Alternatively you can use one of the following stat arrays:

    12, 12, 12, 12, 12, 12

    16, 14, 13, 12, 10, 9

    16, 14, 13, 13, 10, 8

    16, 15, 15, 10, 10, 8

    17, 16, 12, 10, 9, 8

    Races

    You may choose one of the following races to play:

    Dwarf

    Elf

    Gnome

    Half-Elf

    Halfling

    Human

    Details on the races follows this section.

    Classes

    The following classes are available:

    Bard

    Cleric

    Crusader

    Druid

    Fighter

    Wizard

    Monk

    Paladin

    Ranger

    Shaman

    Thief

    Details on these classes are available after the races section. They contain details on weapon

    proficiencies and non-weapon proficiencies.

    Weapon ProficienyYou may spend your weapon proficiencies on becoming trained in the weapons specified by your

    class. For fighters you may specialise in any weapon, see the Advanced Dungeons & Dragons 2nd

    edition Player's Handbook for a list of weapons.

    Non-Weapon Proficiencies

    These are areas in which you're trained. You may spend one non-weapon proficiency to gain training

    in a class NWP, or you may spend 2 slots to become trained in a NWP that isn't a class NWP.

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    HomelandYou must select a place on Toril that your character hails from. Each race has suggested homelands,

    although it is possible to start from one not mentioned in your races entry. For further information

    on the different homelands see the DM.

    DeityYou can select a deity that your character worships. A list of the deities in Toril is available after the

    languages section. Note that on Toril many people respect and call upon a number of different

    deities in their daily life, so it isnt necessary to be extremely devoted to one particular deity.

    EquipmentYour DM will determine how many gold pieces your character starts with. You may spend this gold

    as you wish, adhering to any restrictions your class or kit require.

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    Table 2-1 Resistance Bonus

    Con

    score

    Bonus

    languages

    Con

    score

    Bonus

    languages

    1-3 +0 11-13 +3

    4-6 +1 14-17 +4

    7-10 +2 18-19 +5

    3. Races of Faerun

    These are the races that are available for players in 1357 DR.

    Racial TraitsMany of the races outlined here have similar racial traits. Below is a list of what some of the

    common racial traits mean.

    Ability Score Requirements

    Each race (except human) has a minimum score that it can have in a particular score as well as a

    maximum. If you roll your scores and they're too high to qualify for a particular race, you may lower

    them to fit that race's maximum score in that particular ability score.

    The format it follows is: 3/18. The first number is the minimum score while the second number is the

    maximum score.

    Ability Score Adjustment

    Each race (except human) offers a bonus to a stat and a penalty to a stat. These stats may increase

    or decrease your score in a particular ability above or below the requirements for that race. This is

    permitted.

    Classes

    Not all races are able to play all classes. Listed here are the classes available to members of that

    race, including the multiclassing options that are available.

    Magic and Poison Resistance

    Some races are granted magic and poison resistance.

    This is a bonus to their saving throws versus magic and

    poison as shown on Table 2-1.

    Darkvision and Low Light Vision

    Darkvision is a special type of eyesight most

    commonly found among dwarves. It allows them to see in complete darkness up to a certain

    distance. However they can only perceive their environment in black and white and furthermore are

    unable to see two dimensional objects such as paintings or writing.

    Other races have another form of eyesight called low light vision. This allows members of these

    races to see twice as far as humans can when in situations with limited light (deep forest during the

    day, travelling by night purely by moonlight). This also lessens the penalties they receive when

    fighting in low light conditions. If however there is no light whatsoever,they're completely blind.

    Chance for Something Occuring

    Some racial traits give a chance for happening. To determine this you (or the DM if it's a secret roll)

    will roll an appropriate die. If the result is within the chance range, such the event happens.Otherwise it doesn't.

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    DwarvesFor the past few centuries dwarves had been on a steady decline. Then in 1306 DR everything

    changed when Moradin bestowed the Thunder Blessing upon his people. In that year many births

    were marked with twins and even some triplets, previously unheard of among dwarves.

    Now with these dwarves (sometimes known as thunder children) reaching maturity the dwarven

    communities are seeing many traditional ideas questioned. Many of these dwarves are venturing

    out into the wider world to find new ideas and opportunities for their clans.

    Dwarven Traits

    Ability Score Requirements: Str 8/18; Dex 3/17; Con 11/18; Int 3/18; Wis 3/18; Cha 3/18

    Ability Score Adjustment: Con +1 Charisma -1

    Classes: Cleric 10, Crusader 13, Fighter 15, Thief 12, Fighter 15/Crusader 13, Fighter 15/Cleric 10,

    Fighter 15/Thief 12

    Infravision 60 ft

    Dwarven mounts: Dwarves are ill suited to riding horses and other tall mounts. They can, however,

    ride ponies and other smaller mounts.

    Magic Resistance: Dwarves receive a bonus to saving throws from magical attacks from wands,

    staves, rods and spells based on their Con score. See Table 2-1. However when they use magic items

    they have a 20% chance for the item to not work unless the item is a weapon, shield, armor,

    gauntlets, girdle or a priestly item and they're playing a priest in which case it just works.

    Poison Resistance: Dwarves receive a bonus to saving throws from poison based on their Con score.

    See Table 9

    Dwarven Hatred: Dwarves have a +1 bonus to melee attack rolls against orcs, half-orcs, goblins, and

    hobgoblins.Dwarven Defensive Training: Ogres, trolls, ogre magi, giants and titans have -4 to attack rolls against

    dwarves.

    Underground Senses: Dwarves have a 5 in 6 chance of detecting a grade or slope in a passage or to

    detect new tunnel/passage construction. They have a 2 in 3 chance of detecting sliding/shifting walls

    or rooms. They have a 1 in 2 chance of detecting stonework traps, pits, deadfalls and of

    approximating their depth underground.

    Languages: See the subrace section for the languages dwarves gain.

    Hill Dwarves

    Hill dwarves, also known as gold dwarves, are normally 4 foot in

    height while weighing somewhere between 200 to 300 lbs making

    them more squat than other dwarves. A light brown or tanned skin

    marks them as significantly darker than other dwarves while their

    eye color range between brown and hazel with their hair ranging

    between brown and black, typically graying in their older years.

    Hill dwarves are fairly aloof when dealing with other races

    especially towards elves. The only exception to this are humans

    and strongheart halflings, viewing the latter as somewhat kindred

    spirits. Hill dwarves are struggling to cope with the increase in the

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    birthrate which has led a significant percentage of the new generation to travel abroad.

    Gold dwarf settlements are primarily in East Rift, although there are also holdings in the Smoking

    Mountains and the Giant's Run Mountains.

    Languages: Hill dwarves start with Riftspeak and Trade Tongue.

    Mountain Dwarves

    Mountain Dwarves, also known as shield dwarves, are

    normally around 5'1" in height while weighing somewhere

    between 140 to 230 lbs. Lightly skinned, the darkest

    mountain dwarves can be said to have a light tan at best.

    Eye coloring is normally green to silvery blue, shield dwarf

    hair is light brown to red hair, growing white with age.

    Despite often being sarcastic and cynical, mountain dwarves

    actually get along with most members of other races and

    welcome new ideas. The only exception to this are duegar,

    most genasi and half-orcs. The Thunder Blessing has been a

    great boon to mountain dwarves and has given them new hope for their race's future.

    Shield dwarfs can be found in many cities of other races where they form small communities. Shield

    dwarf settlements can be found in Damara and Vaasa and other areas of Faerun.

    Languages: Mountain dwarves start with either Shanatan or Galenan in addition to the Trade

    Tongue.

    Arctic Dwarves

    Among the smallest of dwarves, arctic dwarves are normally about 3'1" in height, although they

    range between 50 to 200 lbs. Their skin coloring ranges from light blue to white in colour with their

    cheeks a ruddy red. They have blue eyes and white hair which hangs down to their waist.

    Arctic dwarves don't normally worship the gods or practice

    magic (outside of that performed by Druids). When they do

    venerate the deities, they worship either Talos or Ulutiu.

    Being isolated from most other races (except their racialenemy, the frost giant), arctic dwarves are quite friendly to

    other races.

    With the sudden (and unexplained) increase in births, the

    arctic dwarven tribes expanded to include the

    southernmost region of the Great Glacier, bringing them

    into contact with the rest of Faerun.

    Languages: Arctic dwarves start with Kurit and the Trade

    Tongue.

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    ElvesElves stand between 5'4" and 6', weighing between 130 to 170 lbs. Elves reach adolescence at

    roughly the same time as humans, but aren't considered adults until 110 years of age. They normally

    live to be about 900 years old.

    Elves once had kingdoms spanning most of Faerun, they have become overshadowed by the rise of

    humanity.

    Elven Traits

    Ability Score Requirements: Str 3/18; Dex 6/18; Con 7/18; Int 8/18; Wis 3/18; Cha 8/18

    Ability Score Adjustment: Dex +1 Con -1

    Classes: Cleric 12, Crusader 12, Druid 12, Fighter 12, Minister 12, Wizard 15, Ranger 15, Thief 12,

    Fighter 12/Mage 15, Fighter 12/Thief 12, Fighter 12/Mage 15/Thief 12, Mage 15/Thief 12.

