About Player Classes

Overview

The Player's Handbook outlines the mechanics of character classes, but understanding their concepts and relationships is crucial for DMs.

Class Level and Common Man

Summary

Character class and level represent a character's abilities and role. However, these concepts don't apply to most people in the game world.

Details

Character class and level are useful game measures of a character's talents and abilities. Every class outlines a basic role for the character, a position and career in life. Each level defines additional power and provides a system whereby you can quantify and balance encounters.

With only a little practice you learn that characters of X classes and levels can easily defeat monster Y, but that monster Z will give them serious problems. This helps you create exciting, balanced adventures for your players.

Yet, at the same time, you know that the concept of classes and levels doesn't really apply to the real world. The teamster driving the wagon that passes the characters isn't a 1st-, 5th-, or 100th-level teamster. He is a man, whose job it is to drive wagons and haul goods. The chambermaid is not a special class, nor are her abilities defined by levels.

The teamster or chambermaid may be exceptionally skilled and competent, but for them this is not measured in character classes. There is no such thing as a teamster or chambermaid class, any more than there are merchant, sailor, prince, blacksmith, hermit, navigator, tinker, beggar, gypsy, or clerk classes. These are the things people do, not all-encompassing descriptions.

Nor are all the people in your campaign world fighters, mages, thieves, or whatever. The situation would be utterly ridiculous if every NPC had a character class. You would have fighter chambermaids, mage teamsters, thief merchants, and ranger children. The whole thing defies logic and boggles the mind. Most non-player characters are people, just people, and nothing more.

Only a few people actually attain any character level. Not every soldier who fights in a war becomes a fighter. Not every urchin who steals an apple from the marketplace becomes a thief. The characters with classes and levels have them because they are in some way special.

This specialness has nothing to do with ability scores, class abilities, or levels. Such characters are special by definition. The fact that player characters are controlled by players renders them special. Perhaps these special characters are more driven or have some unknown inner spark or just the right combination of talents and desires. That's up to the players. Similarly, non-player characters with classes are special because the DM says so. Plain and simple. There is no secret reason for this--it just is.

Zero-Level Characters

Summary

Most people are 0-level characters, skilled in their professions but without experience points.

Details

The great mass of humanity, elf-kind, the dwarven clans, and halflings, are "0-level" (zero-level) characters. They can gain in wisdom and skill, but they do not earn experience points for their activities. These common folk form the backbone of every fantasy world, doing the labor, making goods, selling cargos, sailing oceans, building ships, cutting trees, hauling lumber, tending horses, raising crops and more. Many are quite talented in the various arts and crafts. Some are even more proficient than player characters with the same training. After all, 0-level characters earn their livings doing this kind of work. For player characters such proficiencies are almost more of a hobby.

For the vast majority of 0-level NPCs you create and use in your game, all you need to know is a name, a personality, and an occupation. When the characters deal with the blacksmith or the innkeeper, there's no need to create ability scores, THACO, to-hit adjustments, Armor Class, and the like. This does assume, of course, that your player characters don't go attacking every blacksmith and innkeeper in sight. If they do, you need to know a little more about 0-level characters.

Ability Scores: These range from 3-18. For simplicity, don't worry about racial modifiers for the demihuman races. Racial modifiers to combat, Armor Class, hit points, etc., do apply.

Proficiencies: At best, a 0-level character will have one weapon proficiency, if that character's profession reasonably allows for it. For example, a blacksmith could be proficient with a warhammer and an innkeeper might be allowed skill with a club (the axe handle under the bar...), but there's little chance a clerk is going to be skilled with any type of weapon.

In nonweapon proficiencies, 0-level characters have as many as are needed (and reasonable) given their profession and age. Thus, a blacksmith might be quite accomplished at the forge, having spent several proficiencies on the slot. Novices and incompetent craftsmen have the bare minimum training and skill. Typical journeymen spend two or three slots on their main skill. Experts and brilliant artists usually devote all their ability to a single proficiency. Masters, who watch over the work of journeymen and apprentices, are normally no more accomplished than journeymen but have additional proficiencies in other business areas.

