Base classes are those that any player can choose at any time. They are the only type of class that a character can start as. They can be multi-classed as well, and do not require anything to unlock nor do they have any other prerequisites. All base classes can go up to level 30.
Alchemist | Barbarian (Berserker) | Bard | Blackguard | Cleric | Druid | Fighter (Warrior) | Inquisitor | Monk | Paladin | Psionicist | Ranger | Rogue | Sorcerer | Summoner | Warlock | Wizard
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Alchemists use a combination of bombs, mutagens and extracts to battle their foes. They are proficient with light armor and simple weapons. Their bombs increase in damage as they level up, and can gain additional effects such as elemental damage, status effects and more. Their mutagens will temporarily boost their ability scores and armor class, and their extracts are similar to spells and consist mainly of buffs, debuffs and healing spells. Their main ability scores are intelligence and dexterity.
Barbarians, or berserkers, are effective combatants who focus on spikes of damage and high hit points to overwhelm their foes. Their main class trait is rage, which will improve their offensive output. As they level up they can rage more often, and their rage gets better and can take on additional traits. They can use light and medium armor, shields and simple and martial weapons. They have the most hit points of any class at a hit die of 12. They also get the ability to shrug off some damage as they level up. Their main ability scores are strength, constitution and dexterity.
Bards are effective party members who bring a lit of different things to a group. They are able to perform magic-based music that can inspire their allies and demoralize their foes. They can cast a variety of spells that buff, debuff, cause damage, and heal as well as some utility spells. They can wear light armor and shields, wield simple weapons as well as hand crossbows, rapiers, saps, short swords, short bows, long swords and whips. Their main ability scores are charisma, dexterity and intelligence.
Blackguards, also known as Antipaladins, are skilled warriors devoted to the darkness. They are proficient in all types of armor, shields, and martial and simple weapons. They possess various kinds of evil auras that demoralize their enemies, as well as the ability to perform powerful smite attacks on the good aligned. They can perform cruelties on their foes that inhibit their combat prowess and other abilities, and they have the ability to cast a variety of buff, debuff, healing and summoning spells. Their main ability scores are Charisma, Strength and Constitution.
Clerics are the dedicated followers of the different deities of Krynn. While other classes may derive their powers from deities, it is the clerics who make up the organized religion of each deity's faith. They get a large variety of spells of all kinds, with a focus on buffs and healing. They are able to devote themselves to two different domains, which bestow additional spells and abilities. They can use any armor, shields and simple weapons. Their main ability scores are wisdom, strength and constitution.
Druids are the caretakers of the wilderness world. They are endowed with the ability to change form into many different animals, and excel when traversing the wild. They are able to wear light and medium armor, shields, and can wield clubs, daggers, quarterstaffs, darts, scimitars, spears and slings. They receive many powerful spells with a variety of function, including buffs, debuffs, summoning, heals and more. Their main abilityt scores are wisdom, strength, constitution and dexterity.
Fighters are master weapon combatants, able to use any armor or shields, including tower shields, and all simple and martial weapons. They obtain more feats than any other class, with most of them improving their melee damage output, armor class improvement and other useful combat abilities. They also gain natural bonuses to weapon usage and defensive ability as they level up. Their main ability scores are Strength, Constitution and Dexterity.
The Inquisitor is a servant of the deities whose purpose and abilities are focused on the tracking and hunting down of their deity's enemies. The are able to use light and medium armor, shields, and simple weapons. They also gain the ability to use teamwork feats when grouped with another player or even one of their summons or NPC henchmen, without the other party members having the teamwork feat themselves. They can also pronounce judgements that can boost their abilities when the judgement is active. Their spells are mainly buffs and heals. Their main ability scores are Wisdom, Strength, Constitution and Dexterity.
Monks are the masters of unarmed combat and the perfection of their body and the control over theirs and others. Their unarmed damage and movement speed go up as they level. They become immune to poisons and disease, get extra attacks, spell resistance and other powerful abilities as well. They are at their best without wearing armor or wielding weapons, though they can find magical hand wraps and other fist-based weapons that can take the place of a traditionally wielded weapon in giving attack/damage bonuses and other benefits, suck as flame-tongue weapons. Their main ability scores are Wisdom, Dexterity, Strength and Constitution.
Paladins are powerful holy warriors that gain many of their abilities from the deity they worship. They able to wear any armor, shields and simple and martial weapons. They have the ability to lay on hands to heal themselves and others, and as they level, they obtain various mercies that offer additional benefit when laying on hands, such as curing exhaustion, or removing fear or paralyses. They are also excellent mounted warriors, and gain certain ride feats for free as they level. They also gain various auras which buff themselves and their party members. Their spells are mainly buffs and heals. Their main ability scores are Charisma, Strength, Constitution and Dexterity.
