The Character Classes, & what can you play as?
 
Most D&D characters will be humans. A human can be a Cleric, Fighter, MagicUser, or Thief. Humans are the most widespread of all intelligent beings. A character may also be a nonhuman: a Dwarf, Elf, or Halfling. Each of these classes is also a separate race of beings. They are all commonly known as “Demi-humans,” because they seem to be partially human. The demi-human races are all distantly related to the human race.

Each character class has a specialty. For example, a fighter’s specialty is Strength; a cleric’s is Wisdom. This specialty is called the Prime Requisite for the class (abbreviated “PR”). If a character’s PR score is above average, the character gains a bonus every time Experience Points are earned. If the PR is below average, a penalty is applied.
 

 
Cleric

A cleric is a human character who is dedicated to serving a great and worthy cause. This cause is usually the cleric’s Alignment; for example, a cleric may be dedicated to spreading law and order. A cleric has good fighting skills, and can also learn to cast spells after gaining a Level of Experience. A first level cleric cannot cast any spells.

In D&D games, as in real life, people have ethical and theological beliefs. This game does not deal with those beliefs. All characters are assumed to have them, and they do not affect the game. They can be assumed, just as eating, resting, and other activities are assumed, and should not become part of the game. A cleric’s spell powers come from the strength of the cleric’s beliefs. The cleric sits and meditates, and mystically learns spells. These spells can then be used during an adventure. Most clerical spells are for curing, protection, and gathering information. Cleric spells are different from magic-user spells. Clerics can use only their own type of spells.

Your cleric also can fight monsters. A cleric can wear any type of armor, like a fighter, and must be ready for combat at any time. Unlike magic-users, whose spells are often used during battles, a cleric’s spells are usually needed after battles (such as cures) or for general exploring (such as detecting things).

Prime Requisite: A cleric’s PR is Wisdom. If a cleric has a Wisdom score of 13 or more, the character gains a bonus to Experience Points earned in every adventure.

Hit Dice: A six-sided die (1d6) is used to determine a cleric’s hit points. A cleric starts with 1-6 hit points (plus Constitution bonus, if any) and gains 1d6 more hit points (plus bonus) with each Level of Experience.

Armor: A cleric may wear any kind of armor, and may use a shield.

Weapons: A cleric cannot use any weapon with a sharp edge; this is forbidden by the cleric’s beliefs. A cleric may only use a mace, club, war hammer, or sling.

Special Abilities: A cleric has two Special Abilities: Turning Undead monsters and casting Cleric Spells.

1. Turning Undead A cleric has the power to force away certain monsters called the “Undead” (skeletons, zombies, ghouls, wights, and other more powerful types). No other class has any special effect on the Undead. This special ability is called “Turning” the Undead monsters.

When a cleric encounters an Undead monster, the cleric may either attack it normally (with a weapon or spell), or try to Turn it. The cleric cannot both attack and Turn Undead in one round. When you want your cleric to try to Turn Undead, just tell your Dungeon Master ‘‘I’ll Turn the Undead.”

The Undead monsters are not automatically Turned by the cleric. When the encounter occurs, the player must refer to the Cleric Turning Undead Table to find the effect the cleric has.

2. Clerical Spells: When a cleric reaches the 2nd Level of Experience (having earned 1500 XP or more), the cleric can use spells.


Fighter

A fighter is a human who studies combat. Fighters usually have greater Strength than other characters. They usually hit monsters more often, and inflict more damage.

In the D&D game, fighters protect the weaker characters. A party of all fighters would probably survive most dungeons, even where magic would be useful. Every group of explorers should have at least one or two fighters. Strength is needed in many game situations. For example, a door may be stuck, or a huge boulder may block the party’s progress; a strong fighter can often solve these problems. Magic might also work, but magic is limited, and a fighter can use strength as often as needed.

Your fighter could probably survive a dungeon adventure alone. The other classes are not as self-sufficient as the fighter. Magic-users and thieves are much weaker, and although clerics can wear any type of armor, they are limited in other ways.

Whenever a battle occurs, don’t be afraid to move in; your character is better equipped for combat than any other type.

Fighters often look for magical healing potions, since they are usually hurt in battles. Magical weapons are also valuable, adding bonuses to Hit and Damage Rolls.

