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1 B/X Demi-Human Classes by SkinnyOrc

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1

B/X

Demi-Human Classes

by SkinnyOrc

Introduction

The character classes in B/X D&D are a strength of

the system in my opinion. They’re clear and easy to

use, without the complexities of separate race and

class, multi-classing, and dual-classing.

What is limiting, and a little unlikely, is all dwarf

and halfling adventurers being fighters, and all elf

adventurers being fighter-mages. The demi-

humans must have some who serve their deities,

and a few of these clerics would venture into the

wider world. Also while they may not have thieves

in the human sense, there would be those with

similar abilities, the scouts and skirmishers of their

races. Halflings, with their natural ability to hide

and skill with missile weapons, seem particularly

well suited to this.

Allowing demi-humans to be these sorts of

characters does not have to mean separate race and

class, you just need more classes. Humans have a

choice of classes, so why not allow demi-humans to

do likewise? This is my take on how multiple

classes for demi-humans can work. As the current

B/X class system is often called Race-As-Class, I am

calling this Race-As-Classes.

In B/X, demi-humans have a maximum level of

experience they can advance to. The class tables in

this document are all extended to level 14 in blue

text. It needs to be stressed that this is completely

optional to the new classes. To ensure demi-

humans make up a minority of the party, the DM

may choose to restrict players rolling a new

character to only choose a demi-human class if they

roll a 5 or 6 on 1d6.

Unique spell lists are provided for the demi-human

cleric classes. This gives each class a distinctive

flavour that reflects the interests of their race.

Allowing these alternative spell lists is also

completely optional to use of the new demi-human

classes.

The demi-humans engage in none of the enmity

sometimes seen between the followers of different

human deities. Their clerics are universally

respected guests amongst their own kind.

Dwarves

The resolute dwarven warriors that are best known

to humans are genuinely typical of their people.

Every dwarf does some duty as Hold-Guards,

protecting gates and other key points. As a result,

all but the youngest have military training and

know how to handle themselves in battle, even if

they then specialise in a craft.

The existing B/X Dwarf class represents these

dwarven warriors. The following is the experience

table for the standard Dwarf class, included here for

comparison. This class can be referred to as the

Dwarf Fighter to distinguish it from the new

dwarven classes.

Dwarf Fighter

Level Experience Hit Dice

1 0 1d8

2 2,200 2d8

3 4,400 3d8

4 8,800 4d8

5 17,000 5d8

6 35,000 6d8

7 70,000 7d8

8 140,000 8d8

9 270,000 9d8

10 400,000 9d8+3

11 530,000 9d8+6

12 660,000 9d8+9

13 790,000 9d8+12

14 920,000 9d8+15

Dwarf Thief

While all dwarves are well trained in combat, some

also show the surefootedness and patience to be

scouts. These are essential to patrol dwarf territory,

tracking the movements and strength of their

enemies. Dwarf scouts are well respected amongst

their people because the role is both dangerous and

important to the survival of the clan. However, they

tend be seen as a little odd.

Dwarf Thief

Level Experience Hit Dice

1 0 1d6

2 2,600 2d6

3 5,200 3d6

4 11,000 4d6

5 22,000 5d6

6 44,000 6d6

7 88,000 7d6

8 170,000 8d6

9 330,000 9d6

10 500,000 9d6+2

11 670,000 9d6+4

12 840,000 9d6+6

13 1,010,000 9d6+8

14 1,180,000 9d6+10

The prime requisites for dwarf thieves are Strength

and Dexterity. If the character has a score of 13 or

greater in both Strength and Dexterity, they will

gain a 5% bonus on earned experience. If the

character’s Strength is 13 or greater and their

Dexterity is 16 or greater, they will gain a 10%

bonus on earned experience.

Restrictions: Dwarf thieves use a six-sided dice (d6)

to determine their hit points, roll to hit as a fighter,

and roll to save as a dwarf. Dwarf thieves have

many of the advantages of both fighters and

thieves, but may wear nothing more protective than

leather armour, and may not use a shield. They may

use any type of weapon of normal or small size, but

may not use long bows or two-handed swords. A

dwarf thief character must have a minimum

Constitution score of 9.