Psionicists are a rarity on Krynn, but those who have uncovered this esoteric arcane form of magic are those who have learned to combine intense mental control with the arcane magic that permeates the world. Similarly to wizards, they acquire their abilities through intense study, practice and meditation. They are able to use a large variety of psionic powers, most of which can be augmented to be more powerful through the expenditure of psionic points. They cannot use armor or shields, and their weapons are limited to clubs, daggers, heavy crossbows, light crossbows quarterstaves and shortspears. Their main ability score is Intelligence.
Rangers are wilderness warriors who are also masters of archery and wielding weapons in each hand. They also have the ability to track others, and other benefits when travelling in the wild. They receive an animal companion of their choosing that increases in strength along with the ranger themselves. They also are able to choose certain enemy types as they level up, and will gain combat bonuses against them when encountered. They gain spells from their deity which are mainly buffs and heals, with some summoning and utility. Their main ability scores are Strength, Dexterity, Constitution and Wisdom.
Rogues are masters of stealth and deception. Their main offensive ability is their sneak attack, which allows them to cause large amounts of damage when attacking from stealth or flanking an enemy. They also have much more skill points than the other classes. Their ability to pick locks, disarm traps and pick pockets far exceeds the abilities of other classes. They can use light armor, wield simple weapons as well as hand crossbows, rapiers, saps, short swords and short bows. Their main ability scores are Dexterity, Strength and Constitution.
Sorcerers are arcane spellcasters who, instead of receiving their abilities via study and memorization, obtain their spells usually from some supernatural means. They are able to call upon the powers of a specific bloodline they belong to. This blood line will give them additional spells and abilities specific to that bloodline. As spellcasters, they know less spells than wizards, but are able to cast more spells between rests. Their main ability scores are Charisma and Dexterity. They have access to all arcane spells, but can only know a small number of them. They are not proficient in any armor nor shields but can wield daggers, quarterstaffs, clubs, and heavy and light crossbows.
Summoners are arcane spellcasters who devote their study mainly to the summoning of planar and extra-planar creatures. In addition to being able to summon creatures at-will, they also have a special summoned companion called an eidolon. The summoner can customize their eidolon, applying more customizations as they level up. These customizations might grant them extra attacks, special abilities, or passive benefits. They may also have their eidolon take whatever form they desire, effectively able to set a custom description for their eidolon. They also obtain some arcane spells, though they are mainly limited to buffs and heals for their eidolon only. Their main ability scores are Charisma and Dexterity. They are able to use light armor and simple weapons.
Warlocks are special magic users that obtain their ability through a pact made with a deity or an extra planar creature such as demons, devils, angels and so forth. Their main ability is their eldritch blast, which can be used at-will, and can take on special properties or shapes, such as single target, or area of effect. They can also be used as a ranged weapon. In addition to their eldritch blast, they also gain a small number of spells from the warlock spell list. These spells are also able to be cast at will, though there is a limited number that can be known and selected from. They are able to use light armor and simple weapons.
Wizards are the most traditional of arcane spellcasters. They obtain their abilities through rigorous study and practice, and make up the bulk of the mages from the Conclave of Wizards. While they are able to learn and know every arcane spell, they can only have a certain number of them prepared at any time, and can cast fewer spells between rests than sorcerers, their main counterpart. They also gain extra feats as they level up which are helpful in making their spells more powerful or applying certain meta-magic bonuses, such as being able to cast two spells in one combat round, giving them longer durations or being able to cast them while silenced or otherwise unable to talk. They are able to use light armor and simple weapons. Their main ability scores are Intelligence and Dexterity.
Prestige, or advanced classes, are classes that can be unlocked during regular game play by spending what we call ‘account experience’. This account experience is gained in multiple ways simply by playing the game. Once a prestige class is unlocked, it is available for every character on your account. Keep in mind there is a 5 class multi-classing limit. Prestige classes also have other requirements. It could be a certain number of ranks in a skill, knowing one or more feats, having a certain base attack bonus, and so forth. Prestige classes also cap at ten levels.
Arcane Archer | Arcane Shadow | Assassin | Dragon Rider | Duelist | Eldritch Knight | Knight of the Crown | Knight of the Lily | Knight of the Rose | Knight of the Skull | Knight of the Sword | Knight of the Thorn | Mystic Theurge | Necromancer | Sacred Fist | Shadow Dancer | Shifter | Spellsword | Stalwart Defender | Weapon Master
Arcane archers combine the power and utility of arcane magic with lethal ranged combat prowess. Their ranged attacks increase in power and accuracy as they grow in power, and they gain the ability to attach special effects to their missiles as well. Their main ability scores are Dexterity and whatever the main spellcasting ability score is for your arcane spellcasting class. To become an arcane archer one must have the following: weapon focus (in ranged weapons), Has Arcane Any (circle) 1 spells, precise shot, point blank shot, Min. base attack bonus +5.
