Classes

There are lots of choices to make. This class guide isn't written to give an in-depth explanation of the game mechanics regarding classes, but a general idea of what goes into playing a class. Take it at face value of course; these aren't rules, but guides.




Barbarian

The barbarian is made for fighting, but he's definitely more than just an uncivilized fighter. He comes with his own set of advantages and disadvantages. Even though you're clearly a combat oriented character, you can fill many different roles in an adventuring party. Your fighting ability makes you a suitable candidate for party leader, no matter where your group goes. Your strength also comes in handy for workaday tasks that are best performed at the front of the party, such as smashing down locked doors. On the other hand, your speed and perception skills can make you an effective scout. Or you might consider functioning as the group's rear guard, as your uncanny dodge ability lets you shake off surprise attacks and your speed lets you reach the front of the group quickly when the need arises. If you're prepared to do what your party needs, you'll quickly become invaluable to the group.


  • Hit Dice: D12.
  • Saves: Fortitude.
  • AB progression: +1 per level.
  • Skillpoints: 4 per level + Intelligence bonus.
  • Main Attributes: Strength, Constitution, Dexterity.
  • Proficiencies: All Simple and Martial Weapons, Medium armors and shields.
  • Class Features: Fast movement, Damage Reduction at higher levels, Barbarian Rage
  • Adjustments on Moonsea Adventures: to be determined.

Bard

A bard most often exercises his true strength through others. He also has abilities and spells that provide information, or that serve some other utilitarian function. Your spell selection greatly influences the contributions that you can make during an encounter, so it pays to choose spells that keep your options open. A good mix includes a few offensive spells (though not many are available to you), some defensive spells, and some miscellaneous spells for healing damage, boosting ability scores, and expanding your personal capabilities. With your skills, spells, class features, and combat ability, you can respond to an encounter in any number of ways. A quick analysis of the situation should help you choose the best option, so always think before you act.


  • Hit Dice: D6.
  • Saves: Will.
  • AB progression: +3 per 4 levels.
  • Skillpoints: 6 per level + Intelligence bonus.
  • Main Attributes: Charisma, Dexterity, Intelligence.
  • Proficiencies: All Simple and Martial Weapons, Medium armors and shields.
  • Class Features: Arcane spell casting, Bardic Lore, Bard Songs.
  • Adjustments on Moonsea Adventures: to be determined.

Cleric

The cleric has a bit of everything -- decent combat skills, a wide range of spells, the ability to wear armor, and a few special powers. As such, clerics can play many roles in an adventuring group. As a cleric, you have to make many of your most important decisions before an adventure begins. Your daily spell preparation has a big effect on how you play your character and what your party can expect to accomplish on any given day. Thanks to the wide selection of spells available to you, you can function as a detective (by loading up on divination spells), a medic (by loading up on healing spells), a combatant (by loading up on spells that enhance your fighting abilities), a ranged attacker (by loading up on combat spells), or a force multiplier (by loading up on spells that make your allies stronger). At higher levels, you may have enough spells available to fill two or more of these roles simultaneously. When you choose spells, it pays to know what your party expects from you. You are among your party's most versatile members, and quite possibly the only one who can stand between a fellow party member and an untimely death.


  • Hit Dice: D8.
  • Saves: Fortitude, Will.
  • AB progression: +1 per level.
  • Skillpoints: 2 per level + Intelligence bonus.
  • Main Attributes: Wisdom, Charisma.
  • Proficiencies: All simple weapons, armors, and shields.
  • Class Features: Divine spell casting, various domain abilities, ability to turn undead.
  • Adjustments on Moonsea Adventures: to be determined.

Druid

The druid's many abilities make for a versatile and powerful character who can excel in almost any surroundings. As a druid, you have to make many of your most important decisions before an adventure begins. Your daily spell preparation has a big effect on how you play your character and what your party can expect to accomplish on any given day. Many of your most effective spells work to best advantage only when you're outdoors in a natural setting. So if you're getting ready for an underground adventure or one in an urban setting, avoid spells such as entangle and call lightning. Keep in mind, however, that some of your spells can work well even when others don't. Your wild shape ability gives you considerable flexibility, and it pays to plan how best to use it before you actually need it.


  • Hit Dice: D8.
  • Saves: Fortitude.
  • AB progression: +3 per 4 levels.
  • Skillpoints: 4 per level + Intelligence bonus.
  • Main Attributes: Strength, Constitution, Dexterity.
  • Proficiencies: Druidic Weapons, medium armors and shields.
  • Class Features: Divine spell casting, animal forms, animal companions, animal empathy.
  • Adjustments on Moonsea Adventures: to be determined.