Special Abilities: Dwarf thieves have all the special

abilities of both the dwarf and thief classes.

Dwarf Cleric

Like all of their people, those dwarves who choose

to serve their gods are also formidable warriors.

While the majority spend most of their time in the

dwarf holds, a few do leave on various missions, or

just to seek a wider view of the world.

Dwarf Cleric

Level Experience Hit Dice

1 0 1d6

2 2,800 2d6

3 5,600 3d6

4 12,000 4d6

5 24,000 5d6

6 48,000 6d6

7 96,000 7d6

8 190,000 8d6

9 370,000 9d6

10 520,000 9d6+3

11 670,000 9d6+6

12 820,000 9d6+9

13 970,000 9d6+12

14 1,120,000 9d6+15

The prime requisites for dwarf clerics are Strength

and Wisdom. If the character has a score of 13 or

greater in both Strength and Wisdom, they will gain

a 5% bonus on earned experience. If the character’s

Strength is 13 or greater and their Wisdom is 16 or

greater, they will gain a 10% bonus on earned

experience.

Restrictions: Dwarf clerics use a six-sided dice (d6)

to determine their hit points, roll to hit as a fighter,

and roll to save as a dwarf. Dwarf clerics have the

advantages of both fighters and clerics. They may

wear any type of armour and may use shields.

Dwarf clerics may only use those weapons

traditionally favoured by the dwarves; the battle

axe, hand axe, war hammer and crossbow. They can

also cast spells like a cleric. A dwarf cleric character

must have a minimum Constitution score of 9.

Special Abilities: Dwarf clerics have all the special

abilities of both the dwarf and cleric classes.

Elves

While all elven warriors train with sword, bow and

magic, some prefer to go into battle in silvered mail,

ready to stand toe to toe with any who survive their

deadly spells and arrows.

The existing B/X Elf class represents these metal

armoured elven warrior-mages. The following is

the experience table for the standard Elf class,

included here for comparison. This class can be

referred to as the Elf Fighter to distinguish it from

the new elven classes.

Elf Fighter

Level Experience Hit Dice

1 0 1d6

2 4,000 2d6

3 8,000 3d6

4 16,000 4d6

5 32,000 5d6

6 64,000 6d6

7 120,000 7d6

8 250,000 8d6

9 400,000 9d6

10 600,000 9d6+2

11 800,000 9d6+4

12 1,000,000 9d6+6

13 1,200,000 9d6+8

14 1,400,000 9d6+10

Elf Thief

These lightly armoured elven warriors are adept at

hiding in the shadows of the forest, moving

soundlessly, climbing the trees, ambushing

intruders and then melting away again. They have

the same talent for magic and fascination for beauty

common to their people.

Elf Thief

Level Experience Hit Dice

1 0 1d4

2 3,300 2d4

3 6,600 3d4

4 13,000 4d4

5 26,000 5d4

6 52,000 6d4

7 100,000 7d4

8 200,000 8d4

9 350,000 9d4

10 550,000 9d4+2

11 750,000 9d4+4

12 950,000 9d4+6

13 1,150,000 9d4+8

14 1,350,000 9d4+10

The prime requisites for elf thieves are Dexterity

and Intelligence. If the character has a score of 13 or

greater in both Dexterity and Intelligence, they will

gain a 5% bonus on earned experience. If the

character’s Dexterity is 13 or greater and their

Intelligence is 16 or greater, they will gain a 10%

bonus on earned experience.

Restrictions: Elf thieves use a four-sided dice (d4) to

determine their hit points, roll to hit as a thief, and

roll to save as an elf. Elf thieves have the advantages

of both thieves and magic-users. They may wear

nothing more protective than leather armour, and

may not use a shield. They may however, fight with

any kind of weapon. They can also cast spells like a

magic-user, and use the same spell list. A character

must have a minimum Intelligence score of 9 to be

an elf thief.

Special Abilities: Elf thieves have all the special

abilities of both the elf and thief classes.

