b/x demi-human classes - tpg
TRANSCRIPT
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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