D20 Classes

We hope to offer many new different classes here. If you have one, please submit it here! (Some editing is likely to take place.)
If possible, please format your class as the ones already presented here.


General Classes

This section features classes for the standard races of D&D and any original races or species that may be introduced in the Rules Department. Many of the classes may work in any D20 game.

Samurai

Design: Scott Payne and Kenneth Lewis * Development/Editing: Steve Miller

The Samurai is a warrior who has devoted his life and loyalty to a feudal lord. His honor in inextricably tied to how well he serves his master. A samurai who fails to fulfil his duty has, essentially, failed in his only reason for living. Many samurai who fail commit ritualistic suicide. Others become wandering warriors who seek out trouble-spots and attempt to either reclaim honor or find an honorable death.

Although typically used in fantasy settings or those that mirror historical Japan, the Samurai class can also be applied to sci-fi or modern day settings. (Take a look at Stan Sakai's graphic novel 'Space Usagi' for how this might be accomplished.)

Requirements
Race: Any
Alignment: Any Lawful.
Class Skills: Craft (Calligraphy) (Int), Diplomacy (Cha), Intimidate, Perform (Cha), Ride (Dex), Swim (Str).
Hit Die: d10
Skill Points at 1st level: (3 + Int modifier) x 4
Skill Points at each additional level: 3 + Int modifier
 
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +2 Ki power, weapon focus (katana), starting feats
2 +2 +3 +0 +3 Added damage-+1
3 +3 +3 +1 +3 Aura of strength
4 +4 +4 +1 +4 Fear resistance,weapon focus (wakizashi)
5 +5 +4 +1 +4 Alertness, 
added damage-+2
6 +6/+1 +5 +2 +5 Cause fear
7 +7/+2 +5 +2 +5 Great kiai, weapon focus (daikyu)
8 +8/+3 +6 +2 +6 Added damage-+3
9 +9/+4 +6 +3 +6
10 +10/+5 +7 +3 +7 Weapon focus (hankyu)
11 +11/+6/+1 +7 +3 +7 Added damage-+4
12 +12/+7/+2 +8 +4 +8
13 +13/+8/+3 +8 +4 +8 Bonus feat
14 +14/+9/+4 +9 +4 +9 Added damage-+5
15 +15/+10/+5  +9 +5 +9
16 +16/+11/+6/+1 +10 +5 +10 Bonus feat
17 +17/+12/+7/+2 +10 +5 +10 Added damage-+6
18 +18/+13/+8/+3 +11 +6 +11
19 +19/+14/+9/+4 +11 +6 +11 Bonus feat
20 +20/+15/+10/+5  +12 +6 +12 Added damage-+7

Class Features
Weapon and Armor Proficiencies: Simple and martial weapons plus katana, wakizashi, daikyu, hankyu, and naginata. All armors (light, medium, and heavy) but no shields.
Weapon Focus: Gains the weapon focus feat for katana at 1st level, the wakizashi at 4th level, and daikyu at 7th level, and hankyu at 10th level.
Ki Power: The samurai may focus his ki to raise his Strength by +4 for round. He may do this 3 times a day plus his Wis modifier.
Added Damage: Starting at 2nd level and every three levels after, the samurai deals more damage with each blow. Adding an extra point of damage every three levels.
Aura of Strength: The samurai can add half his level to psychic duel checks.
Alertness: Same as the feat.
Fear Resistance: The samurai gains a spell resistance against spells or spell-like effects that cause fear equal to 10 + level.
Cause Fear: The samurai can cause fear as per the cleric spell three times a day plus Wis modifier.
Great Kiai; The samurai can perform this powerful ki ability. The samurai can not have used his ki power that day. If he uses the great kiai he gains a +6 to Strength and all opponents will be paralyzed for one round unless they make a Will save vs. DC 20. This is an advanced ki power and may only be used once per day.


Classes for Humans

More to come! Please check back!

Classes for Dwarves

More to come. Please check back!