    Infravision 60 ft

    Keen Senses: When passing within 10 ft of a secret or obscured door they automatically get a 1 in 6

    chance of noticing it. If they actively search for the door, they have a 1 in 3 chance to find a secret

    door and a 1 in 2 chance to find an obscured door.

    Elven Resistance: Elves have a 90% resistance to sleep and charm spells. This is in addition to any

    saving throws the spells require.

    Elven Weapon Training: Elves have a +1 attack rolls when using crossbows, short swords or long

    sword.

    Extroadinary Stealth: When an elf is 90 ft away from any non-elven or halfling allies and he and his

    elven and halfling allies aren't wearing metal armour enemies receive a -4 penalty to their surprise

    rolls.

    Languages: See the subrace for details.

    High Elves

    High Elves, also known as Sun Elves and Gold Elves, have bronzed skin, their hair colour ranges

    between copper, golden blond and black with the rare high elf

    having red hair. Their eyes are typically green, but can also be

    golden, silver, black, hazel and cooper eyes.

    High Elves demand nothing short of perfection from themselves

    and others, judging those harshly who can't live up to these

    standards. However within elves they place more stock on thefamily name of an elf, rather than that high elf's personal

    achievements.

    High elves have been retreating from Faerun since 1344 DR so

    their numbers are relatively few. Despite this they have small

    settlements in Deepingdale and Lake Sember, but the highest

    concentration of high elves being in the Moon Elf nation of

    Evereska.

    Languages: High elves begin play speaking Elven and the Trade

    Tongue.

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    Moon Elves

    Moon Elves, also known as Silver Elves and Gray Elves, have pale skin with it often containing an icy

    blue hue. Their hair is typically black, blue or silvery while their eyes are typically green but

    sometimes blue instead. The irises of theirs do exhibit golden flecks which is unique to their race.

    Moon Elves have a great wanderlust, travelling across Faerun and living among other races. They

    typically embrace new ideas from other races (although having little patience for wanton violence)

    and incorporate it into their own ever changing culture.

    Moon Elves can be found in many settlements of other races, they do have their own nation called

    Evereska.

    Languages: Moon elves begin play speaking Elven and the Trade Tongue.

    Wood Elves

    Wood Elves, also known as Copper Elves, have coppery skin withgreen, hazel or brown eyes. Their hair is typically brown or black,

    but can range from blond to copper red.

    Wood Elves abhore cities and have little interest in the arcane arts.

    Instead they take great effort to live as one with nature. They

    consider compassion to be their greatest strength, although they're

    a simple people and sometimes speak a bit too bluntly.

    They live in villages hidden in the forests of Faerun, ranging from

    Tethyr to the High Forest to Cormyr to the Great Dale. They take

    great pains in maintaining amicable relations with their

    neighbours.

    Languages: Wood elves begin play speaking Elven and Trade

    Tongue.

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    GnomesA diminutive folk, gnomes are often referred to as the forgotten folk. Their settlements are typically

    hidden away in the corners of the civilizations of other races. Although not widely known, gnomes

    do live to 400 years old.

    Gnome Traits

    Ability Score Requirements: Str 6/18; Dex 3/18; Con 8/18; Int 6/18; Wis 3/18; Cha 3/18

    Ability Score Adjustment: Int +1 Wis -1

    Classes: Cleric 9, Fighter 11, Illusionist 15, Minister 9 Thief 13, Cleric 9/Illusionist 15, Cleric 9/Thief

    13, Cleric 9/Fighter 11, Fighter 11/Illusionist 15, Fighter 11/Thief 13, Illusionist 15/Thief 13, Minister

    9/Illusionist 15, Minister 9/Thief 13, Minister 9/Fighter 11.

    Magic Resistance: Gnomes receive a bonus to saving throws from magical attacks from wands,

    staves, rods and spells based on their Con score. See Table 2-1. However when they use magic items

    not suited to their class they have a 20% chance to not work unless the item is a weapon, shield,

    armor, illusionist items or thieves items if the gnome is a thief in which case it just works.Gnome Hatred: +1 bonus to melee attack rolls against kobolds and goblins.

    Gnome Defensive Training: Gnolls, bugbears, ogres, trolls, ogre magi, giants and titans have -4 to

    attack rolls against gnomes.

    Underground Senses: Gnomes have a 5 in 6 chance of detecting a grade or slope in a passage. They

    have a 7 in 10 chance of determining approximate depth underground. They have a 2 in 3 chance of

    approximating direction.

    Language: See the subrace.

    Forest Gnomes

    Smaller than most gnomes, forest gnomes are about 2'5" in height and weighbetween 20 to 45 lbs. They grow their hair long and free with men taking

    great care with their beards and mustaches, trimming them to points. Their

    skin is a deep brown with their hair ranging from black to brown, turning

    white as they age.

    Making their homes within trees themselves, forest gnomes live simple lives

    of a hunter/gatherer society. They are at peace with nature, although do

    appreciate gem cutting and jewelry making in designs that evoke nature and

    the forest.

    So rarely seen by other races, forest gnomes dwell in Aglarond and the Great

    Dale without being seen by their neighbours for decades at a time. Legends

    claim they also dwell in the Forest of Mir in Tethyr.

    Languages: Forest gnomes begin play speaking Gnim and Trade Tongue.

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    Rock Gnomes

    Rock gnomes range between 3' and 3'5" in height and weigh

    between 40 to 45 lbs. Their skin is brown with their hair having a

    wide variety of colors, but fades to gray or white by the time they

    reach adulthood.

    A cheerful people, rock gnomes live life to the fullest, engaging in

    all manner of activities for the simple joy of it. An innately curious

    people, they constantly question and seek answers. This makes

    them well suited to discovering new techniques or creating new

    inventions.

    With their crafts much sought after by other races, rock gnomes

    live in small villages of their own kind, instead dealing with trusted

    merchants rather than customers directly in order to offer some protection for themselves.

    Rock Gnome villages lie within the Dalelands, Tethyr and Lantan.

    Languages: Rock gnomes begin play speaking Gnim and Trade Tongue.

    Half-Elves

    Half-Elven Traits

    Ability Score Requirements: Str 3/18; Dex 6/18; Con 6/18; Int 4/18; Wis 3/18; Cha 3/18

    Ability Score Adjustment: none

    Classes: Bard 20+, Cleric 14, Crusader 12, Druid 9, Fighter 14, Minister 14, Wizard 12, Ranger 16,

    Thief 12, Cleric 14/Fighter 14, Cleric 14/Fighter 14/Mage 12, Cleric 14/Ranger 16, Cleric 14/Mage 12,

    Crusader 12/Fighter 14, Crusader 12/Fighter 14/Mage 12, Crusader 12/Ranger 16, Crusader

    12/Mage 12, Druid 9/Fighter 14, Druid 9/Fighter 14/Mage 12, Druid 9/Ranger 16, Druid 14/Mage 12,

    Fighter 14/Mage 12, Fighter 14/Thief 12, Fighter 14/Mage 12/Thief 12, Mage 12/Thief 12, Minister

    14/Fighter 14, Minister 14/Fighter 14/Mage 12, Minister 14/Ranger 16, Minister 14/Mage 12.

    Infravision 60 ft

    Elven Resistance: Half-elves have a 30% resistance to sleep and charm spells. This is in addition to

    any saving throws the spells require.

    Keen Senses: When passing within 10 ft of a secret or obscured door they automatically get a 1 in 6chance of noticing it. If they actively search for the door, they have a 1 in 3 chance to find a secret

    door and a 1 in 2 chance to find an obscured door.

    Languages: Half-Elves gain the languages of the race of one of their parents. In addition they gain 1

    additional language of their choice. This final language is not restricted based on the race of their

    parents.

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    Halflings

    Halfling Traits

    Ability Score Requirements: Str 7/18; Dex 7/18; Con 10/18; Int 6/18; Wis 3/17; Cha 3/18

    Ability Score Adjustment: Dex +1 Str -1

    Classes: Cleric 8, Fighter 9, Minister 8, Thief 15, Fighter 9/Thief 15

    Magic Resistance: Halflings receive a bonus to saving throws from magical attacks from wands,

    staves, rods and spells based on their Con score. See Table 9. However when they use magic items

    not suited to their class they have a 20% chance to not work unless the item is a weapon, shield,

    armor, illusionist items or thieves items if the gnome is a thief in which case it just works.

    Poison Resistance: Halflings receive a bonus to saving throws from poison based on their Con score.

    See Table 2-1

    Halfling Weapon Training: +1 attack rolls with slings and thrown weapons.

    Extraodinary Stealth: When a halfling is 90 ft away from any non-elven or halfling allies and he and

    his elven and halfling allies aren't wearing metal armour enemies receive a -4 penalty to theirsurprise rolls. This is reduced to -2 if a door must be opened.

    Hairfeet Halflings

    Hairfeet Halflings, also known as lightfoot halflings, are generally around 4' tall and weigh about 80

    lbs. Their skin colourings range from light pink to slightly red to bronze while the colour of their hair

    is normally brown or black. Their hair is cut short with facial hair quite rare.

    Projecting a pleasant and mirthful demeanor,

    this can sometimes be a cover to elicit

    information or beneficial agreements frompeople. They enjoy wealth and the power it

    brings, Lightfoot halflings often become

    collectors of items such as rare books, weapons

    or artifacts from ancient cultures.