Elf Cleric

Those elves who show a strong affinity with their

gods receive different training, learning how to

channel divine power rather than studying magic as

all other elves do. They are also skilled warriors,

receiving more weapons training in their long

youth than human clerics.

Elf Cleric

Level Experience Hit Dice

1 0 1d6

2 2,800 2d6

3 5,600 3d6

4 12,000 4d6

5 24,000 5d6

6 48,000 6d6

7 96,000 7d6

8 190,000 8d6

9 370,000 9d6

10 520,000 9d6+2

11 670,000 9d6+4

12 820,000 9d6+6

13 970,000 9d6+8

14 1,120,000 9d6+10

The prime requisites for elf clerics are Strength and

Wisdom. If the character has a score of 13 or greater

in both Strength and Wisdom, they will gain a 5%

bonus on earned experience. If the character’s

Strength is 13 or greater and their Wisdom is 16 or

greater, they will gain a 10% bonus on earned

experience.

Restrictions: Elf clerics use a six-sided dice (d6) to

determine their hit points, roll to hit as a fighter, and

roll to save as an elf. Elf clerics have the advantages

of both fighters and clerics. They may wear any type

of armour and may use shields. Elf clerics may only

use those weapons traditionally favoured by the

elves; the sword, short sword, dagger and longbow.

They can also cast spells like a cleric. A character

must have a minimum Intelligence score of 9 to be

an elf cleric.

Special Abilities: Elf clerics have all the special

abilities of both the elf and cleric classes.

Halflings

Only the braver halflings join the militia and train

to defend their villages against wild animals,

brigands and raiders. The drill sessions may be a

little haphazard, but they do become familiar with

wearing armour and using melee weapons. It is

often the boldest of these who venture out into the

wider world in search of adventure.

The existing B/X Halfling class represents these

halflings with militia training. The following is the

experience table for the standard Halfling class,

included here for comparison. This class can be

referred to as the Halfling Fighter to distinguish it

from the new halfling classes.

Halfling Fighter

Level Experience Hit Dice

1 0 1d6

2 2,000 2d6

3 4,000 3d6

4 8,000 4d6

5 16,000 5d6

6 32,000 6d6

7 64,000 7d6

8 120,000 8d6

9 240,000 9d6

10 360,000 9d6+2

11 480,000 9d6+4

12 600,000 9d6+6

13 720,000 9d6+8

14 840,000 9d6+10

Halfling Thief

Halflings are naturally dexterous and have an

instinctive ability to hide. Most also do a little

hunting when the weather is pleasant, and get some

practice at moving quietly and a keen shooting eye.

So while there is very little crime amongst the

halflings themselves, those that venture into human

lands can make excellent “burglars”.

Halfling Thief

Level Experience Hit Dice

1 0 1d4

2 1,400 2d4

3 2,800 3d4

4 5,600 4d4

5 11,000 5d4

6 22,000 6d4

7 44,000 7d4

8 88,000 8d4

9 170,000 9d4

10 290,000 9d4+1

11 410,000 9d4+2

12 530,000 9d4+3

13 650,000 9d4+4

14 770,000 9d4+5

The prime requisite for halfling thieves is Dexterity.

A halfling thief with a Dexterity score of 13 or

greater will gain a 10% bonus on earned experience

points.

Restrictions: Halfling thieves use a four-sided dice

(d4) to determine their hit points, roll to hit as a

thief, and roll to save as a halfling. They may wear

nothing more protective than leather armour, and

may not use a shield. Halfling thieves can use any

type of weapon that has been “cut down” to their

size. Thus, they cannot use a two-handed sword or

a long bow, but may use a sword or short bow.

Halfling thief characters must have a minimum

score of 9 in both Dexterity and Constitution.

Special Abilities: Halfling thieves have all the

special abilities of both the halfling and thief classes.

Halfling Cleric

The clerics of the halflings are in many ways quite

similar to their human counterparts, with some

training in how to defend themselves as well as the

ability to cast divinely granted spells.

