General
- Starting Hit Points: All first level characters start with maximum hit points.
- Extra Attacks: The martial classes gain additional melee/ranged attacks each round as they advance in level.
- -fighters gain extra attacks at levels 6 & 13 (3 attacks max barring cleave advantage)
- -rangers, barbarians, berserkers, paladins, cavaliers, and skalds gain an extra attack at level 8 (2attacks max)
- Minor Magic: Spellcasters do not need to prepare 0 level spells, but may still only cast the number of 0 level spells per day as indicated on the appropriate Spells per Day chart from the PHB.
- Maximum Spell Level: Spellcasters may only learn/cast spell levels up to ½ (rounded down) of their appropriate spellcasting attribute score ( Int/Wis ex. Arodir is a wizard and has a 17 Int, so can only learn up to 8th level spells).
Bard
- Spell Caster: Use Spell Caster Bard rules from Adventurers Backpack. Celtic Bards may choose Druid Spells
Cleric
Cure/Harm Spells: Clerics add their Wis bonus to all Cure/Harm spells.
Spontaneous casting: The cleric is able to swap out a prepared spells and cure/harm 1d8 hit points per level swapped (ex. A prepared 2nd level spell can be swapped out to cure 2d8 hit points of damage).
Monk
- Alignment: Since the monk is dedicated to harnessing the power of his mind and body, he can only be of Lawful alignment.
- Wise Defense: The monk adds his Wis bonus to his AC.
Paladin:
- Smite Evil: A paladin gains use of this ability at 1st level instead of 9th and may use it 1/day + Cha modifer.
- Horsemanship: A paladin gains the Horsemanship ability of the cavalier without the Charge attack, but only when mounted on the paladin's Divine Mount.
- Spell Caster: Use the Spell Caster Paladin rules from Adventurers Backpack
Ranger
- Spellcaster: Use the Spell Caster Ranger rules from Adventurers Backpack
Wizard and Illusionist
- Read Magic: The wizard may cast Read Magic for free a number of times per day equal to his Int bonus without using up a spell slot.
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