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Forgotten Realms Players Guide

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1. Introduction ............................................... 1 2. Character Creation ..................................... 2 Ability Scores .............................................. 2 Races .......................................................... 2 Classes ........................................................ 2 Weapon Proficieny..................................... 2 Non-Weapon Proficiencies ........................ 2 Homeland................................................... 1 Deity ........................................................... 1 Equipment .................................................. 1 3. Races of Faerun .......................................... 2 Racial Traits ................................................ 2 Dwarves ..................................................... 3 Elves ........................................................... 5 Gnomes ...................................................... 7 Half-Elves ................................................... 8 Halflings...................................................... 9 Humans .................................................... 11 4. Classes ...................................................... 15 Common Class Features ........................... 15 Multiclassing ............................................ 19 Dual Classing ............................................ 20 Bard .......................................................... 21 Cleric ........................................................ 26 Crusader ................................................... 28 Druid ........................................................ 31

Fighter ...................................................... 37 Minister.................................................... 43 Monks ...................................................... 46 Paladins .................................................... 49 Rangers .................................................... 52 Shaman .................................................... 56 Thief ......................................................... 59 Wizards .................................................... 63 6. Languages ................................................ 71 Writing Systems ....................................... 71 Modern Languages .................................. 72 Exotic Languages ...................................... 76 Dead Languages ....................................... 78 7. Deities ...................................................... 26 Pantheons ................................................ 32 8. Combat..................................................... 36 Combat Maneuvers ................................. 36 9. Currency ................................................... 37 Amnite Coins ............................................ 37 Cormyrean Coins...................................... 37 Calimshan Coins ....................................... 38 Chessentan Coins ..................................... 38 Sembian Coins.......................................... 38 Silverymoon Coins ................................... 38 Tethyr ....................................................... 38 Waterdeep ............................................... 38

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1. Introduction
The year is 1357 DR. The Time of Troubles has yet to occur and Mystra is still alive. But that doesnt mean all is quiet and peaceful. Only a couple of months ago Cormyrean forces were battling for the freedom of the Dalelands alongside Sembia and Zhentil Keep. Now with the fighting over trade can continue unfettered once more. In no city is trade as important as it is in the City of Caravans, Arabel where there are opportunities available wherever you look for those who dare reach out for them. With merchants entering and leaving the city every day there is always call for those with a talented hand at crafting, or those who can use their muscles to unload heavy wares. Even wizards and scholars find themselves called upon as adventurers come to them looking for help in deciphering some cryptic tome from an ancient ruin. And so it is that you find yourselves in a small town called Battlerise south of the Vast Swamp. A town so small so as to not even make it onto most maps.

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2. Character Creation
The following rules are used for Character Creation.

Ability Scores
Ability scores are determined by rolling 4d6, discarding the lowest die and then adding the rest together. Do this 6 times and then assign those numbers to the ability score of your choice. Alternatively you can use one of the following stat arrays: 12, 12, 12, 12, 12, 12 16, 14, 13, 12, 10, 9 16, 14, 13, 13, 10, 8 16, 15, 15, 10, 10, 8 17, 16, 12, 10, 9, 8

Races
You may choose one of the following races to play: Dwarf Elf Gnome Half-Elf Halfling Human

Details on the races follows this section.

Classes
The following classes are available: Bard Fighter Ranger Cleric Wizard Shaman Crusader Monk Thief Druid Paladin Details on these classes are available after the races section. They contain details on weapon proficiencies and non-weapon proficiencies.

Weapon Proficieny
You may spend your weapon proficiencies on becoming trained in the weapons specified by your class. For fighters you may specialise in any weapon, see the Advanced Dungeons & Dragons 2nd edition Player's Handbook for a list of weapons.

Non-Weapon Proficiencies
These are areas in which you're trained. You may spend one non-weapon proficiency to gain training in a class NWP, or you may spend 2 slots to become trained in a NWP that isn't a class NWP. Forgotten Realms Players Guide Page 2

Homeland
You must select a place on Toril that your character hails from. Each race has suggested homelands, although it is possible to start from one not mentioned in your races entry. For further information on the different homelands see the DM.

Deity
You can select a deity that your character worships. A list of the deities in Toril is available after the languages section. Note that on Toril many people respect and call upon a number of different deities in their daily life, so it isnt necessary to be extremely devoted to one particular deity.

Equipment
Your DM will determine how many gold pieces your character starts with. You may spend this gold as you wish, adhering to any restrictions your class or kit require.

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3. Races of Faerun
These are the races that are available for players in 1357 DR.

Racial Traits
Many of the races outlined here have similar racial traits. Below is a list of what some of the common racial traits mean.

Ability Score Requirements


Each race (except human) has a minimum score that it can have in a particular score as well as a maximum. If you roll your scores and they're too high to qualify for a particular race, you may lower them to fit that race's maximum score in that particular ability score. The format it follows is: 3/18. The first number is the minimum score while the second number is the maximum score.

Ability Score Adjustment


Each race (except human) offers a bonus to a stat and a penalty to a stat. These stats may increase or decrease your score in a particular ability above or below the requirements for that race. This is permitted.

Classes
Not all races are able to play all classes. Listed here are the classes available to members of that race, including the multiclassing options that are available.

Magic and Poison Resistance


Some races are granted magic and poison resistance. This is a bonus to their saving throws versus magic and poison as shown on Table 2-1.

Table 2-1 Resistance Bonus Con score 1-3 4-6 7-10 Bonus languages +0 +1 +2 Con score 11-13 14-17 18-19 Bonus languages +3 +4 +5

Darkvision and Low Light Vision

Darkvision is a special type of eyesight most commonly found among dwarves. It allows them to see in complete darkness up to a certain distance. However they can only perceive their environment in black and white and furthermore are unable to see two dimensional objects such as paintings or writing. Other races have another form of eyesight called low light vision. This allows members of these races to see twice as far as humans can when in situations with limited light (deep forest during the day, travelling by night purely by moonlight). This also lessens the penalties they receive when fighting in low light conditions. If however there is no light whatsoever,they're completely blind.

Chance for Something Occuring


Some racial traits give a chance for happening. To determine this you (or the DM if it's a secret roll) will roll an appropriate die. If the result is within the chance range, such the event happens. Otherwise it doesn't. Forgotten Realms Players Guide Page 2

Dwarves
For the past few centuries dwarves had been on a steady decline. Then in 1306 DR everything changed when Moradin bestowed the Thunder Blessing upon his people. In that year many births were marked with twins and even some triplets, previously unheard of among dwarves. Now with these dwarves (sometimes known as thunder children) reaching maturity the dwarven communities are seeing many traditional ideas questioned. Many of these dwarves are venturing out into the wider world to find new ideas and opportunities for their clans.

Dwarven Traits
Ability Score Requirements: Str 8/18; Dex 3/17; Con 11/18; Int 3/18; Wis 3/18; Cha 3/18 Ability Score Adjustment: Con +1 Charisma -1 Classes: Cleric 10, Crusader 13, Fighter 15, Thief 12, Fighter 15/Crusader 13, Fighter 15/Cleric 10, Fighter 15/Thief 12 Infravision 60 ft Dwarven mounts: Dwarves are ill suited to riding horses and other tall mounts. They can, however, ride ponies and other smaller mounts. Magic Resistance: Dwarves receive a bonus to saving throws from magical attacks from wands, staves, rods and spells based on their Con score. See Table 2-1. However when they use magic items they have a 20% chance for the item to not work unless the item is a weapon, shield, armor, gauntlets, girdle or a priestly item and they're playing a priest in which case it just works. Poison Resistance: Dwarves receive a bonus to saving throws from poison based on their Con score. See Table 9 Dwarven Hatred: Dwarves have a +1 bonus to melee attack rolls against orcs, half-orcs, goblins, and hobgoblins. Dwarven Defensive Training: Ogres, trolls, ogre magi, giants and titans have -4 to attack rolls against dwarves. Underground Senses: Dwarves have a 5 in 6 chance of detecting a grade or slope in a passage or to detect new tunnel/passage construction. They have a 2 in 3 chance of detecting sliding/shifting walls or rooms. They have a 1 in 2 chance of detecting stonework traps, pits, deadfalls and of approximating their depth underground. Languages: See the subrace section for the languages dwarves gain.

Hill Dwarves
Hill dwarves, also known as gold dwarves, are normally 4 foot in height while weighing somewhere between 200 to 300 lbs making them more squat than other dwarves. A light brown or tanned skin marks them as significantly darker than other dwarves while their eye color range between brown and hazel with their hair ranging between brown and black, typically graying in their older years. Hill dwarves are fairly aloof when dealing with other races especially towards elves. The only exception to this are humans and strongheart halflings, viewing the latter as somewhat kindred spirits. Hill dwarves are struggling to cope with the increase in the Forgotten Realms Players Guide Page 3

birthrate which has led a significant percentage of the new generation to travel abroad. Gold dwarf settlements are primarily in East Rift, although there are also holdings in the Smoking Mountains and the Giant's Run Mountains. Languages: Hill dwarves start with Riftspeak and Trade Tongue.

Mountain Dwarves
Mountain Dwarves, also known as shield dwarves, are normally around 5'1" in height while weighing somewhere between 140 to 230 lbs. Lightly skinned, the darkest mountain dwarves can be said to have a light tan at best. Eye coloring is normally green to silvery blue, shield dwarf hair is light brown to red hair, growing white with age. Despite often being sarcastic and cynical, mountain dwarves actually get along with most members of other races and welcome new ideas. The only exception to this are duegar, most genasi and half-orcs. The Thunder Blessing has been a great boon to mountain dwarves and has given them new hope for their race's future. Shield dwarfs can be found in many cities of other races where they form small communities. Shield dwarf settlements can be found in Damara and Vaasa and other areas of Faerun. Languages: Mountain dwarves start with either Shanatan or Galenan in addition to the Trade Tongue.

Arctic Dwarves
Among the smallest of dwarves, arctic dwarves are normally about 3'1" in height, although they range between 50 to 200 lbs. Their skin coloring ranges from light blue to white in colour with their cheeks a ruddy red. They have blue eyes and white hair which hangs down to their waist. Arctic dwarves don't normally worship the gods or practice magic (outside of that performed by Druids). When they do venerate the deities, they worship either Talos or Ulutiu. Being isolated from most other races (except their racial enemy, the frost giant), arctic dwarves are quite friendly to other races. With the sudden (and unexplained) increase in births, the arctic dwarven tribes expanded to include the southernmost region of the Great Glacier, bringing them into contact with the rest of Faerun. Languages: Arctic dwarves start with Kurit and the Trade Tongue.

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Elves
Elves stand between 5'4" and 6', weighing between 130 to 170 lbs. Elves reach adolescence at roughly the same time as humans, but aren't considered adults until 110 years of age. They normally live to be about 900 years old. Elves once had kingdoms spanning most of Faerun, they have become overshadowed by the rise of humanity.

Elven Traits
Ability Score Requirements: Str 3/18; Dex 6/18; Con 7/18; Int 8/18; Wis 3/18; Cha 8/18 Ability Score Adjustment: Dex +1 Con -1 Classes: Cleric 12, Crusader 12, Druid 12, Fighter 12, Minister 12, Wizard 15, Ranger 15, Thief 12, Fighter 12/Mage 15, Fighter 12/Thief 12, Fighter 12/Mage 15/Thief 12, Mage 15/Thief 12. Infravision 60 ft Keen Senses: When passing within 10 ft of a secret or obscured door they automatically get a 1 in 6 chance of noticing it. If they actively search for the door, they have a 1 in 3 chance to find a secret door and a 1 in 2 chance to find an obscured door. Elven Resistance: Elves have a 90% resistance to sleep and charm spells. This is in addition to any saving throws the spells require. Elven Weapon Training: Elves have a +1 attack rolls when using crossbows, short swords or long sword. Extroadinary Stealth: When an elf is 90 ft away from any non-elven or halfling allies and he and his elven and halfling allies aren't wearing metal armour enemies receive a -4 penalty to their surprise rolls. Languages: See the subrace for details.

High Elves
High Elves, also known as Sun Elves and Gold Elves, have bronzed skin, their hair colour ranges between copper, golden blond and black with the rare high elf having red hair. Their eyes are typically green, but can also be golden, silver, black, hazel and cooper eyes. High Elves demand nothing short of perfection from themselves and others, judging those harshly who can't live up to these standards. However within elves they place more stock on the family name of an elf, rather than that high elf's personal achievements. High elves have been retreating from Faerun since 1344 DR so their numbers are relatively few. Despite this they have small settlements in Deepingdale and Lake Sember, but the highest concentration of high elves being in the Moon Elf nation of Evereska. Languages: High elves begin play speaking Elven and the Trade Tongue. Forgotten Realms Players Guide Page 5

Moon Elves
Moon Elves, also known as Silver Elves and Gray Elves, have pale skin with it often containing an icy blue hue. Their hair is typically black, blue or silvery while their eyes are typically green but sometimes blue instead. The irises of theirs do exhibit golden flecks which is unique to their race. Moon Elves have a great wanderlust, travelling across Faerun and living among other races. They typically embrace new ideas from other races (although having little patience for wanton violence) and incorporate it into their own ever changing culture. Moon Elves can be found in many settlements of other races, they do have their own nation called Evereska. Languages: Moon elves begin play speaking Elven and the Trade Tongue.

Wood Elves
Wood Elves, also known as Copper Elves, have coppery skin with green, hazel or brown eyes. Their hair is typically brown or black, but can range from blond to copper red. Wood Elves abhore cities and have little interest in the arcane arts. Instead they take great effort to live as one with nature. They consider compassion to be their greatest strength, although they're a simple people and sometimes speak a bit too bluntly. They live in villages hidden in the forests of Faerun, ranging from Tethyr to the High Forest to Cormyr to the Great Dale. They take great pains in maintaining amicable relations with their neighbours. Languages: Wood elves begin play speaking Elven and Trade Tongue.

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Gnomes
A diminutive folk, gnomes are often referred to as the forgotten folk. Their settlements are typically hidden away in the corners of the civilizations of other races. Although not widely known, gnomes do live to 400 years old.

Gnome Traits
Ability Score Requirements: Str 6/18; Dex 3/18; Con 8/18; Int 6/18; Wis 3/18; Cha 3/18 Ability Score Adjustment: Int +1 Wis -1 Classes: Cleric 9, Fighter 11, Illusionist 15, Minister 9 Thief 13, Cleric 9/Illusionist 15, Cleric 9/Thief 13, Cleric 9/Fighter 11, Fighter 11/Illusionist 15, Fighter 11/Thief 13, Illusionist 15/Thief 13, Minister 9/Illusionist 15, Minister 9/Thief 13, Minister 9/Fighter 11. Magic Resistance: Gnomes receive a bonus to saving throws from magical attacks from wands, staves, rods and spells based on their Con score. See Table 2-1. However when they use magic items not suited to their class they have a 20% chance to not work unless the item is a weapon, shield, armor, illusionist items or thieves items if the gnome is a thief in which case it just works. Gnome Hatred: +1 bonus to melee attack rolls against kobolds and goblins. Gnome Defensive Training: Gnolls, bugbears, ogres, trolls, ogre magi, giants and titans have -4 to attack rolls against gnomes. Underground Senses: Gnomes have a 5 in 6 chance of detecting a grade or slope in a passage. They have a 7 in 10 chance of determining approximate depth underground. They have a 2 in 3 chance of approximating direction. Language: See the subrace.

Forest Gnomes
Smaller than most gnomes, forest gnomes are about 2'5" in height and weigh between 20 to 45 lbs. They grow their hair long and free with men taking great care with their beards and mustaches, trimming them to points. Their skin is a deep brown with their hair ranging from black to brown, turning white as they age. Making their homes within trees themselves, forest gnomes live simple lives of a hunter/gatherer society. They are at peace with nature, although do appreciate gem cutting and jewelry making in designs that evoke nature and the forest. So rarely seen by other races, forest gnomes dwell in Aglarond and the Great Dale without being seen by their neighbours for decades at a time. Legends claim they also dwell in the Forest of Mir in Tethyr. Languages: Forest gnomes begin play speaking Gnim and Trade Tongue.

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Rock Gnomes
Rock gnomes range between 3' and 3'5" in height and weigh between 40 to 45 lbs. Their skin is brown with their hair having a wide variety of colors, but fades to gray or white by the time they reach adulthood. A cheerful people, rock gnomes live life to the fullest, engaging in all manner of activities for the simple joy of it. An innately curious people, they constantly question and seek answers. This makes them well suited to discovering new techniques or creating new inventions. With their crafts much sought after by other races, rock gnomes live in small villages of their own kind, instead dealing with trusted merchants rather than customers directly in order to offer some protection for themselves. Rock Gnome villages lie within the Dalelands, Tethyr and Lantan. Languages: Rock gnomes begin play speaking Gnim and Trade Tongue.

Half-Elves
Half-Elven Traits
Ability Score Requirements: Str 3/18; Dex 6/18; Con 6/18; Int 4/18; Wis 3/18; Cha 3/18 Ability Score Adjustment: none Classes: Bard 20+, Cleric 14, Crusader 12, Druid 9, Fighter 14, Minister 14, Wizard 12, Ranger 16, Thief 12, Cleric 14/Fighter 14, Cleric 14/Fighter 14/Mage 12, Cleric 14/Ranger 16, Cleric 14/Mage 12, Crusader 12/Fighter 14, Crusader 12/Fighter 14/Mage 12, Crusader 12/Ranger 16, Crusader 12/Mage 12, Druid 9/Fighter 14, Druid 9/Fighter 14/Mage 12, Druid 9/Ranger 16, Druid 14/Mage 12, Fighter 14/Mage 12, Fighter 14/Thief 12, Fighter 14/Mage 12/Thief 12, Mage 12/Thief 12, Minister 14/Fighter 14, Minister 14/Fighter 14/Mage 12, Minister 14/Ranger 16, Minister 14/Mage 12. Infravision 60 ft Elven Resistance: Half-elves have a 30% resistance to sleep and charm spells. This is in addition to any saving throws the spells require. Keen Senses: When passing within 10 ft of a secret or obscured door they automatically get a 1 in 6 chance of noticing it. If they actively search for the door, they have a 1 in 3 chance to find a secret door and a 1 in 2 chance to find an obscured door. Languages: Half-Elves gain the languages of the race of one of their parents. In addition they gain 1 additional language of their choice. This final language is not restricted based on the race of their parents.

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Halflings
Halfling Traits
Ability Score Requirements: Str 7/18; Dex 7/18; Con 10/18; Int 6/18; Wis 3/17; Cha 3/18 Ability Score Adjustment: Dex +1 Str -1 Classes: Cleric 8, Fighter 9, Minister 8, Thief 15, Fighter 9/Thief 15 Magic Resistance: Halflings receive a bonus to saving throws from magical attacks from wands, staves, rods and spells based on their Con score. See Table 9. However when they use magic items not suited to their class they have a 20% chance to not work unless the item is a weapon, shield, armor, illusionist items or thieves items if the gnome is a thief in which case it just works. Poison Resistance: Halflings receive a bonus to saving throws from poison based on their Con score. See Table 2-1 Halfling Weapon Training: +1 attack rolls with slings and thrown weapons. Extraodinary Stealth: When a halfling is 90 ft away from any non-elven or halfling allies and he and his elven and halfling allies aren't wearing metal armour enemies receive a -4 penalty to their surprise rolls. This is reduced to -2 if a door must be opened.

Hairfeet Halflings
Hairfeet Halflings, also known as lightfoot halflings, are generally around 4' tall and weigh about 80 lbs. Their skin colourings range from light pink to slightly red to bronze while the colour of their hair is normally brown or black. Their hair is cut short with facial hair quite rare. Projecting a pleasant and mirthful demeanor, this can sometimes be a cover to elicit information or beneficial agreements from people. They enjoy wealth and the power it brings, Lightfoot halflings often become collectors of items such as rare books, weapons or artifacts from ancient cultures. Hairfeet halflings typically wander across Faerun, they do occasionally form their own neighborhoods within cities of other races. That said, they can be found in the Halfling nation Luiren. Languages: Hairfeet halflings begin play speaking either Luiric or Chondathan in addition to the Trade Tongue.