    Hairfeet halflings typically wander across Faerun,

    they do occasionally form their own

    neighborhoods within cities of other races. That

    said, they can be found in the Halfling nation

    Luiren.

    Languages: Hairfeet halflings begin play speaking

    either Luiric or Chondathan in addition to the

    Trade Tongue.

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    Stout Halflings

    Stout halflings are more martially inclined then

    Lightfoot Halflings and are much more

    regimented and organized. They live in various

    settlements such as the nation of Luiren and the

    city of Esmeltaran in eastern Amn. Unlike

    lightfoot halflings, strongheart halflings are much

    less nomadic.

    Full Blooded Stout: If the halfling is a stout

    halfling they have Infravision 60ft and a 3 in 4

    chance to detect if a passage has an up or down

    grade. They also have a 1 in 2 chance of

    determining their direction.

    Half Blooded Stout: If the halfling has partial

    stout heritage they have Infravision 30 ft and a 3

    in 4 chance to detect if a passage has an up or

    down grade. They also have a 1 in 2 chance of

    determining their direction.

    Languages: Strongheart halflings begin play

    speaking either Luiric or Chondathan in addition to the Trade Tongue.

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    HumansHumans are among the most numerous races in recent times, with them overshadowing many of

    the other races. Unlike other races, besides appearance and attitude, there isn't much difference

    between the ethnicities of human.

    Human Traits

    Ability Score Requirements: None

    Ability Score Adjustment: None

    Classes: Bard 20+, Cleric 20+, Crusader 20+, Druid 20+, Fighter20+, Minister 20+, Monk 20+, Ranger

    20+, Shaman 20+, Thief 20+, Wizard 20+, Dual-Class

    Language: See the subrace.

    Arkaiun

    Arkaiun are typically short and swarthy with either black or dark brown hair. They primarily live in

    Dambrath, but can also be found in Halruaa and Shaar where they live nomadic lives.

    Languages: Arkaiun begin play speaking Dambrathan and the Trade Tongue.

    Bedine

    Bedine have brown skin, brown eyes and either black or brown hair. They are a nomadic people with

    a brutal but pragmatic outlook on life. Despite this, they will help a stranger in trouble and happily

    trade with merchants who come to their land.

    Bedine live a nomadic life in the Anauroch Desert. Those Bedine found outside of the desert are

    most likely exiles.

    Languages: Bedine begin play speaking Midani and the Trade Tongue.

    Calishite

    Calishite, sometimes called Calimite as a derogatory name, usually have dusky brown skin with

    brown eyes and hair. They are a bit shorter and slimmer then the average human.

    Descended from slave stock brought to Toril by genies, Calishite typically look down upon other

    humans, particularly those of the north who they view as short lived barbarians. Despite this they

    are quite happy to trade with anyone.

    They make up the majority of the population in the Border Kingdoms, the cities surrounding the Lake

    of Steam, Nelanther Isles and Calimshan. They are also a major ethnic group in Amn and Tethyr,

    while a minority in Lapaliia and Shaar.

    Languages: Calashite begin play speaking Alzhedo and the Trade Tongue.

    Chondathan

    Chondathans have tawny skin with brown hair and either green or brown eyes. Somewhat slender

    they also tend to be tall among humans.

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    Chondathans make up most of the population in Aglarond, Altumbel, Chondath, Cormyr, the

    southern Dalelands, the Dragon Coast, the Great Dale, Hlondeth, the northern shore of Vilhon

    Reach, the Pirate Isles in the Sea of Fallen Stars, Sembia and Sespech.

    Languages: Chondathan begin play speaking either Aglarondan or Chondathan in addition to the

    Trade Tongue.

    Chultan

    Chultan are a tribal people native to the jungles of the Chultan Peninsular. They live primitive lives,

    lacking the knowledge in working metal and instead primarily relying on stone age technology.

    Languages: Chultans begin play speaking Chultan and the trade tongue.

    Damaran

    Damarans are of average height and build for humans, with their complexion ranging from light

    brown to fair. A proud and stubborn people they are an amagalmation of the Nars, Rashemi andSossrims, transforming them into their own ethnicity. In modern times they inhabit Aglarond,

    Damara, Impiltur and Thesk.

    Languages: Damaran begin play speaking Damaran and the Trade Tongue.

    Durpari

    Durpari are a short and swarthy group. They can be found in a majority within Durpar, Estagund and

    Var the Golden. However there are also sizable minorities of Durpari in Mulhorand, Murghom,

    Semphar and Shaar.

    Languages: Durpari begin play speaking Durpari and the Trade Tongue.

    Halruaan

    The Halruaan people are native to the magical nation of Halruaa. Living primarily in small towns and

    villages with a few congregating in cities. Halruaan life is filled with magic in all parts of their life

    from both the mandane to the fantastical.

    Languages: Halruaan begin play speaking Halruaan and the Trade Tongue.

    Illuskan

    Illuskan, also known as northlanders, are tall, fair skinned and mostly have blue or grey eyes. Theirhair ranges in colour from blonde, red and brown with those on the Swordcoast typically having

    black hair as a result of breeding with the Netherese humans.

    They make up the majority in the northern portion of the Swordcoast, the Trackless Sea, the

    Dessarin River Valley and the Uthgardt tribes.

    Languages: Illuskan begin play speaking Illuskan and the Trade Tongue.

    Lantanna

    The Lantanna people live on the Lantan islands off the western coast. Lantanna have large green

    eyes, copper hair and fair skin.

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    Languages: Lantanna begin play speaking Lantanese and the Trade Tongue.

    Mulan

    Mulan society is typically split into castes with slavery quite common. Furthermore Mulan typically

    look down upon the Turami and Rashemi .

    First brought to Toril from another world by the Imaskar Empire, the Mulan can be found in

    Chessenta, Mulhorand, Murghom, Rashemen, Semphar, Shaar, Thesk and Unther. Furthermore

    they're the ruling caste in Thay while there is a sizable population of Mulan in Chessenta.

    Languages: Mulan begin play speaking either Chessentan, Mulhorandi or Untheric in addition to the

    Trade Tongue.

    Rashemi

    Rashemi are quite short but well-muscled on average. They have a darker complexion, black hair and

    black eyes. They are the majority within Rashemen and Thay while also inhabiting Aglarondan.

    Languages: Rashemi begin play speaking Rashemi and the Trade Tongue.

    Raumviran

    Raumviran are taller than Rashemi, but are still considered short and stocky among other races.

    They have dark eyes and black hair but have a lighter complexion.

    Most Raumviran can be found around the Lake of Mists, although they do have a sizable population

    in Rashemen which they founded.

    Languages: Raumviran begin play speaking Raumvira and the Trade Tongue.

    Shou

    Shou are from the Shou Lung Empire to the far east. They have a yellowish-bronze complexion, with

    black hair and broad, flat features. Within faerun the shou can be found in Thesk, Phsant, Telflamm,

    Marsember and Westgate in their own districts where a large number of them live.

    Languages: Shou begin play speaking Shou Chiang and the Trade Tongue.

    Tashalan

    Tashalan are a people native to the Chultan peninsular, living in a far corner of it in the city-state of

    Tashluta. The mountains in the region are rich in gold and iron, making the tashalan people quite

    rich as merchants dominate their society.

    Languages: Tashalan begin play speaking Tashalan and the Trade Tongue.

    Tethyrian

    Tethyrians vary widely in the appearance with their hair and eye colourings. They are most common

    in Tethyr and along the Sword Coast.

    Languages: Tethyrians begin play speaking either speaking Alzhedo or Chondathan in addition to the

    Trade Tongue.

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    Tuigan

    The Tuigan people live in a tribal society of the Endless Wastes to the east. They have yellowish-

    bronze skin with black hair and broad, flat features. They live a nomadic lifestyle, enjoying the hunt

    of snow beasts in the mountains. Outside of their lands they can be found in Semphar, Thay, Narfell

    and Rashemen.

    Languages: Tuigan begin play speaking Amaese, Eastern Imaskari, Naican, Oigun or Tuigan. In

    addition they also speak the Trade Tongue.

    Turami

    The Turami live in Unther and Turmish. A dark skinned people they have broad features and dark

    hair.

    Languages: Turami begin play speaking either Chessentan or Turmic in addition to the Trade Tongue.

    UlutiunThe Ulutiun live in the polar reaches of far north faerun with the Sea of Moving Ice. They're a short

    race with dark hair, broad features and light brown skin.

    Languages: Ulutiuns begin play speaking Ulutiu and the Trade Tongue.

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    Table 5-1 Bonus Hit Points

    Constitution Score Hit Point Modifier

    1 -3

    2-3 -2

    4-6 -1

    7-14 +0

    15 +1

    16 +2

    17 +2 (+3)*

    18 +2 (+4)*

    19 +2 (+5)*

    * The number in the brackets is only

    gained by fighters, paladins and rangers.

    4. Classes

    What follows are the details available to each of the different classes. The primary classes (along

    with the kits available to each class) are as follows:

    Bard: Bards are gifted oraters and performers with a touch of the arcane.

    Cleric: The holy priests of the gods, clerics are as widely varied as their deities.

    Crusader: Specialised priests of the deities of war, Crusaders defend the weak wherever

    they may need it.

