Thursday, April 9, 2009

Role Playing Games. Book of the week

These are some characters and Items of use in Dungeons and Dragons

Provided By Wizards of the coast
A Technical Look at D&D Insider Applications
by Wes D
10/24/2007 Design and Development Archive Dragon



The Design and Development article series premiered on the D&D website back in September 2005, and has been a staple ever since. With the approach of 4th Edition, and our designers and developers focused on the new edition, this column will be the primary vehicle for 4th Edition coverage. I will not only give you peeks at what’s forthcoming, but also the “how” and “why.”

Keep in mind that the game is still in a state of flux, as refinements are made by our design and development staff. You’re getting a look behind the curtain at game design in progress, so enjoy, and feel free to send your comments to dndinsider@wizards.com.

As part of the 4th Edition announcement, They Have, discussed the online component (collectively known as D&D Insider). To quote directly from Bill Slavicsek’s latest Ampersand column:

“With DandD Insider, They are offering an optional online component to 4th Edition DandD. It consists of magazine content, player aids, Dungeon Master tools, and a DandD Game Table that allows you to play the pen-and-paper D&D game over the Internet. These features are in addition to our regular selection of analog products. They don’t replace them.”
While we’ve introduced DandD Insider’s contribution to the new edition, They haven’t gone into too much detail about the tools themselves… until now. Didier Monin, producer for the DandD Insider client applications, provides the following overview of what we can expect from these online tools, with future articles looking at the following areas in even closer detail.

DandD Insider features a variety of resources that will help players and DMs if they choose to subscribe. DandD Insider is part client applications and part web resources. The client applications will be rich Windows clients, with some functionality only available when the user is online and identified as a DandD Insider subscriber, and others available even when the user is offline.

DandD Insider and 4th Edition

DandD Insider will launch in June 2008 with the new Player’s Handbook, but is not required to play DandD 4th Edition; it simply provides extra options that you can unlock with the subscription. These digital tools are by no mean necessary to play the game, but are designed to facilitate some of the game’s aspects.

System Requirements

The DandD Insider client applications are developed for the PC platform. Two of the DandD Insider applications (the DandD Game Table and the DandD Character Creator, both demoed in their prototype versions at Gen Con) use a 3D engine based on DirectX.

Our recommended specs for the PC platform includes Windows XP SP2, 512MB RAM, AMD XP 2400 + or Intel P4 2.6Ghz, and a graphic card with 128 MB RAM and support of Shader 2.0. These recommended specs allow you to experience the full range of lighting and Shader effects our 3D engine offers.

There are at least two reasons why They chose the PC/DirectX route. The first one is related to market research indicating that PC users are a much larger user base than Mac users, and the second is the fact that we already had a DirectX-based 3D engine in-house, and there was no point reinventing something we already had available. The other applications will be designed for Windows, but will not rely on this 3D game engine so that they can be used on lower-end PC platforms. We have not yet established our minimum specifications at this time. We’ll post those as soon as they become available.

Because the other DandD Insider applications are not DirectX driven, they should also be usable on Mac computers using the dual boot system.

The DandD Game Table


A rough prototype of this DirectX 3D application was demoed in the first part of the DandD Insider teaser movie. The DandD Game Table is meant to be an online meeting space, allowing players that can’t gather together the means to play DandD. The overarching goal is to create an experience as close to the tabletop game experience as possible.

They are designing the DandD Game Table to be as flexible as we can make it, to accommodate even non-DandD games. The DandD Game Table will not adjudicate game rules any more than your kitchen table adjudicates rules for you. DMs and players decide what they can and can’t do. DMs and players can communicate their rules adjudication through voice interaction provided by the VOIP (Voice-Over Internet Protocol), the text chat window, and the DM's settings. We do plan to offer integrated functionalities from the VOIP to allow Dungeon Masters to manage their communications and channels with their players the way they want.

In the movie prototype, dice were shown rolling on the screen. There is a special connection between the gamers and their dice, and we all feel this connection is fully a part of the DandD experience. However, visible dice rolling is a feature that can be turned off. Random numbers can be generated without having to see the dice rolling, if that’s what you prefer. Lastly, DMs will be allowed to “fudge” dice rolls if they want to; players will not have this power, however.

The DandD Game Table allows DMs to decide for themselves how things will be done in their games. For example, some DMs allow players to draw on the game map, while others prefer to do so themselves. There is no "good" or "bad" approach to this; it will be handled by the DM’s settings. Another thing that DMs can set is the speed at which figures move on the game table. There’s the "slow" motion of the miniatures seen in the DandD Insider prototype movie, or the DM can speed things up so the miniatures are moving from location to location quickly.

The DandD Character Creator


The Character Creator has two parts: the character visualizer and the character sheet. The character visualizer was demoed at Gen Con in its prototypical form, a DirectX 3D application that allows players to customize the visual aspect of their characters. Snapshots of portraits, full-screen wallpaper, and virtual miniatures of characters will also be made available to DandD Insider subscribers.

They want this tool to be as flexible as possible. Consequently, the 3D engine allows players to experiment with all sorts of tints, and lighting. They can personalize everything from a character’s build, face and pose, to the coloration and variations of their characters’ armor and weaponry.

The character sheet portion of the D&D Character Creator is a data-driven Windows rich client application designed to facilitate character sheet creation using the DandD 4th Edition rules. DandD Insider subscribers will be able to create characters using content from any published book. To get access to the full details of the relevant rules and mechanical elements, though, you will need to own the E-version of the physical book where these rules or mechanical elements were published. When you purchase the printed book, a code will grant access to the E-version of the book for a nominal fee. As a subscriber, ownership of the E-version gives you access, when you are online, to the rules content while you’re filling out or updating your character sheet. Without the E-version, however, the character sheet will give you only the barest information (such as the names of feats and such) and refer you to the appropriate published books.

The DandD Dungeon Builder

The Dungeon Builder will help create tactical maps for your games. This Windows rich client application is improving on the dungeon tile builder that is currently available for download on the D&D site. Using dungeon tiles or basic drawing tools, Dungeon Masters and players can create tactical maps that can be used on the DandD Game Table.

The DandD Encounter Builder

This application is designed for Dungeon Masters, and it allows them to build encounters quickly, and then link them together to form a ready-made adventure. The Encounter Builder uses a format that allows DMs to take their encounters and play them on the DandD Game Table. It has been mentioned in the Gen Con seminars that 4th Edition encounters are not necessarily combat encounters, but also social encounters and other type of challenges; the Encounter Builder will enable DMs to create these as well. Like the character sheet, the detailed stat blocks of the monsters will be available online, for the owners of the E-version of the book where the specific monster was published.

Character Vaults

This part of DandD Insider lives online. The Character Vault is the place where you store your characters (both visual images and character sheets) so that they can be used in the DandD Game Table. The number of characters you can store will be finite, and we are still working on the exact details of that storage space. As a player, you will also be able to present your vault of characters to the world, and publishing a journal of your adventures (via tools like blogs). You can make your character files accessible so that other players can use them in their own DandD Insider applications suite, assuming you allow this.

Some of the Character Vault’s functionalities, such as blogging, are tools that the Gleemax infrastructure provides to anyone with an account, even if they have not subscribed to DandD Insider.

Campaign Vaults

Like the Character Vault, this part of DandD Insider lives online. As a DM, you will be able to store your encounters and maps, so that they can be loaded in the DandD Game Table. You will also be able to showcase your campaigns, keep track of what is going on there, present background information to selected friends (your gaming buddies certainly, but you will be free to expand or restrict viewing as you see fit). You will have access to tools such as campaign wikis, and can also upload information taken from the DandD Insider applications suite (the Dungeon Builder and the Encounter Builder, for example) for others to use, always with the ability to choose what you want others to see and have access to.

Some of the Campaign Vault’s functionalities are basic tools that the Gleemax infrastructure provides to anyone with an account, even if they are not DandD Insider subscribers.


Index................................................................. 2
Prestige Classes Summary by Topic................ 4
Race-Specific Prestige Classes..................... 4
Religious Prestige Classes ............................ 5
Weapon Specialists....................................... 6
Those Who Hunt........................................... 7
Classes that change the Creature-Type......... 7
Classes with a Bonded Helper ...................... 8
Prestige Classes related to Base Classes ...... 9
Continued Spellcasting Progression........... 13
Tied to a School of Magic .......................... 14
Tied to a Spell Type.................................... 15
Tied to a Specific Spell............................... 15
Tied to an Energy Type .............................. 15
Other Magical Specialties........................... 15
Terrain Specialists....................................... 16
Tied to Eberron ........................................... 16
Tied to a Game-World ................................ 16
Misc............................................................. 17
All Prestige Classes........................................ 19
Skipped Prestige Classes................................ 93
Epic Prestige Classes .................................. 93
Prestige Classes for Non-Standard Races... 93
Non-Humanoid Prestige Classes ................ 93
Psionic Prestige Classes ..............................93
Based on Optional Rules.............................93
Paragons ......................................................94
Pending........................................................94
Prestige Class Spell Lists................................95
Apostle of Peace spell list ...........................95
Arachnomancer supplemental spell list ......98
Assassin spell list ........................................99
Beloved of Valarian spell list....................100
Blackguard spell list..................................101
Blighter spell list .......................................102
Celebrant of Sharess spell list ...................104
Champion of Gwynharwyf spell list .........105
Consecrated Harrier supplemental spell
list.........................................................106
Emissary of Barachiel spell list.................107
Exalted Arcanist supplemental spell list ...108
Hathran supplemental spell list .................109
Holy Liberator supplemental spell list......110
Hunter of the Dead spell list .....................111
Knight of the Chalice spell list..................112
Master of the South Wind spell list...........113
Prime Underdark Guide spell list..............114
Purebreath Devotee spell list.....................115
Slayer of Domiel spell list ........................ 116
Son of Mercy spell list.............................. 117
Temple Raider of Olidammara spell list .. 118
Vassal of Bahamut spell list ..................... 119
Prestige Class Availability ........................... 120
Barbarian................................................... 120
Bard........................................................... 121
Cleric......................................................... 122
Druid ......................................................... 123
Fighter....................................................... 124
Monk......................................................... 125
Paladin ...................................................... 126
Ranger....................................................... 127
Rogue........................................................ 128
Sorcerer..................................................... 129
Wizard....................................................... 130
Stacking Class Abilities ............................... 131
Tattooed Monk Tattoos................................ 133
Infused Powers Table................................... 135
Appendix ...................................................... 137
Revision History ....................................... 137
Key to Sourcebooks.................................. 137
Dungeons and Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Index Page 2
Index
A
Aberrant Paragon ...................94
Acolyte of the Skin ................19
Aerial Avenger.......................19
Alchemist Savant ...................19
Alienist...................................19
Anarchnomancer....................21
Anointed Knight ....................20
Apelord ..................................20
Apostle of Peace ....................20
Ararchomancer.......................94
Arcane Archer........................21
Arcane Devotee......................21
Arcane Hierophant.................21
Arcane Trickster ....................22
Archmage...............................22
Argent Savant ........................22
Arvoreen’s Keeper.................94
Arvoreen’s Warder ................94
Assassin..................................23
Avantist ..................................93
B
Barber.....................................94
Battesmith ..............................23
Battle Howler of Gruumsh.....24
Battleguard of Tempus ..........94
Bear Warrior ..........................24
Bearlord..................................23
Beastmaster ............................24
Beloved of Valarian...............23
Birdlord ..................................24
Black Blood Hunter ...............93
Black Flame Zealot................24
Blackguard .............................25
Blade Bravo ...........................25
Bladesinger ............................25
Blighter ..................................25
Blood Magus..........................25
Bloodhount.............................26
Boge of Nomog-Geaya ..........94
Bowman Charger ...................26
Branch Dancer .......................26
C
Cabinet Trickster....................26
Cannith Wand Adept .............27
Catlord....................................27
Cavalier ..................................27
Cavelord.................................27
Celebrant of Sharess ..............28
Celestial Mystic .....................28
Cerebrex.................................94
Chameleon .............................28
Champion of Corellon
Larethian ..........................29
Champion of Gwynharwyf ....29
Charlatan ................................29
Chimeric Champion of Garl
Glittergold........................30
Church Inquisitor ...................30
Citadel Elite ...........................30
Cognition Thief......................93
Companion of the Dead .........94
Consecrated Harrier ...............30
Contemplative........................30
Corsair....................................94
Cragtop Archer ......................30
Crane Shen .............................31
D
Daggerspell Mage ..................31
Daggerspell Shaper ................31
Dark Hunter ...........................31
Darkwater Knight...................31
Darkwood Stalker ..................32
Dawncaller .............................93
Deadgrim................................32
Deathstalker of Bhaal.............94
Deep Diviner..........................32
Deepwarden ...........................32
Defender of Sealtiel ...............33
Dervish ...................................33
Divine Champion...................33
Divine Crusader .....................33
Divine Disciple ......................33
Divine Oracle .........................34
Divine Prankster.....................34
Divine Seeker.........................34
Dragon Disciple .....................34
Dragon Shen...........................34
Dragonmark Heir ...................35
Dread Pirate ...........................35
Drow Judicator.......................35
Drow Paragon ........................94
Drunken Master .....................35
Duelist ....................................35
Dungeon Delver .....................36
Dwarf Paragon .......................94
Dwarven Defender .................36
E
Eagle Knight ..........................94
Earth Dreamer........................36
Earthshaker ............................36
Effigy Master .........................37
Eldeen Ranger – Ashbound ...37
Eldeen Ranger – Children of
Winter...............................37
Eldeen Ranger – Gatekeepers 37
Eldeen Ranger – Green Singers
..........................................37
Eldeen Ranger – Wardens of the
Woods ..............................38
Eldritch Knight.......................38
Elemental Savant ...................38
Elf Paragon.............................94
Emissary of Barachiel............38
Enlightened Fist .....................39
Entropomancer.......................39
Ephemeral Exemplar..............93
Epic Artificer .........................93
Epic Barbaran.........................93
Epic Bard................................93
Epic Cleric..............................93
Epic Druid..............................93
Epic Fighter............................93
Epic Monk..............................93
Epic Paladin ...........................93
Epic Ranger............................93
Epic Rogue.............................93
Epic Sorcerer..........................93
Epic Warlock .........................93
Epic Warmage........................93
Epic Wizard ...........................93
Epic Wu Jen ...........................93
Evangelist...............................39
Evereskan Tomb Guardian ....39
Exalted Arcanist.....................40
Exemplar ................................40
Exorcist of the Silver Flame ..40
Exotic Weapon Master...........41
Extreme Explorer ...................41
Eye of Gruumsh .....................42
Eye of Horus-Re.....................42
F
Firestorm Berserker ...............42
Fist of Raziel ..........................42
Flux Adept..............................94
Fochlucan Lyrist ....................43
Force Missile Mage................43
Frenzied Berserker .................43
G
Geomancer .............................44
Geometer ................................44
Ghost-Faced Killer.................44
Gnome Giant-Slayer ..............44
Gnome Paragon......................94
Goliath Liberator....................93
Green Star Adept....................45
Green Whisperer ....................45
H
Half-Dragon Paragon.............94
Half-Elf Paragon ....................94
Halfling Outrider....................45
Halfling Paragon ....................94
Half-Orc Paragon ...................94
Hammer of Moradin ..............45
Harnmonium Peacekeeper .....94
Harper Agent..........................46
Harper Paragon ......................46
Hathran...................................46
Heartfire Fanner .....................47
Heir of Siberys .......................47
Hierophant..............................48
High Handcrafter ...................48
Highland Stalker ....................48
Holy Liberator........................49
Holy Slayer ............................94
Horizon Walker......................49
Horselord................................49
Hospitaler ...............................50
Hulking Hurler .......................93
Human Paragon......................94
Hunter of the Dead.................50
I
Icesinger .................................50
Illithid Body Tamer................93
Imaskari Vengeance Taker ....50
Incantatrix ..............................51
Incantifier ...............................51
Infused Spellcater...................51
Infused Warrior ......................51
Initiate of Pistis Sophia ..........52
Initiate of the Sevenfold Veil.53
Inquisitor of the Drowning
Goddess............................93
Invisible Blade .......................52
Iron Mind ...............................93
Itinerant Warder of Yondala..52
J
Jaguar Knight ........................ 94
Jester...................................... 53
Jobber .................................... 54
Justicar................................... 54
Justice Hammer of Moradin.. 54
Justiciar of Tyr ...................... 54
K
Kensai.................................... 54
Knight of Holy Shielding...... 55
Knight of the Chalice ............ 55
Knight Protector.................... 55
Kobold Paragon..................... 94
L
Lion of Talisid....................... 55
Loredelver ............................. 93
Loremaster............................. 56
Luckstealer ............................ 56
Luminaire .............................. 94
Lurking Terror....................... 93
M
Maester .................................. 56
Mage of the Arcane Order .... 56
Magic Filcher ........................ 57
Maiden of Pain ...................... 57
Mamluk ................................. 94
Mantis Shen........................... 57
Martyred Champion of Ilmater
......................................... 57
Master Astrologer ................. 58
Master Inquisitive ................. 58
Master of Many Forms.......... 58
Master of the East Wind ....... 59
Master of the North Wind..... 60
Master of the South Wind..... 60
Master of the Unseen Hand... 60
Master of the West Wind ...... 60
Master Thrower..................... 59
Master Transmogrifist........... 60
Master Vampire..................... 93
Memory Smith ...................... 61
Menacing Brute..................... 61
Mind Mage ............................ 93
Mindbender ........................... 61
Mindspy................................. 61
Mole ...................................... 63
Monk of the Long Death....... 62
Monkey Shen ........................ 62
Moonspeaker ......................... 62
Morninglord of Lathander..... 62
Mourner................................. 62
Mystic Keeper of Corellon
Larethian ......................... 63
Mystic Theurge ..................... 63
N
Nature’s Warrior ................... 63
Netherese Arcanist ................ 93
Nightsong Enforcer ............... 64
Nightsong Infiltrator ............. 64
O
Occult Slayer......................... 64
Dungeons and Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Index Page 3
Ocular Master ........................93
Ollam......................................64
Omatu Master ........................94
Oppressor ...............................64
Orc Paragon ...........................94
Order of the Bow Initiate.......65
Osteomancer ..........................94
Outcast Champion..................65
P
Panther Shen ..........................65
Peregrine Runner ...................93
Pious Templar ........................65
Poisoner..................................65
Prime Underdark Guide.........66
Prophet of Erathaol ................66
Purebreath Devotee................66
Purple Dragon Knight............66
Purple Dragon Knight’ ..........67
Q
Quori Nightmare ....................93
R
Radiant Servant of Pelor........67
Rage Mage .............................67
Rainbow Servant....................67
Ranger Knight of Furyondy...94
Ravager ..................................68
Reachrunner ...........................68
Reaping Mauler......................68
Recaster..................................68
Red Wizard ............................68
Reforged.................................69
Replacement Killer ................69
Risen Martyr ..........................93
Ronin......................................69
Ruathar...................................69
Runecaster..............................70
Runesmith ..............................70
S
Sacred Exorcist ......................70
Sacred Fist..............................70
Scar Enforcer .........................70
Sea Mother Whip ...................93
Seeker of the Misty Isle .........71
Seeker of the Song .................71
Sentinel of Bharrai .................71
Shaaryan Hunter.....................71
Shadow Adept........................72
Shadow Apostle .....................94
Shadow Dancer ......................72
Shadow Sentinel.....................93
Shadow Thief of Amn............72
Shadowbane Inquisitor ..........72
Shadowbane Stalker...............73
Shadowcraft Mage .................73
Shadowcrafter ........................73
Shadowmind ..........................93
Shaper of Form ......................73
Shark Cultist...........................94
Sharklord................................74
Sharn Skymage ......................74
Shinning Blade of Heironeous
..........................................74
Silverhair Knight....................94
Skylord...................................74
Skypledged.............................93
Slayer of Domiel ....................75
Slime Lord .............................75
Snake Shen.............................75
Snakelord ...............................75
Son of Mercy..........................75
Spellcarved Soldier ................76
Spellfire Hierophant...............93
Spellguard of Silverymoon ....76
Spellsword..............................76
Spirit Speaker.........................76
Spymaster...............................77
Stalker of Kharash..................77
Stoneblessed – Dwarf ............77
Stoneblessed – Gnome...........77
Stoneblessed – Goliath...........78
Stonedeath Assassin...............78
Stoneface................................78
Stonelord ................................78
Stonespeaker Guardian ..........93
Stormlord ...............................79
Stormtalon..............................93
Streetfighter............................79
Sublime Chord .......................79
Suel Arcanamach ...................79
Swanmay................................79
Sword of Righteousness.........80
Sworn Slayer ..........................80
T
Tainted Sorcerer.....................93
Tainted Warrior......................93
Tattooed Monk.......................81
Tempest ..................................82
Temple Raider of Olidammara
..........................................82
Thaumaturgist ........................82
Thayan Knight........................82
Thief-Acrobat.........................83
Thrall of Baphomet ................83
Thrall of Dagon......................83
Thrall of Fraz-Urb’luu ...........84
Thrall of Kostchtchie .............84
Thrall of Pazuzu.....................85
Thrall of Zuggtomy................85
Tiefling Paragon.....................94
Tiger Shen ..............................85
Tomb Warden ........................93
Troubadour of Stars .............. 86
U
Unholy Abomination............. 93
Urban Soul ............................ 86
Ur-Priest ................................ 86
V
Vassal of Bahamut ................ 87
Vermin Keeper ...................... 87
Vigilante................................ 87
Virtuoso................................. 87
Void Disciple ........................ 88
W
War Chanter .......................... 88
Warforged Juggernaut........... 88
Warpriest ............................... 88
Warshaper ............................. 88
Wayfarer Guide..................... 89
Weretouched Master ............. 89
Whisperknife ......................... 89
Wild Mage............................. 90
Wild Plains Outrider ............. 90
Wildrunner ............................ 90
Wolflord ................................ 90
Wonderworker....................... 90
World Speaker....................... 91
Wormhunter .......................... 91
Y
Yathchol Webrider................ 91
Yathrinshee ........................... 92
Z
Zhentarim Spy....................... 92
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 4
Prestige Classes Summary by Topic
Race-Specific Prestige Classes
Changeling
Cabinet Trickster (p. 26) – a Changeling who can
read minds and even disrupt them.
Recaster (p. 68) – a Changeling who can apply
metamagics on-the-fly, ignore material
components, etc.
Drow
Drow Judicator (p. 35) – a drow follower of the
Deity of Spiders and/or her Champion, who
eventually gains a spider servant as a mount and
slow spell progression
Dwarf
Battlesmith (p. 23) – a dwarf smith who can
created magic weapons & armor without being a
spellcaster.
Deepwarden (p. 32) – a dwarf who travels the
deepest tunnel, looking for invaders, and
reporting back to the clan.
Dwarven Defender (p. 36) – a dwarf who
specializes in being a living wall.
Hammer of Moradin (p.45) – specialty priest of
Deity of the Forge, who imbues his warhammer
with special abilities.
Heir of Siberys (p. 47) – member of an Eberron
Dragonmark house who focuses on improving
his/her standing and abilities.
Justice Hammer of Moradin (p. 54) – specialty
priest of the Deity of Dwarves and the Forge.
Ollam (p. 64) – dwarven teacher.
Runesmith (p. 70) – a dwarven arcane caster who
can wear armor because his/her spells are cast
through runes instead of hand motions.
Stonelord (p. 78) – dwarf with spell-like abilities
effecting and using stone.
Elf
Arcane Archer (p. 21) – spell-casters who can
attach spells to arrows.
Bladesinger (p. 25) – elven fighter / wizard.
Champion of Corellon Larethian (p. 29) – specialty
templar of the Deity of Elves.
Darkwood Stalker (p. 32) – elf / half-elf practiced
in hunting and killing orcs, who gains Sneak
Attacks and eventually Death Attacks.
Evereskan Tomb Guardian (p. 39) – dedicated
arcane guardian of a tomb in the Evereska
Region of the Forgotten Realms, who also hunt
down defilers of the tombs they guard.
Heir of Siberys (p. 47) – member of an Eberron
Dragonmark house who focuses on improving
his/her standing and abilities.
Seeker of the Misty Isle (p. 71) – searchers for a
lost elven island, who are masters of traveling,
using skills quickly, and finding what they seek.
Skylord (p. 74) – a rider of celestial flying
creatures.
Wildrunner (p. 90) – an elf or half-elf who can
travel quickly and unnoticed on foot, is able to
‘primal scream’, and eventually becomes a
‘Fey’.
Gnome
Blade Bravo (p. 25) – a gnome expert in feinting in
combat and fighting larger folk.
Divine Prankster (p. 34) – a gnome cleric of Garl
Glittergold who gains bard-like abilities and
abilities to improve illusions.
Gnome Giant-Slayer (p. 44) – specialized in
fighting Giants & using their size to their
advantage.
Heir of Siberys (p. 47) – member of an Eberron
Dragonmark house who focuses on improving
his/her standing and abilities.
Shadowcraft Mage (p. 73) – a gnome with
improved abilities with illusions, particularly
those of the shadow sub-school.
Half-Elf
Arcane Archer (p. 21) – spell-casters who can
attach spells to arrows.
Bladesinger (p. 25) – elven fighter / wizard.
Champion of Corellon Larethian (p. 29) – specialty
templar of the Deity of Elves.
Darkwood Stalker (p.32) – elf / half-elf practiced in
hunting & killing orcs, who gains Sneak Attacks
& eventually Death Attacks.
Heir of Siberys (p. 47) – member of an Eberron
Dragonmark house who focuses on improving
his/her standing and abilities.
Outcast Champion (p. 65) – leader whose presence
helps his/her allies, and who is dedicated to
protecting them.
Scar Enforcer (p. 70) – a half-elf who totally hates
humans & elves, and is good at killing them.
Seeker of the Misty Isle (p. 71) – searchers for a
lost elven island, who are masters of traveling,
using skills quickly, and finding what they seek.
Skylord (p. 74) – a rider of celestial flying
creatures.
Wildrunner (p. 90) – an elf or half-elf who can
travel quickly and unnoticed on foot, is able to
‘primal scream’, and eventually becomes a
‘Fey’.
Half-Orc
Eye of Gruumsh (p. 42) – templars of the Deity of
Orcs who fight with Orc Double Axes even
more wildly than Barbarians & inspire other to
do so too.
Heir of Siberys (p. 47) – member of an Eberron
Dragonmark house who focuses on improving
his/her standing and abilities.
Menacing Brute (p. 61) – a half-orc practiced at
surviving in a city through intimidation and
resourcefulness.
Outcast Champion (p. 65) – leader whose presence
helps his/her allies, and who is dedicated to
protecting them.
Halfling
Halfling Outrider (p.45) – halfling light cavalry.
Heir of Siberys (p. 47) – member of an Eberron
Dragonmark house who focuses on improving
his/her standing and abilities.
Itinerant Warder of Yondala (p. 52) – specialty
priest of the Deity of Halflings.
Jobber (p. 54) – the ‘face’ of a Halfling
community, who job it is to talk with, check out,
barter with, and “deal with” the neighboring
humanoids.
Luckstealer (p. 56) – a halfling caster who can steal
‘luck’ from others for his/her own advantage.
Whisperknife (p. 89) – a halfling that specializes
with light thrown weapons, usually daggers.
Human
Chameleon (p. 28) – a human or doppelganger who
is able to simulate being almost any class,
including the ability to cast spells.
Heir of Siberys (p. 47) – member of an Eberron
Dragonmark house who focuses on improving
his/her standing and abilities.
Urban Soul (p. 86) – a human who has perfectly
adapted to city life, and is able to melt into
buildings, hear the city ‘speak’, etc..
Orc
Eye of Gruumsh (p. 42) – templars of the Deity of
Orcs who fight with Orc Double Axes even
more wildly than Barbarians & inspire other to
do so too.
Shifter
Moonspeaker (p. 62) – a Shifter who creates the
magic items for their race, and gains ‘blessings’
from one moon each level.
Reachrunner (p. 68) – a Shifter focuses on moving
fast and efficiently through outdoor terrain.
Weretouched Master (p. 89) – a Shifter who is
becoming like his/her lycanthrope ancestors.
Warforged
Reforged (p. 69) – a Warforged who is trying to
become a living creature.
Spellcarved Soldier (p. 76) – a Warforged with
magical runes added to its body armor.
Warforged Juggernaut (p. 88) – a Warforged who
is trying to be more like a Construct. .
Others
Chameleon (p. 28) – a human or doppelganger who
is able to simulate being almost any class,
including the ability to cast spells.
Stonedeath Assassin (p. 78) – a goblinoid assassin
who has abilities to meld, hide, and destroy
stone.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 5
Religious Prestige Classes
Note: The distinction between a ‘Specialty Priest’ and a ‘Specialty Templar’ is that a Specialty Priest gains levels as a Divine Caster & the Specialty
Templar does not.
Supporting a Deity
Arcane Devotee (p.21) – dedicated arcane follower
of a deity.
Celestial Mystic (p.28) – a follower of a Lawful
Good Deity, who gains some abilities like a
Celestial while advancing in spell-casting.
Darkwater Knight (p. 31) – spellcaster tasked with
guarding the underground seas, who eventually
gains the ‘aquatic’ subtype.
Divine Crusader (p.33) – a religious warrior
dedicated to a specific deity.
Divine Champion (p.33) – a combatant who fights
in the name of a deity.
Divine Seeker (p.34) – a person who “acquires
things” for a patron deity.
Drow Judicator (p. 35) – a drow follower of the
Deity of Spiders and/or her Champion, who
eventually gains a spider servant as a mount and
slow spell progression
Evangelist (p.39) – the mouth-piece of a deity who
can effect followers and foes similarly to how a
bard works.
Exalted Arcanist (p.40) – a Sorcerer or Bard who
casts “good” spells & has access to some
clerical spells as arcane spells.
Pious Templar (p. 65) – defender of a patron
deity’s temples.
Sacred Fist (p. 70) – monk-like temple protectors
who vow to not use weapons.
Sword of Righteousness (p. 80) – a martial
follower of one of the Pantheons of the Good
Outer Planes who gains mastery of Exalted
Feats.
Wonderworker (p. 90) – a spellcasting follower of
one of the Pantheons of the Good outer planes
who gains mastery of Exalted Feats.
Specialty Priests
Black Flame Zealot (p.24) – follower of the Deity
of Fire, who improves at sneak attacks, gains a
death attack, and eventually can immolate
his/her opponents
Chimeric Champion of Garl Glittergold (p.30) –
specialty priest of the Deity of Gnomes and
Illusions, who can create Illusion-based magic
like an Arcane caster.
Divine Disciple (p.33) – a priest who represent
his/her deity (even more-so than usual).
Divine Prankster (p.34) – specialty priest of the
Deity of Gnomes and Illusions, who gains bardlike
abilities and abilities to improve illusions.
Entropomancer (p. 39) – specialty priest of the
Deity of the Void.
Exorcist of the Silver Flame (p. 40) – specialty
priest of the Silver Flame, with the ability to
drive off Evil Outsiders and make a person’s
weapon more effective against Outsiders.
Eye of Horus-Re (p.42) – specialty priest of Deity
of the Sun.
Fist of Raziel (p. 42) – follower of the Deity of
Holy Warfare, who gain special advantages to
their ‘Smite Evil’ ability.
Itinerant Warder of Yondala (p. 52) – specialty
priest of the Deity of Halflings.
Justice Hammer of Moradin (p. 54) – specialty
priest of the Deity of Dwarves and the Forge.
Justiciar of Tyr (p. 54) – specialty priest of the
Deity of Justice, which has some Paladin-like
abilities focused against Chaos.
Knight of Holy Shielding (p. 55) – follower of
Heironeous that guard the Grayhawk region
called the Shield Lands.
Lion of Talisid (p. 55) – follower of the Celestial
Lion, many of whose abilities stack with those
of a Druid or Ranger.
Maiden of Pain (p. 57) – specialty priestess of the
Deity of Pain.
Martyred Champion of Ilmater (p. 57) – specialty
priest / templar of the Deity of Suffering.
Morninglord of Lathander (p. 62) – specialty priest
of the Deity of Light.
Mystic Keeper of Corellon Larethian (p. 63) –
specialty priest of the Deity of Elves.
Prophet of Erathaol (p. 66) – follower of the Seer
of Celestia, who can “channel” a Celestial to get
a variety of help.
Radiant Servant of Pelor (p. 67) – specialty priest
of the Deity of Light & Mercy.
Sentinel of Bharrai (p. 71) – follower of the
Celestial Bear, who can eventually change into a
Bear / Dire Bear, call lightning, etc.
Shinning Blade of Heironeous (p. 74) – specialty
priest/templar of the Deity of Righteous
Warfare.
Thrall of Baphomet (p. 83) – follower of the
Demon Prince of Beasts.
Thrall of Dagon (p.83) – follower of the Demon
Prince of the Sea.
Thrall of Fraz-Urb’luu (p. 84) – follower of the
Demon Prince of Deception.
Thrall of Kostchtchie (p.84) – follower of the
Demon Prince of Wrath, who eventually
becomes a ‘Giant’.
Thrall of Pazuzu (p. 85) – follower of the Demon
Prince of the Lower Aerial Kingdoms.
Thrall of Zuggtomy (p. 85) – follower of the
Demon Queen of Fungi, who eventually
becomes a Plant creature.
Yathrinshee (p. 92) – specialty priest of the Drow
Deity of Undeath & Revenge.
Specialty Templars
Beloved of Valarian (p. 23) – female templars of
the Deity of Unicorns, who ride Unicorns &
defend the forests from evil magical beasts.
Battle Howler of Gruumsh (p. 24) – a bard who
follows the Deity of the Orcs and gains the
ability to Rage like a Barbarian.
Celebrant of Sharess (p. 28) – specialty templar of
the Deity of Passion.
Champion of Corellon Larethian (p. 29) – specialty
templar of the Deity of Elves.
Champion of Gwynharwyf (p. 29) – follower of the
Deity of Good Barbarians, who is effectively a
Barbarian / Paladin hybrid.
Defender of Sealthiel (p. 33) – follower of the
Patron Deity of Protectors.
Drow Judicator (p. 35) – a drow follower of the
Deity of Spiders and/or her Champion, who
eventually gains a spider servant as a mount and
slow spell progression
Emissary of Barachiel (p. 38) – follower of the
Deity of Heralds, who can use the Words of
Creation to effects large numbers of people and
help convert his/her opponent to Lawful Good.
Eye of Gruumsh (p. 42) – templars of the Deity of
Orcs who fight with Orc Double Axes even
more wildly than Barbarians & inspire other to
do so too.
Hammer of Moradin (p.45) – specialty priest of
Deity of the Forge, who imbues his warhammer
with special abilities.
Initiate of Pistis Sophia (p. 52) – a holy monk who
follows the Deity of Good Monks, who gains
vows & resistances, and eventually becomes an
Outsider.
Martyred Champion of Ilmater (p. 57) – specialty
priest / templar of the Deity of Suffering.
Memory Smith (p. 61) – a bard who follows the
Deity of the Forge
Ravager (p. 68) – templars of the Deity of
Slaughter.
Shinning Blade of Heironeous (p. 74) – specialty
priest/templar of the Deity of Righteous
Warfare.
Slayer of Domiel (p. 75) – follower of the Archon
of Mercy, who act as spies and assassins for the
cause of good.
Slime Lord (p. 75) – specialty templar of the Drow
Deity of Oozes.
Stalker of Kharash (p. 77) – follower of the
Celestial Wolf, who can actually smell evil.
Temple Raider of Olidammara (p. 82) – specialty
templar of the Deity of Theft.
Vassal of Bahamut (p. 87) – follower of the Deity
of Good Dragons, who gains special abilities to
combat evil dragons.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 6
Weapon Specialists
Unarmed Specific
Crane Shen (p. 31) – unarmed combatant that
mimics a crane by moving fast & blocking
attacks, and eventually gaining a hybrid battle
form.
Dragon Shen (p. 34) – unarmed combatant that
mimics a dragon by imbuing his/her fists with
acid, cold, electricity, or fire, and eventually
gaining a hybrid battle form.
Enlightened Fist (p. 39) – a hybrid monk / arcane
caster who can channel his/her stunning fist
ability into making his/her hands be covered
with flame or electricity.
Mantis Shen (p. 57) – unarmed combatant that
mimics a Praying Mantis with excellent
grappling, disarming, & tripping, and eventually
gaining a hybrid battle form.
Panther Shen (p. 65) – unarmed combatant that
mimics a panther by moving fast & striking
quickly, and eventually gaining a hybrid battle
form.
Reaping Mauler (p. 68) – expert at grappling,
eventually learning some effective ‘finishing
moves’.
Sacred Fist (p. 70) – monk-like temple protectors
who vow to not use weapons.
Snake Shen (p. 75) – unarmed combatant that
mimics a snake by attacking with Intelligence &
making each strike hurt, and eventually gaining
a hybrid battle form.
Tiger Shen (p. 85) – unarmed combatant that
mimics a tiger by striking the correct location to
paralyze & becoming immune to fear, and
eventually gaining a hybrid battle form.
Other Weapon Specific
Daggerspell Mage (p.31) – a multiclassed arcane
caster / rogue who can cast spells through
daggers.
Daggerspell Shaper (p.31) – a multiclassed druid /
rogue who can cast spells through daggers.
Dervish (p.33) – specialized in a dance with blades
(often scimitars) that can cut through a large
group of creatures.
Duelist (p.35) – armorless, nimble swashbuckler
who is trained in one-handed piercing weapons.
Exotic Weapon Master (p. 41) – learn special tricks
with your exotic weapon.
Eye of Gruumsh (p. 42) – templars of the Deity of
Orcs who fight with Orc Double Axes even
more wildly than Barbarians & inspire other to
do so too.