Halfling Cleric

Level Experience Hit Dice

1 0 1d4

2 1,500 2d4

3 3,000 3d4

4 6,000 4d4

5 12,000 5d4

6 25,000 6d4

7 50,000 7d4

8 100,000 8d4

9 200,000 9d4

10 300,000 9d4+2

11 400,000 9d4+4

12 500,000 9d4+6

13 600,000 9d4+8

14 700,000 9d4+10

The prime requisites for halfling clerics are Wisdom

and Dexterity. A halfling cleric character whose

Wisdom or Dexterity is 13 or greater will receive a

5% bonus to earned experience. Halfling clerics

whose Wisdom and Dexterity scores are 13 or

greater will receive a bonus of 10% to earned

experience.

Restrictions: Halfling clerics use a four-sided dice

(d4) to determine their hit points, roll to hit as a

cleric, and roll to save as a halfling. They may wear

any type of armour and may use shields. Halfling

clerics may only use those weapons traditionally

favoured by the halflings; the short sword, spear,

dagger and sling. They can also cast spells like a

cleric. Halfling cleric characters must have a

minimum score of 9 in both Dexterity and

Constitution.

Special Abilities: Halfling clerics have all the special

abilities of both the halfling and cleric classes.

Demi-Human Cleric Spells

Dwarf Clerics Spells

The spells of Dwarf clerics are orientated towards

their mountain home, mining, and the element of

Earth.

In addition to the spells described here, Dwarf

Clerics may employ any spell from the standard

Cleric list except for Snake Charm, Growth of

Animals, Speak With Animals, Speak With Plants,

Sticks to Snakes, and Insect Plague.

Level 1

Detect Minerals

Range: 60 feet

Duration: 1 turn

Effect: Detects metals and gems within range

The dwarves use this spell to detect the natural

riches of the earth and protect against its dangers. It

takes a full turn for the caster to search for minerals

in every direction, after which they will be aware of

the direction and distance to any deposits (natural

or otherwise) of 10,000 gp value or more. They also

become aware of any natural dangers within the

earth, such as unstable rock, gas pockets, water near

to breaking through into a passageway, and such

like. For each deposit found the caster has a 5%

chance per level to determine the type of mineral.

Restore Petrification

Range: Touch

Duration: Instant

Effect: Restores a creature turned to stone back to

flesh

This spell is similar to the sixth level magic-user

spell Stone to Flesh (D&D Expert Set), but will only

restore a creature turned to stone back to flesh.

Level 2

Melt Metal

Range: 40 feet

Duration: 1 round per level of the caster

Effect: Heat metal until it melts

Any non-magical metal within range that the caster

concentrates on, becomes so hot that it begins to

melt. A one square inch volume of metal may be

melted per round. This is very effective against

metal bars, padlocks and hinges. It will not open

keyhole locks, but may fuse them in their current

state, be that locked or unlocked. It takes 2 rounds

to make a metal weapon useless by deforming it,

except for crossbows, where the metal triggers may

be disabled at two per round. Note that most

weapons have wooden handles or leather

strapping, so heating them does not burn the holder

before they become deformed.

Statue

Range: Caster only

Duration: 2 turns per level of caster

Effect: Caster may turn to stone and back at will

Once per round the caster may turn into a stone

statue, or back to normal, along with all of their

equipment. If the caster becomes a statue, many

creatures will lose interest as there is no longer prey

or a threat present. While turned to stone the caster

can see, hear, smell and concentrate to control spells

already cast, but cannot move. As the statue is

motionless it is AC 9, but all attacks against it cause

one quarter normal damage, rounded down. Statue

form provides immunity to level drain, ability score

drain, poison, paralysis, gas, suffocation and

drowning. Turn to stone attacks are ineffective as

they can turn back to flesh at will. The caster may

take normal action and at the end of their round

become a statue, or begin their round by turning to

flesh and still take action. If the caster has not

transformed this round and suffers an attack

allowing a save for half damage while in normal

form, a successful save indicates they turned to

stone in time and only take quarter damage,

rounded down.