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Stout Halflings
Stout halflings are more martially inclined then Lightfoot Halflings and are much more regimented and organized. They live in various settlements such as the nation of Luiren and the city of Esmeltaran in eastern Amn. Unlike lightfoot halflings, strongheart halflings are much less nomadic. Full Blooded Stout: If the halfling is a stout halfling they have Infravision 60ft and a 3 in 4 chance to detect if a passage has an up or down grade. They also have a 1 in 2 chance of determining their direction. Half Blooded Stout: If the halfling has partial stout heritage they have Infravision 30 ft and a 3 in 4 chance to detect if a passage has an up or down grade. They also have a 1 in 2 chance of determining their direction. Languages: Strongheart halflings begin play speaking either Luiric or Chondathan in addition to the Trade Tongue.

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Humans
Humans are among the most numerous races in recent times, with them overshadowing many of the other races. Unlike other races, besides appearance and attitude, there isn't much difference between the ethnicities of human.

Human Traits
Ability Score Requirements: None Ability Score Adjustment: None Classes: Bard 20+, Cleric 20+, Crusader 20+, Druid 20+, Fighter20+, Minister 20+, Monk 20+, Ranger 20+, Shaman 20+, Thief 20+, Wizard 20+, Dual-Class Language: See the subrace.

Arkaiun
Arkaiun are typically short and swarthy with either black or dark brown hair. They primarily live in Dambrath, but can also be found in Halruaa and Shaar where they live nomadic lives. Languages: Arkaiun begin play speaking Dambrathan and the Trade Tongue.

Bedine
Bedine have brown skin, brown eyes and either black or brown hair. They are a nomadic people with a brutal but pragmatic outlook on life. Despite this, they will help a stranger in trouble and happily trade with merchants who come to their land. Bedine live a nomadic life in the Anauroch Desert. Those Bedine found outside of the desert are most likely exiles. Languages: Bedine begin play speaking Midani and the Trade Tongue.

Calishite
Calishite, sometimes called Calimite as a derogatory name, usually have dusky brown skin with brown eyes and hair. They are a bit shorter and slimmer then the average human. Descended from slave stock brought to Toril by genies, Calishite typically look down upon other humans, particularly those of the north who they view as short lived barbarians. Despite this they are quite happy to trade with anyone. They make up the majority of the population in the Border Kingdoms, the cities surrounding the Lake of Steam, Nelanther Isles and Calimshan. They are also a major ethnic group in Amn and Tethyr, while a minority in Lapaliia and Shaar. Languages: Calashite begin play speaking Alzhedo and the Trade Tongue.

Chondathan
Chondathans have tawny skin with brown hair and either green or brown eyes. Somewhat slender they also tend to be tall among humans.

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Chondathans make up most of the population in Aglarond, Altumbel, Chondath, Cormyr, the southern Dalelands, the Dragon Coast, the Great Dale, Hlondeth, the northern shore of Vilhon Reach, the Pirate Isles in the Sea of Fallen Stars, Sembia and Sespech. Languages: Chondathan begin play speaking either Aglarondan or Chondathan in addition to the Trade Tongue.

Chultan
Chultan are a tribal people native to the jungles of the Chultan Peninsular. They live primitive lives, lacking the knowledge in working metal and instead primarily relying on stone age technology. Languages: Chultans begin play speaking Chultan and the trade tongue.

Damaran
Damarans are of average height and build for humans, with their complexion ranging from light brown to fair. A proud and stubborn people they are an amagalmation of the Nars, Rashemi and Sossrims, transforming them into their own ethnicity. In modern times they inhabit Aglarond, Damara, Impiltur and Thesk. Languages: Damaran begin play speaking Damaran and the Trade Tongue.

Durpari
Durpari are a short and swarthy group. They can be found in a majority within Durpar, Estagund and Var the Golden. However there are also sizable minorities of Durpari in Mulhorand, Murghom, Semphar and Shaar. Languages: Durpari begin play speaking Durpari and the Trade Tongue.

Halruaan
The Halruaan people are native to the magical nation of Halruaa. Living primarily in small towns and villages with a few congregating in cities. Halruaan life is filled with magic in all parts of their life from both the mandane to the fantastical. Languages: Halruaan begin play speaking Halruaan and the Trade Tongue.

Illuskan
Illuskan, also known as northlanders, are tall, fair skinned and mostly have blue or grey eyes. Their hair ranges in colour from blonde, red and brown with those on the Swordcoast typically having black hair as a result of breeding with the Netherese humans. They make up the majority in the northern portion of the Swordcoast, the Trackless Sea, the Dessarin River Valley and the Uthgardt tribes. Languages: Illuskan begin play speaking Illuskan and the Trade Tongue.

Lantanna
The Lantanna people live on the Lantan islands off the western coast. Lantanna have large green eyes, copper hair and fair skin. Forgotten Realms Players Guide Page 12

Languages: Lantanna begin play speaking Lantanese and the Trade Tongue.

Mulan
Mulan society is typically split into castes with slavery quite common. Furthermore Mulan typically look down upon the Turami and Rashemi . First brought to Toril from another world by the Imaskar Empire, the Mulan can be found in Chessenta, Mulhorand, Murghom, Rashemen, Semphar, Shaar, Thesk and Unther. Furthermore they're the ruling caste in Thay while there is a sizable population of Mulan in Chessenta. Languages: Mulan begin play speaking either Chessentan, Mulhorandi or Untheric in addition to the Trade Tongue.

Rashemi
Rashemi are quite short but well-muscled on average. They have a darker complexion, black hair and black eyes. They are the majority within Rashemen and Thay while also inhabiting Aglarondan. Languages: Rashemi begin play speaking Rashemi and the Trade Tongue.

Raumviran
Raumviran are taller than Rashemi, but are still considered short and stocky among other races. They have dark eyes and black hair but have a lighter complexion. Most Raumviran can be found around the Lake of Mists, although they do have a sizable population in Rashemen which they founded. Languages: Raumviran begin play speaking Raumvira and the Trade Tongue.

Shou
Shou are from the Shou Lung Empire to the far east. They have a yellowish-bronze complexion, with black hair and broad, flat features. Within faerun the shou can be found in Thesk, Phsant, Telflamm, Marsember and Westgate in their own districts where a large number of them live. Languages: Shou begin play speaking Shou Chiang and the Trade Tongue.

Tashalan
Tashalan are a people native to the Chultan peninsular, living in a far corner of it in the city-state of Tashluta. The mountains in the region are rich in gold and iron, making the tashalan people quite rich as merchants dominate their society. Languages: Tashalan begin play speaking Tashalan and the Trade Tongue.

Tethyrian
Tethyrians vary widely in the appearance with their hair and eye colourings. They are most common in Tethyr and along the Sword Coast. Languages: Tethyrians begin play speaking either speaking Alzhedo or Chondathan in addition to the Trade Tongue.

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Tuigan
The Tuigan people live in a tribal society of the Endless Wastes to the east. They have yellowishbronze skin with black hair and broad, flat features. They live a nomadic lifestyle, enjoying the hunt of snow beasts in the mountains. Outside of their lands they can be found in Semphar, Thay, Narfell and Rashemen. Languages: Tuigan begin play speaking Amaese, Eastern Imaskari, Naican, Oigun or Tuigan. In addition they also speak the Trade Tongue.

Turami
The Turami live in Unther and Turmish. A dark skinned people they have broad features and dark hair. Languages: Turami begin play speaking either Chessentan or Turmic in addition to the Trade Tongue.

Ulutiun
The Ulutiun live in the polar reaches of far north faerun with the Sea of Moving Ice. They're a short race with dark hair, broad features and light brown skin. Languages: Ulutiuns begin play speaking Ulutiu and the Trade Tongue.

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4. Classes
What follows are the details available to each of the different classes. The primary classes (along with the kits available to each class) are as follows: Bard: Bards are gifted oraters and performers with a touch of the arcane. Cleric: The holy priests of the gods, clerics are as widely varied as their deities. Crusader: Specialised priests of the deities of war, Crusaders defend the weak wherever they may need it. Druid: Druids are nature priests who serve the community by protecting them and their local environment from incursions and devestation. Fighter: Masters of battle, Fighters include Barbarians, Beserkers, Career Soldiers, Cavaliers, Gladiators and Peasant Heroes. Minister: Preaching to a community, ministers serve their local community in providing advice in both divine and secular matters. Monk: Monks follow a much more scholarly path of the priesthood, living austere lives where they either live in remote monasteries or tend to small communities. Paladin: Holy warriors, paladins exemplify all the virtues of their deity and follow a much stricter code then those used by crusaders. Ranger: Experts in surviving in the wilderness, rangers are often loners and do not necessarily work well with others. Rangers include explorers and wardens. Shaman: Shamans are much more primitive priests, instead serving in nomadic or primitive tribes with no connection to an organised church. Thief: Skilled in sneaking and matters of questionable legality, thieves are expert explorers and spelunkers. Wizard: Wizards can be mere Mages or they may specialise in a particular school of magic. Specialists include the Illusionist, Abjurer, Conjurer, Transmuter, Enchanter, Diviner, Invoker and Necromancers.

Common Class Features


Hit Points
Table 5-1 Bonus Hit Points When determining hit points you receive the number for Constitution Score Hit Point Modifier your level from your class. If rolling a die, you can either 1 -3 2-3 -2 roll it and record the number (rerolling 1s) or you may 4-6 -1 instead simply take the average (rounded up). Hit die 7-14 +0 averages are as follows: 15 +1 16 +2 1d4 = 3 17 +2 (+3)* 1d6 = 4 18 +2 (+4)* 1d8 = 5 19 +2 (+5)* 1d10 = 6 * The number in the brackets is only gained by fighters, paladins and rangers. Forgotten Realms Players Guide Page 15

In addition characters with an unusually high or unusually low constitution score receive a bonus or penalty to the number of hit points they receive each level. Note that the minimum number of hit points they can receive is always 1 HP per level. Refer to Table 5-1 for their hit point modifier.

Ability Score Pre-requisites


Each class has pre-requisites that the character must meet to be able to take levels in this class.

Prime Requisite
If a character has a 16 in all of the prime requisite ability scores then they receive a 10% bonus on experience they receive.

Magical Items
The magical items a character can use are restricted by their class with this section listing the ones they can use.

Saving Throws and Attacks


When you make a saving throw you must roll 1d20 (add any modifiers) and then lookup the DC on Table 5-1 to determine. If you meet or beat the DC in Table 5-1 you save. Otherwise you fail. Table 5-2 Saving Throws and Attacks Paralyze, Poison or Death Magic 10 9 7 6 5 4 2 13 12 11 10 9 14 13 11 10 8 7 5 4 3 14 13 11 10 Rod, Staff or Wand 14 13 11 10 9 8 6 14 12 10 8 6 16 15 13 12 10 9 7 6 5 11 9 7 5 Petrification or Polymorph 13 12 10 9 8 7 5 12 11 10 9 8 15 14 12 11 9 8 6 5 4 13 11 9 7

Class Clerics, Crusaders, Druids, Ministers, Monks and Shamans

Bards and Thieves

Fighter, Paladin and Ranger

Wizards

Level 1-3 4-6 7-9 10-12 13-15 16-18 19+ 1-4 5-8 9-12 13-16 17-20 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+ 1-5 6-10 11-15 16-20

Breath Weapon 16 15 13 12 10 9 7 16 15 14 13 12 17 16 13 12 9 8 5 4 4 15 13 11 9

Spell 15 14 12 11 10 9 7 15 13 11 9 7 17 16 14 13 11 10 8 7 6 12 10 8 6

Attacks / Round 1 / round 1 / round 1 / round 1 / round 1 / round 1 / round 1 / round 1 / round 1 / round 1 / round 1 / round 1 / round 1 / round 1 / round 1 / round 3 / 2 rounds 3 / 2 rounds 3 / 2 rounds 2 / round 2 / round 2 / round 1/ round 1/ round 1/ round 1/ round Page 16

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The number of attacks you get with a weapon is also shown in Table 5-1. This takes the notation of # / round if it is 3 / 2 rounds then you get 1 attack in the first round and 2 attacks in the second round. Characters can also receive bonuses or penalties to saving throws due to their ability scores. Table 53 shows what bonuses or penalties characters receive due to their constitution score.

Table 5-3 Attribute Saving Throw Modifiers Ability Score 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Constitution Resurrection Survival 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 92% 94% 96% 98% 100% 100% Intelligence Illusion Immunity 1st level Wisdom Spell Immunity Cause fear, charm person, command, friends, hypnotism

System Shock 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 88% 90% 95% 97% 99% 99%

Poison Save -2 -1 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +1

Magical Defense -6 -4 -3 -2 -1 -1 -1 0 0 0 0 0 0 0 +1 +2 +3 +4 +4

System Shock: This denotes the chance of survival when suffering from magical effects that age or reshape the body. Resurrection Survival: This denotes the chance of success when being brought back from the dead. Poison Save: This is a modifier to saving throws against poison. Illusion Immunity: This denotes what spell level illusions you automatically pass a saving throw against. Magical Defense: This is a modifier to saving throws against spells that target the mind such as charm, fear, hypnosis, illusions, etc. Spell Immunity: These spells automatically fail against someone with this wisdom score.

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Weapons and Armour


These are the types of weapons and armour you can use. However while you can use these weapons, you do get a penalty as described in Table 5-2 unless you spend weapon proficiencies on the individual weapon. The number of weapons you can be proficient in is determined by your class and level.

Table 5-2 Non-Proficiency Penalty Class Bard Cleric Crusader Druid Fighter Wizard Penalty -3 -3 -3 -3 -2 -5 Class Minister Monk Paladin Ranger Shaman Thief Penalty -3 -3 -2 -2 -3 -3

If you are proficient with a weapon in one of the following categories, you halve the penalty for using other weapons in that category (rounding up). The categories are: Axes: Battle axe, Hand/throwing axe. Bows: Composite long bow, Composite short bow, Daikyu, Long bow, Short bow. Clubbing Weapons: Belaying pin, Club, Footman's mace, Horseman's mace, Morning star, Warhammer. Crossbows: Hand crossbow, Heavy crossbow, Light crossbow. Fencing Blades: Dagger/Dirk, Knife/Stiletto, Main-gauche, Rapier, Sabre. Flails: Footman's flail, Horseman's flail. Lances: Heavy horse lance, Light horse lance, Jousting lance, Medium horse lance. Long Blades: Bastard sword, Katana, Long sword, Scimitar, Two-handed sword. Medium Blades: Cutlass, Khopesh, Wakizashi. Picks: Footman's pick, Horseman's pick. Polearms: Awl pike, Bardiche, Bec de corbin, Bill-guisarme, Fauchard, Fauchard-fork, Glaive, Glaive-guisarme, Guisarme, Guisarme-voulge, Halberd, Hook fauchard, Lucern hammer, Mancatcher, Military fork, Naginata, Partisan, Ranseur, Spetum, Tetsubo, Voulge. Short Blades: Dagger/Dirk, Knife/Stiletto, Main-gauche, Short sword/Drusus. Slings: Sling, Staff Sling. Spears: Harpoon, Javelin, Long Spear, Spear, Trident. Whips: Scourge, Whip.

Non-Weapon Proficiencies
These determine what your class non-weapon proficiencies are for this character. You can take training in non-weapon proficiencies not on this list, however you must spend two points to become trained in these. Furthermore you gain a bonus number of non-weapon proficiencies depending on your Intelligence score. Check Table 5-3 for more details. Table 5-3 Bonus NonWeapon Proficiencies Intelligence Score 1 2-8 9-11 12-13 14-15 16 17 18 19 Bonus NWP 0 +1 +2 +3 +4 +5 +6 +7 +8 Page 18

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Alignment
Some classes or kits have restrictions as to which alignments you can have. The different alignments are: Lawful Good: You uphold just laws and act for the better good of all whenever possible. Good: You recognise that the law is important but you do not place it above the good of all. You recognise there are times when the law may need to be ignored. Chaotic Good: You act for the better good at all, holding no regard for the law whatsoever. Lawful Neutral: You uphold the law and act in accordance with it. You care little for the good of all, instead concentrating on yourself and those you care for as long as you personally don't need to subjugate anyone. Neutral: You recognise that the law is important, but you do not place it above your personal comfort. Chaotic Neutral: You act for your own interest with little regard for the law. Lawful Evil: You follow the law, seeking to do what you wish while only holdding to the letter of the law rather than the spirit. Evil: You recognise that the law is important but you do not place it above your own interests. There is little that you aren't willing to do, although you'll try to abide by the law as much as you can. Chaotic Evil: You act for your own personal interest with little regard for the law or who you harm in the process.

Followers
Characters are capable of attracting followers. These are henchmen that are loyal to the character, although they must be treated well and cared for (often with pay) in order to retain them. The exact number and nature of these followers is determined by the DM when they're attained.

Kits
Kits belong to certain classes and add in extra abilities although only with a cost. Furthermore they often have pre-requisites you must meet. Multiclassed characters cannot have a kit, although dualclassed characters can choose a single kit over their career.

Multiclassing
At level 1 you can declare that you're multiclassing into multiple classes. You aren't able to take any kits as a multiclassed character. Which classes you can multiclass into are dependent on your race (note that humans are not able to multiclass). Once you've decided which classes you're multiclassing into you then start building your first level character.

First Level
To determine hit points you calculate your hitpoints for each class adding them all together and then divide by the number of classes you're taking the first level into. Afterwards you add your constitution modifier (getting the bonus granted to fighters, paladins and rangers if one of these are your class).

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You obtain the most favourable THAC0 available to the classes you're taking levels in. You also gain the best of the saves in each category at each level. You are able to spend weapon proficiencies as your classes dictate, although note that if one of your classes is cleric then you're still limited to the weapons allowed by your god. Finally you can treat non-weapon proficiencies as class proficiencies if any of your classes grant them to you. You are able to wear any armour that your classes allow you to, although note that Wizards aren't able to cast spells when wearing armour. Thieves aren't able to use their special abilities in anything heavier then padded leather or elven chain. Druids aren't able to wear any armour that contains metal and rangers aren't able to use their special abilities if they're wearing anything heavier then studded leather. Finally you gain any of the class features available to each class unless that feature specifically says otherwise.

Levelling Up
As you obtain XP you must split it up evenly amongst the different classes you've taken levels in. If you meet the prime requisite for that class then you gain a 10% XP bonus for that portion of the XP. When you obtain a new level you keep the best saving throws and THAC0 for that level (only changing them if it would result in a better value). For HP you determine your HP and then divide it by the number of classes you have (rounding fractions down).

Dual Classing
Only humans are able to dual class. This involves taking a set number of levels in a particular class and then start taking levels in a different class, starting from level 1. In order to qualify for dual classing you must have a 15 or more in the prime requisites of your first class and then a 17 in the prime requisites of any future classes that you take. Once you start taking levels in a second class, you can't advance more in your original class. Furthermore you must be level 2 in your current class before switching. In order to gain XP in your new class you must refrain from using any special abilities, weapons not available to the new class, THAC0 or saving throws for the old class. The character is able to use these abilities, but if he does so he doesn't receive any XP for that encounter.

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Bard
A musician, storyteller, court jester, travelling minstrel skald, war drummer or jack of all trades, bards live by their skill and also their limited arcane talent. Whether it's through using their skills for the benefit of others or to charm and delight audiences, bards are able to live by their skills and talents. What follows are the standard bard traits.

Bard Traits
Ability Score Pre-requisites: Dexterity 12, Intelligence 13, Charisma 15 Prime Requisite: Dexterity, Charisma Allowed Races: Half-elf, Human Magical Items: Cloaks, Potions, Rings, Scrolls, Weapons, Priestly Items Weapons: All Armour: Leather, studded leather, padded leather, elven chain armour and chain mail. Weapon Non-Weapon Hit Points THAC0 Proficiencies Proficiencies Class Features Musical instrument, Bard Skills, Bardic Performance, Inspire Courage, Countersong, 1d6 20 2 3 Bardic Knowledge 2d6 20 2 3 Spells, Spellbook, 3d6 19 2 3 4d6 19 3 4 5d6 18 3 4 6d6 18 3 4 7d6 17 3 4 8d6 17 4 5 9d6 16 4 5 Followers 10d6 16 4 5 Use Scrolls 10d6+2 15 4 5 10d6+4 15 5 6 10d6+6 14 5 6 10d6+8 14 5 6 10d6+10 13 5 6 10d6+12 13 6 7 10d6+14 12 6 7 10d6+16 12 6 7 10d6+18 11 6 7 10d6+20 11 7 8

Level

XP

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 2,250 4,500 9,000 18,000 36,000 75,000 150,000 300,000 600,000 900,000 1,200,000 1,500,000 1,800,000 2,100,000 2,400,000 2,700,000 3,000,000 3,300,000 3,600,000

Musical Instrument Bards gain proficiency in a musical instrument as a free non-weapon proficiency.