    Druid: Druids are nature priests who serve the community by protecting them and their

    local environment from incursions and devestation.

    Fighter: Masters of battle, Fighters include Barbarians, Beserkers, Career Soldiers, Cavaliers,

    Gladiators and Peasant Heroes.

    Minister: Preaching to a community, ministers serve their local community in providingadvice in both divine and secular matters.

    Monk: Monks follow a much more scholarly path of the priesthood, living austere lives

    where they either live in remote monasteries or tend to small communities.

    Paladin: Holy warriors, paladins exemplify all the virtues of their deity and follow a much

    stricter code then those used by crusaders.

    Ranger: Experts in surviving in the wilderness, rangers are often loners and do not

    necessarily work well with others. Rangers include explorers and wardens.

    Shaman: Shamans are much more primitive priests, instead serving in nomadic or primitive

    tribes with no connection to an organised church.

    Thief: Skilled in sneaking and matters of questionable legality, thieves are expert explorers

    and spelunkers.

    Wizard: Wizards can be mere Mages or they may specialise in a particular school of magic.

    Specialists include the Illusionist, Abjurer, Conjurer, Transmuter, Enchanter, Diviner, Invoker

    and Necromancers.

    Common Class Features

    Hit Points

    When determining hit points you receive the number for

    your level from your class. If rolling a die, you can either

    roll it and record the number (rerolling 1s) or you may

    instead simply take the average (rounded up). Hit die

    averages are as follows:

    1d4 = 3

    1d6 = 4

    1d8 = 5

    1d10 = 6

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    In addition characters with an unusually high or unusually low constitution score receive a bonus or

    penalty to the number of hit points they receive each level. Note that the minimum number of hit

    points they can receive is always 1 HP per level. Refer to Table 5-1 for their hit point modifier.

    Ability Score Pre-requisites

    Each class has pre-requisites that the character must meet to be able to take levels in this class.

    Prime Requisite

    If a character has a 16 in all of the prime requisite ability scores then they receive a 10% bonus on

    experience they receive.

    Magical Items

    The magical items a character can use are restricted by their class with this section listing the ones

    they can use.

    Saving Throws and AttacksWhen you make a saving throw you must roll 1d20 (add any modifiers) and then lookup the DC on

    Table 5-1 to determine. If you meet or beat the DC in Table 5-1 you save. Otherwise you fail.

    Table 5-2 Saving Throws and Attacks

    Class Level

    Paralyze,

    Poison or

    Death Magic

    Rod,

    Staff or

    Wand

    Petrification

    or

    Polymorph

    Breath

    Weapon Spell

    Attacks /

    Round

    Clerics,

    Crusaders,Druids,

    Ministers,

    Monks and

    Shamans

    1-3 10 14 13 16 15 1 / round

    4-6 9 13 12 15 14 1 / round

    7-9 7 11 10 13 12 1 / round10-12 6 10 9 12 11 1 / round

    13-15 5 9 8 10 10 1 / round

    16-18 4 8 7 9 9 1 / round

    19+ 2 6 5 7 7 1 / round

    Bards and

    Thieves

    1-4 13 14 12 16 15 1 / round

    5-8 12 12 11 15 13 1 / round

    9-12 11 10 10 14 11 1 / round

    13-16 10 8 9 13 9 1 / round

    17-20 9 6 8 12 7 1 / round

    Fighter,

    Paladin

    and Ranger

    1-2 14 16 15 17 17 1 / round

    3-4 13 15 14 16 16 1 / round

    5-6 11 13 12 13 14 1 / round

    7-8 10 12 11 12 13 3 / 2 rounds

    9-10 8 10 9 9 11 3 / 2 rounds

    11-12 7 9 8 8 10 3 / 2 rounds

    13-14 5 7 6 5 8 2 / round

    15-16 4 6 5 4 7 2 / round

    17+ 3 5 4 4 6 2 / round

    Wizards

    1-5 14 11 13 15 12 1/ round

    6-10 13 9 11 13 10 1/ round

    11-15 11 7 9 11 8 1/ round16-20 10 5 7 9 6 1/ round

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    Table 5-3 Attribute Saving Throw Modifiers

    Ability

    Score

    Constitution Intelligence Wisdom

    System

    Shock

    Resurrection

    Survival

    Poison

    Save

    Illusion

    Immunity

    Magical

    Defense

    Spell

    Immunity

    1 25% 30% -2 - -6 -

    2 30% 35% -1 - -4 -

    3 35% 40% +0 - -3 -

    4 40% 45% +0 - -2 -5 45% 50% +0 - -1 -

    6 50% 55% +0 - -1 -

    7 55% 60% +0 - -1 -

    8 60% 65% +0 - 0 -

    9 65% 70% +0 - 0 -

    10 70% 75% +0 - 0 -

    11 75% 80% +0 - 0 -

    12 80% 85% +0 - 0 -

    13 85% 90% +0 - 0 -

    14 88% 92% +0 - 0 -

    15 90% 94% +0 - +1 -16 95% 96% +0 - +2 -

    17 97% 98% +0 - +3 -

    18 99% 100% +0 - +4 -

    19 99% 100% +1 1st level +4

    Cause fear, charm

    person, command,

    friends, hypnotism

    The number of attacks you get with a weapon is also shown in Table 5-1. This takes the notation of #

    / round if it is 3 / 2 rounds then you get 1 attack in the first round and 2 attacks in the second round.

    Characters can also receive bonuses or penalties to saving throws due to their ability scores. Table 5-

    3 shows what bonuses or penalties characters receive due to their constitution score.

    System Shock: This denotes the chance of survival when suffering from magical effects that age or

    reshape the body.

    Resurrection Survival: This denotes the chance of success when being brought back from the dead.

    Poison Save: This is a modifier to saving throws against poison.

    Illusion Immunity: This denotes what spell level illusions you automatically pass a saving throw

    against.

    Magical Defense: This is a modifier to saving throws against spells that target the mind such as

    charm, fear, hypnosis, illusions, etc.

    Spell Immunity: These spells automatically fail against someone with this wisdom score.

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    Table 5-2 Non-Proficiency Penalty

    Class Penalty Class Penalty

    Bard -3 Minister -3

    Cleric -3 Monk -3

    Crusader -3 Paladin -2Druid -3 Ranger -2

    Fighter -2 Shaman -3

    Wizard -5 Thief -3

    Table 5-3 Bonus Non-

    Weapon Proficiencies

    Intelligence

    Score

    Bonus

    NWP

    1 0

    2-8 +1

    9-11 +2

    12-13 +3

    14-15 +4

    16 +5

    17 +6

    18 +719 +8

    Weapons and Armour

    These are the types of weapons and armour you

    can use. However while you can use these

    weapons, you do get a penalty as described in

    Table 5-2 unless you spend weapon proficiencies

    on the individual weapon. The number of weapons

    you can be proficient in is determined by your class

    and level.

    If you are proficient with a weapon in one of the following categories, you halve the penalty for

    using other weapons in that category (rounding up). The categories are:

    Axes: Battle axe, Hand/throwing axe.

    Bows: Composite long bow, Composite short bow, Daikyu, Long bow, Short bow.

    Clubbing Weapons: Belaying pin, Club, Footman's mace, Horseman's mace, Morning star,

    Warhammer.

    Crossbows: Hand crossbow, Heavy crossbow, Light crossbow.

    Fencing Blades: Dagger/Dirk, Knife/Stiletto, Main-gauche, Rapier, Sabre.

    Flails: Footman's flail, Horseman's flail.

    Lances: Heavy horse lance, Light horse lance, Jousting lance, Medium horse lance.

    Long Blades: Bastard sword, Katana, Long sword, Scimitar, Two-handed sword.

    Medium Blades: Cutlass, Khopesh, Wakizashi.

    Picks: Footman's pick, Horseman's pick.

    Polearms: Awl pike, Bardiche, Bec de corbin, Bill-guisarme, Fauchard, Fauchard-fork, Glaive,

    Glaive-guisarme, Guisarme, Guisarme-voulge, Halberd, Hook fauchard, Lucern hammer,Mancatcher, Military fork, Naginata, Partisan, Ranseur, Spetum, Tetsubo, Voulge.

    Short Blades: Dagger/Dirk, Knife/Stiletto, Main-gauche, Short sword/Drusus.

    Slings: Sling, Staff Sling.

    Spears: Harpoon, Javelin, Long Spear, Spear, Trident.

    Whips: Scourge, Whip.

    Non-Weapon Proficiencies

    These determine what your class non-weapon proficiencies are for this

    character. You can take training in non-weapon proficiencies not on

    this list, however you must spend two points to become trained in

    these.

    Furthermore you gain a bonus number of non-weapon proficiencies

    depending on your Intelligence score. Check Table 5-3 for more details.

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    Alignment

    Some classes or kits have restrictions as to which alignments you can have. The different alignments

    are:

    Lawful Good: You uphold just laws and act for the better good of all whenever possible.

    Good: You recognise that the law is important but you do not place it above the good of all.

    You recognise there are times when the law may need to be ignored.

    Chaotic Good: You act for the better good at all, holding no regard for the law whatsoever.

    Lawful Neutral: You uphold the law and act in accordance with it. You care little for the good

    of all, instead concentrating on yourself and those you care for as long as you personally

    don't need to subjugate anyone.