Prime Requisite: A fighter’s PR is Strength. If a fighter has a Strength score of 13 or more, the character gains a bonus to Experience Points earned in every adventure.

Hit Dice: An eight-sided die (ld8) is used to determine a fighter’s hit points. A fighter starts with 1-8 hit points (plus Constitution bonus, if any) and gains ld8 more hit points (plus bonus) with each Level of Experience.

Armor: A fighter may wear any kind of armor, and may use a shield.

Weapons: A fighter may use any kind of weapon.

Special Abilities: Fighters need no special abilities to survive and prosper. Their great strength, hit points, strong armor and many weapons make them a powerful character class.


Magic-User A magic-user is a human character who studies the powers of magic. Magic-users find spells, put them into books, and study those books to learn the spells. Magic-users have their own spells, entirely different from cleric spells. A magic-user has poor fighting skills, and should avoid combat.

A magic-user concentrates on learning and casting magic spells. A high Intelligence is needed, and the other Ability Scores are often low. However, a high Constitution score will help your magic-user survive longer, because it gives a bonus to hit points - a magic-user’s weak point.

Magic-users greatly fear damage. All the other character classes can use armor of some kind, but magic-users can only wear their robes or normal clothes. Thus, they are easy to hit. In addition, they have few hit points. Magic-users start as the weakest characters, but can become the most powerful! Their magic spells can be used for many things - from simple things like opening doors and locks, to impressive and dangerous magical attacks, such as lightning bolts.

Your Magic-user should never explore dungeons alone; one surprise could kill you. In groups, you should always stay in the middle of the party, protected from attacks. Watch for ways that you can help the battles, by casting spells, but never try to fight a monster hand-to-hand. Always carry a dagger, to be ready if you are forced to fight. Be sure to call for help if you get into a battle; other characters can fight the same monster, distracting it and (hopefully) keeping it from attacking you.

Beware of other magic-users! Some spells are designed specially to protect you from attacks, including other magic. When you encounter another magic-user, keep watch. If the enemy starts casting a spell, warn your friends!

Your greatest challenge will be keeping the character alive, to gain more Levels of Experience.

Prime Requisite: A magic-user’s PR is Intelligence. If a magic-user has an Intelligence score of 13 or more, the character gains a bonus to Experience Points earned in every adventure.

Hit Dice: A four-sided die (1d4) is used to determine a magic-user’s hit points. A magic-user starts with 1-4 hit points (plus Constitution bonus, if any) and gains 1d4 more hit points (plus bonus) with each Level of Experience.

Armor: A magic-user may not wear any kind of armor, and may not use a shield.

Weapons: A magic-user can only use a dagger for a weapon.

Special Abilities: A magic-user can cast magic spells.


Thief A thief is a human who specializes in stealth, lockpicking, trap removing, and other activities. Thieves are the only characters that can open locks and find traps without using magic. As the name indicates, however, thieves do steal, though rarely from members of their own groups. Any thief who steals from friends is usually not permitted to adventure with them ever again!

Thieves are a normal part of D&D life, because of their unique skills, but they are not usually welcome in the better parts of towns.

While adventuring, your thief should avoid danger whenever possible. The thief’s job is to use the Special Abilities where needed. A thief’s skills can be very useful, as they can be used over and over. For example, a magic-user may use a spell to open a lock, but the spell only works once; a thief may try to open locks whenever desired.

When an encounter occurs, your thief should stay out of the way. You may try to sneak around a monster, either to steal its treasure or to attack it from behind. You should not fight hand-to-hand unless you have to. A thief has few hit points, and although some light armor may be worn, it is not much protection.

Most thieves have high Dexterity scores, and this can affect missile fire, so thieves often carry missile weapons. A sword or dagger will be needed in situations where you can’t avoid close combat.

Thieves are found in most groups of adventurers. The task of staying alive by sneaking and using your wits, instead of just fighting, can be an exciting game challenge.

Prime Requisite: A thief’s PR is Dexterity. If a thief has a Dexterity score of 13 or more, the character gains a bonus to Experience Points earned in every adventure.

Hit Dice: A four-sided die (1d4) is used to determine a thief’s hit points. A thief starts with 1-4 hit points (plus Constitution bonus, if any) and gains 1d4 more hit points (plus bonus) with each Level of Experience.

