• Tutorials

  • Home
  • AD&D Primer: Classes

    Class in AD&D is more than an occupation, it's a way of life. Character's are the epitomy of their class at all times, though they may do things that are not necessarily associated with a class - for example. Joe the Fighter may like to cook; when he cooks, it is the same as when Steve the Cleric cooks, except that Joe is a Fighter cooking - if he were suddenly attacked by goblins while preparing his famous quiche, he would likely use his knife and spatula as melee weapons, because Joe is always a Fighter.

    Assassin

    Assassins are skilled killers. They learn skills of thieves as well as how to use weapons and armor like fighters. They learn the abilities of stealth and disguise to better do their jobs without being caught.
    Assassins may be any race except halfling. The prime requisites for assassins are Strength, Intelligence, and Dexterity.

    Cleric

    Clerics are the worldly representatives of the Gods. They are more than just "true-believers" they are actors on thier deities behalf. They typically work withing the hierarchy of a church or religious order, but not always. Each cleric follows the rules of the particular deity that she serves.
    Clerics gain certain abilities for their service to their deity. Clerics may cast spells and turn undead creatures, as well as combat abilities second only to warriors.
    Clerics must meditate to commit spells to memory, just as Magic Users must memorize their spells before casting. Upon gaining a new level, clerics may learn any of the new spells available.
    Clerics may be humans, half-elves or half-orcs. The prime requisite for clerics is Wisdom.

    Druid

    Druids are a type of cleric that serves a nature deity. Their order is hierarchical and they may attain a maximum of 23rd level and must be of True Neutral alignment.
    As clerics, druids have the ability to cast spells. They do not have the ability to turn undead, however.
    Druids must meditate to commit spells to memory, just as Magic Users must memorize their spells before casting. Upon gaining a new level, clerics may learn any of the new spells available.
    Druids may be humans or half-elves. The prime requisites for druids are Wisdom and Charisma.

    Fighter

    Fighters are the quintessential warriors of AD&D, specializing in melee and ranged weapon combat. THey may use any weapon and wear any type of armor.
    Fighters may be of any alignment and any race.
    The prime requisite for fighters is Strength.

    Magic User

    Magic users are of little use in melee combat, but make up for this with the ability to use magic. They are very limited in their use of weapons and are not allowed to wear armor.
    Magic Users start off with a single spell at first level and as they advance in level may choose a new spell of the appropriate level. They may also scribe spells from scrolls and tomes. To cast a spell, the magic user must first spend a length of time memorizing it.
    Magic users may be humans, elves, half-elves or gnomes. The prime requisite for a magic user is Intelligence.

    Paladin

    Paladins are holy warriors, with an emphasis on warrior at the lower levels. They have all the abilities of Fighters, plus some extra abilities, but with greater restrictions as listed below.
    Paladins may use any weapon or type of armor. Only humans may become paladins, and only those of Lawful Good alignment.
    In addition to their warrior abilities, Paladins also have the abilities bestowed upon them by the deity that they serve. The abilities are immunity to disease, the ability to cure disease in others, being able to cure minor injuries and at higher levels gain access to cleric spells (up to 4th level).
    The Paladin has two prime requisites, Strength and Charisma.

    Ranger

    Rangers are warriors with a strong Nature influence. They can use any weapons and armor as Fighters can, but gain certain other abilities outlined below.
    Rangers are mortal enemies of giants, and gain a bonus when attacking said mosnters. They also have certain skills - such as tracking, and the ability to cast druid spells and magic user spells starting at 8th and 9th levels, respectively.
    Humans and half-elves may become Rangers, and must be of a Good alignment.
    The Ranger has the prime requisites of Strength, Dexterity and Wisdom.

    Thief

    Thieves are adept at getting things, whether it be finding out and getting information or retrieving items. They also have some combat ability being able to use one-handed swords, bows, knives and the like and to wear leather armor.
    Thieves have a skillset of eight abilities from picking locks to reading languages that improve as they increase in level.
    Thieves may be of any race and of any alignment except Lawful Good
    The prime requisite for thieves is Dexterity.