Classes for Elves and Half-Elves

Bladesinger (Prestige Class)

Design: Joe Woods * Editing: Steve Miller

A bladesinger is the embodiment of elven culture. They are masters of their weapons and wielders of great magics. A bladesinger is particularly proficient with casting spells in combat while defending themselves. They are one-elf armies and one of the better reasons that most races fear elven warrior mages. The bladesingers get their name from the sound their swords make as they slice through the air and the wordless songs most sing as they fight. A bladesinger must dedicate themselves to a guild each guild has a specific edged weapon and specific tattoo.

Most bladesingers are already multi-class characters when they adopt this prestige class, typically fighter/bards or fighter/wizards. When they adopt this class and join the bladesinger guild, they are in that guild for the rest of their lives; once a bladesinger, always a bladesinger, even  if the character later switches classes.

Requirements
Race: Elf
Skills: Concentration 5 ranks, Tumble 4 ranks, Jump 3 ranks, Perform 2 ranks.
Feats: Combat Casting, Weapon Focus (Guild weapon).
Base Attack Bonus: +4
Alignment: Any good.
Special: Able to cast arcane spells one of which must be 2nd level or higher.
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Perform (Cha), Spellcraft (Wis), Tumble (Dex).
Hit Die: d8
Skill Points at Each Level: 4 + Int modifier.
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +0 +2 +1 Canny Dodge, Code of Conduct
2 +2 +1 +3 +2 Armed Arrow Deflection
3 +3 +1 +4 +2 Improved Combat Casting
4 +4 +2 +5 +3 Elven Jump, +1 Spell Level
5 +5 +2 +6 +3 Blade Dance, Evasion
6 +6 +3 +7 +4 Improved Trip, Disarm
7 +7 +3 +8 +4 Acrobatic Attack
8 +8 +4 +9 +5 Improved Armed Arrow Deflection, +1 Spell Level
9 +9 +4 +10 +5 The Blade Song
10 +10 +5 +11 +6 Improved Evasion
Class Features:
Weapon and Armor Proficiencies: Bladesingers are completely dedicated to a single bladed weapon, so they may not take any further weapon proficiencies while advancing in this class. They may likewise no longer take proficiencies that enhance their skill with any weapons other than the one that is the signature weapon of their chosen guild. Bladesingers are proficient with all types of armor, but not shields. Note that armor check penalties apply to certain skills when a character is wearing armor heavier than leather. (See the D&D PHB.)

Acrobatic Attack: you gain a +2 to damage if you jump or tumble in to a blow.
Armed Arrow Deflection: The Bladesinger must make a reflex save once per a round you may make a reflex save to avoid being hit by a arrow that would normally hit, the base DC is 20 (add enchantment bonuses to DC). The bladesinger must be aware of the attack and not be flat footed.
The Blade Song: A bladesinger gains the ability to use the blade song as the 2nd level arcane spell at will.
Canny Dodge: The character adds his Intelligence modifier to AC when not wearing armor.
Code of Conduct: Unless hiding his status as a Bladesinger, the character gains a +3 Cha modifier when dealing with other elves. However, he or she must help any elf that asks, must promote elven civilization at all times, and must keep a good alignment or face being hunted bye the guild to which they are a member.
Elven Jump: jump is not restricted by high
Evasion: if your subject to a affect that requires a saving throw for half you take no damage on a successful save.
Great movement: +10 feet to movement
Improved Combat Casting: able to cast spells defensively with a +8 bonus
Improved Armed Arrow Deflection: you may add your dex modifier to the number of arrows you can deflect a round.
Improved Evasion: If subject to an affect that requires a saving throw for half damage, the character suffers no damage on a successful save, and half damage on a failed save.
Uncanny dodge: you don’t loose you dex bonus when caught flat footed.
+1 Spell Level: at 4th and 8th level, the Bladesinger gains spells as if he or she had gone up in an existing class with the ability to cast arcane spells.  (must be a arcane spell caster class). The bladesinger does not gain any other benefits that the existing class may derive from going up a level. If the Bladesinger reverts to the spell caster class the Bladesinger and other class spell level stack. Thus an 8th level Bladesinger/5th level Mage would cast spells as if a 6th level mage but only have the extra benefits (feats, saving throws, bab, ect) of a 4th level mage.