Fighter

At first glance, the fighter seems like the simplest character to play: a combat machine suitable for newcomers to the game and for players who lack the drive or imagination to create more complex characters. But first impressions often prove false, and though a fighter can certainly be easy to play, dismissing him as a dull character is definitely a mistake. A well-constructed fighter, played with zeal and presence of mind, is a satisfying character and an indispensable member of any adventuring party. A fighter's natural place in an adventuring party is the front rank, because he has to be able to place himself between his more vulnerable compatriots and the enemy. In like manner, many successful encounters begin when the party fighter kicks in a door and charges into battle. Simply because of this front-line placement, a fighter often bears the onus of party leadership. But that leadership should have a cerebral element as well. Because of his place in the front rank, the fighter is in a good position to decide where the party should go, so it pays for him to think about the group's next move.


  • Hit Dice: D10.
  • Saves: Fortitude.
  • AB progression: +1 per level.
  • Skillpoints: 2 per level + Intelligence bonus.
  • Main Attributes: Strength, Constitution, Dexterity.
  • Proficiencies: All simple and martial weapons, armors and shields.
  • Class Features: Multiple Bonus Feats.
  • Adjustments on Moonsea Adventures: to be determined.

Monk

To most people, the monk is simply a fighting character whose whole body serves as a weapon. But a well-played monk also adds a touch of the exotic and the mysterious to a campaign. In addition, the monk is among the most versatile characters in the game and can fill a variety of roles in an adventuring party. Despite your lawful nature, you're very flexible, so you can fill many different roles in a party. You can fight well enough to stand in the front line and carry the battle to the enemy, and your speed makes you a natural for rescuing allies who have gotten into trouble. You can cover a lot of ground in a hurry, and you have access to stealth and perception skills that allow you to excel as a scout, a rear guard, or a lookout. You can also choose interaction skills that let you serve as party spokesperson, and you can rely on your speed and excellent saving throws to get you out of trouble should negotiations go awry. Your ability to switch roles as needed makes you an invaluable addition to any party.


  • Hit Dice: D8.
  • Saves: Fortitude, Will, Reflex.
  • AB progression: +3 per 4 levels.
  • Skillpoints: 4 per level + Intelligence bonus.
  • Main Attributes: Wisdom, Strength, Dexterity, Constitution.
  • Proficiencies: Monk weapons.
  • Class Features: Fast movement, powerful unarmed strikes, multiple immunities and special abilities.
  • Adjustments on Moonsea Adventures: to be determined.

Paladin

The paladin's wide range of abilities allows her to stand firm against evil of all sorts. Great paladins are more concerned with justice and charity than with meting out punishments and preaching about other people's moral failings. In fact, since most paladins have high Charisma scores, they tend to be very likable characters. One appropriate way to achieve that effect is to be consistently honest and unselfish, and to place the welfare and safety of others before your own.


  • Hit Dice: D10.
  • Saves: Fortitude.
  • AB progression: +1 per level.
  • Skillpoints: 2 per level + + Intelligence bonus.
  • Main Attributes: Charisma, Wisdom, Strength, Constitution.
  • Proficiencies: All simple and martial Weapons, armors and shields.
  • Class Features: Divine spell casting, Various supernatural abilities, healing.
  • Adjustments on Moonsea Adventures: to be determined.

Ranger

Most players think of the ranger as an outdoorsy character who is more at home in the wilderness than in the dungeon or the city. If you want to create a rugged and self-sufficient individualist, a ranger is a fine choice. But the character can also excel in a variety of other roles, from swashbuckling ne'er-do-well to tenacious do-gooder. Your perception skills and your affinity for nature can protect you and your party from nasty surprises, so look for the best opportunities to use them. Your tracking capability works best if you can study a site before your allies cover it with their own footprints, so it often pays to march in the front rank, so that you can dart ahead to look for tracks. Your stealth skills (if you have them) are useful for reconnoitering areas before your whole group enters them, and a quick look ahead can help your party decide on a course of action when the options aren't terribly clear.