Arcane shadows combine the benefits of rogues and arcane spellcasters in one. Like rogues, they get many skill points. They improve their sneak attack damage as well as their arcane spellcasting ability as they level up. They get special abilities that allow them to cast spells while hiding, perform sneak attacks even when conditions wouldn't normally allow them to, and add sneak attack on top of spell damage when casting a damaging spell. Their main ability scores are Dexterity and whatever the main spellcasting ability score is for your arcane spellcasting class. Becoming an arcane shadow requires the following: Align: Chaotic Neutral, Chaotic Good, Chaotic Evil, Neutral Evil, True Neutral, Neutral Good, sneak attack (2 ranks), Has Arcane Any (circle) 2 spells, 4 ranks in Spellcraft, 4 ranks in Escape Artist, 4 ranks in Disable Device.
A mercenary undertaking his task with cold, professional detachment, the assassin is equally adept at espionage, bounty hunting, and terrorism. At his core, an assassin is an artisan, and his medium is death. Trained in a variety of killing techniques, assassins are among the most feared classes. Assassins tend to be loners by nature, seeing companions as liabilities at best. Sometimes an assassin's missions put him in the company of adventurers for long stretches at a time, but few people are comfortable trusting a professional assassin to watch their backs in a fight, and are more likely to let the emotionless killer scout ahead or help prepare ambushes.
Dragon riders are those trained with mounted combat atop a saddled dragon. They have their own personal dragon mount and companion, and gain abilities that compliment their mount with the ability to focus on being a Dragon Champion, Scion or Kin, each of which offers a different suite of abilities and enhancements.
Duelists represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They may wear armor, but generally eschew such bulky protection as their grace allows them to dodge their opponents with ease. While others flounder on treacherous terrain, duelists charge nimbly across the battlefield, leaping and tumbling into the fray. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with particularly well-placed thrusts of the blade.
Fearsome warriors and spellcasters, eldritch knights are rare among magic-users in their ability to wade into battle alongside fighters, barbarians, and other martial classes. Those who must face eldritch knights in combat fear them greatly, for their versatility on the battlefield is tremendous; against heavily armed and armored opponents they may level crippling spells, while opposing spellcasters meet their ends on an eldritch knight's blade.
The Order of the Crown forms the basis of the Knights of Solamnia, providing the backbone of their armed forces and the training group for young Knights. The Crowns are led by the High Warrior. They are the opposite of the Knights of the Thorn The Measure of the Crown establishes Loyalty and Obedience as the foundation of honor and of the Knighthood. Knights of this Order believe fealty to the Knighthood and to the ideals of the Gods of Good is of great importance. The Measure teaches that true loyalty is fealty given freely to those worthy of it, and that such loyalty forms the backbone of virtue and the bonds that are the true strength of the Knighthood. Obedience is considered the brother virtue of loyalty, teaching a Knight to accept the rightful authority of his superiors. Both virtues are believed to reflect discipline of the soul and temperance. The Order of the Crown had Habbakuk as its patron and is generally revered by them.
The Order of the Lily is the backbone of the Knights of Takhisis, and the order in which every applicant for the knighthood must first enter. The Lily Knights are most likened to their Solamnic counterparts in the Order of the Crown, and are the order in which most training occurs for the younger members of the knighthood. The Knights of the Lily are taught that strength is achieved through conformity and uniformity. To be an individualist or to be a freethinker is to submit to chaos, and ultimately leads down the path of evil turning on itself. The Lily Knights are the military might of the knighthood that live by the code of 'Independence breeds chaos, submit and be strong.'
The Order of the Rose has always been the most prestigious branch of the Knights of Solamnia. The Rose Knights provide leaders, lawgivers, and exemplars to the Solamnic Knights and the world, guiding others on the path of honor by word and deed alike. They are the opposite of the Knights of the Lily. The Measure of the Rose focuses on Wisdom and Justice. Wisdom helps the Rose Knight and those following him determine what honor truly demands, neither failing in their devotion to the Oath and the Measure nor throwing lives away in a misguided pursuit of honor. Justice, meanwhile, involves not only protecting the innocent and punishment the guilty, but treating all people--noble and poor, Good and Evil--honorably and courteously, in conformity with the Measure. This is the ideal that the Order of the Rose strives to bring to Ansalon and to uphold in their own lives, bringing their behavior and that of others into conformity with the teachings of Goodness and the Order of Creation--not through force or fear, but through teaching and example. Paladine is the patron deity of the Knights of the Rose.