    Neutral: You recognise that the law is important, but you do not place it above your personal

    comfort.

    Chaotic Neutral: You act for your own interest with little regard for the law.

    Lawful Evil: You follow the law, seeking to do what you wish while only holdding to the letterof the law rather than the spirit.

    Evil: You recognise that the law is important but you do not place it above your own

    interests. There is little that you aren't willing to do, although you'll try to abide by the law

    as much as you can.

    Chaotic Evil: You act for your own personal interest with little regard for the law or who you

    harm in the process.

    Followers

    Characters are capable of attracting followers. These are henchmen that are loyal to the character,

    although they must be treated well and cared for (often with pay) in order to retain them. The exact

    number and nature of these followers is determined by the DM when they're attained.

    Kits

    Kits belong to certain classes and add in extra abilities although only with a cost. Furthermore they

    often have pre-requisites you must meet. Multiclassed characters cannot have a kit, although dual-

    classed characters can choose a single kit over their career.

    Multiclassing

    At level 1 you can declare that you're multiclassing into multiple classes. You aren't able to take anykits as a multiclassed character. Which classes you can multiclass into are dependent on your race

    (note that humans are not able to multiclass). Once you've decided which classes you're

    multiclassing into you then start building your first level character.

    First Level

    To determine hit points you calculate your hitpoints for each class adding them all together and then

    divide by the number of classes you're taking the first level into. Afterwards you add your

    constitution modifier (getting the bonus granted to fighters, paladins and rangers if one of these are

    your class).

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    You obtain the most favourable THAC0 available to the classes you're taking levels in. You also gain

    the best of the saves in each category at each level.

    You are able to spend weapon proficiencies as your classes dictate, although note that if one of your

    classes is cleric then you're still limited to the weapons allowed by your god. Finally you can treat

    non-weapon proficiencies as class proficiencies if any of your classes grant them to you.

    You are able to wear any armour that your classes allow you to, although note that Wizards aren't

    able to cast spells when wearing armour. Thieves aren't able to use their special abilities in anything

    heavier then padded leather or elven chain. Druids aren't able to wear any armour that contains

    metal and rangers aren't able to use their special abilities if they're wearing anything heavier then

    studded leather.

    Finally you gain any of the class features available to each class unless that feature specifically says

    otherwise.

    Levelling Up

    As you obtain XP you must split it up evenly amongst the different classes you've taken levels in. If

    you meet the prime requisite for that class then you gain a 10% XP bonus for that portion of the XP.

    When you obtain a new level you keep the best saving throws and THAC0 for that level (only

    changing them if it would result in a better value). For HP you determine your HP and then divide it

    by the number of classes you have (rounding fractions down).

    Dual Classing

    Only humans are able to dual class. This involves taking a set number of levels in a particular classand then start taking levels in a different class, starting from level 1. In order to qualify for dual

    classing you must have a 15 or more in the prime requisites of your first class and then a 17 in the

    prime requisites of any future classes that you take.

    Once you start taking levels in a second class, you can't advance more in your original class.

    Furthermore you must be level 2 in your current class before switching. In order to gain XP in your

    new class you must refrain from using any special abilities, weapons not available to the new class,

    THAC0 or saving throws for the old class. The character is able to use these abilities, but if he does so

    he doesn't receive any XP for that encounter.

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    BardA musician, storyteller, court jester, travelling minstrel skald, war drummer or jack of all trades,

    bards live by their skill and also their limited arcane talent. Whether it's through using their skills for

    the benefit of others or to charm and delight audiences, bards are able to live by their skills and

    talents.

    What follows are the standard bard traits.

    Bard Traits

    Ability Score Pre-requisites: Dexterity 12, Intelligence 13, Charisma 15

    Prime Requisite: Dexterity, Charisma

    Allowed Races: Half-elf, Human

    Magical Items: Cloaks, Potions, Rings, Scrolls, Weapons, Priestly Items

    Weapons: All

    Armour: Leather, studded leather, padded leather, elven chain armour and chain mail.

    Level XP Hit Points THAC0

    Weapon

    Proficiencies

    Non-Weapon

    Proficiencies Class Features

    1 0 1d6 20 2 3

    Musical instrument, Bard

    Skills, Bardic

    Performance, Inspire

    Courage, Countersong,

    Bardic Knowledge

    2 2,250 2d6 20 2 3 Spells, Spellbook,

    3 4,500 3d6 19 2 3

    4 9,000 4d6 19 3 4

    5 18,000 5d6 18 3 4

    6 36,000 6d6 18 3 4

    7 75,000 7d6 17 3 4

    8 150,000 8d6 17 4 5

    9 300,000 9d6 16 4 5 Followers

    10 600,000 10d6 16 4 5 Use Scrolls

    11 900,000 10d6+2 15 4 5

    12 1,200,000 10d6+4 15 5 6

    13 1,500,000 10d6+6 14 5 6

    14 1,800,000 10d6+8 14 5 615 2,100,000 10d6+10 13 5 6

    16 2,400,000 10d6+12 13 6 7

    17 2,700,000 10d6+14 12 6 7

    18 3,000,000 10d6+16 12 6 7

    19 3,300,000 10d6+18 11 6 7

    20 3,600,000 10d6+20 11 7 8

    Musical Instrument

    Bards gain proficiency in a musical instrument as a free non-weapon proficiency.

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    Bard Skills

    Bards receive the ability to use skills in ways ordinarily outside of the realm of other classes. It

    doesn't mean they aren't able to do these things. It's just that bards are much better at them then

    members of other classes or are able to do things above and beyond what other classes can. Each

    bard starts with a base proficiency in a particular skill based on their race. See Table 5-2 for details.

    Table 5-2 Base Proficiency in Bard Skill

    Bard Skill Dwarf Elf Gnome Half-Elf Halfling Human

    Pick Pockets 15% 20% 15% 25% 25% 15%

    Detect Noise 15% 20% 25% 15% 15% 15%

    Climb Walls 50% 60% 45% 60% 60% 60%

    Read Languages -5% 0% 0% 0% 0% 0%

    Bards also receive a bonus or penalty depending on their dexterity score. See Table 5-3 for details.

    Table 5-3 Deterity Score Modifier on Bard Skills

    Dexterity Score Pick Pockets Detect Noise Climb Walls Read Languages

    9 -15% - - -

    10 -10% - - -

    11 -5% - - -

    12 - - - -

    13-15 - - - -

    16 - - - -

    17 5% - - -

    18 10% - - -

    19 15% - - -

    Finally bards receive a modifier depending on the armour they're wearing as detailed in Table 5-4.

    Table 5-4 Armour Modifier on Thief Skills

    Bard Skill

    No

    Armour

    Leather

    Armour

    Elven Chain

    Mail

    Chainmail Padded or

    Studded Leather

    Pick Pockets 5% - -20% -25% -30%

    Detect Noise - - -5% -10% -10%

    Climb Walls 10% - -20% -25% -30%

    Read Languages - - - - -

    At 1st level bards receive 20 points they can put into the skills (with 1 point = +1%). They can put the

    maximum number of points into a single skill as outlined in the main thief class feature table. At 2nd

    level and each level thereafter they can an additional 15 points. Note that while more than 95 points

    can be put into a single skill, a roll of 96-100 on a 1d100 is always a failure. Putting in more points

    above 95% can be used to counteract any penalties from dexterity or worn armour.

    A description of each of these skills is as follows. All uses of a skill fails if the bard rolls above his

    percentage.

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    Pick Pockets: A bard can attempt sleights of hand or to lift a small item from someone else's

    posession. If the bard fails and rolls high enough then he's caught in the attempt (DM has rules for

    determining being caught). As long as a bard isn't caught, he can reattempt the skill.

    Detect Noise: A bard can try to hear faint sounds that most other would miss. To do so he must have

    total silence in his immediate area. Sounds through thick doors will be distorted and unclear.

    Climb Walls: Although anyone can climb, a bard can do so on a smooth wall without climbing gear.

    Although while climbing a bard cannot fight or defend himself.

    Read Languages: A bard knows a smattering about various languages and can sometimes puzzle out

    their meaning without knowing how to read that language fluently. This skill can only have points

    put into it from 4th level onwards. Only a single roll can be made per document and it often won't

    reveal the full contents of the message. A failed attempt reveals nothing and cannot be remade until

    the next level.

    Bardic Performance

    When a bard performs in front of an audience that isn't in combat and he doesn't intend to attack

    immediately, he can shift their mood into either a positive or negative direction. The method used to

    do this will vary depending on the situation, but it could be a fiery speech, collection of jokes, a sad

    tale or a haunting melody. Everyone in the group makes a save vs paralysation with a penalty of -1 at

    3rd level. This penalty increases every 3 levels thereafter (-2 at 6th, -3 at 9th, -4 at 12th, -5 at 15th

    and -6 at 18th). A failed save shifts their mood by 1 in a direction of the bard's choice while a

    successful save shifts it by 1 in the opposite direction.

    Inspire Courage

    A bard can spend 3 minutes giving an inspiring speech against a known enemy. The bonus can either

    grant a +1 bonus to attack rolls, +1 to saving throws or +2 to morale. This effect lasts for 1 minute

    per bard level. The bard can affect an audience in a 10 foot area, increasing by +10 feet per bard

    level above 1. This cannot be used on people who are currently engaged in combat.