Hit Points: The majority of people have from 1-6 hit points. Dwarves and gnomes average from 1-8 hit points. Adjustments can be made for occupation or condition as indicated on Table 10, below.

Hit Points by Profession

Profession Die Range
Manual Laborer 1d8
Soldier 1d8+1
Craftsman 1d6
Scholar 1d3
Invalid 1d4
Child 1d2
Youth 1d6

Hit Point Variations

  • Dwarves and gnomes average 1-8 hit points.
  • Hit points can be adjusted for occupation or condition.
  • Rarely, 0-level characters can have more hit points for plot reasons.
  • Important NPCs like kings may have higher hit points.

Adventurers and Society

Summary

Characters with classes are relatively rare and fit into society in various ways, depending on their class.

General Details

The frequency of character classes varies and is determined by the DM.

Different classes logically appear with varying frequency.

Fighters

Fighters are the most common character class, drawn from military ranks.

Fighters are by far the most common character types in normal campaigns. They must meet the least stringent class requirements and are drawn from the biggest pool of talent—soldiers of innumerable armies, mercenary companies, militias, palace guards, temple hosts, and sheriff's men. In these and other forces, the potential fighter learns his trade. He is taught how to handle weapons and care for them. He picks up some basic tactics and earns acceptance as a fighting man.

From these ranks some go on to become 1st-level fighters. Such men are often given rank in recognition of their talents. Thus, a 1st-level fighter may become a corporal or a sergeant. As the ranks become greater and more influential, the tendency is to award these to higher level fighters. However, this trend is not absolute and often breaks down at the highest levels. The captain of the company may be a 12th-level fighter, but he would still take orders from a 0-level prince!

Level is no guarantee of rank, nor is rank fixed to level. Some people don't want responsibility and all that comes with it. They would rather let other people tell them what to do. Such characters may become accomplished fighters but never advance beyond the rank of common soldier. Political maneuvering and favoritism can raise even the lowest level character to the highest positions of authority.

Since fighters tend to rise above the level of the common soldier, few armies are composed of high- or even low-level fighters. While there is little difference in ability between the typical foot soldier and a 1st-level fighter, it is just not possible to find an army of 20,000 4th-level fighters. It's rare enough to find 1,000 or so 2nd-level fighters in a single unit. Such units are elite, superbly trained and outfitted, and are normally held in reserve for special tasks. They may be the shock troops of an assault, a special bodyguard, or the reserve of an army held back for pursuit.

Adventurer fighters (whether player characters or NPCs) are those who have struck out on their own. Not every man is content to take orders or give orders, and fame seldom comes to the common foot soldier. Some men are willing to try to rise through the ranks, but it is by no means an easy or speedy process. There aren't many openings, nor is it a path where skill at arms guarantees success.

Given all this, it's not surprising that most fighters opt for the more direct method of adventuring. In the course of adventuring, though, many fighters find themselves becoming leaders and commanders, assembling men around them as they carve their own place in the world.

Paladins

Paladins are rare due to stringent requirements and often lead small groups.

Paladins are rare, in part because of the statistics of dice rolling and in part because paladinhood is an exacting road for characters to follow. It is easy to err and fall from the special state of grace required. Not every character is up to these demands, but those few that are can be truly special. You will not find units with thousands, hundreds, or even tens of paladins. At best, they form small groups (such as the Twelve Peers of Charlemagne or some of the Knights of the Round Table).

Often, because of the sterling example they set, paladins lead others in battle. But, at the same time, they tend to be ill-suited to the task of ruling, which too often requires compromise of one's principles.

It is common to find the paladin working in association with the clergy of his religion, but lone paladins, carrying their faith into the wilderness, also appear in the tales of bards.

Rangers

Rangers are loners and uncommon, often found in wilderness areas.

