Chronicles of Krynn MUD
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Classes of Krynn

Base Classes

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

Alchemist

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.
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Artificer

Artificers fuse magic and technology, channeling arcane and divine forces through crafted devices rather than traditional spellcasting. Using “weird science,” they create temporary, powerful items that replicate spell effects. Masters of magical engineering and item creation, artificers bridge the mystical and mechanical, crafting marvels that blur the line between magic and invention.
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berserker

Barbarian

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.
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bard

Bard

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.
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blackguard

Blackguard

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.
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cleric

Cleric

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.
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druid

Druid

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.
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fighter

Fighter

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.
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inquisitor

Inquisitor

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.
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monk

Monk

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.
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paladin

Paladin

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.
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Psionicist

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.
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ranger

Ranger

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.
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rogue

Rogue

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.
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sorcerer

Sorcerer

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.
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summoner

Summoner

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.
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warlock

Warlock

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.
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Wizard

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.
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Prestige (Advanced) Classes

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 Archer

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.
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arcane trickster

Arcane Trickster

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.
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assassin

Assassin

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.
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DragonRider

Dragon Rider

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.
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duelist

Duelist

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.
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eldritch knight

Eldritch Knight

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.
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Knight of the Crown

The Order of the Crown is the foundation of the Knights of Solamnia, training young knights and forming their main fighting force. Led by the High Warrior, they value Loyalty and Obedience above all. Loyalty must be freely given to those worthy, forming the true strength of the Knighthood, while Obedience reflects discipline and respect for rightful authority. Dedicated to the Gods of Good, particularly Habbakuk, the Order embodies honor through service, fealty, and unity.
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Knight of the Lily

The Order of the Lily is the foundation of the Knights of Takhisis, where all recruits begin their training. Similar to the Solamnic Order of the Crown, it focuses on discipline and military strength. Lily Knights believe true power comes from conformity and unity, rejecting individualism and free thought as paths to chaos and self-destruction. Their guiding code is: “Independence breeds chaos—submit and be strong.”
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Knight of the Rose

ChatGPT said: The Order of the Rose is the most prestigious branch of the Knights of Solamnia, serving as leaders, lawgivers, and role models. Guided by Paladine, they focus on Wisdom and Justice: Wisdom to discern true honor without needless sacrifice, and Justice to protect the innocent, punish the guilty, and treat all with respect. Through example rather than force, they seek to inspire others to uphold goodness and the Order of Creation.
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Knight of the Skull

The Order of the Skull is the clerical branch of the Knights of Takhisis, combining divine magic and martial skill. They heal allies, gather intelligence, and enforce order within the knighthood, often acting as diplomats, advisors, or internal enforcers. Devoted to Takhisis and revering Zeboim, they wield their magic to serve their goddess’ will and often ride Black Dragons into battle.
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Knight of the Sword

The Knights of the Sword are warrior-clerics who embody courage, heroism, and faith, serving the people of Ansalon by battling Evil in the world and within themselves. Opposed to the Knights of the Skull, they fight with both divine power and martial skill. Guided by the Measure, they embrace self-sacrifice and unwavering resolve to protect the innocent and uphold virtue. Kiri-Jolith is their patron deity, inspiring their devotion and strength.
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Knight of the Thorn

The Knights of the Thorn, or “gray robes,” reject the Orders of High Sorcery. They wield powerful arcane magic and serve as seers, interpreting events as part of a grand design. Unlike the manipulative Order of the Skull, Thorn Knights seek insight into fate to gain advantage. Their study of forbidden magic outside Conclave laws grants them access to rare magical secrets, enhancing their spellcasting and understanding of the world’s hidden patterns.
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mystic theurge

Mystic Theurge

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.
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necromancer

Necromancer

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.
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sacred fist

Sacred Fist

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.
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shadow dancer

Shadow Dancer

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.
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shifter

Shifter

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.
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spellsword

Spellsword

The spellsword combines magic and martial skill, casting spells in armor with reduced failure and channeling magic through weapons. Versatile in weapon choice, spellswords can be called “spellaxe” or “spellspear,” though rarely. Ideal for multiclass wizard/warriors, sorcerer/warriors, or bard/warriors, they are feared by fighters for their magic and by spellcasters for their armored spellcasting, often leading them to a solitary path.
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stalwart defender

Stalwart Defender

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.
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weapon master

Weaponmaster

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.
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