    Countersong

    A bard is able to sing or recite while admidst combat to stop a spell from working that involves

    explanations, commands or suggestions. The bard makes a saving throw vs spell and a success

    means anyone within 30 feet is immune to the spell. If he is struck or the saving throw fails before

    the enemy caster finishes casting the spell then the countersong stops. Otherwise a bard can

    continue the countersong for the rest of the combat, countering any spells that involve explanations,

    commands or suggestions. If a bard's countersong stops then he cannot restart it for that combat.

    Bardic Knowledge

    A bard gains the reading/writing proficiency for free and also know their area's local history as a free

    non weapon proficiency. A bard has a 5% chance of identifying a magic item. This chance increases

    by 5% for each bard level above 1.

    Spells

    At 2nd level Bards are able to cast arcane spells much like a wizard. The spells they know are kept

    within their spellbook which they must study after 8 hours of sleep (these need not be consecutive)taking 10 minutes per spell level to memorise a single spell. The number of spells a bard is able to

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    memorise per day is given below on the table. If a bard doesn't cast the spell, then it remains

    prepared, even across multiple days. It's also important to note that a single spell can be memorised

    multiple times (each time taking up a portion of the bard's spells for the day). Bards with a high

    intelligence score receive bonus spells that increases the number of spells they can cast each day.

    See Table 5-3 for details.

    Bard

    Level

    Casting

    Level

    Spell Level

    1 2 3 4 5 6

    1 1 - - - - - -

    2 2 1 - - - - -

    3 3 2 - - - - -

    4 4 2 1 - - - -

    5 5 3 1 - - - -

    6 6 3 2 - - - -

    7 7 3 2 1 - - -

    8 8 3 3 1 - - -

    9 9 3 3 2 - - -

    10 10 3 3 2 1 - -

    11 11 3 3 3 1 - -

    12 12 3 3 3 2 - -

    13 13 3 3 3 2 1 -

    14 14 3 3 3 3 1 -

    15 15 3 3 3 3 2 -

    16 16 4 3 3 3 2 1

    17 17 4 4 3 3 3 1

    18 18 4 4 4 3 3 2

    19 19 4 4 4 4 3 220 20 4 4 4 4 4 3

    Finally bards are unable to cast spells while wearing armour as it restricts their movement. A bard's

    intelligence score will determine what level spells he can cast with people that have an intelligence

    score of 8 or lower simply being unable to cast spells.

    Spellbook

    At 2nd level a bard is able to write a single spell into his spellbook. This book contains all of the spells

    he knows. A bard must come across spells from either scrolls or other spellbooks in order to copy

    them into his spellbook.

    To copy a spell into his spellbook, a bard must roll a percentile chance with his intelligence score

    determining what number he must roll under. See Table 5-3 for the exact percentage. If a bard rolls

    under this percentage, he successfully copies the spell into his spellbook. If he rolls above it then he

    fails. He cannot try to learn that spell again until he goes up in a level.

    A bard is limited to the number of spells he can learn for each spell level. Table 5-3 shows how many

    spells for each spell level he can learn. If a bard reaches his maximum he cannot unlearn one of his

    current spells to learn a new one. He is simply unable to learn any more spells of that level.

    Followers

    At 9th level a bard, as long as he has a stronghold, automatically attract followers. These soldiers,having heard of the bard, come for the chance to fight for the bard. They are loyal as long as they are

    Table 5-3 Intelligence Score Modifiers

    Intelligence

    Score

    Max Spell

    Level

    Chance to

    Learn Spell

    Max # of

    Spells/Level

    1-8 - - -

    9 4th 35% 6

    10 5th 40% 7

    11 5th 45% 7

    12 6th 50% 7

    13 6th 55% 9

    14 6th 60% 9

    15 6th 65% 11

    16 6th 70% 11

    17 6th 75% 14

    18 6th 85% 18

    19 6th 95% Unlimited

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    well-treated, successful, and paid well. Abusive treatment or a disastrous campaign can lead to

    grumbling, desertion, and possibly mutiny. The DM has details on the followers.

    Use Scroll

    At 10th level a bard can use arcane and divine scrolls. However when he does so there is a 15%

    chance of misreading the scroll and causing a mishap. This mishap is often dangerous for the bard

    and his companions.

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    ClericClerics are the bread and butter of the churches. Making up the majority of priests within a

    particular church, clerics are what people first think of when they hear the word priest. The servants

    of a deity, clerics tend to those who worship their god, teaching them the wisdom of their god and

    helping them in their times of need.

    All clerics are different dependent on which deity they worship. Given there are over 150 different

    deities, with clerics for each one having unique powers granted to them by that god, to list details

    for all of the gods would require far too many pages. Instead what follows are the features that are

    common among all clerics. In order to learn what ones are unique to a particular god, tell the DM

    which god you wish to be a cleric of and you'll be given the details on the special powers that god

    grants you.

    What follows are the standard rules for clerics.

    Cleric TraitsPre-requisites: Dependent on deity.

    Level XP Hit Points THAC0

    Weapon

    Proficiencies

    Non-

    Weapon

    Proficiencies Class Features

    1 0 1d8 20 2 4 Spells, Specialist Powers

    2 2,000 2d8 20 2 4

    3 4,000 3d8 20 2 5

    4 8,000 4d8 18 3 5

    5 17,000 5d8 18 3 5

    6 35,000 6d8 18 3 6

    7 71,000 7d8 16 3 6

    8 142,000 8d8 16 4 6

    9 289,000 9d8 16 4 7

    10 578,000 9d8+2 14 4 7

    11 867,000 9d8+4 14 4 7

    12 1,156,000 9d8+6 14 5 8

    13 1,445,000 9d8+8 12 5 8

    14 1,734,000 9d8+10 12 5 8

    15 2,023,000 9d8+12 12 5 9

    16 2,312,000 9d8+14 10 6 9

    17 2,601,000 9d8+16 10 6 9

    18 2,890,000 9d8+18 10 6 10

    19 3,179,000 9d8+20 8 6 10

    20 3,468,000 9d8+22 8 7 10

    Spells

    Clerics are noteworthy in that like Paladins and other divine classes they receive spells directly from

    their deity. However in order to be granted these spells the Cleric must know the correct prayers. As

    such each cleric contains a prayer book that they've received from their senior clergymen. This

    prayer book is quite likely to be all that a cleric will ever see and that when they're in a senior

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    position they'll hand out copies to lower clergymen that have the exact same prayers contained

    within.

    However clerics who go out and travel across Faerun will come across far flung churches which will

    likely have their own prayers that the cleric doesn't know about. If he's able to obtain a copy of

    these prayers he can add them to his own prayer book and then cast those prayers in the future. The

    reason for different churches having different prayers is that prayers are contained within books

    which are likely to be damaged over time due to age, the elements and even mistakes made in the

    copying process. As time passes the prayers become lost at a particular church, perhaps known only

    in old tales and records which make reference to the prayer, but fail to say what rituals are required

    to cast the prayer. As such churches will often send it's clergy out into old ruins in the hope of

    recovering ancient prayers lost from the passage of time.

    The table below details how many prayers will be answered by their deity on any given day. A cleric

    must study their prayer book after sleeping for 8 hours (these need not be consecutive). It takes 10

    minutes per spell level to memorise a single prayer. If a cleric doesn't utter the prayer and cast the

    spell then this prayer remains prepared, even across multiple days. It's also important to note that a

    single prayer can be memorised multiple times (each time taking up a portion of the cleric's spells

    for the day). Clerics with a high wisdom score receive bonus spells that increases the number of

    spells they can cast each day. Furthermore there is a chance of spell failure unless they have a high

    wisdom score. See Table 5-3 for details.

    Cleric

    Level

    Casting

    Level

    Spell Level

    1 2 3 4 5 6* 7**

    1 1 1 - - - - - -

    2 2 2 - - - - - -3 3 2 1 - - - - -

    4 4 3 2 - - - - -

    5 5 3 3 1 - - - -

    6 6 3 3 2 - - - -

    7 7 3 3 2 1 - - -

    8 8 3 3 3 2 - - -

    9 9 4 4 3 2 1 - -

    10 10 4 4 3 3 2 - -

    11 11 5 4 4 3 2 1 -

    12 12 6 5 5 3 2 2 -

    13 13 6 6 6 4 2 2 -14 14 6 6 6 5 3 2 1

    15 15 6 6 6 6 4 2 1

    16 16 7 7 7 6 4 3 1

    17 17 7 7 7 7 5 3 2

    18 18 8 8 8 8 6 4 2

    19 19 9 8 8 8 6 4 2

    20 20 9 9 9 8 7 5 2

    * Usable by priests with 17 or greater Wisdom only.

    ** Usable by priests with 18 or greater Wisdom only.

    Table 5-3 Wisdom Score Modifiers

    WisdomScore Spell FailureChance Level ofBonus Spell

    1 80% None

    2 60% None

    3 50% None

    4 45% None

    5 40% None

    6 35% None

    7 30% None

    8 25% None

    9 20% None

    10 15% None11 10% None

    12 5% None

    13-14 0% 1st

    15-16 0% 2nd

    17 0% 3rd

    18 0% 4th

    19 0% 1st, 3rd

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    CrusaderCrusaders comprise the more militant wing of the church. Not all churches have crusaders, but those

    who do have their crusaders stand at the forefront of any battle that affects the church. They

    organise themselves into militant wings with their temples heavily fortified against attack.