Hammer of Moradin (p.45) – specialty priest of
Deity of the Forge, who imbues his warhammer
with special abilities.
Invisible Blade (p.52) – weapon specialist who
‘feints’ and sneak attacks with daggers,
punching daggers, and kukri.
Justice Hammer of Moradin (p. 54) – specialty
priest of the Deity of Dwarves and the Forge.
Kensai (p. 54) – master of combat with a signature
weapon of your choice.
Master Thrower (p. 59) – a specialist with thrown
weapons.
Monkey Shen (p. 62) – a quarterstaff combatant
that mimics a monkey by moving unexpectedly
& jumping around easily, and eventually
gaining a hybrid battle form.
Occult Slayer (p. 64) – a warrior who specialized
in resisting, disrupting, & slaying spellcasters.
Poisoner (p. 65) – able to create non-standard
poisons, plus can generate poison from own
body, & eventually can exhale it or even poison
with a glance.
Whisperknife (p. 89) – a halfling that specializes
with light thrown weapons, usually daggers.
Bow specific
Arcane Archer (p. 21) – spell-casters who can
attach spells to arrows.
Bowman Charger (p. 26) – a mounted archer
whose bounded mount fight as one.
Cragtop Archer (p. 30) – an expert at long-range
combat (not just bows), who can attack from
farther away than anyone else.
Order of the Bow Initiate (p. 65) – expert at
ambushing with a bow & shooting while in
melee.
Mounted-Combat Specific
Bowman Charger (p. 26) – a mounted archer
whose bounded mount fight as one.
Cavalier (p. 27) – mounted knight.
Halfling Outrider (p.45) – halfling light cavalry.
Shaaryan Hunter (p. 71) – expert at tracking and
hunting while on horseback, from the Forgotten
Realms region ‘The Shaar’.
Wild Plains Outrider (p. 90) – a paladin, ranger, or
druid who focuses on his/her mount.
Two-Weapon Fighting
Dervish (p. 33) – specialized in a dance with blades
(often scimitars) that can cut through a large
group of creatures.
Dread Pirate (p. 35) – a honorable or blood thirsty
pirate.
Tempest (p. 82) – master of fighting with two
weapons.
Sea-Combat Specialists
Dread Pirate (p.35) – a honorable or blood thirsty
pirate.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 7
Those Who Hunt
Non-Specific
Bloodhound (p. 26) – hunts down a designated
mark & won’t stop until he is done.
Justicar (p. 54) – bounty hunters specializing in
bringing people back alive.
Master Inquisitive (p. 58) – a detective with
magical abilities.
Vigilante (p. 87) – solves crime with knowledge of
his/her “home turf” and some handy spells.
Class-Specific
Occult Slayer (p. 64) – a warrior who specialized
in resisting, disrupting, & slaying spellcasters.
Suel Arcanamach (p. 79) – spellcaster trained to
fight other spellcasters.
Religion-Specific
Consecrated Harrier (p. 30) – person who hunts
down enemies of the church, no matter where
they hide.
Evereskan Tomb Guardian (p.39) – dedicated
arcane guardian of a tomb in the Evereska
Region of the Forgotten Realms, who also hunt
down defilers of the tombs they guard.
Creature-Specific
Darkwood Stalker (p.32) – elf / half-elf practiced in
hunting & killing orcs, who gains Sneak Attacks
& eventually Death Attacks.
Deadgrim (p. 32) – divine caster who fights undead
by becoming more like them.
Exorcist of the Silver Flame (p. 40) – specialty
priest of the Silver Flame, with the ability to
drive off Evil Outsiders and make a person’s
weapon more effective against Outsiders.
Gnome Giant-Slayer (p. 44) – specialized in
fighting Giants & using their size to their
advantage.
Green Whisperer (p.45) – a combination bard &
druid whose music is especially effective against
animals & eventually plants.
Hunter of the Dead (p. 50) – specialists is
combating the restless dead.
Knight of the Chalice (p. 55) – specialized in
defeating Evil Outsiders & Demons in
particular.
Sacred Exorcist (p. 70) – one who searches for and
combats possession by Undead & Outsiders.
Scar Enforcer (p. 70) – a half-elf who totally hates
humans & elves, and is good at killing them.
Sworn Slayer (p. 80) – one who has sworn to
destroy all creatures of a specific type (such as
Undead).
Vassal of Bahamut (p. 87) – follower of the Deity
of Good Dragons, who gains special abilities to
combat evil dragons.
Wormhunter (p. 91) – veteran of battling the
undead and mortals that follow Kyuss, who has
been toughened by surviving numerous attacks
by the Worms of Kyuss and has even gained
lore through this connection to the other world.
Others
Dark Hunter (p. 31) – battles creatures that hunt
under-ground.
Darkwater Knight (p. 31) – spellcaster tasked with
guarding the underground seas, who eventually
gains the ‘aquatic’ subtype.
Seeker of the Misty Isle (p. 71) – searchers for a
lost elven island, who are masters of traveling,
using skills quickly, and finding what they seek.
Shaaryan Hunter (p. 71) – expert at tracking and
hunting while on horseback, from the Forgotten
Realms region ‘The Shaar’.
Classes that change the Creature-Type
Construct
Green Star Adept (p.45) – by consuming very rare,
very hard, & very green Starmetal, your body
turns more metal-like (and green-tinted) until
you ultimately become a Construct.
Dragon
Dragon Disciple (p.34) – become more and more
like the dragon of your dreams (natural armor,
claw & bite attacks, breath weapons, wings,
etc.) until finally becoming a Half-Dragon.
Elemental
Elemental Savant (p.38) – a caster who wishes to
become more in tune with one of the four
elements, eventually becoming an ‘Elemental’.
Fey
Swanmay (p. 79) –a pure female who can become
a swan, has a magical connection to other
creatures, and eventually becomes a ‘Fey’.
Wildrunner (p. 90) – an elf or half-elf who can
travel quickly and unnoticed on foot, is able to
‘primal scream’, and eventually becomes a
‘Fey’.
Giant
Thrall of Kostchtchie (p.84) – follower of the
Demon Prince of Wrath, who eventually
becomes a ‘Giant’.
Outsider
Acolyte of the Skin (p. 19) – bond a skin of a fiend
to your own, becoming more and more fiendish,
eventually becoming an ‘Outsider’.
Alienist (p. 19) – mage who studies & summons
creatures beyond normal understanding,
eventually becoming an ‘Outsider’.
Initiate of Pistis Sophia (p. 52) – a holy monk who
follows the Deity of Good Monks, who gains
vows & resistances, and eventually becomes an
Outsider.
Shadowcrafter (p. 73) – master of shadow magics,
who eventually becomes an Outsider.
Troubadour of Stars (p. 86) – a musician who plays
the music of the Court of Stars, gains new
Bardic Music abilities, and eventually becomes
an Outsider.
Plant
Thrall of Zuggtomy (p. 85) – follower of the
Demon Queen of Fungi, who eventually
becomes a Plant creature.
Aquatic subtype
Darkwater Knight (p. 31) – spellcaster tasked with
guarding the underground seas, who eventually
gains the ‘aquatic’ subtype.
Shapeshifter subtype
Master of Many Forms (p. 58) – expert shapechanger
who eventually can take the form of
Plants, Fey, Oozes, Dragons, and in the end
changes into a ‘Shapeshifter’.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 8
Classes with a Bonded Helper
Gains a Familiar
Celebrant of Sharess (p. 28) – specialty templar of
the Deity of Passion.
Master of the East Wind (p.59) – hybrid monk /
arcane casters that protect from outer plane
attacks.
Gains an Animal Companion
Beastmaster (p. 24) – animal specialist who gains
an extra animal companion every few levels.
Thrall of Baphomet (p. 83) – follower of the
Demon Prince of Beasts.
Vermin Keeper (p. 87) – a druid whose abilities
can be used on vermin, can wild shape into a
vermin, and who gains a vermin companion.
Gains a Mount
Beloved of Valarian (p. 23) – female templars of
the Deity of Unicorns, who ride Unicorns &
defend the forests from evil magical beasts.
Drow Judicator (p. 35) – a drow follower of the
Deity of Spiders and/or her Champion, who
eventually gains a spider servant as a mount and
slow spell progression
Skylord (p. 74) – a rider of celestial flying
creatures.
Gains a Different Type of Companion
Blackguard (p. 25) – anti-paladins with better PR.
Holy Liberator (p. 49) – chaotic good “paladin”,
who can cast spells & summon a celestial
companion.
Shadow Dancer (p. 72) – trained to step in and out
of shadows, control them, & even get undead
shadows as helpers.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 9
Prestige Classes related to Base Classes
Barbarian
Stacks with Barbarian Rage
Battle Howler of Gruumsh (p. 24) – a bard who
follows the Deity of the Orcs and gains the
ability to Rage like a Barbarian.
Celebrant of Sharess (p. 28) – specialty templar of
the Deity of Passion.
Champion of Gwynharwyf (p. 29) – follower of the
Deity of Good Barbarians, who is effectively a
Barbarian / Paladin hybrid.
Eye of Gruumsh (p. 42) – templars of the Deity of
Orcs who fight with Orc Double Axes even
more wildly than Barbarians & inspire other to
do so too.
Firestorm Berserker (p. 42) – a barbarian who
literally is on fire inside, allowing him/her to
breath out fire & to rage longer at the cost of
Constitution.
Class Features Similar to Barbarian Rage
Bear Warrior (p. 24) – in the heat of battle, you can
become a bear.
Frenzied Berserker (p. 43) – make normal
barbarians look weak & in control by
comparison.
Rage Mage (p. 67) – magical berserker.
Wildrunner (p. 90) – an elf or half-elf who can
travel quickly and unnoticed on foot, is able to
‘primal scream’, and eventually becomes a
‘Fey’.
Bard
Stacks with Bardic Music
Divine Prankster (p.34) – a gnome cleric of Garl
Glittergold who gains bard-like abilities and
abilities to improve illusions.
Fochlucan Lyrist (p. 43) – a bard / druid / rogue,
who acts as a spy, poet, & woodland champion.
Heartfire Fanner (p. 47) – a caster whose music can
inspire his/her allies to fight better or to cast
spells better.
Memory Smith (p. 61) – a bard who follows the
Deity of the Forge
Mourner (p. 62) – a bard who uses his/her songs
against undead, helping put them to rest.
Sublime Chord (p. 79) – a bard who gains up to 9th
level spells, plus some new songs.
Troubadour of Stars (p. 86) – a musician who plays
the music of the Court of Stars, gains new
Bardic Music abilities, and eventually becomes
an Outsider.
Virtuoso (p. 87) – a specialist with bardic music
who learns advanced songs, like those that
jamming spellcasting, keening weapons, etc.
War Chanter (p. 88) – a Bard who sings combatenhancing
songs.
World Speaker (p. 91) – a bard who learns to
communicate with all types of people, animals,
plants, elements, & even the dead.
Class Features Similar to Bardic Music
Battle Howler of Gruumsh (p. 24) – a bard who
follows the Deity of the Orcs and gains the
ability to Rage like a Barbarian.
Evangelist (p.39) – the mouth-piece of a deity who
can effect followers and foes similarly to how a
bard works.
Green Whisperer (p.45) – a combination bard &
druid whose music is especially effective against
animals & eventually plants.
Icesinger (p. 50) – a bard who has suffered enough
anguish that he/she becomes attuned to sorrow
and cold.
Seeker of the Song (p. 71) – gains new types of
Bardic Music which can cause damage, is able
to do more than one type of music at a time with
the effects stacking, etc.
Sublime Chord (p. 79) – a bard who gains up to 9th
level spells, plus some new songs.
Troubadour of Stars (p. 86) – a musician who plays
the music of the Court of Stars, gains new
Bardic Music abilities, and eventually becomes
an Outsider.
Virtuoso (p. 87) – a specialist with bardic music
who learns advanced songs, like those that
jamming spellcasting, keening weapons, etc.
War Chanter (p. 88) – a Bard who sings combatenhancing
songs.
Stacks with Bardic Knowledge
Fochlucan Lyrist (p. 43) – a bard / druid / rogue,
who acts as a spy, poet, & woodland champion.
Green Whisperer (p.45) – a combination bard &
druid whose music is especially effective against
animals & eventually plants.
Harper Agent (p.46) – a ‘field operative’ for The
Harpers.
Harper Paragon (p.46) – a member of The Harpers
dedicated to opposing evil.
Loremaster (p. 56) – caster who specializes in
finding forgotten lore.
Memory Smith (p. 61) – a bard who follows the
Deity of the Forge
Mourner (p. 62) – a bard who uses his/her songs
against undead, helping put them to rest.
Ollam (p. 64) – dwarven teacher.
Sublime Chord (p. 79) – a bard who gains up to 9th
level spells, plus some new songs.
World Speaker (p. 91) – a bard who learns to
communicate with all types of people, animals,
plants, elements, & even the dead.
Cleric
Gain a Domain
Church Inquisitor (p.30) – priests tasked with
finding subtle evils, including infiltration.
Contemplative (p. 30) – one who is dedicated to
becoming one with his deity.
Divine Oracle (p.34) – a specialist in divination.
Justice Hammer of Moradin (p. 54) – specialty
priest of the Deity of Dwarves and the Forge.
Rainbow Servant (p. 67) – arcane casters who learn
the magic and abilities of Couatl.
Seeker of the Misty Isle (p. 71) – searchers for a
lost elven island, who are masters of traveling,
using skills quickly, and finding what they seek.
Warpriest (p. 88) – a cleric trained to lead soldiers
into battle.
Stacks with Turn / Rebuke Undead
Apostle of Peace (p. 20) – dedicated to peace &
able to cool anger with a touch.
Eye of Horus-Re (p.42) – specialty priest of Deity
of the Sun.
Master of the West Wind (p. 60) – hybrid cleric /
monks that uphold the principles of the Order of
the Four Winds.
Morninglord of Lathander (p. 62) – specialty priest
of the Deity of Light.
Radiant Servant of Pelor (p. 67) – specialty priest
of the Deity of Light & Mercy.
Sacred Exorcist (p. 70) – one who searches for and
combats possession by Undead & Outsiders.
Ur-Priest (p. 86– hate deities, but know how to
‘steal’ clerical spells from them.
Warpriest (p. 88) – a cleric trained to lead soldiers
into battle.
Wormhunter (p. 91) – veteran of battling the
undead and mortals that follow Kyuss, who has
been toughened by surviving numerous attacks
by the Worms of Kyuss and has even gained
lore through this connection to the other world.
Yathrinshee (p. 92) – specialty priest of the Drow
Deity of Undeath & Revenge.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 10
Druid
Stacks with Wild Shape
Arcane Hierophant (p. 21) – hybrid arcane caster /
druid.
Daggerspell Shaper (p.31) – a multiclassed druid /
rogue who can cast spells through daggers.
Master of Many Forms (p. 58) – expert shapechanger
who eventually can take the form of
Plants, Fey, Oozes, Dragons, and in the end
changes into a ‘Shapeshifter’.
Master of the North Wind (p.60) – hybrid druid /
monks that patrol large areas and keep the peace
through personal prowess.
Nature’s Warrior (p. 63) – druids gains special
abilities to combine with their Wild Shapes.
Swanmay (p. 79) –a pure female who can become
a swan, has a magical connection to other
creatures, and eventually becomes a ‘Fey’.
Stacks with Wild Empathy
Apelord (p. 20) – an Animal Lord specialized in
apes, baboons, dire apes, & monkeys.
Bearlord (p. 23) – an Animal Lord specialized in
bears.
Beastmaster (p. 24) – animal specialist who gains
an extra animal companion every few levels.
Birdlord (p. 24) – an Animal Lord specialized in
birds.
Catlord (p. 27) – Animal Lord specialized in
felines.
Horselord (p. 49) – Animal Lord specialized in
horses and ponies.
Nature’s Warrior (p. 63) – druids gains special
abilities to combine with their Wild Shapes.
Sharklord (p. 74) – Animal Lord specialized in
sharks.
Snakelord (p. 75) – Animal Lord specialized in
snakes.
Swanmay (p. 79) –a pure female who can become
a swan, has a magical connection to other
creatures, and eventually becomes a ‘Fey’.
Weretouched Master (p. 89) – a Shifter who is
becoming like his/her lycanthrope ancestors.
Wolflord (p. 90) – Animal Lord specialized in
wolves.
Stacks with Animal Companion
Apelord (p. 20) – an Animal Lord specialized in
apes, baboons, dire apes, & monkeys.
Arcane Hierophant (p. 21) – hybrid arcane caster /
druid.
Bearlord (p. 23) – an Animal Lord specialized in
bears.
Beastmaster (p. 24) – animal specialist who gains
an extra animal companion every few levels.
Birdlord (p. 24) – an Animal Lord specialized in
birds.
Catlord (p. 27) – Animal Lord specialized in
felines.
Horselord (p. 49) – Animal Lord specialized in
horses and ponies.
Lion of Talisid (p. 55) – follower of the Celestial
Lion, many of whose abilities stack with those
of a Druid or Ranger.
Sharklord (p. 74) – Animal Lord specialized in
sharks.
Snakelord (p. 75) – Animal Lord specialized in
snakes.
Wild Plains Outrider (p. 90) – a paladin, ranger, or
druid who focuses on his/her mount.
Wolflord (p. 90) – Animal Lord specialized in
wolves.
Monk
Monks May Freely Crossclass
Drunken Master (p.35) – fights as if / when drunk.
Enlightened Fist (p. 39) – a hybrid monk / arcane
caster who can channel his/her stunning fist
ability into making his/her hands be covered
with flame or electricity.
Kensai (p. 54) – master of combat with a signature
weapon of your choice.
Sword of Righteousness (p. 39) – a martial
follower of one of the Pantheons of the Good
Outer Planes who gains mastery of Exalted
Feats.
Stacks with Monk Levels
Crane Shen (p. 31) – unarmed combatant that
mimics a crane by moving fast & blocking
attacks, and eventually gaining a hybrid battle
form.
Dragon Shen (p. 34) – unarmed combatant that
mimics a dragon by imbuing his/her fists with
acid, cold, electricity, or fire, and eventually
gaining a hybrid battle form.
Enlightened Fist (p. 39) – a hybrid monk / arcane
caster who can channel his/her stunning fist
ability into making his/her hands be covered
with flame or electricity.
Initiate of Pistis Sophia (p. 52) – a holy monk who
follows the Deity of Good Monks, who gains
vows & resistances, and eventually becomes an
Outsider.
Mantis Shen (p. 57) – unarmed combatant that
mimics a Praying Mantis with excellent
grappling, disarming, & tripping, and eventually
gaining a hybrid battle form.
Master of the East Wind (p.59) – hybrid monk /
arcane casters that protect from outer plane
attacks.
Master of the North Wind (p.60) – hybrid druid /
monks that patrol large areas and keep the peace
through personal prowess.
Master of the South Wind (p. 60) – hybrid rogue /
monks that try to bring peace through
subterfuge, social engineering, and occasional
targeted strikes.
Master of the West Wind (p. 60) – hybrid cleric /
monks that uphold the principles of the Order of
the Four Winds.
Monk of the Long Death (p. 62) – one who studies
death, poison, fear, and similar topics.
Monkey Shen (p. 62) – a quarterstaff combatant
that mimics a monkey by moving unexpectedly
& jumping around easily, and eventually
gaining a hybrid battle form.
Panther Shen (p. 65) – unarmed combatant that
mimics a panther by moving fast & striking
quickly, and eventually gaining a hybrid battle
form.
Sacred Fist (p. 70) – monk-like temple protectors
who vow to not use weapons.
Snake Shen (p. 75) – unarmed combatant that
mimics a snake by attacking with Intelligence &
making each strike hurt, and eventually gaining
a hybrid battle form.
Tattooed Monk (p. 81) – the tattoos added to the
body grant magic abilities.
Tiger Shen (p. 85) – unarmed combatant that
mimics a tiger by striking the correct location to
paralyze & becoming immune to fear, and
eventually gaining a hybrid battle form.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 11
Paladin
Paladins May Freely Crossclass
Hospitaler (p. 50) – a divine caster who focuses on
protecting others.
Justicar (p. 54) – bounty hunters specializing in
bringing people back alive.
Justiciar of Tyr (p. 54) – specialty priest of the
Deity of Justice, which has some Paladin-like
abilities focused against Chaos.
Kensai (p. 54) – master of combat with a signature
weapon of your choice.
Knight of the Chalice (p. 55) – specialized in
defeating Evil Outsiders & Demons in
particular.
Knight Protector (p. 55) – noble knight who
protects the weak.
Purple Dragon Knight (p. 66) – heroic knights of
Cormyr who lead troops in battle.
Shadowbane Inquisitor (p. 72) – a paladin / rogue
who is focused on defeating evil and darkness.
Shinning Blade of Heironeous (p. 74) – specialty
priest/templar of the Deity of Righteous
Warfare.
Sword of Righteousness (p. 39) – a martial
follower of one of the Pantheons of the Good
Outer Planes who gains mastery of Exalted
Feats.
Wild Plains Outrider (p. 90) – a paladin, ranger, or
druid who focuses on his/her mount.
Smite Class Feature
Blackguard (p. 25) – anti-paladins with better PR.
Champion of Gwynharwyf (p. 29) – follower of the
Deity of Good Barbarians, who is effectively a
Barbarian / Paladin hybrid.
Drow Judicator (p. 35) – a drow follower of the
Deity of Spiders and/or her Champion, who
eventually gains a spider servant as a mount and
slow spell progression
Fist of Raziel (p. 42) – follower of the Deity of
Holy Warfare, who gain special advantages to
their ‘Smite Evil’ ability.
Holy Liberator (p. 49) – chaotic good “paladin”,
who can cast spells & summon a celestial
companion.
Hunter of the Dead (p. 50) – specialists is
combating the restless dead.
Initiate of Pistis Sophia (p. 52) – a holy monk who
follows the Deity of Good Monks, who gains
vows & resistances, and eventually becomes an
Outsider.
Justiciar of Tyr (p. 54) – specialty priest of the
Deity of Justice, which has some Paladin-like
abilities focused against Chaos.
Outcast Champion (p. 65) – leader whose presence
helps his/her allies, and who is dedicated to
protecting them.
Pious Templar (p. 65) – defender of a patron
deity’s temples.
Scar Enforcer (p. 70) – a half-elf who totally hates
humans & elves, and is good at killing them.
Shadowbane Inquisitor (p. 72) – a paladin / rogue
who is focused on defeating evil and darkness.
Son of Mercy (p. 75) – member of Mercykillers
Faction of Sigil, who act as bodyguards, bounty
hunters, etc.
Vigilante (p. 87) – solves crime with knowledge of
his/her “home turf” and some handy spells.
Paladin-like Classes for other Alignments
Blackguard (p. 25) – anti-paladins with better PR.
Champion of Gwynharwyf (p. 29) – follower of the
Deity of Good Barbarians, who is effectively a
Barbarian / Paladin hybrid.
Drow Judicator (p. 35) – a drow follower of the
Deity of Spiders and/or her Champion, who
eventually gains a spider servant as a mount and
slow spell progression
Holy Liberator (p. 49) – chaotic good “paladin”,
who can cast spells & summon a celestial
companion.
Outcast Champion (p. 65) – leader whose presence
helps his/her allies, and who is dedicated to
protecting them.
Stacks with Bonded Mount
Knight of Holy Shielding (p. 55) – follower of
Heironeous that guard the Grayhawk region
called the Shield Lands.
Stacks with Lay-on-Hands
Champion of Corellon Larethian (p. 29) – specialty
templar of the Deity of Elves.
Ranger
Ranger-like ‘Favored Enemy’ Features
Darkwater Knight (p. 31) – spellcaster tasked with
guarding the underground seas, who eventually
gains the ‘aquatic’ subtype.
Darkwood Stalker (p.32) – elf / half-elf practiced in
hunting & killing orcs, who gains Sneak Attacks
& eventually Death Attacks.
Eldeen Ranger (p.37) – ranger who follows the
druidic teachings in Eberron.
Gnome Giant-Slayer (p. 44) – specialized in
fighting Giants & using their size to their
advantage.
Harper Paragon (p.46) – a member of The Harpers
dedicated to opposing evil.
Scar Enforcer (p. 70) – a half-elf who totally hates
humans & elves, and is good at killing them.
Stalker of Kharash (p. 77) – follower of the
Celestial Wolf, who can actually smell evil.
Swanmay (p. 79) –a pure female who can become
a swan, has a magical connection to other
creatures, and eventually becomes a ‘Fey’.
Sworn Slayer (p. 80) – one who has sworn to
destroy all creatures of a specific type (such as
Undead).
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 12
Rogue
Bonuses to Sneak Attack, Skirmish, etc.
Arcane Trickster (p. 22) – thief with special arcane
training.
Assassin (p. 23) – a precise killer with spells at
his/her disposal.
Black Flame Zealot (p.24)– follower of the Deity
of Fire, who improves at sneak attacks, gains a
death attack, and eventually can immolate
his/her opponents
Darkwood Stalker (p.32) – elf / half-elf practiced in
hunting & killing orcs, who gains Sneak Attacks
& eventually Death Attacks.
Divine Seeker (p.34) – a person who “acquires
things” for a patron deity.
Ghost-Faced Killer (p. 44) – ninja assassin who has
ghost-like powers.
Highland Stalker (p. 48) – specially trained to
move and track through tough terrain.
Imaskari Vengeance Taker (p. 50) – arcane-based
hunter, who follow orders from their leaders,
gain magic abilities to locate their target, and are
good at killing them.
Invisible Blade (p.52) – weapon specialist who
‘feints’ and sneak attacks with daggers,
punching daggers, and kukri.
Jobber (p. 54) – the ‘face’ of a Halfling
community, who job it is to talk with, check out,
barter with, and “deal with” the neighboring
humanoids.
Justicar (p. 54) – bounty hunters specializing in
bringing people back alive.
Master of the South Wind (p. 60) – hybrid rogue /
monks that try to bring peace through
subterfuge, social engineering, and occasional
targeted strikes.
Menacing Brute (p. 61) – a half-orc practiced at
surviving in a city through intimidation and
resourcefulness.
Mole (p. 63) – able to dig, meld into, shape, etc.,
with dirt & eventually stone.
Nightsong Enforcer (p. 64) – thief trained to work
in a team.
Oppressor (p. 64) – a thug that everyone know
about, who gains sneak attacks & can intimidate
a whole neighborhood.
Order of the Bow Initiate (p. 65) – expert at
ambushing with a bow & shooting while in
melee.
Poisoner (p. 65) – able to create non-standard
poisons, plus can generate poison from own
body, & eventually can exhale it or even poison
with a glance.
Replacement Killer (p. 69) – an assassin who
specializes in disguising himself/herself as
others to get close to the target.
Ronin (p. 69) – a dishonored warrior.
Shadow Thief of Amn (p. 72) – specially trained
member of the Shadow Thieves’ Guild.
Slayer of Domiel (p. 75) – follower of the Archon
of Mercy, who act as spies and assassins for the
cause of good.
Stonedeath Assassin (p. 78) – a goblinoid assassin
who has abilities to meld, hide, and destroy
stone.
Temple Raider of Olidammara (p. 82) – specialty
templar of the Deity of Theft.
Whisperknife (p. 89) – a halfling that specializes
with light thrown weapons, usually daggers.
Yathrinshee (p. 92) – specialty priest of the Drow
Deity of Undeath & Revenge.
Zhentarim Spy (p. 92) – a spy who can go
undercover and be totally convincing in the new
role.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 13
Continued Spellcasting Progression
Arcane only
Arcane Devotee (p. 21) – dedicated arcane
follower of a deity.
Archmage (p. 22) – arcane caster who is so
advanced, he/she can trade knowledge of spells
for special spell abilities.
Bladesinger (p. 25) – elven fighter / wizard.
Blood Magus (p. 25) – cast arcane magic with your
own blood.
Daggerspell Mage (p.31) – a multiclassed arcane
caster / rogue who can cast spells through
daggers.
Eldritch Knight (p.38) – a combination arcane spell
caster & fighter.
Enlightened Fist (p. 39) – a hybrid monk / arcane
caster who can channel his/her stunning fist
ability into making his/her hands be covered
with flame or electricity.
Evereskan Tomb Guardian (p.39) – dedicated
arcane guardian of a tomb in the Evereska
Region of the Forgotten Realms, who also hunt
down defilers of the tombs they guard.
Exalted Arcanist (p.40) – a Sorcerer or Bard who
casts “good” spells & has access to some
clerical spells as arcane spells.
Geometer (p. 44) – wizard who specializes in
runes, who can cast, locate, and bypass Glyph of
Warding.
Green Star Adept (p.45) – by consuming very rare,
very hard, & very green Starmetal, your body
turns more metal-like (and green-tinted) until
you ultimately become a Construct.
Imaskari Vengeance Taker (p. 50) – arcane-based
hunter, who follow orders from their leaders,
gain magic abilities to locate their target, and are
good at killing them.
Incantatrix (p.51) – arcane caster specialized in
applying metamagics & spells in unusual ways,
such as using his/her metamagic on someone
else’s spell, taking over Concentration for
someone else’s spell, etc.
Incantifier (p. 51) – arcane caster that goes through
a ritual to make his/her body powered by magic
(i.e., in place of food, sleep, healing, etc.).
Member of the Incanterium Faction of Sigil.
Initiate of the Sevenfold Veil (p. 53) – an expert
with Abjuration magics who can create wards
based on a layer of a Prismatic Wall, with one
color learned each level.
Mage of the Arcane Order (p. 56) – guild mage.
Master of the East Wind (p.59) – hybrid monk /
arcane casters that protect from outer plane
attacks.
Master Transmogrifist (p. 60) – specialist in
polymorphing, who masters a few forms and
gains more and more of their special abilities
Mindbender (p. 61) – specialized in arcane &
mundane influencing of people.
Rage Mage (p. 67) – magical berserker.
Rainbow Servant (p. 67) – arcane casters who learn
the magic and abilities of Couatl.
Recaster (p. 68) – a Changeling who can apply
metamagics on-the-fly, ignore material
components, etc.
Red Wizard (p. 68) – highly specialized arcane
caster from the country of Thay.
Runesmith (p. 70) – a dwarven arcane caster who
can wear armor because his/her spells are cast
through runes instead of hand motions.
Spellguard of Silverymoon (p. 76) – part of the
corps of Arcane casters who guard the Forgotten
Realms city of Silverymoon and the Silver
Marches region around it.
Troubadour of Stars (p. 86) – a musician who plays
the music of the Court of Stars, gains new
Bardic Music abilities, and eventually becomes
an Outsider.
Virtuoso (p. 87) – a specialist with bardic music
who learns advanced songs, like those that
jamming spellcasting, keening weapons, etc.
Wild Mage (p. 90) – an arcane spellcaster with
some chaotic magical ability.
Divine only
Chimeric Champion of Garl Glittergold (p.30) –
specialty priest of the Deity of Gnomes and
Illusions, who can create Illusion-based magic
like an Arcane caster.
Church Inquisitor (p.30) – priests tasked with
finding subtle evils, including infiltration.
Contemplative (p. 30) – one who is dedicated to
becoming one with his deity.
Daggerspell Shaper (p.31) – a multiclassed druid /
rogue who can cast spells through daggers.
Divine Prankster (p.34) – a gnome cleric of Garl
Glittergold who gains bard-like abilities and
abilities to improve illusions.
Exorcist of the Silver Flame (p. 40) – specialty
priest of the Silver Flame, with the ability to
drive off Evil Outsiders and make a person’s
weapon more effective against Outsiders.
Fist of Raziel (p. 42) – follower of the Deity of
Holy Warfare, who gain special advantages to
their ‘Smite Evil’ ability.
Hospitaler (p. 50) – a divine caster who focuses on
protecting others.
Itinerant Warder of Yondala (p. 52) – specialty
priest of the Deity of Halflings.
Justice Hammer of Moradin (p. 54) – specialty
priest of the Deity of Dwarves and the Forge.
Justiciar of Tyr (p. 54) – specialty priest of the
Deity of Justice, which has some Paladin-like
abilities focused against Chaos.
Knight of Holy Shielding (p. 55) – follower of
Heironeous that guard the Grayhawk region
called the Shield Lands.
Lion of Talisid (p. 55) – follower of the Celestial
Lion, many of whose abilities stack with those
of a Druid or Ranger.
Master of the North Wind (p. 60) – hybrid druid /
monks that patrol large areas and keep the peace
through personal prowess.
Master of the West Wind (p. 60) – hybrid cleric /
monks that uphold the principles of the Order of
the Four Winds.
Moonspeaker (p. 62) – a Shifter who creates the
magic items for their race, and gains ‘blessings’
from one moon each level.
Morninglord of Lathander (p. 62) – specialty priest
of the Deity of Light.
Mystic Keeper of Corellon Larethian (p. 63) –
specialty priest of the Deity of Elves.
Nature’s Warrior (p. 63) – druids gains special
abilities to combine with their Wild Shapes.
Runecaster (p. 70) – a divine caster specialized in
creating runes.
Sacred Fist (p. 70) – monk-like temple protectors
who vow to not use weapons.
Seeker of the Misty Isle (p. 71) – searchers for a
lost elven island, who are masters of traveling,
using skills quickly, and finding what they seek.
Shadowbane Stalker (p. 73) – a rogue / divine
caster who is focused on defeating evil.
Shadowcraft Mage (p. 73) – a gnome with
improved abilities with illusions, particularly
those of the shadow sub-school.
Shinning Blade of Heironeous (p. 74) – specialty
priest/templar of the Deity of Righteous
Warfare.
Warpriest (p. 88) – a cleric trained to lead soldiers
into battle.
Bard specific
Battle Howler of Gruumsh (p. 24) – a bard who
follows the Deity of the Orcs and gains the
ability to Rage like a Barbarian.
Icesinger (p. 50) – a bard who has suffered enough
anguish that he/she becomes attuned to sorrow
and cold.
Memory Smith (p. 61) – a bard who follows the
Deity of the Forge
Mourner (p. 62) – a bard who uses his/her songs
against undead, helping put them to rest.
World Speaker (p. 91) – a bard who learns to
communicate with all types of people, animals,
plants, elements, & even the dead.
Cleric specific
Eye of Horus-Re (p.42) – specialty priest of Deity
of the Sun.
Maiden of Pain (p. 57) – specialty priestess of the
Deity of Pain.
Druid or Ranger
Swanmay (p. 79) –a pure female who can become
a swan, has a magical connection to other
creatures, and eventually becomes a ‘Fey’.
Ranger specific
Stalker of Kharash (p. 77) – follower of the
Celestial Wolf, who can actually smell evil.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 14
Prepared-caster specific
Master Astrologer (p.58) – a caster of prepared spells who uses the stars to cast more effective spells.
Arcane or Divine
Alienist (p. 19) – mage who studies & summons
creatures beyond normal understanding,
eventually becoming an ‘Outsider’.
Arachnomancer (p. 21) – arcane caster who
specializes in spiders and spider-like creatures.
Arcane Trickster (p. 22) – thief with special arcane
training.
Celestial Mystic (p.28) – a follower of a Lawful
Good Deity, who gains some abilities like a
Celestial while advancing in spell-casting.
Citadel Elite (p. 30) – specially trained
investigators of the Breland Crown.
Darkwater Knight (p. 31) – spellcaster tasked with
guarding the underground seas, who eventually
gains the ‘aquatic’ subtype.
Deep Diviner (p. 32) – expert with stone, earth
nodes, etc.
Divine Oracle (p.34) – a specialist in divination.
Drow Judicator (p. 35) – a drow follower of the
Deity of Spiders and/or her Champion, who
eventually gains a spider servant as a mount and
slow spell progression
Earth Dreamer (p. 36) – a caster who is in-tune
with the stone near him/her, in time being able
to see & glide through stone.
Earthshaker (p. 36) – a caster who is in tune with
the earth, allowing him/her to detect the steps of
others, cause the ground to shake, and
eventually to cause earthquakes.
Effigy Master (p. 37) – a caster trained to create
Constructs that look & act like Animals.
Elemental Savant (p.38) – a caster who wishes to
become more in tune with one of the four
elements, eventually becoming an ‘Elemental’.
Fatespinner (p. 42) – arcane caster with influence
over ‘luck’ (i.e., saving throws, etc.).
Force Missile Mage (p. 43) – specialist in Magic
Missile.
Geomancer (p. 44) – a hybrid arcane & divine
spellcaster who gets the best of both worlds, but
becomes more animal-like in the process.
Harper Agent (p.46) – a ‘field operative’ for The
Harpers.
Harper Paragon (p.46) – a member of The Harpers
dedicated to opposing evil.
Hathran (p.46) – an Arcane & Divine caster who is
part of the leadership of the Forgotten Realms
country of Rashemi.
Heartfire Fanner (p.47) – a caster whose music can
inspire his/her allies to fight better or to cast
spells better.
Heir of Siberys (p. 47) – member of an Eberron
Dragonmark house who focuses on improving
his/her standing and abilities.
Loremaster (p. 56) – caster who specializes in
finding forgotten lore.
Luckstealer (p. 56) – a halfling caster who can steal
‘luck’ from others for his/her own advantage.
Maester (p. 56) – efficient creator of magic items.
Magic Filcher (p. 57) – an arcane caster who gains
arcane spells & can emulate an arcane caster.
Ollam (p. 64) – dwarven teacher.
Prophet of Erathaol (p. 66) – follower of the Seer
of Celestia, who can “channel” a Celestial to get
a variety of help.
Ruathar (p. 69) – someone who learns to ‘be an
Elf’, usually by helping them.
Sacred Exorcist (p. 70) – one who searches for and
combats possession by Undead & Outsiders.
Scar Enforcer (p. 70) – a half-elf who totally hates
humans & elves, and is good at killing them.
Sentinel of Bharrai (p. 71) – follower of the
Celestial Bear, who can eventually change into a
Bear / Dire Bear, call lightning, etc.
Shadow Adept (p. 72) – one who learns how to cast
magic with the Shadow Weave.
Shadowcrafter (p. 73) – master of shadow magics,
who eventually becomes an Outsider.
Shaper of Form (p. 73) – one who is inspired by
the “spirits of form”, who teach how to
permanently change objects and the caster
himself.
Sharn Skymage (p. 74) – a specialist in flying and
flight spells.
Skylord (p. 74) – a rider of celestial flying
creatures.
Spellsword (p. Error! Bookmark not defined.) –
arcane fighter that can cast spells more easily
while in armor.
Thaumaturgist (p. 82) – divine caster who is a
specialist in calling Outsiders & making deals
with them.
Thrall of Fraz-Urb’luu (p. 84) – follower of the
Demon Prince of the Deception.
Thrall of Zuggtomy (p. 85) – follower of the
Demon Queen of Fungi, who eventually
becomes a Plant creature.
Vermin Keeper (p. 87) – a druid whose abilities
can be used on vermin, can wild shape into a
vermin, and who gains a vermin companion.
Void Disciple (p. 88) – a spellcaster to can
perceive and modify the surrounding reality.
Wayfarer Guide (p. 89) – teleport specialist.
Wormhunter (p. 91) – veteran of battling the
undead and mortals that follow Kyuss, who has
been toughened by surviving numerous attacks
by the Worms of Kyuss and has even gained
lore through this connection to the other world.
Arcane –and– Divine
Arcane Hierophant (p. 21) – hybrid arcane caster /
druid.
Fochlucan Lyrist (p. 43) – a bard / druid / rogue,
who acts as a spy, poet, & woodland champion.
Green Whisperer (p. 45) – a combination bard &
druid whose music is especially effective against
animals & eventually plants.
Mystic Theurge (p. 63) – a combined arcane &
divine spellcaster.
Yathrinshee (p. 92) – specialty priest of the Drow
Deity of Undeath & Revenge.
Tied to a School of Magic
Abjuration
Initiate of the Sevenfold Veil (p. 53) – an expert
with Abjuration magics who can create wards
based on a layer of a Prismatic Wall, with one
color learned each level.
Conjuration
Thaumaturgist (p. 82) – divine caster who is a
specialist in calling Outsiders & making deals
with them.
Thrall of Fraz-Urb’luu (p. 84) – follower of the
Demon Prince of the Deception.
Divination
Divine Oracle (p. 34) – a specialist in divination.
Enchantment
Mindbender (p. 61) – specialized in arcane &
mundane influencing of people.
Illusion
Chimeric Champion of Garl Glittergold (p.30) –
specialty priest of the Deity of Gnomes and
Illusions, who can create Illusion-based magic
like an Arcane caster.
Divine Prankster (p. 34) – a gnome cleric of Garl
Glittergold who gains bard-like abilities and
abilities to improve illusions.
Shadowcraft Mage (p. 73) – a gnome with
improved abilities with illusions, particularly
those of the shadow sub-school.
Shadowcrafter (p. 73) – master of shadow magics,
who eventually becomes an Outsider.
Thrall of Fraz-Urb’luu (p. 84) – follower of the
Demon Prince of the Deception.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 15
Tied to a Spell Type
Earth
Earthshaker (p. 36) – a caster who is in tune with
the earth, allowing him/her to detect the steps of
others, cause the ground to shake, and
eventually to cause earthquakes.
Force
Argent Savant (p. 22) – specialist in force spells.
Force Missile Mage (p. 43) – specialist in Magic
Missile.
Light
Eye of Horus-Re (p.42) – specialty priest of Deity
of the Sun.
Morninglord of Lathander (p. 62) – specialty priest
of the Deity of Light.
Radiant Servant of Pelor (p. 67) – specialty priest
of the Deity of Light & Mercy.
Tied to a Specific Spell
Detect Thoughts
Cabinet Trickster (p. 26) – a Changeling who can
read minds and even disrupt them.
Mindspy (p. 61) – able to use the spell Detect
Thoughts in innovative ways as part of combat.
Fly
Aerial Avenger (p. 19) – a combatant who either
flies naturally or magically & whose speed,
maneuvering, and combat ability keep
improving.
Magic Missile
Force Missile Mage (p. 43) – specialist in Magic
Missile.
Polymorph
Master Transmogrifist (p. 60) – specialist in
polymorphing, who masters a few forms and
gains more and more of their special abilities.
Warshaper (p. 88) – able to use the spell or ability
to Polymorph in innovative ways as part of
combat.
Telekinesis
Master of the Unseen Hand (p. 60) – able to use the
spell Telekinesis in innovative ways as part of
combat.
Teleport
Wayfarer Guide (p. 89) – teleport specialist.
Web
Yathchol Webrider (p. 91) – a creature who can
magically or naturally create webs and who
gains the ability to teleport from one web to
another, blast people with web, etc.
Tied to an Energy Type
Any
Elemental Savant (p.38) – a caster who wishes to
become more in tune with one of the four
elements, eventually becoming an ‘Elemental’.
Cold
Icesinger (p. 50) – a bard who has suffered enough
anguish that he/she becomes attuned to sorrow
and cold.
Electricity
Enlightened Fist (p. 39) – a hybrid monk / arcane
caster who can channel his/her stunning fist
ability into making his/her hands be covered
with flame or electricity.
Shinning Blade of Heironeous (p. 74) – specialty
priest/templar of the Deity of Righteous
Warfare.
Fire
Enlightened Fist (p. 39) – a hybrid monk / arcane
caster who can channel his/her stunning fist
ability into making his/her hands be covered
with flame or electricity.
Firestorm Berserker (p. 42) – a barbarian who
literally is on fire inside, allowing him/her to
breath out fire & to rage longer at the cost of
Constitution.
Justice Hammer of Moradin (p. 54) – specialty
priest of the Deity of Dwarves and the Forge.
Sonic
Thrall of Dagon (p.83) – follower of the Demon
Prince of the Sea.
Other Magical Specialties
Runes
Geometer (p. 44) – wizard who specializes in
runes, who can cast, locate, and bypass Glyph of
Warding.
Runecaster (p. 70) – a divine caster specialized in
creating runes.
Runesmith (p. 70) – a dwarven arcane caster who
can wear armor because his/her spells are cast
through runes instead of hand motions.
Metamagics
Incantatrix (p.51) – arcane caster specialized in
applying metamagics & spells in unusual ways,
such as using his/her metamagic on someone
else’s spell, taking over Concentration for
someone else’s spell, etc.
Extra Specialized
Red Wizard (p. 68) – highly specialized arcane
caster from the country of Thay.
Specialized in Creating Items
Alchemist Savant (p. 19) – member of House
Cannith who can create potions & alchemical
substances faster and more powerful.
Battlesmith (p. 23) – a dwarf smith who can
created magic weapons & armor without being a
spellcaster.
Effigy Master (p. 37) – a caster trained to create
Constructs that look & act like Animals.
Maester (p. 56) – efficient creator of magic items.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 16
Terrain Specialists
Forrest
Branch Dancer (p. 26) – good at fighting on or
around trees.
Mountain
Earth Dreamer (p. 36) – a caster who is in-tune
with the stone near him/her, in time being able
to see & glide through stone.
Highland Stalker (p. 48) – specially trained to
move and track through tough terrain.
Non-Urban
Reachrunner (p. 68) – a Shifter focuses on moving
fast and efficiently through outdoor terrain.
Sky
Sharn Skymage (p. 74) – a specialist in flying and
flight spells.
Skylord (p. 74) – a rider of celestial flying
creatures.
Thrall of Pazuzu (p. 85) – follower of the Demon
Prince of the Lower Aerial Kingdoms.
Underground
Cavelord (p. 27) – specialized in living and hunting
underground, who eventually strengthened and
protected by the earth itself.
Deep Diviner (p. 32) – expert with stone, earth
nodes, etc.
Deepwarden (p. 32) – a dwarf who travels the
deepest tunnel, looking for invaders, and
reporting back to the clan.
Dungeon Delver (p. 36) – specialist in underground
tunnels & traps.
Mole (p. 63) – able to dig, meld into, shape, etc.,
with dirt & eventually stone.
Stonedeath Assassin (p. 78) – a goblinoid assassin
who has abilities to meld, hide, and destroy
stone.