Armor: A thief may only wear Leather armor, and may not use a shield.

Weapons: A thief may use any missile weapon, and any other weapon usable with one hand (two-handed weapons are prohibited).

Special Abilities: Thieves know how to Open Locks, Find and Remove Traps, Climb Walls, Move Silently, Hide in Shadows, Pick Pockets, and Hear Noise. They also learn the skill of “Backstabbing.”

Except for “Hear Noise,” each number is the Percentage chance that the thief is successful in using that Special Ability. Your Dungeon Master will roll d%; if the result is equal to or less than the Percentage given, the thief’s attempt is successful. “Hear Noise” is determined in a similar way, using 1d6.


Dwarf A dwarf is short and stocky, standing about 4’ tall and weighing about 150 pounds. Male dwarves have long beards, and females have short beards. Their skin is earth-colored and their hair is dark brown, gray, or black. Stubborn but practical, dwarves are fond of good food and drink. They value craftsmanship, and love gold. Dwarves are sturdy fighters and are resistant to magic, as shown by their Saving Throws. A dwarf character must start with a Constitution score of 9 or more.

Although the dwarf class is different from the fighter class in many ways, their tasks are the same. Both fight, and both should use the same strategy in combat.

Prime Requisite: A dwarf’s PR is Strength. If a dwarf has a Strength score of 13 or more, the character gains a bonus to Experience Points earned in every adventure.

Minimum Scores: A dwarf character must have a Constitution score of 9 or greater when first played.

Hit Dice: An eight-sided die (1d8) is used to determine a dwarf’s hit points. A dwarf starts with 1-8 hit points (plus Constitution bonus, if any) and gains 1d8 more hit points (plus bonus) with each Level of Experience.

Armor: A dwarf may wear any kind of armor, and may use a shield.

Weapons: A dwarf may use any weapon of small or normal size. Dwarves may not use two-handed swords or longbows (short bows and crossbows are permitted).

Special Abilities: A dwarf has special vision, knows several languages, and can detect certain things better than other characters.

Vision: Dwarves have Infravision in addition to normal sight and can see 60‘ in the dark. Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless. With infravision, warm things seem red, and cold things seem blue. For example, an approaching creature could be seen as a red shape, leaving faint reddish footprints. A cold pool of water would seem a deep blue color. Even items or creatures which are the same temperature as the surrounding air (such as a table or a skeleton) can be dimly seen by infravision.

Languages: In addition to the languages of all characters - the Common tongue - a dwarf can speak dwarf, gnome, goblin, and kobold.

Detection: All dwarves are experts at mining. They can sometimes detect traps, sliding walls, sloping corridors, and new constructions. If your dwarf character wants to search for such things in an area, tell your Dungeon Master. You have 1 chance in 2 to find them. Your DM will roll ld6, and a result of 1 or 2 will indicate success if there is anything to find. You may check once for each type. You must tell your DM if you want to look for anything; the detection is never automatic.


Elf An elf is slender and graceful, with delicate features and pointed ears. An elf is 5 to 5 1/2 feet tall, and weighs about 120 pounds. Elves are able to use all armor and weapons, and can cast magic-user spells. They can thus be valuable friends (or dangerous opponents), but usually prefer to spend their time feasting and frolicking in woodland glades. They rarely visit the cities of Man. Elves are fascinated by magic and never grow tired of collecting spells and magic items, especially if the items are beautifully crafted. An elf character must start with an Intelligence score of 9 or greater.

Elves are similar to both fighters and magic-users. Read the description of the fighter class for some tips on playing a fighter-type character, but remember that your elf does not have as many hit points as a fighter. Be sure your character is either undamaged or only slightly hurt before you enter a battle; otherwise, stay back and help with magic spells, as a magic-user does.

Prime Requisite: Elves have two Prime Requisites: Strength and Intelligence. If an elf has a score of 13 or more in both Ability Scores, the character gains a 5% bonus to Experience Points earned in every adventure. If the Intelligence score is 16 or greater (along with Strength of 13 or more), the XP bonus is 10%.

Minimum Scores: An elf character must have an Intelligence score of 9 or greater when first played.