  • Hit Dice: D8.
  • Saves: Fortitude, Reflex.
  • AB progression: +1 per level.
  • Skillpoints: 6 per level + Intelligence bonus.
  • Main Attributes: Wisdom, Strength, Constitution, Dexterity.
  • Proficiencies: All Simple and Martial Weapons, Medium armors and shields.
  • Class Features: Divine Spell casting, Ranged or Dual Weapon fighting styles, Animal Empathy & Companion, Favored Enemies bonus.
  • Adjustments on Moonsea Adventures: to be determined.

Rogue

The rogue has more nicknames among veteran players than any other character class. She can be called locksmith, excellent treasure finder, sneak, just plain "thief," or any of a host of other colorful titles. Depending on how you create your rogue, any of these monikers could fit your character. Depending on what skills you select, your party may call on you to probe the way ahead for danger, pick locks, act as the group's diplomat, or fill some combination of those roles. And even if you don't have a regular task within the group, your sneak attacks depend on your ability to strike quickly when the opportunity arises. You can't perform any of these functions if you're skulking at the back of the party.


  • Hit Dice: D6.
  • Saves: Reflex.
  • AB progression: +3 per 4 levels.
  • Skillpoints: 8 per level + Intelligence bonus.
  • Main Attributes: Dexterity, Charisma, Intelligence.
  • Proficiencies: All simple and rogue weapons, light armors.
  • Class Features: Sneak attack, bonus feats at higher levels, large number of class skills.
  • Adjustments on Moonsea Adventures: to be determined.

Sorcerer

Sorcerers have a natural talent for casting arcane spells, thanks (some say) to the draconic blood flowing in their veins. Whatever their origins, these characters are paradoxes, gaining great tactical flexibility from their mastery of only a limited number of spells. Although you're an arcane spell caster, spells aren't the only tools you have at your disposal. A few weapons, alchemical items, and other equipment can greatly expand your combat options, so keep an eye out for potential additions to your arsenal. Because of your low hit points and poor Armor Class, you are among your party's most vulnerable members. So make sure that you have a good place in the party's marching order -- preferably in the middle, so that at least one ally always stands between you and your foes.


  • Hit Dice: D4.
  • Saves: Will.
  • AB progression: +1 per 2 levels.
  • Skillpoints: 2 per level + Intelligence bonus.
  • Main Attributes: Charisma.
  • Proficiencies: All Simple Weapons.
  • Class Features: Arcane spell casting.
  • Adjustments on Moonsea Adventures: to be determined.

Warlock

The warlock's dark heritage gives him a limited array of useful powers. Most warlocks carry at least a small taint of evil, but a few manage to rise above their ancestry to become great heroes. Sinister or valiant, a warlock offers plenty of challenges and rewards for any player. The warlock has access to several powerful abilities that he can use over and over. Though he can't produce many magical effects, choosing the right ones creates a potent spellcaster who can hold his own in any adventuring party. Though he is a specialist in arcane combat, the warlock can also gain bonuses on a variety of skill checks and create numerous other useful magical effects.


  • Hit Dice: D6.
  • Saves: Will.
  • AB progression: +3 per 4 levels.
  • Skillpoints: 2 per level + Intelligence bonus.
  • Main Attributes: Charisma.
  • Proficiencies: Simple weapons and light armor.
  • Class Features: Eldritch blasts, spell like abilities, uses any magical items, item creation.
  • Adjustments on Moonsea Adventures: to be determined.

Wizard

The wizard is the party's magical powerhouse. She can boost her party's combat effectiveness, help her compatriots scout, and levy fiery magical assaults at the enemies. Depending on whether or not she specializes, she may have access to nearly any kind of arcane spell. As a wizard, you have to make many of your most important decisions before an adventure begins. Your most important piece of equipment is your spell book, and its contents are largely up to you, so consider your choice of spells carefully. In general, it's best to include a mixture of offensive, defensive, and utility spells in a spell book. Once you've built your spell book, you still have to choose spells for each adventure. Try to anticipate what kinds of effects you and your party may need during the upcoming journey and select your spells accordingly. Because of your low hit points and Armor Class, you are among your party's most vulnerable members. So make sure you have a proper place in the party's marching order -- preferably in the middle, so that at least one ally stands between you and your foes.


  • Hit Dice: D4.
  • Saves: Will.
  • AB progression: +1 per 2 levels.
  • Skillpoints: 2 per level + Intelligence bonus.
  • Main Attributes: Intelligence.
  • Proficiencies: Wizard Weapons.
  • Class Features: Arcane spell casting.
  • Adjustments on Moonsea Adventures: to be determined.


Excerpts from WotC Characters with Class.