The Elven Trader (Prestige Class)

Design: Marc-André Bédard * Editing: Steve Miller

Sometime, even the most reclusive of elven cultures (like the Silvanesti of the DRAGONLANCE world, or the elves of the RAVENLOFT setting have to trade with their neighbours in order to survive. That’s where the elven traders come to play a vital part on behalf of their kin, passing for humans to conduct trades with them.

Part spy, part master merchant, these elves rank among some of the most honored business people in their homelands. Only the most brilliants and charismatic of elves are chosen to be part of this exclusive organization. They become elven traders only after many years of a special and arduous training. During that time they are taught the art of masquerading as a human, using make-up to hide their different facial traits, practicing to imitate mankind’s mannerisms and voices. They also learn to perfect the fine skills as negotiator. They have a way with words that could make a bard jealous. They is no better diplomatic ambassador than an elven trader.

Very rarely, a half-elf will be chosen to be part of the elven traders. Obviously, being also half-human makes them very competent for the task and as such they have a much easier time to learn the “trade”. However, being half-breed they will never receive the same esteem true elven traders enjoys despite the fact that they are often better than their true elven brethren.

Requirements
Race: Elf or half-elf.
Skills: Appraise 8 ranks, Diplomacy: 6 Rank, Disguise: 6 Ranks.
Feats: Skill Focus (Appraise), Skill Focus (Disguise)
Base Attack Bonus: +4
Class Skills: Appraise (Int), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise, Forgery (Int), Gather Information (Cha), Profession (Trader) (Wis), Listen (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis).
Hit Die: d6
Skill Points at Each Level: 4 + Int modifier.
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +0 Recognize Forgeries
2 +1 +0 +3 +0 Contacts
3 +2 +1 +3 +1 Weight Item
4 +2 +1 +4 +1 Change Self
5 +3 +1 +4 +2 Incredible Coin Counting
6 +4 +2 +5 +2 Skill Emphasis
7 +4 +2 +5 +3 Alter Self
8 +5 +2 +6 +3 True Value
9 +6 +3 +6 +4 Skill Emphasis
10 +6 +3 +7 +4 Polymorph Self
Class Features:
Weapon and Armor Proficiency: Elven traders do continue to exercise themselves with the weapons they learned to use as member of their former classes. They do recognize the need for protection but usually restrain themselves to light armor, which they are proficient with. That is because they know they may have to act very quickly if their true identity is uncovered.
Recognize Forgeries: In his long training to become an elven trader, the character gains the ability to recognize any forgery at first glance. This include items masked with illusion spells but does not grant him the ability to see what is the true nature of the masked item.
Alter Self: Like the same named spell as if casted by a sorcerer of level equal to the elven trader level. The elven trader can use this power once a day.
Change Self: Like the same named spell as if casted by a sorcerer of level equal to the elven trader level. The elven trader can use this power once a day.
Contacts: As he gains in trading skills and experiences, so does is renown among other elven traders and even non-elven merchants. Gradually the character will be included in a vast network of contacts he will use to gain information he could not have access to otherwise. It might also help him to find a good bargain and of course, to know the good persons might save trader’s life. The elven trader knows a number of merchants equal to his level in whatever city or town he is visiting. He receives a +2 bonus to all Charisma-based skills when dealing with those individuals. (The DM should keep an eye on how the elven merchant interacts with these contacts. If the character abuses the relationship—cheating them, threatening them, causing harm to their businesses, etc.—the contact might be lost.)
 Incredible Coins Counting: No one can count money as quickly as a veteran elven trader. In fact, they developed an extraordinary ability to almost instantly count money simply by having a good look on the amount of money there is to count. That the treasure is contained in a chest or scattered in a lair, the elven trader will be able to say exactly how much coins of each types is present. An ability much praised by adventurers.
Polymorph Self: Like the same named spell as if casted by a sorcerer of level equal to the elven trader level. The elven trader can use this power once a day.
Skill Emphasis: As the feat. The benefit can be applied to any elven trader class skill.
True Value: At this level the elven trader has mastered his appraisal skills, in fact he’s so competent that he can accurately precise the true value of any items even magical items.
 Weight Item: So accustomed to weighing and dealing items, the elven trader is able to accurately precise the true weight of any tradable goods merely by sight, be it sack of grains or a single sword.


Classes for Halflings and Kender

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