Geomancer (p. 44) – a hybrid arcane & divine
spellcaster who gets the best of both worlds, but
becomes more animal-like in the process.
Horizon Walker (p. 49) – masters living & fighting
in different types of terrain, including those on
other planes of existence.
Tied to Eberron
Dragonmark Related
Alchemist Savant (p. 19) – member of House
Cannith who can create potions & alchemical
substances faster and more powerful.
Cannith Wand Adept (p. 27) – specialist in using
wands, from House Cannith of Eberron.
Dragonmark Heir (p. 35) – member of an Eberron
Dragonmark house who focuses on improving
his/her standing and abilities.
Heir of Siberys (p. 47) – member of an Eberron
Dragonmark house who focuses on improving
his/her standing and abilities.
Eberron Religion Related
Eldeen Ranger (p.37) – ranger who follows the
druidic teachings in Eberron.
Exorcist of the Silver Flame (p. 40) – specialty
priest of the Silver Flame, with the ability to
drive off Evil Outsiders and make a person’s
weapon more effective against Outsiders.
Eberron Region Related
Citadel Elite (p. 30) – specially trained
investigators of the Breland Crown.
Sharn Skymage (p. 74) – a specialist in flying and
flight spells.
Tied to a Game-World
Forgotten Realms
Deep Diviner (p. 32) – expert with stone, earth
nodes, etc.
Harper Agent (p.46) – a ‘field operative’ for The
Harpers.
Harper Paragon (p.46) – a member of The Harpers
dedicated to opposing evil.
Hathran (p.46) – an Arcane & Divine caster who is
part of the leadership of the Forgotten Realms
country of Rashemi.
Red Wizard (p. 68) – highly specialized arcane
caster from the country of Thay.
Shaaryan Hunter (p. 71) – expert at tracking and
hunting while on horseback, from the Forgotten
Realms region ‘The Shaar’.
Shadow Adept (p. 72) – one who learns how to cast
magic with the Shadow Weave.
Spellguard of Silverymoon (p. 76) – part of the
corps of Arcane casters who guard the Forgotten
Realms city of Silverymoon and the Silver
Marches region around it.
Thayan Knight (p. 82) – a soldier trained to protect
Red Wizards.
Grayhawk
Knight of Holy Shielding (p. 55) – follower of
Heironeous that guard the Grayhawk region
called the Shield Lands.
Planescape
Incantifier (p. 51) – arcane caster that goes through
a ritual to make his/her body powered by magic
(i.e., in place of food, sleep, healing, etc.).
Member of the Incanterium Faction of Sigil.
Son of Mercy (p. 75) – member of Mercykillers
Faction of Sigil, who act as bodyguards, bounty
hunters, etc.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 17
Misc
Classes with Blessings, Secrets, etc.
Anointed Knight (p. 20) – a virtuous warrior that
uses purification ceremonies to augment
himself/herself and a relic weapon.
Archmage (p. 22) – arcane caster who is so
advanced, he/she can trade knowledge of spells
for special spell abilities.
Exotic Weapon Master (p. 41) – learn special tricks
with your exotic weapon.
Hierophant (p. 48) – a master of divine magics who
can gain mystic abilities not available to others.
Horizon Walker (p. 49) – masters living & fighting
in different types of terrain, including those on
other planes of existence.
Loremaster (p. 56) – caster who specializes in
finding forgotten lore.
Master Thrower (p. 59) – a specialist with thrown
weapons.
Nature’s Warrior (p. 63) – druids gains special
abilities to combine with their Wild Shapes.
Shaper of Form (p. 73) – one who is inspired by
the “spirits of form”, who teach how to
permanently change objects and the caster
himself.
Stonelord (p. 78) – dwarf with spell-like abilities
effecting & using stone.
Tattooed Monk (p. 81) – the tattoos added to the
body grant magic abilities.
Wormhunter (p. 91) – veteran of battling the
undead and mortals that follow Kyuss, who has
been toughened by surviving numerous attacks
by the Worms of Kyuss and has even gained
lore through this connection to the other world.
Female Specific
Beloved of Valarian (p. 23) – female templars of
the Deity of Unicorns, who ride Unicorns &
defend the forests from evil magical beasts.
Maiden of Pain (p. 57) – specialty priestess of the
Deity of Pain.
Swanmay (p. 79) –a pure female who can become
a swan, has a magical connection to other
creatures, and eventually becomes a ‘Fey’.
Gain Death Attack
Assassin (p. 23) – a precise killer with spells at
his/her disposal.
Black Flame Zealot (p.24)– follower of the Deity
of Fire, who improves at sneak attacks, gains a
death attack, and eventually can immolate
his/her opponents
Darkwood Stalker (p.32) – elf / half-elf practiced in
hunting & killing orcs, who gains Sneak Attacks
& eventually Death Attacks.
Imaskari Vengeance Taker (p. 50) – arcane-based
hunter, who follow orders from their leaders,
gain magic abilities to locate their target, and are
good at killing them.
Replacement Killer (p. 69) – an assassin who
specializes in disguising himself/herself as
others to get close to the target.
Hybrid Prestige Classes
Arcane Hierophant (p. 21) – hybrid arcane caster /
druid.
Arcane Trickster (p. 22) – thief with special arcane
training.
Battle Howler of Gruumsh (p. 24) – a bard who
follows the Deity of the Orcs and gains the
ability to Rage like a Barbarian.
Bladesinger (p. 25) – elven fighter / wizard.
Champion of Gwynharwyf (p. 29) – follower of the
Deity of Good Barbarians, who is effectively a
Barbarian / Paladin hybrid.
Daggerspell Mage (p.31) – a multiclassed arcane
caster / rogue who can cast spells through
daggers.
Daggerspell Shaper (p.31) – a multiclassed druid /
rogue who can cast spells through daggers.
Eldritch Knight (p.38) – a combination arcane spell
caster & fighter.
Enlightened Fist (p. 39) – a hybrid monk / arcane
caster who can channel his/her stunning fist
ability into making his/her hands be covered
with flame or electricity.
Fochlucan Lyrist (p. 43) – a bard / druid / rogue,
who acts as a spy, poet, & woodland champion.
Geomancer (p. 44) – a hybrid arcane & divine
spellcaster who gets the best of both worlds, but
becomes more animal-like in the process.
Master of the East Wind (p. 59) – hybrid monk /
arcane casters that protect from outer plane
attacks.
Master of the North Wind (p. 60) – hybrid druid /
monks that patrol large areas and keep the peace
through personal prowess.
Master of the South Wind (p. 60) – hybrid rogue /
monks that try to bring peace through
subterfuge, social engineering, and occasional
targeted strikes.
Master of the West Wind (p. 60) – hybrid cleric /
monks that uphold the principles of the Order of
the Four Winds.
Mystic Theurge (p. 63) – a combined arcane &
divine spellcaster.
Shadowbane Inquisitor (p. 72) – a paladin / rogue
who is focused on defeating evil and darkness.
Shadowbane Stalker (p. 73) – a rogue / divine
caster who is focused on defeating evil.
Spellsword (p. Error! Bookmark not defined.) –
arcane fighter that can cast spells more easily
while in armor.
Suel Arcanamach (p. 79) – spellcaster trained to
fight other spellcasters.
Resistant to Divination and/or Gather Information
Charlatan (p. 29) – someone who simulates being a
spell caster (arcane or divine) through trickery.
Monk of the Long Death (p. 62) – one who studies
death, poison, fear, and similar topics.
Spymaster (p. 77) – practiced at pretending to be
other people for long periods of time without
detection.
Stoneface (p. 78) – a trained liar, who gains
defenses against magical truth detection.
Zhentarim Spy (p. 92) – a spy who can go
undercover and be totally convincing in the new
role.
Can Simulate Other Classes
Chameleon (p. 28) – a human or doppelganger who
is able to simulate being almost any class,
including the ability to cast spells.
Charlatan (p. 29) – someone who simulates being a
spell caster (arcane or divine) through trickery.
Magic Filcher (p. 57) – an arcane caster who gains
arcane spells & can emulate an arcane caster.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 18
Teams
Daggerspell Mage (p.31) – a multiclassed arcane
caster / rogue who can cast spells through
daggers.
Daggerspell Shaper (p.31) – a multiclassed druid /
rogue who can cast spells through daggers.
Harper Agent (p.46) – a ‘field operative’ for The
Harpers.
Harper Paragon (p.46) – a member of The Harpers
dedicated to opposing evil.
Nightsong Enforcer (p. 64) – thief trained to work
in a team.
Nightsong Infiltrator (p. 64) – thief trained to break
in anywhere.
Red Wizard (p. 68) – highly specialized arcane
caster from the country of Thay.
Thayan Knight (p. 82) – a soldier trained to protect
Red Wizards.
Shadowbane Inquisitor (p. 72) – a paladin / rogue
who is focused on defeating evil and darkness.
Shadowbane Stalker (p. 73) – a rogue / divine
caster who is focused on defeating evil.
Gains Extra Action Points
Dragonmark Heir (p. 35) – member of an Eberron
Dragonmark house who focuses on improving
his/her standing and abilities.
Extreme Explorer (p. 41) – one who gets past
problems with speed, wit, and lots of Action
Points n.
Heir of Siberys (p. 47) – member of an Eberron
Dragonmark house who focuses on improving
his/her standing and abilities.
Focused on Skills
Exemplar (p. 40) – master of one or more skills.
High Handcrafter (p. 48) – master crafter with a
connection to the Plane of Earth, who gains
bonuses on skills & saves.
Jester (p. 53) – a performer who uses humor,
taunts, ridicule, etc., to influence and trick
people.
Mindbender (p. 61) – specialized in arcane &
mundane influencing of people.
Thief-Acrobat (p. 83) – thief specially trained in
tightropes, acrobatics, etc.
Urban Soul (p. 86) – a human who has perfectly
adapted to city life, and is able to melt into
buildings, hear the city ‘speak’, etc..
Vigilante (p. 87) – solves crime with knowledge of
his/her “home turf” and some handy spells.
Arcane Spell Failure due to Armor is Lessened
Arcane Hierophant (p. 21) – hybrid arcane caster /
druid.
Geomancer (p. 44) – a hybrid arcane & divine
spellcaster who gets the best of both worlds, but
becomes more animal-like in the process.
Rage Mage (p. 67) – magical berserker.
Spellsword (p. Error! Bookmark not defined.) –
arcane fighter that can cast spells more easily
while in armor.
Suel Arcanamach (p. 79) – spellcaster trained to
fight other spellcasters.
Adopted by a Race
Ruathar (p. 69) – someone who learns to ‘be an
Elf’, usually by helping them.
Stoneblessed – Dwarf-Bonded (p. 77) – someone
who learns to ‘be a Dwarf’, usually by living
with them.
Stoneblessed – Gnome-Bonded (p. 77) – someone
who learns to ‘be a Gnome’, usually by living
with them.
Stoneblessed – Goliath-Bonded (p. 78) – someone
who learns to ‘be a Goliath, usually by living
with them.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 19
All Prestige Classes
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Acolyte of the
Skin
(bond a skin of
a fiend to your
own, becoming
more and
more fiendish,
eventually
becoming an
‘Outsider’)
(CArc p19)
Alignment: LN, N, CN, LE,
NE, CE.
Know (the planes): 6 ranks.
Caster level 5th with spells or
spell-like abilities.
Must have made peaceful
contact with an Evil Outsider
Must go through the Ritual of
Bonding.
Min Lvl: Brd5, Clr5, Wiz5,
Drd9, Sor9, Rgr10.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know (arcana),
Know (the planes),
Spellcraft.
Wis: Profession.
Cha: Intimidate
1st: Wear Fiend – gain the following bonuses:
+1 Natural Armor;
+2 Inherent bonus to Dexterity; &
Darkvision 60’.
Poison at 8th level, once per day.
2nd: +1 Caster Level.
Fire Resistance 10.
Aerial Avenger
(a combatant
who either
flies naturally
or magically &
whose speed,
maneuvering,
and combat
ability keep
improving)
(DR319 p76)
Base Reflex Save: +3.
Tumble: 5 ranks.
Feats: Dodge, Mobility.
Have a Fly speed –or– be able
to cast Fly at least 2/day.
Min Lvl: (assuming natural
flying ability) Brd3, Mnk3,
Rog3, Bbn9, Clr9, Drd9,
Ftr9, Pal9, Rgr9, Sor9,
Wiz9.
HD: d8
Skill Points: 6
Attack: Wizard
Good Save: Ref
Weap: Simple,
Martial
Armor: —
Class Lvls: 10
Str: Jump, Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble.
Con: Concentrate.
Int: Craft.
Wis: Listen,
Profession, Survival.
Cha: Perform.
1st: Gain Feat: Flyby Attack.
2nd: Momentum +1 – receive a +1 Competence bonus on
attack rolls when in the air.
Power Dive – when you make a flying charge attack
(i.e., a dive), you do +1d6 damage.
Alchemist
Savant
(member of
House Cannith
who can create
potions &
alchemical
substances
faster and
more
powerful)
(MoE p54)
Craft (alchemy): 8 ranks.
Feats: Brew Potion,
Least Dragonmark (Mark of
Making) –or– Favored in
House (Cannith).
Able to cast a 3rd level or
higher Arcane spells or
Infusions.
Min Lvl: Artificer 5, Wiz5,
Sor6, Brd7.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Appraise, Craft,
Decipher Script,
Know(arcana),
Spellcraft.
Wis: Heal,
Profession.
1st: +1 Caster Level.
Poison Use – never accidentally poison yourself.
Efficient Alchemy – when making Craft(alchemy)
checks, you create (check * DC) sp per day (instead
of per week) and (check * DC) cp per hour (instead
of per day).
2nd: +1 Caster Level.
Brew Spellvial – you may create throwable potions (at
+50% of the normal Potion cost). The spell must be
able to target a single creature, such as Hold Person,
Invisibility, Slow (but not Fireball) and can be up to
3rd level. A Spellvial has a thrown range increment
of 10’, do not have a splash effect, and has no effect
if swallowed.
Alienist
(mage who
studies &
summons
creatures
beyond normal
understanding,
eventually
becoming an
‘Outsider’)
(CArc p21)
Alignment: NG, CG, N, CN,
NE, CE.
Know (the planes): 8 ranks.
Feats: Augment Summoning.
Able to cast a Summoning
spell of 3rd level or higher.
Must have made peaceful
contact with an Alienist or
a Pseudonatural Creature.
Min Lvl: Clr5, Wiz5, Brd7,
Drd13, Rgr13, Sor13.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Know (any),
Spellcraft.
Wis: Listen,
Profession, Spot.
Cha: Gather Info.
1st: +1 Caster Level.
Class levels stack for purposes of determining the
abilities of your Familiar.
When using Summon Monster to summon a Fiendish or
Celestial creature, instead summon a creature with the
Pseduonatural Template.
2nd: +1 Caster Level.
Alien Blessing:
+1 Insight bonus on all Saves
–2 on Wisdom.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 20
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Anointed
Knight
(a virtuous
warrior that
uses
purification
ceremonies to
augment
himself/herself
and a relic
weapon)
(BoED p49)
Alignment: LG, NG, CG.
Base Attack Bonus: +5.
Craft (alchemy): 5 ranks.
Know (arcana): 3 ranks.
Spellcraft: 3 ranks.
Feats: Ancestral Relic.
Min Lvl: Pal5, Rgr5, Brd7,
Clr7, Drd7, Sor10, Wiz10.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save:
Fort, Will
Weap: Simple,
Martial
Armor: Light,
Medium,
Heavy,
Shields
Class Lvls: 10
Str: Climb, Jump.
Dex: Ride.
Con: Concentrate.
Int: Craft(alchemy),
Know(arcana),
Know(religion),
Know(the planes),
Spellcraft.
Wis: Heal.
1st: Anoint Self – Through a special ceremony, gain a single
ability, which can be chosen from the following list if
your Class Level + Charisma modifier is less than or
equal to the ‘rank’
Rank Secret
up to 2 Feat: Alertness.
3-4 Feat: Combat Reflexes.
5-6 Damage Reduction 3 / —
7-8 +1 bonus to Intelligence, Wisdom, or
Charisma.
9 +3 bonus to attack when charging, 3/day.
10 +2d6 damage, 3/day.
11+ Make an extra attack at full attack bonus
during a Full Round Attack, 3/day
2nd: Anoint Ancestral Weapon – Through a special
ceremony, your Ancestral Weapon gains a new
ability, which can be chosen from the following list if
your Class Level + Charisma modifier is less than or
equal to the ‘rank’
Rank Secret
up to 3 Becomes Good-aligned & any Evil creature
that holds it takes 1d6 damage per round.
4-6 Weapon gains +10 Hardness.
7-8 Evil creatures hit with the weapon are
afflicted with Unicorn Blood(BoED p35)
(FortNeg DC17)
9 Weapon gains +50 hp.
10+ Weapon gains Sentience.
Apelord
(Animal Lord
specialized in
apes, baboons,
dire apes, &
monkeys)
(CAdv p22)
Alignment: NG, LN, N, CN,
NE.
Base Attack Bonus: +5
Handle Animal: 4 ranks.
Know(nature): 2 ranks.
Climb: 4 ranks.
Feats: Toughness.
Min Lvl: Bbn5, Ftr5, Rgr5,
Brd7, Clr7, Drd7, Mnk7,
Rog7, Sor10, Wiz10.
HD: d10
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Escape Artist,
Hide.
Int: Know (nature).
Wis: Heal, Listen,
Spot, Survival.
Cha: Handle
Animal, Intimidate.
1st: Gain bonuses and abilities when interacting with your
‘Bonded Animals’, which are Apes, Baboons, Dire
Apes, and Monkeys.
Animal Bond – +4 bonus to Handle Animal & Wild
Empathy check with your Bonded Animals.
If you have an Animal Companion from a prior class
which is a Bonded Animal, your Class levels stack
when determining your Animal Companions abilities.
Wild Empathy – stacks with Wild Empathy from other
classes.
Detect Animals and Plants (Bonded Animals only) at
will at Class level.
2nd: Gain Low-Light Vision.
First Totem – +4 bonus on Climb checks.
Apostle of
Peace
(dedicated to
peace & able
to cool anger
with a touch)
(BoED p51)
Alignment: LG, NG, CG.
Base Will Save: +5.
Concentration: 10 ranks.
Diplomacy: 6 ranks.
Feats: Sacred Vow, Vow of
Nonviolence, Vow of
Peace, Vow of Poverty.
Min Lvl: Brd9, Clr9, Drd9,
Mnk9, Sor9, Wiz9, Bbn15,
Ftr15, Pal15, Rgr15,
Rog15.
HD: d4
Skill Points: 4
Attack: Wizard
Good Save: Fort,
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Dex: Escape Artist.
Con: Concentrate.
Int: Craft,
Know(any), Search,
Spellcraft.
Wis: Heal, Listen,
Profession, Sense
Motive, Spot.
Cha: Bluff,
Diplomacy, Gather
Info., Handle
Animal, Perform.
Speak Language.
1st: May not wear armor without loosing spellcasting ability
for 24 hours.
Casts Wisdom-based Prepared Divine spells from the
Apostle of Peace Spell List (see page 95). Effective
caster level is Class level + ½ other Caster levels.
Able to Turn / Destroy Undead as a Cleric of the same
level. Add Class level to Cleric / Paladin levels when
Turning Undead.
2nd: Pacifying Touch – Calm Emotion, by touch (no save, no
SR). This effect only suppresses negative emotions,
not positive ones. If the touched creature is having
violent emotions due to a spell, make a Caster check
to dispel the effect.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 21
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Anarchnomancer
(arcane caster
who specializes
in spiders and
spider-like
creatures)
(Und p28)
Alignment: LE, NE, CE.
Base Fortitude Save: +4.
Climb: 3 ranks.
Know (nature): 4 ranks.
Able to cast Spider Climb,
Summon Swarm, and Web
as Arcane spells.
Must undergo a scarification
ritual.
Min Lvl: Wiz3 / Ftr2, Sor12,
Wiz12
HD: d6
Skill Points: 4
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Dex: Hide, Move
Silently.
Int: Craft,
Know(arcana),
Know(nature),
Know(local (Underdark)),
Spellcraft.
Wis: Spot.
1st: +1 Caster level.
+(Class level) bonus on saves vs. Poison.
Able to communicate with Spiderkind creatures at will.
This includes Arenea, Driders, Ettercaps, Monstrous
Spiders, Spider Swarms, Chitine, Bebilith Demons,
Retriever Demons, Neogi, etc. Full list at (Und p30).
Add the spells on the Arachnomancer Supplemental
Spell List (see page 98) to your list of possible spells,
though each must still be learned / added to your
spellbook normally.
2nd: Spiderform – Polymorph, 3/day into a Monstrous Spider
of Small, Medium, or Large size. Lasts up to 10
minutes per Class level.
Arcane Archer
(spell-casters
who can attach
spells to
arrows)
(DMG p176)
Race: Elf or Half-Elf.
Base Attack Bonus: +6.
Feats: Point Blank Shot,
Precise Shot, Weapon Focus
(any straight bow).
Able to cast 1st lvl Arcane
spells.
Min Lvl: Brd8, Sor12, Wiz12
HD: d8
Skill Points: 4
Attack: Fighter
Good Save:
Fort, Ref
Weap: Simple,
Martial
Armor: Light,
Medium,
Shields
Class Lvls: 10
Epic Lvls: 10
(ELH p17)
Dex: Hide, Move
Silently, Ride, Use
Rope.
Int: Craft.
Wis: Listen, Spot,
Survival.
1st: Every non-magic arrow you fire gains a +1 Enhancement
bonus for this attack.
2nd: As a Standard Action, you can place an ‘area’ spell on
your arrow and fire it. The spell goes off with its
center wherever the arrow hits.
Arcane Devotee
(dedicated
arcane
follower of a
deity)
(PGF p48)
(PGFe)+
Know (religion): 5 ranks.
Spellcraft: 8 ranks.
Feats: Enlarge Spell.
Able to cast 4th level Arcane
spells.
Must have a patron deity.
Min Lvl: Wiz7, Sor8, Brd10.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Craft, Decipher
Script, Know(any),
Spellcraft.
Wis: Profession.
1st: +1 Arcane Caster level.
Reach of the Holy – You may apply the effect of the
Feat: Enlarge Spell to any spell in an Impromptu
manner without it taking a Full Round Action or the
level of the spell increasing. Usable 1 + Charisma
modifier times per day.
2nd: +1 Arcane Caster Level.
+1 save vs. Divine spells, and all spell-like / supernatural
abilities of Outsiders.
Arcane
Hierophant
(hybrid arcane
caster / druid)
(RotW p108)
Alignment: NG, CG, N, CN,
NE, CE.
Base Attack Bonus: +4.
Know (arcana): 8 ranks.
Know (nature): 8 ranks.
Able to cast 2nd level Divine
spells and 2nd level Arcane
spells.
Class Feature: Trackless Step
Min Lvl: Drd4 / Wiz3,
Drd3 / Sor4, Drd3 / Brd4.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Str: Swim.
Dex: Ride.
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(nature),
Spellcraft.
Wis: Listen,
Profession, Spot,
Survival.
Cha: Diplomacy,
Handle Animal.
1st: +1 Arcane Caster level –and– +1 Divine Caster level.
If you wear armor that is not on the Druid armor list, you
loose your Divine spellcasting and class spell-like &
supernatural abilities.
Ignore Arcane Spell Failure when wearing armor on the
Druid armor list.
If you already have the Wild Shape class ability, your
Class levels stack when determining your uses per
day and the types of creatures you may become.
Companion Familiar – you must dismiss your Familiar
(if any) with no loss of XP. Your Class level stacks
when determining your Animal Companion’s
abilities. In addition, your Animal Companion gains
the Intelligence and special abilities of a Familiar of
(Class level + Arcane class level). Its HD, hit-points,
saves, attack bonuses, feats, skills remain normal for
an Animal Companion, though it is treated as a
Magical Beast. If killed or dismissed, it can be
replaced in 24 hours and there is no loss of XP.
2nd: +1 Arcane Caster level –and– +1 Divine Caster level.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 22
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Arcane
Trickster
(thief with
special arcane
training)
(DMG p177)
Alignment: NG, CG, N, CN,
NE, CE.
Decipher Script: 7 ranks.
Disable Device: 7 ranks.
Escape Artist: 7 ranks.
Know (arcana): 4 ranks.
Able to cast Mage Hand.
Able to cast an Arcane spell
of 3rd level or higher.
Sneak Attack of 2d6 or better.
Min Lvl: Rog3 / Wiz5.
HD: d4
Skill Points: 4
Attack: Wizard
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(3.5up p12)
Str: Climb, Jump,
Swim.
Dex: Balance, Escape
Artist, Hide, Move
Silently, Open
Locks, Sleight of
Hand, Tumble,
Hide, Use Rope.
Int: Appraise, Craft,
Decipher Script,
Disable Device,
Know (any), Search,
Spellcraft.
Wis: Listen,
Profession, Sense
Motive, Spot.
Con: Concentrate.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info.
Speak Language.
1st: +1 Caster Level.
You may attempt the following skills at 30’ once per
day: Disable Device, Open Lock, or Sleight of Hand.
The DC is 5 higher than normal & you cannot “Take
10”. Usable 1/day.
2nd: +1 Caster Level.
+1d6 Sneak Attack.
Archmage
(arcane caster
who is so
advanced,
he/she can
trade
knowledge of
spells for
special spell
abilities)
(DMG p178)
Know (arcana): 15 ranks.
Spellcraft: 15 ranks.
Feats: Skill Focus
(Spellcraft), Spell Focus in
two schools of magic.
Able to cast 7th level Arcane
spells.
Able to cast 5th+ level spells
from at least 5 schools.
Min Lvl: Wiz13, Sor14.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Int: Craft(alchemy),
Know (any), Search,
Spellcraft.
Wis: Profession.
Con: Concentrate.
1st: +1 Arcane Caster Level.
High Arcana – Permanently give up a spell slot (i.e., a
spell per day at a specified level) in exchange for a
special power.
Lv. High Arcana
* Spell-Like Ability – Cast a spell as a ‘spell-like
ability’ by sacrificing a slot of the matching level.
The slot level can be raised to add metamagics &
set how many uses per day:
+0 levels – 2 times per day.
+3 levels – 4 times per day.
+6 levels – 6 times per day.
5th Spell Power +1 – +1 to DC & to overcoming SR.
Stacks with Spell Power +2 & Spell Power +3.
6th Mastery of Shaping – You can leave a 5’ or larger
hole in any spell that effects a burst, cone, cylinder,
emanation, or spread. All these spells can now be
shaped in units of 5’ (instead of 10’).
7th Arcane Reach – Touch spells can be used at 30’.
This High Arcana may be taken a second time to
increase the distance to 60’.
7th Mastery of Counterspelling – If a spell is
counterspelled, it is reflected back on its caster as if
Spell Turning was active.
7th Spell Power +2 – +2 to DC & to overcoming SR.
Stacks with Spell Power +1 & Spell Power +3.
8th Mastery of Elements – You can change a spells
descriptor from acid, cold, fire, electricity, or sonic
to any of the others at time of casting.
9th Arcane Fire – Trade in a spell for a bolt of arcane
fire that does 1d6 per spell level cashed in + Class
Level.
9th Spell Power +3 – +3 to DC & to overcoming SR.
Stacks with Spell Power +1 & Spell Power +2.
2nd: +1 Arcane Caster Level.
Gain another High Arcana.
Argent Savant
(specialist in
force spells)
(CArc p24)
Know (arcana): 6 ranks.
Spellcraft: 12 ranks.
Able to cast at least five
spells with the [force]
descriptor, including at
least one of 5th level.
Min Lvl: Wiz9, Sor10.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Craft,
Know(any),
Spellcraft.
Wis: Profession.
1st: Force Specialization – when using a [force] spell to
attack, receive a +2 Competence bonus on attack rolls
and add +1 hp of damage to each die (+1 hp if the
spell doesn’t express damage in “dice”).
2nd: +1 Arcane Caster level.
Force Armor – if you cast a [force] spell that grants an
Armor or Shield bonus to AC, the bonus is increased
by +2.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 23
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Assassin
(a precise
killer with
spells at
his/her
disposal)
(DMG p178)
Alignment: LE, NE, CE.
Disguise: 4 ranks.
Hide: 8 ranks.
Move Silently: 8 ranks.
Kill someone as part of the
initiation.
Min Lvl: Brd5, Mnk5, Rgr5,
Rog5, Bbn13, Clr13, Drd13,
Ftr13, Sor13, Wiz13.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save: Ref
Weap: Dagger,
Crossbow, Dart,
Rapier, Sap,
Shortbow, Short
Sword, & Ghost
Spike(DR348 p86)
Armor: Light
Class Lvls: 10
Epic Lvls: 10
(ELH p18)
(3.5up p12)+
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Open Locks, Sleight
of Hand, Tumble,
Use Rope.
Int: Craft, Decipher
Script, Disable
Device, Forgery,
Search.
Wis: Listen, Sense
Motives, Spot.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info., Intimidate,
Use Magic Device.
1st: Sneak attack +1d6.
After 3 rounds of study, if you can make a successful
melee sneak attack within the next 3 rounds, the target
must make a Fortitude save vs. DC 10 + Class Level
+ your Intelligence modifier or die / be paralyzed
(your choice). Paralyzation lasts (Class level + 1d6)
rounds.
You are trained to never accidentally poison yourself
when applying it to a blade
Gain Intelligence-based Prepared Arcane spells from the
Assassin Spell List (see page 98).
2nd: +1 save vs. poison.
Uncanny Dodge - Retains Dexterity modifier to AC even
if caught flat-footed or attacked by someone invisible.
Battlesmith
(a dwarf smith
who can
created magic
weapons &
armor without
being a
spellcaster)
(RoS p97)
Race: Dwarf.
Base Attack Bonus: +5.
Craft (armorsmithing –or–
weaponsmithing): 10 ranks.
Feats: Endurance,
Armor Proficiency (heavy),
Weapon Focus (warhammer)
Must have created a Dwarvencraft
weapon and used it in
combat.
Min Lvl: Bbn7, Clr7, Ftrt7,
Pal7, Brd9, Rgr9, Rog9,
Mnk12, Sor12, Wiz12.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Appraise, Craft,
Know(religion).
Cha: Intimidate.
1st: One with the Hammer – when wielding a Warhammer
that you crafted yourself, add your Wisdom modifier
as a bonus to that weapon’s damage.
Gain Feat: Craft Magic Arms and Armor.
Secrets of the Forge – for purposes of minimum level for
creating Magic Arms and Armor, add (3 x Class
level) to any spellcasting levels you have.
2nd: Flesh of My Flesh +1 – when wearing Heavy Armor that
you crafted yourself, you receive a +1 Sacred bonus
to AC.
Bearlord
(Animal Lord
specialized in
bears)
(CAdv p22)
Alignment: NG, LN, N, CN,
NE.
Base Attack Bonus: +5
Handle Animal: 4 ranks.
Know(nature): 2 ranks.
Intimidate: 4 ranks.
Feats: Endurance.
Min Lvl: Bbn5, Ftr5, Rgr5,
Brd7, Clr7, Drd7, Mnk7,
Rog7, Sor10, Wiz10.
HD: d10
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Escape Artist,
Hide.
Int: Know (nature).
Wis: Heal, Listen,
Spot, Survival.
Cha: Handle
Animal, Intimidate.
1st: Gain bonuses and abilities when interacting with your
‘Bonded Animals’, which are Black Bears, Brown
Bears, Dire Bears, and Polar Bears.
Animal Bond – +4 bonus to Handle Animal & Wild
Empathy check with your Bonded Animals.
If you have an Animal Companion from a prior class
which is a Bonded Animal, your Class levels stack
when determining your Animal Companions abilities.
Wild Empathy – stacks with Wild Empathy from other
classes.
Detect Animals and Plants (Bonded Animals only) at
will at Class level.
2nd: Gain Low-Light Vision.
First Totem – +4 bonus on Intimidate checks.
Beloved of
Valarian
(female
templars of the
Deity of
Unicorns, who
ride Unicorns
& defend the
forests from
evil magical
beasts)
(BoED p53)
Gender: Female
Alignment: LG, NG, CG.
Base Attack Bonus: +7.
Know (nature): 5 ranks.
Ride: 10 ranks.
Feats: Mounted Combat,
Sacred Vow, Vow of Chastity
Must meditate & fast in a
Druid’s grove until she
saves the life of an animal.
Min Lvl: Bbn7, Ftr7, Pal7,
Rgr7, Drd10, Brd17, Clr17,
Mnk17, Rog17, Sor17, Wiz17
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: Simple,
Martial
Armor: Light,
Small Shields
Class Lvls: 10
Dex: Ride.
Con: Concentrate.
Int: Know(nature).
Wis: Heal, Sense
Motive, Survival.
Cha: Diplomacy,
Handle Animal.
1st: Casts Wisdom-based Prepared Divine spells from the
Beloved of Valarian Spell List (see page 100).
Gains a Unicorn as a mount & companion. You may
communicate telepathically with your Unicorn as long
as it is within (100 + Class level) miles.
As long as you remain faithful to Valarian & your
Unicorn continues to serve you (i.e., you remain Good
& chaste, and do not get it killed), you age at the same
slow rate as your Unicorn (in effect, your aging stops)
2nd: Ethereal Jaunt at Class level, 1/day. If riding Unicorn
Mount, it is effected too.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 24
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Battle Howler
of Gruumsh
(a bard who
follows the
Deity of the
Orcs and gains
the ability to
Rage like a
Barbarian)
(DR311 p69)
Patron Deity: Gruumsh.
Alignment: CG, CN, CE.
Know (religion): 2 ranks.
Perform: 8 ranks.
Feats: Cleave, Power
Attack.
Min Lvl: Brd5.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: Simple,
Martial
Armor: Light,
Medium,
Heavy,
Shields
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Balance, Ride.
Con: Concentrate.
Int: Appraise, Craft,
Know(any), Search,
Spellcraft.
Wis: Listen, Sense
Motive, Spot,
Survival.
Cha: Handle
Animal, Intimidate,
Perform.
1st: +1 Bard Caster level.
Class levels stack with Bardic Music ability.
2nd: +1 Bard Caster level.
+1 Rage per day.
Bear Warrior
(in the heat of
battle, you can
become a
bear)
(CWar p16)
Base Attack Bonus: +7.
Feats: Power Attack.
Able to Rage or Frenzy.
Min Lvl: Bbn7.
HD: d12
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Ride.
Wis: Listen,
Survival.
Cha: Handle
Animal, Intimidate
1st: While in Rage or Frenzy, you may polymorph yourself
into a Black Bear. Instead of the normal ability
bonuses you gain from Rage / Frenzy, you instead
gain +8 Strength, +2 Dexterity, & +4 Constitution,
plus other features of being a Black Bear. Usable
once per day.
2nd: —.
Beastmaster
(animal
specialist who
gains an extra
animal
companion
every few
levels)
(CAdv p26)
Handle Animal: 8 ranks.
Survival: 8 ranks.
Feat: Skill Focus (Handle
Animal).
Min Lvl: Bbn5, Drd5, Rgr5,
Brd13, Clr13, Ftr13, Mnk13,
Pal13, Rog13, Sor13,
Wiz13.
HD: d10
Skill Points: 4
Attack: Fighter
Good Save:
Ref, Fort
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Hide, Ride.
Int: Know(nature).
Wis: Heal, Listen,
Survival.
Cha: Handle Animal
1st: Gain an Animal Companion with the same bonus
abilities as a Druid of level (Class level + 3). If you
already have an Animal Companion, add (Class level
+ 3) to your current effective Druid level to determine
its special abilities.
Gain Wild Empathy class ability. This stacks with any
previous levels of Wild Empathy you might have.
2nd: Gain Feat: Alertness.
Birdlord
(Animal Lord
specialized in
birds)
(CAdv p22)
Alignment: NG, LN, N, CN,
NE.
Base Attack Bonus: +5
Handle Animal: 4 ranks.
Know(nature): 2 ranks.
Spot: 4 ranks.
Feats: Improved Flight.
Min Lvl: Bbn5, Ftr5, Rgr5,
Brd7, Clr7, Drd7, Mnk7,
Rog7, Sor10, Wiz10.
HD: d10
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Escape Artist,
Hide.
Int: Know (nature).
Wis: Heal, Listen,
Spot, Survival.
Cha: Handle
Animal, Intimidate.
1st: Gain bonuses and abilities when interacting with your
‘Bonded Animals’, which are all types of birds,
including Eagles, Giant Eagles, Giant Owls, Hawks,
Owls, and Ravens. Your class abilities that normally
only effect animals (such as Detect Animals and
Plants) effect Giant Eagles & Giant Owls too.
Animal Bond – +4 bonus to Handle Animal & Wild
Empathy check with your Bonded Animals.
Wild Empathy – stacks with Wild Empathy from other
classes.
Detect Animals and Plants (Bonded Animals only) at
will at Class level.
2nd: Gain Low-Light Vision.
First Totem – +4 bonus on Spot checks.
Black Flame
Zealot
(follower of
the Deity of
Fire, who
improves at
sneak attacks,
gains a death
attack, and
eventually can
immolate
his/her
opponents)
(CDiv p21)
Patron: Kossuth.
Alignment: LN, N, CN, LE,
NE, CE.
Hide: 8 ranks.
Know (religion): 8 ranks.
Move Silently: 8 ranks.
Feats: Exotic Weapon
Proficiency (kukri), Iron Will.
Sneak Attack of +1d6.
Able to cast 2nd level Divine
spells.
Kill an enemy of the faith as
part of the initiation.
Min Lvl: Clr3 / Rog3.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Open Lock, Sleight
of Hand, Tumble,
Use Rope.
Con: Concentrate.
Int: Craft,
Know(religion),
Search, Spellcraft.
Wis: Listen,
Profession, Spot.
1st: Immune to magic & normal fear effects.
After 3 rounds of study, if you can make a successful
melee sneak attack within the next 3 rounds, the target
must make a Fortitude save vs. DC 10 + Class Level
+ your Intelligence modifier or die.
2nd: +1 Divine Caster Level.
Trained in the use of poisons (i.e., no chance of
accidental self-poisoning).
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 25
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Blackguard
(anti-paladins
with better
PR)
(DMG p181)
Alignment: LE, NE, CE.
Base Attack Bonus: +6.
Hide: 5 ranks.
Know (religion): 2 ranks.
Feats: Power Attack, Cleave,
Improved Sunder.
Contact an Evil Outsider.
Min Lvl: Rgr6, Bbn7, Ftr7,
Brd8, Pal8, Clr8, Drd8,
Mnk8, Rog8, Sor12, Wiz12.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Epic Lvls: 10
(ELH p19)
(3.5up p12)+
Dex: Hide, Ride.
Int: Craft,
Know (religion).
Wis: Heal,
Profession.
Con: Concentrate.
Cha: Diplomacy,
Handle Animals,
Intimidate.
1st: Detect Good, at will.
Categorized as a ‘cleric’ for purposes of being noticed
by Detect Evil.
You are trained to never accidentally poison yourself
when applying it to a blade
Gain Wisdom-based Prepared Divine spells from the
Blackguard Spell List (see page 101).
2nd: Add Charisma modifier to all Saving Throws.
Smite Good – On a designated melee attack on a good
opponent, add your Charisma modifier to the attack
roll. If it hits, add your Class Level to the damage.
Usable 1/day.
Blade Bravo
(a gnome
expert in
feinting in
combat and
fighting larger
folk)
(RoS p99)
Race: Gnome.
Base Attack Bonus: +5.
Bluff: 4 ranks.
Feats: Combat Expertise,
Weapon Finesse,
Weapon Focus (rapier).
Min Lvl: Ftr5, Bbn6, Pal6,
Rgr6, Brd7, Rog7, Clr9,
Drd9, Mnk9, Sor10, Wiz10.
HD: d8
Skill Points: 2
Attack: Fighter
Good Save: Ref
Weap: —
Armor: Light
Class Lvls: 10
Str: Jump.
Dex: Balance,
Escape Artist,
Tumble.
Con: Concentrate.
Wis: Sense Motives.
Cha: Bluff,
Intimidate, Perform.
1st: Flourish – when Feinting in Combat, receive your Class
level as a bonus on the Bluff check (may not be
wearing more than Light Armor to use this ability).
Gain Feat: Goad. If you have 5+ ranks in Bluff, this
Feat’s DC is +2.
2nd: Mobile Fighting – in any round that you move at least
5’, receive a +1 Dodge bonus to AC (may not be
wearing more than Light Armor to use this ability).
Bladesinger
(elven fighter /
wizard)
(CWar p17)
Race: Elf or Half-Elf.
Base Attack Bonus: +5.
Feats: Combat Casting,
Combat Expertise, Dodge,
Weapon Focus (Longsword)
–or– Weapon Focus (Rapier).
Balance: 2 ranks.
Concentrate: 4 ranks.
Perform (dance): 2 ranks.
Perform (sing): 2 ranks.
Tumble: 2 ranks.
Must be able to cast 1st level
Arcane Spells.
Min Lvl: Brd9, Sor10, Wiz10
HD: d8
Skill Points: 2
Attack: Fighter
Good Save:
Ref, Will
Weap: —
Armor: Light
Class Lvls: 10
Str: Jump.
Dex: Balance,
Tumble.
Int: Know (arcana),
Spellcraft.
Con: Concentrate.
Cha: Perform.
1st: +1 Arcane Caster Level.
If wielding a Longsword or Rapier in the primary hand
& nothing in the off-hand, add your Class level (up to
your Intelligence modifier) to your AC as a Dodge
bonus. You can be only wearing no more than Light
Armor.
2nd: If wielding a Longsword or Rapier in one hand &
nothing in the off-hand, you may “Take 10” when
making a Concentration check to ‘cast defensively’.
Blighter
(a fallen druid
who has
regained spells
by destroying
nature)
(CDiv p23)
Alignment: LN, N, CN, LE,
NE, CE.
Base Attack Bonus: +4.
Must be an ex-Druid who
could cast 3rd level spells.
Min Lvl: Drd5.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Swim.
Con: Concentrate.
Int: Craft,
Know (nature),
Spellcraft.
Wis: Heal, Listen,
Profession(herbalist),
Survival.
Cha: Diplomacy,
Handle Animal.
1st: Deforestation – kill all non-sentient plant life in a 20’ per
Class level radius as a Full-Round Action. Dryad’s
trees, etc., must make a Fortitude save (DC is
Wisdom-based) to survive. The deforested area will
not regrow until Hallow is cast on it & the area is
reseeded. Usable 1/day.
Gain Wisdom-based Prepared Divine spells from the
Blighter Spell List (see page 102) if you have used
your ‘Deforestation’ ability within the last 24 hours.
2nd: Sustenance – You no longer need food or water.
Blightfire – Generate 5d6 Fire damage in a 10’ radius
(Ref½, DC is Wisdom-based). Usable as a Standard
Action at will.
Blood Magus
(cast arcane
magic with
your own
blood)
(CArc p26)
Alignment: NG, CG, LN, N,
CN, LE, NE, CE.
Concentration: 4 ranks.
Feat: Great Fortitude,
Toughness.
Arcane Caster level 5th.
Must have been dead for a
while.
Min Lvl: Brd5, Sor5, Wiz5.
HD: d6 d4
Skill Points: 2
Attack: Wizard
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Int: Craft, Spellcraft.
Wis: Heal.
Con: Concentrate.
Cha: Bluff.
1st: +1 Arcane Caster Level.
Blood Component – You can use your own blood in
place of material components. You take at least 1 hp
damage, but the DC of the spell goes up by 1 too.
Replacing costly components results in greater hp loss
(5 hp for 1-50 gp, etc).
Stanch – If your hit points go negative, you
automatically stabilize on the next round.
Durable Casting – When you make a Concentration
check due to having taken damage, subtract your
Class level from the damage taken for purposes of
determining the DC only.
2nd: +1 Arcane Caster Level.
Scarification – You can scribe spells into your own skin,
which fade once cast. You are limited to 6 spells.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 26
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Bloodhound
(hunts down a
designated
mark & won’t
stop until he is
done)
(CAdv p28)
Base Attack Bonus: +4.
Gather Info: 4 ranks.
Move Silently: 4 ranks.
Survival: 4 ranks.
Feats: Track, Endurance.
Min Lvl: Bbn5, Ftr5, Pal5,
Rgr5, Brd6, Clr6, Drd6,
Mnk6, Rog6, Sor8, Wiz8.
HD: d10
Skill Points: 6
Attack: Fighter
Good Save:
Fort, Ref
Weap: Simple,
Martial
Armor: Light
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Hide, Move
Silently, Open
Lock, Ride, Use
Rope.
Int: Search.
Wis: Heal,
Listen, Sense
Motive, Spot,
Survival.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info, Intimidate.
1st: Mark – By spending 10 minutes studying one or more
humanoids visually –or– an unambiguous description
of them, you may designate 1 of them per three Class
levels (round up) as your ‘Mark’. They must be
designated as a group & a new designation can be
done only once per week, but if you choose a new
Mark(s) without having ‘defeated’ all pending Marks,
you loose the Mark’s XP worth.
When tracking down a Mark, gain an Insight bonus
equal to your Class level to Gather Info, Listen,
Search, Spot, & Survival checks make to determine
the Mark’s location.
Nonlethal Force – Can use a normal melee weapon to do
subdual damage without a penalty.
2nd: Swift Tracker – Track at normal movement speed
without the normal –5 penalty.
Ready and Waiting – You may prepare for a Mark who
is currently Flat-Footed to execute an action of up to a
Full-Round Action within the next 10 minutes. If
your Mark does the expected action, you gain an
Attack of Opportunity on your Mark.
Bowman
Charger
(a mounted
archer whose
bounded
mount fight as
one)
(DR325 p80)
Base Attack Bonus: +6.
Handle Animal: 8 ranks.
Ride: 8 ranks.
Feats: Mounted Archery,
Mounted Combat, Ride-By
Attack, Weapon Focus
(composite shortbow).
Min Lvl: Ftr6, Bbn9, Brd9,
Pal9, Rgr9, Rog9, Clr12,
Mnk12, Sor12, Wiz12.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Ref
Weap: Simple,
Martial
Armor: Light,
Medium,
Bucklers
Class Lvls: 10
Dex: Ride.
Int: Craft.
Wis: Spot, Survival.
Cha: Handle
Animal, Intimidate
1st: Two as One – You and your Mount spend two weeks
together in the wilderness in order to attune. You
may only have one attuned Mount at a time, but it can
be replaced.
You receive your Class level as a bonus on Handle
Animal checks with your Mount.
Burst of Speed – Your Mount can travel up to 2x its
normal distance on a Charge action. If this ability is
used more than once per day, you must “push” your
Mount with a Handle Animal check. If successful,
you may do another Burst of Speed, but afterwards
your Mount is Fatigued (no save) and takes 2d6
damage (FortNeg DC20).
2nd: Two as One (riding mastery) – You receive your Class
level as a bonus on Ride checks with your Mount.
Branch Dancer
(good at
fighting on or
around trees)
(DR310 p70)
Alignment: LG, NG, CG,
LN, N, CN.
Balance: 5 ranks.
Climb: 5 ranks.
Know (nature): 5 ranks.
Feats: Track.
Must receive a blessing from
a Treant.
Min Lvl: Brd2, Bbn7, Clr7,
Drd7, Ftr7, Mnk7, Pal7,
Rgr7, Rog7, Sor7, Wiz7.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Ref
Weap: Simple,
all Bows
Armor: Light
Class Lvls: 5
Str: Climb, Jump.
Dex: Balance, Hide,
Move Silently.
Int: Craft,
Know(nature).
Wis: Listen, Spot,
Survival.
1st: While fighting within 5’ of a tree, you may use parts of
the tree as 1d8 bludgeoning weapons (or even double
weapon). Also, the tree provides you with Cover.
2nd: Speak with Plants (trees only), 2/day for 1 minute.
Instant Fletching – you may pull all-wooden arrows
(treated as normal arrows) from an adjacent tree as a
Free Action. For every 20 arrows created this way,
the tree looses 1 year of age.
Cabinet
Trickster
(a Changeling
who can read
minds and
even disrupt
them)
(RoE p139)
Race: Changeling.
Disguise: 9 ranks.
Feat: Persona Immersion.
Must complete a trial mission
from the Cabinet of Faces.
Min Lvl: Brd6, Rog6,
Clr(trickery)6, Bbn15,
Drd15, Ftr15, Mnk15, Pal15,
Rgr15, Sor15, Wiz15.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save: Ref,
Will
Weap: —
Armor: —
Class Lvls: 5
Int: Craft,
Know(local).
Wis: Listen,
Profession, Sense
Motive, Spot.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info., Intimidate,
Perform.
1st: Detect Thoughts at Character level. Usable 2/day. You
receive a +4 Circumstance bonus on Bluff and
Disguise check if you are reading a target’s mind.
Doppelganger Insights – +4 Racial bonus on Bluff,
Intimidate, and Sense Motive checks.
2nd: Thought Trick (daze) – You may tweak an opponent’s
mind. If you are using Detect Thoughts on a target
(whose has failed his/her Will save), then you may
use a Swift Action to Daze a creature whose Hit Dice
are no higher than your Character level for 1 round
(WillNeg, DC is Charisma-based). You may also use
this ability as a Standard Action against a target who
you are not currently using Detect Thoughts upon, but
this consumed one of your daily uses of Detect
Thoughts and has the same HD limitation as above.
Gain one of the following as a Bonus Feat – Deceitful,
Disturbing Visage, Master Linguist, Mutable Body,
Negotiator, Persuasive, Quick Change, Racial
Emulation, Recognize Imposter.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 27
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Cannith Wand
Adept
(specialist in
using wands,
from House
Cannith of
Eberron)
(Sharn p162)
Spellcraft: 6 ranks.
Use Magic Device: 8 ranks.
Feat: Craft Wand, Wand
Mastery, Favored in House
(Cannith) –or– Least
Dragonmark (Mark of
Making)
Min Lvl: Brd10, Sor10,
Wiz10, Clr13, Drd13, Pal18,
Rgr18.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 3
Con: Concentrate.
Int: Appraise, Craft,
Disable Device,
Know(arcana),
Spellcraft.
Wis: Profession.
Cha: Use Magic
Device.
1st: Identify Wand – you can identify the spell in held Wand
by spending 1 minute and making a Spellcraft check
vs. DC 30 + the Wand’s spell level (no retry).
Wand Focus – add your Class level to the DC and Caster
level of any spell from a wand. This stacks with
Wand Mastery.
Gain +1 on ranged and melee attack rolls with Wands.
2nd: Wand Quick Draw – gain Feat: Quick Draw with Wands.
Dual Wand Use – As a Full Round Action, you may use
a Wand in each hand, but each consumes 1d4 charges.
Cavelord
(specialized in
living and
hunting
underground,
who
eventually
strengthened
and protected
by the earth
itself)
(Und p30)
Handle Animal: 4 ranks.
Know (local – Underdark):
8 ranks.
Search: 2 ranks.
Spot: 2 ranks.
Survival: 4 ranks.
Min Lvl: Brd5, Rog5, Wiz5,
Bbn13, Clr13, Drd13, Ftr13,
Mnk13, Pal13, Rgr13,
Sor13.
HD: d10
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Ref
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance, Hide,
Move Silently.
Int: Craft,
Know(local –
Underdark), Search.
Wis: Listen,
Profession, Sense
Motive, Spot,
Survival.
Cha: Handle Animal.
1st: Gain Feat: Tunnelrunner.
2nd: Cave Tracker – you may Track wile moving normal
speed without taking the –5 penalty on your Survival
check as long as the trail is in a cave/tunnel.
Lesser Cavesense – gain Darkvision 120’ and a
+4 Competence bonus on Listen checks made in a
subterranean setting.
Catlord
(Animal Lord
specialized in
felines)
(CAdv p22)
Alignment: NG, LN, N, CN,
NE.
Base Attack Bonus: +5
Handle Animal: 4 ranks.
Know(nature): 2 ranks.
Move Silently: 4 ranks.
Feats: Weapon Finesse.
Min Lvl: Bbn5, Ftr5, Rgr5,
Brd7, Clr7, Drd7, Mnk7,
Rog7, Sor10, Wiz10.
HD: d10
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Escape Artist,
Hide.
Int: Know (nature).
Wis: Heal, Listen,
Spot, Survival.
Cha: Handle
Animal, Intimidate.
1st: Gain bonuses and abilities when interacting with your
‘Bonded Animals’, which are felines, including Cats,
Cheetahs, Dire Lions, Dire Tigers, Leopards, Lions,
& Tigers.
Animal Bond – +4 bonus to Handle Animal & Wild
Empathy check with your Bonded Animals.
If you have an Animal Companion from a prior class
which is a Bonded Animal, your Class levels stack
when determining your Animal Companions abilities.
Wild Empathy – stacks with Wild Empathy from other
classes.
Detect Animals and Plants (Bonded Animals only) at
will at Class level.
2nd: Gain Low-Light Vision.
First Totem – +4 bonus on Move Silently checks.
Cavalier
(mounted
knight)
(CWar p19)
Alignment: LG, LN, LE.
Base Attack Bonus: +8.
Feats: Spirited Charge,
Weapon Focus (lance),
Mounted Combat,
Ride-by-Attack.
Handle Animals: 4 ranks.
Know (nobility): 4 ranks.
Ride: 6 ranks.
Min Lvl: Ftr8, Pal9, Rgr9,
Clr12, Mnk12, Rog12,
Sor16, Wiz16.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save:
Fort, Will
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Dex: Ride.
Int: Know (nobility).
Wis: Profession.
Cha: Diplomacy,
Handle Animal,
Intimidate.
Paladins may freely cross-class.
1st: Class levels are added to Paladin levels for determining
the abilities of your special mount (if any).
+2 Competence bonus on Ride checks.
+1 Competence bonus on attack rolls with a Lance while
mounted.
Competence bonus equal to Class level when making
Know (nobility) checks.
2nd: During a charge, do x3 damage with a melee weapon
(x4 with a Lance), once per day.
+1 Competence bonus on attack rolls with a Sword while
mounted.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 28
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Celebrant of
Sharess
(specialty
templar of the
Deity of
Passion)
(PGF p178)
Alignment: CG.
Diplomacy: 7 ranks.
Perform (any): 7 ranks.
Feats: Sacred Vow, Vow of
Purity
Min Lvl: Brd4, Rog4,
Bbn11, Clr11, Ftr11, Rgr11,
Sor11, Wiz11.
HD: d6
Skill Points: 6
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Str: Jump.
Dex: Sleight of
Hand, Tumble.
Con: Concentrate.
Int: Craft, Spellcraft.
Wis: Listen,
Profession, Sense
Motive.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info., Perform.
1st: Casts Charisma-based Impromptu Arcane spells from the
Celebrant of Sharess Spell List (see page 104).
Option of gaining a Cat familiar. Use (2 x Class level)
to determine its familiar abilities. Note that a
character can only have one familiar at a time.
Flirtation – you receive (Class level) flirtations per day.
These are consumed by ‘Fascinate’ and other abilities
that are gained at higher levels (similar to Bardic
Music).
Fascinate – By using one of your ‘Flirtations’, you may
fascinate one creature plus one per three levels after
1st. All must be visible & paying attention, and must
be within 90’. The targets are allowed a Will save
whose DC is your Perform check to resist. The effect
lasts as long as you continue to perform & maintain
concentration, up to 1 round per level. A fascinated
creature is at a –4 penalty on Spot & Listen checks,
though obvious threats negate this ability. This power
is an Enchantment (compulsion)[mind] effect.
2nd: Fury of the Tigress, 1/day – same as Barbarian Rage.
Celestial
Mystic
(a follower of
a Lawful Good
Deity, who
gains some
abilities like a
Celestial while
advancing in
spell-casting)
(BoED p55)
Alignment: LG.
Know (arcana): 4 ranks.
Know (religion): 6 ranks.
Know (the planes): 4 ranks.
Spellcraft: 6 ranks.
Feats: Sacred Vow, Vow of
Abstinence, Servant of the
Heavens
Able to cast 4th level spells.
Min Lvl: Clr7, Wiz7, Sor9,
Pal14, Rgr14.
HD: d4
Skill Points: 4
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(arcana),
Know (religion),
Know(the planes),
Spellcraft.
Wis: Heal.
Cha: Diplomacy.
1st: Gain Electricity Resistance 10.
+2 Sacred bonus on saves vs. disease, poison, &
petrifaction.
Magic Circle against Evil, always on at Character level.
2nd: +1 Caster level.
Able to cast spells reserved for Celestials and/or
Archons.
Chameleon
(a human or
doppelganger
who is able to
simulate being
almost any
class,
including the
ability to cast
spells)
(RoD p111)
Race: Human –or–
Doppelganger.
Bluff: 8 ranks.
Disguise: 8 ranks.
Sense Motives: 4 ranks.
Feats: Able Learner (must be
taken at 1st level).
Min Lvl: Brd5, Clr(trickery)5,
Rog5, Bbn13, Drd13, Ftr13,
Mnk13, Pal13, Rgr13, Sor13,
Wiz13.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save: —
Weap: Simple
Armor: Light,
Medium,
Heavy
Class Lvls: 10
Str: Swim.
Int: Craft.
Wis: Profession,
Sense Motive.
Cha: Bluff, Disguise,
Use Magic Device.
1st: Aptitude Focus, 1/day – by spending 1 hour meditating,
you gain 1 of the following ‘focuses’ for up to 24 hrs:
Arcane Focus – you gain the following:
a. Prepare Arcane spells as a Wizard (including the
need for a spellbook) of 2x your Class level;
b. +2 competence bonus on Know(arcana) and
Spellcraft checks;
c. +2 bonus on Will saves.
Combat Focus – you gain the following:
a. Gain proficiency with all Martial weapons;
b. +2 competence bonus on attack & damage rolls;
c. +2 bonus on Fortitude saves.
Divine Focus – you gain the following:
a. Prepare Divine spells as a Cleric of 2x your
Class level, though you may only regain spells
at sunrise;
b. +2 competence bonus on Know(religion) checks;
c. +2 bonus on Fortitude and Will saves.
Stealth Focus – you gain the following:
a. Gain the Trapfinding and Uncanny Dodge class
abilities;
b. +2 competence bonus on Disable Device, Hide,
Move Silently, Open Lock, & Search checks;
c. +2 bonus on Reflex saves.
Wild Focus – you gain the following:
a. Gain the Wild Empathy and Woodland Stride
class abilities;
b. +2 competence bonus on Climb, Handle Animal,
Jump, Know(nature), & Survival checks;
c. +2 bonus on Fortitude saves.
2nd: Bonus Feat – at the start of each day, you may choose
one Feat for which you quality to have that day.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 29
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Champion of
Corellon
Larethian
(specialty
templar of the
Deity of
Elves)
(RotW p113)
Patron: Corellon Larethian
Race: Elf, Half-Elf.
Alignment: LG, NG, CG,
LN, N, CN.
Base Attack Bonus: +7.
Diplomacy: 4 ranks.
Know(religion): 2 ranks.
Feat: Combat Expertise,