Level 3

Giant Strength

Range: Touch

Duration: 2 rounds per level of the caster

Effect: Gains the strength of a giant

The dwarves have long fought giants in their

mountain home, and this spell allows them to

match the strength of their foes. The target of the

spell becomes as powerful as a hill giant for its

duration. Chance to hit becomes as an 8 HD

creature if better than the recipients, and damage

caused is double normal.

Magnetise

Range: 60 feet

Duration: Instant

Effect: Magnetise one creature

The target of this spell becomes strongly magnetic,

causing all iron and steel items within 30 feet to fly

towards them with significant force. The items need

only be partly ferrous metal, such as an arrow with

a metal head, but must be in hand, drawn on a bow,

or otherwise unsecured. A save versus spells by the

holder is needed to stop each item being pulled

away. Not only can this disarm those around the

target, but a to hit roll as the caster is made for each

item. Those that hit cause half normal damage

(rounded up) for the item type, due to the random

way in which they strike.

Level 4

Rune of Warding

Range: Touch

Duration: Until triggered

Effect: Protects an area from intruders

The cleric traces on a surface or in mid-air with their

finger, leaving behind a glowing and shimmering

dwarven rune, surrounded by lines defining the

area protected by it. This area can be up to 5 foot by

5 foot per level of the caster. The caster sets who can

trigger the rune, such as “any non-dwarf”, or

“anyone other than myself”, and may opt for a

word that allows safe passage. Once complete, the

rune and lines fade from view and become invisible,

unless detect magic is cast. Any creature triggering

the rune is blasted with 3 points of damage per level

of the caster, saving versus spells for half damage.

The discharge is of fire, cold or electricity, as

decided during casting. The caster is aware when

the Rune of Warding has been triggered, no matter

where they are.

Sense Earth

Range: 0

Duration: 3 turns per level of caster

Effect: Extends senses into the earth

Dwarven clerics have a unique role in the guarding

of the holds, casting Sense Earth daily to detect

intrusions. The spell is only effective in a location

familiar to the caster. The caster places their hands

on the earth and their senses are extended into it for

a range of half a mile per level of the caster. They

automatically detect the direction and distance of

any digging that is occurring, and of any new

tunnels that have been created. They also have a 5%

chance per level of the caster to detect each non-

dwarf within range, unless these are flying or

otherwise making no contact with the earth.

Level 5

Stone Servant

Range: 0

Duration: 1 turn per level of the caster

Effect: Summons an earth elemental

Unlike an earth elemental summoned by a magic

user, a Stone Servant is free willed and no

concentration is required by the caster to control it.

The caster requests the elemental to perform one

task and the DM makes a reaction roll, which if

unfavourable results in it immediately returning to

its home plane. The DM may allow the Charisma of

the caster, the reasonableness of the request, and the

importance of the task to the dwarven people, to

modify the roll. If it agrees it will perform the task

to the best of its abilities. Once the task is complete,

or the spell reaches its duration, the elemental

returns to its plane. The Stone Servant is a 16 Hit

Dice conjured elemental as described in the D&D

Expert rulebook.

Elf Cleric Spells

The clerics of the elves cast spells suited to the

forests, and relating to the animals and plants to be

found there.

Elven clerics use the Druid spell list from the

Mentzer Companion and Master Sets (or Rules

Compendium). They may also use any spell from

the standard Cleric list except for Detect Magic,

Light*, Protection From Evil, Hold Person,

Continual Light*, Locate Object, and Protection

From Evil 10’ Radius.

Alternatively the referee may prefer to use the

Druid spell list from the Companion Expansion

(https://www.drivethrurpg.com/product/98544),

by Barrataria Games instead of the Cleric spell list,

but with Detect Evil replacing Detect Magic.

It is important to note that although elven clerics

may use spells from the Druid spell lists, they do

not follow the philosophy of neutrality ascribed to

druids or are subject to their restrictions, such as on

using metal items.

Halfling Cleric Spells

The spells of Halfling clerics focus on what halflings

care about most; home, hearth and a hearty meal!

In addition to the spells described here, Halfling

Clerics may use any spell from the standard Cleric

list except for Find Traps, Snake Charm, Sticks to

Snakes, Create Water, Create Food, and Quest.