Rangers tend to be loners, uncomfortable in the company of "civilized" men. They are also uncommon, again due to the demanding ability requirements of the class. These two factors make armies or companies of rangers most unlikely, only marginally less common than hordes of paladins.

Although loners, they do not mind the company of other rangers, those who understand the ways of the wilderness and the need for space. Small groups of rangers will sometimes join an army as its scouts, especially if the need is pressing.

They will occasionally be found in forest villages or near untracked wildernesses. Here, guides, scouts, woodsmen, trappers, pioneers, and stalkers form the pool from which the ranger ranks are filled. Few can be found in civilized lands—rangers in cities are truly oddities.

Wizards

Wizards are unique and often form societies, but are independent and eccentric.

Wizards are the most iconoclastic and self-important of all the character classes, for they are unique among all character classes. The peasant can pick up a sword and fight; a pious man can hope to serve his faith; a local wag can spin a good tale; and an unprincipled cad can rob the local merchants. But no one other than a wizard can cast magical spells. The need for highly specialized training truly sets them apart, and they know it.

When mages gather, they tend to form societies or associations, organizations for men who speak of things not understood by the common folk (much like scientists today). But wizards are too fractious and independent a lot to organize themselves into proper unions—they can barely manage to form moderately organized guilds.

Generally, their groups exist for such high-minded reasons as to "facilitate the exchange of knowledge" or "advance the state of the science of magic." Some prepare texts or papers to share with fellow mages, detailing their latest experiments and discoveries or outlining some new theory. They enjoy the recognition of their peers as much as anyone.

To outsiders, wizards seem aloof and daunting. Like craftsmen, they are most comfortable in the company of their fellows, speaking a language they all understand. The untrained, even apprentices, are intruders upon this fellowship and are apt to receive an icy and rude reception.

Wizards are an eccentric, even perverse, lot. They're likely to be found just about anywhere. Nonetheless, they have an affinity for civilization, ranging from small villages to vast cities. Only a few mages actually care to adventure since it is an extremely dangerous undertaking to which they are ill-trained and ill-suited. The vast majority spend their time experimenting in seclusion or working in the service of others, preferably well paid.

Many mages, especially those of lesser ability, turn their art to practical ends—almost every village has a fellow who can whip up a few useful spells to help with the lambing or simplify the construction of a house. In larger cities, these mages become more specialized, such that one might lend his talents to construction, another to the finding of lost things, and a third to aiding the local jewelers in their craft.

Nearly all major families, merchant princes, and nobles have a mage or two in their employ. A few attempt (generally without success) to have these wizards mass-produce magical items. The problem is that wizards are as difficult to manage as rangers or paladins. They do not care for others bossing them around or encroaching upon their perceived privileges and rights, especially since they have the magical resources to make their displeasure known. Also, they are usually kept busy finding ways to strike at their employer's rivals (or thwarting such attempts against their own lord). Foolish is the king who does not have a personal wizard, and lamentable is the ruler who trusts the wrong mage.

Not all wizards spend their time in the service of others. Some seek naught but knowledge. These scholar-mages tend to be viewed much like great university professors today—noble and distant, pursuing truth for its own sake. While not directly in the service of others, they can sometimes be commissioned to perform some duty or answer some question.

The wealthy often provide endowments for such men, not to buy their services (which aren't for sale) but to curry their favor in hopes that they will provide honor, glory, and just perhaps something useful. This situation is not unlike that of the great artists of the Renaissance who were supported by princes hoping to impress and outdo their rivals.

There are wizards who spend all their time shut away from humanity in dark, forbidding towers or gloomy, bat-infested caves. Here they may live in rooms where opulent splendor mingles with damp foulness. Perhaps the strains and demands of their art have driven them mad. Perhaps they live as they do because they see and know more than other men. Who knows? They are, after all, eccentric in the extreme.

Priests

Priests serve their faith in various roles, with only some being adventurers.