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Bard Skills Bards receive the ability to use skills in ways ordinarily outside of the realm of other classes. It doesn't mean they aren't able to do these things. It's just that bards are much better at them then members of other classes or are able to do things above and beyond what other classes can. Each bard starts with a base proficiency in a particular skill based on their race. See Table 5-2 for details. Table 5-2 Base Proficiency in Bard Skill

Bard Skill Dwarf Elf Gnome Half-Elf Halfling Human Pick Pockets 15% 20% 15% 25% 25% 15% Detect Noise 15% 20% 25% 15% 15% 15% Climb Walls 50% 60% 45% 60% 60% 60% Read Languages -5% 0% 0% 0% 0% 0% Bards also receive a bonus or penalty depending on their dexterity score. See Table 5-3 for details. Table 5-3 Deterity Score Modifier on Bard Skills

Dexterity Score Pick Pockets Detect Noise Climb Walls Read Languages 9 -15% 10 -10% 11 -5% 12 13-15 16 17 5% 18 10% 19 15% Finally bards receive a modifier depending on the armour they're wearing as detailed in Table 5-4. Table 5-4 Armour Modifier on Thief Skills No Leather Elven Chain Chainmail Padded or Bard Skill Armour Armour Mail Studded Leather Pick Pockets 5% -20% -25% -30% Detect Noise -5% -10% -10% Climb Walls 10% -20% -25% -30% Read Languages At 1st level bards receive 20 points they can put into the skills (with 1 point = +1%). They can put the maximum number of points into a single skill as outlined in the main thief class feature table. At 2nd level and each level thereafter they can an additional 15 points. Note that while more than 95 points can be put into a single skill, a roll of 96-100 on a 1d100 is always a failure. Putting in more points above 95% can be used to counteract any penalties from dexterity or worn armour. A description of each of these skills is as follows. All uses of a skill fails if the bard rolls above his percentage.

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Pick Pockets: A bard can attempt sleights of hand or to lift a small item from someone else's posession. If the bard fails and rolls high enough then he's caught in the attempt (DM has rules for determining being caught). As long as a bard isn't caught, he can reattempt the skill. Detect Noise: A bard can try to hear faint sounds that most other would miss. To do so he must have total silence in his immediate area. Sounds through thick doors will be distorted and unclear. Climb Walls: Although anyone can climb, a bard can do so on a smooth wall without climbing gear. Although while climbing a bard cannot fight or defend himself. Read Languages: A bard knows a smattering about various languages and can sometimes puzzle out their meaning without knowing how to read that language fluently. This skill can only have points put into it from 4th level onwards. Only a single roll can be made per document and it often won't reveal the full contents of the message. A failed attempt reveals nothing and cannot be remade until the next level. Bardic Performance When a bard performs in front of an audience that isn't in combat and he doesn't intend to attack immediately, he can shift their mood into either a positive or negative direction. The method used to do this will vary depending on the situation, but it could be a fiery speech, collection of jokes, a sad tale or a haunting melody. Everyone in the group makes a save vs paralysation with a penalty of -1 at 3rd level. This penalty increases every 3 levels thereafter (-2 at 6th, -3 at 9th, -4 at 12th, -5 at 15th and -6 at 18th). A failed save shifts their mood by 1 in a direction of the bard's choice while a successful save shifts it by 1 in the opposite direction. Inspire Courage A bard can spend 3 minutes giving an inspiring speech against a known enemy. The bonus can either grant a +1 bonus to attack rolls, +1 to saving throws or +2 to morale. This effect lasts for 1 minute per bard level. The bard can affect an audience in a 10 foot area, increasing by +10 feet per bard level above 1. This cannot be used on people who are currently engaged in combat. Countersong A bard is able to sing or recite while admidst combat to stop a spell from working that involves explanations, commands or suggestions. The bard makes a saving throw vs spell and a success means anyone within 30 feet is immune to the spell. If he is struck or the saving throw fails before the enemy caster finishes casting the spell then the countersong stops. Otherwise a bard can continue the countersong for the rest of the combat, countering any spells that involve explanations, commands or suggestions. If a bard's countersong stops then he cannot restart it for that combat. Bardic Knowledge A bard gains the reading/writing proficiency for free and also know their area's local history as a free non weapon proficiency. A bard has a 5% chance of identifying a magic item. This chance increases by 5% for each bard level above 1. Spells At 2nd level Bards are able to cast arcane spells much like a wizard. The spells they know are kept within their spellbook which they must study after 8 hours of sleep (these need not be consecutive) taking 10 minutes per spell level to memorise a single spell. The number of spells a bard is able to Forgotten Realms Players Guide Page 23

memorise per day is given below on the table. If a bard doesn't cast the spell, then it remains prepared, even across multiple days. It's also important to note that a single spell can be memorised multiple times (each time taking up a portion of the bard's spells for the day). Bards with a high intelligence score receive bonus spells that increases the number of spells they can cast each day. See Table 5-3 for details. Table 5-3 Intelligence Score Modifiers Spell Level Bard Casting Intelligence Max Spell Chance to Max # of Level Level 1 2 3 4 5 6 Score Level Learn Spell Spells/Level 1 1 - - - - - 1-8 2 2 1 - - - - 9 4th 35% 6 3 3 2 - - - - 10 5th 40% 7 4 4 2 1 - - - 11 5th 45% 7 5 5 3 1 - - - 12 6th 50% 7 6 6 3 2 - - - 13 6th 55% 9 7 7 3 2 1 - - 14 6th 60% 9 8 8 3 3 1 - - 15 6th 65% 11 9 9 3 3 2 - - 16 6th 70% 11 10 10 3 3 2 1 - 17 6th 75% 14 11 11 3 3 3 1 - 18 6th 85% 18 12 12 3 3 3 2 - 19 6th 95% Unlimited 13 13 3 3 3 2 1 14 14 3 3 3 3 1 15 15 3 3 3 3 2 16 16 4 3 3 3 2 1 17 17 4 4 3 3 3 1 18 18 4 4 4 3 3 2 19 19 4 4 4 4 3 2 20 20 4 4 4 4 4 3 Finally bards are unable to cast spells while wearing armour as it restricts their movement. A bard's intelligence score will determine what level spells he can cast with people that have an intelligence score of 8 or lower simply being unable to cast spells. Spellbook At 2nd level a bard is able to write a single spell into his spellbook. This book contains all of the spells he knows. A bard must come across spells from either scrolls or other spellbooks in order to copy them into his spellbook. To copy a spell into his spellbook, a bard must roll a percentile chance with his intelligence score determining what number he must roll under. See Table 5-3 for the exact percentage. If a bard rolls under this percentage, he successfully copies the spell into his spellbook. If he rolls above it then he fails. He cannot try to learn that spell again until he goes up in a level. A bard is limited to the number of spells he can learn for each spell level. Table 5-3 shows how many spells for each spell level he can learn. If a bard reaches his maximum he cannot unlearn one of his current spells to learn a new one. He is simply unable to learn any more spells of that level. Followers At 9th level a bard, as long as he has a stronghold, automatically attract followers. These soldiers, having heard of the bard, come for the chance to fight for the bard. They are loyal as long as they are Forgotten Realms Players Guide Page 24

well-treated, successful, and paid well. Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and possibly mutiny. The DM has details on the followers. Use Scroll At 10th level a bard can use arcane and divine scrolls. However when he does so there is a 15% chance of misreading the scroll and causing a mishap. This mishap is often dangerous for the bard and his companions.

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Cleric
Clerics are the bread and butter of the churches. Making up the majority of priests within a particular church, clerics are what people first think of when they hear the word priest. The servants of a deity, clerics tend to those who worship their god, teaching them the wisdom of their god and helping them in their times of need. All clerics are different dependent on which deity they worship. Given there are over 150 different deities, with clerics for each one having unique powers granted to them by that god, to list details for all of the gods would require far too many pages. Instead what follows are the features that are common among all clerics. In order to learn what ones are unique to a particular god, tell the DM which god you wish to be a cleric of and you'll be given the details on the special powers that god grants you. What follows are the standard rules for clerics.

Cleric Traits
Pre-requisites: Dependent on deity. NonWeapon Proficiencies 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

XP 0 2,000 4,000 8,000 17,000 35,000 71,000 142,000 289,000 578,000 867,000 1,156,000 1,445,000 1,734,000 2,023,000 2,312,000 2,601,000 2,890,000 3,179,000 3,468,000

Hit Points 1d8 2d8 3d8 4d8 5d8 6d8 7d8 8d8 9d8 9d8+2 9d8+4 9d8+6 9d8+8 9d8+10 9d8+12 9d8+14 9d8+16 9d8+18 9d8+20 9d8+22

THAC0 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8

Weapon Proficiencies 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7

Class Features Spells, Specialist Powers

Spells Clerics are noteworthy in that like Paladins and other divine classes they receive spells directly from their deity. However in order to be granted these spells the Cleric must know the correct prayers. As such each cleric contains a prayer book that they've received from their senior clergymen. This prayer book is quite likely to be all that a cleric will ever see and that when they're in a senior

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position they'll hand out copies to lower clergymen that have the exact same prayers contained within. However clerics who go out and travel across Faerun will come across far flung churches which will likely have their own prayers that the cleric doesn't know about. If he's able to obtain a copy of these prayers he can add them to his own prayer book and then cast those prayers in the future. The reason for different churches having different prayers is that prayers are contained within books which are likely to be damaged over time due to age, the elements and even mistakes made in the copying process. As time passes the prayers become lost at a particular church, perhaps known only in old tales and records which make reference to the prayer, but fail to say what rituals are required to cast the prayer. As such churches will often send it's clergy out into old ruins in the hope of recovering ancient prayers lost from the passage of time. The table below details how many prayers will be answered by their deity on any given day. A cleric must study their prayer book after sleeping for 8 hours (these need not be consecutive). It takes 10 minutes per spell level to memorise a single prayer. If a cleric doesn't utter the prayer and cast the spell then this prayer remains prepared, even across multiple days. It's also important to note that a single prayer can be memorised multiple times (each time taking up a portion of the cleric's spells for the day). Clerics with a high wisdom score receive bonus spells that increases the number of spells they can cast each day. Furthermore there is a chance of spell failure unless they have a high wisdom score. See Table 5-3 for details. Cleric Casting Spell Level Level Level 1 2 3 4 5 6* 7** 1 1 1 - - - 2 2 2 - - - 3 3 2 1 - - 4 4 3 2 - - 5 5 3 3 1 - 6 6 3 3 2 - 7 7 3 3 2 1 8 8 3 3 3 2 9 9 4 4 3 2 1 10 10 4 4 3 3 2 11 11 5 4 4 3 2 1 12 12 6 5 5 3 2 2 13 13 6 6 6 4 2 2 14 14 6 6 6 5 3 2 1 15 15 6 6 6 6 4 2 1 16 16 7 7 7 6 4 3 1 17 17 7 7 7 7 5 3 2 18 18 8 8 8 8 6 4 2 19 19 9 8 8 8 6 4 2 20 20 9 9 9 8 7 5 2 * Usable by priests with 17 or greater Wisdom only. ** Usable by priests with 18 or greater Wisdom only.

Table 5-3 Wisdom Score Modifiers Wisdom Score 1 2 3 4 5 6 7 8 9 10 11 12 13-14 15-16 17 18 19 Spell Failure Chance 80% 60% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% 0% 0% 0% 0% Level of Bonus Spell None None None None None None None None None None None None 1st 2nd 3rd 4th 1st, 3rd

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Crusader
Crusaders comprise the more militant wing of the church. Not all churches have crusaders, but those who do have their crusaders stand at the forefront of any battle that affects the church. They organise themselves into militant wings with their temples heavily fortified against attack. What follows are the standard rules for crusaders.

Crusader Traits
Ability Score Pre-requisites: Strength 12, Wisdom 9, Charisma 12 Prime Requisite: Strength, Wisdom Allowed Races: Dwarf, Elf, Half-Elf, Human Alignment: LE, LN, LG, CE,CE, CN, CG (deity may offer further restrictions) Magical Items: Armour, Potions, Rings, Scrolls, Shields, Weapons, Priestly Items Weapons: All Armour: All NonWeapon Proficiencies 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

XP 0 2,000 4,000 8,000 17,000 35,000 71,000 142,000 289,000 578,000 867,000 1,156,000 1,445,000 1,734,000 2,023,000 2,312,000 2,601,000 2,890,000 3,179,000 3,468,000

Hit Points 1d8 2d8 3d8 4d8 5d8 6d8 7d8 8d8 9d8 9d8+2 9d8+4 9d8+6 9d8+8 9d8+10 9d8+12 9d8+14 9d8+16 9d8+18 9d8+20 9d8+22

THAC0 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1

Weapon Proficiencies 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7

Class Features Spells Lighten Load

Easy March Followers Build Stronghold

Spells Crusaders are noteworthy in that like clerics and other divine classes they receive spells directly from their deity. However in order to be granted these spells the Crusader must know the correct prayers. As such each crusader owns a prayer book that they've received from their senior clergymen. This prayer book is quite likely to be all that a crusader will ever see and that when they're in a senior position they'll hand out copies to lower clergymen that have the exact same prayers contained within. Forgotten Realms Players Guide Page 28

However crusaders who go out and travel across Faerun will come across far flung churches which will likely have their own prayers that the cleric doesn't know about. If he's able to obtain a copy of these prayers he can add them to his own prayer book and then cast those prayers in the future. The reason for different churches having different prayers is that prayers are contained within books which are likely to be damaged over time due to age, the elements and even mistakes made in the copying process. As time passes the prayers become lost at a particular church, perhaps known only in old tales and records which make reference to the prayer, but fail to say what rituals are required to cast the prayer. As such churches will often send it's clergy out into old ruins in the hope of recovering ancient prayers lost from the passage of time. The table below details how many prayers will be answered by their deity on any given day. A cleric must study their prayer book after sleeping for 8 hours (these need not be consecutive). It takes 10 minutes per spell level to memorise a single prayer. If a cleric doesn't utter the prayer and cast the spell then this prayer remains prepared, even across multiple days. It's also important to note that a single prayer can be memorised multiple times (each time taking up a portion of the cleric's spells for the day). Crusaders with a high wisdom score receive bonus spells that increases the number of spells they can cast each day. Furthermore there is a chance of spell failure unless they have a high wisdom score. See Table 5-3 for details. Spell Level Crusader Casting Level Level 1 2 3 4 5 6* 7** 1 1 1 - - - 2 2 2 - - - 3 3 2 1 - - 4 4 3 2 - - 5 5 3 3 1 - 6 6 3 3 2 - 7 7 3 3 2 1 8 8 3 3 3 2 9 9 4 4 3 2 1 10 10 4 4 3 3 2 11 11 5 4 4 3 2 1 12 12 6 5 5 3 2 2 13 13 6 6 6 4 2 2 14 14 6 6 6 5 3 2 1 15 15 6 6 6 6 4 2 1 16 16 7 7 7 6 4 3 1 17 17 7 7 7 7 5 3 2 18 18 8 8 8 8 6 4 2 19 19 9 8 8 8 6 4 2 20 20 9 9 9 8 7 5 2 * Usable by priests with 17 or greater Wisdom only. ** Usable by priests with 18 or greater Wisdom only.

Table 5-3 Wisdom Score Modifiers Wisdom Score 1 2 3 4 5 6 7 8 9 10 11 12 13-14 15-16 17 18 19 Spell Failure Chance 80% 60% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% 0% 0% 0% 0% Level of Bonus Spell None None None None None None None None None None None None 1st 2nd 3rd 4th 1st, 3rd

Lighten Load At 3rd level a crusader gains the ability to cast lighten load once a day without using any spell slots. This spell effectively halves the weight of equipment and gear for all party members for a day.

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Easy March At 7th level a crusader gains the ability to cast easy march twice in a ten-day, which basically allows the party to force march without suffering the fatigue penalties. Followers When a crusader attains 8th level, he automatically attract followers. These soldiers, having heard of the crusader, come for the chance to fight for that crusader's cause. They are loyal as long as they are well-treated, successful, and paid well. Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and possibly mutiny. Stronghold At 9th level a crusader gains official sanction from his church to create a religious stronghold or fortified temple. The church pays for half the cost of constructing this stronghold.

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Druid
Druids are nature based priests who are ordained and recognised members of the church. Only certain deities accept druids which are Baervan Wildwanderer, Chauntea, Deep Sashelas, Deep Duerra, Eldath, Emmanstiensien, Fenmarel Mestarine, Hanali Celanil, Istishia, Lliira, Mielikki, Nobanion, Rillifane Rallathil, Sarula Iliene, Sheela Peryroyl, Shiallia and Silvanus What follows are the standard rules for druids.

Druid Traits
Ability Score Pre-requisites: Varies Prime Requisite: Wisdom, Charisma Allowed Races: Varies Magical Items: Armour, Potions, Rings, Scrolls, Shields, Weapons, Priestly Items Weapons: Club, Dagger, Dart, Scimitar, Sickle, Sling, Spear, Staff Armour: Armours with no metal components. NonWeapon Proficiencies

Level

XP

Hit Points

THAC0

Weapon Proficiencies

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 2,000 4,000 7,500 12,500 20,000 35,000 60,000 90,000 125,000 200,000 300,000 750,000 1,500,000 3,000,000

1d8 2d8 3d8 4d8 5d8 6d8 7d8 8d8 9d8 9d8+2 9d8+4 9d8+6 9d8+8 9d8+10 9d8+12

20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8

2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7

4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10

Class Features Spells, Envrionment, Elemental Resistance, Secret Language Bonus Language

Shapechange

3,500,000 9d8+14 4,000,000 9d8+16 4,500,000 9d8+18 5,000,000 9d8+20 5,500,000 9d8+22

Druid Title Archdruid Great Druid Grand Druid Hierophant Druid, Immortality Hibernation, Elemental Travel (Earth) Elemental Travel (Fire) Elemental Travel (Water) Elemental Travel (Air)

Spells Druids are noteworthy in that like Clerics and other divine classes they receive spells directly from their deity. However in order to be granted these spells the Cleric must know the correct prayers. As Forgotten Realms Players Guide Page 31

such each cleric contains a prayer book that they've received from a senior clergymen. This prayer book is quite likely to be all that a cleric will ever see and that when they're in a senior position they'll hand out copies to lower clergymen that have the exact same prayers contained within. The table below details how many prayers will be answered by their deity on any given day. A cleric must study their prayer book after sleeping for 8 hours (these need not be consecutive). It takes 10 minutes per spell level to memorise a single prayer. If a cleric doesn't utter the prayer and cast the spell then this prayer remains prepared, even across multiple days. It's also important to note that a single prayer can be memorised multiple times (each time taking up a portion of the cleric's spells for the day). Clerics with a high wisdom score receive bonus spells that increases the number of spells they can cast each day. Furthermore there is a chance of spell failure unless they have a high wisdom score. See Table 5-3 for details. Druid Casting Spell Level Level Level 1 2 3 4 5 6* 7** 1 1 1 - - - 2 2 2 - - - 3 3 2 1 - - 4 4 3 2 - - 5 5 3 3 1 - 6 6 3 3 2 - 7 7 3 3 2 1 8 8 3 3 3 2 9 9 4 4 3 2 1 10 10 4 4 3 3 2 11 11 5 4 4 3 2 1 12 12 6 5 5 3 2 2 13 13 6 6 6 4 2 2 14 14 6 6 6 5 3 2 1 15-20 15 6 6 6 6 4 2 1 * Usable by priests with 17 or greater Wisdom only. ** Usable by priests with 18 or greater Wisdom only.

Table 5-3 Wisdom Score Modifiers Wisdom Score 1 2 3 4 5 6 7 8 9 10 11 12 13-14 15-16 17 18 19 Spell Failure Chance 80% 60% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% 0% 0% 0% 0% Level of Bonus Spell None None None None None None None None None None None None 1st 2nd 3rd 4th 1st, 3rd

Environment Druids receive different abilities depending on the environment they're stationed to.