Level 1

Detect Poison

Range: 10 feet

Duration: Instant

Effect: Checks for the presence of poison

The cleric is able to determine if any one object

within range contains or is coated with poison.

Where the object is very large the portion targeted

will be checked. Creatures that are poisonous or

have been poisoned will also detect positively.

Where poison is found there is also a 5% chance per

level of experience that the caster can identify its

exact nature. Traditionally, halflings use this to

determine if an unfamiliar food is safe to eat.

Warning

Range: 1 mile radius

Duration: Instant

Effect: Shouts a warning

The caster shouts a warning of up to six words,

which is magically audible at the same volume to

all within range. This spell is most often used to

warn a halfling village of impending attack, with a

phrase such as “Beware! Orcs to the north!”.

Level 2

Find Food

Range: 0 (caster only)

Duration: 6 turns

Effect: Detect potential nourishment within 120 feet

For the duration of this spell, the caster can sense

the direction and approximate distance to plants,

tubers, fungi, animals and so on, that would be

good eating. Ingredients to make a meal for 1d6+2

individuals may be gathered. Animals located are

in addition to this but still require catching by snare

or hunting. The ingredients found will be the

tastiest available in the given terrain, and after a

good walk around a grassy or wooded area will

include herbs, mushrooms and the like to make a

delicious meal. The more austere the environment

the less impressive the results will be, but even in a

desert the caster will find something nourishing, be

it snakes, lizards or even insects.

Berries

Range: Touch

Duration: 1 day

Effect: 1d6+2 berries nourish and heal

Halflings will generally stop to pick berries when

the opportunity presents, even if it may be a little

inconvenient for their travelling companions. This

spell takes a handful of even unripe or inedible

berries and enchants 1d6+2 of them. These become

delicious to eat, and each berry will provide

nourishment equivalent to one meal. Furthermore,

each berry will also heal up to 1 hit point of injury.

The most hit points an individual may regain in a

24 hour period in this way is 8. The berries lose their

magic if not eaten within 1 day.

Hide Tracks

Range: Touch

Duration: 1 turn per level of the caster

Effect: Allows passing without trace

The recipient of this spell leaves no physical signs

that would make it possible to track them. No scent,

footprints or disturbed foliage will be left behind.

However, a detect magic will show faint traces

along the path for 3d10+5 turns after it was taken.

Level 3

Briar Patch

Range: 80 feet

Duration: 1 turn per level of the caster

Effect: Briar patch 10 feet square per level of caster

A briar patch of thorny foliage grows up from the

ground in a matter of seconds, in any outdoor

location with some vegetation. The briar can cover

an area of up to 10 feet square per level of the caster,

in a shape roughly of their choosing. An individual

within the area of the briar as it grows will be

encircled by it. Missiles are unable to pass through

the briar. It is possible for a creature to force a way

but only at 2 feet per round, and the briar springs

back into place behind them. Chopping at it is

ineffective due to the flexibility of the branches, and

it does not catch fire easily. If magical fire, flaming

oil, or similar is used, the briar takes 1d4+2 rounds

to catch fire and then 1 turn to burn to the ground.

Any within a burning briar patch take 1d8 points of

damage per round.

Human Size

Range: Touch

Duration: 1 turn per level of caster

Effect: 1 halfling grows to human size

The halfling that is the subject of this spell grows to

the size of a human, and generally appears to be

human. All armour and weapons worn will

likewise grow, so a short sword becomes a normal

sword and so on. The halfling also becomes

stronger, gaining an additional +1 to hit and

damage in hand to hand combat, and to opening

doors, up to the +3 maximum.

Snare

Range: Touch

Duration: 1 day

Effect: Creates 1 snare

This spell takes any rope, cord, flexible vine or

similar, and makes a simple snare that may be set in

a natural outdoor environment. This snare may be

set to trap small normal animals for food,

automatically killing them. If placed in a location

where game is present, the snare will provide

enough meat in a couple of hours to provide a meal

for 1d6 individuals. The snare may also be set to

trap any creature that encounters it, in which case

they save versus Paralysis to avoid being caught.