Dodge, Mounted Combat,
either Weapon Focus (longsword)
–or– Exotic Weapon
Proficiency (elven thinblade)
–or– Exotic Weapon
Proficiency (elven courtblade)
Must be proficient in all
Martial Weapons –and–
Heavy Armor.
Min Lvl: Ftr7, Pal9, Bbn13,
Rgr15.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Dex: Ride.
Con: Concentrate.
Int: Craft,
Know(any),
Spellcraft.
Wis: Heal,
Profession,
Sense Motive.
Cha: Diplomacy,
Handle Animal,
Intimidate.
1st: Corellon’s Blessing – able to heal hit-point damage by
touch (similar to a Paladin). Each day, you may heal
((Class level + Paladin level (if any)) x Charisma
modifier) hp, broken up as desired. You may also use
this ability to harm Undead.
Gain a bonus feat for which you are qualified. It must be
a Fighter bonus feat with one of the following as its
prerequisite: Combat Expertise, Dodge, or Mounted
Combat.
2nd: Elegant Strike – add your Dexterity modifier to your
damage (in addition to your Strength modifier) with
any of the following weapons: Longsword, Rapier,
Elven Thinblade, Elven Lightblade, Elven
Courtblade, or Scimitar. The foe must be vulnerable
to Sneak Attack or Critical Hits to take the extra
damage.
Champion of
Gwynharwyf
(follower of
the Deity of
Good
Barbarians,
who is
effectively a
Barbarian /
Paladin
hybrid)
(BoED p56)
Alignment: CG.
Base Attack Bonus: +6.
Intimidate: 9 ranks.
Feats: Knight of Stars,
Righteous Wrath.
Must be able to Rage
(requirement for the feat
‘Righteous Wrath’)
Min Lvl: Bbn6.
HD: d12
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Ride.
Int: Craft.
Wis: Listen,
Survival.
Cha: Handle
Animal, Intimidate.
1st: Casts Wisdom-based Prepared Divine from the
Champion of Gwynharwyf Spell List (see page 105).
Add Class level to Barbarian level (if any) to determine
the number of Rages per day, if they are “Greater”,
“Tireless”, and/or “Mighty”.
Detect Evil, at will. Usable while Raging.
Smite Evil, 1/day – Gain a bonus to attack roll equal to
your Charisma modifier & a bonus to damage equal to
your Class level.
2nd: Gain a bonus equal to your Charisma modifier to all
saving throws.
Furious Casting – you are able to cast spell from the
Champion of Gwynharwyf Spell List while raging.
Charlatan
(someone who
simulates being
a spell caster
(arcane or
divine) through
trickery)
(DR335 p62)
Bluff: 8 ranks.
Know (arcana) –or–
Know(religion): 2 ranks.
Perform (act): 4 ranks.
Spellcraft: 2 ranks.
Feats: Skill Focus (Bluff).
Min Lvl: Brd5, Rog5, Sor5,
Bbn13, Clr13, Drd13, Ftr13,
Mnk13, Pal13, Rgr13,
Wiz13.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Dex: Hide, Move
Silently, Sleight of
Hand.
Con: Concentrate.
Int: Appraise, Craft,
Forgery,
Know(arcana),
Know(local),
Know(religion),
Search, Spellcraft.
Wis: Listen,
Profession, Sense
Motive, Spot.
Cha: Bluff, Diplomacy,
Disguise, Gather Info,
Intimidate, Perform,
Use Magic Device.
Speak Language.
1st: False Reputation – if you are the target of a Bardic
Knowledge, Gather Information, or Knowledge check
and it succeeds by less than 10, the person making the
check learns facts that support your false claims.
Pretender – gain a Circumstance bonus equal to your
Class level to Disguise check when attempting to pass
as a spellcaster.
Tricks of the Trade – as an Extraordinary ability, you
may simulate the spells Burning Hands and Flare by
using alchemical components. Your effective caster
level is your Class level & the DC is Charisma-based.
You may use his ability (1 + Class level + Charisma
modifier) times per day. Note: at 3rd level, you add
Glitterdust, Obscuring Mist,& Pyrotechnics to the list
of ‘spells’ you can ‘cast’.
2nd: Feigned Casting – by succeeding on an opposed Bluff
vs. Spellcraft/Sense Motives check, you can convince
observers that you have cast a spell that does not have
a visual effect or affects another creature (such as
Detect Magic).
Fortune Teller’s Eye – by observing a target for 1 minute,
you may make a Sense Motive check vs. DC 20 (or the
target’s Disguise check if he/she is trying to trick you
(minimum DC 20)) to correctly guess one aspect of the
target’s alignment, the target’s class, & relative power
(based on level). This is normally used to simulate
divination.
Steal the Credit – you receive a +4 Competence bonus
on a Bluff check to convince people that you are
responsible for a natural event (e.g., a storm) or
someone else’s actions.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 30
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Chimeric
Champion of
Garl Glittergold
(specialty priest
of the Deity of
Gnomes and
Illusions, who
can create
Illusion-based
magic like an
Arcane caster)
(DR328 p23)
Patron: Garl Glittergold.
Race: Gnome.
Base Will Save: +5.
Craft (alchemy): 3 ranks.
Know (arcana): 10 ranks.
Feats: Brew Potion, Scribe
Scroll.
Able to cast Divine spells of
at least 3rd level.
Min Lvl: Clr17, Pal17.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(religion),
Spellcraft.
Wis: Heal,
Profession.
Cha: Diplomacy.
1st: +1 Divine Caster level.
Sense Illusion – gain an automatic saving throw to
disbelieve when within 10’ of an illusion. If you fail,
you gain the normal saving throw when you interact
with the illusion.
Scribe Illusion – you may scribe any Arcane spell from
the School of Illusion whose spell level is one less
than the highest Divine spell level you can cast. You
may use any such scroll you scribe.
2nd: +1 Divine Caster level.
Church
Inquisitor
(priests tasked
with finding
subtle evils,
including
infiltration)
(CDiv p26)
Alignment: LG, LN.
Base Will Save: +3.
Know (arcana): 4 ranks.
Know (religion): 4 ranks.
Spellcraft: 4 ranks.
Able to cast Zone of Truth as a
Divine spell
Must be a member of a LG
church or order, & must
have uncovered corruption
within it.
Min Lvl: Clr5, Pal9
HD: d8
Skill Points: 4
Attack: Rogue
Good Save:Will
Weap: —
Armor: —
Class Lvls: 10
Int: Decipher Script,
Know (arcana),
Know (local),
Know (religion),
Know (planes),
Search, Spellcraft,
Spot.
Con: Concentrate.
Cha: Bluff,
Diplomacy, Gather
Info., Intimidate,
Sense Motive.
1st: +1 Divine Caster Level.
Detect Evil, at will as a spell-like ability.
Gain the Inquisition Domain.
2nd: +1 Divine Caster Level.
Immune to all Enchantment(charm) spells & effects.
Citadel Elite
(specially
trained
investigators
of the Breland
Crown)
(Sharn p163)
(SharnErrata)+
Country of Origin: Breland
Alignment: LG, LN, LE.
Base Attack Bonus: +7.
Diplomacy: 3 ranks.
Gather Information: 3 ranks.
Min Lvl: Ftr7, Pal7, Rgr7,
Clr10, Drd10, Mnk10,
Rog10, Sor14, Wiz14.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Will
Weap: Simple,
Martial
Armor: All
Class Lvls: 5
Int: Decipher Script,
Know(local),
Know(nobility),
Search.
Wis: Listen, Sense
Motive, Spot.
Cha: Bluff,
Diplomacy, Gather
Info.
1st: Citadel Training – +2 Insight bonus on Diplomacy,
Gather Information, Search, & Sense Motive checks.
Additional Action Points – +1 Action Point per level.
Gain +1 on ranged and melee attack rolls with Wands.
2nd: +1 Caster level.
Combat Sense (defense) – gain a +1 Insight bonus to AC.
Consecrated
Harrier
(person who
hunts down
enemies of the
church, no
matter where
they hide)
(CDiv p28)
Alignment: LG, LN, LE.
Base Attack Bonus: +5.
Disguise: 5 ranks.
Gather Info: 5 ranks.
Feat: Track.
Must successfully track down
and destroy a target selected
by his church.
Min Lvl: Clr7, Ftr7, Mnk7,
Pal7, Rgr7, Rog7, Sor10,
Wiz10.
HD: d10
Skill Points: 4
Attack: Fighter
Good Save:
Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb.
Dex: Ride, Use Rope.
Int: Know (local),
Search.
Wis: Profession.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info., Intimidate.
1st: Blessing of Scripture – +2 Sacred bonus on Bluff,
Listen, Sense Motive, Spot, & Survival checks while
tracking a church-assigned target.
+2 Sacred bonus to attack & damage rolls a churchassigned
target.
Detect Chaos, at will.
Gain Wisdom-based Prepared Divine spells from the
Ranger Spell List plus spells from the Consecrated
Harrier Supplemental Spell List (see page 106).
2nd: Sanctified Sight – +4 bonus on save vs. Illusions.
Contemplative
(one who is
dedicated to
becoming one
with his deity)
(CDiv p30)
Know (religion): 13 ranks.
Able to cast 1st level Divine
spells.
Direct contact with a
representative of your deity.
Min Lvl: Clr10, Pal10.
HD: d6
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know (religion),
Spellcraft.
Wis: Heal,
Profession, Sense
Motive.
Cha: Diplomacy,
Intimidate.
1st: +1 Divine Caster Level.
Gain an additional Domain that is sponsored by your
Deity.
Divine Health – Immune to all natural and magical
diseases.
2nd: +1 Divine Caster Level.
Slippery Mind – If you fail your save vs. Enchantment,
then you get to make another save 1 round later.
Cragtop Archer
(an expert at
long-range
combat (not
just bows),
who can attack
from farther
away than
anyone else)
(RoS p101)
Base Attack Bonus: +6.
Climb: 10 ranks.
Spot: 5 ranks.
Survival: 5 ranks.
Feats: Point Blank, Far Shot,
Mountain Warrior.
Min Lvl: Bbn7, Ftr7, Rgr7,
Brd8, Mnk8, Rog8, Clr17,
Drd17, Pal17, Sor17, Wiz17.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Balance, Hide,
Ride.
Int: Craft,
Know(nature).
Wis: Profession,
Spot, Survival.
1st: Adept Climber – You do not loose your Dexterity
modifier as a bonus to AC when Climbing.
2nd: Farsight – you receive only a –1 penalty per 20’ on Spot
checks (vs. –1 per 10’) –and– only a –1 penalty per
range increment on ranged attacks (vs. –2).
Strike from Above – you receive a +2 bonus on ranged
attacks made from a location higher than your target.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 31
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Crane Shen
(unarmed
combatant that
mimics a crane
by moving fast
& blocking
attacks, and
eventually
gaining a
hybrid battle
form)
(DR319 p70)
Base Attack Bonus: +5.
Balance: 5 ranks.
Jump: 5 ranks.
Know (nature): 2 ranks.
Survival: 3 ranks.
Feats: Combat Expertise,
Dodge, Improved Unarmed
Strike.
Min Lvl: Bbn7, Brd7, Clr7,
Drd7, Ftr7, Mnk7, Pal7,
Rgr7, Rog7, Sor10, Wiz10.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save: Fort,
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble.
Con: Concentrate.
Int: Craft,
Know(nature).
Wis: Listen, Sense
Motive, Spot,
Survival.
Cha: Bluff.
1st: Add Class level to Monk levels (if any) to determine
unarmed damage, & AC bonus.
2nd: Ki Strike (silver) – your unarmed strikes are treated as if
they were ‘silver’ for purposes of overcoming
Damage Reduction.
Gain Feat: Deflect Arrows.
Daggerspell
Mage
(a multiclassed
arcane caster /
rogue who can
cast spells
through
daggers)
(CAdv p31)
Alignment: LG, NG, CG,
LN, N, CN.
Concentration: 8 ranks.
Feats: Weapon Focus (dagger),
Two-Weapon Fighting.
Arcane caster level 5th.
Sneak Attack +1d6.
Min Lvl: Brd5 / Rog1,
Sor5 / Rog1, Wiz5 / Rog1.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance, Hide,
Move Silently,
Ride, Tumble.
Con: Concentrate.
Int: Craft,
Know(arcana),
Spellcraft.
Wis: Heal, Listen,
Profession, Spot,
Survival.
Cha: Handle Animal.
1st: Daggercast – You can cast spells with Somatic &
Material Component even if you are wielding a
dagger in each hand. You may deliver Touch attack
spells with a melee touch or melee attack of your
dagger.
2nd: +1 Arcane Caster level.
Invocation of the Knife – when you cast an Instantaneous
spell that does Energy Damage, you have the option
of half the damage being ‘magical slashing’. Energy
Resistance does not apply to this damage, but Damage
Reduction might.
Daggerspell
Shaper
(a multiclassed
druid / rogue
who can cast
spells through
daggers)
(CAdv p36)
Alignment: LG, NG, CG,
LN, N, CN.
Concentration: 8 ranks.
Feats: Weapon Focus (dagger),
Two-Weapon Fighting.
Wildshape class feature
Sneak Attack +1d6 –or–
Skirmish +1d6 .
Min Lvl: Druid 5 / Rogue 1.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance, Hide,
Move Silently,
Ride, Tumble.
Con: Concentrate.
Int: Craft,
Know(nature),
Spellcraft.
Wis: Heal, Listen,
Profession, Spot,
Survival.
Cha: Handle Animal.
1st: Daggercast – You can cast spells with Somatic &
Material Component even if you are wielding a
dagger in each hand. You may deliver Touch attack
spells with a melee touch or melee attack of your
dagger.
+1 use of Wildshape per day.
2nd: +1 Divine Caster level.
Dagger Claws – When you use Wildshape, your claw
attacks gain the benefit of any dagger you were
holding in that hand. If you were holding a +1
Flaming Dagger, that claw attack would have a +1
bonus on attack and damage, plus +1d6 Fire damage,
and would bypass Damage Reduction / magic.
Able to Wildshape into creatures of Tiny-size.
Dark Hunter
(battles
creatures that
hunt underground)
(CWar p21)
Base Attack Bonus: +5.
Craft (trap making): 5 ranks.
Know (dungeoneering):
2 ranks.
Move Silently: 2 ranks.
Survival: 2 ranks.
Feats: Blind-Fight, Track.
Min Lvl: Bbn5, Ftr5, Pal5,
Rgr5, Brd7, Clr7, Drd7,
Mnk7, Rog7, Sor10, Wiz10.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Swim.
Dex: Hide, Move
Silently, Use Rope.
Con: Concentrate.
Int: Craft, Disable
Device, Know
(dungeoneering).
Wis: Listen,
Profession, Spot,
Survival.
1st: Gain ‘Stonecunning’, just like a Dwarf. If you already
have Stoncunning, the bonus goes from +2 to +4.
2nd: +30’ to natural Darkvision (or gain 30’ Darkvision if you
do not have any).
Darkwater
Knight
(spellcaster
tasked with
guarding the
underground
seas, who
eventually
gains the
‘aquatic’
subtype)
(DR314 p44)
Patron: any nature deity
Know (nature): 6 ranks.
Survival: 6 ranks.
Swim: 6 ranks.
Feats: Skill Focus (swim),
Water Focus.
Able to speak Auran.
Able to cast at least 3 spells
with the [water] subtype,
with one being 2nd lvl.
Min Lvl: Drd3, Rgr8, Brd9,
Clr9, Pal9, Sor9, Wiz9.
HD: d6
Skill Points: 2
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Str: Swim.
Dex: Move Silently.
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(nature),
Know(religion),
Spellcraft.
Wis: Profession,
Survival.
1st: +1 Caster level.
Favored Enemy (aquatic) – gain favored enemy bonuses
on any creature with the [aquatic] subtype. This
bonus stacks with all other favored enemy bonuses.
2nd: +1 Caster level.
Gain Darkvision 60’, or +60’ if you already have
Darkvision.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 32
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Darkwood
Stalker
(elf / half-elf
practiced in
hunting &
killing orcs,
who gains
Sneak Attacks
& eventually
Death Attacks)
(CWar p23)
Race: Elf or Half-Elf.
Base Attack Bonus: +5
Hide: 5 ranks.
Listen: 5 ranks.
Move Silently: 5 ranks.
Spot: 5 ranks.
Survival: 5 ranks.
Speak Language (Orc).
Feats: Dodge, Track.
Min Lvl: Rgr5, Bbn7, Brd7,
Clr7, Drd7, Ftr7, Mnk7,
Pal7, Rog7, Sor10, Wiz10.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save:
Fort, Ref.
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Int: Craft, Know
(nature), Search.
Dex: Hide, Move
Silently, Ride, Use
Rope.
Wis: Heal, Listen,
Profession, Spot,
Survival.
1st: +2 bonus on the following skill checks against Orcs:
Bluff, Listen, Sense Motive, Spot, & Survival. Stacks
with Ranger’s Favored Enemy bonus (if any).
+2 damage against Orcs in melee or with missile
weapons within 30’. Stacks with Ranger’s Favored
Enemy bonus (if any).
2nd: Uncanny Dodge – retains Dexterity modifier to AC even
when caught flat-footed or attacked by someone who
is Invisible. If you already have the Uncanny Dodge
class ability, gain Improved Uncanny Dodge instead.
Deadgrim
(divine caster
who fights
undead by
becoming
more like
them)
(MoE p57)
Alignment: LG, NG, CG,
LN, N, CN.
Base Attack Bonus: +5.
Know(religion): 4 ranks.
Able to cast 1st level Divine
spells.
Class Ability: Turn Undead
–or– Favored Enemy(undead)
Survived an encounter with
an Undead of the same CR.
Member of the Red Watchers.
Min Lvl: Pal5, Rgr5, Clr7.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Know (religion),
Spellcraft.
Wis: Heal, Listen,
Sense Motive, Spot,
Survival.
Cha: Intimidate.
1st: Add spells on the Deadgrim Supplemental Spell List
(see page 106) to one of your Divine spell lists.
Deadened Flesh – skin becomes grey-ish, resulting in a
(2 * Class level) penalty on Disguise checks when
attempting to look like a living creature.
Improved Turning – Class levels stack with any other
class that grants you Turn Undead.
Voice of the Damned – voice becomes raspy, granting a
+(Class level) Competence bonus on Intimidate
checks, but a –(Class level) penalty on Diplomacy
checks (except with Undead, where it becomes a
Competence bonus).
2nd: +1 Divine Caster Level.
Deadened Flesh’ – +2 bonus on saving throws vs.
Poison, Paralysis, Stunning, Disease, & Death from
Massive Injury.
Favored Enemy (undead) – gain Favored Enemy (undead)
class feature. If you already have it, the bonus
improves by +2.
Deep Diviner
(expert with
stone, earth
nodes, etc.)
(Und p32)
Know (local – Underdark):
8 ranks.
Survival: 2 ranks.
Feat: Spell Focus (Divination).
Able to cast 2nd level Arcane
spells.
Min Lvl: Brd5, Wiz5, Sor13.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Swim.
Con: Concentrate.
Int: Craft, Know(any),
Spellcraft.
Wis: Profession,
Survival.
1st: +1 Caster Level.
Locate Node, 1/day – by meditating for 10 minutes, you
can determine the direct and strength of the nearest
Earth Node, regardless of the distance (as long as it is
not blocked by lead or other divination-resistant ores).
Gain Feat: Node Spellcasting.
2nd: +1 Caster Level.
Speak to Stone, 1/day – You may communicate with
stone and earth for 1 minute per Caster level. Stone
has no true sentience, but can communicate what has
touched it, what is behind it, etc.
Deepwarden
(a dwarf who
travels the
deepest tunnel,
looking for
invaders, and
reporting back
to the clan)
(RoS p105)
Race: Dwarf
Base Attack Bonus: +5.
Climb: 5 ranks.
Heal: 5 ranks.
Jump: 5 ranks.
Know(dungeoneer): 5 ranks.
Survival: 5 ranks.
Feats: Endurance.
Min Lvl: Rgr5, Bbn7, Brd7,
Clr7, Drd7, Ftr7, Mnk7,
Pal7, Rog7, Sor10, Wiz10.
HD: d12
Skill Points: 6
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently, Use
Rope.
Con: Concentrate.
Int: Craft,
Decipher Script,
Know(dungeoneer),
Know(geography).
Wis: Heal, Listen,
Spot, Survival.
Cha: Handle Animal.
Speak Language.
1st: Gain Feat: Track.
Trap Sense +1 – gain a +1 Dodge bonus to AC to avoid
being hit by traps –and– a +1 bonus to Reflex saves to
avoid traps.
2nd: Stone Warden – if your Constitution modifier is higher
than your Dexterity modifier, you may use it as the
bonus to AC (though normal flat-footed situations still
apply).
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 33
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Defender of
Sealtiel
(follower of
the Patron
Deity of
Protectors)
(BoED p58)
Alignment: LG.
Base Attack Bonus: +7.
Listen: 5 ranks.
Feats: Diehard, Endurance,
Servant of the Heavens.
Min Lvl: Ftr7, Pal7, Rgr7,
Clr10, Mnk10, Rog10,
Sor14, Wiz14.
HD: d12
Skill Points: 2
Attack: Fighter
Good Save: Fort,
Will
Weap: —
Armor: —
Class Lvls: 10
Int: Craft.
Wis: Listen, Sense
Motive, Spot.
1st: Defensive Stance – Once per day, you can choose to
defend an unmoving location. You gain +2 Str, +4
Con, +2 Resistance bonus to all saves, & +4 Dodge
bonus to AC. The Defensive Stance lasts up to
3 + new Constitution modifier rounds. Afterwards,
you are at –2 Str for the rest of the encounter.
Shield of Faith, 3/day at Class level.
2nd: Magic Circle against Evil, always on at Class level.
Shield Other, 1/day at Class level.
Dervish
(specialized in
a dance with
blades (often
Scimitars) that
can cut
through a large
group of
creatures)
(CWar p25)
Base Attack Bonus: +5.
Perform (dance): 5 ranks.
Tumble: 3 ranks.
Feats: Combat Expertise,
Dodge, Mobility,
Weapon Focus (any slashing
melee weapon).
Min Lvl: Ftr7, Bbn9, Brd9,
Clr9, Drd9, Mnk9, Pal9,
Rgr9, Rog9, Sor10, Wiz10.
HD: d10
Skill Points: 4
Attack: Fighter
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Jump, Swim.
Dex: Balance,
Escape Artist,
Tumble.
Int: Craft.
Wis: Listen,
Profession.
Cha: Perform.
1st: Gain a +1 bonus to AC as long as you are in no heavier
than Light armor, are not using a shield, & are no
more than lightly encumbered. This bonus applies
when you are Flat-Footed & also to touch attacks.
Dervish Dance, 1/day. You can make a Full Round
Attack with slashing melee weapon(s) and still move
up to your movement. Between each attack, you must
move at least 5’ (but not back to the hex you were just
in). You gain +1 bonus to your attack & damage
rolls. The Dervish Dance lasts 1 round per 2 ranks in
Perform (dance). You are still susceptible to Attacks
of Opportunity while moving, but you are allowed to
use Tumble. You may combine Bardic music with
your Dervish Dance, but not Rage / Frenzy. You
cannot have on more than Light armor. At the end of
your Dervish Dance, you become Fatigued for the
duration of the encounter.
You can “Take 10” on the following checks at any time:
Jump, Perform (dance), & Tumble.
Treat Scimitars as if they were Light weapons when
fighting with one in each hand.
2nd: Gain +5’ Enhancement bonus to movement as long as
you are in no heavier than Light armor, are not using
a shield, & are no more than lightly encumbered
Divine
Crusader
(a religious
warrior
dedicated to a
specific deity)
(CDiv p33)
Same alignment as your
Patron Deity
Base Attack Bonus: +7
Know (religion): 2 ranks.
Feat: Weapon Focus
(deity’s favored weapon).
Min Lvl: Bbn7, Ftr7, Pal7,
Rgr7, Brd10, Clr10, Drd10,
Mnk10, Rog10, Sor14,
Wiz14.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Ride.
Con: Concentrate.
Int: Craft,
Know(religion).
Cha: Diplomacy,
Intimidate.
1st: Casts Wisdom-based Prepared Divine spells from one of
your Patron Deity’s Domains (chosen when this class
is taken).
Gain an alignment aura (similar to a Cleric) at your Class
level + your Cleric & Paladin levels.
2nd: —
Divine
Champion
(a combatant
who fights in
the name of a
deity)
(PGF p49)
(PGFe)+
Base Attack Bonus: +7.
Know (religion): 3 ranks.
Feats: Weapon Focus
(deity’s favored weapon).
Must dedicated himself to be
a champion for the deity.
Min Lvl: Bbn7, Ftr7, Pal7,
Rgr7, Brd10, Clr10, Drd10,
Mnk10, Rog10, Sor14,
Wiz14.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save:
Fort, Ref.
Weap: Simple,
Martial
Armor: —
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Ride.
Int: Craft,
Know (religion).
Wis: Spot.
Cha: Handle Animal,
Intimidate
1st: Lay on Hands – Heal yourself or another follower of
your deity by (Class Level x Charisma modifier) hitpoints
per day total.
2nd: Gain a Feat that you qualify for from the following list:
Blind-Fight, Combat Expertise, Combat Reflexes,
Exotic Weapon Proficiency, Improved Critical,
Improved Initiative, Improved Turning, Quick Draw,
or Weapon Focus.
Sacred Defense – +1 on all saves vs. Divine Spells and
spell-like & supernatural abilities from Outsiders.
Divine Disciple
(a priest who
represent
his/her deity
(even more-so
than usual))
(PGF p51)
Diplomacy: 5 ranks.
Know (religion): 8 ranks.
Able to cast 4th level Divine
spells.
Dedicated to a patron deity.
Min Lvl: Clr7, Drd7, Pal14,
Rgr14.
HD: d8
Skill Points: 2
Attack: Wizard
Good Save:
Fort, Will.
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Craft,
Know(arcana),
Know (history),
Know(nature),
Know (religion),
Know (the planes),
Spellcraft.
Wis: Heal,
Profession. Survival
Cha: Diplomacy.
1st: +1 Divine Caster Level.
Divine Emissary – you can telepathically communicate
with any Outsider within 60’ that serves your deity
-or- shares your alignment. Gain a bonus equal to
your Class level on Charisma-based skill or ability
checks when dealing with these Outsiders.
2nd: +1 Divine Caster Level.
Sacred Defense – +1 on all saves vs. Divine Spells and
spell-like & supernatural abilities from Outsiders.
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Prestige Classes Page 34
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Divine Oracle
(a specialist in
divination)
(CDiv p34)
Know (religion): 8 ranks.
Feat: Skill Focus (Know
(religion)).
Able to cast 2 Divination spells
Min Lvl: Brd5, Clr5, Drd5,
Pal5, Rgr5, Sor5, Wiz5.
HD: d6
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know (arcana),
Know (religion),
Spellcraft.
Wis: Heal,
Profession.
1st: +1 Caster Level.
Gain the Oracle Domain.
+1 Sacred bonus to the DC of Divination(scrying) spells.
2nd: +1 Caster Level.
Prescient Sense – if an attack / spell normally allows a
Reflex save for ½ damage, you take no damage on a
successful save. This ability can be used in any armor
Trap Sense +1 – +1 bonus on saves to avoid traps and/or
+1 AC to avoid being hit by a trap.
Divine
Prankster
(a gnome
cleric of Garl
Glittergold
who gains
bard-like
abilities and
abilities to
improve
illusions)
(RoS p107)
Patron: Garl Glittergold
Race: Gnome
Bluff: 8 ranks.
Perform (comedy): 8 ranks.
Sleight of Hand: 8 ranks.
Able to cast 2nd level Divine
spells.
Min Lvl: Brd2/Clr4, Clr13,
Pal13, Rgr13.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Dex: Escape Artist,
Hide, Sleight of
Hand.
Con: Concentrate.
Int: Forgery,
Know(religion).
Wis: Heal, Listen,
Sense Motive, Spot.
Cha: Bluff, Diplomacy,
Gather Info, Perform.
1st: +1 Divine Caster level.
Comedic Performance – usable (Class levels + Bard
levels) times per day.
- Inspire Courage – use 1 Comedic Performance to
grant all allies who can hear you +1 Morale bonus
on attack rolls, weapon damage, and saves vs.
charm & fear. If you have a higher value of Inspire
Courage from another (typically Bard), you may
use that value.
2nd: +1 Divine Caster level.
Infuse Figment – by consuming one of your Turn/Rebuke
uses for the day, you add +10 to the DC of an
Illusion(figment) to be disbelieved. This effect lasts
up to 1 hour.
Divine Seeker
(a person who
“acquires
things” for a
patron deity)
(PGF p52)
Hide: 8 ranks.
Know (religion): 3 ranks.
Move Silently: 10 ranks.
Spot: 5 ranks.
Dedicated to a patron deity.
Min Lvl: Brd7, Mnk7, Rgr7,
Rog7, Clr17, Drd17, Ftr17,
Pal17, Sor17, Wiz17.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save:
Ref, Will.
Weap: Simple
Armor: Light
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Hide, Move
Silently, Use Rope.
Int: Craft,
Know(geography),
Know(religion),
Search.
Wis: Listen,
Profession, Spot,
Survival.
Cha: Diplomacy.
1st: Sacred Stealth – for a total of 1 minute per Charisma
modifier (minimum 1 minute), gain a +10 Sacred (or
Profane) bonus on Hide & Move Silently checks.
Activating this ability is a Standard Action &
deactivating it is a Free Action.
Thwart Magic Trap – +3 bonus on all Search and
Disable Device checks to locate, disable, or bypass
magical traps.
2nd: Sneak Attack +1d6.
Sacred Defense – +1 on all saves vs. Divine Spells and
spell-like & supernatural abilities from Outsiders.
Dragon
Disciple
(become more
and more like
the dragon of
your dreams
(natural armor,
claw & bite
attacks, breath
weapons,
wings, etc.)
until finally
becoming a
Half-Dragon)
(DMG p183)
(wWaterdeep p9)+
Race: Any non-Dragon /
Half-Dragon.
Know (arcana): 8 ranks.
Able to cast Impromptu
Arcane spells.
Able to speak Draconic.
Min Lvl: Brd5, Sor5.
HD: d12
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(3.5up p13)
Dex: Escape Artist.
Int: Craft,
Know(any), Search,
Spellcraft.
Wis: Listen,
Profession., Spot.
Con: Concentrate.
Cha: Diplomacy,
Gather Info.
Speak Language.
1st: Add 1 spell slot to any level you can cast. Once chosen,
it cannot be changed.
Chose a type of Chromatic or Metallic Dragon. (Info on
Steel Dragons listed in wWaterdeep p9).
This is the type of dragon that you will start
becoming. The choice cannot be changed.
+1 Natural Armor.
2nd: Add 1 more spell slot to any level you can cast.
+2 Strength.
Gain a bite attack (1d4 for Small, 1d6 for Medium, 1d8
for Large) & a claw attack (1d3 for Small,
1d4 for Medium, 1d6 for Large).
Dragon Shen
(unarmed
combatant that
mimics a
dragon by
imbuing
his/her fists
with acid,cold,
electricity, or
fire, and
eventually
gaining a
hybrid battle
form)
(DR319 p71)
Base Attack Bonus: +5.
Concentrate: 4 ranks.
Intimidate: 3 ranks.
Know (nature): 2 ranks.
Survival: 3 ranks.
Feat: Improved Unarmed
Strike, Weapon Focus
(unarmed strike).
Min Lvl: Bbn6, Ftr6, Pal6,
Rgr6, Brd7, Clr7, Drd7,
Mnk7, Rog7, Sor10,
Wiz10.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save: Fort,
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble.
Con: Concentrate.
Int: Craft,
Know(nature).
Wis: Listen, Sense
Motive, Spot,
Survival.
Cha: Diplomacy,
Intimidate.
1st: Add Class level to Monk levels (if any) to determine
unarmed damage, & AC bonus.
2nd: Ki Strike (silver) – your unarmed strikes are treated as if
they were ‘silver’ for purposes of overcoming
Damage Reduction.
Gain Feat: Great Fortitude.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 35
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Dragonmark
Heir
(member of an
Eberron
Dragonmark
house who
focuses on
improving
his/her
standing and
abilities)
(EB p73)
any two skills: 7 ranks.
Feat: Favored in House,
Least Dragonmark.
Min Lvl: Bbn4, Brd4, Clr4,
Drd4, Ftr4, Mnk4, Pal4,
Rgr4, Rog4, Sor4, Wiz4.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Ref,Will
Weap: —
Armor: —
Class Lvls: 5
Dex: Ride.
Int: Appraise,
Know(arcana),
Know(royalty),
Spellcraft.
Wis: Sense Motive.
Cha: Bluff,
Diplomacy, Gather
Info., Intimidate,
Perform.
Speak Language.
1st: Gain Feat: Lesser Dragonmark.
House Status – you receive your Class level ass a bonus
on all Charisma-related check when dealing with
member of the same house.
2nd: Improved Least Dragonmark – either gain an additional
use per day of your Least Dragonmark ability –or–
gain one of the other abilities (i.e., spells) of your
Dragonmark.
Additional Action Points – gain +2 Action Points per
level.
Dread Pirate
(a honorable
or blood
thirsty pirate)
(CAdv p39)
Alignment: NG, CG, N, CN,
NE, CE.
Base Attack Bonus: +4.
Appraise: 8 ranks.
Profession (sailor): 8 ranks.
Swim: 4 ranks.
Use Rope: 4 ranks.
Feats: Quick Draw, Weapon
Finesse.
Acquire a ship worth at least
10,000 gp.
Min Lvl: Brd5, Rog5, Bbn13,
Clr13, Drd13, Ftr13, Rgr13,
Sor13, Wiz13.
HD: d8
Skill Points: 6
Attack: Fighter
Good Save: Ref.
Weap: Simple,
Light Martial,
Rapier.
Armor: Light.
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Sleight of Hand,
Tumble, Use Rope.
Int: Appraise, Craft,
Search.
Wis: Listen,
Profession, Sense
Motive, Spot.
Cha: Bluff, Gather
Info., Intimidate,
Perform.
1st: Seamanship – add your Class level as an Insight bonus to
all Profession (sailor) checks. All allies within sight
or hearing of you gain an Insight bonus to their
Profession (sailor) checks equal to half your Class lvl.
When wearing Light armor or less, you may fight with 2
weapons as if you had Two-Weapon Fighting.
2nd: Fearsome Reputation +2 – When recognized, you gain a
+2 Circumstance bonus on Diplomacy checks, if you
are an “honorable pirate”, or +2 Circumstance bonus
on Intimidate checks, if you are a “blood-thirsty
pirate”.
Drow Judicator
(a drow
follower of the
Deity of
Spiders and/or
her Champion,
who
eventually
gains a spider
servant as a
mount and
slow spell
progression)
(Und p33)
Patron: Lolth or Selvetarm.
Race: Drow.
Alignment: LE, NE, CE.
Base Attack Bonus: +5.
Intimidate: 4 ranks.
Know (religion): 4 ranks.
Survival: 2 ranks.
Feat: Combat Reflexes,
Lolth’s Meat.
Able to cast 1st level Arcane
or Divine spells.
Survive the rite of entry.
Min Lvl: Rgr5, Brd7, Clr7,
Drd7, Sor10, Wiz10.
HD: d8
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Dex: Ride.
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(religion),
Spellcraft.
Wis: Heal, Profession,
Survival.
Cha: Handle Animal,
Intimidate.
1st: War Strike, 1/day – if the designated melee attack hits,
the target takes normal damage, plus 2d6 Constitution
damage (Fort½, DC is Charisma-base).
2nd: Selvetarm’s Blessing – +3 Profane bonus on all saves.
Command Spiders – you may Rebuke / Command
Spider up to 3 + Charisma-modifier times per day.
Use your Class level as your Cleric level for
determining the effect.
Drunken
Master
(fights as if /
when drunk)
(CWar p27)
Feats:Dodge, Great Fortitude,
Improved Unarmed Strike.
Tumble: 8 ranks.
Have the Evasion ability and
the Flurry of Blows ability.
Survive the initiation with the
other masters.
Min Lvl: Mnk5.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save:
Ref, Fort.
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble.
Int: Craft.
Wis: Listen,
Profession.
Cha: Bluff, Perform.
Monks may freely cross-class.
1st: As a Move Action, you may drink a tankard of ale, a
bottle of wine, etc. Each ‘drink’ of alcohol reduces
your Intelligence & Wisdom by 2, but increases either
your Strength –or– Constitution by 2. You may only
benefit from (Class level) drinks Bonuses &
penalties last for (Class level +3) rounds.
You gain proficiency with Improvised Weapons, which
do your Unarmed Damage + 1d4.
2nd: During a Charge, you no longer have to move in a
straight line. Also, by making a Tumble check vs. DC
15 at the start of the charge, you do not generate
attacks of opportunity.
Duelist
(armorless,
nimble
swashbuckler
who is trained
in one-handed
piercing
weapons)
(DMG p185)
Base Attack Bonus: +6.
Feats: Dodge, Mobility,
Weapon Finesse.
Perform: 3 ranks.
Tumble: 5 ranks.
Min Lvl: Bbn7, Ftr7, Pal7,
Rgr7, Brd8, Clr8, Drd8,
Mnk8, Rog8, Sor12, Wiz12.
HD: d10
Skill Points: 4
Attack: Fighter
Good Save: Ref
Weap: Simple,
Martial
Armor: —
Class Lvls: 10
Epic Lvls: 10
(3.5up p13)
Str: Jump.
Dex: Balance,
Escape Artist,
Tumble.
Wis: Listen, Sense
Motive, Spot.
Cha: Bluff, Perform.
1st: Add your Class level to your AC, up to your Intelligence
modifier, when not wearing armor, using a shield, and
not flat-footed.
2nd: +2 bonus to Initiative checks.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 36
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Dungeon
Delver
(specialist in
underground
tunnels &
traps)
(CAdv p42)
Climb: 10 ranks.
Craft (stonemasonry): 5 rank
Disable Device: 10 ranks.
Hide: 5 ranks.
Move Silently: 5 ranks.
Open Locks: 10 ranks.
Search: 10 ranks.
Feats: Alertness, Blind-Fight.
Have Trapfinding class ability
Must either adventure alone
in a dungeon, survive a
cave-in, or live underground
for a year.
Min Lvl: Rog7, Bbn17,
Brd17, Clr17, Drd17, Ftr17,
Mnk17, Pal17, Rgr17,
Sor17, Wiz17.
HD: d6
Skill Points: 8
Attack: Rogue
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(CAdv p191)
Str: Climb, Jump,
Swim.
Dex: Balance, Hide,
Move Silently,
Open Lock,
Tumble, Use Rope.
Int: Appraise, Craft,
Disable Device,
Know(dungeoneer.).
Wis: Listen, Spot,
Survival.
Cha: Use Magic
Device.
1st: Trap Sense +1 – +1 Insight bonus on Reflex saves vs.
traps & +1 Dodge bonus to AC vs. traps. Stacks with
Trap Sense from other classes.
Gain Darkvision 60’. If you already have Darkvision, it
increases +30’.
Deep Survival – add your Class level as a bonus to
Survival checks made underground.
2nd: Stonecunning – as the Dwarven racial ability, except the
bonuses are Competence bonuses, so they stack with
the Dwarven ability.
Reduce Person, 3/day at Class level.
Dwarven
Defender
(a dwarf who
specializes in
being a living
wall)
(DMG p186)
Alignment: LG, LN, LE.
Race: Dwarf.
Base Attack Bonus: +7.
Feats: Dodge, Endurance,
Toughness.
Min Lvl: Ftr7, Pal7, Rgr7,
Clr10, Drd10, Mnk10,
Rog10, Sor14, Wiz14.
HD: d12
Skill Points: 2
Attack: Fighter
Good Save:
Fort, Will
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Epic Lvls: 10
(ELH p20)
(3.5up p13)+
Int: Craft.
Wis: Listen, Sense
Motive, Spot.
1st: Defensive Stance – Once per day, you can choose to
defend an unmoving location. You gain +2 Str, +4
Con, +2 Resistance bonus to all saves, & +4 Dodge
bonus to AC. The Defensive Stance lasts up to
3 + new Constitution modifier rounds. Afterwards,
you are at –2 Str for the rest of the encounter.
2nd: Uncanny Dodge – Retains Dex bonus to AC even if
caught flat-footed or attacked by someone invisible.
Earth Dreamer
(a caster who
is in-tune with
the stone near
him/her, in
time being
able to see &
glide through
stone)
(RoS p110)
Know (nature): 5 ranks.
Spellcraft: 10 ranks.
Feat: Earth Sense.
Able to cast 1st level spells.
Min Lvl: Brd7, Clr7, Drd7,
Sor7, Wiz7, Pal17, Rgr17.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Craft,
Know(dungeoneer),
Know(nature),
Spellcraft.
Wis: Heal, Listen.
1st: +1 Caster level.
Earth Friend – the initial attitude to you of any creature
with the [earth] subtype is improved by one step.
2nd: +1 Caster level.
Earth Dream – get the answer to one question about the
mountain you with which are in contact, with a 70%
+ 2% per Class level chance of success (no answer on
a failure). Similar to Divination. Usable 1/day and
takes 10 minutes to activate.
Earthshaker
(a caster who
is in tune with
the earth,
allowing
him/her to
detect the
steps of others,
cause the
ground to
shake, and
eventually to
cause
earthquakes)
(DR314 p57)
Know (dungeoneering):
6 ranks.
Know (nature): 12 ranks.
Able to speak Terran.
Able to cast Soften Earth and
Stone.
Min Lvl: Drd9.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb.
Dex: Balance.
Con: Concentrate.
Int: Craft,
Know(dungeoneer),
Know(nature),
Spellcraft.
Wis: Survival.
1st: +1 Caster level.
Gain the Earth Domain ability (Rebuking / Commanding
Earth creatures and/or Turning / Destroying Air
creatures at Cleric level + Class level) and the bonus
spells. If you are not a Cleric, you gain +1 spell per
spell level you can cast that must be chosen from the
Earth Domain spell list.
Tremorsense 5’.
2nd: +1 Caster level.
Tremor – As a Standard Action, cause the ground to
shake around you in a 10’ radius for 1d4 rounds. Any
creature touching the ground in the area of effect must
make a Balance check vs. DC (10 + Class level) or
fall Prone. Standing creatures must make the check
as long as they are in the area of effect. The area also
counts as Vigorous Motion with regards to
Concentration checks. This ability may be used
(Class level / 2) times per day.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 37
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Effigy Master
(a caster
trained to
create
Constructs that
look & act like
Animals)
(CArc p30)
Craft(leatherworking) –or–
Craft(metalworking) –or–
Craft(woodworking): 10 ranks
Know(arcana): 5 ranks.
Spellcraft: 5 ranks.
Use Magic Device: 2 ranks.
Feat: Craft Wondrous Item.
Must have Simulacrum on
your class spell list.
Min Lvl: Sor7, Wiz7.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Craft,
Know(any),
Spellcraft.
Wis: Profession.
1st: Craft Effigy – You can create Effigies, which are
Constructs made with the form and abilities of
Animals (i.e., a Template). Unlike other casters, you
do not need the Craft Construct feat to create an
Effigy and do not need Know (architecture &
engineering) to repair them.
2nd: +1 Caster level.
Eldeen Ranger
– Ashbound
(follower of
the druidic
teachings that
say that
Arcane magic
is ‘evil’)
(Eb p74)
Base Attack Bonus: +5.
Know (nature): 6 ranks.
Survival: 8 ranks.
Feat: Track.
Class Feature: Favored Enemy
Train with other Eldeen
Rangers of the Ashbourn
Min Lvl: Rgr5.
HD: d8
Skill Points: 6
Attack: Fighter
Good Save:
Fort, Ref
Weap: Simple,
Martial
Armor: Light,
Shield
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Hide, Move
Silently, Ride.
Int: Craft,
Know(dungeon.),
Know(geography),
Know(nature).
Wis: Heal, Listen,
Profession, Spot,
Survival.
Cha: Handle Animal
1st: Resist the Arcane – gain a +2 bonus on saves vs. Arcane
spells.
2nd: Hated Foe – Before making an attack on one of your
Favored Enemies, you may trade in an Action point.
If you attack hits, you do double damage.
3rd: Ferocity – You may continue to fight without penalty
even while Disabled or Dying.
4th: Favored Enemy – Gain a new Favored Enemy as a
Ranger does, including a +2 bonus vs. one Enemy.
5th: Spell Resistance – Gain Spell Resistance 20.
Eldeen Ranger
– Children of
Winter
(follower of
the druidic
teachings that
say that the
time of
civilization is
over & it
should be
purged)
(Eb p74)
Alignment: LN, N, CN, LE,
NE, CE.
Base Attack Bonus: +5.
Know (nature): 6 ranks.
Survival: 8 ranks.
Feat: Track.
Class Feature: Favored Enemy
Train with other Eldeen
Rangers of the Children of
Winter
Min Lvl: Rgr5.
HD: d8
Skill Points: 6
Attack: Fighter
Good Save:
Fort, Ref
Weap: Simple,
Martial
Armor: Light,
Shield
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Hide, Move
Silently, Ride.
Int: Craft,
Know(dungeon.),
Know(geography),
Know(nature).
Wis: Heal, Listen,
Profession, Spot,
Survival.
Cha: Handle Animal
1st: Resist Poison – gain a +2 bonus on saves vs. poison.
2nd: Hated Foe – Before making an attack on one of your
Favored Enemies, you may trade in an Action point.
If you attack hits, you do double damage.
3rd: Resist Corruption – You become immune to disease &
gain a +2 bonus on saves vs. mind-affecting spells &
abilities (including charms, compulsions, phantasms
patterns, and morale effects).
4th: Favored Enemy – Gain a new Favored Enemy as a
Ranger does, including a +2 bonus vs. one Enemy.
5th: Touch of Contagion – Contagion, 3/day.
Eldeen Ranger
– Gatekeepers
(follower of
the druidic
teachings that
protected the
world of
Eberron from
an invasion of
Aberrations
long ago)
(Eb p74)
Alignment: LG, NG, CG,
LN, N, CN.
Base Attack Bonus: +5.
Know (nature): 6 ranks.
Survival: 8 ranks.
Feat: Track.
Class Feature: Favored Enemy
Train with other Eldeen
Rangers of the Gatekeepers.
Min Lvl: Rgr5.
HD: d8
Skill Points: 6
Attack: Fighter
Good Save:
Fort, Ref
Weap: Simple,
Martial
Armor: Light,
Shield
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Hide, Move
Silently, Ride.
Int: Craft,
Know(dungeon.),
Know(geography),
Know(nature).
Wis: Heal, Listen,
Profession, Spot,
Survival.
Cha: Handle Animal
1st: Resist Corruption– gain a +2 bonus on saves vs. the
spell-like abilities, supernatural abilities, & psionics
of Aberrations.
2nd: Hated Foe – Before making an attack on one of your
Favored Enemies, you may trade in an Action point.
If you attack hits, you do double damage.
3rd: Darkvision – Gain Darkvision 60’. If you already had
Darkvision, it improves by +30’.
4th: Favored Enemy – Gain a new Favored Enemy as a
Ranger does, including a +2 bonus vs. one Enemy.
5th: Slippery Mind – If you fail a save vs. an Enchantment,
get a new save 1 round later.
Eldeen Ranger
– Greensingers
(follower of
the druidic
teachings that
say the Fey are
there allies)
(Eb p74)
Alignment: CG, CN, CE.
Base Attack Bonus: +5.
Know (nature): 6 ranks.
Survival: 8 ranks.
Feat: Track.
Class Feature: Favored Enemy
Train with other Eldeen
Rangers of the Greensingers.
Min Lvl: Rgr5.
HD: d8
Skill Points: 6
Attack: Fighter
Good Save:
Fort, Ref
Weap: Simple,
Martial
Armor: Light,
Shield
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Hide, Move
Silently, Ride.
Int: Craft,
Know(dungeon.),
Know(geography),
Know(nature).
Wis: Heal, Listen,
Profession, Spot,
Survival.
Cha: Handle Animal
1st: Resist Nature’s Law – gain a +4 bonus on saves vs. the
spell-like abilities of Fey.
2nd: Hated Foe – Before making an attack on one of your
Favored Enemies, you may trade in an Action point.
If you attack hits, you do double damage.
3rd: Unearthly Grace – Add your Charisma modifier (if any)
to all your saving throws.
4th: Favored Enemy – Gain a new Favored Enemy as a
Ranger does, including a +2 bonus vs. one Enemy.
5th: Gain Damage Reduction 3 / cold iron.
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Prestige Classes Page 38
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Eldeen Ranger
– Wardens of
the Woods
(follower of
the druidic
teachings that
say the great
woods must be
protected at all
costs)
(Eb p74)
Alignment: LG, NG, CG,
LN, N, CN.
Base Attack Bonus: +5.
Know (nature): 6 ranks.
Survival: 8 ranks.
Feat: Track.
Class Feature: Favored Enemy
Train with other Eldeen
Rangers of the Wardens of
the woods.
Min Lvl: Rgr5.
HD: d8
Skill Points: 6
Attack: Fighter
Good Save:
Fort, Ref
Weap: Simple,
Martial
Armor: Light,
Shield
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Hide, Move
Silently, Ride.
Int: Craft,
Know(dungeon.),
Know(geography),
Know(nature).
Wis: Heal, Listen,
Profession, Spot,
Survival.
Cha: Handle Animal
1st: Nature Sense – gain a +2 bonus on Know (nature) and
Survival checks.
2nd: Hated Foe – Before making an attack on one of your
Favored Enemies, you may trade in an Action point.
If you attack hits, you do double damage.
3rd: Improved Critical – Gain Feat: Improved Critical with
one thrown or ranged weapon of your choice.
4th: Favored Enemy – Gain a new Favored Enemy as a
Ranger does, including a +2 bonus vs. one Enemy.
5th: Smite Evil, 1/day – Declare that you are using this
ability before making your attack. You receive your
Charisma modifier (if any) as a bonus on the attack
roll. If you hit, do +1 point of damage per Class lvl.
Eldritch Knight
(a combination
arcane spell
caster &
fighter)
(DMG p187)
Must be proficient with all
Martial Weapons.
Able to cast 3rd level Arcane
spells.
Min Lvl: Wiz5 / Ftr1,
Sor6 / Ftr1, Brd7 / Ftr1.
HD: d6
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(3.5up p13)
Str: Jump, Swim.
Dex: Ride.
Int: Craft, Decipher
Script,
Know(arcana),
Know(nobility &
royalty), Spellcraft.
Wis: Sense Motive.
Con: Concentrate.
1st: Gain one Feat for which you quality off the Fighter Feat
list.
2nd: +1 Arcane Caster Level.
Elemental
Savant
(a caster who
wishes to
become more
in tune with
one of the four
elements,
eventually
becoming an
‘Elemental’)
(CArc p32)
Know (arcana): 8 ranks.
Know (the planes): 4 ranks
Feat: Energy Substitution
(acid, cold, electricity, or
fire).
Able to cast at least 3 spells
with the above descriptor, at
least one of which must be
3rd level.
Must have made peaceful
contact with an appropriate
elemental outsider.
Min Lvl: Clr5, Drd5, Wiz5,
Sor6, Brd7.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(the planes),
Spellcraft.
Wis: Profession.
Speak Language.
1st: +1 Caster Level.
Elemental Specialty – choose a Preferred Element /
Energy (must match your Energy Substitution feat):
Preferred Opposing
Air(Electricity) Earth(Acid)
Earth(Acid) Air(Electricity)
Fire(Fire) Water(Cold)
Water(Cold) Fire(Fire)
Any spell you cast that does energy damage
automatically changes to your Preferred Energy type.
Gain Resistance 5 to your Preferred Energy type.
2nd: +1 Caster Level.
Spells with your Preferred Energy have a +1 DC.
Immune to magical sleep effects.
Emissary of
Barachiel
(follower of
the Deity of
Heralds, who
can use the
Words of
Creation to
effects large
numbers of
people and
help convert
his/her
opponent to
Lawful Good)
(BoED p59)
Alignment: LG.
Base Will Save: +5
Diplomacy: 8 ranks.
Know (the planes): 4 ranks.
Feats: Servant of the
Heavens, Words of Creation.
Minimum Intelligence: 15.
Minimum Charisma: 15.
Min Lvl: Clr6, Mnk6, Sor13,
Wiz13, Ftr15, Pal15, Rgr15,
Rog15.
HD: d6
Skill Points: 4
Attack: Fighter
Good Save: Fort,
Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft, Decipher
Script, Know(any),
Spellcraft.
Wis: Listen,
Profession, Sense
Motive.
Cha: Diplomacy,
Gather Info.,
Perform, Use Magic
Device.
1st: Casts Charisma-based Impromptu Divine spells from the
Emissary of Barachiel Spell List (see page 107).
You may use your ‘Words of Creation’ to effect all
Humanoids who can hear you within 30’, Class level
times per day. This is a Ench(comp)[mind][language]
effect whose DC is equal to your Diplomacy check.
You take 3d4 hp of non-lethal damage on each use &
all targets are effected based on their alignment:
LG – +2 Morale bonus on attack rolls, saving throws,
skill checks, ability checks, & damage for 10 min.
NG, CG – +1 Morale bonus on attack rolls & saves
vs. fear for 10 minutes.
LN – Enthrall for as long as you speak + 1d3 rounds.
N, CN – Enthrall for as long as you speak + 1d3
rounds & –1 penalty on attack rolls, saving throws,
skill checks, & ability checks for 10 minutes.
LE, NE, CE – Stunned for 1 round & –2 penalty on
attack rolls, saving throws, skill checks, ability
checks, & damage for 10 minutes.
2nd: —
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Prestige Classes Page 39
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Enlightened
Fist
(a hybrid
monk / arcane
caster who can
channel
his/her
stunning fist
ability into
making his/her
hands be
covered with
flame or
electricity)
(CArc p34)
Concentration: 8 ranks.
Know (arcana): 5 ranks.
Spellcraft: 5 ranks.
Feats: Combat Casting,
Improved Unarmed Strike,
Stunning Fist.
Arcane Caster level 3rd.
Min Lvl: Brd6, Sor6, Wiz6.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble.
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(religion),
Spellcraft.
Wis: Listen,
Profession, Spot.
Monks may freely cross-class. The Arcane Caster class that
qualified you for this class can also be freely crossclassed
with Monk.
1st: Add your Class level to your Monk levels to determine
your AC bonus, Unarmed Strike Damage, Speed
bonus, & the number of times you can use Stunning
Fist per day.
Ki Strike (magic) – Your Unarmed Attack are treated as
‘magic’ for purposes of overcoming Damage
Reduction.
2nd: +1 Arcane Caster Level.
Fist of Energy – As a Free Action, you may cause your
Unarmed Attacks to do +1d6 Fire or +1d6 Electrical
damage (chosen at activation time) for 1 round. This
consumes one of your daily uses of Stunning Fist.
Entropomancer
(specialty
priest of the
Deity of the
Void)
(CDiv p36)
Alignment: LN, N, CN, LE,
NE, CE.
Concentration: 5 ranks.
Know (arcana): 5 ranks.
Feats: Great Fortitude,
Magical Aptitude.
Able to cast 4th level Divine
spells
Min Lvl: Clr7, Rgr14.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(local),
Know(religion),
Spellcraft.
Wis: Heal,
Profession.
Cha: Intimidate.
1st: Shard of Entropy, 2/day – as a Standard Action, you
summon a shard of nothingness for 1 round per Class
level. Touching the shard does 3d6 damage to objects
(bypassing Hardness) or 3d6 damage to creatures
(Fort½, DC is 12 + Wisdom modifier). When
summoned, it appears next to you. The shard has a
move of 30’, can be moved to a new hex as a Move
Action, or can target a creature as a Standard Action.
Any creature going through a hex with a shard takes
damage.
2nd: +1 Divine Caster Level.
Evangelist
(the mouthpiece
of a
deity who can
effect
followers and
foes similarly
to how a bard
works)
(CDiv p39)
Same alignment as your
Patron Deity
Bluff: 8 ranks.
Gather Information: 5 ranks.
Know (religion): 5 ranks.
Perform (oratory): 6 ranks.
Sense Motive: 5 ranks.
Feats: Negotiator –or–
Persuasive.
Min Lvl: Brd5, Rog7, Sor9,
Bbn13, Clr13, Drd13, Ftr13,
Mnk13, Pal13, Rgr13, Wiz13.
HD: d6
Skill Points: 6
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Int: Craft,
Know(any).
Wis: Listen,
Profession,
Sense Motive.
Cha: Bluff,
Diplomacy,
Disguise,
Intimidate, Perform.
Speak Language.
1st: Great Orator – Usable Class level times per day.
Inspire Hope (Good & Neutral alignment only) –
requires 9 ranks in Perform (oratory). All allies
within 30’ gain a +4 Sacred bonus on Will saves.
Takes a Takes a Full Round to activate and lasts as
long as you maintain Concentration + 3 rounds.
Inspire Dread (Evil alignment only) – requires 9 ranks
in Perform (oratory). All foes within 30’ receive a
–4 penalty on Will saves. Takes a Full Round to
activate and lasts as long as you maintain
Concentration + 3 rounds.
2nd: Fast Talk – you may make a Diplomacy check as a Full
Round Action with only a –5 penalty.
Evereskan
Tomb
Guardian
(dedicated
arcane
guardian of a
tomb in the
Evereska
Region of the
Forgotten
Realms, who
also hunt
down defilers
of the tombs
they guard)
(PGF p53)
Race: Elf
Base Attack Bonus: +4
Hide: 5 ranks.
Listen: 2 ranks
Move Silently: 5 ranks
Spot: 2 ranks.
Survival: 5 ranks.
Feats: Alertness, Track.
Class Ability: 2nd level
Arcane spells.
Min Lvl: Brd7, Sor8, Wiz8.
HD: d4
Skill Points: 4
Attack: Rogue
Good Save: Ref,
Will
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Escape Artist,
Hide, Move
Silently, Open
Lock, Sleight of
Hand, Tumble, Use
Rope.
Int: Craft,
Decipher Script,
Disable Device,
Know(geography),
Know(local),
Search.
Wis: Listen,
Profession, Sense
Motive, Spot.
Cha: Gather Info.,
Intimidate.
1st: +1 Arcane Caster Level.
Sacred Duty – If within the Forgotten Realms region of
Evereska, you gain a +2 Sacred bonus on Gather
Info., Hide, Move Silently, & Survival checks.
If within an actual Evereskan tomb, gain a +2 Sacred
bonus on attack rolls & +(Class level) Sacred bonus to
damage.
2nd: +1 Arcane Caster level.
Devoted Pursuit – you retain your bonuses from your
‘Sacred Duty’ (see above) when tracking down
someone who has robbed and Evereskan tomb &
attacking them.
Gain a +1 Dodge bonus to AC while wearing Light
armor or no armor.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 40
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Exalted
Arcanist
(a Sorcerer or
Bard who
casts “good”
spells & has
access to some
clerical spells
as arcane
spells)
(BoED p61)
Alignment: LG, NG, CG.
Base Will Save: +5
Know (arcana): 9 ranks.
Know (religion): 4 ranks.
Feats: Consecrate Spell,
Purify Spell.
Able to cast Impromptu
Arcane spells of at least 3rd
level.
Min Lvl: Sor6, Brd7.
HD: d4
Skill Points: 4
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft, Decipher
Script,
Know(arcana),
Know(religion),
Spellcraft.
Wis: Profession,
Sense Motive.
Cha: Diplomacy,
Perform, Use Magic
Device.
1st: Add 1st – 3rd level spells from the Exalted Arcanist Spell
List (see page 108) to list of spells you can choose to
learn.
Learn two new spells of any level you can currently cast.
2nd: +1 Arcane Caster level.
Add 4th – 5th level spells from the Exalted Arcanist Spell
List to list of spells you can choose to learn.
You can apply Feat: Consecrate Spell to your spells
without extending the casting time to a Full Round.
Exemplar
(master of one
or more skills)
(CAdv p44)
Diplomacy: 6 ranks.
any other skill: 13 ranks.
Feats: Skill Focus (any).
Min Lvl: Bbn10, Brd10,
Clr10, Drd10, Ftr10, Mnk10,
Pal10, Rgr10, Rog10, Sor10,
Wiz10.
HD: d6
Skill Points: 8
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10