Arctic Druid Arctic druids are stationed in areas covered year round by ice and snow. Examples include the Great Glacier, the High Ice and Icewind Dale Ability Score Pre-requisites: Wisdom 12, Constitution 13, Charisma 15 Races Allowed: Arctic Dwarves, Humans, Half-Elves Non-Weapon Proficiency Pre-Requisites: Fire Building, Weather Sense, Survival Benefits: +2 bonus to saving throws vs cold attacks. -1 penalty to attack rolls, saving throws and ability checks when in environments that are above 26 degrees celcius. Page 32

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At 3rd level arctic druids start to receive bonus languages. These are taken from: Aragrakh, Ettin, Jotunise, Kurit, Sossal, Uluik At 3rd level arctic druids ignore the effects of freezing weather. At 3rd level arctic druids can identify arctic plants, animals and thin ice perfectly. At 3rd level arctic druids can pass over ice and snow without leaving a trail and at full movement. At 7th level arctic druids can shape change into a land mammal, marine mammal or bird. The animals they can change into are those native to arctic and subarctic climates. Examples include: caribou, penguins, polar bears, seals, reindeer, snowy owl, wolves and wolverines.

Desert Druid Desert druids are stationed in arid areas that have little water and vegetation. Examples include Anauroch, Calim Desert and the Plains of Purple Dust. Ability Score Pre-requisites: Wisdom 12, Constitution 12, Charisma 15 Races Allowed: Humans Non-Weapon Proficiency Pre-Requisites: Direction Sense, Weather Sense, Survival Benefits: +2 bonus to saving throws vs fire and electric attacks. Can go for 1 day per druid level without water. At 3rd level desert druids start to receive bonus languages. These are taken from: Aragrakh, Alzhedo, Durpari, Midani, Nrizkt, Sphinx At 3rd level desert druids can identify desert plants, animals and pure water perfectly. At 3rd level desert druids can automatically see through nonmagical mirages and gain a +4 bonus on saving throws against illusions. At 3rd level desert druids can pass through the desert without leaving a trail. At 3rd level desert druids can sense the distance, direction and size of the nearest water if it's within a 3 mile radius. This radius increases by 1 mile for every druid level above 3rd. At 7th level desert druids can shape change into a mammal, reptile or bird. The animals they can change into are those native to the Underdark. Examples include: camels, eagles, hawks, lizards, mice, rats, snakes and vultures.

Forest Druid Gray druids live in one of the vast forests of Faerun. Examples include the King's Forest, Gray Forest, Hullack Forest and the Winterwood. Ability Score Pre-requisites: Wisdom 12, Charisma 15 Races Allowed: Elves, Humans, Half-Elf Non-Weapon Proficiency Pre-Requisites: None Benefits: Forest druids receive +2 bonus to saving throws vs fire and electric attacks. At 3rd level forest druids start to receive bonus languages. These are taken from: Aquan, Aragrakh, Elven, Gnim, Jotunhaug, Sylvan At 3rd level forest druids can identify forest plants, animals and pure water perfectly. At 3rd level can move through underbrush at their full speed without leaving a trail. At 3rd level forest druids are immune to poison ivy, poison oak and similar irritants. Page 33

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At 7th level forest druids are immune to charm spells cast by woodland creatures. At 7th level forest druids can shape change into a bird, mammaml or reptile. The animals they can change into are those native to forests. Examples include: bears, birds, lizards.

Gray Druid Gray druids live in the Underdark. Ability Score Pre-requisites: Wisdom 12, Charisma 15 Races Allowed: Humans Non-Weapon Proficiency Pre-Requisites: Direction Sense, Herbalism, Blind-Fighting Benefits: Gray druid spells that affect animals, only affect those native to the Underdark. Gray druids receive a -2 penalty on saving throws against light spells. At 3rd level gray druids start to receive bonus languages. These are taken from: Daraktan, Drow, Duergan, Ghukliak, Terran, Troglodyte At 3rd level gray druids can identify fungi, subterranean animals and pure water perfectly. At 7th level gray druids can control 7 HD worth of molds, oozes, puddings and slimes within a 30 foot area. They receive no saving throw and remain under the druids control while they remain within 30 feet. The control lasts for 10 minutes per druid level. The number of HD increases by 1 per druid level above level 7. At 7th level gray druids can shape change into a reptile, mammal or giant spider. The animals they can change into are those native to the Underdark. Examples include: giant spiders, mole badgers, tunnel snakes, etc.

Jungle Druids Jungle druids live in the temperate jungles of Toril. Examples are the Jungles of Chult. Ability Score Pre-requisites: Wisdom 12, Charisma 15 Races Allowed: Humans Non-Weapon Proficiency Pre-Requisites: Healing, Herbalism Benefits: Jungle druids can move through jungles at full speed without leaving a trail. Jungle druids start to receive bonus languages at level 1 instead of level 3. These are taken from: Abyssal, Authalan, Celestial, Draconic, Sylvan, Tasloi, Yuan-ti At 3rd level jungle druids can identify jungle plants, animals and pure water perfectly. At 7th level jungle druids can shape change into a reptile, mammal or bird. The animals they can change into are those native to jungles.

Secret Language Druids know how to speak a secret language known as Druidic. Bonus Language At 3rd level druids gain bonus languages, which are determined by their environment. A druid receives an additional language at 6th level, 9th level, 12th level, 15th level and 18th level.

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Shapechange At 7th level druids gain the ability to transform into one of three different types of animal three times a day. Each type of animal may only be transformed into once a day and it must be an animal native to the druids environment. Details on the three different categories is dependent on the environment of the druid. Upon transforming as a standard action, the druid heals 10-60% of their damage. They gain the creature's characteristics: size, movement methods, armour class, number of attacks and the damage each attack deals. Any clothing the druid was wearing as well as a single item held in each of the druids hands transforms with the druid and only reappear when the druid transforms back into their natural form as a standard action. Druid Title At 12th level druids gain the official title of druid. They cannot advance to the next level until they perform a particular ritual necessary for that level. As soon as they gain enough XP to move up to the next level they stop receiving XP until the necessary ritual is carried out. Archdruid In order to reach 13th level a druid must defeat an archdruid in hand to hand combat or enter a vacant archdruid position. The rules for the combat are determined between the two druids. Upon attaining the archdruid title an archdruid receives followers which the DM has details on. As an archdruid it is possible to serve a grand druid. However an archdruid must be approached by the grand druid in order to serve him. Great Druid In order to reach 14th level an archdruid must defeat a great druid in hand to hand combat or enter a vacant great druid position. The rules for the combat are determined between the two druids. Grand Druid In order to reach 15th level a great druid must be chosen by a grand druid as his successor. It is a boring and thankless position and so gets replaced every few years when an appropriate great druid is found. A grand druid receives a bonus six spell levels that he can cast each day spontaneously. They can either be a single sixth level spell or a combination of lesser spells. Hierophant Druid In order to reach 16th level a grand druid must step down from his position, losing his bonus six spell levels that can be cast spontaneously. Instead he steps out of the druidic heirarchy and becomes interested in interplanar matters. A hierophant druid can now advance in additional levels without any further restrictions. Immortality At 16th level a hierophant druid becomes immune to all natural poisons and aging. He can also change his appearance at will with a height and weight change of up to 50% possible, mimicing any age or humanoid race the hierophant druid chooses.

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Hibernation At 17th level a hierophant druid can go into hibernation where their body functions slow to such a degree that they appear dead to a casual observer. He either awakens at a set time chosen when he entered into hibernation or when a particular condition is met in his immediate surroundings. Elemental Travel A hierophant druid gains the ability to travel to and from an elemental plane and survive while on that plane. At 17th level they can travel to the plane of earth. At 18th level they can travel to the plane of fire. At 19th level they can travel to the plane of water. At 20th level they can travel to the plane of air.

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Fighter
The most common type of warrior within the Forgotten Realms are fighters. They have the most widespread use of weaponry and specialise in fighting with a particular weapon. What follows are the standard rules for the Fighter.

Fighter Traits
Ability Score Pre-requisites: Strength 9 Prime Requisite: Strength Allowed Races: All Magical Items: Armour, Potions, Rings, Scrolls, Shields, Weapons Weapons: All Armour: All Hit Points 10 1d10+10 2d10+10 3d10+10 4d10+10 5d10+10 6d10+10 7d10+10 8d10+10 8d10+13 8d10+16 8d10+19 8d10+22 8d10+25 8d10+28 8d10+31 8d10+34 8d10+37 8d10+40 8d10+43 Weapon Proficiencies 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10 Non-Weapon Proficiencies 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

XP 0 2,250 4,500 9,000 18,000 36,000 75,000 150,000 300,000 600,000 900,000 1,200,000 1,500,000 1,800,000 2,100,000 2,400,000 2,700,000 3,000,000 3,300,000 3,600,000

THAC0 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1

Class Features Weapon Specialisation

Followers

Weapon Specialisation A character that starts in the fighter class at level 1 gains specialisation in a particular weapon. He doesn't need to choose which weapon he is specialised in at 1st level, but once he does specialise in a weapon he cannot specialise in any further weapons. By spending a weapon proficiency in a weapon a fighter is proficient with, he becomes specialised in it. If it's a melee weapon he gains a +1 bonus to attack rolls with it and receives a +2 bonus to damage with it. If he specialised in a bow or crossbow he gains a +2 to attack rolls when shooting an enemy that's within 30 feet.

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Finally a fighter receives bonus attacks with a weapon. Table 5-1 shows the revised number of attacks they get each round. Table 5-1 Specialised Weapon Attacks per Round Fighter Level 1-6 7-12 13+ Melee Weapon Light Crossbow Heavy Crossbow 1 / 2 round 1 / round 3 / 2 round Dagger (Thrown) 3 / round 4 / round 5 / round Dart (Thrown) 4 / round 5 / round 6 / round Other (Non Bow) Missiles 3 / 2 round 2 / round 5 / 2 round

3 / 2 round 1 / round 2 / round 3 / 2 round 5 / 2 round 2 / round

Followers When a fighter attains 9th level, as long as he has a stronghold, he automatically attract followers. These soldiers, having heard of the fighter, come for the chance to fight for the fighter. They are loyal as long as they are well-treated, successful, and paid well. Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and possibly mutiny. The DM has details on the followers.

Fighter Kits

Appropriate kits from other classes:

Barbarian Explorer (Ranger) There are warriors who belong to nomadic or primitive tribes. He looks down on civilised folk for their lack of morals. Race Pre-requisite: Dwarves, Elves, Half-Elves, Humans Ability Score Pre-requisite: Strength 15 Weapon Proficiency Pre-requisites: Battle axe or battle sword Free Non-Weapon Proficiencies: Endurance Special Benefit: Barbarians have a +3 bonus to reaction checks if the roll is 8 or less due to their sheer strength and animal magentism. Special Hindrance: Barbarians have a -3 penalty to reaction checks if the roll is 14 or higher due to them appearing scary or out of place. Wealth Options: Must buy hide, leather or studded leather armour. Can buy long bows, short bows, clubs, daggers, spears (any), swords (any), axe (any) or slings. Beserker There are warriors who go beserk amidst battle as they lose control over themselves and their actions. These beserkers fight with vim and vigor normally not available to men as they embrace their wild side. Race Pre-requisite: Dwarves, Humans, Half-Elves Ability Score Pre-requisite: Strength 15 Weapon Proficiency Pre-requisites: Cannot have proficiency in ranged or thrown weapons. Free Non-Weapon Proficiencies: Endurance Special Benefit: As a 1 round action, the Beserker can go into a wild frenzy. As he does so he starts to let out a crazed laugh that remains with him for the duration of the combat. This battle frenzy continues until all of the enemy is prone on the ground and either dead, unconscious or surrendering. While in a battle frenzy: Forgotten Realms Players Guide Page 38

The Beserker is immune to the spells: charm person, charm mammal, cloak of bravery, command, enthrall, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas and symbol. Has a +4 bonus on saving throws for Blindness, Tasha's Uncontrollable Hideous Laughter, Hold Person, Charm Monster, Confusion and Hold Animal. If he fails a saving throw against emotion (fear) or fear he drops out of the Beserk state. Finger of death doesn't affect a Beserker until after he drops out of the beserk state. The Beserker gets +1 attack, +3 damage and +5 HP.

Special Hindrance: While in a battle frenzy: DM tracks Beserker's HP. Cannot use ranged weapons while Beserk. Must attack a single target until they die and then move on to the nearest enemy. Cannot use tactics to take cover from ranged attacks. If an ally does something that could be interpreted as an attack he must make a 1d20 roll, DC his Intelligence score. If he rolls under it he realises that friend isn't attacking him. Otherwise he considers them an enemy until the combat is over. The Beserker doesn't gain the benefit of bless, cure light wounds, aid, cure serious wounds, cure critical wounds, heal, regenerate, wither until after he drops out of the battle frenzy. The taunt spell is automatically successful and he attacks that target.

When the Beserker drops out of the Battle frenzy he loses the 5 temporary HP, collapses in exhaustion for a number of rounds equal to the number he was in the battle frenzy for. Wealth Options: No requirements. Career Soldier The career soldier is a soldier's soldier and exemplifies everything it means to be a soldier. Either part of a standing army, personally serving a leige lord or an active mercenary, career soldiers begin play under the employ of a particular person or group. Race Pre-requisite: Any Ability Score Pre-requisite: None Weapon Proficiency Pre-requisites: None Free Non-Weapon Proficiencies: Ancient History (Military History), Fire-Building Special Benefit: Gain a free weapon specialisation in one of the following weapons: battle axe, composite longbow, composite shortbow, longbow, light crossbow, heavy crossbow, lance (any), polearm (any), spear or sword (any). In addition the career soldier will be in the employ of a person or group of the DM's choice (working with the player), granting him additional benefits (such as free lodging or immunity to prosecution). Special Hindrance: His strong militaristic nature makes itself immediately obvious to anyone who sees him, making it difficult for him to go unnoticed. Furthermore he'll have duties he needs to carry out for his employer. Wealth Options: None.

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Cavalier Knights in shining armour, cavaliers exemplify the noble virtues. Born into nobility, the cavalier travels his family's lands or, or beyond on behalf of his family, to present a public face to the family and to show how noble and virtuous they are. Race Pre-requisite: Human. Ability Score Pre-requisite: Strength 15, Dexterity 15, Constitution 15, Intelligence 10, Wisdom 10 Weapon Proficiency Pre-requisites: Lance (any), Sword (any) Free Non-Weapon Proficiencies: Riding, Etiquette Special Benefit: A cavalier receives the following: 1st level: When attacking with a lance the cavalier is proficient in and attacking with it from atop a horse, they get a +1 bonus to attack rolls with it at 1st level and a further +1 every 6 levels (+2 at 7th level, +3 at 13th level, +4 at 19th level). 1st level: Immune to fear and all allies within 10 ft are immune to fear. 1st level: +4 to saving throws for all mind-affecting wizard and cleric spells. 1st level: Cavalier receives a mount (typically a war horse) for free. If this mount dies they must replace it with a war mount that has the charger quality. 1st level: Can demand shelter from anyone not of nobility when within his own nation. Nobles will typically only be too happy to offer shelter. 3rd level: +1 bonus to attacking with a single sword of the cavalier's choice and a further +1 every 6 levels (+2 at 9th level, +3 at 15th level). 5th level: +1 bonus to attacking with either a horseman's mace, horseman's flail or a horseman's pick (cavalier's choice). This goes up for every 6 levels (+2 at 11th level, +3 at 17th level)

Special Hindrance: The cavalier cannot attack an opponent using a range or thrown weapon if they're within charging distance unless an innocent bystander would be killed. Nor can he use reach weapons with the purpose of hiding behind allies. Furthermore the cavalier must attack the biggest and most powerful enemy, quickly dispatching any enemies getting in his way. He will also discard any armour that isn't full plate, slowly buying his way to this better armour, wearing lesser armours only as stepping stones, disdaining even magical armours in favour of full plate. Finally the cavalier must follow the Code of Chivalry which typically involves happily performing any noble quests or services requested of him, especially by his leige lord or lady, defend to the death any person or item placed into his care, show courage and enterprise when obeying his nobles, show respect for those of his station and honour any above him and scorn those who act ignobly. Finally he must choose death before dishonour. Should a cavalier fail to live up to this code he must seek a pennance. Should he break it twice without performing a pennance then he loses any benefits the cavalier kit provides as guilt wracks his conscience. If he breaks it a third time he's no longer a cavalier and receives a permanent -3 penalty to reaction checks from those of his culture. Wealth Options: A cavalier must buy a lance, a sword and the best armour they can afford. Any gold leftover can be spent or kept as necessary. Chevalier A gentleman warrior, a Chevalier must be a nobleman or the child of a Chevalier. Serving a king or queen, they operate within the army of that kingdom and must attend to court functions. Forgotten Realms Players Guide Page 40

Race Pre-requisite: Any. Ability Score Pre-requisite: Strength, Constitution or Wisdom 15. Weapon Proficiency Pre-requisites: Sword (any), Lance (any) Free Non-Weapon Proficiencies: None. Special Benefit: A Chevalier may request sanctuary in any stronghold in his kingdom, or in any lawful good kingdom with political ties to his homeland. By custom the Chevalier will be provided with shelter, food and water for up to 3 days, with this offer extended to a number of his companions equal to his Chevalier level. Special Hindrance: The Chevalier adheres to a strict chain of command and must carry out any orders by more senior chevaliers in his kingdom. Furthermore he must attend state functions, participate in royal festivals and represent his liege in tournaments. He may also be required to train young warriors, file monthly reports and officiate dubbing ceremonies for new Chevaliers. Finally any enemies of his liege are enemies of the Chevalier. Wealth Options: Must purchase a mount, sword, lance and chainmail or better armour. Gladiator A performance warrior from Amn, Calimshan, Chessenta, Chondath, Hillsfar, Thay, Unther or Westgate. He performs for the entertainment of others and his own personal glory (or the profit of his owner if he's a slave) . Nations that don't have gladiators are still quite interested in these entertainer warriors. Race Pre-requisite: Any. Ability Score Pre-requisite: None. Weapon Proficiency Pre-requisites: Gladius, Trident, Net. Free Non-Weapon Proficiencies: Charioteering, Tumbling. Special Benefit: Gladiators gain a free weapon specialisation (in addition to the fighter one) for one of the following weapons: bow (any), cestus, dagger, drusus, lasso, net, scimitar, gladius, spear, trident or whip. Special Hindrance: Gladiators are recognised wherever they go (for example as that tall blond gladiator with the skull tattoo), making it extremely difficult for them to go somewhere unnoticed. Furthermore the upper classes will constantly be trying to organise matches for them, even if that society doesn't normally have gladiators, as people are extremely curious about this exotic warrior. Wealth Options: A gladiator can buy any weapon but must purchase one of the following armours: hide, leather or studded leather. Peasant Hero A simple villager, through some quirk of fate the peasant hero finds themselves thrust into a life and death situation where they arise to the occasion and are remarked forevermore as a true hero. Race Pre-requisite: Any. Ability Score Pre-requisite: None. Weapon Proficiency Pre-requisites: Can only start the game with proficiency in simple weapons such as: club, quarterstaff, scythe, short sword, spear, bow, dagger, knife. Free Non-Weapon Proficiencies: Agriculture or Fishing (player choice) and either Weather Sense or Animal Lore (player choice). Special Benefit: He'll always have free accomodation when within his own community and have people who will help shelter him from the law, unless it's known he's hurt people from his community. Forgotten Realms Players Guide Page 41

Special Hindrance: People frequently come to the peasant hero looking for help. If he turns people away he gains a -2 penalty to reaction checks until he gains the community's good graces once more. Wealth Options: A peasant hero must spend all of his gold so he only starts with 3gp or less.

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Minister
A minister is a priest who primarily serves in a church and administers to the commiunity. Unlike many of the other priests, his knowledge of combat is fairly limited and so he isn't familiar with much armour nor is he particularly skilled with weapons. Instead he preaches to the people, helps them in times of crisis and ensures they live a holy life. Less specialised then a cleric, ministers take longer to receive divine spells and do not gain as many. What follows are the standard minister traits.

Minister Traits
Ability Score Pre-requisites: Dexterity 12, Wisdom 13, Charisma 15 Prime Requisite: Dexterity, Charisma Allowed Races: Elf, Gnome, Half-Elf, Halfling, Human Magical Items: Cloaks, Potions, Rings, Scrolls, Weapons, Armours, Priestly Items Weapons: All Armour: Leather, studded leather, padded leather, elven chain armour and chain mail. Weapon Non-Weapon Hit Points THAC0 Proficiencies Proficiencies Class Features Holy Lore, Practiced Sermon, Inspiring 1d6 20 2 3 Sermon, Turn Undead 2d6 20 2 3 Spells 3d6 19 2 3 4d6 19 3 4 5d6 18 3 4 6d6 18 3 4 7d6 17 3 4 8d6 17 4 5 9d6 16 4 5 Followers 10d6 16 4 5 Use Scrolls 10d6+2 15 4 5 10d6+4 15 5 6 10d6+6 14 5 6 10d6+8 14 5 6 10d6+10 13 5 6 10d6+12 13 6 7 10d6+14 12 6 7 10d6+16 12 6 7 10d6+18 11 6 7 10d6+20 11 7 8

Level

XP

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 2,250 4,500 9,000 18,000 36,000 75,000 150,000 300,000 600,000 900,000 1,200,000 1,500,000 1,800,000 2,100,000 2,400,000 2,700,000 3,000,000 3,300,000 3,600,000

Holy Lore Ministers gain the Reading/Writing and Religion non-weapon proficiencies for free. Furthermore a minister has a 5% chance of identifying a magic item. A minister has a 5% chance of identifying a magic item. This chance increases by 5% for each bard level above 1.

