OLD-SCHOOL ESSENTIALS SUBCLASSES
Cleric Subclasses (d12)
1. Crusader – Can wield weapons with sharp and pointy bits
2. Heretic – At each spell level can replace one Cleric spell with a spell from the same level Magic
User spell list
3. Favored Soul – Save vs Death at 0 HP
4. Druid – Uses the Druid spell list. Can Identify plants and animals, discern pure water, and pass
without trace
5. War Priest – Can frenzy in battle 1/day: -1 AC, +2 to hit and damage for 1d4 rounds
6. Divine Light – Turn undead at +2 levels
7. Celestial Healer – +1 hp / die on all healing spells
8. Prophet – +2 caster levels, cannot wear armor, can only wield a staff or a club
9. Penitent – d8 Hit Die
10. Zealot – +1 to hit & damage opposite alignment (Chaos / Law)
11. Focused – +15% to earned XP
12. Choose one from this list
Fighter Subclasses (d12)
1. Ranger – Can track indoors and out, and can hide and move silently in the wilderness, all as per the
Thief’s Move Silently skill. Has the Foraging and Hunting ability. Cannot wear Plate Mail.
2. Cavalier – +1d4 damage when charging, +1 to saves vs Fear
3. Paladin – Lay on Hands, healing their level +1 worth of HP each day. Must be Lawful.
4. Berzerker – Can frenzy in battle 1/day: -1 AC, +2 to hit and damage for 1d4 rounds
5. Archer – +1 to hit and damage with bows
6. Militiaman – +1 to hit and damage with crossbows and polearms
7. Foe Slayer – +1 to hit and damage vs specific type of foes
8. Survivor – Save vs Death at 0 HP
9. Pit Fighter – Can treat off-hand weapon as a shield
10. Warlord – d10 Hit Die
11. Focused – +15% to earned XP
12. Choose one from this list
Magic User Subclasses (d12)
1. Diabolist – Can cast Eldritch Blast for 1d4 damage on a successful CHA check. If the check fails, it
cannot be cast again until the next combat encounter
2. Mystic – Detect magic by touch
3. Spellshielder – Save vs Death at 0 HP
4. Illusionist – Uses Illusionist spell list. Can Hide in Shadows as a Thief.
5. Summoner – Gain a familiar that you can communicate with telepathically. It has Hit Points equal
to the Magic User’s level, and an Armor Class of 11. Another can be summoned if the first one dies.
6. Foreteller – Cast Augury 1/day per 3 levels
7. Witch-Hunter – +1d6 on saves versus spells, can use short swords
8. Spellbinder – Once per day, can re-cast any one spell on a successful CHA check
9. Divinity Mage – At each spell level replace one Magic User spell with a spell from the same level
Cleric spell list.
10. Battle Caster – d6 Hit Die, can wear leather armor and use short swords
11. Focused – +15% to earned XP
12. Choose one from this list
Thief Subclasses (d12)
1. Bounty Hunter – +1 to hit and damage vs humans
2. Dungeoneer – +20% chance to detect traps
3. Assassin – A successful Backstab attack deals triple damage rather than double damage
4. Scout – +10% to move silently and hide in shadows, +1 to hear noise
5. Thief of Fate – Save vs Death at 0 HP
6. Guild Thief – +10% to open locks and pick pockets
7. Rogue – d8 Hit Die
8. Knife Artist – +1 to hit and damage with daggers
9. Thief-Acrobat – Advantage on athletic DEX checks
10. Arcanist – Cast Magic User spells as a Magic User of 1/3 level. Cannot wear armor when casting
11. Focused – +15% to earned XP
12. Choose one from this list
Dwarf Subclasses (d12)
1. Hammer-Brother – Nat 20 with a hammer does +1d6 damage and stuns foe for one round
2. Giant Killer – +1 to hit and damage against Ogres, Trolls, and Giants
3. Phalanx Guardian – +1 AC from shields
4. Shieldbreaker – +3 to hit vs opponents who are wearing metal armor or using a shield
5. Deep Sentinel – -1 chance to be surprised. Has Infravision
6. Tunnel Shooter – +1 to hit and damage with crossbows, can wield a crossbow in melee
7. Dwarven Warlord – d10 Hit Die
8. Rune Priest – Cast one Cleric spell per day, max spell level = ½ class level
9. Iron Born – Save vs Death at 0 HP
10. Battle Rager - Can frenzy in battle 1/day: -1 AC, +2 to hit and damage for 1d4 rounds
11. Focused – +15% to earned XP
12. Choose one or make up a new one
Elf Subclasses (d12)
1. Forest Guardian – 70% chance to track in the wilderness. Can Identify plants and animals and
discern pure water. Has the Path Finding ability. At each spell level can replace one Magic User spell
with a spell from the same level Druid spell list
2. Eagle-Eye – +1 to hit with bows and thrown weapons
3. Woodland Ghost – 70% chance to be unseen and unheard in the wilderness. Can pass without trace
4. Immortal Warden – Save vs Death at 0 HP
5. Nightshade – uses Illusionist spell list. Has Infravision
6. Elven Warlord – d8 Hit Die
7. Greenwoods Caster – uses the Druid spell list. Gains Energy Resistance
8. Arcane Archer – +1 damage with bows, considered a magic weapon
9. Eldritch Knight – +1 damage with swords, considered a magic weapon
10. Foe Slayer – +1 to hit and damage vs specific type of foes
11. Focused – +15% to earned XP
12. Choose one or make up a new one
Halfling Subclasses (d12)
1. Burglar – Can pick locks and pick pockets as a Thief
2. Featherweight – Can climb walls as a Thief, takes half damage from falls
3. Tallfellow – Can wield larger one-handed weapons like long swords
4. Underfoot – Extra +2 AC vs large opponents (+4 total)
5. Spear Fisher – +1 to hit with spears, re-roll a 1 on the damage die when wielding a spear
6. Trapspringer – Can find and remove traps as a Thief
7. Proudfoot – Can taunt opponents resulting in -2 to hit on a failed save
8. Stout – d8 Hit Die
9. Stalwart – +3 on Saves vs fear and mind control, grants 1 companion the same bonus (companion is
chosen once per day and remains in effect for the rest of the day)
10. Lucky - Save vs Death at 0 HP
11. Focused – +15% to earned XP
12. Choose one or make up a new one
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Augury
Duration: See below
Range: 0
An augury can tell the caster whether a particular action will
bring good or bad results in the immediate future. The base
chance for receiving a true reply is 70% + 1% per caster level;
this roll is made secretly. The augury can see into the future only
3 turns, so anything that might happen after that does not affect
the result. Thus, the result will not take into account the longterm
consequences of a contemplated action.