Priest characters are not required to take up arms and set out on adventures to smite evil. No, their hierarchies require administrators, clerks, and devout workers of all types. Thus, although there may be many clergymen and women at a temple or monastery, only a few will have a character class and levels.

Not all monks at a monastery are 1st-level (or higher) clerics. Most are monks or nuns, devout men and women working to serve their faith. Non-adventuring clergy are no less devout than their adventuring brethren, nor do they receive any less respect. Thus, it is possible to have leaders within a religious hierarchy who show no signs of special clerical ability, only proper faith and piety.

Even more so than with military men, though, level is not a determiner of rank. Wisdom and its use, not the application of firepower or the number of foemen smitten, are the true pearls of the clergy. Indeed the goal of some beliefs is to demonstrate the greatest wisdom by divesting oneself of all earthly bonds—power, wealth, pride, and even level abilities—in an attempt to attain perfect harmony with everything.

In the end, adventuring priests tend to form a small nucleus of crusaders for the faith. They are the ones who demonstrate their faith by braving the dangers that threaten their beliefs, the ones who set examples through trials and hardships. From these, others may spiritually profit.

Thieves

Thieves are often adventurers by necessity, forming guilds in larger cities.

Thieves are often people who don't fit in elsewhere. Unlike other classes, nearly all thieves are adventurers, often by necessity. True, many settle permanently in a single area and live off the local population, but when your life tends to be in defiance of the local law, you have to be ready to leave at a moment's notice! Each job is an adventure involving great risks (including, possibly, death), and there are precious few opportunities to relax and let your guard down.

Thieves occasionally form guilds, especially in major cities and places with a strong sense of law and order. In many cases, they are forced to cooperate merely to survive. Influential thieves see guilds as a way to increase their own profits and grant them the image of respectability. They become dons and crimelords, directing operations without ever having to dirty their hands.

At the same time, the membership of a thieves' guild is by definition composed of liars, cheats, swindlers, and dangerously violent people. Thus, such guilds are hotbeds of deceit, treachery, and back-stabbing (literally). Only the most cunning and powerful rise to the top. Sometimes this rise is associated with level ability, but more often it is a measure of the don's judge of character and political adeptness.

Curiously, thieves who are masters of their craft tend not to advance too high in the organization. Their talents in the field are too valuable to lose, and their effort is expended on their art, not on maneuvering and toadying. There is, in fact, no rule that says the leader of the thieves' guild has to be a thief. The leader's job involves charisma, character appraisals, and politicking—the powerful crimelord could turn out to be a crafty merchant, a well-educated nobleman, or even an insidious mind flayer.

Bards

Bards are rare adventurers, driven by curiosity and wanderlust, and maintain informal networks.

Bards are rare and, like thieves, tend to be adventurers, but for somewhat different reasons. They do occasionally violate the law and find it necessary to move on to the next town—and the next adventure—but more often they are driven by curiosity and wanderlust. Although some bards settle down in a town or city, most travel from place to place. Even "tamed" bards (as the settled ones are sometimes called) feel the urge to go out and explore, gather a few more tales, and come home with a new set of songs. After all, the entertainment business demands variety.

There are generally no bard guilds or schools, no colleges, societies, or clubs. Instead, bards sometimes band in secret societies, loose affiliations that allow them to improve their art while maintaining an aura of mystery.

Most frequently, however, bards rely on the informal hospitality of their kind. Should one bard arrive in the town of another, he can reasonably expect to stay with his fellow for a little while, provided he shares some of his lore and doesn't cut into his host's business. After a time, during which both bards learn a few of the other's tales and songs, the visitor is expected to move on. Even among bards it is possible to overstay one's welcome.

Of course, there are times when a bard decides not to leave but to set up shop and stay. If the population is big enough to support both bards, they may get along. If it isn't, there will almost certainly be bad blood between the two. Fortunately, though, one or the other can usually be counted on to get wanderlust and set out on some great, new adventure. Bards do tend to be incurable romantics, after all.