    What follows are the standard rules for crusaders.

    Crusader Traits

    Ability Score Pre-requisites: Strength 12, Wisdom 9, Charisma 12

    Prime Requisite: Strength, Wisdom

    Allowed Races: Dwarf, Elf, Half-Elf, Human

    Alignment: LE, LN, LG, CE,CE, CN, CG (deity may offer further restrictions)

    Magical Items: Armour,Potions, Rings, Scrolls, Shields, Weapons, Priestly Items

    Weapons: All

    Armour: All

    Level XP Hit Points THAC0

    Weapon

    Proficiencies

    Non-

    Weapon

    Proficiencies Class Features

    1 0 1d8 20 2 4 Spells

    2 2,000 2d8 19 2 4

    3 4,000 3d8 18 2 5 Lighten Load

    4 8,000 4d8 17 3 5

    5 17,000 5d8 16 3 5

    6 35,000 6d8 15 3 6

    7 71,000 7d8 14 3 6 Easy March8 142,000 8d8 13 4 6 Followers

    9 289,000 9d8 12 4 7 Build Stronghold

    10 578,000 9d8+2 11 4 7

    11 867,000 9d8+4 10 4 7

    12 1,156,000 9d8+6 9 5 8

    13 1,445,000 9d8+8 8 5 8

    14 1,734,000 9d8+10 7 5 8

    15 2,023,000 9d8+12 6 5 9

    16 2,312,000 9d8+14 5 6 9

    17 2,601,000 9d8+16 4 6 9

    18 2,890,000 9d8+18 3 6 10

    19 3,179,000 9d8+20 2 6 10

    20 3,468,000 9d8+22 1 7 10

    Spells

    Crusaders are noteworthy in that like clerics and other divine classes they receive spells directly from

    their deity. However in order to be granted these spells the Crusader must know the correct prayers.

    As such each crusader owns a prayer book that they've received from their senior clergymen. This

    prayer book is quite likely to be all that a crusader will ever see and that when they're in a senior

    position they'll hand out copies to lower clergymen that have the exact same prayers contained

    within.

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    However crusaders who go out and travel across Faerun will come across far flung churches which

    will likely have their own prayers that the cleric doesn't know about. If he's able to obtain a copy of

    these prayers he can add them to his own prayer book and then cast those prayers in the future. The

    reason for different churches having different prayers is that prayers are contained within books

    which are likely to be damaged over time due to age, the elements and even mistakes made in the

    copying process. As time passes the prayers become lost at a particular church, perhaps known only

    in old tales and records which make reference to the prayer, but fail to say what rituals are required

    to cast the prayer. As such churches will often send it's clergy out into old ruins in the hope of

    recovering ancient prayers lost from the passage of time.

    The table below details how many prayers will be answered by their deity on any given day. A cleric

    must study their prayer book after sleeping for 8 hours (these need not be consecutive). It takes 10

    minutes per spell level to memorise a single prayer. If a cleric doesn't utter the prayer and cast the

    spell then this prayer remains prepared, even across multiple days. It's also important to note that a

    single prayer can be memorised multiple times (each time taking up a portion of the cleric's spells

    for the day). Crusaders with a high wisdom score receive bonus spells that increases the number of

    spells they can cast each day. Furthermore there is a chance of spell failure unless they have a high

    wisdom score. See Table 5-3 for details.

    Crusader

    Level

    Casting

    Level

    Spell Level

    1 2 3 4 5 6* 7**

    1 1 1 - - - - - -

    2 2 2 - - - - - -

    3 3 2 1 - - - - -

    4 4 3 2 - - - - -

    5 5 3 3 1 - - - -6 6 3 3 2 - - - -

    7 7 3 3 2 1 - - -

    8 8 3 3 3 2 - - -

    9 9 4 4 3 2 1 - -

    10 10 4 4 3 3 2 - -

    11 11 5 4 4 3 2 1 -

    12 12 6 5 5 3 2 2 -

    13 13 6 6 6 4 2 2 -

    14 14 6 6 6 5 3 2 1

    15 15 6 6 6 6 4 2 1

    16 16 7 7 7 6 4 3 1

    17 17 7 7 7 7 5 3 2

    18 18 8 8 8 8 6 4 2

    19 19 9 8 8 8 6 4 2

    20 20 9 9 9 8 7 5 2

    * Usable by priests with 17 or greater Wisdom only.

    ** Usable by priests with 18 or greater Wisdom only.

    Lighten Load

    At 3rd level a crusader gains the ability to cast lighten load once a day without using any spell slots.

    This spell effectively halves the weight of equipment and gear for all party members for a day.

    Table 5-3 Wisdom Score Modifiers

    Wisdom

    Score

    Spell Failure

    Chance

    Level of

    Bonus Spell

    1 80% None

    2 60% None3 50% None

    4 45% None

    5 40% None

    6 35% None

    7 30% None

    8 25% None

    9 20% None

    10 15% None

    11 10% None

    12 5% None

    13-14 0% 1st15-16 0% 2nd

    17 0% 3rd

    18 0% 4th

    19 0% 1st, 3rd

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    Easy March

    At 7th level a crusader gains the ability to cast easy march twice in a ten-day, which basically allows

    the party to force march without suffering the fatigue penalties.

    Followers

    When a crusader attains 8th level, he automatically attract followers. These soldiers, having heard ofthe crusader, come for the chance to fight for that crusader's cause. They are loyal as long as they

    are well-treated, successful, and paid well. Abusive treatment or a disastrous campaign can lead to

    grumbling, desertion, and possibly mutiny.

    Stronghold

    At 9th level a crusader gains official sanction from his church to create a religious stronghold or

    fortified temple. The church pays for half the cost of constructing this stronghold.

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    DruidDruids are nature based priests who are ordained and recognised members of the church. Only

    certain deities accept druids which are Baervan Wildwanderer, Chauntea, Deep Sashelas, Deep

    Duerra, Eldath, Emmanstiensien, Fenmarel Mestarine, Hanali Celanil, Istishia, Lliira, Mielikki,

    Nobanion, Rillifane Rallathil, Sarula Iliene, Sheela Peryroyl, Shiallia and Silvanus

    What follows are the standard rules for druids.

    Druid Traits

    Ability Score Pre-requisites: Varies

    Prime Requisite: Wisdom, Charisma

    Allowed Races: Varies

    Magical Items: Armour,Potions, Rings, Scrolls, Shields, Weapons, Priestly Items

    Weapons: Club, Dagger, Dart, Scimitar, Sickle, Sling, Spear, Staff

    Armour: Armours with no metal components.

    Level XP Hit Points THAC0

    Weapon

    Proficiencies

    Non-

    Weapon

    Proficiencies Class Features

    1 0 1d8 20 2 4

    Spells, Envrionment,

    Elemental Resistance,

    Secret Language

    2 2,000 2d8 20 2 4

    3 4,000 3d8 20 2 5 Bonus Language

    4 7,500 4d8 18 3 5

    5 12,500 5d8 18 3 56 20,000 6d8 18 3 6

    7 35,000 7d8 16 3 6 Shapechange

    8 60,000 8d8 16 4 6

    9 90,000 9d8 16 4 7

    10 125,000 9d8+2 14 4 7

    11 200,000 9d8+4 14 4 7

    12 300,000 9d8+6 14 5 8 Druid Title

    13 750,000 9d8+8 12 5 8 Archdruid

    14 1,500,000 9d8+10 12 5 8 Great Druid

    15 3,000,000 9d8+12 12 5 9 Grand Druid

    16 3,500,000 9d8+14 10 6 9

    Hierophant Druid,

    Immortality

    17 4,000,000 9d8+16 10 6 9

    Hibernation, Elemental

    Travel (Earth)

    18 4,500,000 9d8+18 10 6 10 Elemental Travel (Fire)

    19 5,000,000 9d8+20 8 6 10

    Elemental Travel

    (Water)

    20 5,500,000 9d8+22 8 7 10 Elemental Travel (Air)

    Spells

    Druids are noteworthy in that like Clerics and other divine classes they receive spells directly from

    their deity. However in order to be granted these spells the Cleric must know the correct prayers. As

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    such each cleric contains a prayer book that they've received from a senior clergymen. This prayer

    book is quite likely to be all that a cleric will ever see and that when they're in a senior position

    they'll hand out copies to lower clergymen that have the exact same prayers contained within.

    The table below details how many prayers will be answered by their deity on any given day. A cleric

    must study their prayer book after sleeping for 8 hours (these need not be consecutive). It takes 10

    minutes per spell level to memorise a single prayer. If a cleric doesn't utter the prayer and cast the

    spell then this prayer remains prepared, even across multiple days. It's also important to note that a

    single prayer can be memorised multiple times (each time taking up a portion of the cleric's spells

    for the day). Clerics with a high wisdom score receive bonus spells that increases the number of

    spells they can cast each day. Furthermore there is a chance of spell failure unless they have a high

    wisdom score. See Table 5-3 for details.