The Order of the Skull is the clerical branch of the Knights of Takhisis, who wield both weapons and divine magic when they wade into battle. Skull Knights utilize their magic for healing, gathering intelligence and also managing internal affairs within the knighthood. The Knights of the Skull often serve as diplomats and advisors in the courts of many rulers, or sometimes as the internal police within the knighthood, reporting the infractions of their fellow knights, back to their superiors. They were originally powerful clerics who drew divine magic from their goddess Takhisis. They are wholly dedicated to their goddess, but at the same time revered Zeboim. Skull Knights will be more inclined to take Black Dragons as their mounts, rather than Blue Dragons.
The Knights of the Sword serve the people of Ansalon as warrior-clerics, crusaders, and knights errant, combining the purest ideals of heroism and courage with the power of the Gods of Good and of the heart. They are the opposite of the Knights of the Skull The Measure of the Sword teaches the value of Courage, Heroism, and Faith as key components of the honorable life. To the Sword Knight, life is a continual struggle against Evil, both in the world and within the Knight's own heart. Courage is necessary to resist the terrors and temptations of darkness, while heroism involves self-sacrifice and daring effort to force back Evil and aid the innocent and virtuous. It is from Faith, meanwhile, that the Knight's commitment to what is right springs, as well as the strength that can sustain him when all else seems lost. Kiri-Jolith serves as patron to the Knights of the Sword.
The Knights of the Thorn are also known as the "gray robes" for the ash-colored robes they wear to indicate that they do not serve the Orders of High Sorcery. In addition to wielding devastating arcane magic, Thorn Knights are seers and diviners, working to understand how every person and event fits into their order's design. Thorn Knights are able to see and understand seemingly random events as part of a grand design. While the Order of the Skull seeks to manipulate people and events, the Thorn Knights try to profit from a greater understanding of fate. Their pursuit of forbidden magic outside the laws of the Conclave allows them access to magical secrets to enhance their spellcasting.
Mystic theurges place no boundaries on their magical abilities and find no irreconcilable paradox in devotion to the arcane as well as the divine. They seek magic in all of its forms, finding no reason or logic in denying themselves instruction by limiting their knowledge to one stifling paradigm, though many are simply hungry for limitless power. No matter what their motivations, mystic theurges believe that perception is reality, and through the divine forces and astral energies of the multiverse, that perception can be used to manipulate and control not only the nature of this reality, but destiny itself
While others use magic to do paltry things like conjure fire or fly, the Necromancer is a master over death itself. They study the deep and forbidden secrets that raise the dead, controlling minions toward a variety of goals. Perhaps they seek the power that mastery over death provides. Perhaps they are serious and unashamed scholars, who reject the small-minded boundaries held to by others. Each enemy they fell becomes an eager and disposable ally, they become immune to the energies of death and decay, and ultimately harness the immortality and power of undeath for themselves.
Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.
Shadowdancers exist in the boundary between light and darkness, where they weave together the shadows to become half-seen artists of deception. Unbound by any specified morality or traditional code, shadowdancers encompass a wide variety of adventuring types who have seen the value of the dark.
A shifter has no form they call their own. Instead, they clothe themselves in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the shifter actually comes closer to their true self through all of their transformations. Of necessity, their sense of self is based not on their outward form, but on their soul, which is truly the only constant about them. It is the inner strength of that soul that enables them to take on any shape and remain themselves within.
The dream of melding magic and weaponplay is fulfilled in the person of the spellsword. A student of both arcane rituals and martial techniques, the spellsword gradually learns to cast spells in armor with less chance of failure. Moreover, he can cast spells through his weapon, bypassing his opponent's defenses. Despite the class's name, a spellsword can use any weapon or even switch weapons. 'Spellaxe,' 'spellspear,' and other appellations for this prestige class are certainly possible but not commonly used. The requirements for this prestige class make it most attractive to multiclass wizard/warriors or sorcerer/warriors, although bard/warriors can meet the requirements just as easily. Feared by other martial characters because of his ability to use spells, and feared by spellcasters because of his ability to cast those spells while wearing armor, a spellsword often walks the world alone.
Drawn from the ranks of guards, knights, mercenaries, and thugs alike, stalwart defenders are masters of claiming an area and refusing to relinquish it. This behavior is more than a tactical decision for stalwart defenders; it is an obsessive, stubborn expression of the need to be undefeated. When stalwart defenders set themselves in a defensive stance, they place their whole effort into weathering whatever foe, conflict, or threat comes their way.
For the weapon master, perfection is found in the mastery of one or more weapons. A weapon master seeks to unite this weapon of choice with his body, to make them one, and to use the weapon as naturally and without thought as any other limb.