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Practiced Sermon When a minister gives a sermon in front of an audience that isn't in combat and he doesn't intend to attack immediately, he can shift their mood into either a positive or negative direction. Everyone in the group makes a save vs paralysation with a penalty of -1 at 3rd level. This penalty increases every 3 levels thereafter (-2 at 6th, -3 at 9th, -4 at 12th, -5 at 15th and -6 at 18th). A failed save shifts their mood by 1 in a direction of the bard's choice while a successful save shifts it by 1 in the opposite direction. Inspiring Sermon A minister can spend 3 minutes giving an inspiring sermon against a known enemy. The bonus can either grant a +1 bonus to attack rolls, +1 to saving throws or +2 to morale. This effect lasts for 1 minute per minister level. The minister can affect an audience in a 10 foot area, increasing by +10 feet per bard level above 1. This cannot be used on people who are currently engaged in combat. Turn Undead A minister is able to protect his church and community from the predations of the undead. This gives ministers the ability to either banish the undead or outright destroy them. A minister may only attempt to turn undead once an encounter and does so by brandishing his holy symbol and demanding that the undead leave. A minister can affect 2d6 HD worth of creatures. See Table 5-3 for details: Minister Level Creature (or HD) 1 2 3 4 5 6 7 8 9 10-11 12-13 14+ Skeleton (1 HD) 10 7 4 T T D D D* D* D* D* D* Zombie 13 10 7 4 T T D D D* D* D* D* Ghoul (2 HD) 16 13 10 7 4 T T D D D* D* D* Shadow (3-4 HD) 19 16 13 10 7 4 T T D D D* D* Wight (5 HD) 20 19 16 13 10 7 4 T T D D D* Ghast - 20 19 16 13 10 7 4 T T D D Wraith (6 HD) - 20 19 16 13 10 7 4 T T D Mummy (7 HD) 20 19 16 13 10 7 4 T T Spectre (8 HD) - 20 19 16 13 10 7 4 T Vampire (9 HD) - 20 19 16 13 10 7 4 Ghost (10 HD) - 20 19 16 13 10 7 Lich (11+ HD) - 20 19 16 13 10 Special - 20 19 16 13 A number means the creature gets a saving throw against this number. means the creature is unaffected. T means the creature is automatically turned. D means the creature is destroyed. D* means an additional 2d4 creatures of this type are turned in addition to what the minister rolled. A turned undead flees in the oppsite directon. An intelligent undead only has to flee until they're out of sight of the minister. If a minister attempts to corner an unintelligent undead within less than 10 feet, the turning is broken and the intelligent undead can resume attacking the minister. Spells At 2nd level ministers start to receive spells from their deity. However in order to be granted these spells the minister must know the correct prayers. As such each minister owns a prayer book that they've received from their senior clergymen. This prayer book is quite likely to be all that a minister Forgotten Realms Players Guide Page 44

will ever see and that when they're in a senior position they'll hand out copies to lower clergymen that have the exact same prayers contained within. The table below details how many prayers will be answered by their deity on any given day. A minister must study their prayer book after sleeping for 8 hours (these need not be consecutive). It takes 10 minutes per spell level to memorise a single prayer. If a minister doesn't utter the prayer and cast the spell then this prayer remains prepared, even across multiple days. It's also important to note that a single prayer can be memorised multiple times (each time taking up a portion of the cleric's spells for the day). Ministers with a high wisdom score receive bonus spells that increases the number of spells they can cast each day. Furthermore there is a chance of spell failure unless they have a high wisdom score. See Table 5-3 for details. Table 5-3 Wisdom Score Modifiers Spell Level Minister Casting Level Level 1 2 3 4 5 6 Wisdom Spell Failure Level of 1 1 - - - - - Score Chance Bonus Spell 2 2 1 - - - - 1 80% None 3 3 2 - - - - 2 60% None 4 4 2 1 - - - 3 50% None 5 5 3 1 - - - 4 45% None 6 6 3 2 - - - 5 40% None 7 7 3 2 1 - - 6 35% None 8 8 3 3 1 - - 7 30% None 9 9 3 3 2 - - 8 25% None 10 10 3 3 2 1 - 9 20% None 11 11 3 3 3 1 - 10 15% None 12 12 3 3 3 2 - 11 10% None 13 13 3 3 3 2 1 12 5% None 14 14 3 3 3 3 1 13-14 0% 1st 15 15 3 3 3 3 2 15-16 0% 2nd 16 16 4 3 3 3 2 1 17 0% 3rd 17 17 4 4 3 3 3 1 18 0% 4th 18 18 4 4 4 3 3 2 19 0% 1st, 3rd 19 19 4 4 4 4 3 2 20 20 4 4 4 4 4 3 Finally ministers must have a wisdom of 9 or more to cast spells. Followers At 9th level a minister, as long as he has built a church, automatically attract followers. These novices and priests, having heard of the minister, come for the chance to serve with the minister. They are loyal as long as the minister treats them well and ensures they have their needs met. Abusive treatment can lead to grumbling, desertion, and possibly mutiny. The DM has details on the followers. Use Scroll At 10th level a minister can use divine scrolls. However when he does so there is a 15% chance of misreading the scroll and causing a mishap. This mishap is often dangerous for the minister and his companions.

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Monks
Monks are the more scholarly members of a churches priesthood. Unlike clerics or other divine classes, monks are not trained in the ways of combat. As such they can only use simple weapons like quarterstaves or clubs. Furthermore they aren't familiar with the wearing of armour and so gain no benefit from wearing it. Not all churches have monks, but for those who do they send the monks to small communities or the monks reside in remote monasteries. Either way, monks live austere lives and spend their time tending to their community or scribing ancient scrolls that are about to crumble to dust. What follows are the standard monk traits.

Monk Traits
Ability Score Pre-requisites: Constitution 13, Wisdom 15, Intelligence 14 Prime Requisite: Wisdom, Intelligence Allowed Races: Human Alignment: Lawful Good, Lawful Neutral or Lawful Evil. Monks who serve small remote communities are able to ignore the lawful requirement of their alignment. Magical Items: Cloaks, Potions, Rings, Scrolls, Weapons, Priestly Items Weapons: Bludgeoning weapons Armour: None NonWeapon Proficiencies 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

XP 0 2,000 4,000 8,000 17,000 35,000 71,000 142,000 289,000 578,000 867,000 1,156,000 1,445,000 1,734,000 2,023,000 2,312,000 2,601,000 2,890,000 3,179,000 3,468,000

Hit Points 1d8 2d8 3d8 4d8 5d8 6d8 7d8 8d8 9d8 9d8+2 9d8+4 9d8+6 9d8+8 9d8+10 9d8+12 9d8+14 9d8+16 9d8+18 9d8+20 9d8+22

THAC0 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8

Weapon Proficiencies 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7

AC Bonus 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 7 7 7 7 7

Class Features Spells

Free action Outpost

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Spells Monks are noteworthy in that like clerics and other divine classes they receive spells directly from their deity. However in order to be granted these spells the monk must know the correct prayers. As such each monk owns a prayer book that they've received from their senior clergymen. This prayer book is quite likely to be all that a monk will ever see and that when they're in a senior position they'll hand out copies to lower clergymen that have the exact same prayers contained within. However monk who go out and travel across Faerun will come across far flung churches which will likely have their own prayers that the cleric doesn't know about. If he's able to obtain a copy of these prayers he can add them to his own prayer book and then cast those prayers in the future. The reason for different churches having different prayers is that prayers are contained within books which are likely to be damaged over time due to age, the elements and even mistakes made in the copying process. As time passes the prayers become lost at a particular church, perhaps known only in old tales and records which make reference to the prayer, but fail to say what rituals are required to cast the prayer. As such churches will often send it's clergy out into old ruins in the hope of recovering ancient prayers lost from the passage of time. The table below details how many prayers will be answered by their deity on any given day. A cleric must study their prayer book after sleeping for 8 hours (these need not be consecutive). It takes 10 minutes per spell level to memorise a single prayer. If a cleric doesn't utter the prayer and cast the spell then this prayer remains prepared, even across multiple days. It's also important to note that a single prayer can be memorised multiple times (each time taking up a portion of the cleric's spells for the day). Clerics with a high wisdom score receive bonus spells that increases the number of spells they can cast each day. Furthermore there is a chance of spell failure unless they have a high wisdom score. See Table 5-3 for details. Monk Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Casting Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Spell Level 1 2 3 4 1 - - 2 - - 2 1 - 3 2 - 3 3 1 3 3 2 3 3 2 1 3 3 3 2 4 4 3 2 4 4 3 3 5 4 4 3 6 5 5 3 6 6 6 4 6 6 6 5 6 6 6 6 7 7 7 6 7 7 7 7 8 8 8 8 9 8 8 8 9 9 9 8

5 1 2 2 2 2 3 4 4 5 6 6 7

6* 1 2 2 2 2 3 3 4 4 5

7** 1 1 1 2 2 2 2

Table 5-3 Wisdom Score Modifiers Wisdom Score 1 2 3 4 5 6 7 8 9 10 11 12 13-14 15-16 17 18 19 Spell Failure Chance 80% 60% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% 0% 0% 0% 0% Level of Bonus Spell None None None None None None None None None None None None 1st 2nd 3rd 4th 1st, 3rd Page 47

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* Usable by priests with 17 or greater Wisdom only. ** Usable by priests with 18 or greater Wisdom only. AC Bonus Monks are protected by their deity as well as years of defensive combat training. They receive a bonus to their armour class against attacks that they know are coming. Surprise or hidden attacks (such as from backstab) bypass this armour class bonus. Free Action 4th level monks gain the ability to cast the free action spell once a day without using a spell slot. Outpost At 9th level a lawful monk gains official sanction from his monastery to build an outpost for his order. The church pays for half the cost of constructing this outpost and upon it's completion a group of monks will come and inhabit the outpost.

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Paladins
Holy warriors of the Forgotten Realms, Paladins receive their special abilities by becoming ordained by their church after years of vigorous training. Stationed to a particular church, they protect the weak and spread the good word of their deity, following a strict code of honour that their deity demands they follow. What follows are the standard rules for the Paladin.

Paladin Traits
Ability Score Pre-requisites: Strength 12, Constitution 9, Wisdom 13, Charisma 17 Prime Requisite: Strength 16, Charisma 17 Allowed Races: Human Alignment: Lawful Good Magical Items: Armour, Potions, Rings, Scrolls, Shields, Weapons Weapons: All Armour: All Hit Points 10 1d10+10 2d10+10 3d10+10 4d10+10 5d10+10 6d10+10 7d10+10 8d10+10 8d10+13 8d10+16 8d10+19 8d10+22 8d10+25 8d10+28 8d10+31 8d10+34 8d10+37 8d10+40 8d10+43 Weapon Proficiencies 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10 Non-Weapon Proficiencies 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

XP 0 2,250 4,500 9,000 18,000 36,000 75,000 150,000 300,000 600,000 900,000 1,200,000 1,500,000 1,800,000 2,100,000 2,400,000 2,700,000 3,000,000 3,300,000 3,600,000

THAC0 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1

Class Features Code of Honour, Paladin Virtues, Divine Abilities Turn Undead and Fiends Paladin Mount

Divine Spells

Code of Honour A Paladin must behave in a manner that is consistent with a lawful good person. If he ever knowingly performs a chaotic act he must seek an atonement from a 7th level cleric of lawful good alignment to confess to, and receive a pennance to perform. If a Paladin ever knowingly commits an evil act they will lose their divine rights and become a fighter forevermore. Finally while a Paladin can travel

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and work with people whose alignment aren't lawful good, he may only hire those with a lawful good alignment. Paladin Virtues A Paladin never retains wealth, keeping only enough to support himself in a modest manner, pay his henchmen and build or construct a castle or keep. All excess gold must be donated to his church or a charitable cause, with a minimum of 10% of all his earnings going towards such causes. Finally a Paladin never has more than 10 magical items on his person at any given time, with the further limitation of only having one magical suit of armour, one magical shield and four magical weapons (magical arrows don't count). Divine Abilities Detect Evil 60 ft: Paladins can concentrate on someone for a round and determine whether or not that person or creature is evil. Saving Throw Bonus: Paladins a receive a +2 bonus to all saving throws. Immunity: Paladins are immune to all diseases. Lay on Hands: A Paladin heals 2 hp/level once a day. Cure Disease: Paladins can cure someone of disease at the rate of once per week. For every 5 levels thereafter they can cure an additional person in a week (2 people at 5th level, 3 people at 10th level, 4 people at 15th level, 5 people at 20th level). Aura of Protection: A 10 ft aura surrounds a Paladin. All summoned or evil creatures receive a -1 penalty to attack rolls while within this radius. Creatures affected by this instantly know the source of the aura. Turn Undead and Fiends At 3rd level a paladin is able to protect his companions from the predations of the undead and fiends. This gives paladins the ability to either banish the undead and fiends or outright destroy them. A paladin may only attempt to turn undead and fiends once an encounter and does so by brandishing his holy symbol and demanding that the undead and fiend leave. A paladin can affect 2d6 HD worth of creatures. See Table 5-3 for details: Table 5-3 Paladin Turn Undead and Fiends Paladin Level 8 9 10 D D D* T D D T T D 4 T T 7 4 T 10 7 4 13 10 7 16 13 10 19 16 13 20 19 16 - 20 19 - 20 -

Creature (or HD) Skeleton (1 HD) Zombie Ghoul (2 HD) Shadow (3-4 HD) Wight (5 HD) Ghast Wraith (6 HD) Mummy (7 HD) Spectre (8 HD) Vampire (9 HD) Ghost (10 HD) Lich (11+ HD) Special

3 10 13 16 19 20 -

4 7 10 13 16 19 20 -

5 4 7 10 13 16 19 20 -

6 T 4 7 10 13 16 19 20 -

7 T T 4 7 10 13 16 19 20 -

11 12-13 14-15 16+ D* D* D* D* D* D* D* D* D D* D* D* D D D* D* T D D D* T T D D 4 T T D 7 4 T T 10 7 4 T 13 10 7 4 16 13 10 7 19 16 13 10 20 19 16 13 Page 50

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A number means the creature gets a saving throw against this number. means the creature is unaffected. T means the creature is automatically turned. D means the creature is destroyed. D* means an additional 2d4 creatures of this type are turned in addition to what the minister rolled. A turned undead flees in the oppsite directon. An intelligent undead or fiend only has to flee until they're out of sight of the paladin. If a paladin attempts to corner an intelligent undead or fiend within less than 10 feet, the turning is broken and the intelligent undead or fiend can resume attacking the minister. Paladin Mount At 4th level the Paladin acquires a mount through some memorable quest. Divine Spells At 9th level a Paladin may cast spells from the following spheres: Combat, Divination, Healing and Protection. The ascquisition of spells and caster level are shown in Table 5-3. Unlike a priest, a Paladin doesn't get bonus spells from having a high wisdom score, nor can they use clerical or druidic scrolls. Table 5-3 Paladin Spells Per Level

Paladin Kits
There are no Paladin specific kits available. Appropriate kits from other classes: Cavalier (Fighter) Explorer (Ranger)

Paladin Level 9 10 11 12 13 14 15 16 17 18 19 20

Casting Level 1 2 3 4 5 6 7 8 9 9 9 9

Spell Level 1 2 3 4 1 - - 2 - - 2 1 - 2 2 - 2 2 1 3 2 1 3 2 1 1 3 3 2 1 3 3 3 1 3 3 3 1 3 3 3 2 3 3 3 3

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Rangers
Survivalist, army scout, holy warrior; all of these describe the ranger class. Spending a lot of time in the wild rather than among civilisation, many Rangers find religion in their times of solitude. Some are even granted spells by their deity. What follows are the standard rules for the Ranger.

Ranger Traits
Ability Score Pre-requisites: Strength 13, Constitution 14, Dexterity 13, Wisdom 14 Prime Requisite: Strength, Dexterity, Wisdom Allowed Races: Elf, Half-Elf, Human Alignment: Lawful Good, Good, Chaotic Good Magical Items: Armour, Potions, Rings, Scrolls, Shields, Weapons Weapons: All Armour: Studded Leather, Leather or Hide Hit Points Weapon Proficiencies Non-Weapon Proficiencies

Level

XP

THAC0

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 2,250 4,500 9,000 18,000 36,000 75,000 150,000 300,000 600,000 900,000 1,200,000 1,500,000 1,800,000 2,100,000 2,400,000 2,700,000 3,000,000 3,300,000 3,600,000

10 1d10+10 2d10+10 3d10+10 4d10+10 5d10+10 6d10+10 7d10+10 8d10+10 8d10+13 8d10+16 8d10+19 8d10+22 8d10+25 8d10+28 8d10+31 8d10+34 8d10+37 8d10+40 8d10+43

20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1

4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10

3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9

Class Features Animal Empathy, Favoured Terrain, Favoured Enemy, Tracking, Two-Weapon Fighting, Stealth, Loner

Divine Spells, Followers

Animal Empathy Rangers are abe to calm animals to some degree. When quietly approaching domestic or non hostile animals the Ranger can calm them immediately. However when dealing with wild animals or ones that have been trained to attack, the animal must roll a saving throw (using the save DC for rods) to Forgotten Realms Players Guide Page 52

resist the ranger's efforts to calm it. The animal has a -1 to this saving throw, gaining an additional -1 penalty for every 3 levels that the ranger has. Favoured Terrain Rangers are much more familiar with a particular type of terrain where they've spent most of their time exploring and living off the land. The different types of terrain are: Aquatic: These areas make up the the coastal regions as well as areas underwater itself. Arctic: This includes regions covered in ice and snow for a majority of the year. Examples include the Great Glacier, the High Ice and Icewind Dale. Desert: These areas are arid with minimal plant growth. Examples include Anauroch, Calim Desert and the Plains of Purple Dust. Forest: These are heavily wooded areas such as the King's Forest, Gray Forest, Hullack Forest and the Winterwood. Hill: These are hilly areas that possibly have copses of trees, but aren't completely covered in them. Examples include the Dagger Hills, Far Hills and the Serpent Hills. Jungle Terrain: These are tropical regions which have rain forests with overgrown and dense vegetation teeming with animal life. An example are the Jungles of Chult. Mountain: These tall peaks and jagged cliffs rise up to the sky and can have either snow caps or volcanoes. Examples include the Earthspur Mountains, the Stormhorns and the Thunder Peaks. Plains: These are flat stretches of low rolling meadows and grasslands. Examples are the Golden Plains and the Shining Plains. Swamp: Swamps are bogs and marshes with a high degree of standing water and trees and other dense vegetation. Examples include the Marsh of Tun and the Vast Swamp.

Your favoured terrain should be affected by your homeland and race. You receive a +2 bonus to tracking when within your favoured terrain, but receive a -2 penalty to tracking when not in your favoured terrain. Favoured Enemy Select a single species that is located in your favoured terrain. Examples are included below: Aquatic: Sahuagin Arctic: Beholders, Giants Desert: Beholders, Gnolls Forest: Beholders, Bugbears, Dragons, Gnolls, Goblins, Hobgoblins, Kobolds Hill: Giants Jungle Terrain: Beholders, Dinosaurs Mountain: Beholders, Dragons, Giants, Orcs Plains: Herd animals Swamp: Beholders, Bullywug, Trolls

The ranger has a +4 bonus to attack rolls against the chosen species, but also receives a -4 penalty on reaction rolls for this type of creature.

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Tracking Rangers receive the tracking non weapon proficiency for free. Two-Weapon Fighting When in armour with which they're proficient, a ranger can use two-weapon fighting without any penalties. Stealth Rangers receive the percentile chances in Table 5-3 to successfully hide in shadows and move silently checks. Rangers halve these chances if using these abilities within a city.