1st: Skill Artistry – Choose one skill with which you have at
least 13 ranks. Gain a +4 Competence bonus when
using this skill.
Skill Mastery – Choose (Intelligence modifier + 1) skills.
You may “Take 10” with these skills even when
under stress and/or when distracted.
2nd: Lend Talent – You may accept a penalty on the skill
with which you have Skill Artistry up to your Class
level. All allies within 30’ gain ½ this penalty as a
Competence bonus with the same skill for as long as
you wish it, are in range, and you remain conscious.
Exorcist of the
Silver Flame
(specialty
priest of the
Silver Flame,
with the ability
to drive off
Evil Outsiders
and make a
person
weapon’s
more effective
against
Outsiders)
(Eb p77)
Patron: The Silver Flame
Alignment: LG, NG, CE.
Base Attack Bonus: +3.
Know(religion): 8 ranks.
Know(the planes): 3 ranks.
Spot: 4 ranks
Class Ability: 1st lvl Divine
spells.
Min Lvl: Clr5, Pal5, Rgr5.
HD: d8
Skill Points: 2
Attack: Fighter
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(the planes),
Know(religion),
Spellcraft
Wis: Profession,
Sense Motive.
Cha: Intimidate.
1st: Flame of Censure – you may attempt to Stun / Banish
Evil Outsiders as a Cleric Turns / Destroys Undead.
The most powerful Outsider to be effected is
calculated with your Character level, but your
‘Turning Damage’ is calculated with your Class level.
Usable 3 + Charisma modifier times per day.
Weapon of the Exorcist – choose a weapon with which
you have proficiency that has been in your possession
for at least 24 hours. This weapon now has a +1
Sacred bonus on damage & is considered ‘magic’ for
purposes of overcoming Damage Reduction. You
may only have one ‘Weapon of the Exorcist’ at a time
2nd: +1 Divine Caster level.
Weapon of Silver – your ‘Weapon of the Exorcist’ is
consider to be ‘silver’ for purposes of overcoming
Damage Reduction.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 41
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Exotic Weapon
Master
(learn special
tricks with
your exotic
weapon)
(CWar p30)
Base Attack Bonus: +6.
Craft (weaponsmith): 3 ranks
Feats: Exotic Weapon
Proficiency (any), Weapon
Focus (any exotic weapon).
Note: Racial weapon
familiarity of an Exotic
weapon qualifies.
Min Lvl: Bbn6, Ftr6, Rgr6,
Pal6, Brd8, Clr8, Mnk8,
Rog8, Sor12, Wiz12.
HD: d8
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 3
Int: Craft.
Wis: Profession.
Cha: Intimidate.
1st: Choose one Exotic Weapon Stunt, which applies to
every Exotic Weapon with which you have Weapon
Focus (& is appropriate).
- Double Weapon Defense – +1 Shield bonus to AC
when wielding a double Exotic Weapon.
- Close-Quarters Ranged Combat – does not
generate an Attack of Opportunity with Exotic
Ranged Weapons.
- Exotic Reach – when wielding an Exotic Weapon
with Reach, you can take Attacks of
Opportunity against opponents that have Cover
(but not Total Cover) (normally, opponents with
Cover are immune to Attacks of Opportunity).
- Exotic Sunder – do +1d6 damage when attempting
to Sunder with an Exotic Weapon.
- Flurry of Strikes – when wielding a Double Exotic
Weapon or a Spiked Chain, you may make an
extra attack at your highest value as part of a
Full Round Action, though all attacks are at –2.
- Ranged Disarm – you may attempt to Disarm with
a Ranged Exotic Weapon (which is considered a
Light weapon).
- Show Off – as a Standard Action, make an
Intimidate check + BAB vs. your opponent’s
level check. Opponent must be within 30’ &
looking at you. If successful, your opponent is
Shaken for 1 round per Class level.
- Stunning Blow – if you have the Feat: Stunning
Blow, you may use it while wielding an Exotic
Melee Weapon.
- Throw Exotic Weapon – you may throw an Exotic
Weapon with no penalty and a range increment
of 10’.
- Twin Exotic Weapon Fighting – when wielding the
same Light Exotic Weapon in each hand, you
are treated as having the Feat: Two Weapon
Fighting. If you actually have the feat, then the
penalty is reduced from –2 to –1 on each hand.
- Trip Attack – you may make Trip attacks with your
non-Light Exotic Melee Weapon. If the weapon
already allowed trips, the action has a +2 bonus.
- Uncanny Blow – when wielding a One-Handed
Exotic Weapon with two hands, you do 2x Str
modifier damage (instead of 1½x Str modifier).
2nd: Choose another Exotic Weapon Stunt.
Extreme Explorer
(one who gets
past problems
with speed,
wit, and lots of
Action Points)
(Eb p79)
Base Attack Bonus: +4.
Know(dungeoneering):
4 ranks.
Survival: 4 ranks.
Feats: Action Boost.
Min Lvl: Rgr4, Bbn5, Ftr5,
Pal5, Brd6, Clr6, Drd6,
Mnk6, Rog6, Sor8, Wiz8.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Open
Lock, Ride, Tumble,
Use Rope.
Int: Decipher Script,
Disable Device,
Know(arcana),
Know(dungeoneer),
Know(history).
Wis: Listen, Survival
Cha: Use Magic
Device.
Speak Language.
1st: +2 Action points per level.
Trap Sense +1 – gain a +1 Dodge bonus to AC to avoid
being hit by traps –and– a +1 bonus to Reflex saves to
avoid traps.
2nd: Evasion – on a Reflex save for half damage, take no
damage no a successful save. You cannot be wearing
more than Light armor. If you already have Evasion,
gain Improved Evasion (½ damage on a failed save).
+1 Dodge bonus to AC when wearing Light armor (or
less), not using a Shield, & no more than Lightly
encumbered.
Extreme Hustle – trade in 1 Action Point to gain a Move
Action. Usable up to once per round as a Free Action
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 42
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Eye of
Gruumsh
(templars of
the Deity of
Orcs who fight
with Orc
Double Axes
even more
wildly than
Barbarians &
inspire other to
do so too)
(CWar p31)
Patron: Gruumsh
Race: Orc or Half-Orc.
Alignment: CE, CN, NE.
Base Attack Bonus: +6.
Feats: Exotic Weapon
Proficiency (Orc Double
Axe), Weapon Focus (Orc
Double Axe).
Must have right-eye
ritualistically removed.
Min Lvl: Bbn6, Ftr6, Rgr6,
Brd8, Clr8, Rog8, Sor12,
Wiz12.
HD: d12
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10.
Str: Climb, Jump,
Swim
Dex: Ride.
Wis: Survival.
Cha: Intimidate.
1st: Gain Feat: Blind-Fight.
Missing eye causes no penalties.
All non-good Orcs & Half-Orcs within 30’ whose HD
are lower than yours gain +2 Morale bonus on Will
saves while following your orders.
Add your Class level to your Barbarian level (if any) to
determine how often you can Rage per day.
Therefore, a 1st level Eye of Gruumsh with no
Barbarian levels can Rage as a 1st level Barbarian.
2nd: When Raging, gain an additional +2 bonus to your
Strength, but your AC is lowered by an extra –2.
Eye of Horus-Re
(specialty
priest of Deity
of the Sun)
(PGF p54)
Alignment: LG
Know(religion): 9 ranks.
Spot: 4 ranks
Feats: Alertness, Extra
Turning.
Class Ability: 3rd lvl Divine
spells & access to the Sun
Domain
Min Lvl: Clr6.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(PGF p127)
Con: Concentrate.
Int: Know(any),
Spellcraft
Wis: Heal,
Profession, Spot.
Cha: Diplomacy.
1st: Add your Class level to your Cleric levels when
attempting to Turn Undead.
You may use the Greater Turning power of the Sun
Domain (3 + Charisma modifier) times per day.
When you cast a spell with the [light] subtype, it
generates twice the radius of light & can Cancel any
[darkness] spell up to one level greater than itself.
2nd: +1 Cleric Caster level.
Gain Low-Light Vision & Darkvision 60’.
Fatespinner
(arcane caster
with influence
over ‘luck’
(i.e., saving
throws, etc.))
(CArc p37)
Know (arcana): 10 ranks.
Profession (gambler): 8 ranks
Able to cast 4th level Arcane
spells, including at least one
Divination of at least 1st lvl.
Min Lvl: Wiz7, Sor8, Brd10.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Dex: Sleight of Hand
Con: Concentrate.
Int: Appraise, Craft,
Know(arcana),
Spellcraft.
Wis: Profession.
1st: +1 Caster Level.
Spin Fate – You may increase the DC of any spell you
cast by up to your Class level per day. The total for a
given day equals your Class level. This pool is
replenished when you meditate for spells.
2nd: +1 Caster Level.
Fickle Finger of Fate – Once per day as an Immediate
Action, you may cause one enemy or ally (but not
yourself) within line of sight to reroll a roll he/she just
made. The target keeps the new roll, whether better
or worse.
Firestorm
Berserker
(a barbarian
who literally is
on fire inside,
allowing
him/her to
breath out fire
& to rage
longer at the
cost of
Constitution)
(DR314 p60)
Alignment: CG, CN, CE.
Base Attack Bonus: +8.
Intimidate: 6 ranks.
Feats: Iron Will, Great
Fortitude, Toughness.
Class Ability: Rage, 3/day.
Min Lvl: Bbn8.
HD: d12
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Int: Craft
Wis: Survival.
Cha: Intimidate.
1st: Add Class levels to Barbarian level to determine your
Rage ability.
Kindling – you can begin your Rage at any time, even on
someone else’s turn in response to their actions (e.g.,
to gain the bonus on Will saves, etc.).
2nd: Inner Flame – when Raging, you gain Cold Resistance
equal to your Class level + you Constitution modifier.
Fist of Raziel
(follower of
the Deity of
Holy Warfare,
who gain
special
advantages to
their ‘Smite
Evil’ ability)
(BoED p62)
Alignment: LG.
Base Attack Bonus: +6
Diplomacy: 5 ranks.
Know (religion): 5 ranks.
Feats: Power Attack, Servant
of the Heavens.
Able to cast Divine Favor.
Min Lvl: Pal6, Clr8.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort,
Will
Weap: Simple,
Martial.
Armor: All
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(religion),
Know(the planes).
Wis: Heal,
Profession, Sense
Motive.
Cha: Diplomacy.
1st: Magic Circle against Evil, always on at Character level.
Smite Evil +1 per day (i.e., stacks with any Smite Evil
uses from your Paladin levels) – against an Evil
opponent, gain a bonus to an attack equal to your
Charisma modifier & damage equal to your (Class
level + Paladin level (if any)). In addition, the
weapon is considered to be Good aligned for purposes
of overcoming Damage Reduction.
2nd: +1 Divine Caster level.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 43
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Fochlucan Lyrist
(a bard / druid
/ rogue, who
acts as a spy,
poet, &
woodland
champion)
(CAdv p47)
Alignment: NG, N, CN, NE.
Decipher Script: 7 ranks.
Diplomacy: 7 ranks.
Gather Info.: 7 ranks.
Know (nature): 7 ranks.
Perform (string instrument):
13 ranks.
Sleight of Hand: 7 ranks.
Speak Language (Druidic).
Able to cast 1st lvl Arcane &
1st lvl Divine spells.
Bardic Knowledge class
ability.
Evasion class ability.
Min Lvl: Brd4 / Drd4 / Rog2.
HD: d6
Skill Points: 6
Attack: Fighter
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Swim.
Dex: Hide, Move
Silently, Ride,
Sleight of Hand.
Con: Concentrate.
Int: Appraise, Craft,
Decipher Script,
Know(any),
Spellcraft.
Wis: Heal, Listen,
Profession, Sense
Motive, Survival.
Cha: Bluff,
Diplomacy, Gather
Info., Handle
Animal, Perform,
Use Magical Device
Speak Language.
1st: +1 Arcane Caster level –and– +1 Divine Caster level.
Class levels stack with Bardic Knowledge and Bardic
Music class abilities.
Unbound – your Druidic Oath is relaxed, allowing you to
wear any Light armor without penalty.
2nd: +1 Arcane Caster level –and– +1 Divine Caster level.
Force Missile
Mage
(specialist in
Magic Missile)
(DR328 p50)
Concentration: 9 ranks.
Spellcraft: 9 ranks.
Feat: Combat Casting.
Able to cast Magic Missile.
Min Lvl: Clr(force)6, Sor6,
Wiz6.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Craft,
Know(arcana),
Spellcraft.
Wis: Profession.
1st: Bonus Missile – when you cast Magic Missile, it
produces one extra missile, even if this exceeds the
spell’s limit.
Still Missile – the spell Magic Missile no longer has a
Somatic component for you.
2nd: +1 Caster level.
Energy Missile – when you cast Magic Missile, you have
the option of adding the [acid], [cold], [electricity], or
[fire] energy descriptor to the spell, doing the
appropriate type of damage.
Swift Shield – you may cast Shield once per day as
Immediate Action. This spell is in addition of your
normal allotment of spells and is cast at Class level.
Frenzied
Berserker
(make normal
barbarians
look weak &
in control by
comparison)
(CWar p34)
Alignment: NG, CG, N, CN,
NE, CE.
Base Attack Bonus: +6.
Feats: Power Attack, Cleave,
Destructive Rage,
Intimidating Rage.
Must be able to Rage.
Min Lvl: Ftr2 / Bbn4, Bbn9.
HD: d12
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Ride.
Cha: Intimidate.
1st: Gain Feat: Diehard.
Frenzy (1/day) – Gain +6 Str & an extra attack each
round at highest bonus when making a Full Round
Attack (which doesn’t stack with Haste) for 3 +
Constitution modifier rounds. During this time, you
have a –4 penalty to AC & take 2 subdual damage per
round. While Frenzying, you must attack if at all
possible (including allies if there are no enemies left).
To end a Frenzy early requires a Will save vs. DC 20.
If you take damage from an attack, trap, spell, etc.,
you must make a Will save vs. DC (10 + damage
taken since your last round) to avoid entering Frenzy
if you have any left on your next round. Frenzying is
a Free Action & its bonuses can stack with those from
Raging.
At the end of the Frenzy, you are Fatigued for the rest
of the encounter. If you also Raged, then when both
are over, you are Exhausted.
2nd: You may take your once-per-round 5’ step in the middle
of a Cleave or Great Cleave.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 44
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Geomancer
(a hybrid
arcane &
divine
spellcaster
who gets the
best of both
worlds, but
becomes more
animal-like in
the process)
(CDiv p41)
Know (arcana): 6 ranks.
Know (nature): 6 ranks.
Able to cast 2nd level Arcane
spells & 2nd level Divine
spells.
Min Lvl: Wiz3 / Clr3.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Swim.
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(geography),
Know (nature),
Spellcraft.
Wis: Heal, Survival.
Cha: Diplomacy,
Handle Animal.
1st: +1 Caster Level to one of your spellcasting classes.
Spell Versatility 0 – you may blend Arcane & Divine
aspects of your 0th level spells on-the-fly, such as no
longer having an Arcane Failure chance, using the
best of your appropriate ability bonuses on the spell’s
save DC, converting Arcane spells in for healing
(assuming your Divine class is Cleric), etc.
Drift (stage 1) – gain a minor, non-game effecting
animal trait, such as a tail, fur, scales, feathers, etc.
2nd: +1 Caster Level to one of your spellcasting classes.
Spell Versatility 1 – you may blend Arcane & Divine
aspects of your 1st level spells on-the-fly.
Ley Lines +1 – Choose one of the following terrains:
aquatic, desert, forest, hills, marsh, mountains, or
plains. When in that terrain, your effective caster
level for all spells is at +1.
Drift (stage 1) – gain another minor trait.
Geometer
(wizard who
specializes in
runes, who can
cast, locate,
and bypass
Glyph of
Warding)
(CArc p39)
Decipher Script: 9 ranks.
Disable Device: 4 ranks.
Know (arcana): 9 ranks.
Search: 4 ranks.
Feat: Scribe Scroll.
Able to cast 3rd level
Prepared Arcane spells.
Min Lvl: Wiz6.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Craft,
Decipher Script,
Disable Device,
Know(any), Search,
Spellcraft.
Wis: Profession.
1st: +1 Arcane Caster level.
Add Glyph of Warding to your spellbook as a 3rd level
Arcane spell.
Spellglyph – you may create a special parchment which
you may use to substitute for the Verbal and Material
components of a spell. Each parchment is specific to
a particular spell, takes 1 hour to create, and
consumes inks that cost 25gp per spell level + the cost
of the Material component if more than 1 gp.
2nd: +1 Arcane Caster level.
Book of Geometry – You can now use a Geometerspecific
coding system for your spellbook. Each spell
only talks up one page, though each page takes 24
hours to scribe and costs 100 gp in ink. +5 DC for
non-Geometers to decipher your spellbook.
Ghost-Faced
Killer
(ninja assassin
who has ghostlike
powers)
(CAdv p51)
Alignment: LE, NE, CE.
Base Attack Bonus: +5.
Hide: 6 ranks.
Concentrate: 4 ranks.
Intimidate: 8 ranks.
Move Silently: 6 ranks.
Feats: Improved Initiative,
Power Attack.
Min Lvl: Brd7, Rog7, Bbn9,
Ftr9, Crl13, Drd13, Mnk13,
Rgr13, Sor13, Wiz13.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: Simple,
Martial
Armor: Light
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Hide, Open
Lock, Move
Silently, Tumble.
Con: Concentrate.
Int: Search.
Wis: Listen, Spot.
Cha: Bluff, Intimidate.
1st: Ghost Step, 1/day – as a Swift Action, become Invisible
for 1 round.
2nd: Sudden Strike +1d6 – as Sneak Attack, but only against
opponents that are denied their Dexterity modifier to
AC.
Gnome Giant-
Slayer
(specialized in
fighting Giants
& using their
size to their
advantage)
(CWar p34)
Race: Gnome.
Base Attack Bonus: +5.
Escape Artist: 3 ranks.
Tumble: 3 ranks.
Speak Language (Giant).
Feats: Dodge, Mobility,
Spring Attack.
Min Lvl: Ftr5, Bbn6, Pal6,
Rgr6, Brd7, Clr7, Drd7,
Mnk7, Rog7, Sor10, Wiz10.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: Simple,
Martial
Armor: Light,
Medium,
Shields
Class Lvls: 10
Str: Climb, Jump.
Dex: Escape Artist,
Hide, Move
Silently, Tumble,
Use Rope.
Int: Craft.
Cha: Intimidate.
1st: Favored Enemy (giant) +2 – Gain a +2 bonus on Bluff,
Listen, Sense Motive, Spot, & Survival checks made
vs. Giants. Also do +2 damage on any melee attack &
any ranged attack within 30’. This stacks with any
Ranger bonuses.
2nd: Gain +4 Dodge bonus to AC when fighting Giants &
+2 Dodge bonus when fighting any other creature 2
size categories larger.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 45
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Green Star
Adept
(by consuming
very rare,
very hard, &
very green
Starmetal,
your body
turns more
metal-like
(and greentinted)
until
you ultimately
become a
Construct)
(CArc p41)
Base Attack Bonus: +4.
Decipher Script: 2 ranks.
Know (arcana): 8 ranks.
Know (architecture &
engineering): 2 ranks.
Know (geography): 2 ranks.
Know (history): 2 ranks.
Feat: Combat Casting.
1st level Arcane spell caster.
Consume 2 ounces of
Starmetal as part of a
special mixture that cost
1,000 gp and 1 week to
make.
Min Lvl: Brd6, Sor9, Wiz9,
Ftr4 / Sor1, Ftr2 / Sor5.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save: Will
Weap: Simple
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Appraise, Craft,
Decipher Script,
Know(arcana),
Know(arch&eng),
Know(geography),
Know(history),
Spellcraft.
Wis: Profession.
1st: Gain Damage Reduction (Class level) / adamantine.
Improved Caster Level – Although you only gain
additional Arcane spells every other level, add your
Class level to your Arcane Caster level for your
effective caster level.
Starmetal Rigor I – gain +1 Strength & Natural Armor,
but loose –1 from Dexterity.
Starmetal Dependency – do not gain the benefits of 2nd
level until you again drink a mixture with 2 ounces of
Star Metal that costs 1,000 gp & 1 week to make.
2nd: +1 Arcane Caster level.
Natural Attack – gain a Slam attack that does 1d6 + 1 ½
Strength modifier damage (for Medium size).
Unnatural Metabolism +2 – gain a +2 bonus on saves vs.
Poison, Sleep effects, Paralysis, Stunning Disease,
Death Effects, and Necromancy effects.
Starmetal Dependency – do not gain the benefits of 3rd
level until you again drink a mixture with 2 ounces of
Star Metal that costs 1,000 gp & 1 week to make.
Green
Whisperer
(a combination
bard & druid
whose music
is especially
effective
against
animals &
eventually
plants)
(DR311 p70)
Alignment: NG, LN, N, CN,
NE.
Know (nature): 8 ranks.
Perform: 8 ranks.
Survival: 5 ranks.
Min Lvl: Brd7, Drd13.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Balance, Ride.
Con: Concentrate.
Int: Craft,
Know(nature),
Search, Spellcraft.
Wis: Listen, Sense
Motive, Spot,
Survival.
Cha: Handle
Animal, Perform.
1st: +1 Bard Caster level –and– +1 Druid Caster level.
Class levels stack with Bardic Music ability &
Bardic Knowledge checks.
2nd: +1 Bard Caster level –and– +1 Druid Caster level.
Halfling
Outrider
(halfling light
cavalry)
(CWar p38)
Race: Halfling.
Base Attack Bonus: +5.
Listen: 3 ranks.
Ride: 6 ranks.
Spot: 3 ranks.
Feats: Mounted Combat,
Mounted Archery.
Min Lvl: Bbn5, Ftr5, Pal5,
Rgr5, Brd9, Clr9, Drd9,
Mnk9, Rog9, Sor10, Wiz10.
HD: d8
Skill Points: 2
Attack: Fighter
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Dex: Ride.
Wis: Listen, Spot,
Survival.
Cha: Handle
Animal.
1st: +1 Dodge bonus to AC when mounted.
Gain Feat: Alertness.
Gain a Competence bonus to Ride checks equal to your
Class level.
2nd: Defensive Ride – By spending a round riding without
attacking, the rider gains +2 bonus to Reflex saves &
a +4 Dodge bonus to AC -and- the mount gains +20’
to movement, +2 bonus to Will saves, & +4 Dodge
bonus to AC.
Hammer of
Moradin
(specialty priest
of Deity of the
Forge, who
imbues his
warhammer
with special
abilities)
(PGF p56)
Patron Deity: Moradin
Race: Dwarf
Craft(weapons): 10 ranks.
Feats: Iron Will, Weapon
Focus (warhammer).
Class Ability: 2nd lvl Divine
spells.
Must join the Hammers of
Moradin
Min Lvl: Clr7, Pal8, Rgr8.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort,
Will
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Epic Lvls: 10
(PGF p128)
(PGFe)+
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(history),
Know(local),
Know(religion),
Know(the planes),
Spellcraft.
Wis: Heal,
Profession.
1st: Aura of Courage – You are immune to Fear effects. All
allies within 10’ gain a +4 Morale bonus on saves vs.
Fear effects.
You may use a Warhammer as a thrown weapon with a
20’ range increment.
2nd: Goblin Killer – your Warhammer becomes ‘Goblin
Bane’, granting +2 to hit & +2d6 damage. Usable
once per day for (Charisma modifier) minutes, .
If you throw your Warhammer, it returns to the location
from where it was thrown at the start of your next
turn.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 46
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Harper Agent
(a ‘field
operative’ for
The Harpers)
(PGF p58)
Alignment: LG, NG, CG,
LN, N, CN.
Diplomacy: 8 ranks.
Know (local): 4 ranks.
Sense Motive: 2 ranks.
Survival: 2 ranks.
Sponsorship by a member of
the Harpers & receive
approval of the High
Harpers.
Min Lvl: Brd5, Clr5, Drd5,
Mnk5, Pal5, Rog5, Bbn13,
Ftr13, Rgr13, Sor13, Wiz13.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save: Will
Weap: Simple
Armor: Light
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Escape Artist,
Hide, Move
Silently, Sleight of
Hand, Tumble.
Int: Appraise, Craft,
Know (any).
Wis: Listen,
Profession, Sense
Motive, Survival.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info, Perform.
Speak Language.
1st: Harper Knowledge – similar to Bardic Knowledge, but
the bonus is Class level + Intelligence modifier. If
you have a Lore ability from being a Bard,
Loremaster, etc., then your Class levels stack with
that class ability.
2nd: +1 Caster level (if any).
+3 Sacred bonus on saving throws vs. glyphs, runes, and
symbols.
+2 Sacred bonus on saving throws vs. compulsions &
fear effects.
Harper Paragon
(a member of
The Harpers
dedicated to
opposing evil)
(PGF p181)
Alignment: LG, NG, CG.
Diplomacy: 8 ranks.
Perform: 5 ranks.
Sense Motive: 4 ranks.
Survival: 2 ranks.
Feats: Sacred Vow, Vow of
Obedience.
Class Ability: Have an
enemy of the Harpers as a
Favored Enemy.
Min Lvl: Rgr13.
HD: d10
Skill Points: 4
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Escape Artist,
Hide, Move
Silently, Sleight of
Hand, Tumble.
Int: Appraise, Craft,
Know (any).
Wis: Listen, Sense
Motive, Survival.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info, Perform.
Speak Language.
1st: +1 Caster level.
Harper Knowledge – similar to Bardic Knowledge, but
the bonus is Class level + Intelligence modifier. If
you have a Lore ability from being a Bard,
Loremaster, etc., then your Class levels stack with
that class ability.
Detect Evil, at will.
Aura of Good – Detect Good detects you as if you were
a Cleric of your Class level.
2nd: +1 Caster level.
Favored Enemy (evil) – gain a +1 bonus on Bluff,
Listen, Sense Motive, Spot, & Survival checks and
damage against Evil creatures. This bonus stacks
with any other Favored Enemy bonuses.
Hathran
(an Arcane &
Divine caster
who is part of
the leadership
of the
Forgotten
Realms
country of
Rashemi)
(PGF p59)
Patron: Chautea, Mielikki, or
Mystra.
Alignment: LG, NG, LN.
Gender: Female.
Race: Human of Rashemi
descent.
Feats: Ethran, Leadership.
Able to cast 4th lvl Arcane
–or– Divine spells.
May not possess any Item
Creation feats other than
Scribe Scroll.
Min Lvl: Clr7, Drd7, Wiz7,
Sor8, Brd10, Pal14, Rgr14.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Fort,
Will
Weapon: Whip
Armor: —
Class Lvls: 10
Epic Lvls: 10
(PGF p128)
Str: Swim.
Con: Concentrate.
Int: Craft,
Know(any),
Spellcraft.
Wis: Profession,
Survival.
Cha: Diplomacy,
Perform.
Speak Language.
1st: +1 Caster Level.
Add spells on the Hathran Supplemental Spell List (see
page 109) to the spells available to any spell list
where you can cast 4th level spells.
Gain a +2 bonus on your Leadership score for purposes
of gaining a cohort that is either a Rashemi female
with the Ethran Feat or a Rashemi male with at least
one level of barbarian.
It is taboo for a Hathran to take an Item Creation feat
other than Scribe Scroll.
When in the country of Rashemen, you do not need to
prepare your Arcane or Divine spells. As a full-round
action, you may cast any spell on your Arcane or
Divine spell lists, though they consume the normal
spell slot.
2nd: +1 Caster Level.
Able to speak with any creature that has the ‘spirit’
subtype and gains a +2 bonus on Charisma-based skill
& ability checks with such a creature.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 47
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Heartfire
Fanner
(a caster
whose music
can inspire
his/her allies
to fight better
or to cast
spells better)
(DR314 p23)
Diplomacy: 10 ranks.
Perform: 10 ranks.
Feats: Negotiator,
Skill Focus (perform).
Class Ability: Able to cast 1st
level spells.
Must be member of an
organization that inspires as
part of its dogma.
Min Lvl: Brd7, Clr17,
Drd17, Pal17, Rgr17, Sor17,
Wiz17.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save:
Will, Ref
Weap: —
Armor: —
Class Lvls: 5
Int: Craft, Search.
Wis: Listen, Sense
Motive, Spot.
Cha: Bluff,
Diplomacy, Gather
Info, Intimidate,
Perform.
Speak Language.
1st: +1 Caster level.
Class levels stack with Bardic Music ability. If you
have no levels in Bard, you function as a 5th lvl Bard.
Inspired Fight (1 feat) – if you have at least 11 ranks in
Perform, you may inspire ally per 3 Character level
within 30’. The targets receive the use of one Feat
that either is known by you or is on the Fighter Feat
list. Each target must meat the feat’s requirements to
use it. The feat lasts as long as you continue to play,
plus 5 rounds. You cannot use this ability on
yourself. This power consume 1 daily use of your
Bardic Music.
2nd: +1 Caster level.
Magic Flare (1 level) – if you have at least 12 ranks in
Perform, you can empower one spellcaster within 30’
after 1 round of playing. The target spellcaster has
one round per Class level to use the single-use ‘Magic
Flare’. It allows the target spellcaster to use a +1
level Metamagic feat that he/she knows without the
spell level increasing or the spell requiring a Full-
Round action to cast. This power consume 1 daily
use of your Bardic Music.
Heir of Siberys
(member of an
Eberron
Dragonmark
house who
focuses on
improving
his/her
standing and
abilities)
(EB p73)
Race: Human, Dwarf, Elf,
Half-Elf, Half-Orc,
Halfling, Gnome.
any two skills: 15 ranks.
Feat: Heroic Spirit.
May not have the feats
Aberrant Dragonmark or
Least Dragonmark.
Min Lvl: Bbn12, Brd12,
Clr12, Drd12, Ftr12,
Mnk12, Pal12, Rgr12,
Rog12, Sor12, Wiz12.
HD: d6
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Ref,Will
Weap: —
Armor: —
Class Lvls: 3
any class skill you
have form a prior
class is a class skill
for this class.
1st: Gain one of the following feats: Action Boost, Action
Surge, Favored in House, Pursue, or Spontaneous
Casting.
Additional Action Points – gain +2 Action Points per
level.
2nd: Siberys Mark – gain the Siberys Mark of your
Dragonmark House with its associated ability. The
caster level is 15 & the DC (if any) is 10 + spell level
+ Charisma modifier.
+1 Caster level –or– 1 Bonus Feat for which you have
the prerequisites.Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 48
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Hierophant
(a master of
divine magics
who can gain
mystic
abilities not
available to
others)
(DMG p188)
Know (religion):
15 ranks.
Feats: any metamagic.
Able to cast 7th level Divine
spells
Min Lvl: Clr13.
HD: d8
Skill Points: 2
Attack: Wizard
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 5
Int: Craft,
Know(arcana),
Know(religion),
Scry, Spellcraft.
Wis: Heal,
Profession.
Con: Concentrate.
Cha: Diplomacy
1st: Although Caster Level does not increase with a new
level of Hierophant, you may add your Class Level to
your Caster Level to increase the effectiveness of the
spells you do get.
Gain a Special Ability from the following list:
Blast Infidel – When using a “negative energy” spell
(i.e., any Inflict Wounds, etc.) on a creature of the
opposite alignment, treat the spell as if it were
Maximized.
Divine Reach – Touch spells may be used on targets
30’ away. This Special Ability may be taken a
second time to increase the distance to 60’.
Faith Healing – Any healing spell used on creatures of
the same alignment treated as if they are
Maximized.
Gift of the Divine – You may transfer one or more of
your turnings (or rebukes) to a willing creature.
The transfer lasts from 1 to 7 days, during which
time your turnings are decreased by the appropriate
amount. Turnings are done at your Cleric Level,
but uses the target’s Charisma modifier.
Master of Energy – +4 to Turning/Rebuking checks &
damage against Undead.
Metamagic Feat – Gain a metamagic feat.
Power of Nature – You may transfer one or more of
your Druidic abilities to a willing creature,
including one or more uses of your Wild Shape
ability. The transfer lasts up to 7 days.
Spell Power – +1 on the DC of all Divine spells & for
overcoming Spell Resistance. This Special Ability
may be taken multiple times.
Spell-Like Ability – Cast a spell as a ‘spell-like
ability’ by sacrificing a slot of the matching level.
The slot level can be raised to add metamagics &
set how many times usable per day (base 2/day):
+3 levels – 4/day; +6 levels – 6 /day.
2nd: Gain another Special Ability.
High Handcrafter
(master crafter
with a
connection to
the Plane of
Earth, who
gains bonuses
on skills &
saves)
(DU104 p78)
Alignment: LG, NG, CG.
Craft (1st): 10 ranks.
Craft (2nd): 8 ranks.
Know (architecture &
engineering): 5 ranks.
Know (the planes): 5 ranks.
Feat: Skill Focus in the two
Craft skills listed above.
Able to speak Terran.
Sponsored by a member.
Min Lvl: Bbn7, Brd7, Clr7,
Drd7, Ftr7, Mnk7, Pal7, Rgr7,
Rog7, Sor7, Wiz7.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Will
Weap: Simple
Armor: Light
Class Lvls: 10
Int: Craft,
Know(arch & eng),
Know(history),
Know(the planes).
Wis: Profession.
Any 6 others of the
player’s choice.
1st: Improved Skill Focus +4 – The Skill Focus feat now
grants you a +4 bonus (instead of +3).
Planned Save +1 – When dealing with an expected
danger, you receive a +1 bonus on your saving throw.
This includes a spell that you have identified with
Spellcraft, a creature’s special attack that you are
aware of, opening a box that is expected to be
trapped, etc.
2nd: You can Rebuke / Command Earth creatures, up to 3 +
Charisma modifier times per day at Character level.
Highland Stalker
(specially
trained to
move and
track through
tough terrain)
(CAdv p54)
Base Attack Bonus: +5.
Listen: 8 ranks.
Spot: 8 ranks.
Survival: 8 ranks.
Feat: Track.
Sneak Attack –or– Skirmish
class feature.
Min Lvl: Rgr5 / Rog1, Scout7,
Rog13.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: —
Armor: Light
Class Lvls: 10
Str: Climb, Jump.
Dex: Balance, Hide,
Move Silently.
Int: Craft,
Know(geography),
Know(nature),
Search.
Wis: Listen, Spot,
Survival.
1st: Mountain Stride – you are able to move through scree &
dense rubble, and up slopes & stair at your normal
speed.
2nd: Skirmish +1d6 – any round in which you move at least
10’, your melee attacks do +1d6 damage. This bonus
only applies to opponents that are susceptible to extra
damage from critical hits. May not be wearing
Medium or heavier Armor, or carrying a load greater
than Light.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 49
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Holy Liberator
(chaotic good
“paladin”, who
can cast spells
& summon a
celestial
companion)
(CDiv p45)
Alignment: CG.
Base Attack Bonus: +5.
Diplomacy: 5 ranks.
Sense Motives: 5 ranks.
Feat: Iron Will.
Min Lvl: Bbn7, Brd7, Clr7,
Ftr7, Pal7, Rgr7, Rog7,
Sor10, Wiz10.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Dex: Ride.
Con: Concentrate.
Int: Craft,
Know(religion).
Wis: Heal,
Profession,
Sense Motive.
Cha: Diplomacy,
Handle Animals,
Intimidate.
1st: Detect Evil, at will.
Smite Evil – On a melee attack vs. an evil target, you can
choose to add your Charisma modifier to the attack
roll. If it succeeds, you then add your level to the
damage. Usable once per day.
Gain Wisdom-based Prepared Divine spells from the
Paladin Spell List (except those of with the [law]
subtype & the Holy Liberator Supplemental Spell List
(see page 110).
Aura of Good – you have an aura similar to that of a
Cleric or Paladin.
2nd: Remove Fatigue – As a Standard Action, remove Fatigue
from touched subject. Usable as a Standard Action,
(3 + Charisma modifier) times per day.
Horizon Walker
(masters living
& fighting in
different types
of terrain,
including
those on other
planes of
existence)
(DMG p189)
Know (geography): 15 ranks.
Feats: Endurance.
Min Lvl: Brd12, Rgr12,
Wiz12.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: –
Armor: –
Class Lvls: 10
Epic Lvls: 10
(3.5up p14)
Str: Climb.
Dex: Balance, Hide,
Move Silently,
Ride.
Int: Know(geography).
Wis: Listen,
Profession, Spot,
Survival.
Cha: Diplomacy,
Handle Animal.
Speak Language.
1st: Gains ‘Mastery’ in one type of terrain (Planar Terrains
are only available at 6th+ Class levels). You retain all
bonuses even when not in that terrain. When fighting
creatures from a Mastered terrain, gain a +1 Insight
bonus on attacks & damage.
Aquatic – +4 Competence bonus on Swim checks (or
+10’ to Swim speed if you have one).
Desert – Immunity to Fatigue. If something would cause
you to become immediately Exhausted, become
Fatigued instead.
Forest – +4 Competence bonus on Hide checks.
Hills – +4 Competence bonus on Listen checks.
Marsh – +4 Competence bonus on Move Silently checks.
Mountains – +4 Competence bonus on Climb checks (or
+10’ to Climb speed if you have one).
Plains – +4 Competence bonus on Spot checks.
Underground – Gain Darkvision 60’ (or Darkvision 120’
if you already have Darkvision).
Fiery (Planar) – Gain Fire Resistance 20.
Weightless (Planar) – +30’ bonus to Fly speed on planes
with ‘no gravity’ or ‘subjective gravity’.
Cold (Planar) – Gain Cold Resistance 20.
Shifting (Planar) – Dimension Door, once per 4 rounds
Aligned (Planar) – Incur none of the penalties of having
an alignment in opposition to the current plane’s
alignment.
Cavernous (Planar) – Gain Tremorsense 30’.
2nd: Gain Terrain Mastery in another type of terrain.
Horselord
(Animal Lord
specialized in
horses and
ponies)
(CAdv p22)
Alignment: NG, LN, N, CN,
NE.
Base Attack Bonus: +5
Handle Animal: 4 ranks.
Know(nature): 2 ranks.
Jump: 4 ranks.
Feats: Run.
Min Lvl: Bbn5, Ftr5, Rgr5,
Brd7, Clr7, Drd7, Mnk7,
Rog7, Sor10, Wiz10.
HD: d10
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Escape Artist,
Hide.
Int: Know (nature).
Wis: Heal, Listen,
Spot, Survival.
Cha: Handle
Animal, Intimidate.
1st: Gain bonuses and abilities when interacting with your
‘Bonded Animals’, which are all types of Horses and
Ponies.
Animal Bond – +4 bonus to Handle Animal & Wild
Empathy check with your Bonded Animals.
If you have an Animal Companion from a prior class
which is a Bonded Animal, your Class levels stack
when determining your Animal Companions abilities.
Wild Empathy – stacks with Wild Empathy from other
classes.
Detect Animals and Plants (Bonded Animals only) at
will at Class level.
2nd: Gain Low-Light Vision.
First Totem – +4 bonus on Jump checks.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 50
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Hospitaler
(a divine
caster who
focuses on
protecting
others)
(CDiv p48)
Alignment: LG, NG, LN, N,
LE, NE.
Base Attack Bonus: +5.
Handle Animal: 5 ranks.
Ride: 5 ranks.
Feats: Mounted Combat,
Ride-By Attack.
Able to cast 1st level Divine
spells.
Min Lvl: Pal5, Rgr5, Clr7,
Drd7.
HD: d8
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Dex: Ride.
Con: Concentrate.
Int: Craft,
Know (religion).
Wis: Heal,
Profession.
Cha: Diplomacy,
Handle Animals.
Paladins may freely cross-class.
1st: Lay on Hands – can heal (Class Level x Charisma
modifier) hit-points total per day. Stacks with any
other Lay on Hands ability.
Gain a Bonus Fighter Feat.
2nd: +1 Divine Caster Level.
Hunter of the
Dead
(specialists is
combating the
restless dead)
(CWar p42)
Alignment: LG, NG, CG,
LN, N, CN.
Base Attack Bonus: +5.
Know (religion): 5 ranks.
Must be able to Turn Undead.
Must have lost a level or
ability score due to an
undead attack.
Min Lvl: Pal5, Clr7.
HD: d8
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Dex: Ride.
Int: Know (religion),
Search
Wis: Heal,
Profession.
Con: Concentrate.
1st: Detect Undead, at will.
Gain Wisdom-base Prepared Divine spells from the
Hunter of the Dead Spell List (see page 111).
2nd: Smite Undead, once per day. Add your Wisdom
modifier to your melee attack, & if you hit, add your
Class Level to your damage.
Icesinger
(a bard who
has suffered
enough
anguish that
he/she
becomes
attuned to
sorrow and
cold)
(DR314 p59)
Alignment: LN, N, CN, LE,
NE, CE.
Concentration: 9 ranks.
Perform (any): 9 ranks.
Feats: Iron Will, Skill Focus
(Concentration ) –or– Skill
Focus (Perform (any)).
Class Ability: Bardic Music.
Min Lvl: Brd6.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Dex: Hide, Move
Silently.
Con: Concentrate.
Int: Craft, Spellcraft.
Wis: Profession.
Cha: Bluff, Disguise,
Intimidate, Perform.
1st: +1 Bard Caster level.
Frostbitten – gain Cold Resistance equal to Class level.
Haunting Lament – a use of Bardic Music that is like
Fascinate except that it effects all listeners within 90’
& it lasts for (Charisma modifier) rounds after you
finish singing.
2nd: +1 Bard Caster level.
Cold Spell – add a spell of your choice that has the
[cold] subtype to your Known Spell list. The target
spell can come from any class’ Spell List.
Imaskari
Vengeance
Taker
(arcane-based
hunter, who
follow orders
from their
leaders, gain
magic abilities
to locate their
target, and are
good at killing
them)
(Und p37)
Alignment: LG, LN, LE.
Hide: 4 ranks.
Move Silently: 5 ranks.
Survival: 2 ranks.
Feat: Track.
Able to cast 3rd level Arcane
spells.
Must have an enemy purely
for revenge
Must swear to obey the
Imaskari Vengeance Taker
code.
Min Lvl: Brd7, Sor7, Wiz7.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Open Lock, Sleight
of Hand, Tumble,
Use Rope.
Con: Concentrate.
Int: Craft,
Know(arcana),
Search, Spellcraft.
Wis: Listen,
Profession, Spot,
Survival.
Cha: Bluff, Gather
Info.
1st: Target of Vengeance – by spending one day meditating
on a specific person / creature whose name you know
or whom you have met, you receive +(Class level + 1)
bonus on Bluff, Listen, Sense Motive, Spot, Survival,
and damage against this foe. If that foe is also your
Favored Enemy, you receive this bonus or ½ this
bonus plus your Favored Enemy bonus, whichever is
higher. You may change your Target of Vengeance by
killing him/her/it or spending 3 days in meditation.
2nd: +1 Arcane Caster Level.
Trained in poison use, so you never accidentally poison
yourself.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 51
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Incantatrix
(arcane caster
specialized in
applying
metamagics &
spells in
unusual ways,
such as using
his/her
metamagic on
someone
else’s spell,
taking over
Concentration
for someone
else’s spell,
etc.)
(PGF p61)
(PGFe)+
Concentration: 4 ranks.
Know (arcana): 8 ranks.
Spellcraft: 8 ranks.
Feats: Iron Will, any
Metamagic.
Able to cast 3rd level Arcane
spells.
May not have Abjuration as a
prohibited school of magic.
Min Lvl: Wiz5, Sor6, Brd7.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(PGF p129)
Con: Concentrate.
Int: Craft,
Know (religion),
Know (the planes),
Spellcraft.
Wis: Heal,
Profession.
Cha: Intimidate.
1st: +1 Arcane Caster Level.
Focused Studies – choose a new prohibited school other
than Abjuration or Divination. A specialized Wizard
will now have three prohibited schools.
Gain a Metamagic feat.
2nd: +1 Arcane Caster Level.
Cooperative Metamagic – you become able to apply one
of your Metamagics to a spell cast by an allied
spellcaster as a Standard Action that must be Readied.
To succeed, you must make a Spellcraft check vs. (18
+ (3 x modified spell level)). Usable (3 + Intelligence
modifier) times per day.
Note: You may not use this ability with Silent Spell,
Still Spell, or Quicken Spell, and you provoke an
Attack of Opportunity.
Incantifier
(arcane caster
that goes
through a
ritual to make
his/her body
powered by
magic (i.e., in
place of food,
sleep, healing,
etc.). Member
of the
Incanterium
Faction of
Sigil)
(DR339 p38)
Alignment: LN, N, CN, LE,
NE, CE.
Know (arcana): 14 ranks.
Spellcraft: 14 ranks.
Able to cast 6th level Arcane
spells.
Perform the initiation ritual,
which consumes 120,000 gp,
4,800 XP, & 7 days.
Min Lvl: Wiz11, Sor12,
Brd16.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Craft,
Decipher Script,
Know (arcana),
Know (history),
Know (the planes),
Spellcraft.
Wis: Profession.
1st: +1 Arcane Caster Level.
Gain Spell Resistance 20 + Class level.
Arcane Body – your body cannot be healed by magical
or natural means. It only can heal by use of your
‘Spell Eater’ ability (see below). In addition, you no
longer need to sleep, eat, or drink and you no longer
take penalties from aging (and you no longer have a
maximum age).
Spell Eater – if an Arcane spell or spell-like ability is
negated by your Spell Resistance, you heal 1d4 per
Spell level. You have the option of casting spells on
yourself (and purposely failing to overcome your SR)
for healing.
2nd: Gain a Metamagic feat.
Infused
Spellcaster
(a spellcaster
who becomes
more and more
like the
celestial that
has bound
with him/her)
(DR321 p19)
Alignment: LG, NG, CG,
LN, N, CN.
Base Attack Bonus: +4
Base Will Save: +2
Cannot be an Infused Warrior
Min Lvl: Brd6, Crl6, Drd6,
Pal6, Rgr6, Sor8, Wiz8.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Dex: Ride.
Int: Craft,
Know(arcana),
Know(religion),
Know(the planes),
Search, Spellcraft.
Wis: Heal, Listen,
Spot.
Cha: Diplomacy.
1st: +1 Caster Level.
You become infused with the essence of one of the
following Celestials: Astral Deva, Planetar, Solar,
Lantern Archon, Hound Archon, Trumpet Archon,
Bralani Eladrin, Ghaele Eladrin, Avoral Guardinal, or
a Leonal Guardinal.
Icon of Glory – +2 bonus on all Charisma-based Skill
checks with creatures of Good alignment.
Spellcasters cannot cast [evil] spells.
Clerics who used to Rebuke Undead now Turn Undead.
2nd: Celestial Power I – gain the 1st Celestial Power
associated with the Celestial with which you are
Infused (see page 135).
Infused Warrior
(a combatant
who becomes
more and more
like the
celestial that
has bound
with him/her)
(DR321 p19)
Alignment: LG, NG, CG,
LN, N, CN.
Base Attack Bonus: +4
Base Will Save: +2
Cannot be an Infused Warrior
Min Lvl: Bbn6, Brd6, Crl6,
Drd6, Ftr6, Mnk6, Pal6,
Rgr6, Rog6, Sor8, Wiz8.
HD: d12
Skill Points: 2
Attack: Ftr
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Dex: Ride.
Int: Craft,
Know(arcana),
Know(religion),
Know(the planes),
Search, Spellcraft.
Wis: Heal, Listen,
Spot.
Cha: Diplomacy.
1st: You become infused with the essence of one of the
following Celestials: Astral Deva, Planetar, Solar,
Lantern Archon, Hound Archon, Trumpet Archon,
Bralani Eladrin, Ghaele Eladrin, Avoral Guardinal, or
a Leonal Guardinal.
Icon of Glory – +2 bonus on all Charisma-based Skill
checks with creatures of Good alignment.
Spellcasters cannot cast [evil] spells.
Clerics who used to Rebuke Undead now Turn Undead.
2nd: Celestial Power I – gain the 1st Celestial Power
associated with the Celestial with which you are
Infused (see page 135).
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 52
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Invisible Blade
(weapon
specialist who
‘feints’ and
sneak attacks
with daggers,
punching
daggers, and
kukri)
(CWar p44)
Bluff: 8 ranks.
Sense Motive: 6 ranks.
Feats: Point Blank Shot,
Far Shot,
Weapon Focus (Dagger) –or–
Weapon Focus (Kukri) –or–
Weapon Focus (Punching
Dagger).
Must defeat an opponent of
the same toughness in single
combat armed only with
daggers, punching daggers,
or kukri.
Min Lvl: Brd6, Rog6,
Bbn13, Clr13, Drd13, Ftr13,
Mnk13, Pal13, Rgr13,
Sor13, Wiz13.
HD: d6
Skill Points: 4
Attack: Fighter
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble.
Int: Craft.
Wis: Listen,
Profession, Sense
Motives, Spot.
Cha: Bluff, Perform.
1st: ‘Dagger’ Sneak Attack – +1d6 Sneak Attack, only
usable when wielding a Dagger, Punching Dagger, or
a Kukri.
Gain your Class level (up to your Intelligence modifier)
as a bonus to your AC when not wearing armor &
only armed with Daggers, Punching Daggers, or
Kukri.
2nd: On a successful ‘Dagger’ Sneak Attack (see above), you
may choose not do +1d6 damage in order to make
‘Bleeding Wound’, which bleeds for 1hp per round
until stopped by magical healing or a Heal check vs.
DC 15. Bleeding Wounds stacks, so an opponent
with 2 Bleeding Wounds takes 2hp per round.
Itinerant
Warder of
Yondala
(specialty
priest of the
Deity of
Halflings)
(DR328 p26)
Patron Deity: Yondala.
Race: Halfling.
Base Will Save: +5.
Diplomacy: 10 ranks.
Tumble: 4 ranks.
Feats: Dodge, Mobility.
Able to cast Divine spells.
Min Lvl: Clr7, Drd7, Pal15,
Rgr15.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Dex: Hide, Move
Silently, Tumble.
Con: Concentrate.
Int: Craft,
Know(local),
Know(religion),
Spellcraft.
Wis: Heal, Listen,
Profession, Sense
Motive, Spot.
Cha: Bluff,
Diplomacy,
Perform.
1st: Comforts of Home – by concentrating for 10 minutes,
you can locate the closest nourishment, whether it is a
berry bush, small game, or a safe tavern. You also
know if any food or drink within 10’ is dangerous.
Evasion – on a Reflex save for half damage, take no
damage no a successful save. You must be wearing
no more than Light Armor.
2nd: +1 Divine Caster level.
Uncanny Dodge - Retains Dexterity modifier to AC even
if caught flat-footed or attacked by someone invisible.
Initiate of Pistis
Sophia
(a holy monk
who follows
the Deity of
Good Monks,
who gains
vows &
resistances,
and eventually
becomes an
Outsider)
(BoED p64)
Alignment: LG.
Base Fortitude Save: +5.
Base Reflex Save: +5.
Base Will Save: +5.
Concentration: 7 ranks.
Know (religion): 5 ranks.
Feats: Improved Unarmed
Strike, Sacred Vow, Sanctify
Ki Strike, Servant of the
Heavens.
Class Ability: Ki Strike
(lawful).
Minimum Charisma: 15.
Min Lvl: Mnk10.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save: Fort,
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Tumble.
Con: Concentrate.
Int: Craft,
Know(religion),
Know(the planes).
Wis: Listen,
Profession, Sense
Motive, Spot.
Cha: Diplomacy,
Perform.
1st: Add your Class level to your Monk levels to determine
your AC bonus, Unarmed Strike Damage, Flurry of
Blows, Speed bonus, & Ki Strike ability.
Gain Feat: Fist of the Heavens, even if you do not
qualify.
2nd: Detect Evil, at will.
Smite Evil, 1/day – when using your Unarmed Strike
against an Evil opponent, gain +4 bonus to the attack
roll & a damage bonus equal to your Class level.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 53
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Initiate of the
Sevenfold Veil
(an expert with
Abjuration
magics who
can create
wards based
on a layer of a
Prismatic
Wall, with one
color learned
each level)
(CArc p44)
Know (arcana): 12 ranks.
Know (nature): 4 ranks.
Spellcraft: 12 ranks
Feats: Spell Focus (abjuration),
Greater Spell Focus (abjur.),
Skill Focus (Spellcraft).
Able to cast at least 5
Abjuration spells, including
at least two of 4th level or
higher.
Min Lvl: Sor9, Wiz9, Brd10.
HD: d4
Skill Points: 2
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 7
