Character Classes

Basic Classes

  • Clerics are militant priests who serve powerful gods.
  • Fighters are brave warriors who excel in battle.
  • Thieves are sneaky burglars who use dirty tricks.
  • Magic-Users are arcane wizards and eldritch warlocks.
  • Rangers are skilled archers and adept explorers.

Demi-Human Classes

  • Dwarves are a stout, militant people who dwell in mountains.
  • Elves are a keen, graceful people who dwell in forest glades.
  • Halflings are a plucky, inquisitive people who dwell near hills and rivers.

Expansion Classes

  • Barbarians are wild berserkers and raiders.
  • Paladins are holy knights and crusaders.
  • Druids are wise, nature-oriented spellcasters.
  • Illusionists are magicians who specialize in illusion magic.
  • Shamans summon elemental and animal spirits.

Hybrid Classes

  • Spellswords are a mix of fighter and magic-user.
  • Nightblades are a mix of magic-user and thief.
  • Assassins are a mix of fighter and thief.
  • Bards are a mix of fighter, magic-user, and thief.

Each adventurer class features unique special abilities that set them apart from one another.

Dual Classing and Multi-Classing

Adventure Master handles the concept of dual and multi-classing by offering distinct hybrid classes that explicitly mix the abilities of the fighter, magic-user, and thief. The player may choose a hybrid class to achieve one of these versatile combinations.

Changing Classes

A player can elect to change their class at any time by sacrificing 1/2 of their current XP. This will usually reduce their level by 1. The PC must pay the training costs for the new, lower level and lose access to any class-specific magic items unless the new class is also capable of using those items.