    Druid

    Level

    Casting

    Level

    Spell Level

    1 2 3 4 5 6* 7**

    1 1 1 - - - - - -2 2 2 - - - - - -

    3 3 2 1 - - - - -

    4 4 3 2 - - - - -

    5 5 3 3 1 - - - -

    6 6 3 3 2 - - - -

    7 7 3 3 2 1 - - -

    8 8 3 3 3 2 - - -

    9 9 4 4 3 2 1 - -

    10 10 4 4 3 3 2 - -

    11 11 5 4 4 3 2 1 -

    12 12 6 5 5 3 2 2 -

    13 13 6 6 6 4 2 2 -

    14 14 6 6 6 5 3 2 1

    15-20 15 6 6 6 6 4 2 1

    * Usable by priests with 17 or greater Wisdom only.

    ** Usable by priests with 18 or greater Wisdom only.

    Environment

    Druids receive different abilities depending on the environment they're stationed to.

    Arctic Druid

    Arctic druids are stationed in areas covered year round by ice and snow. Examples include the Great

    Glacier, the High Ice and Icewind Dale

    Ability Score Pre-requisites: Wisdom 12, Constitution 13, Charisma 15

    Races Allowed: Arctic Dwarves, Humans, Half-Elves

    Non-Weapon Proficiency Pre-Requisites: Fire Building, Weather Sense, Survival

    Benefits:

    +2 bonus to saving throws vs cold attacks.

    -1 penalty to attack rolls, saving throws and ability checks when in environments that are

    above 26 degrees celcius.

    Table 5-3 Wisdom Score Modifiers

    Wisdom

    Score

    Spell Failure

    Chance

    Level of

    Bonus Spell

    1 80% None

    2 60% None

    3 50% None

    4 45% None

    5 40% None

    6 35% None

    7 30% None

    8 25% None

    9 20% None10 15% None

    11 10% None

    12 5% None

    13-14 0% 1st

    15-16 0% 2nd

    17 0% 3rd

    18 0% 4th

    19 0% 1st, 3rd

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    At 3rd level arctic druids start to receive bonus languages. These are taken from: Aragrakh,

    Ettin, Jotunise, Kurit, Sossal, Uluik

    At 3rd level arctic druids ignore the effects of freezing weather.

    At 3rd level arctic druids can identify arctic plants, animals and thin ice perfectly.

    At 3rd level arctic druids can pass over ice and snow without leaving a trail and at full

    movement.

    At 7th level arctic druids can shape change into a land mammal, marine mammal or bird.

    The animals they can change into are those native to arctic and subarctic climates. Examples

    include: caribou, penguins, polar bears, seals, reindeer, snowy owl, wolves and wolverines.

    Desert Druid

    Desert druids are stationed in arid areas that have little water and vegetation. Examples include

    Anauroch, Calim Desert and the Plains of Purple Dust.

    Ability Score Pre-requisites: Wisdom 12, Constitution 12, Charisma 15

    Races Allowed: HumansNon-Weapon Proficiency Pre-Requisites: Direction Sense, Weather Sense, Survival

    Benefits:

    +2 bonus to saving throws vs fire and electric attacks.

    Can go for 1 day per druid level without water.

    At 3rd level desert druids start to receive bonus languages. These are taken from: Aragrakh,

    Alzhedo, Durpari, Midani, Nrizkt, Sphinx

    At 3rd level desert druids can identify desert plants, animals and pure water perfectly.

    At 3rd level desert druids can automatically see through nonmagical mirages and gain a +4

    bonus on saving throws against illusions. At 3rd level desert druids can pass through the desert without leaving a trail.

    At 3rd level desert druids can sense the distance, direction and size of the nearest water if

    it's within a 3 mile radius. This radius increases by 1 mile for every druid level above 3rd.

    At 7th level desert druids can shape change into a mammal, reptile or bird. The animals they

    can change into are those native to the Underdark. Examples include: camels, eagles, hawks,

    lizards, mice, rats, snakes and vultures.

    Forest Druid

    Gray druids live in one of the vast forests of Faerun. Examples include the King's Forest, Gray Forest,

    Hullack Forest and the Winterwood.Ability Score Pre-requisites: Wisdom 12, Charisma 15

    Races Allowed: Elves,Humans, Half-Elf

    Non-Weapon Proficiency Pre-Requisites: None

    Benefits:

    Forest druids receive +2 bonus to saving throws vs fire and electric attacks.

    At 3rd level forest druids start to receive bonus languages. These are taken from: Aquan,

    Aragrakh, Elven, Gnim, Jotunhaug, Sylvan

    At 3rd level forest druids can identify forest plants, animals and pure water perfectly.

    At 3rd level can move through underbrush at their full speed without leaving a trail.

    At 3rd level forest druids are immune to poison ivy, poison oak and similar irritants.

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    At 7th level forest druids are immune to charm spells cast by woodland creatures.

    At 7th level forest druids can shape change into a bird, mammaml or reptile. The animals

    they can change into are those native to forests. Examples include: bears, birds, lizards.

    Gray Druid

    Gray druids live in the Underdark.

    Ability Score Pre-requisites: Wisdom 12, Charisma 15

    Races Allowed: Humans

    Non-Weapon Proficiency Pre-Requisites: Direction Sense, Herbalism, Blind-Fighting

    Benefits:

    Gray druid spells that affect animals, only affect those native to the Underdark.

    Gray druids receive a -2 penalty on saving throws against light spells.

    At 3rd level gray druids start to receive bonus languages. These are taken from: Daraktan,

    Drow, Duergan, Ghukliak, Terran, Troglodyte

    At 3rd level gray druids can identify fungi, subterranean animals and pure water perfectly.

    At 7th level gray druids can control 7 HD worth of molds, oozes, puddings and slimes within

    a 30 foot area. They receive no saving throw and remain under the druids control while they

    remain within 30 feet. The control lasts for 10 minutes per druid level. The number of HD

    increases by 1 per druid level above level 7.

    At 7th level gray druids can shape change into a reptile, mammal or giant spider. The

    animals they can change into are those native to the Underdark. Examples include: giant

    spiders, mole badgers, tunnel snakes, etc.

    Jungle Druids

    Jungle druids live in the temperate jungles of Toril. Examples are the Jungles of Chult.

    Ability Score Pre-requisites: Wisdom 12, Charisma 15

    Races Allowed: Humans

    Non-Weapon Proficiency Pre-Requisites: Healing, Herbalism

    Benefits:

    Jungle druids can move through jungles at full speed without leaving a trail.

    Jungle druids start to receive bonus languages at level 1 instead of level 3. These are taken

    from: Abyssal, Authalan, Celestial, Draconic, Sylvan, Tasloi, Yuan-ti

    At 3rd level jungle druids can identify jungle plants, animals and pure water perfectly.

    At 7th level jungle druids can shape change into a reptile, mammal or bird. The animals they

    can change into are those native to jungles.

    Secret Language

    Druids know how to speak a secret language known as Druidic.

    Bonus Language

    At 3rd level druids gain bonus languages, which are determined by their environment. A druid

    receives an additional language at 6th level, 9th level, 12th level, 15th level and 18th level.

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    Shapechange

    At 7th level druids gain the ability to transform into one of three different types of animal three

    times a day. Each type of animal may only be transformed into once a day and it must be an animal

    native to the druids environment. Details on the three different categories is dependent on the

    environment of the druid.

    Upon transforming as a standard action, the druid heals 10-60% of their damage. They gain the

    creature's characteristics: size, movement methods, armour class, number of attacks and the

    damage each attack deals. Any clothing the druid was wearing as well as a single item held in each of

    the druids hands transforms with the druid and only reappear when the druid transforms back into

    their natural form as a standard action.

    Druid Title

    At 12th level druids gain the official title of druid. They cannot advance to the next level until they

    perform a particular ritual necessary for that level. As soon as they gain enough XP to move up to

    the next level they stop receiving XP until the necessary ritual is carried out.

    Archdruid

    In order to reach 13th level a druid must defeat an archdruid in hand to hand combat or enter a

    vacant archdruid position. The rules for the combat are determined between the two druids. Upon

    attaining the archdruid title an archdruid receives followers which the DM has details on.

    As an archdruid it is possible to serve a grand druid. However an archdruid must be approached by

    the grand druid in order to serve him.

    Great Druid

    In order to reach 14th level an archdruid must defeat a great druid in hand to hand combat or enter

    a vacant great druid position. The rules for the combat are determined between the two druids.

    Grand Druid

    In order to reach 15th level a great druid must be chosen by a grand druid as his successor. It is a

    boring and thankless position and so gets replaced every few years when an appropriate great druid

    is found.

    A grand druid receives a bonus six spell levels that he can cast each day spontaneously. They can

    either be a single sixth level spell or a combination of lesser spells.

    Hierophant Druid

    In order to reach 16th level a grand druid must step down from his position, losing his bonus six spell

    levels that can be cast spontaneously. Instead he steps out of the druidic heirarchy and becomes

    interested in interplanar matters. A hierophant druid can now advance in additional levels without

    any further restrictions.

    Immortality

    At 16th level a hierophant druid becomes immune to all natural poisons and aging. He can also

    change his appearance at will with a height and weight change of up to 50% possible, mimicing any

    age or humanoid race the hierophant druid chooses.

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    Hibernation

    At 17th level a hierophant druid can go into hibernation where their body functions slow to such a

    degree that t


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