Con: Concentrate.
Int: Appraise, Craft,
Decipher Script,
Know(any),
Spellcraft.
Wis: Profession.
1st: +1 Arcane Caster Level.
Unimpeachable Abjuration – add your Class level to the
DC of any attempt to dispel an Abjuration cast by you.
Red Veil – any Warding (see below) you create may be
based on the Red Veil, which does the following:
- 20 hp of Fire damage when crossed (Ref½);
- blocks nonmagical ranged attacks;
- equivalent to a 4th level spell; &
- is destroyed if targeted with a Cone of Cold.
Warding, 1/day – you may create one of 3 types of
Wardings base on any Veil you know:
- Personal – you are surrounded by a sphere that
moves with you & grants the following:
> any creature striking you with a Melee or Natural
weapon is effected the chosen Veil.
> you have Concealment to those looking in, but
you can see you without hindrance.
> lasts 1 minute per level (unless Dismissed).
- Area – you are surrounded by a 15’ diameter sphere
that moves with you & grants the following to you
and those within the sphere:
> any creature entering the sphere is effected by the
chosen Veil.
> Concealment to those looking in, but those
looking out are not hindered.
> lasts 1 minute per level (unless Dismissed).
- Wall – you create a wall up to 5’ high per Class
level and 10’ long per Class level. The wall must
begin within 30’ of you. The wall is immobile.
You have the option of making it save to walk
through the wall in one direction (you may always
pass though safely):
> any creature crossing through the wall is effected
by the chosen Veil.
> Concealment to those looking through it.
> lasts 10 minute per level (unless Dismissed).
2nd: +1 Arcane Caster Level.
Unanswerable Strike – you receive a +2 bonus on Caster
checks to Counter or Dispel Abjuration spells.
Orange Veil – any Warding (see above) you create may
be based on the Orange Veil:
- 40 hp of Acid damage when crossed (Ref½);
- blocks magical ranged attacks (such as Melf’s Acid
Arrows, Disintegrate, Beholder eye rays, etc.) but
not magical effects that do not have an attack roll
(such as Magic Missile);
- equivalent to a 5th level spell; &
- is destroyed if targeted with a Gust of Wind.
Jester
(a performer
who uses
humor, taunts,
ridicule, etc.,
to influence
and trick
people)
(DR330 p74)
Perform (comedy): 13 ranks.
Perform (any other): 13 ranks.
Bluff: 6 ranks.
Min Lvl: Brd10, Mnk10,
Rog10.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Sleight of Hand,
Tumble.
Int: Know(local),
Know(nobility).
Wis: Sense Motives.
Cha: Bluff,
Diplomacy, Disguise,
Gather Info, Perform.
1st: Enhanced Perform – choose one Perform skill with
which you have 13 ranks. You now receive a bonus
equal to your Class level on this skill.
Tasha’s Hideous Laughter, as a Spell-like ability.
Usable once per day per Class level.
Enthrall, as a Spell-like ability. Usable once per day per
two Class levels (minimum 1).
2nd: Vice Versa – you may use a Perform check in place of a
Bluff, Diplomacy, or Intimidate check once per two
Class levels per day.
Little Spell – choose one of the following spells:
Dominate Person, Modify Memory, Phantasmal
Killer, Shout. You may use that spell once per day as
a Spell-like ability.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 54
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Jobber
(the ‘face’ of a
Halfling
community,
who job it is to
talk with,
check out,
barter with,
and “deal
with” the
neighboring
humanoids)
(DR310 p72)
Race: Halfling.
Base Attack Bonus: +3.
Appraise: 4 ranks.
Diplomacy: 6 ranks.
Gather Info.: 4 rank.
Feats: Alertness.
Must be chosen by the
Halfling community for the
position & accept a Mark of
Justice that guarantees that
you will work in the best
interest of the community.
Must be literate.
Min Lvl: Brd4, Rog4, Clr5,
Drd5, Mnk5, Pal5, Ftr9,
Rgr9, Sor9, Wiz9.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save:
Ref, Will
Weap: Simple,
Martial
Armor: Light,
Medium,
Shields.
Class Lvls: 5
Str: Climb, Jump.
Dex: Escape Artist,
Hide, Move
Silently, Open
Lock, Sleight of
Hand, Ride,
Tumble, Use Rope.
Int: Appraise,
Decipher Script,
Forgery, Search.
Wis: Listen,
Profession, Sense
Motives, Spot.
Cha: Bluff,
Diplomacy, Disguise,
Gather Info, Perform.
1st: Favored Mark – gain a +2 bonus when making one of
the following skill checks against your ‘favored’
Humanoid race: Appraise, Bluff, Diplomacy, Gather
Info., Sense Motive.
+5 Competence bonus on Diplomacy checks to alter an
NPC’s attitude.
2nd: +1d6 Sneak Attack.
You may make a Hide check while being observed as
long as you are in natural terrain.
Gather Information check only take 1 hour (instead of
1d4+1 hours) and you may do 3 in one night without
arousing suspicion.
Justicar
(bounty
hunters
specializing in
bringing
people back
alive)
(CWar p47)
Alignment: LG, LN, LE.
Base Attack: +6.
Gather Info.: 5 ranks.
Search: 5 ranks.
Survival: 5 ranks.
Feats: Track, Skill Focus
(Gather Info.).
Min Lvl: Ftr7, Pal7, Rgr7,
Clr8, Drd8, Mnk8, Rog8,
Sor12, Wiz12.
HD: d10
Skill Points: 4
Attack: Fighter
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Hide, Move
Silently, Open
Locks, Ride, Use
Rope.
Int: Know (any),
Search.
Wis: Heal, Listen,
Sense Motives,
Spot, Survival.
Cha: Bluff, Disguise,
Gather Info.,
Intimidate.
Paladins may freely cross-class.
1st: Can make a melee weapon do subdual damage at no
penalty.
Subdual Strike – +1d6 Sneak Attack, only usable when
doing subdual damage.
2nd: Gain Feat: Improved Grapple.
On a successful ‘Subdual Strike’, also do 1 point of
Strength damage.
Justice Hammer
of Moradin
(specialty
priest of the
Deity of
Dwarves and
the Forge)
(DR328 p28)
Patron: Moradin.
Race: Dwarf.
Base Attack Bonus: +5.
Concentration: 5 ranks.
Know(local): 3 rank.
Feats: Iron Will, Power Attack
Able to cast Divine spells.
Min Lvl: Pal5, Rgr5, Clr7.
HD: d10
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(religion),
Spellcraft.
Wis: Heal,
Profession.
Cha: Diplomacy.
1st: Detect Chaos, at will.
Mark of War – gain the War Domain’s granted power
and domain spells.
Runic Hammer – any Warhammer you wield does +1d4
Fire damage (does not stack with ‘flaming’, etc.).
2nd: +1 Divine Caster Level.
Justiciar of Tyr
(specialty
priest of the
Deity of
Justice, which
has some
Paladin-like
abilities
focused
against Chaos)
(PGF p63)
Patron: Tyr.
Alignment: LG.
Base Attack Bonus: +5.
Diplomacy: 7 ranks.
Know(local): 4 rank.
Know(religion): 6 rank.
Class Ability: 2nd level
Divine spells.
Min Lvl: Clr7, Pal8, Rgr13.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: Simple,
Martial
Armor: —
Class Lvls: 10
Epic Lvls: 10
(PGF p129)
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(local),
Know(religion),
Know(the planes),
Spellcraft.
Wis: Heal.
Cha: Diplomacy.
Paladins may freely cross-class.
1st: +1 Divine Caster Level.
Detect Chaos, at will.
Smite Anarchy, 1/day – on a designated attack against a
Chaotic opponent, receive you Charisma modifier as
an attack bonus & if you hit, add your Class level to
the damage.
2nd: +1 Divine Caster Level.
Bureaucratic Knowledge – add your class level to any
Knowledge or Gather Information skill check
associated with legal issues and any Charisma-based
skill or ability check made to argue legal maters.
Kensai
(master of
combat with a
signature
weapon of
your choice)
(CWar p49)
Alignment: LG, LN, LE.
Base Attack Bonus: +5.
Concentration: 5 ranks.
Diplomacy: 5 ranks.
Ride: 5 ranks.
Feats: Combat Expertise,
Weapon Focus (any).
Must complete an oath of
service to either an overlord
or an ideal
Min Lvl: Pal5, Crl7, Drd7,
Ftr7, Mnk7, Rgr7, Rog7,
Sor10, Wiz10.
HD: d10
Skill Points: 4
Attack: Fighter
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Str: Jump.
Dex: Balance, Ride.
Int: Craft,
Know(local),
Know(nobility).
Wis: Sense Motive.
Con: Concentrate.
Cha: Diplomacy,
Intimidate.
Paladins, Monks, & Samurai may freely cross-class.
1st: Signature Weapon –choose a weapon with which you
have Weapon Focus (including natural weapons). By
spending 24 uninterrupted hours meditating with the
weapon, it gains a +1 Enhancement at the cost of
40XP. At higher levels, you can grant out signature
weapon greater enhancements & even special abilities
(though these cost more XP). Enhancing both sides
of a double weapon costs double & enhancing natural
weapons costs 100% + 10% per natural weapon.
2nd: Power Surge – by making a Concentration check vs. DC
15 as a Move Action, you gain a +8 bonus to Strength
for (1/2 Class level) rounds. Each additional attempt
to ‘Power Surge’ in a 24 hour period causes the DC to
increase by +5.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 55
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Knight of Holy
Shielding
(follower of
Heironeous
that guard the
Grayhawk
region called
the Shield
Lands)
(DU113 p95)
Alignment: LG, NG, LN.
Base Attack Bonus: +6.
Diplomacy: 2 ranks.
Know (local): 4 ranks.
Know (nobility & royalty):
2 ranks.
Know (religion): 2 ranks.
Ride: 9 ranks.
Feats: Power Attack, Cleave,
Great Cleave, Mounted
Combat, Weapon Focus
(battle axe, heavy lance, or
longsword).
Sponsorship of a current
Knight of Holy Shielding.
Min Lvl: Ftr6, Bbn12, Pal12,
Rgr12, Brd15, Clr15, Drd15,
Mnk15, Rog15, Sor15, Wiz15
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Dex: Ride.
Con: Concentrate.
Int: Craft,
Know (local),
Know (nobility…),
Know (religion).
Wis: Heal, Sense
Motive.
Con: Concentrate.
Cha: Diplomacy,
Gather Info., Handle
Animal, Intimidate.
Paladins may freely cross-class.
1st: Holy Realm Hero +1 – receive a +1 Morale bonus on
Diplomacy, Gather Information, & Intimidate checks.
Citizens of the Shield Lands start with an attitude of
Friendly towards you.
Spit on the Old One +2 – against the followers of Iuz,
the Old & all Chaotic Evil Outsiders, receive a +2
bonus on Intimidate, Listen, Sense Motive, and Spot
checks; +2 on attack rolls and weapon damage; and
+2 bonus to Will saves vs. their attacks. Does not
stack with Ranger Favored Enemy bonuses (if any).
2nd: +1 Divine caster level –or– +1 effective Paladin level for
determining the abilities of your Bonded Mount.
Armor of the Invincible – Magic Vestment (self only),
1/day. Caster level is 2 time Class level.
Knight of the
Chalice
(specialized in
defeating Evil
Outsiders &
Demons in
particular)
(CWar p53)
Alignment: LG.
Base Attack Bonus: +8.
Know (religion): 5 ranks.
Know (the planes): 5 ranks.
Must be able to cast Divine
spells, including Protection
from Evil.
Min Lvl: Pal8, Clr11.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Int: Craft,
Know (religion),
Know (the planes).
Wis: Profession,
Sense Motive.
Con: Concentrate.
Cha: Diplomacy,
Intimidate.
Paladins may freely cross-class.
1st: Gain Wisdom-based Prepared Divine spells from the
Knight of the Chalice Spell List (see page 112).
+1 Competence bonus to attack Evil Outsiders.
+1d6 damage on hitting an Evil Outsider.
+1 Competence bonus to Intimidate, Listen, Sense
Motive, & Spot checks used against Evil Outsiders.
Stacks with any Favored Enemy bonuses.
+1 Will save vs. Evil Outsiders powers.
+1 on any contested skill check vs. an Evil Outsider.
2nd: Immune to Fear effects generated by Evil Outsiders.
Censure Demons, 1/day – all Demons within 30’ must
make a Will save (DC = 10 + Class level + Charisma
modifier) or be Stunned. Demons with HD greater or
equal to 2 x Class level are only Stunned for 1 round,
Demons with less HD are Stunned for 2 x Class level
rounds & must make a 2nd Will save or be Dismissed.
Only one Demon may be dismissed with each
Censure. If multiple fail the 2nd save, the one with the
fewest HD is sent back to the Abyss.
Knight
Protector
(noble knight
who protects
the weak)
(CWar p55)
Alignment: LG, LN.
Base Attack Bonus: +5.
Diplomacy: 6 ranks.
Know (nobility): 4 ranks.
Ride: 6 ranks.
Feats: Armor Proficiency
(heavy), Power Attack,
Cleave, Great Cleave,
Mounted Combat.
Min Lvl: Clr9, Ftr9, Pal9,
Rgr12, Rog15, Sor18,
Wiz18.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Will
Weap: —
Armor: Tower
Shields
Class Lvls: 10
Dex: Ride.
Int: Know (nobility).
Wis: Spot.
Cha: Diplomacy,
Intimidate.
Paladins & Samurai may freely cross-class.
1st: Defensive Stance +2 – When protecting an ally with
fewer HD within 5’, you may transfer up to 2 AC to
your ally from yourself. This value is set at the start
of each turn.
All allies within 10’ gain +4 Moral bonus vs. Fear
effects (as long as you are not Helpless).
2nd: Gain Feat: Iron Will.
Best Effort +2 – Receive a +2 on one skill check, usable
once per day. Must be designated before the check is
made.
Lion of Talisid
(follower of
the Celestial
Lion, many of
whose abilities
stack with
those of a
Druid or
Ranger)
(BoED p65)
Alignment: NG.
Base Attack Bonus: +4.
Know (nature): 9 ranks.
Survival: 9 ranks.
Feat: Favored of the
Companions.
Class Ability: Animal
Companion.
Able to cast Summon
Nature’s Ally II.
Min Lvl: Drd6, Rgr8.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save: Fort,
Will
Weap: —
Armor: —
Class Lvls: 10
Str: Swim
Dex: Ride.
Con: Concentrate.
Int: Craft,
Know(nature),
Spellcraft.
Wis: Heal, Listen,
Sense Motive, Spot.
Cha: Diplomacy,
Handle Animal.
1st: +1 Divine Caster level.
Add your Class level to your effective Druid level to
determine the capabilities of your Animal Companion
Immune to Fear effects.
+4 Sacred bonus on Will saves vs. Mind-affecting spells
& effects
2nd: +1 Divine Caster level.
Gain the Scent special quality.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 56
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Loremaster
(caster who
specializes in
finding
forgotten lore)
(DMG p191)
Know (any): 10 ranks.
Know (any other): 10 ranks.
Feats: Skill Focus (Know
(any)), 3 metamagic or item
creation feats.
Able to cast 7 Divination
spells, with at least one
being 3rd level.
Min Lvl: Wiz7, Brd9, Clr9,
Pal11, Rgr11, Drd17, Sor17.
HD: d4
Skill Points: 4
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(ELH p20)
(3.5up p14)+
Int: Appraise,
Craft(alchemy),
Decipher Script,
Know (any),
Spellcraft.
Wis: Heal,
Profession.
Con: Concentrate.
Cha: Gather Info.,
Handle Animals,
Perform, Use Magic
Item.
Speak Language.
1st: +1 Caster Level.
Gain a single ‘secret’, which can be chosen from the
following list if your Class Level + Intelligence
modifier is greater than or equal to the ‘rank’
Rank Secret
1 4 ranks in a new skill
2 +3 hp
3 +2 bonus to Will saves
4 +2 to Fortitude saves
5 +2 to Reflex saves
6 +1 to attack rolls
7 +1 Dodge bonus to AC
8 Any one feat
9 1 extra 1st level spell
10 1 extra 2nd level spell
2nd: +1 Caster Level.
Gain the Bardic Lore ability.
Luckstealer
(a halfling
caster who can
steal ‘luck’
from others for
his/her own
advantage)
(RotW p118)
Race: Halfling.
Profession(gambler): 9 ranks.
Feat: Dallah Thaun’s Luck.
Able to cast 3rd level spells.
If you cast Divine spells, you
must have access to the Luck
Domain.
Min Lvl: Clr6, Sor6, Wiz6,
Brd7.
HD: d4
Skill Points: 4
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Dex: Sleight of
Hand.
Con: Concentrate.
Int: Appraise, Craft,
Know(local),
Spellcraft.
Wis: Profession,
Sense Motive.
Cha: Bluff.
1st: Curse of the Fatespurned – as a Move Action, you may
steal some ‘luck’ from a target you can see who is
within 60’ (WillNeg, DC is Charisma-based). The
target receives a –2 penalty on attacks, saves, ability
checks, & skill checks for 1 minute. This effect
cannot be dispelled, but may be ended with Remove
Curse, Breath Enchantment, Limited Wish, Wish, or
Miracle.
When this ability works (i.e., the target fails his/her
save), you gain 2 points in your Luck Pool. Each
point can be used as a Luck bonus by you on a single
attack, save, skill check, or ability check. Points fade
if unused after 1 minute. The maximum number of
points you may have in the Luck Pool is equal to your
Charisma modifier (minimum 1).
Subtle Magic – if one of your spells is targeted with a
Divination spell, the caster must make a Caster level
check vs. DC (15 + your Caster level) to succeeded
(e.g., Detect Magic won’t register it as magic).
2nd: +1 Caster level.
Maester
(efficient
creator of
magic items)
(CAdv p56)
Race: Gnome.
Craft (any): 8 ranks.
Use Magic Device: 4 ranks.
Feat: any two Item Creation.
Arcane Caster level 5th.
Min Lvl: Brd5, Sor5, Wiz5.
HD: d4
Skill Points: 4
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Int: Appraise, Craft,
Disable Device,
Know(arcana),
Know(arch & eng),
Spellcraft.
Cha: Use Magic
Device.
1st: Gain one Item Creation feat for which you qualify.
Quick Crafting – you may craft magic items at the rate
of one day per 2,000 gp of the item’s base price
(minimum 1 day).
2nd: +1 Caster level.
Mage of the
Arcane Order
(guild mage)
(CArc p48)
Know (arcana): 8 ranks.
Feats: Cooperative Spell, one
other metamagic feat.
Able to cast 2nd level Prepared
Arcane spells.
Join the Arcane Order.
Min Lvl: Wiz5.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Decipher Script,
Know(any),
Spellcraft.
Wis: Profession.
Speak Language.
1st: +1 Arcane Caster Level.
Guild Member – access to lodging, a research library,
lab, and ‘job board’.
Spell Pool I – Access to the Guild Spellpool. By taking
a Full Round action, you can fill an unused slot with a
1st-3rd level spell of your choice, though it fades in 1
minute per Caster level. All spell levels you take
from the Spell Pool must returned by depleting a
similar number of spell levels within one day per
Class level or access is lost.
2nd: +1 Arcane Caster Level.
Gain a bonus Metamagic feat.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 57
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Magic Filcher
(an arcane
caster who
gains arcane
spells & can
emulate an
arcane caster)
(DR310 p73)
Disable Device: 8 ranks.
Know (arcana): 8 ranks.
Spellcraft: 5 ranks.
Use Magic Device: 5 ranks.
Must be able to cast Arcane
spells
Min Lvl: Brd13, Sor13,
Wiz13.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Open Lock, Sleight
of Hand, Tumble,
Use Rope.
Int: Appraise,
Craft(alchemy),
Disable Device,
Decipher Script,
Know(arcana),
Search, Spellcraft.
Wis: Listen, Spot.
Con: Concentrate.
Cha: Bluff, Use
Magic Device.
1st: +1 Caster level.
Detect Magic at Class level, 3/day.
2nd: Wizard Mimic – +5 bonus to Use Magical Device
checks when using Arcane spell or Wizard-specific
items.
Maiden of Pain
(specialty
priestess of the
Deity of Pain)
(PGF p182)
Patron: Loviatar.
Gender: Female.
Intimidate: 4 ranks.
Feat: Violate Spell.
Able to cast Masochism and
Sadism as Divine spells.
Must use the drug Agony.
Min Lvl: Clr5.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save: Ref
Weap: Whip
Armor: —
Class Lvls: 10
Dex: Use Rope.
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(religion),
Spellcraft.
Wis: Profession,
Sense Motive.
Cha: Bluff,
Diplomacy, Gather
Info., Intimidate,
Perform.
1st: Gain access to the Pain Domain if you do no already
have it. If you do, you gain access to another of
Loviatar’s Domains.
Pain Touch, 1/day – by making a melee touch attack,
your opponent is Stunned for 1 round (WillNeg DC =
10 + Class level + Wisdom modifier).
Lasher – you may cast ‘touch’ range spells & your Pain
Touch ability through your Whip (giving you 15’
range). At your option, you may make a melee attack
to do damage & the effect –or– just do a touch attack
to do the effect.
Agony Addition – you are permanently addicted to the
drug Agony, though its effects on you are lessened.
2nd: +1 Cleric Caster level.
Mantis Shen
(unarmed
combatant that
mimics a
Praying
Mantis with
excellent
grappling,
disarming, &
tripping, and
eventually
gaining a
hybrid battle
form)
(DR319 p71)
Base Attack Bonus: +5.
Concentrate: 2 ranks.
Escape Artist: 5 ranks.
Know (nature): 2 ranks.
Survival: 3 ranks.
Feat: Combat Expertise,
Improved Trip, Improved
Unarmed Strike.
Min Lvl: Bbn7, Brd7, Clr7,
Drd7, Ftr7, Mnk7, Pal7,
Rgr7, Rog7, Sor10, Wiz10.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save: Fort,
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble.
Con: Concentrate.
Int: Craft,
Know(nature).
Wis: Listen, Sense
Motive, Spot,
Survival.
Cha: Intimidate.
1st: Add Class level to Monk levels (if any) to determine
unarmed damage, & AC bonus.
2nd: Ki Strike (silver) – your unarmed strikes are treated as if
they were ‘silver’ for purposes of overcoming
Damage Reduction.
Gain Feat: Improved Grapple. If you already have this
feat, the bonus when using it becomes +6 (instead of
+4).
Martyred
Champion of
Ilmater
(specialty
priest / templar
of the Deity of
Suffering)
(PGF p184)
Patron: Ilmater.
Alignment: LG.
Know (religion): 4 ranks.
any one skill: 9 ranks.
Feat: Endurance, Nimbus of
Light.
Must have died in heroic
sacrifice and been returned
to life.
Min Lvl: Clr6, Ftr6, Mnk6,
Pal6, Rgr6, Rog6, Sor6,
Wiz6.
HD: d10
Skill Points: 2
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb.
Dex: Ride.
Con: Concentrate.
Int: Craft,
Know(religion),
Spellcraft.
Wis: Heal,
Profession.
1st: Gain Feat: Diehard.
Gain Feat: Improved Unarmed Strike. If Medium-size,
your unarmed strike does 1d6.
2nd: +1 Caster level –or– gain a bonus feat of your choice.
You are immune to Fear, both magical & natural.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 58
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Master
Astrologer
(a caster of
prepared spells
who uses the
stars to cast
more effective
spells)
(DR340 p36)
Know (the planes): 4 ranks.
Sense Motive: 4 ranks.
Profession (astrologer): 8 ranks
Feat: Skill Focus (Profession
(astrologer)).
Able to cast Prepared Spells.
Min Lvl: Clr5, Drd5, Pal5,
Rgr5, Wiz5.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(nature),
Know(religion),
Know(the planes),
Spellcraft.
Wis: Profession,
Sense Motive, Spot..
1st: Stargazer – if you have access to a telescope / spyglass
and an unobstructed view of the stars, your spell
preparation takes ½ the normal time (usually 30 min).
Zodiac Sense – receive a bonus equal to your Class level
on all Sense Motive checks.
Also, you may determine which Zodiac sign a
creature was born under by making a Sense Motive
check vs. the indicated DC after spending the
indicated time studying the creature (you must have
Line-of-Effect):
Time DC
Full Round 20
Move Action 35
Free Action 50
2nd: +1 Caster level.
Numerology +1 – when you target a creature whose
Zodiac Sign you know with a spell, you receive a +1
Insight bonus to overcome that creature’s Spell
Resistance & the spell’s DC is +1.
Master
Inquisitive
(a detective
with magical
abilities)
(Eb p82)
Gather Information: 6 ranks.
Sense Motive: 6 ranks.
Search: 3 ranks.
Feat: Investigate.
Min Lvl: Brd3, Rog3, Bbn9,
Clr9, Drd9, Ftr9, Mnk9,
Pal9, Rgr9, Sor9, Wiz9.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 5
Str: Climb.
Dex: Ride.
Con: Concentrate.
Int: Craft,
Know(religion),
Spellcraft.
Wis: Heal, Profession
1st: Zone of Truth, 1/day as a spell-like ability.
2nd: Contact (3rd level NPC).
Bonus Feat from the following list: Alertness, Deceitful,
Heroic Spirit, Improved Initiative, Iron Will,
Negotiator, Persuasive, Recognize Impostor,
Research, Toughness, Track, Urban Tracking.
Master of Many
Forms
(expert shapechanger
who
eventually can
take the form
of Plants, Fey,
Oozes, Dragons,
and in the end
changes into a
‘Shapeshifter’)
(CAdv p58)
(CAdvErrata)+
Feats: Alertness, Endurance.
Wild Shape class feature.
Min Lvl: Drd5.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Hide.
Con: Concentrate.
Int: Craft,
Know(nature).
Wis: Listen, Spot,
Survival.
Cha: Diplomacy,
Disguise, Handle
Animals.
1st: Shifter Speech – You may speak verbally regardless of
the form you take. You may also communicate with
other creatures of the same kind while in a Wild
Shape.
Improved Wild Shape (Humanoid) – You may now use
Wild Shape to take the form of a Small or Mediumsized
Humanoid whose base hit dice are not greater
than your Class level + all levels in classes that grant
Wild Shape (usually only Druid).
Gain Class level in extra uses of Wild Shape each day.
2nd: Improved Wild Shape (Large) – Your Wild Shapes may
now be up to Large-sized.
Improved Wild Shape (Giant) – You may now use your
Wild Shape to take the form of a Giant who meets the
size and hit dice criteria.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 59
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Master Thrower
(a specialist
with thrown
weapons)
(CWar p58)
Base Attack Bonus: +5.
Sleight of Hand: 4 ranks.
Feats: Point Blank Shot,
Precise Shot, Weapon Focus
(any thrown weapon).
Min Lvl: Ftr5, Bbn6, Pal6,
Rgr6, Brd7, Clr7, Drd7,
Mnk7, Rog7, Sor10, Wiz10.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump.
Dex: Sleight of
Hand, Tumble, Use
Rope.
Con: Concentrate.
Int: Craft.
Wis: Profession,
Spot.
Cha: Bluff, Perform.
1st: Gain Feat: Quick Draw.
Gain one of the following Thrown Weapon Tricks. The
trick can be used with any thrown weapon with which
you have taken Weapon Focus.
Deadeye Shot – The critical multiplier for the weapon
increases by 1 (i.e., a hand axe becomes x4 vs. x3).
Defensive Throw – Avoid generating Attacks of
Opportunity with your throw for 1 round by making a
Concentration check vs. DC (10 + number of
threatening opponents).
Doubletoss – As a Standard Action, throw two weapons
either at the same target or two within 30’ of each
other. Your full Strength modifier applies to the
damage of each. Normal penalties for fighting with
two weapons apply.
Palm Throw – Each attack with little thrown weapons
(i.e., daggers, shuriken, & darts) can be with two of
the weapons. Do not apply your Strength modifier to
the damage of either.
Sneaky Shot – As a Move Action just before a ranged
throw attack, make a Sleight of Hand check opposed
by your opponent’s Spot check to deny your opponent
of his/her Dexterity.
Trip Shot – On a successful thrown weapon attack, you
can make a Trip Attack in addition to the damage.
Make a Dexterity check with a +4 bonus opposed by
your the opponent’s Strength or Dexterity check
(whichever is better). Advantages such as ‘Stability’
apply. Bonus from Feat: Improved Trip do not apply.
Tumbling Toss – At any point in a Tumble move, you
may make a single thrown attack as a Standard
Action. If you make a Tumble check vs. DC 25, no
Attack of Opportunity is generated. You cannot be
wearing more than Medium armor.
Two with One Blow – You may attack two adjacent
opponents with a single throw by taking a –4 penalty
on the attack. You make a single attack roll &
compare it to each AC to determine how many
opponents were hit. Resolve damage & threatened
criticals separately.
Weak Spot – When attacking an opponent of your size or
larger, you may make a Ranged Touch Attack
(instead of a Normal Ranged Attack), though you may
not apply your Strength modifier to the damage. You
may only take this trick as a 5th level Master Thrower.
2nd: Evasion – on a Reflex save for half damage, take no
damage no a successful save. You cannot be wearing
more than Light armor. If you already have Evasion,
gain Improved Evasion (½ damage on a failed save).
Master of the
East Wind
(hybrid monk /
arcane casters
that protect
from outer
plane attacks)
(DR314 p36)
Alignment: LG, LN.
Climb: 10 ranks.
Can cast 3rd lvl Arcane spells.
Access to Ki Strike (magic).
Min Lvl: Wiz5 / Mnk4,
Sor6/Mnk4.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Dex: Balance, Hide,
Move Silently.
Con: Concentrate.
Int: Know(arcana),
Spellcraft.
Wis: Listen,
Profession, Spot.
Cha: Diplomacy.
1st: +1 Arcane Caster Level.
Add Class level to Monk levels (if any) to determine
unarmed damage, AC bonus, and Movement bonus.
2nd: +1 Arcane Caster Level.
Add (Class level / 2) to your Sorcerer / Wizard levels (if
any) to determine the abilities of your Familiar. If
you could not summon a Familiar before, you gain
that ability at this level.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 60
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Master of the
North Wind
(hybrid druid
/ monks that
patrol large
areas and keep
the peace
through
personal
prowess)
(DR314 p34)
Alignment: LN.
Climb: 10 ranks.
Can cast 3rd lvl Divine spells.
Access to Ki Strike (magic).
Able to change shape into a
flying creature.
Min Lvl: Drd5 / Mnk4.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance, Hide,
Move Silently.
Con: Concentrate.
Int: Know(nature),
Spellcraft.
Wis: Listen,
Profession, Spot,
Survival.
Cha: Diplomacy.
1st: +1 Divine Caster Level.
Add Class level to Monk levels (if any) to determine
unarmed damage, AC bonus, and Movement bonus.
2nd: +1 Divine Caster Level.
Add (Class level / 2) to Druid levels (if any) to
determine Wild Shape ability.
Master of the
South Wind
(hybrid rogue /
monks that try
to bring peace
through
subterfuge,
social
engineering,
and occasional
targeted
strikes)
(DR314 p35)
Alignment: LG, LN.
Climb: 10 ranks.
Disguise: 10 ranks.
Hide: 10 ranks.
Move Silently: 10 ranks.
Class Abilities: Uncanny
Dodge, Ki Strike (magic).
Succeed going through an
obstacle course.
Min Lvl: Rog4 / Mnk4.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Dex: Balance, Hide,
Move Silently,
Open Lock,
Tumble.
Con: Concentrate.
Int: Forgery, Disable
Device, Search,
Spellcraft.
Wis: Listen,
Profession, Spot.
Cha: Bluff,
Diplomacy,
Disguise.
1st: Casts Charisma-based Impromptu Arcane spells from the
Master of the South Wind spell list (see page 113).
Add Class level to Monk levels (if any) to determine
unarmed damage, AC bonus, and Movement bonus.
2nd: +1d6 Sneak Attack.
Master of the
Unseen Hand
(able to use
the spell
Telekinesis in
innovative
ways as part of
combat)
(CWar p60)
Concentrate: 8 ranks.
Able to cast Telekinesis as a
spell, spell-like ability, or
supernatural ability.
Min Lvl: Wiz9, Sor10.
HD: d4
Skill Points: 2
Attack: Fighter
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Int: Craft,
Know(arcana),
Spellcraft.
Wis: Profession.
Con: Concentrate.
Cha: Intimidate.
1st: When using Telekinesis, add your Class level to your
Caster lvl for determining your Effective Caster level.
When using Telekinesis, you may switch between the 3
uses of the spell (Sustained Force, Combat Maneuver,
& Violent Thrust) from round to round, though spell
ends after the use of Violent Thrust.
2nd: You may now wield weapons with Telekinesis as a
Combat Maneuver. You may only make a single
attack as a Standard Actions with a bonus of your
Effective Caster level + your Primary Casting Trait.
Weapon released feats (such as Power Attack) cannot
be used. The weapon may move up to 20’ before
attacking. The weapon may be one that was disarmed
Maintaining Sustained Force only requires a Move
Action, as does simply keeping concentration to not
drop your Telekinesis spell. You may even cast a new
spell while maintaining Telekinesis, though you must
make a Concentration check vs. the DC of Telekinesis
Master of the
West Wind
(hybrid cleric
/ monks that
uphold the
principles of
the Order of
the Four
Winds)
(DR314 p37)
Alignment: LG, LN.
Climb: 10 ranks.
Can cast 3rd lvl Divine spells.
Access to Ki Strike (magic).
Able to Turn Undead.
Min Lvl: Clr5 / Mnk4,
Pal11 / Mnk4.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Dex: Balance, Hide,
Move Silently.
Con: Concentrate.
Int: Know(religion),
Spellcraft.
Wis: Listen,
Profession, Sense
Motive, Spot.
Cha: Diplomacy.
1st: +1 Divine Caster Level.
Add Class level to Monk levels (if any) to determine
unarmed damage, AC bonus, and Movement bonus.
2nd: +1 Divine Caster Level.
Add (Class level / 2) when attempting to Turn Undead.
Master
Transmogrifist
(specialist in
polymorphing,
who masters a
few forms and
gains more
and more of
their special
abilities)
(CArc p51)
Alignment: NG, CG, N, CN,
NE, CE.
Bluff: 2 ranks.
Disguise: 2 ranks.
Feats: Eschew Materials.
Able to cast Alter Self and
Polymorph.
Min Lvl: Wiz7, Sor8.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Know(arcana),
Spellcraft.
Wis: Profession.
Cha: Bluff, Disguise.
1st: Favored Shape – you may chose 3 shapes available to
you when casting Polymorph to be ‘Favored Shapes’.
You may not choose a creature of the same type as
yourself (typically Humanoid).
Extended Change – When using Alter Self, Polymorph,
Polymorph Any Object, or Shapechange to become
one of your Favored Shapes, the duration is doubled.
2nd: +1 Arcane Caster Level.
Manifest Sense – When you take one of your Favored
Shapes, you gain all of its senses, including (if
appropriate) Blindsense, Blindsight, Darkvision, Low-
Light Vision, Scent, and/or Tremorsense.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 61
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Memory Smith
(a bard who
follows the
Deity of the
Forge)
(DR311 p68)
Patron Deity: Moradin.
Alignment: LG, NG, CG.
Craft (weaponsmith –or–
armorsmith): 5 ranks.
Know (religion): 3 ranks.
Perform: 8 ranks.
Use Magic Device: 5 ranks.
Min Lvl: Brd5.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Fort,
Will
Weap: Simple,
all Martial
Axes,
Hammers,
& Picks
Armor: Light,
Medium,
Heavy,
Shields
Class Lvls: 5
Str: Climb.
Dex: Open Lock.
Con: Concentrate.
Int: Appraise, Craft,
Decipher Script,
Disable Device,
Know(any), Search,
Spellcraft.
Wis: Listen,
Profession, Sense
Motive, Spot.
Cha: Bluff,
Diplomacy, Gather
Info., Perform, Use
Magic Device.
Speak Language.
1st: +1 Bard Caster level.
Class levels stack with Bardic Music ability &
Bardic Knowledge checks.
Add the following spells to your Known Spell List as
1st level Arcane spells: Endure Elements, Magic
Weapon.
2nd: +1 Bard Caster level.
Add the following spells to your Known Spell List as
2nd level Arcane spells: Align Weapon, Make Whole.
Menacing Brute
(a half-orc
practiced at
surviving in a
city through
intimidation
and resourcefulness)
(RoD p123)
Race: Half-Orc.
Alignment: LN, N, CN, LE,
NE, CE.
Base Attack Bonus: +5.
Intimidate: 5 ranks.
Know (local): 2 ranks.
Search: 2 ranks.
Feat: Iron Will.
Min Lvl: Bbn5, Ftr5, Brd7,
Clr7, Drd7, Mnk7, Rgr7,
Rog7, Sor10, Wiz10.
HD: d10
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump.
Int: Know(local),
Search.
Wis: Listen, Sense
Motive, Spot.
Cha: Gather Info.,
Intimidate.
1st: Demoralizing Stare – gain a bonus on Intimidate checks
equal to your Class level. Also, if you successfully
Demoralize an opponent, he/she remains Shaken for
1 round per Class level.
2nd: Resourceful Search – once per day, you may locate a
desired non-magical, non-masterwork object worth up
to 200 gp for free.
Value(gp) Search DC Search Time Min Community
up to 20 10 1d4x10 min Hamlet
21 – 50 15 2d4x10 min Small Town
51–100 20 1d4 hours Small City
101 – 200 25 2d4 hours Metropolis
Mindbender
(specialized in
arcane &
mundane
influencing of
people)
(CArc p54)
Alignment: LN, N, CN, LE,
NE, CE.
Bluff: 4 ranks.
Diplomacy: 4 ranks.
Intimidate: 4 ranks.
Sense Motive: 4 ranks.
Able to use Charm Person as
a spell, spell-like ability, or
an invocation.
Arcane Caster level 5th.
Min Lvl: Brd5, Sor5, Wiz5.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Know (any),
Spellcraft.
Wis: Profession,
Sense Motive.
Cha: Bluff,
Diplomacy,
Intimidate.
1st: +1 Arcane Caster Level.
Telepathy – gain the ability to communicate
telepathically with any creature within 100’ that has a
language.
2nd: Push the Weak Mink, 1/day – Suggestion on a creature
up to size Large within 100’, WillNeg (DC 13 +
Primary Spellcasting Ability modifier), duration is up
to 5 hours + 1 per Class level. This is a Supernatural
ability.
Skill Boost – gain a Competence bonus equal of ½ Class
level to Bluff, Diplomacy, Intimidate, & Sense
Motives.
Mindspy
(able to use
the spell
Detect
Thoughts in
innovative
ways as part of
combat)
(CWar p62)
Base Attack Bonus: +3.
Concentrate: 8 ranks.
Able to cast Detect Thoughts
as a spell, spell-like ability,
or supernatural ability.
Min Lvl: Brd5,
Clr(knowledge)5, Sor6,
Wiz6.
HD: d8
Skill Points: 2
Attack: Fighter
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Int: Craft.
Wis: Profession,
Sense Motives.
Con: Concentrate.
Cha: Bluff,
Intimidate.
1st: Anticipate – Against an opponent whose mind you are
reading (requiring the opponent to have failed a Will
save & been affected by Detect Thoughts for 3
rounds), you gain +1 per Class level (up to your
Charisma modifier) as an Insight bonus to AC &
attacks. If you are denied your Dexterity modifier to
AC, you loose this AC bonus too.
Combat Telepathy – You may maintain Detect Thoughts
as a Free Action by making a Concentration check vs.
a DC of (10 + damage taken last round). Casting a
spell or using a spell-like ability ends Detect Thoughts
Spherical Detect Thoughts – Your use of Detect
Thoughts covers a sphere with the same radius as the
original cone area of effect.
2nd: Faster Mindscan – The first round of Detect Thoughts
lets you detects thoughts –and– determine
Intelligence. On the second round, you may detect
surface thoughts of one detected mind. This effects
the ‘Anticipate’ ability (above).
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 62
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Monk of the
Long Death
(one who
studies death,
poison, fear,
and similar
topics)
(PGF p65)
Alignment: LN, N, CN, LE,
NE, CE.
Base Will Save Bonus: +5.
Craft(alchemy): 5 ranks.
Craft(poison making): 7 rank
Heal: 3 rank.
Know(arcana): 8 ranks.
Go through the initiation
ceremony.
Min Lvl: Brd7, Mnk7, Sor10,
Wiz10, Clr13, Drd13,
Bbn15, Ftr15, Pal15, Rgr15,
Rog15.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(PGF p130)
Str: Jump.
Dex: Balance,
Tumble.
Con: Concentrate.
Int: Craft, Decipher
Script, Forgery,
Know(arcana),
Know(religion).
Wis: Heal, Profession
Cha: Bluff, Disguise,
Intimidate.
Speak Language
1st: Add Class level to Monk levels (if any) to determine
unarmed damage, AC bonus, & unarmored speed
bonus.
Able to use poison without danger of an accident.
Deathguard – +1 bonus on saves vs. [death] effects.
2nd: Macabre Shroud – Gather Information, Bardic
Knowledge, etc., check to learn about you have their
DC increased by your Class level.
Monkey Shen
(a quarterstaff
combatant that
mimics a
monkey by
moving
unexpectedly
& jumping
around easily,
and eventually
gaining a
hybrid battle
form)
(DR319 p72)
Base Attack Bonus: +5.
Balance: 5 ranks.
Know (nature): 2 ranks.
Survival: 3 ranks.
Tumble: 5 ranks.
Feat: Improved Unarmed
Strike, Weapon Focus
(quarterstaff).
Min Lvl: Bbn7, Brd7, Clr7,
Drd7, Ftr7, Mnk7, Pal7,
Rgr7, Rog7, Sor10, Wiz10.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save: Fort,
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble.
Con: Concentrate.
Int: Craft,
Know(nature).
Wis: Listen, Sense
Motive, Spot,
Survival.
Cha: Bluff, Perform.
1st: Add Class level to Monk levels (if any) to determine
unarmed damage, & AC bonus.
2nd: Ki Strike (silver) – your unarmed strikes are treated as if
they were ‘silver’ for purposes of overcoming
Damage Reduction.
You may jump up onto any object not taller than you
without making a Jump check.
Moonspeaker
(a Shifter who
creates the
magic items
for their race,
and gains
‘blessings’
from one
moon each
level)
(RoE p143)
Race: Shifter.
Know(nature): 11 ranks.
Know(religion): 4 ranks.
Able to cast 2nd level Divine
spells.
Min Lvl: Clr(animal/plant)8,
Drd8, Rgr8, Pal19.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 12
Str: Swim.
Con: Concentrate.
Int: Craft,
Know(nature),
Know(religion),
Spellcraft.
Wis: Heal, Listen,
Profession, Spot,
Survival.
Cha: Diplomacy.
1st: +1 Divine Caster Level.
Gain Feat: Augment Summoning.
Moonspeaker Shifting – for purposes of determining the
number of times per day and duration of your
Shifting, treat [Item Creation], [Metamagic], and
[Wild] feats as [Shifter] feats.
2nd: +1 Divine Caster Level.
Choose one Energy Type. You gain Resistance 10 to
that type of energy.
Morninglord of
Lathander
(specialty
priest of the
Deity of Light)
(PGF p66)
(PGFe)+
Patron: Lathander
Alignment: LG, NG, CG.
Craft(any): 4 ranks.
Diplomacy: 7 rank
Know(religion): 8 ranks.
Perform(any): 2 ranks.
Feat: Improved Turning.
Class Ability: 3rd lvl Divine
spells, including Daylight.
Min Lvl: Clr5, Pal11.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(PGF p130)
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(history),
Know(religion),
Know(the planes),
Spellcraft.
Wis: Heal, Profession
Cha: Diplomacy,
Perform.
1st: +1 Divine Caster Level.
Bane of the Restless – add your Class levels to your
Cleric levels for purposes of Turning Undead.
The area of effect of any spell with the [light] subtype is
doubled.
2nd: +1 Divine Caster Level.
Creative Fire – gain a bonus equal to your Class level to
all Craft & Perform checks.
Mourner
(a bard who
uses his/her
songs against
undead,
helping put
them to rest)
(DR311 p67)
Diplomacy: 8 ranks.
Know (religion): 5 ranks.
Perform: 8 ranks.
Must have the Bardic Music
ability
Min Lvl: Brd5.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save: Fort,
Ref, Will
Weap: —
Armor: —
Class Lvls: 5
Dex: Hide, Move
Silently.
Con: Concentrate.
Int: Craft, Decipher
Script, Know(any),
Search, Spellcraft.
Wis: Listen,
Profession, Sense
Motive.
Cha: Bluff,
Diplomacy, Gather
Info., Perform.
1st: +1 Bard Caster level.
Class levels stack with Bardic Music ability &
Bardic Knowledge checks.
2nd: +1 Bard Caster level.
Add your Charisma modifier as a bonus to all saves vs.
Necromancy spells & effects –and– the supernatural
& spell-like abilities of Undead.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 63
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Mystic Keeper
of Corellon
Larethian
(specialty
priest of the
Deity of
Elves)
(DR328 p30)
Patron: Corellon Larethian
Race: Elf, Half-Elf.
Base Attack Bonus: +5.
Concentrate: 10 ranks.
Perform(dance): 2 ranks.
Feat: Still Spell, Weapon
Finesse.
Able to cast Divine spells.
Min Lvl: Clr7, Pal7, Rgr7.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(religion),
Spellcraft.
Wis: Heal, Profession
Cha: Diplomacy,
Perform.
1st: Sacred Arcana – gain the Magic Domain’s granted
power and domain spells.
2nd: +1 Divine Caster Level.
Intuition +1 – gain a +1 dodge bonus to AC when
wielding a Longsword in combat while wearing
Medium armor (or lighter).
Mystic Theurge
(a combined
arcane &
divine
spellcaster)
(DMG p192)
Know (arcana): 6 ranks.
Know (religion): 6 ranks.
Able to cast 2nd level Divine
spells and 2nd level Arcane
spells.
Min Lvl: Clr3 / Wiz3.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(3.5up p14)
Int: Craft,
Decipher Script,
Know(arcana),
Know(religion),
Spellcraft.
Wis: Profession,
Sense Motive.
Con: Concentrate.
1st: +1 Arcane Caster Level and +1 Divine Caster Level.
2nd: +1 Arcane Caster Level and +1 Divine Caster Level.
Mole
(able to dig,
meld into,
shape, etc.,
with dirt &
eventually
stone)
(DR310 p71)
Base Attack Bonus: +5.
Appraise: 2 ranks.
Hide: 3 ranks.
Profession (miner): 1 rank
Search: 3 ranks.
Must have lived underground
for 5 years or worked in a
mine for 1 year.
Min Lvl: Bbn5, Ftr5, Pal5,
Rgr5, Brd7, Clr7, Drd7,
Mnk7, Rog7, Sor10, Wiz10.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save: Fort
Weap: Simple,
All Martial
Picks.
Armor: Light
Class Lvls: 5
Str: Climb, Jump.
Dex: Hide, Move
Silently.
Con: Concentrate.
Int: Appraise,
Know(architecture),
Know(dungeoneer),
Search
Wis: Listen,
Profession, Survival
1st: +1d6 Sneak Attack.
Gain Burrow speed 5’, when digging through dirt.
2nd: Meld into Stone, 1/day at 12th level.
You may look through 1” of stone per Class level. This
can be combined with Meld into Stone to let you see
out.
Nature’s
Warrior
(druids gains
special
abilities to
combine with
their Wild
Shapes)
(CWar p63)
Alignment: NG, LN, N, CN,
NE.
Base Attack Bonus: +4.
Know (nature): 8 ranks.
Know (the planes): 2 ranks.
Survival: 8 ranks.
Feats: Track.
Class Ability: Wild Shape.
Min Lvl: Drd6.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 5
Str: Jump, Swim.
Int: Know(nature).
Wis: Listen,
Survival.
Cha: Diplomacy,
Handle Animal,
Intimidate.
1st: Add your Class level to your Druid / Ranger levels to
determine your effective level for Wild Shape & Wild
Empathy abilities.
Nature’s Armament: Choose one of the following
abilities to be gained when you use Wild Shape.
Armor of the Crocodile – +(Class level) bonus to your
Natural Armor.
Blaze of Power – When in Fire Elemental form, gain
Fire Shield (warm) at (Druid level + Class level).
Claws of the Grizzly – +3 damage with natural weapons.
Earth’s Resilience – Gain Damage Reduction 3 / —.
Nature’s Weapon – +1 Enhancement bonus on attacks
with natural weapons & they are considered ‘magic’.
Robe of Clouds – When in Air Elemental form, gain
Concealment that does not block your sight.
Serpent’s Coils – When in a form that normally has
Improved Grapple, gain +4 bonus on Grapple checks
& do 1d8+Strength Grapple damage.
Water’s Flow – As a Move Action, transform your body
into water. You then make your normal movement
without generating Attacks of Opportunity and reform
at the end of the round. Only available if you can take
the form of an Elemental. This ability is usable in
your normal form. Usable three times per day.
Wild Growth – Gain Fast Healing 1.
Wings of the Hurricane – When in Avian or Air
Elemental form, +30’ flying speed & maneuverability
improves by one category.
2nd: +1 Divine Caster Level.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 64
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Nightsong
Enforcer
(thief trained
to work in a
team)
(CAdv p60)
Base Attack Bonus: +5.
Move Silently: 10 ranks.
Hide: 10 ranks.
Feats: Improved Initiative.
Evasion class ability.
Go through 3 months of
special training & tests with
the Nightsong Guild.
Min Lvl: Mnk7, Rog7, Rgr9.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Ref
Weap: —
Armor: Light
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Open Lock, Ride,
Tumble.
Int: Disable Device,
Profession, Search.
Wis: Listen,
Profession, Spot.
Cha: Disguise,
Intimidate.
1st: Sneak Attack +1d6.
Teamwork – +20 Circumstance bonus on Listen or Spot
checks to locate allies.
2nd: Agility Training – The Armor Check penalty of any
Light Armor you wear is reduced by 2.
Nightsong
Infiltrator
(thief trained
to break in
anywhere)
(CAdv p62)
Climb: 10 ranks.
Disable Device: 5 ranks.
Open Lock: 5 ranks.
Search: 5 ranks.
Feats: Alertness.
Evasion class ability.
Go through 3 months of
special training & tests with
the Nightsong Guild.
Min Lvl: Mnk7, Rog7.
HD: d6
Skill Points: 8
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Open Lock, Sleight
of Hand, Ride,
Tumble, Use Rope.
Int: Appraise, Craft,
Decipher Script,
Disable Device,
Forgery, Search.
Wis: Listen,
Profession, Spot.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info, Use Magical
Device.
1st: Trapfinding – able to find, disarm, or bypass traps with a
DC of 20 or higher and even magical traps.
Teamwork Trap Sense +1 – you and all your allies
within 30’ gain a +1 bonus on Reflex save and/or a
+1 Dodge bonus to avoid traps. This bonus stacks
with Trap Sense bonuses you and your allies have
from other classes.
2nd: Steady Stance – you are not Flat-Footed when using
Balance or Climb. Also, add your Class level as a
bonus to Balance & Climb checks to avoid falling
when you take damage.
Teamwork Infiltration – After studying a small area
(typically about a 10’ by 10’ area) from no more than
60’ for 1 hour, gain a +2 Competence bonus for 24
hour within that area to the following skills: Balance,
Climb, Disable Device, Hide, Move Silently, Open
Lock, Search, & Tumble. All your allies within 30’
also receive +2 the bonus.
Occult Slayer
(a warrior who
specialized in
resisting,
disrupting, &
slaying
spellcasters)
(CWar p66)
Base Attack Bonus: +5.
Know (arcana): 4 ranks.
Spellcraft: 3 ranks.
Feats: Improved Initiative,
Weapon Focus (any).
Min Lvl: Bbn5, Ftr5, Pal5,
Rgr5, Brd7, Clr7, Drd7,
Mnk7, Rog7, Sor10, Wiz10.
HD: d8
Skill Points: 2
Attack: Fighter
Good Save: Will
Weap: Simple,
Martial.
Armor: All
Class Lvls: 5
Int: Craft,
Know(arcana),
Spellcraft.
Wis: Profession,
Sense Motive.
Cha: Bluff, Gather
Info.
1st: +1 bonus on saving throws vs. spells & spell-like
abilities.
You must ‘bond’ with a specific weapon of at least
masterwork quality. The bonded weapon hereafter
does +1d6 damage when you strike opponents that
cast spells or use spell-like abilities. If lost or
destroyed, it takes Class level days to bond with a
new weapon of the same type.
2nd: When you ready an action to disrupt a spellcaster, you
do double damage if you hit.
Spell Turning at a Caster level of (Class level + 5).
Usable one per day as a Free Action.
Ollam
(dwarven
teacher)
(CAdv p66)
Race: Dwarf.
Alignment: LG.
Know (history): 10 ranks.
Know (any other): 10 ranks.
Perform (oratory): 5 ranks.
Min Lvl: Clr7, Wiz7, Bbn17,
Ftr17, Mnk17, Pal17, Rgr17,
Rog17, Sor17.
HD: d8
Skill Points: 6
Attack: Wizard
Good Save: Will
Weap: Simple
Armor: All
Class Lvls: 5
Con: Concentrate.
Int: Craft, , Decipher
Script, Know(any),
Search, Spellcraft.