Hit Dice: A six-sided die (1d6) is used to determine an elf’s hit points. An elf starts with 1-6 hit points (plus Constitution bonus, if any) and gains 1d6 more hit points (plus bonus) with each Level of Experience.

Armor: An elf may wear any kind of armor, and may use a shield.

Weapons: An elf may use any weapon.

Special Abilities: An elf has special vision, knows several languages, and can detect certain things better than other characters. Elves can cast magic-user spells, and cannot be paralyzed by ghouls.

Vision: Elves have Infravision in addition to normal sight and can see 60’ in the dark. Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless With infravision, warm things seem red, and cold things seem blue. For example, an approaching creature could be seen as a red shape, leaving faint reddish footprints. A cold pool of water would seem a deep blue color. Even items or creatures which are the same temperature as the surrounding air (such as a table or a skeleton) can be dimly seen by infravision.

Languages: In addition to the languages of all characters - the Common tongue - an elf can speak elf, gnoll, hobgoblin, and orc.

Detection: All elves can find secret and hidden doors better than other characters. If your elf character wants to search for hidden doors in an area, tell your Dungeon Master. The DM will roll ld6, and a result of 1 or 2 will indicate success if there is a door to be found. You may check once for each door. You must tell your DM if you want to look for anything; the detection is never automatic.

Immunity to Ghoul Paralysis: All elves are naturally immune to the paralyzing attacks of ghouls. Other types of paralysis, such as from a carrion crawler or gelatinous cube, may affect them.

Spells: Elves can use magic-user spells just as magic-users can. Read the descriptions of spell casting, spell books, etc. Elves must obey all the rules for using magic-user spells (but not the other rules for the magic-user class).


Halfling A halfling is a short demi-human, and looks much like a human child with slightly pointed ears. A halfling stands about 3’ tall and weighs about 60 pounds. Halflings rarely have beards. They are outgoing but not unusually brave, seeking treasure as a way to gain the comforts of home, which they so dearly love. Halflings are woodland folk, and usually get along well with elves. They have special abilities in the outdoors. A halfling character must start with a score of 9 or greater in both Dexterity and Constitution.

Halflings behave similarly to fighters and dwarves. Read the description of the fighter class for some tips on playing your halfling. Remember your special abilities (see below), and use them whenever possible. A halfling’s Saving Throws are as good as those of dwarves, and you may survive where others fall to magic or poison attacks.

Prime Requisite: A halfling has two Prime Requisites: Strength and Dexterity. If either of these Ability scores is 13 or greater, the character gains a 5% bonus to Experience Points earned in every adventure. If both of these scores are 13 or greater, the XP bonus is 10%.

Minimum Scores: A halfling character must have a score of 9 or greater in both Dexterity and Constitution.

Hit Dice: A six-sided die (1d6) is used to determine a halfling’s hit points. A halfling starts with 1-6 hit points (plus Constitution bonus, if any) and gains 1d6 more hit points (plus bonus) with each Level of Experience.

Armor: A halfling may wear any kind of armor, and may use a shield. However, their armor and shields must be specially made for their small size. Even dwarf sized armor is too large for them.

Weapons: A halfling may use any small sized weapon (such as a dagger, short sword, or short bow). Halflings may not use two-handed swords, longbows, battle axes, pole arms, or other large weapons.

Special Abilities: A halfling gains several combat bonuses (some due to their small size) and can hide easily in woodlands.

Combat: Halflings often use missile weapons, and are better at dodging the attacks of large creatures than are other characters. All halflings gain the following bonuses when in combat.

  • -2 bonus to Armor Class when attacked by creatures larger than man-size;
  • +1 bonus to the Hit Roll when using any missile
  • +1 bonus to Individual Initiative

Hiding: Outdoors, halflings are difficult to spot, having the ability to seemingly vanish into woods or underbrush. In such cover, they can only be detected 10% of the time (the DM will roll). Halflings can even hide in dungeons, though not with as much success. In normal light, if a halfling finds some shadows or cover to hide in (remaining absolutely quiet and not moving), the attempt at hiding will succeed 1/3 of the time. To use this ability, tell your DM. The DM will roll ld6; a result of 1 or 2 indicates success at hiding, as long as the character does not move or make any noise. Magical light, such as a cleric’s Light spell, will ruin the attempt. If the character is carrying any light, it will be impossible to hide.