Table 5-3 Ranger Stealth Skills Ranger Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15-20 Hide in Shadows 10% 15% 20% 25% 31% 37% 43% 49% 56% 63% 70% 77% 85% 93% 99% Move Silently 15% 21% 27% 33% 40% 47% 55% 62% 70% 78% 86% 94% 99% 99% 99%

Loner Constant loners, rangers are unable to direct anyone they hire with any sort of reasonable expectations. They might be able to tell someone what lays ahead, but telling people what to do is so far out of a ranger's realm of knowledge that they are unable to do so. As such they cannot hire hirelings or Table 5-3 Ranger Spells Per Level henchmen between levels 1-7. Divine Spells If a ranger finds a deity that they worship and are quite devout to (and that Ranger is of a suitable nature for the lifestyle the ranger leads), they may be granted spells from that deity at 8th level. They are not (normally) an ordained priest, but instead are granted the abilities from that deity directly. Unlike a priest, a ranger doesn't get bonus spells from having a high wisdom score, nor can they use clerical or druidic scrolls. The ranger must meditate at dawn each day to prepare their spells. Paladin Level 8 9 10 11 12 13 14 15 16-20 Casting Level 1 2 3 4 5 6 7 8 9 Spell Level 1 2 3 1 2 2 1 2 2 2 2 1 3 2 1 3 2 2 3 3 2 3 3 3 Page 54

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They must meditate for 10 minutes per spell level per spell. Followers At 8th level a Ranger attracts some followers. The details of these followers is revealed by the GM, but they normally take the form of an animal. The Ranger now has sufficient experience working with others that they may also hire hirelings and henchmen.

Ranger Kits
The following kits are available to Rangers.

Appropriate kits from other classes:

Barbarians (Fighter) Explorer A traveller of strange new worlds and exotic locations, the explorer is an expert on travelling to locations civilised folk have rarely visited. Race Pre-requisite: Any. Ability Score Pre-requisite: Intelligence 12 Weapon Proficiency Pre-requisites: Can only start with proficiency in: dagger, dart, light crossbow, knife, shortbow, shortsword and sling. Non-Weapon Proficiency Pre-requisites: Cartography, Reading/Writing. Free Non-Weapon Proficiencies: Survival Special Benefit: When an explorer takes one of the language non weapon proficiencies he may learn 4 languages instead of just 2. Furthermore as long as the explorer has a clue on a new location such as a map or hints or legends to its location he can sense the correct direction to go once a week. Finally once a week he may touch someone and learn of that person's customs and laws if they fail a saving throw against spells. On a success the ranger has a +1 bonus to reaction checks for members of that culture. Special Hindrance: An explorer does not gain any bonuses for animal empathy and must roll below his wisdom score in order to even attempt it. He may also only have two followers at a time. Wealth Options: No restrictions. Warden Working for a noble, the Warden is the steward of a particular region of land and protects it from miuse and attrocities. Race Pre-requisite: Any. Ability Score Pre-requisite: Charisma 12 Weapon Proficiency Pre-requisites: Any Free Non-Weapon Proficiencies: None Special Benefit: A warden receives a monthly wage of somewhere between 30 and 50 gp and may claim back any expenses he undertakes as part of his duties for his noble. He receives a +2 bonus to reaction checks with all good aligned creatures of high social status, regardless of their culture. Finally he may ask his noble for a boon once a year and it is traditional for the boon to be granted if it is reasonable. Special Hindrance: A warden has regular duties he must carry out and is expected to carry out any missions that his noble may have for him without additional compensation. His actions also reflect on his noble and so he may be punished for immoral or illegal behaviour. Wealth Options: No restrictions.

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Shaman
Shaman are the type of priests you find in more primitive or nomadic societies. Unlike clerics or other divine classes, shamans are not recognised by any formal church, but instead learn the prayers and rites from their master. What follows are the standard shaman traits.

Shaman Traits
Ability Score Pre-requisites: Constitution 12, Wisdom 12 Prime Requisite: Wisdom Allowed Races: Human Magical Items: Cloaks, Potions, Rings, Scrolls, Weapons, Priestly Items Weapons: Weapons appropriate to their tribe. For example: short bow, club, dagger, dart, hand axe, harpoon, javelin, knife, sling or spear. Armour: Hide, Leather and Studded Leather. NonWeapon Proficiencies 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

XP 0 2,000 4,000 8,000 17,000 35,000 71,000 142,000 289,000 578,000 867,000 1,156,000 1,445,000 1,734,000 2,023,000 2,312,000 2,601,000 2,890,000 3,179,000 3,468,000

Hit Points 1d8 2d8 3d8 4d8 5d8 6d8 7d8 8d8 9d8 9d8+2 9d8+4 9d8+6 9d8+8 9d8+10 9d8+12 9d8+14 9d8+16 9d8+18 9d8+20 9d8+22

THAC0 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8

Weapon Proficiencies 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7

Minor Spirit 1 1 2 2 2 3 3 4 4 4 4 5 5 5 6 6 6 7 7 7

Major Spirit 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6

Great Spirit 1 1 2 2 2 3 3 3 4 4 4 5

Spells Shamans receive spells directly from their tribe's spirit totems. However unlike clerics and other divine classes, shamans do not own a prayer book (as shamans are often illiterate). Instead Shamans may cast any spells from the following major spheres: All, Animal, Summoning, Travelers, Protection and Wards. They may also cast spells from the following minor spheres: Healing and Plant. The table below details how many prayers will be answered by their deity on any given day. A shaman must meditate after sleeping for 8 hours (these need not be consecutive). It takes 10 Forgotten Realms Players Guide Page 56

minutes per spell level to memorise a single spells. If a shaman doesn't cast the spell then this it remains prepared, even across multiple days. It's also important to note that a single spell can be memorised multiple times (each time taking up a portion of the shaman's spells for the day). Shamans with a high wisdom score receive bonus spells that increases the number of spells they can cast each day. Furthermore there is a chance of spell failure unless they have a high wisdom score. See Table 5-3 for details. Shaman Casting Spell Level Level Level 1 2 3 4 5 6* 7** 1 1 1 - - - 2 2 2 - - - 3 3 2 1 - - 4 4 3 2 - - 5 5 3 3 1 - 6 6 3 3 2 - 7 7 3 3 2 1 8 8 3 3 3 2 9 9 4 4 3 2 1 10 10 4 4 3 3 2 11 11 5 4 4 3 2 1 12 12 6 5 5 3 2 2 13 13 6 6 6 4 2 2 14 14 6 6 6 5 3 2 1 15 15 6 6 6 6 4 2 1 16 16 7 7 7 6 4 3 1 17 17 7 7 7 7 5 3 2 18 18 8 8 8 8 6 4 2 19 19 9 8 8 8 6 4 2 20 20 9 9 9 8 7 5 2 * Usable by priests with 17 or greater Wisdom only. ** Usable by priests with 18 or greater Wisdom only.

Table 5-3 Wisdom Score Modifiers Wisdom Score 1 2 3 4 5 6 7 8 9 10 11 12 13-14 15-16 17 18 19 Spell Failure Chance 80% 60% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% 0% 0% 0% 0% Level of Bonus Spell None None None None None None None None None None None None 1st 2nd 3rd 4th 1st, 3rd

Turn or Command Undead Good aligned Shamans gain the ability to either turn or command undead. Spirits Shamans may either call upon their tribe's totem spirit, a nature spirit associated with their tribe or ancestral spirits. The totem spirit will take the form of that tribe's totem. Minor and major spirits are the embodiment of an archetype such as the Old Wolf or the Hunting Eagle. Greater Animal Spirits are the leaders of these lesser spirits and embody all that the lesser totems embody such as the Great Wolf or the Great Eagle. Each animal spirit can offer boons upon the Shaman by casting a small set of spells. Which spells they are depends on the animal spirit. Nature spirits are much more reclusive then animal spirits. These spirits represent the physical world and will manifest in a human like form when summoned by a shaman. They may be known as Old Mountain, Forest Walker or River Woman. Nature spirits are well versed in areas surrounding their

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home. Like animal spirits, they may also grant a shaman boons by casting a small set of spells. Which spells they are depends on the nature spirit. Ancestral Spirits are beings who are important to a particular tribe. Minor and Major spirits include those who were recently deceased while a great spirit would be a legendary chieftain or shaman from the tribe. Ancestral spirits know what they did in their living years, in addition to being able to catch glimpses of possible futures for the shaman. They may offer general guidance but cannot gurantee what will happen or go into specifics. They may also grant boons for the Shaman by casting spells upon them. However what spells depends on the ancestral spirit. In order to first summon an spirit a Shaman must go to a site that is connected with that spirit. For animal spirits they must go into the wilderness where that animal can be found. For nature spirits they must go to a holy site related to that spirit while with ancestral spirits they must go to the burial ground of that ancestor. They must meditate and fast for a ten day without any interruptions. After this meditation the spirit will appear and the shaman will establish a connection with it. Forever more the Shaman may summon it from any location to seek information or make a request. Once a spirit has first been called a shaman can summon it once more from any location by chanting, praying or performing a ceremonial dance. This must last for at least 1 round. For each round spent on summoning the spirit the Shaman obtains a 10% increase in the chance of summoning it. So changing for 1 round grants a 10% bonus to summoning it while chanting for 8 rounds grants an 80% bonus. The greatest chance a shaman can have to summon a particular spirit is 90%. For each additional time a spirit is summoned the maximum chance decreases by 10% (so the second time the maximum would be limited to 80%). The shaman may only try to summon spirits a number of times per day equal to their shaman level. The number of spirits they can have a connection with is shown in the table at the top. If when calling a spirit you roll 96% or higher, you anger that spirit and it will not accept any calls for the rest of the day. You may also anger a spirit by doing something that goes against their beliefs. Such as cruelly slaughtering animals of an animal spirit, defiling the ancestor's grave or spoiling the land of a nature spirit. Deliberately angering a spirit will cause it to no longer appear until you attone for your actions. You may meditate to seek guidance on what might be required to attone for your actions.

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Thief
Whether they're a pickpocket, burglar, treasure hunter or archaeologist, thieves are well suited to obtaining goods one way or another. Often using stealth and guile, thieves aren't experts in hand to hand combat and instead thrive in other methods of dealing with conflict. What follows are the standard thief traits.

Thief Traits
Ability Score Pre-requisites: Dexterity 9 Prime Requisite: Dexterity Allowed Races: All Magical Items: Cloaks, Potions, Rings, Weapons, Armour Weapons: Club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword and staff. Armour: Leather, studded leather, padded leather or elven chain armour. Hit Points Weapon Non-Weapon THAC0 Proficiencies Proficiencies Training Maximum Class Features Thief Skills, Backstab, 30 Thieves Cant 45 60 75 90 105 120 135 150 Use Scrolls, 165 Followers 180 195 210 225 240 255 270 285 300 315

Level

XP

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 2,250 4,500 9,000 18,000 36,000 75,000 150,000 300,000 600,000 900,000 1,200,000 1,500,000 1,800,000 2,100,000 2,400,000 2,700,000 3,000,000 3,300,000 3,600,000

1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6 10d6 10d6+2 10d6+4 10d6+6 10d6+8 10d6+10 10d6+12 10d6+14 10d6+16 10d6+18 10d6+20

20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11

2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7

3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 7 8

Thief Skills Thieves receive the ability to use skills in ways ordinarily outside of the realm of other races. It doesn't mean they aren't able to do these things. It's just that thieves are much better at them then members of other classes or are able to do things above and beyond what other classes can. Each thief starts with a base proficiency in a particular skill based on their race. See Table 5-2 for details. Forgotten Realms Players Guide Page 59

Table 5-2 Base Proficiency in Thief Skill

Thief Skill Dwarf Elf Gnome Half-Elf Halfling Human Pick Pockets 15% 20% 15% 25% 25% 15% Open Locks 15% 5% 15% 10% 10% 10% Find/Remove Traps 20% 5% 15% 5% 5% 5% Move Silently 10% 15% 15% 10% 10% 10% Hide in Shadows 5% 15% 10% 10% 10% 5% Detect Noise 15% 20% 25% 15% 15% 15% Climb Walls 50% 60% 45% 60% 60% 60% Read Languages -5% 0% 0% 0% 0% 0% Thieves also receive a bonus or penalty depending on their dexterity score. See Table 5-3 for details. Table 5-3 Deterity Score Modifier on Thief Skills Dexterity Pick Open Find/Remove Move Hide in Detect Climb Read Score Pockets Locks Traps Silently Shadows Noise Walls Languages 9 -15% -10% -10% -20% -10% 10 -10% -5% -10% -15% -5% 11 -5% -5% -10% 12 -5% 13-15 16 5% 17 5% 10% 5% 5% 18 10% 15% 5% 10% 10% 19 15% 20% 10% 15% 15% Finally thieves receive a modifier depending on the armour they're wearing as detailed in Table 5-4. Table 5-4 Armour Modifier on Thief Skills No Leather Elven Chain Padded or Studded Thief Skill Armour Armour Mail Leather Pick Pockets 5% -20% -30% Open Locks -5% -10% Find/Remove Traps -5% -10% Move Silently 10% -10% -20% Hide in Shadows 5% -10% -20% Detect Noise -5% -10% Climb Walls 10% -20% -30% Read Languages At 1st level thieves receive 60 points they can put into the skills (with 1 point = +1%). They can put the maximum number of points into a single skill as outlined in the main thief class feature table. At 2nd level and each level thereafter they can an additional 15 points. Note that while more than 95 points can be put into a single skill, a roll of 96-100 on a 1d100 is always a failure. Putting in more points above 95% can be used to counteract any penalties from dexterity or worn armour. A description of each of these skills is as follows. All uses of a skill fails if the thief rolls above his percentage.

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Pick Pockets: A thief attempts to lift a small item from someone else's posession. If the thief fails and rolls high enough then he's caught in the attempt (DM has rules for determining being caught). As long as a thief isn't caught, he can reattempt the skill. Open Locks: A thief attempts to pick a padlock, finesse a combination lock or solve a puzzle lock. Picking a padlock requires tools. Using improvised tools imposes a penalty set by the DM. Using open locks takes 1d10 minutes and a failure means the thief cannot attempt to repick the lock until they gain an additional level. Find/Remove Traps: A thief must actively look for a trap in order to be able to find it. The DM rolls secretly and it's up to the thief to be satisfied with a negative result. If they find a trap, they may learn of it's general function and use. They may attempt to disarm it, taking 1d10 minutes to do so. If they fail they can't attempt to disarm it until they gain another level. If they roll between 96 and 100 they accidentally set the trap off. A thief's chance at disarming a magical trap is halved. Move Silently: A thief can move silently, although he moves 1/3 the usual speed. The DM rolls secretly and the environment will respond appropriately. Thieves always believe they're moving silently when trying. Hide in Shadows: A thief can hide behind some camouflage. A DM rolls secretly and ensures others respond appropriately. While trying to hide a thief is restricted to small movements such as uncorking a potion bottle or draw a weapon. Detect Noise: A thief can try to hear faint sounds that most other would miss. To do so he must have total silence in his immediate area. Sounds through thick doors will be distorted and unclear. Climb Walls: Although anyone can climb, a thief can do so on a smooth wall without climbing gear. Although while climbing a thief cannot fight or defend himself. Read Languages: A thief knows a smattering about various languages and can sometimes puzzle out their meaning without knowing how to read that language fluently. This skill can only have points put into it from 4th level onwards. Only a single roll can be made per document and it often won't reveal the full contents of the message. A failed attempt reveals nothing and cannot be remade until the next level. Backstab When attacking from behind a target, the thief gets a +4 bonus to the attack roll against the target's AC (excluding any dexterity and shield bonus). If the thief is hidden from the target or somehow perceived as someone incapable of attacking the target, the thief deals bonus damage. At 1st level the damage die is rolled twice and then any damage bonuses are added. At 5th level the weapon damage is rolled three times. At 9th level the weapon damage is rolled four times. At 13th level the weapon damage is rolled five times. This only applies for the first attack made by the thief and the victim must be a humanoid of some type. Thieves' Cant Thieves are able to communicate with each other in a manner that leaves bystanders confused and lost. They speak in code which allows them to discuss such things as stolen loot, easy marks, thieving

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methods, etc while anyone listening would either think they're talking about something else or simply not understand what's being said at all. Use Scroll At 10th level a thief can use arcane and divine scrolls. However when he does so there is a 25% chance of misreading the scroll and causing a mishap. This mishap is often dangerous for the thief and his companions. Followers At 10th level a thief automatically attract followers as long as he has a hideout of some sort which could range from a secret base in the sewers to a legitimate business acting as a front. These followers, having heard of the thief's prowess, come for the chance to work for the thief. They are loyal as long as they are well-treated, successful, and paid well. Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and possibly mutiny. The DM has details on the followers. If more than one thief attracts a gang of followers where a gang is already operating, the result is usually war. The feud continues until one side is annihilated or is driven off.

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Wizards
Masters of the arcane arts, wizards are able to reshape reality and befuddle the mind calling upon their powerful spells to force reality to fit their desires. Some wizards are general mages who do not specialise in any particular school of magic. These are named Mages. Others however specialise in a particular school and are given a title based on the school they specialise in. What follows are the standard rules for the Wizards

Wizard Traits
Ability Score Pre-requisites: Varies Prime Requisite: Intelligence Allowed Races: Varies Magical Items: Potions, Rings, Wands, Scrolls, Weapons, Most other magica items Weapons: Dagger, staff, quarterstaff, darts, knives or slings. Armour: None Hit Points 1d4 2d4 3d4 4d4 5d4 6d4 7d4 8d4 9d4 10d4 10d4+1 10d4+2 10d4+3 10d4+4 10d4+5 10d4+6 10d4+7 10d4+8 10d4+9 10d4+10 Weapon Proficiencies 1 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 Non-Weapon Proficiencies 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

XP 0 2,500 5,000 10,000 20,000 40,000 60,000 90,000 135,000 250,000 900,000 1,200,000 1,500,000 1,800,000 2,100,000 2,400,000 2,700,000 3,000,000 3,300,000 3,600,000

THAC0 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14

Class Features Spells, Spellbook, School Specialisation

Scribe Scroll, Brew Potion, Research Spell

Spells Wizards are noteworthy in that they are able to cast arcane spells through years of rigorous study. The spells they know are kept within their spellbook which they must study after 8 hours of sleep (these need not be consecutive) taking 10 minutes per spell level to memorise a single spell. The number of spells a wizard is able to memorise per day is given below on the table. If a wizard doesn't cast the spell, then it remains prepared, even across multiple days. It's also important to note that a Forgotten Realms Players Guide Page 63

single spell can be memorised multiple times (each time taking up a portion of the wizard's spells for the day). Wizards with a high intelligence score receive bonus spells that increases the number of spells they can cast each day. See Table 5-3 for details. Spell Level Table 5-3 Intelligence Score Modifiers

Wizard Casting Max # of Level Level 1 2 3 4 5 6 7 8 9 Intelligence Max Spell Chance to Score Level Learn Spell Spells/Level 1 1 1 - - - - - - - 1-8 2 2 2 - - - - - - - 9 4th 35% 6 3 3 2 1 - - - - - - 10 5th 40% 7 4 4 3 2 - - - - - - 11 5th 45% 7 5 5 4 2 1 - - - - - 12 6th 50% 7 6 6 4 2 2 - - - - - 13 6th 55% 9 7 7 4 3 2 1 - - - - 14 7th 60% 9 8 8 4 3 3 2 - - - - 15 7th 65% 11 9 9 4 3 3 2 1 - - - 16 8th 70% 11 10 10 4 4 3 2 2 - - - 17 8th 75% 14 11 11 4 4 4 3 3 1 - - 18 9th 85% 18 12 12 4 4 4 4 4 2 - - 19 9th 95% Unlimited 13 13 5 5 5 4 4 2 - - 14 14 5 5 5 4 4 2 1 - 15 15 5 5 5 5 5 3 1 - 16 16 5 5 5 5 5 3 2 1 17 17 5 5 5 5 5 3 3 2 18 18 5 5 5 5 5 3 3 2 1 19 19 5 5 5 5 5 3 3 3 1 20 20 5 5 5 5 5 4 3 3 2 Finally wizards are unable to cast spells while wearing armour as it restricts their movement. Finally a wizard's intelligence score will determine what level spells he can cast. People with an intelligence of 8 or lower are simply unable to cast spells. Spellbook A wizard begins play with a spellbook. This book contains all of the spells he knows. A wizard begins play with a select number of spells as determined by his school of specialisation. When a wizard levels up his specialisation school may grant him a free bonus spell. Otherwise a wizard must come across spells from either scrolls or other spellbooks in order to copy them into his spellbook. To copy a spell into his spellbook, a wizard must roll a percentile chance with his intelligence score determining what number he must roll under. See Table 5-3 for the exact percentage. If a wizard rolls under this percentage, he successfully copies the spell into his spellbook. If he rolls above it then he fails. He cannot try to learn that spell again until he goes up in a level. A wizard is limited to the number of spells he can learn for each spell level. Table 5-3 shows how many spells for each spell level he can learn. If a wizard reaches his maximum he cannot unlearn one of his current spells to learn a new one. He is simply unable to learn any more spells of that level. School Specialisation Wizards can either be general mages or specialise in a particular type of magic. They must meet the pre-requisites and are unable to learn spells that belong to their banned school with the exception Forgotten Realms Players Guide Page 64

of detect magic,ESP, identify, know alignment or read magic. A wizard can always learn and prepare these spells, even if he has banned the divination school. Below are the different specialists and what benefits they get. A specialist can abandon their specialisation school. They stop gaining the benefits (although any learned spells remain in their spellbook) and gain the ability to learn spells that they were previously banned from learning. Mage Not specialising in any of the schools, mages have the least amount of restrictions. Ability Score Pre-requisites: Intelligence 9 Allowed Races: Elf, Half-Elf, Human Banned Schools: None Additional Benefits: A mage begins play with 5 spells of his choice from any school from the AD&D 2nd edition Player's Handbook.