Wis: Heal, Listen,
Sense Motive.
Cha: Diplomacy,
Gather Info.,
Perform.
Speak Language.
1st: Lore – same as Bardic Knowledge.
2nd: +1 Caster level.
Oppressor
(a thug that
everyone
know about,
who gains
sneak attacks
& can
intimidate a
whole
neighborhood)
(DR312 p40)
Alignment: LE, NE, CE.
Base Attack Bonus: +5.
Intimidate: 8 ranks.
Feats: Improved Unarmed
Strike, Improved Grapple,
Persuasive.
Must have at least 1d6 Sneak
Attack.
Must have killed someone in
public & be a known killer
in at least one region.
Min Lvl: Rog7.
HD: d8
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Use Rope.
Int: Craft, Search.
Wis: Listen, Sense
Motive, Spot.
Cha: Bluff, Gather
Info., Intimidate.
1st: Keep Awake – If your attack does enough damage to
bring your opponent to negative hp (lethal or nonlethal),
you can reduce the damage to bring your
opponent to exactly 0 hp.
+1d6 Sneak Attack.
2nd: Brutal Grappler – Add your Sneak Attack damage to
your unarmed Grapple damage, though all the damage
is non-lethal.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 65
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Order of the
Bow Initiate
(expert at
ambushing
with a bow &
shooting while
in melee)
(CWar p68)
Base Attack Bonus: +5.
Craft (bowmaking): 5 ranks.
Know (religion): 2 ranks.
Feats: Point Blank Shot,
Precise Shot, Rapid Shot,
Weapon Focus (any straight
bow).
Min Lvl: Ftr5, Rgr6, Bbn9,
Brd9, Pal9, Rog9, Clr12,
Mnk12, Sor12, Wiz12.
HD: d8
Skill Points: 2
Attack: Fighter
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Swim.
Dex: Ride.
Int: Craft,
Know (religion).
Wis: Spot.
1st: Ranged Precision +1d8 – As a Standard Action, you may
make a single ranged attack at a target within 30’ that
does +1d8 damage. This extra damage is under the
same limitations as a Sneak Attack (i.e., must be
vulnerable to criticals, can be stopped by
Fortification, etc.) except that the target does not need
to be Flat-Footed. Stacks with Sneak Attack damage,
if appropriate. Bonus damage applies to any ranged
weapon that you have Weapon Focus in.
2nd: Can use a ranged weapon while in a threatened hex and
not generate an Attack of Opportunity.
Outcast
Champion
(leader whose
presence helps
his/her allies,
and who is
dedicated to
protecting
them)
(RoD p126)
Race: Half-Elf, Half-Orc, or
Half-Ogre.
Diplomacy: 8 ranks –or–
Intimidate: 8 ranks.
Min Lvl: Bbn5, Brd5, Clr5,
Drd5, Ftr5, Mnk5, Pal5,
Rog5, Rgr13, Sor13, Wiz13.
HD: d10
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump.
Dex: Hide, Move
Silently.
Int: Craft,
Know(local).
Wis: Survival.
Cha: Diplomacy,
Disguise, Intimidate
1st: Aura of Confidence – all allies within 30’ (including
yourself) receive a Morale bonus on Will saves equal
to your Class level.
2nd: Avenging Strike – Declare you are using an Avenging
Strike before making a melee attack. If the foe you
are attacking injured one of your allies within the last
hour, you receive your Charisma modifier as a bonus
on the attack and 1d6 per Class level on damage.
Usable Charisma modifier times per day (minimum 1)
Panther Shen
(unarmed
combatant that
mimics a
panther by
moving fast &
striking
quickly, and
eventually
gaining a
hybrid battle
form)
(DR319 p93)
Base Attack Bonus: +5.
Hide: 5 ranks.
Know (nature): 2 ranks.
Move Silently: 5 ranks.
Survival: 3 ranks.
Feat: Improved Initiative,
Improved Unarmed Strike.
Min Lvl: Rgr5, Bbn7, Brd7,
Clr7, Drd7, Ftr7, Mnk7,
Pal7, Rog7, Sor10, Wiz10.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save: Fort,
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble.
Con: Concentrate.
Int: Craft,
Know(nature),
Search.
Wis: Listen, Sense
Motive, Spot,
Survival.
1st: Add Class level to Monk levels (if any) to determine
unarmed damage, & AC bonus.
2nd: Ki Strike (silver) – your unarmed strikes are treated as if
they were ‘silver’ for purposes of overcoming
Damage Reduction.
Add (Class level + 1) to Monk levels (if any) to
determine bonus movement rate.
Pious Templar
(defender of a
patron deity’s
temples)
(CDiv p50)
Base Attack Bonus: +5.
Know (religion): 4 8 ranks.
Feats: True Believer,
Weapon Focus (patron
deity’s favored weapon)
Min Lvl: Bbn5, Pal5, Ftr5,
Rgr5, Brd7, Clr7, Drd7,
Mnk7, Rog7, Sor10, Wiz10.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Con: Concentrate.
Int: Craft,
Know (religion).
Wis: Heal,
Profession.
1st: Mettle – If you make a Will save against a spell whose
description says “Will partial” or a Fortitude save
that says “Fortitude half”, actually take no effect at all
(i.e., ‘evasion’ for Will & Fortitude)
Gain Wisdom-based Prepared Divine spells from the
Paladin Spell List or the Blackguard Spell List.
2nd: Smite – Make an attack at +4 to hit. If successful, add
Class Level to the damage. Usable once per day.
Poisoner
(able to create
non-standard
poisons, plus
can generate
poison from
own body, &
eventually can
exhale it or
even poison
with a glance)
(DR312 p43)
Alignment: LE, NE, CE.
Bluff: 5 ranks.
Craft (poisonmaking): 8 ranks
Sleight of Hand: 8 ranks.
Feats: Exotic Weapon
Proficiency (Blowgun).
Must have killed someone
with poison.
Min Lvl: Brd5, Rog5,
Bbn13, Clr13, Drd13, Ftr13,
Mnk13, Rgr13, Sor13,
Wiz13.
HD: d6
Skill Points: 8
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance, Hide,
Move Silently,
Open Lock, Sleight
of Hand, Tumble,
Use Rope.
Int: Craft, Decipher
Script, Forgery,
Search.
Wis: Listen, Sense
Motive, Spot.
Cha: Bluff,
Diplomacy, Gather
Info., Intimidate.
1st: Detect Poison, at will.
Trained in poison use, so you never accidentally poison
yourself.
Poison Touch – You may generate Contact Poison from
your body by spending 3 rounds concentrating.
During this time, you may talk & move around, but
you cannot fight, cast spells, activate magic items, etc.
Once created, that poison is good for 3 rounds, after
which it looses its potency. You may transfer it as a
Touch Attack. The poison has a DC of 14 and can do
1d4 Str, 1d4 Dex, 1 Int, 1 Wis, -or- 1 Cha (chosen at
time of creation).
+1d6 Sneak Attack.
2nd: +2 bonus on saves vs. poison.
Blowgun Mastery - +1 bonus on attack rolls made with
blowguns & the range is doubled.
Poisoner’s Art (Delay Onset) – When you make a poison
using Craft (Poison-making), you may make it so that
the initial save does not occur for up to 1 minute per
Class level after the target is poisoned. This increases
the cost of the poison by 50%.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 66
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Prime
Underdark
Guide
(able to
physically and
socially
traverse the
Underdark)
(Und p40)
Alignment: LG, NG, CG,
LN, N, CN.
Balance: 2 ranks.
Climb: 8 ranks.
Diplomacy: 5 ranks.
Gather Info.: 5 ranks.
Know (local – Underdark):
5 ranks.
Survival: 5 ranks.
Use Rope: 5 ranks.
Feat: Alertness, Track.
Must know at least four
languages.
Min Lvl: Bbn7, Brd7, Ftr7,
Mnk7, Rgr7, Rog7, Clr13,
Drd13, Pal13, Sor13, Wiz13.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble, Use Rope.
Con: Concentrate.
Int: Craft,
Know(geography),
Know(local),
Know(nature),
Spellcraft.
Wis: Heal, Listen,
Spot, Survival.
Cha: Diplomacy,
Gather Info.
Speak Language.
1st: Casts Intelligence-based Prepared Arcane spells from the
Prime Underdark Guide spell list (see page 114).
Aid Another Nearby – you can do an Aid Another action
on Balance, Climb, Jump, Survival, Swim & Use
Rope checks as long as you are within 30’ of your ally
and he/she can see & hear you.
Gain a bonus language.
2nd: Aid Group – you can do an Aid Another action for
(Class level) allies on Balance, Climb, Jump,
Survival, Swim & Use Rope checks as long as you
are within 30’ and all allies can see/hear you.
Danger Sense +2 – you receive a +2 Insight bonus to
saves vs. traps & natural hazard, a +2 Dodge bonus to
AC vs. traps & natural hazards, and a +2 Insight
bonus on Spot checks made to spot creatures at the
beginning of an encounter.
Underdark Lore – as Bardic Knowledge, but only about
the Underdark. Based on your Class level +
Intelligence modifier.
Underdark Traveler +2 – receive a +2 bonus on
Diplomacy, Disguise, Gather Info., and Sense Motive
checks with any Underdark race.
Prophet of
Erathaol
(follower of
the Seer of
Celestia, who
can “channel”
a Celestial to
get a variety of
help)
(BoED p66)
Alignment: LG.
Know (arcana): 5 ranks.
Spellcraft: 10 ranks.
Feat: Sacred Vow,
Servant of the Heavens,
Spell Focus (Divination),
Vow of Chastity.
Able to cast 4th level spells.
Min Lvl: Wiz7, Crl9, Sor9,
Pal17, Rgr17.
HD: d6
Skill Points: 2
Attack: Wizard
Good Save: Fort,
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(religion),
Know(the planes),
Spellcraft.
Wis: Heal,
Profession.
Cha: Intimidate.
1st: Class level times per day, you can enter a special mental
state that allows a Celestial to control your mind and
speech for 1 round. You may “request” one of the
following, though the Celestial (i.e., the DM) gets the
final decision of what to do:
- any Knowledge check with a (Class level+5) bonus
- Bardic knowledge check with a (Class level+5) bonus
- Divination
- Detect Evil
- Enthrall, which you may continue
- Good Hope
- Atonement
- Commune, though you still have to pay the 500 XP
- equivalent of a Phylactery of Faithfulness, allowing
you to identify an evil act before you do it.
2nd: +1 Caster level.
Purebreath
Devotee
(so in-tune
with the air
that food &
drink are no
longer needed)
(DR314 p61)
Base Attack Bonus: +5.
Know (nature): 4 ranks.
Feats: Endurance, Iron Will,
Great Fortitude.
Must go three days without
eating, drinking, or using
magic to avoid hunger &
thirst.
Min Lvl: Bbn6, Ftr6, Pal6,
Rgr6, Brd7, Clr7, Drd7,
Mnk7, Rog7, Sor10, Wiz10.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save: Fort,
Ref, Will.
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Int: Craft
Wis: Survival.
Cha: Intimidate.
1st: Casts Wisdom-based Impromptu Divine spells from the
Purebreath Devotee spell list (see page 114).
Breatharian – you do not need to eat or drink as long as
there is enough fresh air to breath.
2nd: You can Rebuke, Command, & Bolster Air creatures, up
to 3 + Charisma modifier times per day at Character
level.
Purple Dragon
Knight
(heroic knights
of Cormyr
who lead
troops in
battle)
(CWar p70)
Alignment: LG, NG, LN, N.
Base Attack Bonus: +5
Diplomacy –or– Intimidate:
1 rank.
Listen: 2 ranks.
Ride: 2 ranks.
Spot: 2 ranks.
Feats: Mounted Combat,
Negotiator.
Membership in the Purple
Dragons.
Min Lvl: Bbn5, Ftr5, Pal5,
Rgr7, Brd7, Clr7, Drd7,
Mnk7, Rog7, Sor10, Wiz10.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: Tower
Shields
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Ride.
Int: Know (local).
Cha: Diplomacy,
Handle Animals,
Intimidate.
Paladins may freely cross-class.
1st: Rally Cry – all allies within 60’ gain +1 Morale bonus
on their next attack & gain 5’ on their movement until
your next turn. Usable 3 times per day.
When using the Aid Another action, give your ally +4
Circumstance bonus to AC instead of the normal +2.
2nd: Inspire Courage – by inspiring allies with a one round or
longer speech, all allies within haring distance gain +2
Morale bonus on saves vs. Charm or Fear effects
–and– +1 Morale bonus on attacks & weapon damage.
The effect lasts 5 rounds after you stop speaking, and
you can continue it while you fight (but not while
casting spells). Usable once per day.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 67
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Purple Dragon
Knight’
(heroic knights
of Cormyr
who lead
troops in
battle)
(PGF p68)
Alignment: LG, NG, LN, N.
Base Attack Bonus: +4.
Diplomacy –or– Intimidate:
1 rank.
Listen: 2 ranks.
Ride: 2 ranks.
Spot: 2 ranks.
Feats: Leadership, Mounted
Combat.
Must be from the Cormyr
region –or– have 8 ranks in
Know (local – Cormyr).
Membership in the Purple
Dragons.
Min Lvl: Bbn6, Brd6, Clr6,
Drd6, Ftr6, Mnk6, Pal6,
Rgr6, Rog6, Sor8, Wiz8.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save:
Fort
Weap: Simple
Armor: Light,
Medium,
Shields
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Ride.
Int: Know(local –
Cormyr),
Know(tactics).
Cha: Diplomacy,
Intimidate.
1st: Rally Cry – all allies within 60’ gain +1 Morale bonus
on their next attack & gain 5’ on their movement until
your next turn. Usable 3 times per day.
Heroic Shield – When using the Aid Another action,
give your ally +4 Circumstance bonus to AC instead
of the normal +2.
2nd: Inspire Courage – by inspiring allies with a one round or
longer speech, all allies within haring distance gain +2
Morale bonus on saves vs. charm or fear effects
–and– +1 Morale bonus on attacks & weapon damage.
The effect lasts 5 rounds after you stop speaking, and
you can continue it while you fight (but not while
casting spells). Usable once per day.
Radiant Servant
of Pelor
(specialty
priest of the
Deity of Light
& Mercy)
(CDiv p52)
Patron: Pelor.
Alignment: NG.
Base Will Save: +5.
Know (religion): 9 ranks.
Heal: 5 ranks.
Feat: Extra Turning.
Able to cast Divine spells &
have access to the Sun
Domain.
Min Lvl: Clr6.
HD: d6
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(religion),
Spellcraft.
Wis: Heal,
Profession,
Sense Motive.
Cha: Diplomacy.
1st: +1 Divine Caster Level.
Radiance – Any spell you cast with the Light descriptor
has twice the radius & is considered to be one Spell
Level higher, which effects the [darkness] spells it can
suppress, DC, etc.
When turning Undead, add your Class level to your
Cleric level determine its effect.
You may do a Greater Turning (Sun Domain special
power) 3 + Charisma modifier times per day instead
of 1.
2nd: +1 Divine Caster Level.
Empowered Healing – any Healing Domain spell you
cast is treated as if it were under the effect of Feat:
Empower Spell, but it doesn’t take a higher level slot.
Divine Health – You are immune to all diseases.
Rage Mage
(magical
berserker)
(CWar p72)
Alignment: NG, CG, N, CN,
NE, CE.
Base Attack Bonus: +4
Feat: Combat Casting.
Must be able to cast 2nd level
Arcane spells.
Must be able to Rage or
Frenzy.
Min Lvl: Brd4 / Bbn1,
Sor4 / Bbn2, Wiz3 / Bbn3.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Int: Spellcraft.
Wis: Profession,
Survival.
Con: Concentrate.
1st: Spell Rage, for 3 + Constitution modifier rounds, once
per day. While in Spell Rage, you receive the
following advantages & disadvantages:
a) –2 penalty to AC;
b) Spells from the Abjuration, Conjuration, Evocation,
Necromancy, & Transmutation schools are cast at
Character level;
c) Cannot attempt Intelligence-based, Charisma-base,
or Dexterity-base skills (except for Balance,
Escape Artist, Intimidate, & Ride); and
d) At the end of the Spell Rage, you are Fatigued.
2nd: +1 Arcane Caster Level.
The Arcane Failure chance of any Light or Medium
armor that you are wearing is decreased by 10%.
Rainbow
Servant
(arcane casters
who learn the
magic and
abilities of
Couatl)
(CDiv p54)
Alignment: LG, NG, LN, N.
Know (arcana): 4 ranks.
Able to cast 3rd level Arcane
spells.
Find the hidden jungle
temples of the Couatls.
Min Lvl: Wiz5, Sor6, Brd7.
HD: d4
Skill Points: 4
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(the planes),
Spellcraft.
Wis: Profession,
Sense Motive.
Cha: Diplomacy.
1st: Detect Evil, at will.
Extra Domain (Good) – gain the Domain Ability from
the Good Domain (+1 Caster level with [good] spells)
and add the spells on the Good Domain list to those
that can be learned by your Arcane caster class.
2nd: +1 Arcane Caster level.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 68
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Ravager
(templars of
the Deity of
Slaughter)
(CWar p73)
Alignment: CE, NE.
Base Attack Bonus: +5.
Feats: Power Attack,
Improved Sunder.
Intimidate: 3 ranks.
Know (religion): 3 ranks.
Survival: 4 ranks.
Must survive the initiation.
Min Lvl: Bbn5, Ftr5, Rgr5,
Brd7, Clr7, Drd7, Rog7,
Sor10, Wiz10.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Dex: Ride, Move
Silently.
Int: Know (religion).
Wis: Profession.
Cha: Intimidate
1st: Once per day, either
a) make a touch attack that does 1d8 +1 per Class
level; –or–
b) make a melee attack that does weapon damage +
1d4 + 1 per Class Level.
2nd: Opponents within 10’ receive a –2 Morale penalty to all
saving throws for 3 + Class level rounds, usable once
per day. The penalty ends if the enemy leaves your
10’ radius Emanation.
Reachrunner
(a Shifter
focuses on
moving fast
and efficiently
through
outdoor
terrain)
(RoE p153)
Race: Shifter.
Base Attack Bonus: +5.
Listen: 5 ranks.
Spot: 4 ranks.
Survival: 8 ranks.
Feats: Endurance, Track.
Min Lvl: Bbn5, Drd5, Rgr5,
Clr(travel)7, Brd13, Ftr13,
Mnk13, Pal13, Rog13,
Sor13, Wiz13.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Fort,
Ref
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Hide, Move
Silently, Use Rope.
Int: Craft,
Know(geography),
Know(nature).
Wis: Heal, Listen,
Spot, Survival.
Cha: Handle Animal.
1st: Add your Class level as a bonus to Climb, Balance,
Jump, Listen, & Spot checks.
+5’ increase to your base land speed when wearing no
more than Light Armor or carrying no more than a
Light Load.
2nd: Nature’s Stride – when entering a square than normally
requires 2 squares of movement (such as heavy
undergrowth, shallow bog, or up a hill), it only costs
you one. When entering a square than normally
requires 4 squares of movement (such as a deep bog),
it only costs you two.
Reaping Mauler
(expert at
grappling,
eventually
learning some
effective
‘finishing
moves’)
(CWar p75)
Base Attack Bonus: +5.
Escape Artist: 5 ranks.
Tumble: 5 ranks.
Feats: Improved Unarmed
Strike, Clever Wrestling.
Must defeat 3 opponents who
are at least 1 size larger than
you with your bare hands.
Min Lvl: Bbn7, Brd7, Clr7,
Drd7, Ftr7, Mnk7, Pal7,
Rog7, Rgr7, Sor10, Wiz10.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Escape Artist,
Tumble.
Int: Craft.
Wis: Profession
Cha: Intimidate,
Perform.
1st: When wearing Light or no armor, gain Feat: Mobility
and Feat: Improved Grapple.
2nd: When wearing Light or no armor, gain a +1 bonus on all
opposed Grapple checks, opposed Strength checks, &
opposed Dexterity checks.
Recaster
(a Changeling
who can apply
metamagics
on-the-fly,
ignore
material
components,
etc.)
(RoE p157)
Race: Changeling.
Know (arcana): 4 ranks.
Spellcraft: 8 ranks.
Able to cast 3rd level Arcane
spells.
Min Lvl: Wiz5, Sor6, Brd7 .
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Craft, Decipher
Script, Know(any),
Spellcraft.
Wis: Profession,
Sense Motive.
Cha: Bluff, Disguise.
1st: Metamorphic Spell (components) – you may ignore
cheep material components for your Arcane spells.
Class level times per day, you may apply Still Spell
–or– Silent Spell without changing the level of the
spell you are casting.
2nd: +1 Arcane caster level.
Expanded Knowledge – gain one additional spell up to
one level below the highest level you can cast.
Sudden Metamagic – chose a Metamagic you have from
the following list: Empower Spell, Enlarge Spell,
Extend Spell, Maximize Spell, or Widen Spell. You
may now apply that feat Class level times per day to a
spell you are casting without increasing the spell level
or cast time.
Red Wizard
(highly
specialized
arcane caster
from the
country of
Thay)
(DMG p193)
Alignment: LN, N, CN, LE,
NE, CE.
Race: Human.
Spellcraft: 8 ranks.
Feats: Tattoo Focus, plus 3
metamagic or item creation
feats.
Able to cast 3rd level Arcane
spells.
You must be Specialized in
an Arcane School (this is a
prerequisite of Tattoo Focus)
Min Lvl: Wiz5.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(3.5up p14)
Int: Craft,
Know(any),
Spellcraft.
Wis: Profession.
Con: Concentrate.
Cha: Bluff,
Intimidate.
1st: +1 Arcane Caster Level.
You must take one (or more) prohibited Arcane School
to support your focus in your Specialized School.
The number of additional prohibited schools is the
same as the number prohibited at 1st level. You may
learn no additional spells from the newly Prohibited
School(s), though you can still cast the ones you
already know.
+1 bonus on any save against spells from your
Specialized School.
2nd: +1 Arcane Caster Level.
When casting spells from your Specialized School, add 1
to the spell effective caster level & add 1 to attempts
to overcome Spell Resistance.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 69
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Reforged
(a Warforged
who is trying
to become a
living
creature)
(RoE p161)
Race: Warforged.
Craft or Profession: 8 ranks.
Sense Motive: 4 ranks.
Min Lvl: Bbn5, Brd5, Clr5,
Drd5, Ftr5, Pal5, Rgr5,
Rog5, Sor5, Wiz5.
HD: d8
Skill Points: 4
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 3
Str: Climb, Jump,
Swim.
Dex: Balance.
Int: Craft, Search.
Wis: Heal,
Profession, Listen,
Sense Motive, Spot,
Survival.
Cha: Bluff, Gather
Info.
1st: Extrovert – gain a bonus equal to your Class level on
Bluff, Diplomacy, Gather Info, & Sense Motive
checks.
Natural Healing – you can now heal lethal, nonlethal,
and ability damage when you rest. Your natural
healing increases when you have long-tern care.
2nd: Reforged Insight – gain a +2 Insight bonus on Wisdom
checks and Wisdom-base skill checks.
Magical Healing – magical healing now works normally
on you (instead of healing ½).
Replacement
Killer
(an assassin
who
specializes in
disguising
himself/herself
as others to get
close to the
target)
(DR312 p45)
Alignment: LE, NE, CE.
Bluff: 8 ranks.
Diplomacy: 5 ranks
Disguise: 8 ranks.
Know (nobility): 3 ranks.
Sense Motive: 5 ranks.
Feats: Deceitful,
Skill Focus (Disguise).
Min Lvl: Brd5, Rog5,
Bbn13, Clr13, Drd13, Ftr13,
Mnk13, Rgr13, Sor13,
Wiz13.
HD: d6
Skill Points: 8
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Open Lock, Sleight
of Hand, Tumble,
Use Rope.
Int: Craft, Disable
Device, Forgery,
Know(local),
Know(royalty),
Search.
Wis: Listen,
Profession, Sense
Motive, Spot.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info., Intimidate.
1st: Sneak attack +1d6.
Death Attack – After 3 rounds of study, if you can make
a successful melee sneak attack within the next 3
rounds, the target must make a Fortitude save vs. DC
10 + Class Level + your Intelligence modifier or die /
be paralyzed (your choice). Paralyzation lasts (Class
level + 1d6) rounds.
You are trained to never accidentally poison yourself
when applying it to a blade.
2nd: Greater Paralyzing Attack – When using ‘Death Attack’
to paralyze, the DC is +1.
Uncanny Dodge - Retains Dexterity modifier to AC even
if caught flat-footed or attacked by someone invisible.
Ronin
(a dishonored
warrior)
(CWar p77)
Alignment: NG, CG, N, CN,
NE, CE.
Base Attack Bonus: +6.
Feats: Exotic Weapon
Proficiency (bastard sword).
Must have fled a battle or
been exiled by one’s lord.
Min Lvl: Bbn6, Ftr6, Pal6,
Rgr6, Brd8, Clr8, Drd8,
Mnk8, Rog8, Sor12, Wiz12.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Dex: Ride.
Int: Craft,
Know(history),
Know(nobility).
Wis: Sense Motive.
Cha: Bluff, Disguise,
Intimidate.
1st: Infamy – Any person of authority who knows of your
reported dishonor has an initial attitude one worse
than normal & you receive a –4 Circumstance penalty
on all Charisma-based checks with that person.
Learning your background is typically a Gather
Information or Knowledge (nobility & royalty) check
vs. DC 10.
Gain +1d6 Sneak Attack.
2nd: Banzai Charge – When making a charge, you may take a
penalty to your AC from –2 (the normal value) up to
your BAB. This same value is added to your attack at
the end of the charge.
Ruathar
(someone who
learns to ‘be
an Elf’,
usually by
helping them)
(RotW p122)
Base Attack Bonus: +6 –or–
any skill: 9 ranks –or–
able to cast 3rd level spells.
Perform a great service for an
Elven community.
Min Lvl: Clr5, Drd5, Wiz5,
Bbn6, Brd6, Ftr6, Mnk6,
Pal6, Rgr6, Rog6, Sor6.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save:
Ref, Will
Weap: Rapier
–or– Longsword
–or– Long Bow
–or– Short Bow
Armor: —
Class Lvls: 3
Dex: Hide, Move
Silently.
Con: Concentrate.
Int: Craft, Know(any),
Search, Spellcraft.
Wis: Listen,
Profession, Sense
Motive, Spot,
Survival.
Cha: Diplomacy,
Handle Animal.
1st: +1 Caster Level.
Word of Friendship – identifies you as a Ruathar.
Gift of the Elves – the Elven community you aided
provides you with a gift, usually Boots of Elvenkind,
a Cloak of Elvenkind, Elven Chain, +1 Longsword, etc
2nd: +1 Caster Level.
Gain Low-Light Vision. If you already have it, then your
Log-Light Vision can see 4x as far (instead of 2x).
Elfwise – +2 bonus on Listen, Search, and Spot checks.
3rd: +1 Caster Level.
Star Blessing – receive a +1 Sacred bonus on attacks and
saves while under the night sky.
Arvandor’s Grace – your lifespan increases by 50% in
your current and future aging categories.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 70
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Runecaster
(a divine
caster
specialized in
creating runes)
(PGF p69)
Craft (metalworking,
calligraphy, gemcutting,
stonecarving, woodcarving,
etc.): 8 ranks
Spellcraft: 8 ranks.
Feats: Inscribe Rune.
Able to cast 3rd level Divine
Spells.
Min Lvl: Clr5, Drd5, Pal13,
Rgr13.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(PGF p131)
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(religion),
Spellcraft.
Wis: Heal,
Profession.
Cha: Diplomacy.
1st: +1 Divine Caster Level.
+1 on your Craft checks to create runes.
2nd: +1 Divine Caster Level.
+1 on your rune’s DC’s; vs. attempts to erase, dispel, or
disable; and for attempting to overcome Spell
Resistance.
Runesmith
(a dwarven
arcane caster
who can wear
armor because
his/her spells
are cast
through runes
instead of
hand motions)
(RoS p118)
Race: Dwarf.
Concentration: 5 ranks.
Craft (stoneworking): 8 ranks.
Feats: Armor Proficiency
(heavy), Scribe Scroll.
Able to cast 1st level Arcane
spells.
Min Lvl: Ftr1/Wiz4, Brd6,
Wiz9, Sor9.
HD: d6
Skill Points: 2
Attack: Wizard
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Appraise, Craft,
Decipher Script,
Know(arcana),
Spellcraft.
1st: +1 Arcane Caster level.
Rune Magic – when preparing your Arcane spells for the
day, you may inscribe them as a rune on an object
(typically a small stone tablet). The object with the
rune becomes a focus for the spell, but the spell no
longer has a Somatic component. When cast, the rune
is removed from the tablet (which my be reused). At
this level, only you can use the runes.
2nd: +1 Arcane Caster level.
Stonecraft Expertise –gain a bonus equal to your Class
level on Appraise & Craft checks related to objects
made of stone.
Sacred Exorcist
(one who
searches for
and combats
possession by
Undead &
Outsiders)
(CDiv p56)
Alignment: LG, NG, CG.
Know (religion): 10 ranks.
Know (the planes): 7 ranks.
Able to cast Dismissal or
Dispel Evil.
Must be sanctioned by the
church.
Min Lvl: Clr7, Wiz9, Pal14,
Sor17.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save: Will
Weap: Simple
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know (arcana),
Know (religion),
Know (the planes),
Spellcraft.
Wis: Heal,
Profession.
Cha: Intimidate.
1st: +1 Caster Level.
Class levels stack with Cleric levels for purposes of
Turning Undead. Non-Clerics can Turn Undead at
Class level.
As a Full Round Action, you may force a possessing
spirit out of a target’s body by a (Class level +
Charisma modifier) check (DC = 10 + possessing
creature’s HD + possessing creature’s Charisma
modifier). If the check fails, you may attempt it again
in 24 hours.
2nd: +1 Caster Level.
Detect Evil, usable at will.
Resist Possession – gain the following:
+4 Sacred bonus to saving throws vs. possession (i.e.,
Magic Jar, a Ghost’s Malevolence, etc.).
+2 Sacred bonus on attempts to Dispel possession.
+2 Sacred bonus on saves vs. charm & compulsions
cast by Evil Outsiders and Undead.
Sacred Fist
(monk-like
temple
protectors who
vow to not use
weapons)
(CDiv p59)
(DR324 p103)+
Base Attack Bonus: +4.
Know (religion): 8 ranks.
Feats: Combat Casting,
Combat Reflexes,
Improved Unarmed Strike,
Stunning Fist.
Able to cast 1st level Divine
spells.
Min Lvl: Clr9, Pal9, Drd13,
Rgr13.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Jump.
Dex: Balance,
Escape Artist,
Tumble.
Con: Concentrate.
Wis: Heal,
Profession.
1st: +1 Divine Caster Level.
Vow to only use Light or Medium armor and use no
weapons.
+1 Dodge bonus to AC, even if Flat-Footed.
Class levels stack with Monk levels for determining
Unarmed Strike damage.
2nd: +1 Divine Caster Level.
Scar Enforcer
(a half-elf who
totally hates
humans &
elves, and is
good at killing
them)
(RoD p130)
Race: Half-Elf.
Alignment: LN, N, CN, LE,
NE, CE.
Bluff: 8 ranks.
Hide: 4 ranks.
Move Silently: 4 ranks.
Min Lvl: Brd5, Clr(trickery)5,
Rog5, Sor5, Bbn13, Drd13,
Ftr13, Mnk13, Rgr13, Wiz13.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb.
Dex: Balance, Hide,
Move Silently,
Open Lock, Tumble
Con: Concentrate.
Int: Craft, Disable
Device, Know(local),
Search.
Wis: Listen,
Profession, Sense,
Motive, Spot.
Cha: Bluff, Diplomacy,
Disguise, Gather Info.
1st: Favored Enemy (elves & humans) – +2 bonus on Bluff,
Listen, Sense Motive, Spot, & Survival checks and +2
weapon damage vs. Elves & Humans.
2nd: +1 Caster level.
Smite Enemy, 1/day – Declare you are using a Smite
Enemy before making a melee attack. If your foe is a
Human or Elf, you receive your Charisma modifier as
a bonus on the attack and +1 per Class level on
damage.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 71
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Seeker of the
Misty Isle
(searchers for
a lost elven
island, who
are masters of
traveling,
using skills
quickly, and
finding what
they seek)
(CDiv p61)
Race: Elf or Half-Elf.
Know (religion): 4 ranks.
Survival: 8 ranks.
Able to cast 2nd level Divine
spells.
Must be induced into the
order by a current member.
Min Lvl: Drd5, Clr(travel)5,
Rgr8, Pal13.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save:
Fort, Ref
Weap: Simple,
Martial.
Armor: Light,
Medium.
Class Lvls: 10
Str: Climb, Jump.
Dex: Balance, Hide,
Move Silently, Ride
Con: Concentrate.
Int: Craft,
Know(geography),
Know(religion),
Spellcraft.
Wis: Listen, Sense
Motive, Spot,
Survival.
Cha: Diplomacy.
Speak Language.
1st: +1 Divine Caster level.
Gain the Travel Domain Ability and you add the Travel
Domain spells to your Divine spell list.
2nd: +1 Divine Caster level.
Seeker of the
Song
(gains new
types of
Bardic Music
which can
cause damage,
is able to do
more than one
type of music
at a time with
the effects
stacking, etc.)
(CArc p56)
Know (arcana): 13 ranks.
Perform (any one): 13 ranks.
Feat: Skill Focus (Perform
(any one)).
Class Ability: Bardic Music.
Must have heard Seeker
Music from another Seeker
of the Song.
Min Lvl: Brd10.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Ride.
Con: Concentrate.
Int: Craft,
Know(arcana),
Spellcraft.
Wis: Listen,
Profession, Sense
Motive, Spot.
Cha: Diplomacy,
Perform.
1st: Rapture of the Song – when using Bardic Music or
Seeker Music, gain a +2 Insight bonus to AC.
Class level stacks with Bard level when determining
number of uses of Bardic Music and/or Seeker Music
per day.
Seeker Music – Consumes one use of Bardic Music to
activate. If a Refrain is available for a given song, it
can be activated as a Swift Action at the cost of
another use of Bardic Music. The original song does
not end when using a Refrain.
- Burning Melody: Must have at least 14 ranks of
Perform to use. You and all allies within 30’ who
can hear the music gain Fire Resistance 15 as long
as the song continues.
- Burning Melody Refrain: You generate a 30’ Cone
of Fire that does 6d6 damage (Ref½, DC = 10 +
ranks in Perform).
2nd: Combine Songs – you may activate & maintain two
types of Bardic Music and/or Seeker Music with a
single Standard Action.
Seeker Music – Song of Unmaking: Must have at least
15 ranks of Perform to use. All Constructs within a
30’ radius Burst take 1d8 damage per Class level (no
save). This song is Instantaneous.
Sentinel of
Bharrai
(follower of
the Celestial
Bear, who can
eventually
change into a
Bear / Dire
Bear, call
lightning, etc.)
(BoED p69)
Alignment: LG, NG, CE.
Know (arcana): 8 ranks.
Know (nature): 8 ranks.
Spellcraft: 8 ranks.
Feat: Sacred Vow, Vow of
Obedience.
Min Lvl: Brd5, Wiz5,
Bbn13, Clr13, Drd13, Ftr13,
Mnk13, Pal13, Rgr13,
Rog13, Sor13.
HD: d4
Skill Points: 4
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft(alchemy),
Decipher Script,
Know(any),
Spellcraft.
Wis: Heal,
Profession, Survival
Cha: Gather Info.,
Handle Animal, Use
Magic Device.
Speak Language.
1st: +1 Caster level.
Gain Feat: Track.
You have the option of having spells with the subtype of
Acid, Cold, Electricity, or Fire do non-lethal damage
against Plants & Animals in the spell’s area of effect.
2nd: +1 Caster level.
Gain Energy Resistance 10 against one of the following
(chosen when you get this level): Acid, Cold,
Electricity, or Fire.
Shaaryan
Hunter
(expert at
tracking and
hunting while
on horseback,
from the
Forgotten
Realms region
‘The Shaar’)
(PGF p71)
Region: The Shaar.
Base Attack Bonus: +5.
Handle Animal: 4 ranks.
Ride: 6 ranks.
Survival: 8 ranks.
Feat: Animal Affinity,
Mounted Archery, Mounted
Combat, Track.
Min Lvl: Rgr6, Bbn9, Drd9,
Clr(travel)9, Brd13, Ftr13,
Mnk13, Pal13, Rog13,
Sor13, Wiz13.
HD: d10
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(PGF p131)
Str: Climb, Jump,
Swim.
Dex: Hide, Move
Silently, Ride, Use
Rope.
Int: Craft,
Know(nature),
Know(local-Shaar),
Search.
Wis: Heal, Listen,
Profession, Spot,
Survival
Cha: Handle
Animal.
1st: +2 Competence bonus on Ride checks.
2nd: Mounted Tracking – you may make Survival checks for
purposes of tracking while your mount is moving half
speed without taking a penalty.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 72
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Shadow Adept
(one who
learns how to
cast magic
with the
Shadow
Weave)
(PGF p72)
Alignment: LN, N, CN, LE,
NE, CE.
Know (arcana): 8 ranks.
Spellcraft: 8 ranks.
Feats: Shadow Weave
Magic, plus a metamagic
feat.
Able to cast 3rd level Arcane
or Divine Spells.
Min Lvl: Clr5, Wiz5, Sor6,
Brd7, Drd13, Rgr13.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(PGF p132)
Dex: Hide.
Con: Concentrate.
Int: Craft,
Know (any),
Spellcraft.
Wis: Profession.
Cha: Bluff, Disguise.
1st: +1 Caster Level.
Gain Feat: Insidious Magic, Feat: Pernicious Magic, and
Feat: Tenacious Magic.
2nd: +1 Caster Level.
Gain Low-Light Vision.
Shadow Dancer
(trained to step
in and out of
shadows,
control them,
& even get
undead
shadows as
helpers)
(DMG p194)
Hide: 10 ranks.
Move Silently: 8 ranks.
Perform(dance): 5 ranks.
Feats: Dodge, Mobility,
Combat Reflexes.
Min Lvl: Brd7, Mnk7, Rgr7,
Rog7, Bbn17, Clr17, Drd17,
Ftr17, Pal17, Sor17, Wiz17.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save: Ref
Weap: Club,
Crossbow
(hand, light,
& heavy),
Dagger,
Dart, Mace,
Morningstar,
Quarterstaff,
Rapier, Sap,
Shortbow,
Short Sword.
Armor: Light
Class Lvls: 10
Epic Lvls: 10
(ELH p21)
(3.5up p14)+
Str: Jump.
Dex: Balance,
Escape Artist, Hide,
Tumble, Move
Silently, Slight of
Hand, Use Rope.
Int: Decipher Script,
Search.
Wis: Listen,
Profession, Spot.
Cha: Bluff,
Diplomacy,
Disguise, Perform.
1st: Can make a Hide check even when being observed & in
the open as long as there are shadows within 10’.
2nd: Uncanny Dodge – Retains Dex bonus to AC even if
caught flat-footed or attacked by someone invisible.
Darkvision, at will.
Evasion – No damage on a successful Reflex save.
Shadow Thief
of Amn
(specially
trained
member of the
Shadow
Thieves’
Guild)
(PGF p74)
(PGFe)+
Bluff: 3 ranks.
Gather Information: 3 ranks.
Hide: 8 ranks.
Intimidate: 3 ranks.
Move Silently: 3 ranks.
Feat: Persuasive.
Must be a member of the
Shadow Thieves’ Guild.
Min Lvl: Brd5, Mnk5, Rgr5,
Rog5, Bbn13, Clr13, Drd13,
Ftr13, Pal13, Sor13, Wiz13.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save: Ref
Weap: Simple
Armor: Light
Class Lvls: 5
Str: Climb, Jump.
Dex: Move Silently,
Open Lock, Sleight
of Hand, Use Rope.
Int: Appraise, Craft,
Disable Device,
Forgery,
Know(local),
Search.
Wis: Listen,
Profession, Sense
Motive, Spot
Cha: Bluff,
Diplomacy,
Intimidate.
1st: +1d6 Sneak Attack.
Doublespeak – +2 bonus on Bluff & Diplomacy checks.
2nd: Uncanny Dodge – retain your Dex bonus to AC even if
you are Flat-Footed or fighting an invisible opponent.
If you already have Uncanny Dodge, gain Improved
Uncanny Dodge.
Bonus Feat – gain one of the following feats for which
you have the prerequisites: Acrobatic, Agile,
Alertness, Blind-Fight, Combat Expertise, Deceitful,
Deft Hands, Exotic Weapon Proficiency (hand
crossbow), Exotic Weapon Proficiency (shuriken),
Improved Feint, Leadership, Lightning Reflexes,
Negotiator, Nimble Fingers, Persuasive, Skill Focus
(any in-class skill), Silent Spell, Stealthy, Still Spell,
Track, Weapon Finesse, Weapon Focus (any).
Shadowbane
Inquisitor
(a paladin /
rogue who is
focused on
defeating evil
and darkness)
(CAdv p68)
Alignment: LG.
Base Attack Bonus: +5.
Gather Information: 4 ranks.
Know (religion): 2 ranks.
Sense Motive: 8 ranks.
Feat: Power Attack.
Turn Undead class ability.
Sneak Attack class ability.
Detect Evil class ability –or–
able to cast Detect Evil as a
Divine spell.
Min Lvl: Pal4/Rog2,
Pal4/Clr2.
HD: d10
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Hide, Move
Silently.
Con: Concentrate.
Int: Craft,
Decipher Script,
Know(religion),
Search.
Wis: Heal, Profession,
Sense Motive
Cha: Gather Info.
Paladins may freely cross-class, and can take additional
levels of Rogue without losing the ability to progress as
a Paladin.
1st: Absolute Conviction – if your alignment changes from
Lawful Good, you may not take any more level of
Shadowbane Inquisitor, but you keep your current
abilities.
Pierce Shadows – you may consume one of your uses of
Turn Undead to give off bright light in a (20’ + 5’ per
Class level) radius for 10 minutes per Class level.
The radiance does not generate any shadowy
illumination past the radius of bright light. The light
moves with you.
2nd: Sacred Stealth – you may consume a Divine spell to gain
a +4 Sacred bonus on Hide and Move Silently checks
for (Charisma modifier + spell level) minutes. This is
a Swift Action.
Smite, 1/day – on a designated melee attack, you may
add your Charisma modifier as a bonus to your attack
roll and your Class level as a bonus to your damage
roll against a creature you judge to be ‘corrupt’.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 73
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Shadowbane
Stalker
(a rogue /
divine caster
who is focused
on defeating
evil)
(CAdv p70)
Alignment: LG.
Gather Information: 8 ranks.
Search: 4 ranks.
Sense Motive: 4 ranks.
Sneak Attack class ability.
Detect Evil class ability –or–
able to cast Detect Evil as a
Divine spell.
Min Lvl: Rog3/Clr2,
Rog3/Pal2.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Sleight of Hand,
Tumble, Use Rope.
Con: Concentrate.
Int: Appraise, Craft,
Decipher Script,
Disable Device,
Know(history),
Know(nature),
Know(religion),
Know(the planes),
Search, Spellcraft.
Wis: Heal, Listen,
Profession, Sense
Motive, Spot.
Cha: Gather Info.,
Use Magic Device.
1st: +1 Divine Caster level.
Detect Evil, at will.
Sacred Stealth – you may consume a Divine spell to gain
a +4 Sacred bonus on Hide and Move Silently checks
for (Charisma modifier + spell level) minutes. This is
a Swift Action.
2nd: +1 Divine Caster level.
Discover Subterfuge +2 – gain a +2 Competence bonus
on Search & Sense Motive checks.
Shadowcraft
Mage
(a gnome with
improved
abilities with
illusions,
particularly
those of the
shadow subschool)
(RoS p120)
Race: Gnome.
Bluff: 4 ranks.
Hide: 4 ranks.
Feats: Spell Focus (illusion).
Able to cast 3 Illusion spells,
including at least 1 (shadow)
spell of at least 4th level.
Min Lvl: Wiz7, Sor8, Brd10.
HD: d4
Skill Points: 4
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Dex: Hide, Move
Silently.
Con: Concentrate.
Int: Know(arcana),
Search, Spellcraft.
Wis: Spot.
Cha: Bluff, Disguise,
Perform
1st: +1 Arcane Caster level.
Cloak of Shadow – as a Free Action, you may surround
yourself with shadows, which causes attacks on you
to have a 15 + 5% per Class level chance of missing
and allows you to make Hide checks as if you had
Concealment. Creatures that can see through magical
darkness are immune. This Supernatural ability does
not work in daylight and is treated as a 3rd level
[darkness] effect for overcoming [light] effects.
2nd: +1 Arcane Caster level.
Silent Illusion –Illusion spells no longer has verbal
components for you (except for Bard spells).
Shadowcrafter
(master of
shadow
magics, who
eventually
becomes an
Outsider)
(Und p43)
Disguise: 4 ranks.
Feat: Spell Focus (illusion),
Greater Spell Focus (illusion).
Can cast an Illusion(shadow)
spell of at least 3rd level.
Min Lvl: Clr5, Wiz5, Sor6,
Brd10.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft, Know(any),
Spellcraft.
Wis: Profession, Spot.
Cha: Disguise.
1st: +1 Caster level.
Shadow Mien – receive a +2 bonus on Disguise and
Hide checks.
2nd: +1 Caster level.
Enhanced Shadow Conjurations +10% – When casting
any variant of Shadow Conjuration, the created
creatures are 10% more real than normal.
Shaper of Form
(one who is
inspired by the
“spirits of
form”, who
teach how to
permanently
change objects
and the caster
himself)
(DR326 p82)
Craft (alchemy): 5 ranks.
Craft (any other): 8 ranks.
Know (arcana): 5 ranks.
Feat: Greater Fortitude,
Spell Focus (transmutation).
Know 6 spells from the
School of Transmutation.
Make contact with “the
spirits of form”.
Min Lvl: Brd5, Sor5, Wiz5,
Clr7, Pal8, Rgr8.
HD: d6
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Dex: Escape Artist.
Con: Concentrate.
Int: Appraise, Craft,
Disable Device,
Know(arcana),
Spellcraft.
Wis: Heal, Profession.
1st: +1 Caster level.
Like Begets Like – You may change a non-magical
object of up to your size into another non-magical
object of mostly the same material and within 50% of
its initial size. Thus, Leather Armor could be changed
into Studded Leather Armor, but not a Chain Shirt.
You must touch the target item for a Full Round and
this ability is usable 1/day. The change is
Instantaneous and cannot be dispelled.
Modify Self – When you gain 1st, 4th, 7th, & 10th level,
you may make a single permanent change to yourself.
Choose one of the following (each may be chosen
multiple times):
Prowess – +1 Inherent bonus to Strength, Dexterity,
or Constitution.
Quickness – +10’ increase to Land Speed.
Resilience – +1 increase to Natural Armor.
Toughness – +10 hit points.
Renaissance – change your race, gender, and/or
general appearance. You may choose any race that
does not have a Level Adjustment (such as a Drow)
No ability scores change as a result of the form
change.
2nd: Fortify Item – A touched object has its Hardness
permanently increased by 1. Usable 1/day. An object
can only be targeted once by this ability.
Polymorph, 1/day
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 74
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Sharklord
(Animal Lord
specialized in
sharks)
(CAdv p22)
Alignment: NG, LN, N, CN,
NE.
Base Attack Bonus: +5
Handle Animal: 4 ranks.
Know(nature): 2 ranks.
Swim: 4 ranks.
Feats: Improve Swimming.
Min Lvl: Bbn5, Ftr5, Rgr5,
Brd7, Clr7, Drd7, Mnk7,
Rog7, Sor10, Wiz10.
HD: d10
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Escape Artist,
Hide.
Int: Know (nature).
Wis: Heal, Listen,
Spot, Survival.
Cha: Handle
Animal, Intimidate.
1st: Gain bonuses and abilities when interacting with your
‘Bonded Animals’, which are all types of Sharks.
Animal Bond – +4 bonus to Handle Animal & Wild
Empathy check with your Bonded Animals.
If you have an Animal Companion from a prior class
which is a Bonded Animal, your Class levels stack
when determining your Animal Companions abilities.
Wild Empathy – stacks with Wild Empathy from other
classes.
Detect Animals and Plants (Bonded Animals only) at
will at Class level.
2nd: Gain Low-Light Vision.
First Totem – +4 bonus on Swim checks.
Sharn Skymage
(a specialist in
flying and
flight spells)
(Sharn p165)
Know(the planes): 4 ranks.
Spellcraft: 8 ranks.
Feats: any Metamagic.
Able to Fly as a natural
ability, through use of a
spell, or shape changing
(such as Wild Shape). A
magic item that grants flight
does not quality.
Min Lvl: Clr(travel)5, Wiz5,
Drd6, Sor6.
HD: d8
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Str: Jump.
Dex: Balance, Ride,
Tumble.
Con: Concentrate.
Int: Craft,
Know(arcana),
Know (the planes),
Spellcraft.
Wis: Profession.
1st: Natural Flyer – you are considered to have a Fly speed
for purposes of qualifying for Feats, such as Wingover.
Improved Flight – add your Class level to your Caster
level when casting any spell that grants fight.
2nd: +1 Caster level.
Gain Feat: Flyby Attack.
Extended Flight – when ever you cast a spell that grants
flight, its duration is doubled.
Shinning Blade
of Heironeous
(specialty
priest/templar
of the Deity of
Righteous
Warfare)
(CDiv p63)
Patron: Heironeous.
Alignment: LG.
Base Attack Bonus: +7.
Base Will Save: +3.
Know (religion): 7 ranks.
Able to cast 1st level Divine
spells.
Min Lvl: Pal9, Clr10, Rgr11.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save:
Fort, Will
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know (religion),
Spellcraft.
Wis: Heal,
Profession.
Cha: Diplomacy.
Paladins may freely cross-class.
1st: Shock Blade, 2/day – a Slashing or Piercing weapon that
you are holding does +1d6 Electrical damage.
Activated as a Standard Action and lasts for (Class
Level + Charisma modifier) rounds. Ends
immediately if you release the weapon.
2nd: +1 Divine Caster Level.
Skylord
(a rider of
celestial flying
creatures)
(BoED p71)
Alignment: LG, NG, CE.
Race: Elf, Half-Elf.
Base Attack Bonus: +7.
Handle Animal: 10 ranks.
Ride: 10 ranks.
Feat: Mounted Combat,
Mounted Archery –or–
Ride-By Attack, any one
Exalted Feat.
Meditate for 1 week on a
mountain.
Min Lvl: Bbn7, Ftr7, Pal7,
Rgr7, Drd10, Brd17, Clr17,
Mnk17, Rog17, Sor17,
Wiz17.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort,
Ref
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Dex: Balance, Ride.
Int: Know(any).
Wis: Heal, Listen,
Spot, Survival
Cha: Handle Animal
1st: +4 Insight bonus on Spot checks.
Call Flying Mount – after spending a week on top of a
mountain, you can call one of the following into your
service: Celestial Giant Eagle, Celestial Giant Owl,
or a Celestial Pegasus. The mount remains with you
until it is slain or dismissed. Calling a new mount
requires another week on top of a mountain.
The flying mount gains the following.
Class Natural
Lvl HD Armor Str Special
1-3 +2 +4 +1 Empathic Link, Share Spells,
Improved Natural Attacks
4-6 +4 +6 +2 Fly +10’, +2d6 dmg charge
7-9 +6 +8 +3 SR (Class level +5), immune
to Hold, paralysis, Sleep,
charm,& compulsions
10 +8 +10 +4 Bonus Feat – Flyby Attack,
Hover, Multiattack,
Wingover
2nd: +1 Caster level.
Ride the Wind – your ranged attacks receive two less
penalty due to winds (no penalty up to Strong wind,
–2 for Severe, –4 for Windstorms, –8 for Hurricanes).
You and your mount do not receive any penalties to
Listen check due to the wind. You and your mount
can fly at normal speed in up to Windstorms and only
have to fly at ½ speed in Hurricanes.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 75
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Slayer of
Domiel
(follower of
the Archon of
Mercy, who
act as spies
and assassins
for the cause
of good)
(BoED p73)
Alignment: LG.
Hide: 8 ranks.
Move Silently: 8 ranks.
Feat: Sanctify Martial
Strike, Servant of the
Heavens, Weapon Focus
(any).
Class Abilities: Evasion,
+3d6 Sneak Attack.
Minimum Charisma: 15.
Min Lvl: Rog6.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Dex: Balance, Hide,
Move Silently,
Open Lock,
Tumble, Use Rope.
Int: Craft, Search.
Wis: Listen, Sense
Motive, Spot.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info., Intimidate,
Use Magic Device.
1st: Casts Wisdom-based Prepared Divine spells from the
Slayer of Domiel Spell List (see page 116).
+1d6 Sneak Attack.
Death Touch, 1/day – by making a touch attack, you may
use this [death] effect to kill an Evil creature. Roll
1d6 per Class level. If the total is equal to or greater
than the touched target’s current hit-points, it dies.
Detect Evil, at will.
2nd: Divine Grace – gain a bonus on all saving throws equal
to your Charisma modifier.
Slime Lord
(specialty
templar of the
Drow Deity of
Oozes)
(PGF p186)
Patron: Ghaunadar.
Alignment: LE, NE, CE.
Base Attack Bonus: +5.
Disguise: 6 ranks.
Feat: Willing Deformity.
Min Lvl: Brd7, Rog7, Bbn9,
Clr9, Drd9, Ftr9, Mnk9,
Rgr9, Sor10, Wiz10.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Dex: Escape Artist,
Move Silently.
Int: Appraise, Craft,
Forgery,
Know(dungeoneer).
Wis: Survival.
Cha: Bluff, Disguise,
Intimidate.
1st: Pseudopods, 1/day – as a Move Action, you can