The snare is magically strong and the creature is

only allowed to save again to break free once per

hour. A trapped creature cannot move but may

otherwise use abilities as normal.

Level 4

Smoke

Range: 150 feet

Duration: 3 rounds per level of the caster

Effect: A cloud of thick smoke

Forming a cloud of smoke under the control of the

caster can be very useful for delaying and confusing

attacking raiders, but equally can create a tiny

smoke knight in the air charging a smoke dragon

for the delight of halfling children. A fire is required

from which the thick white smoke billows forth,

and the volume possible is proportional to the size

of the fire. A smoking pipe could produce up to 10

square feet, a torch 20 square feet, a camp fire 50

square feet, a pool of burning oil 100 square feet,

and a bonfire 200 square feet. The caster has control

over the size of the cloud up to this limit, as well as

over the shape. Visibility within the cloud is only 2

feet regardless of vision type.

Design Notes

I am going to provide some notes here on the design

decisions that were made for these new classes.

Firstly, everything is based on the existing B/X

classes as far as possible. There was some thought

given to what is possible in AD&D multi-classing,

but the B/X elf fighter-mage was the main guide for

how to combine existing classes.

The new dwarf classes assume that all dwarves are

well trained fighters, a sort of compulsory military

service. So the Dwarf Thief is a fighter-thief with a

scout role, and the Dwarf Cleric is a fighter-cleric.

Possibly the most controversial choice is for

dwarven clerics to be able to use a limited range of

edged weapons. This is mainly because using

Fighter hit rolls seems too small a benefit for paying

the additional XP of a fighter-cleric. But allowing

them to wield a battle axe is a more significant

advantage that fits their warrior training.

Personally I like the idea that every god has a

different range of weapons their clerics may use.

For humans this should usually include only 1d6

weapons and below so it is equivalent to the canon

non-bladed restriction. But even if human clerics

are left as they are, there is no reason demi-human

clerics should not be different, and being fighter-

clerics a 1d8 weapon is reasonable.

The new elf classes also combine standard classes,

as does the existing B/X elf fighter-mage. In D&D all

elves are spell casters and so the Elf Thief is a thief-

mage with a skirmisher role. The Elf Cleric is a

fighter-cleric, otherwise it would be very cheap in

XP compared to the other elf classes. Like the Dwarf

Cleric, it is limited to traditional weapons that

include a 1d8, which for elves is the sword.

Halflings are treated almost as humans are, without

any combining of class abilities. They are not as long

lived as dwarves and elves, giving them less time to

learn. The Halfling Thief pays an experience

premium to balance its racial abilities, as unlike the

Halfling Fighter it has the same 1d4 Hp dice as the

human equivalent. The Halfling Cleric does have

less hit points than a human cleric, so it’s experience

costs are the same as one. Like them it is restricted

to 1d6 damage melee and 1d4 ranged weapons,

although again from those favoured by their race.

I see all these classes offering something to tempt

players. The Dwarf Thief is unique in having thief

abilities and a 1d6 Hp dice. The Elf Thief combines

thief abilities and magic. The scout angle also makes

both quite different to play than a human thief. The

Dwarf Cleric and Elf Cleric are better fighters than

a human cleric, and between themselves are

distinguished by their race abilities. These abilities

are balanced by higher XP costs and the attribute

minimum for their race. Halfling Thief is a great

choice for a halfling as their race abilities

complement that well, and Thief is also a 1d4 Hp

dice class so their small size is not penalising them.

The Halfling Cleric is rather like the human class

with less hit points but useful race abilities. But then

the same is true with the Halfling Fighter.

Acknowledgements

The following were sources of ideas for this work:

AD&D Players Handbook, Gary Gygax, 1978

AD&D Unearthed Arcana, Gary Gygax, 1985

Pages from the Mages IV, Ed Greenwood, Dragon

Magazine Issue 97, 1985

Arcane Lore. Magic of the Dwarven Priests, Len

Carpenter, Dragon Magazine Issue 129, 1988

Don’t Sell Them Short! Halfling Guardians, Peter

Dosik, Dragon Magazine Issue 129, 1988

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