Abjurer Abjurers specialise in protective magic that belong to the abjuration school. Ability Score Pre-requisites: Intelligence 9, Wisdom 15 Allowed Races: Human Banned Schools: Alteration and Illusion Additional Benefits: Enemies have a -1 penalty to saving throws against abjuration spells cast by the abjurer. An abjurer has a +1 bonus to saving throws against abjuration spells. An abjurer can memorise 1 extra spell for each spell level he can cast, although it must be an abjuration spell. An abjurer has a +15% bonus to memorising abjuration spells. But they have a -15% penalty to learning non abjuration spells An abjurer begins play with 4 spells of his choice from the AD&D 2nd edition Player's Handbook although one of them must be an abjuration spell and none of them can be alteration or illusion spells. At each new level an abjurer can choose 1 abjuration spell from the AD&D 2nd edition Player's Handbook and add it to his spellbook. He doesn't need to roll a percent chance of learning this spell, it instead automatically learned. At 17th level an abjurer gains immunity against the hold person and hold monster spells. At 17th level an abjurer gains a +1 bonus to saving throws against poison, paralysation and death magic. At 20th level an abjurer gains a +1 armour class bonus.

Conjurer or Summoner Conjurers (sometimes known as summoners) specialise in magic that creates something out of nothing or summons a person or object from another location. These spells belong to the conjuration school. Forgotten Realms Players Guide Page 65

Ability Score Pre-requisites: Intelligence 9, Constitution 15 Allowed Races: Half-Elf, Human Banned Schools: Divination and Evocation Additional Benefits: Enemies have a -1 penalty to saving throws against conjuration spells cast by the conjurer. A conjurer has a +1 bonus to saving throws against conjuration spells or attacks from a summoned creature. A conjurer can memorise 1 extra spell for each spell level he can cast, although it must be a conjuration spell. A conjurer has a +15% bonus to memorising conjuration spells. But they have a -15% penalty to learning non conjuration spells A conjurer begins play with 4 spells of his choice from the AD&D 2nd edition Player's Handbook, although one of them must be a conjuration spell and none of them can be divination or evocation spells. At each new level a conjurer can choose 1 conjuration spell from the AD&D 2nd edition Player's Handbook and add it to his spellbook. He doesn't need to roll a percent chance of learning this spell, it instead automatically learned. At 17th level a conjurer no longer requires material components for conjuration spells. At 20th level a conjurer can dispel up to 10 HD worth of creatures that were summoned using a spell such as summon monster three times a day. These creatures must have 5 HD or less to be affected.

Diviner Diviners specialise in magic that reveals hidden information about the past, present or future. These spells belong to the divination school. Ability Score Pre-requisites: Intelligence 9, Wisdom 16 Allowed Races: Elf, Half-Elf, Human Banned Schools: Conjuration Additional Benefits: Enemies have a -1 penalty to saving throws against divination spells cast by the diviner. A diviner has a +1 bonus to saving throws against divination spells. A diviner can memorise 1 extra spell for each spell level he can cast, although it must be a divination spell. A diviner has a +15% bonus to memorising divination spells. But they have a -15% penalty to learning non divination spells A diviner begins play with 4 spells of his choice from the AD&D 2nd edition Player's Handbook, although one of them must be a divination spell and none of them can be conjuration spell. At each new level a diviner can choose 1 divination spell from the AD&D 2nd edition Player's Handbook and add it to his spellbook. He doesn't need to roll a percent chance of learning this spell, it instead automatically learned. At 17th level a diviner becomes immune to all forms of scrying such as ESP or know alignment. Page 66

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At 19th level a diviner can cast a special form of the find traps spell three times a day. The diviner points at a 10 foot area within 30 feet and concentrate and instantly knows if there are any magical or mechanical traps in that area. This spell requires no verbal or somatic components. At 20th level a diviner can cast a spell form of the divination spell once a day. The diviner concentrates for one full turn and is revealed a single piece of useful advice on a specific goal, event or activity that will occur within the next ten days. The base chance for the information being correct is 80% but is modified by the DM for unusual circumstances or extreme requests (such as trying to learn the exact location of a powerful artifact). The diviner knows if they failed or not.

Enchanter Enchanters specialise in magic that affects the mind or place enchantments upon physical objects. These spells belong to the enchantment school. Ability Score Pre-requisites: Intelligence 9, Charisma 16 Allowed Races: Elf, Half-Elf, Human Banned Schools: Evocation and Necromancy Additional Benefits: Enemies have a -1 penalty to saving throws against enchantment spells cast by the enchanter. An enchanter has a +1 bonus to saving throws against enchantment spells. An enchanter can memorise 1 extra spell for each spell level he can cast, although it must be an enchantment spell. An enchanter has a +15% bonus to memorising enchantment spells. But they have a -15% penalty to learning non enchantment spells An enchanter begins play with 4 spells of his choice from the AD&D 2nd edition Player's Handbook, although one of them must be an enchantment spell and none of them can be evocation or necroamancy spells. At each new level an enchanter can choose 1 enchantment spell from the AD&D 2nd edition Player's Handbook and add it to his spellbook. He doesn't need to roll a percent chance of learning this spell, it instead automatically learned. At 17th level an enchanter gains immunity to all forms of charm spells. At 20th level an enchanter can cast a special free action spell once a day. The enchanter requires no material components and can cast it on himself or another creature he can touch. For an hour that creature is able to move and attack as normal even when afflicted by spells that would stop him such as slow or hold person. Furthermore while underwater the target suffers none of the usual effects for fighting underwater.

Illusionist Illusionists specialise in magic that tricks the mind. These spells belong to the enchantment school. Ability Score Pre-requisites: Intelligence 9, Dexterity 16 Allowed Races: Human, Gnome

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Banned Schools: Abjuration, Evocation and Necromancy Additional Benefits: Enemies have a -1 penalty to saving throws against illusion spells cast by the illuionist. An illusionist has a +1 bonus to saving throws against illusion spells. An illusionist can memorise 1 extra spell for each spell level he can cast, although it must be an illusion spell. An illuionist has a +15% bonus to memorising illusion spells. But they have a -15% penalty to learning non illusion spells. An illusionist begins play with 4 spells of his choice from the AD&D 2nd edition Player's Handbook, although one of them must be an illusion spell and none of them can be abjuration, evocation or necroamancy spells. At each new level an illusionist can choose 1 illusion spell from the AD&D 2nd edition Player's Handbook and add it to his spellbook. He doesn't need to roll a percent chance of learning this spell, it instead automatically learned. At 18th level an illusionist gains an additional +1 bonus to saving throws against illusions cast by non illusionists. At 20th level an illusionist can cast a special dispel illusion three times a day. It requires no material components or somatic components and is cast by pointing at a location within 30 feet and dispel any type of phantasmal force spell cast by a non illusionist. The base chance of this spell succeeding is 50% with the illusionist getting a further 5% bonus by each level he exceeds the caster of the phantasmal force spell. If the spell fails it has no effect and doesn't count against the illusionists limit for the day.

Invoker Invokers specialise in elemental magic. These spells belong to the evocation school. Ability Score Pre-requisites: Intelligence 9, Constitution 16 Allowed Races: Human Banned Schools: Additional Benefits: Enemies have a -1 penalty to saving throws against evocation spells cast by the invoker. An invoker has a +1 bonus to saving throws against evocation spells. An invoker can memorise 1 extra spell for each spell level he can cast, although it must be an evocation spell. An invoker has a +15% bonus to memorising evocation spells. But they have a -15% penalty to learning non evocation spells. An invoker begins play with 4 spells of his choice from the AD&D 2nd edition Player's Handbook, although one of them must be an evocation spell and none of them can be enchantment or conjuration spells. At each new level an invoker can choose 1 evocation spell from the AD&D 2nd edition Player's Handbook and add it to his spellbook. He doesn't need to roll a percent chance of learning this spell, it instead automatically learned. At 17th level an invoker gains an additional +1 bonus to saving throws against evocation spells or magical items that duplicate their effect. Page 68

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At 20th level an invoker gains an additional +1 bonus to saving throws against evocation spells or magical items that duplicate their effect.

Necromancer Necromancers specialise in magic that deals with death and the dead. These spells belong to the necromancy school. Ability Score Pre-requisites: Intelligence 9, Wisdom 16 Allowed Races: Human Banned Schools: Illusion and Enchantment Additional Benefits: Enemies have a -1 penalty to saving throws against necromancy spells cast by the necromancer or against an attack by an undead creature created or controlled by the necromancer. A necromancer has a +1 bonus to saving throws against necromancy spells or against attacks made by undead creatures. A necromancer can memorise 1 extra spell for each spell level he can cast, although it must be a necromancy spell. A necromancer has a +15% bonus to memorising necromancy spells. But they have a -15% penalty to learning non necromancy spells A necromancer begins play with 4 spells of his choice from the AD&D 2nd edition Player's Handbook, although one of them must be a necromancy spell and none of them can be illusion or enchantment spells. At each new level a necromancer can choose 1 necromancy spell from the AD&D 2nd edition Player's Handbook and add it to his spellbook. He doesn't need to roll a percent chance of learning this spell, it instead automatically learned. At 17th level a necromancer gains an additional +1 bonus to saving throws against necromancy spells or against attacks made by undead. free non weapon proficiency. At 20th level a necromancer can cast a special form of speak with dead once a day. To cast the necromancer simply points at the subject for a round and concentrates without needing to spend a slot or have the verbal or material components. When cast on a creature that died less than 100 years ago and the creature has a common language with the necromancer the necromancer can ask it up to four questions that it knew the answer to when it was alive as long as the conversation finished within 1 minute. The creature gets no saving throw but it will be as evasive as possible.

Transmuter Transmuters specialise in magic that changes the physical make up of an object or person. These spells belong to the alteration school. Ability Score Pre-requisites: Intelligence 9, Dexterity 15 Allowed Races: Half-Elf, Human Banned Schools: Abjuration and Necromancy Additional Benefits: Enemies have a -1 penalty to saving throws against alteration spells cast by the transmuter. Page 69

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A transmuter has a +1 bonus to saving throws against alteration spells. A transmuter can memorise 1 extra spell for each spell level he can cast, although it must be an alteration spell. A transmuter has a +15% bonus to memorising alteration spells. But they have a -15% penalty to learning non alteration spells A transmuter begins play with 4 spells of his choice from the AD&D 2nd edition Player's Handbook, although one of them must be an alteration spell and none of them can be abjuration or necromancy spells. At each new level a transmuter can choose 1 alteration spell from the AD&D 2nd edition Player's Handbook and add it to his spellbook. He doesn't need to roll a percent chance of learning this spell, it instead automatically learned. At 17th level a transmuter gains a free non weapon proficiency. At 20th level a transmuter gains a second free non weapon proficiency.

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6. Languages
There are many languages in Toril and beyond, each utilising a particular writing system. These languages are split into three groups: Modern, Exotic and Dead. Modern languages are languages that are spoken by playable races. Exotic languages are largely spoken by races that aren't available for PCs to play. Dead languages are ancient languages that are no longer spoken in modern times. With this final category of language, no modern person actually knows how to pronounce the words, only how to write them down.

Writing Systems
The various languages utilise different writing systems. Below are samples from each of the different writing systems.

Celestial

Dethek Runes

Abcdefghijklmnopqrstuvwxyz01234 56789
Espruar

abcdefghijklmnopqrstu vwxyz0123456789
Iokharic

abcdefghijklmnopqrstuvwxyz01234567 89
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Ra-Khati

Thorass

abcdefghijklmnopqrs tuvwxyz0123456789
Tuigan

Modern Languages
Alzhedo
Alzhedo was a derivative language of Untheric with heavy influences from auran. In its written form it uses the thorass alphabet and is spoken as the court language in Calimshan by the calashite nobility. It is also sometimes spoken by hairfeet halflings, calishite, chondathan, chultan, illuskan, lantanna, shaaran, tashalan and tethyrians.

Aglarondan
This is the primary language spoken by the people of Aglarond which include Chondathan. It is also commonly spoken in Altumbel, Chessenta, the Dragon Coast, Impiltur, Mulhorand, Rashemen, Thesk and the Vast. The different races that sometimes speak this language include wood elves, forest gnomes, chondathan, damaran, duprari, mulan, rashemi, tethyrian, turami and tuigan. In its written form it uses espruar.

Amaese
Amaese is a regional language spoken by the Tuigan people. In its written form it utilises the Tuigan alphabet. It is also spoken by the durpari.

Chessentan
Chessentan is the primary language of Chessenta and the Mulan people. It is descended from Untheric but uses Thorass for its written alphabet. It is also spoken by the chondathan, damaran, durpari, mulan, rashemi, tethyrian and turami.

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Chondathan
Chondathan is one of the primary language of the Chondathan people and in its written form it utilises the Thorass alphabet. This language is also spoken on occasion by mountain dwarves, high elves, wood elves, forest gnomes, rock gnomes, hairfeet halflings, stout halflings, calishite, damaran, illuskan, lantanna, mulan, shaaran, tethyrians and turami.

Chultan
Chultan is the primary language of the humans native to the Chultan peninsula. In its written form it uses the iokharic alphabet. It is also sometimes spoken by Tashalan.

Damaran
Damaran is the primary language of the people of Damara. This language is also spoken on occasion by arctic dwarves, hill dwarves, mountain dwarves, high elves, moon elves, wood elves, forest gnomes, rock gnomes, stout halflings, chondathan, damaran, mulan, rashemi, shaaran, tethyrian, tuigan and turami. It uses dethek runes in its written form.

Dambrathan
This is a tongue spoken by the people of Dambrath which consist of arkaiuns. It is an amalgamation of both Old Illusk and ancient Nar, utilising the espruar alphabet in its written form. It is also spoken on occasion by hill dwarves, moon elves, hairfeet halflings, stout halflings, calishite, halruaan, illuskan, shaaran and tashalan.

Devic
Devic is a tongue spoken in a land that regularly trades with Durpar. Most people outside of Durpar aren't aware of these people or the Devic tongue.

Durpari
Durpari is the official language of Durpar and has been influenced by aragrakh, mulhorandi and roushoum. In its written form it utilises the Thorass alphabet and is also spoken on occasion by hill dwarves, moon elves, hairfeet halflings, stout halflings, arkaiun, calishite, mulan, shaaran and shou.

Eastern Imaskari
Eastern Imaskari is a regional language spoken by many tribes of the Tuigan people. It utilises the Tuigan alphabet in its written form.

Elven
This is the language spoken by all of the elven subraces (with the exception of drow who speak their own dialect). It uses the Espruar alphabet in its written form. This language is also spoken on occasion by mountain dwarves, forest gnomes, hairfeet halflings, calishite, chondathan, illuskan and tethyrians.

Galenan
This is a dialect of dwarven that has been heavily influenced by damaran, although it still uses dethek runes in its written form. Eastern mountain dwarves use it as their native tongue, it is also spoken by rock gnomes and chondathan.

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Gnim
Otherwise known as gnome, gnim is the language of all of the gnomish races. The vocabulary of gnim is quite vast compared with other races and can go into minute detail on a variety of descriptions. In its written form it uses Dethek runes and is sometimes spoken by mountain dwarves, wood elves, calashite, chondathan and tethyrian.

Halruaan
This tongue is spoken by the peoples of southern faerun and is the official language of Halruaa. It is based on Netherese. Halruaan utilises the Iokharic alphabet in its written form. It is also spoken by hairfeet halflings, stout halflings, arkaiun, calishite, durpari, shaaran and tashalan.

Illuskan
Illuskan is the language spoken by the Illuskan people. In the northern portion of the Sword Coast, Illuskan is used as the primary tongue when dealing with other races. In its written form Illuskan uses the Thorass alphabet. This language is also spoken on occasion by mountain dwarves, high elves, moon elves, wood elves, arkaiun, calishite, chondathan, chultan, illuskan, lantanna, shaaran, tashalan, tethyrian and ulutiuns.

Khassadi
Khassadi is a language of the lands towards the eastern end of the continent particularly the khassadi and commani peoples. It is descended from Imaskari. It is also spoken by the durpari.

Kurit
This is a dialect of dwarven that has been strongly influenced by Uluik. It uses Dethek runes in it's written form, although native speakers only rarely know how to write. It is primarily spoken by arctic dwarves, although Ulutiuns acan also speak it.

Lantanese
Spoken on the Lantan Isles by the Lantanna people, this language is also spoken by rock gnomes, calishite, chondathan, illuskan and tethyrian. In its written form it uses the iokharic alphabet.

Luiric
This is the language spoken by halflings. Although its named after the halfling kingdom of Luiren, all halflings are able to speak it, even those who have never visited this kingdom. This language is also spoken by hill dwarves, calashite, chondathan, durpari and tethyrian.

Midani
Midani is the language spoken by most of the people of Zhakara.

Mulhorandi
Mulhorandi is the language primarily spoken by the mulan people of Mulhorand, Thay, Murghom, Semphar and Chessenta. In all instances it uses the celestial alphabet for its written form except in Thay which uses the infernal alphabet. It is also spoken by the chondathan, damaran, durpari, rashemi, shou, tuigan and turami.

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Naican
Naican is one of the regional languages spoken by the Tuigan people. In its written form it utilises the Tuigan alphabet. It is also spoken by the durpari.

Oigun
Oigun is one of the regional languages spoken by the Tuigan people. It has been influenced by Eastern Imaskari as well as Tuigan. In its written form it utilises the Tuigan alphabet. It is also spoken by the durpari.

Rashemi
Rashemi is the primary tongue spoken by the the Rashemi people. It is also spoken by arctic dwarves, chondathan, damaran, mulan, rashemi, shou and tuigan.

Raumvira
Raumvira is the language spoken by the Raumviran people which shares close ties with rashemi, galenan and ancient imaskari. In its written form it utilises Dethek runes.

Riftspeak
This is an archaic dialect of dwarven that has remained largely unchanged for millenia. It uses Dethek runes in its written form and is spoken primarily by hill dwarves. It is spoken on occasion by mountain dwarves.

Shaaran
Shaaran is the primary language of the Shaaryan people. It is rare for a Shaaryan to be able to read and write, although those few who do utilise Dethek runes. This language is also spoken by hill dwarves, hairfeet halflings, stout halflings, arkaiun, calishite, chondathan, durpari, hallruaan, illuskan, lantanna, mulan, shaaran, tashalan, tethyrians and turami.

Shanatan
This is a dialect of dwarven that has been in use by western mountain dwarves for over 10,000 years and uses dethek runes in its written form. Speakers of modern day shanatan should be able to understand it in its more archaic form, if with some difficulty. This language is also spoken by hill dwarves, high elves, moon elves, rock gnomes, hairfeet halflings, illuskan and tethyrians.

Shou Chiang
Shou Chiang is spoken by the people of Shou Lung, Khazari and Ra-Khati to the far east. In its written form it utilises the Ra-Khati alphabet. It is also spoken by the damaran, rashemi and tuigan.

Sossal
Sossal is the primary tongue of the Sossrim people. It is also spoken by arctic dwarves and uluik.

Siric
A tongue spoken by the hill dwarves in the firepeak mountains, Siric is a dialect of dwarven that been influenced by Raumvira although it still uses dethek runes in its written form. It is also spoken by the durpari.

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Tashalan
The primary language of the Tashalan people, this language is also spoken by hairfeet halflings, stout halflings, calishite, halruaan, shaaran and tethyrian.

Thorass
An ancient trade tongue that is no longer spoken outside of Amn. This language is spoken by hairfeet halflings, stout halflings and calashite.

Tuigan
A tongue spoken in the hordelands region, Tuigan is descended from Ancient Imaskari and is closley related to Naican and Oigun. In its written form it utilises the Tuigan alphabet. It is also spoken by the damaran, durpari, mulan, rashemi and the shou.

Turmic
Turmic is the primary language of the Turami people that uses the thorass alphabet in its written form. It is also spoken by mulan, chondathan, damaran, shaaran, tethyrian and turami.

Uluik
Uluik is the language spoken by the Ulutiun who inhabit the Sea of Moving Ice. In its written form it uses the thorass alphabet. This language is also spoken by arctic dwarves, damaran and illuskan.

Untheric
The primary language spoken by the mulan people of Unther. This language is also spoken by hill dwarves, moon elves, calishite, chondathan, damaran, durpari, mulan, rashemi, shaaran and turami.

Exotic Languages
Aquan
This is a shared language amongst aquatic races.

Aragrakh
This is the primary language of dragons, kobolds, lizardfolk. In its written form it uses Iokharic.

Auran
Auran is the primary language of elementals from the Plane of Air. It is sometimes spoken by calishite and tethyrian

Authalan
Wild dwarves use an ancient and simplified version of the Riftspeak dialect. Authalan also has noticeable Chultan influences. Literate wild dwarves are extremely rare. It is sometimes spoken by the chultan and tashalan people.

Daraktan
Daraktan is the language spoken by modern day orcs. It evolved from Hulgorkyn. In its written form it uses Dethek runes and is also spoken on occasion by hill dwarves, mountain dwarves, high elves, moon elves, wood elves, chondathan, illuskan and tethyrian. Forgotten Realms Players Guide Page 76

Deep Speech
A trade tongue of the Underdark races, deep speech uses espruar in its written form. This language is also spoken by arkaiun.

Drow
The language of the drow race. This language is also spoken on occasion by hill dwarves, mountain dwarves, high elves, moon elves and wood elves.

Duergan
This is a dialect of dwarven spoken by grey dwarves and based off Shanatan. It has borrowed many words from the drow tongue that are also found in Deepspeech. It uses Dethek runes in its written form.

Ettin
A pidgin language taking parts from goblin, giant languages and daraktan. This is the primary language of Ettins.

Ghukliak
Ghukliak is the language spoken by goblins, hobgoblins and bugbears. In its written form it uses Dethek runes. This language is also spoken by hill dwarves, mountain dwarves, moon elves, chultan, illuskan and tashalan.

Ignan
Ignan is the language of elementals from the Plane of Fire. It is sometimes spoken by calishite and tethyrians.

Jotunalder
This is the holy language used amongst giant priests.

Jotunhaug
This is the primary language of hill giants and mountain giants. It is also spoken by the illuskan.

Jotunild
This is the primary language of fire giants. It is also spoken by the illuskan.

Jotunise
This is the primary language of frost giants. It is also spoken by arctic dwarves, illuskan and uluik.

Jotunskye
This is the primary language of cloud giants and fog giants. It is also spoken by the illuskan.

Jotunstein
This is the primary language of stone giants. It is sometimes spoken by the illuskan and tashalan.

Jotunuvar
This is the primary language of storm giants. It is also spoken by the illuskan.

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Kentaur
This is the primary language of centaurs.

Sphinx
This is the primary language of sphinxes.

Sylvan
Sylvan is the primary tongue of fey creatures. In its written form it uses the espruar alphabet and is sometimes spoken by high elves, wood elves, forest gnomes and rock gnomes.

Toad
This is the primary language of ice toads.

Dead Languages
Hulgorkyn
Hulgorkyn is an extinct and archaic form of Daraktan. It is no longer spoken in modern times, but was once the primary language of the orcs.

Kadari
Kadari is a dead language of the fallen kingdom, Kadar, in the lands of Zakhara.

Noga
Noga is a dead language of the fallen kingdom, Nog, in the lands of Zakhara.

Roushoum
Roushoum was the language spoken of the imaskari people, using the imaskari alphabet in its written form.

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7. Deities
Below is a table that details the deities worshipped by people within Toril in 1357 along with what classes members of their clergy may consist of. Clerics in D&D Next select a deity for them to worship. In the table below is the Cleric Option for that particular deity (e.g. A cleric of Azuth would choose the Arcanist option). Deity Abbathor Aerdrie Faenya Ai Ch'hing Akadi Anhur Annam All-Father Ao Arvoreen Auril Azuth Baervan Wildwanderer Bahgtru Bala Bane Baphomet Baravar Cloakshadow Bargrivyek Berronar Truesilver Beshaba Bhaal
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Alignment NE CG N CG N N LG NE LN NG LE LE CE NG LE LG CE LE NE

Clergy Classes Clerics Clerics Clerics Clerics, Crusader, Shamans Clerics, Paladins (cavalier) Clerics Any non-divine Clerics, Paladins (cavalier) Clerics, Shamans Clerics, Monks, Wizards (all) Clerics, Druids Clerics, Paladins (blackguard) Clerics, Bards Clerics, Crusaders, Wizards (all) Clerics Clerics, Wizards (illusion) Clerics, Shamans Clerics Clerics Clerics Clerics, Paladins (blackguards), Rogues

Portfolios Greed Air, avians, weather Love, marriage Elemental air, air elementals, speed, flying creatures War, conflict, physical prowess, thunder, rain Magic, knowledge, fertility, philosophy Creation of deities, maintenance of cosmic balance Protection, vigilance, war Cold, winter Wizards, Wizards, spellcasters Forests, travel, nature Strength, combat Music Strife, hatred, tyranny Minotaurs, battle Illusions, protection, deception Co-operation, territory Safety, truth, home, healing Random mischief, misfortune, bad luck, accidents Death, especially violent or ritual death Darkness, insanity, revenge

Cleric Option

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Brandobaris Callarduran Smoothhands Chan Cheng Chauntea Ch'en Hsiang Chih Shih Clangeddin Silverbeard Corellon Larethian Cyrrollalee Deep Sashelas Deep Duerra Demogorgon Deneir Diirinka The Drummer Dugmaren Brightmantle Dumathoin Eachthighern Eadro Eilastraee Eldath Emmantiensien Enki Erevan Ilesere Fa Kuan The Faceless One Fenmarel Mestarine Flandal Steelskin Forgotten Realms Players Guide

N N

NG

Clerics, Rogues Clerics Clerics, Monks, Paladins (cavalier) Clerics, Druids, Monks, Shamans Clerics, Bards Clerics Clerics, Paladins (cavalier) Clerics Clerics, Paladin (cavalier) Clerics, Druids Clerics, Druids, Paladins (blackguard), Psions Clerics Clerics, Monks Sorcerers Clerics Clerics Clerics Clerics Clerics, Paladins Clerics Clerics, Druids, Monks Clerics, Druids Clerics Clerics Clerics, Paladins Clerics Druids Clerics

Stealth, thievery, adventuring Protection, earth, mining War, martial arts, combat, bravery Agriculture, plants cultivated by humans, farmers, gardeners, summer Poetry, music, literature History, lore, tradition Battle Magic, arts and crafts, music, war. Friendship, trust, home Creation, knowledge, beauty, magic Psionics, conquest, expansion Energy drains, domination Glyphs, iWizards, literature, literacy, scribes, pictorial and literary art, cartography Magic, savants, knowledge, cruelty Scholarship, discovery, invention Mining, mountain dwarves, underground exploration Healing, loyalty, protection Locathah, mermen

LG CG LG CG LE CE NG CE N CG N CG N CG N CG LN CN NE CN NG

Treants, trees, deep and hidden magic Mischief, change, rogues

Feral elves, scapegoats Mining, smithing, fitness Page 27

Gaerdal Ironhand Garagos Garl Glittergold Garyx Geb Ghaunadaur Gilgeam Gond Gorellik Gorm Gulthyn Great Mother Grolantor Grumbar Gruumsh Gzemnid Haela Brightaxe Hajama Hakiyah Haku Hanali Celanil Hathor Helm Hiatea Hlal Hoar Horus-Re Hruggek Hsing Yong Iallanis Ibrandul Forgotten Realms Players Guide

LG CN LG CE N CE LE N CE LG CE CE N LE CE CG NG LN CG CG NG LN NG CN LN LG CE NG CN

Monks, Paladins Clerics Clerics Clerics Clerics Clerics Clerics, Paladins Clerics Clerics Clerics, Paladins Clerics Clerics Clerics, Crusaders, Monks, Shamans Clerics Clerics Clerics, Paladins Clerics, Paladins Clerics, Monks Clerics Clerics, Druids Clerics, Clerics, Crusaders, Monks, Paladins Clerics Clerics Clerics, Monks, Paladins Clerics, Paladins (cavalier) Clerics Clerics Clerics Clerics

Protection, vigilance, combat Protection, humour, trickery, gemcutting, smithing

Artifice, craft, construction, smithwork Hunting, hyenas, hyenadons Magic, fertility, tyranny Hunting, combat Elemental earth, earth elementalists, solidity, changelessness, oath War, territory Gases, fogs, obscurement, deception

Romantic, love, beauty Guardians, protectors, protection Nature, agriculture, hunting, females, children

Violence, combat Love, mercy, beauty Caverns, dungeons, the Underdark, skulks Page 28

Ilmater Ilneval Ilsenine Isis Istishia Jauhar Jazirian Jisan Kalzareinad Karrrga Karontor Khurgorbaeyag Kiaransalee Kiga Kor Kossuth Kuraulyek Kurtulmak Kwan Ying Labelas Enoreth Laduguer Lathander Leira Lliira Lolth Loviatar Luthic Maglubiyet Forgotten Realms Players Guide

LG NE LE NG N N LG N NE N NE LE CE CN N N NE LE CG LE NG CN CG CE LE NE NE

Clerics, Monks Clerics Clerics Clerics, Wizards (all) Clerics, Crusaders, Druids, Shamans Clerics Clerics Clerics, Paladins Clerics Clerics Clerics Clerics Clerics Clerics Clerics, Monks Clerics, Crusaders, Monks, Shamans Clerics Clerics, Paladins Clerics Clerics Clerics, Paladins Clerics, Crusaders Clerics, Illusionists Clerics, Druids, Bards Clerics Clerics, Monks Clerics Clerics

Endurance, suffering, martyrdom, perseverance Warfare Mental dominion, magic Elemental water, water elementalists, purification through cleansing, wetness Community, peace, learning, parenthood

Deformity, hatred, beasts Slavery, oppression, morale Undead, vengeance

Elemental fire, fire elementalists, purification through fire

War, mining

Spring, dawn, birth, renewal, creativity, youth, vitality, selfperfection, athletics Deception, illusion Joy, happiness, dance, festivals, carefree celebration, contentment, release, hospitality, freedom/liberty Pain, hurt, agony, torment, suffering, torture

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Malar Marthammor Duin Mask Memnor Mielikki Migal Milil Moradin Myrkul Mystra Mythrien Sarath Najm Nepthys Nobanion Null Obould Oghma Osiris Persana Ragarra Ramman Red Knight Rillifane Rallathil Sardior Sarula Iliene Sebek Segojan Earthcaller Sehanine Moonbow Selan Selne Selvetarm Forgotten Realms Players Guide

CE NG NE NE NG N NG LG NE LN CG CN CG LG LN CE N LG NG CE LG LN CG N CG NE NG CG CN CG CE

Clerics, Fighters, Wizards (all) Clerics, Paladins Clerics, Thieves Clerics Clerics, Druids, Rangers Clerics, Rogues Clerics, Bards Clerics, Paladins Clerics Clerics, Wizards (all), Bards Clerics Clerics Clerics Clerics, Druids Clerics Clerics Clerics, Monks, Bards, Wizards (all) Clerics, Paladins, Rangers Clerics Clerics Clerics, Paladins Clerics, Paladins Clerics, Druids Clerics Clerics, Druids Clerics Clerics Clerics Clerics Clerics, Crusaders Clerics

Hunters, stalking

Royalty, lions and feline beasts, good beasts

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Set Shar Sharess Shargaas Sharindlar Shajar Shaundakul Sheela Peryroyl Shevarash Shi Chia Shiallia Siamorphe Silvanus Skoraeus Stonebones Solonor Thelandira Sseth Stronmaus Sune Sutr Talona Talos Task Tempus Thard Harr Thoth Thrym Tiamat Torm Trishina Tymora Tyr Umberlee Forgotten Realms Players Guide

LE NE CG CE CG CN CN N CN NG LN N N CG CE CG CG CE CE CE CE CN CG N NE CE LG LG CG LG CE

Clerics Clerics, Crusaders Clerics Clerics Clerics Clerics Clerics, Crusaders, Rangers Clerics, Druids Clerics, Rangers Clerics, Wizards (all) Clerics, Druids Clerics Clerics, Druids, Shamans Clerics Clerics, Rangers Clerics Clerics, Bards, Clerics Clerics Clerics, Paladins Clerics Clerics Clerics Clerics, Crusaders, Shamans Clerics Clerics, Monks, Wizards (all) Clerics, Paladins Clerics Clerics, Crusaders, Paladins Cleric Clerics Clerics Clerics

Dark, night, loss, forgetfulness, unrevealed secrets

Pregnant forest creatures, newly planted trees, life

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Urdlen Urogalan Uthgar Valkur Vaprak Vataqatal Vergadain Vhaeraun Waukeen Yondalla Yurtrus Zann Zinzerena

CE LN CN CG CE N N CE N LG NE N CE

Clerics Clerics, Monks Clerics Clerics Clerics Clerics Clerics Clerics Clerics Clerics, Paladins Clerics, Monks, Clerics Clerics, Monks Clerics

Trade, money, wealth

Pantheons
Here are some of the Pantheons that the above gods make up. Celestial Empire (worshipped in Shou Lung): Kwan Ying Chan Cheng Ch'en Hsiang Dwarven Pantheon: Abbathor Berronar Truesilver Clangeddin Silverbeard Deep Duerra Dugmaren Brightmantle Draconic Pantheon: Forgotten Realms Players Guide Chih Shih Ai Ch'hing Fa Kuan Hsing Yong Shi Chia

Dumathoin Gorm Gulthyn Haela Brightaxe Laduguer Marthammor Duin

Moradin Sharindlar Thard Harr Vergadain

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Asgorath Avachel Bahamut

Garyx Kalzareinad Null

Sardior Task Tiamat

Drow Pantheon: Eilistraee Ghaunadaur Kiaransalee Elven Pantheon: Aerdrie Faenya Angharradh Correlon Larethian Deep Seshalas Erevan Ilesere Giant Pantheon: Annam All-Father Grolantor Hiatea Lolth Selvetarm Vhaeraun Zinzerena

Fenmarel Mestarine Hanali Celanil Labelas Enoreth Mythrien Sarath Rillifane Rallathil

Sehanine Moonbow Shevarash Solonor Thelandira

Iallanis Memnor Skoraeus Stonebones

Stronmaus Sutr Thrym

Gnome Pantheon: Baervan Wildwanderer Baravar Cloakshadow Callarduran Smoothhands Halfling Pantheon: Arvoreen Brandobaris Flandal Steelskin Gaerdal Ironhand Garl Glittergold Segojan Earthcaller Urdlen

Cyrrollalee Sheela Peryroyl

Urogalan Yondalla Page 0

Forgotten Realms Players Guide

Kobold Deities: Kuraulyek Kurtulmak

Mulhorandi Pantheon: Anhur Geb Hathor Horus-Re Orc Pantheon: Bahgtru Gruumsh Isis Nepthys Osiris Sebek Set Thoth

Ilneval Luthic

Shargaas Yurtrus

Untheric Pantheon: Enki Enlil Gilgeam Hoar Isis Ramman

Zakharan Pantheon: Akadri Bala The Beast The Drummer The Faceless God Fate Grumbar Hajama Hakiyah Haku Istishia Jauhar Jisan Kar'r'rga Kiga Kor Kossuth Lolth Migal Najm Pag Ragarra Selan Shajar Vataqatal Zann

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8. Combat
Combat Maneuvers
Smashing a Held Item
Taking a -4 penalty to the attack roll, you may attack a held item and deal damage. Should you deal sufficient damage the item breaks.

Disarm
With a -4 penalty you attempt to disarm your opponent. On a successful hit a one-handed weapon, wand, or small item goes flying 2d6 feet in a random direction. A two-handed weapon becomes off balanced with the wielder forgoing an attack on his turn to correct their grip. Otherwise if two disarm attempts are successful before the wielder corrects their grip the weapon goes flying 1d6 ft in a random direction. A disarmed shield causes the AC bonus to be gone until the wearers next turn. Thrown and ranged weapons can be used to disarm someone with a -4 penalty to the attack roll (daggers and similar weapons receive a -6 penalty), although two-handed weapons and shields cannot be disarmed in this way. An expert disarm takes a -8 penalty to the attack roll (-10 when using a dagger) on a successful disarm the weapon flies in the direction of the attackers choice.

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9. Currency
These are the coins used by various countries. The table below includes the country of origin, the local name for that particular coin and its worth compared to coins from other nations in the vertical column. Coins from Cormyr are considered the standard and match the prices for things in the D&D Next rules. Platinum 1 (roldon) 1 (tricrown) 1 (kilarch) Other 3 (belbolt) 6 (authokhs) Gold 10 (danter) 10 (lions) 10 (bicentas) 15 (drakes) 20 (ravens) 10 (noble) Electrum 20 (centaurs) 20 (eyes) 20 (centarches) Silver 100 (tarans) 100 (falcons) 100 (decarches) 150 (talents) 100 (hawks) 400 (egora) 100 (shards) Copper 1,000 (fanders) 1,000 (thumbs) 1,000 (unarch) -

Amn Cormyr Calimshan

Chessenta

Ravens Bluff Sembia Silverymoon Tethyr Unther

20 (eyes) 201 (moon) Varies

1,000 (steelpence) 4,000 (wedge) 1,000 (nibs)

40 (sheka) 1 02 10 53 Waterdeep (sun) (toal) (dragons) (harbor moons) 1 each coin is worth double when used in the Silver Marches. 2 each coin is worth 2gp when used in Waterdeep. 3 each coin is worth 50gp when used in Waterdeep -

Amnite Coins

Cormyrean Coins
All Cormyrean coins are circular. Modern coins will have the monarchs face and name on one side with the denomination, date and the mint mark. Coins minted in Suzail (which is where most modern coins are minted) will have the head of a bearded, hatless wizard. However coins minted in High Horn instead have two parallel crescent moons. Older Cormyrean coins are exactly the same, except theyll only have first minting or second minting instead of a date on them. Forgotten Realms Players Guide Page 37

Calimshan Coins Chessentan Coins


Chessentan coins arent considered as pure as other currencies and so it isnt accepted at face value abroad and instead is normally weighed. The drakes and talents can be exchanged in any major city, however authoks and belbots are only considered recognised as legal coinage and exchanged for full value in Amn and Scornubel. Calimshan and Westgate treat authoks as the equal to a silver coin from another realm while the belbot is considered the equal of 2 gold pieces from other realms.

Sembian Coins
Sembian coins have the arms of Sembia on one side, and the denomination and date it was minted curving on the other side. The pattern on the other side differs depending on the type of coin it is. Sembian nobles are a five sided coin with the pattern on it changing from year to year. Sembian eyes are diamond shaped. Sembian hawks are a triangle shape. The Sembian steelpence is actually made from iron and are a square shape.

Silverymoon Coins

Tethyr
When Tethyr wasnt embroiled in a civil war, their coins were looked at with suspicion. Those in the surrounding nations were willing to trade with coins from Tethyr, although even then with reservation. The coins of Tethyr were valued within the nation based on the noble House who minted the coin, not the value of the metals that made up the coin. As such, most nations viewed them with suspicion. Since the country erupted into chaos theyre looked at with even more disdain. Some moneylenders are willing to exchange their value. But only after extensive tests are done to determine the composition of the coin with a hefty fee built in. Even in Tethyr, their coins arent always accepted anymore with barter becoming much more predominant.

Waterdeep
The Wateredhavian harbor moon is in the shape of a crescent and is made from platinum with electrum insets.

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