transform your hands into pseudopods for up to 1
round per Class level. You may make one natural
attack as a Standard Action, or two natural attacks as
a Full Round Action. Each attack does 1d6 damage &
your opponent is Paralyzed for 1d4+1 rounds
(FortNeg DC is Constitution based).
2nd: —
Snake Shen
(unarmed
combatant that
mimics a
snake by
attacking with
Intelligence &
making each
strike hurt, and
eventually
gaining a
hybrid battle
form)
(DR319 p73)
Base Attack Bonus: +5.
Concentrate: 4 ranks.
Heal: 2 ranks.
Know (nature): 2 ranks.
Survival: 3 ranks.
Feat: Improved Unarmed
Strike, Stunning Fist.
Min Lvl: Bbn5, Ftr5, Pal5,
Rgr5, Brd7, Clr7, Drd7,
Rog7, Sor10, Wiz10.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save: Fort,
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble.
Con: Concentrate.
Int: Craft,
Know(nature).
Wis: Heal, Listen,
Profession, Sense
Motive, Spot,
Survival.
1st: Add Class level to Monk levels (if any) to determine
unarmed damage, & AC bonus.
2nd: Ki Strike (silver) – your unarmed strikes are treated as if
they were ‘silver’ for purposes of overcoming
Damage Reduction.
+1 use of Stunning Fist each day.
The DC of your Stunning Fist attack may be calculated
with your Intelligence modifier (if it is higher than
your Wisdom modifier).
Snakelord
(Animal Lord
specialized in
snakes)
(CAdv p22)
Alignment: NG, LN, N, CN,
NE.
Base Attack Bonus: +5
Handle Animal: 4 ranks.
Know(nature): 2 ranks.
Escape Artist: 4 ranks.
Feats: Combat Reflexes.
Min Lvl: Bbn5, Ftr5, Rgr5,
Brd7, Clr7, Drd7, Mnk7,
Rog7, Sor10, Wiz10.
HD: d10
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Escape Artist,
Hide.
Int: Know (nature).
Wis: Heal, Listen,
Spot, Survival.
Cha: Handle
Animal, Intimidate.
1st: Gain bonuses and abilities when interacting with your
‘Bonded Animals’, which are felines, including all
types of Constrictors and Vipers.
Animal Bond – +4 bonus to Handle Animal & Wild
Empathy check with your Bonded Animals.
If you have an Animal Companion from a prior class
which is a Bonded Animal, your Class levels stack
when determining your Animal Companions abilities.
Wild Empathy – stacks with Wild Empathy from other
classes.
Detect Animals and Plants (Bonded Animals only) at
will at Class level.
2nd: Gain Low-Light Vision.
First Totem – +4 bonus on Escape Artist checks.
Son of Mercy
(member of
Mercykillers
Faction of
Sigil, who act
as bodyguards,
bounty hunters,
etc.)
(DR339 p40)
Alignment: LG, LN, LE.
Base Attack Bonus: +6.
Know (local): 10 ranks.
Sense Motive: 10 ranks.
Must be a member of the
Sons of Mercy.
Min Lvl: Rog8, Clr17,
Drd17, Ftr17, Mnk17, Pal17,
Rgr17, Sor17, Wiz17.
HD: d10
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Will
Weap: Simple,
Martial
Armor: Light,
Medium,
Heavy,
Shields
Class Lvls: 5
Dex: Use Rope.
Int: Appraise,
Decipher Script,
Know(local),
Search.
Wis: Listen, Spot,
Sense Motive, Spot,
Survival.
Cha: Intimidate,
Gather Info.
1st: Casts Intelligence-based Prepared Arcane spells from the
Son of Mercy spell list (see page 117).
Gain Feat: Weapon Focus (any proficient weapon).
Gain Feat: Track.
2nd: Axiomatic Strike, On a designated melee attack against
a non-Lawful opponent, add your Charisma modifier
to the attack roll. If it hits, add your Class Level to
the damage. Usable 1/day.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 76
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Spellcarved
Soldier
(a Warforged
with magical
runes added to
its body
armor)
(RoE p166)
Race: Warforged.
Base Attack Bonus: +6.
Spellcraft: 4 ranks.
Feats: Silver Tracery.
Able to cast 1st level Arcane
spells or infusions.
Min Lvl: Brd8, Sor12,
Wiz12, Ftr5 / Wiz2.
HD: d10
Skill Points: 4
Attack: Fighter
Good Save: Fort,
Will
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Ride.
Int: Craft, Spellcraft.
Cha: Handle Animal,
Intimidate, Use
Magic Device.
1st: Spellcarved Runes – Runes are added to your composite
armor. You may have one rune active at a time.
Activation is a Swift Action & effects can be
dismissed with a Free Action.
Rune of Extension – a spell or infusion cast on you
whose duration is not “Instantaneous” has its duration
doubled, has a +5 DC to being dispelled, and makes
the runes glow red. Only one spell may be extended
at a time.
2nd: Rune of Resistance – when active, gain +2 bonus on
saves vs. mind-affecting spells & abilities, and against
harmful spells and effects that target your composite
plating (such as Heat Metal).
Spellguard of
Silverymoon
(part of the
corps of
Arcane casters
who guard the
Forgotten
Realms city of
Silverymoon
and the Silver
Marches
region around
it)
(PGF p75)
(PGFe)+
Alignment: LG, NG, CG,
LN, N, CN.
Concentration: 8 ranks.
Spellcraft: 5 ranks.
Feat: Combat Casting, any
one metamagic feat.
Able to cast 4th level Arcane
spells.
Must be accepted into the
Spellguard.
Must be from Silverymoon
or the Silver Marches.
Min Lvl: Wiz7, Sor8, Brd10.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Craft,
Know(any),
Spellcraft.
Wis: Spot
1st: +1 Arcane Caster Level.
Obligation – must spend at least 2 days of every tenday
guarding either Silverymoon or the Silver Marches.
Token – you are granted an Adrath Token, which lets
you cast certain spells that are otherwise impossible to
cast within Silverymoon. These include
Conjuration(summoning), Evocation[fire], and any
spell with [teleport] subtype.
Ward Attunement – you are attuned to the Wards of
Silverymoon, which let you cast certain spells at any
time. These include Feather Fall, Dispel Evil,
Tongues, and many other utility & combat spells.
2nd: +1 Arcane Caster Level.
Bonus Feat – gain one metamagic feat for which you
have the prerequisites.
Spellsword
(arcane fighter
that can cast
spells more
easily while in
armor)
(CWar p79)
Base Attack Bonus: +4.
Know (arcana): 6 ranks.
Able to cast 2nd lvl Arcane
spells
Proficient in all Simple &
Martial Weapons, and all
Armors.
Defeat a foe without spells.
Min Lvl: Brd4 / Ftr1,
Sor4 / Ftr2, Wiz3 / Ftr3.
HD: d8
Skill Points: 2
Attack: Fighter
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Int: Know (any),
Spellcraft.
Wis: Profession.
Con: Concentrate.
1st: +1 Caster Level.
Ignore 10% Arcane Spell Failure due to armor & shield.
2nd: Gain a bonus feat from the Metamagics list –or–
the Fighter list.
Spirit Speaker
(able to enter a
trace which
improves spell
casting and
allows access
to a ‘Spirit
Guide’ that
grants
improved
senses)
(DR323 p82)
Base Attack Bonus: +4.
Base Save Bonus: +2.
Diplomacy: 3 ranks.
Know (arcana): 1 rank.
Know (nature): 1 rank.
Min Lvl: Bbn6, Brd6, Clr6,
Drd6, Ftr6, Mnk6, Pal6,
Rgr6, Rog6, Sor8, Wiz8.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save: Fort,
Ref, Will
Weap: —
Armor: Light
Class Lvls: 10
Str: Swim.
Dex: Ride.
Int: Craft, Know(any),
Search, Spellcraft.
Wis: Heal, Listen,
Sense Motive, Spot,
Survival.
Con: Concentrate.
Cha: Bluff,
Diplomacy, Handle
Animal, Intimidate.
1st: Gain Charisma-based Prepared Divine spells from the
Ranger Spell List.
Enter Trace – you may enter a ‘Trace’ once per Class
level each day by making a Concentration check vs.
DC 15. The Trance lasts for (Charisma score) rounds,
though you may end it early by making a Concentration
check vs. DC 10. While in the Trance, you may cast
your Spirit Speak spells at +1 level –and– you gain
access to your Spirit guide (see below). You can
extend the duration of your Trance by expending
another daily use and making a Concentration check
vs. DC 15.
Spirit Guide – similar to an Unseen Servant under your,
except it has the same number of hit-points as you.
At this level, the Spirit Guide grants you Darkvision
60’ and Detect Magic when active.
2nd: Skill Insight (heal) – +2 Insight bonus on Heal checks.
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Prestige Classes Page 77
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Spymaster
(practiced at
pretending to
be other
people for
long periods of
time without
detection)
(CAdv p76)
Bluff: 8 ranks.
Disguise: 8 ranks.
Diplomacy: 4 ranks.
Forgery: 4 ranks.
Gather Information: 4 ranks.
Sense Motive: 4 ranks.
Feats: Skill Focus (Bluff).
Min Lvl: Brd5, Rog5,
Clr(trickery)5, Bbn13,
Drd13, Ftr13, Mkn13, Pal13,
Rgr13, Sor13, Wiz13.
HD: d6
Skill Points: 8
Attack: Rogue
Good Save: Ref
Weap: Simple,
Martial
Armor: Light,
Medium
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Open Lock, Sleight
of Hand, Tumble,
Use Rope.
Int: Appraise,
Decipher Script,
Disable Device,
Forgery,
Know(geography),
Know(history),
Know(local),
Know(nobility),
Search.
Wis: Listen, Sense
Motives, Spot.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info., Intimidate,
Use Magic Device.
Speak Language.
1st: Cover Identity – Spend 1 week creating / practicing for a
cover identity. When portraying that person, gain +4
Circumstance bonus on Disguise, & +2 Circumstance
bonus on Bluff & Gather Information. At this level,
you may only have one cover identity at a time.
Undetectable Alignment, always on. This is an
Extraordinary ability (so it cannot be observed with
Detect Magic).
2nd: Quick Change – You are able to don a disguise in 1d3
minutes (vs. 10-30 minutes). You can also don or
remove Armor in ½ the normal time.
Scrying Defense – You receives your Class level as a
bonus to Will saves vs. Divination (scrying) spells.
Also, you are allowed a Spot check to notice the
sensor created by one of these spells.
Stalker of
Kharash
(follower of
the Celestial
Wolf, who can
actually smell
evil)
(BoED p75)
Alignment: NG.
Hide: 8 ranks.
Move Silently: 8 ranks.
Feat: Alertness, Favored of
the Companions, Track.
Min Lvl: Rgr5, Brd6, Rog6,
Bbn13, Clr13, Drd13, Ftr13,
Sor13, Wiz13.
HD: d8
Skill Points: 6
Attack: Fighter
Good Save: Ref
Weap: Martial
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Hide, Move
Silently, Ride, Use
Rope.
Con: Concentrate.
Int: Craft,
Know(geography),
Know(nature),
Search.
Wis: Heal, Listen,
Spot, Survival.
Cha: Handle Animal
1st: +1 Ranger Caster level. If you do not have any Ranger
levels, then you have the casting ability of a 1st level
Ranger (i.e., none until you reach 4th level). Effective
Caster level is half your Ranger levels + Class levels.
Scent of Evil – you can detect evil opponents within 30’
by scent (60’ if up-wind, 15’ if down-wind).
Anything with a Strong Evil aura can be smelled at
twice the default range, while an Overwhelming aura
can be smelled at triple the default range. You cannot
determine what is generating the scent until you are
within 5’ of it.
2nd: +1 Ranger Caster level.
Favored Enemy (evil) – gain a +1 bonus on Bluff,
Listen, Sense Motive, Spot, & Survival checks and
damage against Evil creatures. This bonus stacks
with any other Favored Enemy bonuses.
Stoneblessed –
Dwarf-Bonded
(someone who
learns to ‘be a
Dwarf’,
usually by
living with
them)
(RoS p122)
Race: Giant, Humanoid, or
Monstrous Humanoid.
Appraise: 2 ranks.
Craft (stoneworking): 5 ranks.
Able to speak Dwarven &
Terran.
Invited by a group of
Dwarves to become
Stoneblessed.
Min Lvl: Bbn2, Brd2, Clr3,
Drd2, Ftr2, Mnk2, Pal2,
Rgr2, Rog2, Sor2, Wiz2.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 3
Str: Climb, Jump.
Int: Appraise, Craft,
Know(arch & eng),
Know(dungeoneer).
Wis: Profession.
Cha: Intimidate.
1st: Stonebound – +2 bonus on Appraise and Craft checks
related to stone or metal.
2nd: Racial Battle Technique – .+1 bonus on attacks rolls vs.
Orcs and Goblinoids.
3rd: +2 increase to Constitution.
Stoneborn – for purposes of Prestige Classes, magic
items, favored enemies, etc., you are considered a
Dwarf.
Stonecunning –
- +2 bonus to notice unusual stonework
- Automatic Search check if you passes within 10’ of
unusual stonework
- Can search for stone-based traps as a Rogue
- Automatically know your dept underground.
Stoneblessed –
Gnome-Bonded
(someone who
learns to ‘be a
Gnome’,
usually by
living with
them)
(RoS p122)
Race: Giant, Humanoid, or
Monstrous Humanoid.
Appraise: 2 ranks.
Craft (stoneworking): 5 ranks.
Able to speak Gnome &
Terran.
Invited by a group of Gnomes
to become Stoneblessed.
Min Lvl: Bbn2, Brd2, Clr3,
Drd2, Ftr2, Mnk2, Pal2,
Rgr2, Rog2, Sor2, Wiz2.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 3
Str: Climb, Jump.
Dex: Hide.
Int: Craft, Spellcraft.
Wis: Listen,
Profession.
Cha: Bluff, Perform.
1st: Stonebound – +2 bonus on Listen & Craft (alchemy)
checks.
2nd: Racial Battle Technique – .+1 bonus on attacks rolls vs.
Kobolds and Goblinoids.
3rd: +2 increase to Constitution.
Stoneborn – for purposes of Prestige Classes, magic
items, favored enemies, etc., you are considered a
Gnome.
Speak with Animal, usable 1/day as a 1st level Druid.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 78
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Stoneblessed –
Goliath-Bonded
(someone who
learns to ‘be a
Goliath’,
usually by
living with
them)
(RoS p122)
Race: Giant, Humanoid, or
Monstrous Humanoid.
Appraise: 2 ranks.
Craft (stoneworking): 5 ranks.
Able to speak Goliath &
Terran.
Invited by a group of Goliaths
to become Stoneblessed.
Min Lvl: Bbn2, Brd2, Clr3,
Drd2, Ftr2, Mnk2, Pal2,
Rgr2, Rog2, Sor2, Wiz2.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 3
Str: Climb, Jump.
Dex: Balance.
Int: Craft,
Know(geography).
Wis: Profession,
Sense Motive,
Survival.
1st: Stonebound – +2 bonus on Sense Motive checks –and–
can Climb at ½ speed without a –5 penalty.
2nd: Racial Battle Technique – .+1 bonus on attacks rolls vs.
Giants.
3rd: +2 increase to Constitution.
Stoneborn – for purposes of Prestige Classes, magic
items, favored enemies, etc., you are considered a
Goliath.
Gain Feat: Toughness.
Stonedeath
Assassin
(a goblinoid
assassin who
has abilities to
meld, hide,
and destroy
stone)
(RoS p124)
Race: Goblinoid subtype.
Base Attack Bonus: +3.
Hide: 8 ranks.
Move Silently: 8 ranks.
Min Lvl: Brd5, Rog5, Mnk5,
Rgr5, Bbn13, Clr13, Drd13,
Ftr13, Pal13, Sor13, Wiz13.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Open Lock,
Use Rope.
Int: Decipher Script,
Disable Device,
Search.
Wis: Listen, Spot,
Survival.
Cha: Intimidate.
1st: Trapfinding – able to find, disarm, or bypass traps with a
DC of 20 or higher and even magical traps.
Meld into Stone, usable Class level times per day. Cast a
Class level.
2nd: +1d6 Sneak Attack.
Stoneskulk – you may make a Hide check while underground
and touching a stone surface, even if it doesn’t
grant Cover or Concealment.
Stoneface
(a trained liar,
who gains
defenses
against
magical truth
detection)
(DR310 p74)
Alignment: NG, CG, N, CN,
NE, CE.
Bluff: 8 ranks.
Concentration: 3 ranks.
Feats: Persuasive,
Skill Focus (Know (any)).
Min Lvl: Brd5, Rog5, Sor5,
Bbn13, Clr13, Drd13, Ftr13,
Rgr13, Wiz13.
HD: d8
Skill Points: 8
Attack: Rogue
Good Save:
Fort, Ref
Weap: Simple,
Martial
Armor: Light,
Medium,
Heavy,
Shields
Class Lvls: 5
Dex: Hide, Move
Silently, Open
Lock, Sleight of
Hand.
Con: Concentrate.
Int: Forgery,
Know(any), Search.
Wis: Listen, Sense
Motive, Spot.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info., Perform.
1st: Gain Feat: Investigator.
+2 bonus on saves vs. Enchantment spells or effects.
2nd: +2 bonus on saves vs. Mind-Affecting spells or effects
(stacks with above, when appropriate).
Stonelord
(dwarf with
spell-like
abilities
effecting &
using stone)
(CWar p81)
Race: Dwarf.
Base Attack Bonus: +5.
Craft (stoneworking): 6 ranks
Speak Language (Terran).
Feats: Endurance.
Must choose a totem
gemstone during the
initiation ritual & consume
1,000gp of it.
Min Lvl: Bbn5, Ftr5, Pal5,
Rgr5, Clr6, Brd7, Drd7,
Mnk7, Rog7, Sor10, Wiz10.
HD: d8
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Dex: Climb.
Int: Craft,
Know (any).
Wis: Profession,
Spot, Survival.
Con: Concentrate.
1st: Heal 1d8 + Class Level hit points with a clump of mud
as a Standard Action. Usable once per day.
2nd: Choose one of the following powers upon gaining this
level. Effect is at Class level:
- Earthgrip (Sp) [Standard Action] [1/day]
Hold Monster, against a target touching the ground.
Save DC is Constitution-based.
- Earth Magic (Su) [Free Action] [1/day]
Apply Feat: Maximize Spell on any spell whose
level is no greater than your Class Level.
- Earth’s Endurance (Sp) [Standard Action] [1/day]
Bear’s Endurance for one hour.
- Earth’s Strength (Sp) [Standard Action] [1/day]
Bull’s Strength for one hour.
- Earth Power (Su) [Free Action] [1/day]
For one round, +2 to hit & +2d6 damage in melee.
- Earth Shadows (Su) [Free Action] [Class level / day]
Create a Figment of a Medium-sized Earth
Elemental in a flanking position to the opponent
adjacent to you. Lasts 1 round.
- Gravity (Sp) [Standard Action] [1/day]
Slow. Save DC is Constitution-based.
- Stoneskin (Sp) [Standard Action] [1/day]
Stoneskin, though using this power consumes
250gp diamond & a piece of granite.
- Summon Earth Elemental (Sp) [Std Action] [1/day]
Summon Monster (Earth Elemental only).
Size is Class level based: 1st – 3rd: Small;
4th – 6th: Medium; 7th – 9th: Large; 10th: Huge.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 79
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Stormlord
(specialty
priests for the
Deity of
Storms, who
enhance their
spears &
javelins)
(CDiv p65)
Patron: Talos.
Base Fortitude Save: +4.
Feats: Endurance, Great
Fortitude, Weapon Focus
(any spear or javelin).
Able to cast 3rd level Divine
spells.
Must have been struck by
natural or magical lightning
& survived.
Min Lvl: Clr6, Drd6, Rgr11.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Epic Lvls: 10
(wwWotC)
Str: Swim.
Con: Concentrate.
Int: Know (nature),
Know (religion).
Wis: Survival.
Cha: Disguise,
Gather Info,
Intimidate.
1st: +1 Divine Caster Level.
Gain Electricity Resistance 5.
Any Javelin you throw is treated as being a +1 magical
weapon.
2nd: +1 Divine Caster Level.
Any Spear or Javelin you use gains the Shock ability,
doing +1d6 Electrical damage on each hit. If you stop
touching the weapon (drop or throw), it looses the
special ability after 1 round.
Streetfighter
(a combatant
who is seldom
surprised,
knows the
streets, and
can take a hit
& keep
fighting)
(CAdv p79)
Base Attack Bonus: +5.
Bluff: 5 ranks.
Intimidate: 5 ranks.
Know (local): 5 ranks.
Feats: Combat Expertise,
Improved Feint.
Min Lvl: Bbn7, Brd7, Clr7,
Drd7, Ftr7, Mnk7, Pal7,
Rgr7, Rog7, Sor10, Wiz10.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump.
Dex: Hide, Move
Silently, Open
Lock, Ride, Tumble.
Int: Disable Device,
Know(local), Search.
Wis: Listen, Spot.
Cha: Bluff,
Intimidate.
1st: Always Ready +1 – +1 Competence bonus on Initiative
checks.
Streetwise – +2 Competence bonus on Gather Information
and Know(local) checks.
2nd: Stand Tough, 1/day – When you take damage from a
weapon or blow (but not a spell), you have the option
of making a Fortitude save, DC = hit points of
damage. If the save is successful, the damage is ½
and nonlethal. You do not need to be aware of the
attack to use this ability. Usable once per day.
Sublime Chord
(a bard who
gains up to 9th
level spells,
plus some new
songs)
(CArc p60)
Know (arcana): 13 ranks.
Listen: 13 ranks.
Perform (any one): 10 ranks.
Profession (astrologer):
6 ranks.
Spellcraft: 6 ranks.
Class Ability: Bardic Music.
Able to cast 3rd level Arcane
spells.
Min Lvl: Brd10.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Decipher Script,
Know(any), Search,
Spellcraft.
Wis: Listen,
Profession, Spot.
Cha: Diplomacy,
Perform.
Speak Language.
1st: Bardic Knowledge – your Class levels apply to your
Bardic Knowledge checks.
Bardic Music – gain ½ Class levels uses per day of
Bardic Music.
Gain 4th level Impromptu Arcane spells (and higher at
later levels) from the Bard and/or Sorcerer spell list.
2nd: Song of Arcane Power (minimum Perform: 16 ranks) –
By spending a daily use of Bardic Music as a Move
Action, a spell you cast by the end of your next turn
has its Caster level increased based your Perform check
Check Lvl Check Lvl
up to 9 +0 20–29 +2
10–19 +1 30+ +4
Suel
Arcanamach
(spellcaster
trained to fight
other
spellcasters)
(CArc p63)
Base Attack Bonus: +6.
Concentration: 4 ranks.
Jump: 4 ranks.
Spellcraft: 5 ranks.
Tumble: 4 ranks.
Feat: Combat Casting, Iron
Will.
Able to speak Ancient Suloise
Proficient with at least 4
Martial and/or Exotic
weapons.
Learn from the Grimoire
Arcanamacha.
Min Lvl: Bbn7, Ftr7, Pal7,
Rgr7, Brd8, Mnk8, Rgr8,
Sor15, Wiz15.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save:
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Escape Artist,
Hide, Move
Silently, Tumble,
Use Rope.
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(history),
Know(the planes),
Search, Spellcraft.
Wis: Listen,
Profession, Spot.
Cha: Bluff, Disguise.
1st: Gain Charisma-base Impromptu Arcane Spells from the
Abjuration, Divination, Illusion, & Transmutation
school of the Sorcerer / Wizard Spell List.
Tenacious Spells – attempts to dispel any magics you
cast are at a +6 DC.
Ignore 5% Arcane Spell Failure chance due to armor
when casting Suel Arcanamarch spells.
2nd: Dispelling Strike, 1/day – in addition to its normal
damage, a chose melee attack targets the opponent
with Greater Dispel Magic (+Class level + 6).
Swanmay
(a pure female
who can
become a
swan, has a
magical
connection to
other
creatures, and
eventually
becomes a
‘Fey’)
(BoED p76)
Gender: Female.
Alignment: LG, NG, CG.
Know(nature): 8 ranks.
Survival: 8 ranks.
Feat: Sacred Vow, Vow of
Purity.
Class Feature: Wild Empathy,
can cast Speak with Animals.
Able to speak Sylvan.
Must have done a service to
another Swanmay, even if
it was unknowingly.
Min Lvl: Drd5, Rgr5.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Str: Swim.
Dex: Hide, Ride.
Con: Concentrate.
Int: Craft,
Know(geography),
Know(nature),
Search, Spellcraft.
Wis: Heal, Listen,
Profession, Spot,
Survival.
Cha: Handle Animal
1st: Wild Empathy – your Class levels are added to your
Wild Empathy checks.
Gain Spell Resistance (12 + Class level).
Wild Shape (swan only), 1/day.
2nd: +1 Druid –or– Ranger Caster level.
Favored Enemy – gain another favored enemy as if you
were a Ranger. This enemy is usually common to a
given group of Swanmays.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 80
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Sword of
Righteousness
(a martial
follower of
one of the
Pantheons of
the Good
Outer Planes
who gains
mastery of
Exalted Feats)
(BoED p77)
Alignment: LG, NG, CG.
Base Attack Bonus: +6.
Feat: Knight of Stars –or–
Favored of the Companions
–or– Servant of the Heavens,
one other Exalted Feat.
Min Lvl: Bbn6, Ftr6, Pal6,
Rgr6, Brd8, Clr8, Drd8,
Mnk8, Rog8, Sor12, Wiz12.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Fort,
Will.
Weap: —
Armor: —
Class Lvls: 3
Str: Climb, Jump,
Swim.
Dex: Ride.
Int: Craft,
Know(nature),
Know(religion).
Wis: Profession,
Sense Motive.
Cha: Diplomacy,
Handle Animal,
Intimidate.
Paladins & Monks may freely cross-class.
1st: Gain any one Exalted Feat.
2nd: Gain any one Exalted Feat.
Sworn Slayer
(one who has
sworn to
destroy all
creatures of a
specific type
(such as
Undead))
(DR324 p81)
Alignment: LG, NG, CG.
Base Attack Bonus: +6.
Know (appropriate for
creature type): 4 ranks.
Arcana – Constructs,
Dragons, Magical Beasts
Dungeoneering –
Aberrations, Oozes
Local – Humanoids
Nature – Animals, Fey,
Giants, Monstrous
Humanoids, Plants,
Vermin
Religion – Undead
The Planes – Elementals,
Outsiders
Sense Motive: 4.
Must vow to destroy all
creatures of your chosen type.
Min Lvl: Bbn6, Ftr6, Pal6,
Rgr6, Brd8, Clr8, Drd8,
Mnk8, Rog8, Sor12, Wiz12.
HD: d10
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: Simple,
Marital
Armor: All
Armor,
Shields
Class Lvls: 5
Dex: Move Silently.
Int:
Know(appropriate
for creature type),
Search.
Wis: Listen, Sense
Motive, Survival.
Cha: Bluff, Gather
Info.
1st: Sworn Foe +1 – gain a +1 bonus on Bluff, Listen, Move
Silently, Sense Motive, Spot, & Survival checks, and
weapon damage against a creature of the type that is
your sworn foe. Stacks with a Ranger’s Favored
Enemy bonuses.
2nd: Animosity +3 – you may choose a specific type of foe to
gain an additional +3 against. For example, Sworn
Slayer whose foe is Undead may choose to have
Animosity against Mummies.
Determination +2 – gain a +2 bonus on all saves against
the special attacks, spells, and spell-like abilities of
the creatures that are your sworn foe.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 81
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Tattooed Monk
(the tattoos
added to the
body grant
magic
abilities)
(CWar p82)
Alignment: LG, LN, LE.
Base Attack Bonus: +3.
Know (religion): 8 ranks.
Feat: Endurance, Improved
Grapple, Improved Unarmed
Strike.
Min Lvl: Mnk5, Clr6, Pal6,
Wiz6, Ftr13, Rgr13, Rog13,
Sor13.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save: Fort,
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble.
Int: Craft,
Know(any).
Wis: Listen,
Profession.
Con: Concentrate.
Cha: Diplomacy,
Perform.
Monks may freely cross-class.
1st: Add Class level to Monk lvls to determine unarmed
damage, AC bonus, & unarmored speed bonus.
Gain one tattoo of your choice (another one each odd
lvl). The effect of some tattoos are determine by your
total number of magic tattoos (including that one):
Arrowroot – Able to heal (Wisdom modifier x Class level) hitpoint
per day by touch. You may not heal yourself. Healing
may be split up as desired.
Bamboo – Add #tattoos to your Constitution as an Enhancement
bonus for 1 round per Class level. Usable #tattoos times / day
Bat– Add #tattoos to your Dexterity as an Enhancement bonus
for 1 round per Class level. Usable #tattoos times per day.
Bellflower – Add your Charisma modifier to any ability score of
your choice as an Enhancement bonus for 1 round per Class
level. Usable #tattoos times per day.
Butterfly – Add #tattoos to your Wisdom as an Enhancement
bonus for 1 round per Class level. Usable #tattoos times / day
Centipede – ‘Shadow Walk’, 1/week. Min Class level is 5th.
Chameleon – Alter Self for 1 hour per Class level. Usable
#tattoos times per day.
Crab – Gain Damage Reduction (2 x #tattoos) / magic.
Crane – Immunity to non-magical diseases. If you gain another
tattoo, gain immunity to poisons. When yet another tattoo is
gained, you do not take penalties from aging.
Chrysanthemum – For each hour in direct sunlight, heal Class
level hit-points.
Dragon – Breath 4d6 Fire damage at a single target within 25’
(Ref½ DC13), up to 3 times within 1 hour. Usable 1 per day.
Dragonfly – Gain a Dodge bonus to AC equal to #tattoos for 1
round per Class level. Usable 1/day.
Falcon – Gain immunity to Fear effects. All allies within 10’
gain a Morale bonus to saves vs. fear equal to your Charisma
modifier + #tattoos.
Lion – By declaring a ‘smite’ before you attack, you gain +4
bonus to hit & Class level bonus to damage. Usable #tattoos
times per day.
Monkey – Gain +(#tattoos) Competence bonus to all Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Open
Locks, Sleight of Hand, & Tumble checks.
Moon, Crescent – Ethereal Jaunt, 1/day. Min Class level is 9th.
Moon, Full – Gain +2 Luck bonus on a single attack, skill check,
or ability check. Only usable at night. Usable #tattoos times
per day.
Mountain – You cannot be moved for 1 round per Class level.
Gain +4 bonus to Constitution & Wisdom & immunity to
Bull Rush & Trip attacks. All Dexterity-based skill checks
receive a –20 penalty. Can be ended as a Free Action.
Usable #tattoos times per day
Nightingale – Able to heal (2 x Class level) hit-points per day,
either to yourself or others. May be split up as desired.
Ocean – You do not need to eat, sleep, or drink.
Phoenix – Gain SR of 15 + Class level. Min Class level is 7th.
Pine – Gain Feat: Remain Conscious.
Scorpion – An opponent you are aware of must use his/her
lowest ability score modifier (instead of Str or Dex) when
attacking you this round. Usable #tattoos times per day.
Spider – As a use of your Stunning Fist, instead your attack
inflicts Contact Poison (2Con / 2Con / DC = 10 + Class level
+ Con modifier).
Sun – Gain +2 Luck bonus on a single attack, skill check, or
ability check. Only usable during the day. Usable #tattoos
times per day.
Tiger – +1 bonus to attacks & +1d6 damage for 1 round per
Class level. Usable #tattoos times per day.
Tortoise – Gain (Class level) ranks in a skill in which you have
no ranks for 1 single check. Usable #tattoos times per day.
Unicorn – Reroll one d20 roll per day, but keep the new roll.
Wasp – Haste, for 1rnd/Class lvl. Usable #tattoos times per day.
White Mask – Immune to Detect Thoughts, Detect Lies, &
attempts to read alignment. +10 bonus on all Bluff checks.
2nd: —
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 82
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Tempest
(master of
fighting with
two weapons)
(CAdv p81)
Base Attack Bonus: +6
Feats: Dodge, Mobility,
Spring Attack, Two-Weapon
Fighting, Improved Two-
Weapon Fighting
Min Lvl: Ftr6, Rgr6, Bbn12,
Brd12, Clr12, Drd12,
Mnk12, Pal12, Rog12,
Sor12, Wiz12.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump.
Dex: Balance,
Sleight of Hand,
Tumble.
Int: Craft.
1st: Tempest Defense +1 — when wielding a Double
Weapon or two weapons (but not Natural Weapons or
Unarmed Strikes), gain a +1 bonus to AC. You
cannot be wearing Medium or Heavy Armor.
2nd: Ambidexterity – your penalty when fighting with two
weapons is reduced by 1 (i.e., if fighting with one
Light weapon, the penalty is –1 / –1, otherwise it is
–3 / –3).
Temple Raider
of
Olidammara
(specialty
templar of the
Deity of Theft)
(CDiv p67)
Patron: Olidammara
Alignment: CG, CN, CE.
Base Attack Bonus: +5.
Disable Device: 4 ranks.
Know (religion): 1 rank.
Open Lock: 4 ranks.
Search: 8 ranks.
Must be invited to join by at
least three current members.
Min Lvl: Rgr5, Rog7,
Bbn13, Brd13, Clr13, Ftr13,
Sor13, Wiz13.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save:
Ref, Will
Weap: Simple
+ Rapier
Armor: Light,
Medium
Class Lvls: 10
Str: Climb, Jump.
Dex: Hide, Move
Silently, Open
Lock, Tumble, Use
Rope.
Int: Appraise, Craft,
Decipher Script,
Disable Device,
Know(religion),
Search.
Wis: Listen, Spot.
Cha: Use Magic
Device.
1st: Gain Wisdom-based Prepared Divine spells from the
Temple Raider of Olidammara Spell List (see page
117).
Trapfinding – Able to use Search to find traps with a DC
of 20 or higher, and are able to use Disable Device to
disarm magical traps.
Trap Sense +1 – gain a +1 Dodge bonus to AC to avoid
being hit by traps –and– a +1 bonus to Reflex saves to
avoid traps.
2nd: Sneak attack +1d6.
Thaumaturgist
(divine caster
who is a
specialist in
calling
Outsiders &
making deals
with them)
(DMG p199)
Feat: Spell Focus(Conjuration).
Able to cast Lesser Planar
Ally.
Min Lvl: Clr7.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Int: Craft,
Know(religion),
Know(the planes),
Spellcraft.
Wis: Profession,
Sense Motive.
Con: Concentrate.
Cha: Diplomacy.
Speak Language.
1st: +1 Caster Level.
By making a Diplomacy check with a planar ally who
shares at least one alignment aspect with you,
you may reduce the cost of the deal by 50%.
2nd: +1 Caster Level.
Gain Feat: Augment Summoning.
Thayan Knight
(a soldier
trained to
protect Red
Wizards)
(CWar p85)
Alignment: LN, N, CN, LE,
NE, CE.
Race: Human
Base Attack Bonus: +5.
Intimidate: 2 ranks.
Know (arcana): 2 ranks.
Know (local - Thay): 2 ranks.
Feats: Iron Will, Weapon
Focus (Longsword).
Must have sworn allegiance
to the Red Wizards.
Min Lvl: Bbn5, Ftr5, Rgr5,
Brd7, Clr7, Mnk7, Rog7,
Wiz10, Sor10.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: Tower
Shields
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Ride.
Int: Craft,
Know (arcana),
Know (local - Thay)
Wis: Profession,
Spot.
Char: Bluff, Gather
Info., Handle
Animal, Intimidate.
1st: +2 Morale bonus on saves vs. Fear effects not cast by a
Red Wizard.
+1 Morale bonus on saves vs. Charm effects not cast by
a Red Wizard.
Receives a tattoo on the forehead or back which gives a
+2 Resistance bonus on Reflex saves, but causes you
to fail all saves vs. mind-affecting spells cast by a Red
Wizard. If visible, this tattoo gives a +2 Morale
bonus on Intimidate skill checks.
2nd: +2 Morale bonus on attacks & damage against any
creature that you have seen attack a Red Wizard.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 83
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Thief-Acrobat
(thief specially
trained in
tightropes,
acrobatics,
etc.)
(CAdv p83)
Balance: 8 ranks.
Climb: 8 ranks.
Jump: 8 ranks.
Tumble: 8 ranks.
Have the Evasion ability.
Min Lvl: Mnk5, Rog5.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save: Ref
Weap: Simple
Armor: —
Class Lvls: 5
Str: Climb, Jump.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Open Lock,
Tumble, Use Rope.
Int: Appraise, Craft,
Disable Device,
Search.
Cha: Perform.
1st: Kip Up – You may stand-up from being Prone as a
Free Action that does not provoke an Attack of
Opportunity. You may not be wearing more that
Light Armor or carrying more than a Light load.
Fast Acrobatics – you may do acrobatics faster:
You may make Balance checks while moving at
normal speed without taking a –5 penalty.
You may make Climb checks to move at half speed
without taking a –5 penalty.
You may make Tumble checks while moving at
normal speed without taking a –10 penalty.
Steady Stance – you are not considered Flat-Footed
when making Balance or Climb checks, and gain your
Class level as a bonus to avoid falling when you take
damage doing either.
2nd: Agile Fighting – You receive a +1 Dodge bonus to AC.
If you Fight Defensively or use Total Defense, the
bonus increases to +2.
Also, you take no penalty to AC or your attack rolls
when kneeling, sitting, or prone.
You may not be wearing more than Light Armor or
carrying more than a Light load to Agile Fight.
Slow Fall 20’ – if you fall, you take damage as if it were
20’ less. This stacks with Slow Fall from other classes.
Thrall of
Baphomet
(follower of
the Demon
Prince of
Beasts)
(DR341 p25)
Alignment: CE.
Base Attack Bonus: +6.
Handle Animal: 9 ranks.
Intimidate: 9 ranks.
Know (religion): 4 ranks.
Feats: Great Fortitude,
Improved Bull Rush, Power
Attack, Thrall to Demon
(Baphomet).
Must have a Natural Attack or
take the following Vile Feats:
Willing Deformity,
Deformity (Clawed Hands).
Min Lvl: Ftr6, Bbn15,
Brd15, Clr15, Drd15,
Mnk15, Rgr15, Rog15,
Sor15, Wiz15.
HD: d12
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Dex: Ride.
Int: Know(local),
Know(nature),
Know(religion),
Search.
Wis: Listen, Spot,
Survival.
Cha: Handle
Animal, Intimidate.
1st: Fiendish Animal Companion – gain an Animal
Companion with the Fiendish template as if you were
a Druid of twice your Class level. You loose any
other animal companion you might have.
2nd: Breath of Baphomet, 1/day – choose Acid, Cold, or Fire.
Gain a breath weapon that does the chosen damage
(may not be changed). The breath weapon is a Line
5’ long per Class level and does 1d6 per Class level
damage (Ref½, DC is Constitution based).
Thrall of Dagon
(follower of
the Demon
Prince of the
Sea)
(DR349 p36)
Alignment: CE.
Bluff: 9 ranks.
Perform (sing): 5 ranks.
Swim: 5 ranks.
Feats: Persuasive, Thrall to
Demon (Dagon).
Able to speak Celestial &
Abyssal.
Able to cast at least three
spells with the [sonic]
descriptor.
Must have made contact with
an evil aquatic creature &
sacrificed a non-aquatic
humanoid to it.
Min Lvl: Brd6, Clr(trickery)7,
Sor7, Drd15, Wiz15.
HD: d6
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Swim.
Con: Concentrate.
Int: Appraise, Craft,
Know(nature),
Know(religion),
Know(the planes).
Wis: Profession,
Survival.
Cha: Bluff, Disguise,
Intimidate, Perform.
1st: Song of Dagon, 1/day – as a Free Action, you may cause
a spell with the [sonic] descriptor to also do Wisdom
damage equal to the spell’s Spell Level.
Sea Longing – if you spend more than one day out of
sight of the ocean, you receive a –2 penalty on all
skill checks & will saves. When on / under the sea,
you receive a +2 Morale bonus on Initiative checks &
Reflex saves.
2nd: +1 Caster Level.
First Invocation – gain Swim 30’ (or +30’ Swim speed),
webbed fingers & toes, pale skin, etc. –2 penalty on
Disguise checks.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 84
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Thrall of Fraz-
Urb’luu
(follower of
the Demon
Prince of
Deception)
(DR333 p31)
Alignment: CE.
Bluff: 10 ranks.
Disguise –or– Forgery:
10 ranks.
Know (religion): 10 ranks.
Feats: Deceitful, Thrall to
Demon (Fraz-Urb’luu).
Able to speak Celestial &
Abyssal.
Able to cast at least five
spells from the school of
Illusion, with at least one of
them being 3rd lvl –or– able
to use at least three of the
following Warlock
Invocations, at least one
must be a Lesser Invocation:
Beguiling Influence, Charm,
Dark One’s Own Luck, Flee
the Scene, Frightful Blast,
See the Unseen, or
Voracious Dispelling.
Must have convinced an
intelligent, non-Evil creature
to perform an evil act
without using magic.
Min Lvl: Brd7, Clr(trickery)7,
Rgr17, Sor17, Wiz17.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save: Will
Weap: Simple,
Greatclub
Armor: —
Class Lvls: 10
Dex: Hide.
Con: Concentrate.
Int: Forgery,
Know(any),
Spellcraft.
Wis: Listen, Sense
Motive.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info., Intimidate,
Perform, Use
Magical Device.
Speak Language.
1st: Temptation, 1/day – as an Immediate Action that does
not provoke an Attack of Opportunity, do one of the
following:
Deceptive Magic – gain a +1 Profane bonus on the
DC of an Illusion spell.
Deceptive Summoning – gain control of a Conjuration
(summoning) spell cast within 30’ of you by
making a Spellcraft check to identify the spell
–and– an opposed level check. If you succeed, the
summoned creatures obey you as if you were the
caster that summoned them. You must have a
Readied Action to use this ability.
Deceptive Will – gain a +4 Profane bonus on a single
Will save. If you succeed, you may make a Bluff
check opposed by the caster’s Sense Motive’s
check to convince him/her that you failed your
save (assuming you want to play along).
2nd: +1 Caster Level.
Gain an additional spell from the School of Illusion, up
to your Class level.
Thrall of
Kostchtchie
(follower of
the Demon
Prince of
Wrath, who
eventually
becomes a
‘Giant’)
(DR345 p27)
Alignment: CE.
Gender: Male
Intimidate: 9 ranks.
Know (religion): 4 ranks.
Feats: Power Attack, Thrall
to Demon (Kostchtchie),
Weapon Focus (any
bludgeoning weapon).
Either the Rage class ability
–or– Rage racial ability –or–
able to cast Rage.
Either convert one Frost
Giant to the worship of
Kostchtchie –or– kill 10
Frost Giants that refuse to
convert.
Min Lvl: Bbn6, Brd6,
Clr(madness,wrath)15,
Sor15, Wiz15.
HD: d12
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Ride.
Int: Know(religion).
Wis: Listen, Spot,
Survival.
Cha: Intimidate.
1st: Disfigured – +2 bonus on Intimidate checks, +2 DC on
any Fear effects you generate, and a –2 penalty on
Diplomacy, Disguise, & Gather Information check.
Gain +2 Strength.
2nd: +1 use of Rage per day.
Gain Cold Resistance 10.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 85
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Thrall of Pazuzu
(follower of
the Demon
Prince of the
Lower Aerial
Kingdoms)
(DR329 p61)
Alignment: CE.
Bluff: 9 ranks.
Diplomacy: 9 ranks.
Know (the planes): 5 ranks.
Sense Motive: 5 ranks.
Feats: Persuasive, Thrall to
Demon (Pazuzu).
Able to cast at least two spells
that allow flight or upward
movement in the air (i.e.,
Levitate) –or– able to fly
naturally (including the
Wildshape class ability,
Alter Self, Polymorph, etc.).
Must have convinced another
creature to call upon
Pazuzu’s aide without
having resorted to magic.
Min Lvl: Brd7, Drd15,
Sor15, Wiz15.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Int: Forgery,
Know(any).
Wis: Listen, Sense
Motive, Spot.
Cha: Bluff,
Diplomacy, Gather
Info., Intimidate.
1st: Temptation – +2 Profane bonus on Bluff, Diplomacy, or
Intimidate checks made to convince a creature to
perform an action against its nature.
When casting an Enchantment, gain a +1 bonus on the
spell’s DC and +2 bonus to penetrate Spell
Resistance.
Breath of Pazuzu I – “Exhale” a Locust Swarm that lasts
for (Class level + Charisma modifier) rounds as a
Standard Action, 1/day. The Locust Swarm must
have at least one hex adjacent to you and can
surround you if desired. You are not distracted or
damaged by the Locust.
2nd: Flight – grow black Raven wings, which grant you a Fly
speed of 20’ with Average maneuverability. If you
already have wings, gain +20’ movement (and your
wings change to those of a black Raven).
Speak with Avian – Tongues, with any creature that has
a natural Fly speed, at will.
Thrall of
Zuggtomy
(follower of
the Demon
Queen of
Fungi, who
eventually
becomes a
Plant creature)
(DR337 p45)
Alignment: CE.
Base Fort Save: +6.
Hide: 5 ranks.
Know (nature): 8 ranks.
Move Silently: 5 ranks.
Survival: 8 ranks.
Feats: any metamagic,
Thrall to Demon(Zuggtomy).
Access to at least 3 spells
and/or spell-like abilities
from the Fungus Spell list1,
at least one of which must be
3rd level (or higher).
Survive the initiation
ceremony, which includes
eating lots of poisons.
Min Lvl: Clr8, Drd8, Rgr11,
Brd18, Sor18, Wiz18.
HD: d6
Skill Points: 2
Attack: Rogue
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Dex: Hide, Move
Silently.
Con: Concentrate.
Int: Know(arcana),
Know(dungeoneer),
Know(nature),
Know(the planes),
Know(religion),
Spellcraft.
Wis: Survival.
Cha: Intimidate.
1st: Infestation – gain the following bonuses and penalties:
- +2 hp per Class level
- cast Fungus Spells at +1 Caster level
- receive a +1 bonus on saves vs. Fungus Spells
- look unhealthy and fungus infested
- Charisma-based skill checks with non-Evil creatures
have a penalty equal to your Class level.
Immune to being Nauseated and/or Sickened.
2nd: +1 Caster Level.
Spore Mastery – receive uses of your ‘spores’ equal to
your Class level each day. You may expend ‘spore
uses’ instead of increasing the spell level of spells
when you apply Metamagic Feats to them. If use
expend all of your ‘spore uses’, you are Fatigued.
Tiger Shen
(unarmed
combatant that
mimics a tiger
by striking the
correct
location to
paralyze &
becoming
immune to
fear, and
eventually
gaining a
hybrid battle
form)
(DR319 p74
Base Attack Bonus: +5.
Concentrate: 2 ranks.
Intimidate: 4 ranks.
Know (nature): 2 ranks.
Survival: 3 ranks.
Feat: Improved Unarmed
Strike, Power Attack.
Min Lvl: Bbn5, Ftr5, Pal5,
Rgr5, Brd7, Clr7, Drd7,
Rog7, Sor10, Wiz10.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save: Fort,
Ref, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble.
Con: Concentrate.
Int: Craft,
Know(nature).
Wis: Listen, Sense
Motive, Spot,
Survival.
Cha: Intimidate.
1st: Add Class level to Monk levels (if any) to determine
unarmed damage, & AC bonus.
2nd: Ki Strike (silver) – your unarmed strikes are treated as if
they were ‘silver’ for purposes of overcoming
Damage Reduction.
Paralyzing Stroke – As a Full Round Action, you may
make a single melee attack as a touch attack, which
deals normal damage. If the target takes damage, it is
Paralyzed for 1 round (FortNeg DC = 10 + Class
level + Strength modifier). A Paralyzing Stroke must
be declared before the attack is rolled & you may use
the ability Class level times per day.
1 Fungus Spells: Animate Plants; Animate Wood; Antiplant Shell; Awaken; Awaken, Mass; Backbiter; Beget Bogun; Blight; Brambles; Briar Web; Change
Staff; Command Plants; Commune with Nature; Control Plants; Detect Animals or Plants; Diminish Plants; Entangle; Entangling Staff; Fire Seeds;
Goodberry; Hallucinatory Terrain; Horrid Wilting; Ironwood; Liveoak; Plant Growth; Poison Vines; Polymorph any Object; Repel Wood; Shambler;
Shillelagh; Snare; Speak with Plants; Spike Growth; Spikes; Thornskin; Transmute Metal to Wood; Transport via Plants; Tree Shape; Tree Stride ;
Unyielding Roots; Vine Strike; Wall of Thorns; Warp Wood; Wood Rot; Wood Shape; Wood Wose.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 86
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Troubadour of
Stars
(a musician
who plays the
music of the
Court of Stars,
gains new
Bardic Music
abilities, and
eventually
becomes an
Outsider)
(BoED p78)
Alignment: CG.
Perform: 6 ranks.
Feat: Knight of Stars.
Able to cast 4th level
Impromptu Arcane spells.
Min Lvl: Sor9, Brd10.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save: Ref,
Will.
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Sleight of Hand,
Tumble.
Con: Concentrate.
Int: Craft, Decipher
Script, Know(any),
Spellcraft.
Wis: Listen,
Profession, Sense
Motive.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info., Perform, Use
Magic Device.
Speak Language.
1st: Class levels stack with Bard levels for determining what
Bardic Music abilities are available, how often they
can be used, and the bonus granted by Bestow
Courage. If you have no levels of Bard, you gain the
music ability of a 1st level Bard.
Detect Evil, at will.
2nd: +1 Arcane Caster Level.
You are now able to cast spells on your spell list that are
exclusive to Eladrin. You must still learn the spell to
use it.
Holy Cacophony – gain the use of this new Bardic Music
ability when you have 8 ranks of Perform. All Evil
creatures within 30’ must makes a Concentration
check (DC 15 + spell level) in order to cast a spell or
use a Spell-like ability. If combined with Feat: Words
of Creation, the DC is 20 + spell level, but you take
8d4 non-lethal damage. This is a [sonic][mind]
effect.
Urban Soul
(a human who
has perfectly
adapted to city
life, and is
able to melt
into buildings,
hear the city
‘speak’, etc.)
(RoD p141)
Race: Human.
Know (local): 10 ranks.
Know (arch & eng): 5 ranks.
Gather Info.: 5 ranks.
Receive the blessing from the
temple of Urbanus.
Min Lvl: Brd7, Rog7, Wiz7,
Bbn17, Clr17, Drd17, Ftr17,
Mnk17, Pal17, Rgr17,
Sor17.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble.
Int: Know(local),
Know(arch & eng),
Search.
Wis: Listen, Spot.
Cha: Gather Info.,
Intimidate.
Speak Language.
1st: City Ramparts, 1/day – as a Standard Action, you gain
the following:
a) +4 bonus to Constitution;
b) +2 bonus on Will saves; and
c) Damage Reduction 5 / adamantine.
The effect lasts for 1 round per Constitution modifier
(including the bonus above). If you are within a city,
the effect last longer.
Small City: +3 rounds
Large City: +5 rounds
Metropolis: +10 rounds
Urban Sustenance – while within a city (i.e., 5,000
inhabitants), you do not need to ear, drink, or sleep,
plus you heal at 2x the normal rate, though you must
still rest to regain spells.
However, you no longer heal naturally outside the
confines of a city. Also, for every 24 hour you are
outside a city, you take 1 Strength damage &
1 Constitution damage (FortNeg, DC 19 + number
of consecutive days you have been out of a city).
2nd: Citybread Senses – +2 Insight bonus on Listen, Search,
& Spot check made within a city.
Ur-Priest
(hate deities,
but know how
to ‘steal’
clerical spells
from them)
(CDiv p70)
Alignment: LE, NE, CE.
Base Fort Save: +3.
Base Will Save: +3.
Bluff: 6 ranks.
Know (arcana): 5 ranks.
Know (the planes): 5 ranks.
Know (religion): 8 ranks.
Spellcraft: 8 ranks.
Feats: Iron Will,
Spell Focus (evil).
Must renounce (i.e., forever
loose) any Divine spellcasting
ability.
Trained by another Ur-Priest.
Min Lvl: Brd9, Clr9, Wiz9,
Bbn13, Drd13, Ftr13,
Mnk13, Rgr13, Rog13,
Sor13.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save: Will
Weap: Simple
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(the planes),
Know(religion),
Spellcraft.
Wis: Profession.
Cha: Bluff.
1st: Gain Prepared Wisdom-based Divine spells from the
Cleric spell-list. These spells are ‘taken’, not prayedfor.
An Ur-Priest goes not gain Domains & cannot
spontaneously convert spells for healing or damage.
Spells are cast at Class level + ½ other caster levels
(not counting any Cleric levels).
2nd: Rebuke/Command Undead, at Class level.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 87
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Vassal of
Bahamut
(follower of
the Deity of
Good
Dragons, who
gains special
abilities to
combat evil
dragons)
(BoED p80)
Alignment: LG.
Base Attack Bonus: +7.
Perform: 6 ranks.
Craft (armor): 5 ranks.
Diplomacy: 5 ranks.
Feat: Sacred Vow, Vow of
Obedience.
Must have single-handedly
slain a Red Dragon of at least
Juvenile age.
Min Lvl: Ftr9, Pal9, Rgr9,
Clr10, Mnk10, Rog10,
Sor14, Wiz14.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Dex: Ride.
Con: Concentrate.
Int: Craft(armor),
Craft(weapon),
Know(nobility),
Know(religion).
Wis: Heal, Sense
Motive.
Cha: Bluff,
Diplomacy,
Intimidate.
1st: When making a Charisma-based skill check against a
Dragon or a Dragon-like creature (such as a Wyvern),
gain a bonus equal to your Class level.
Platinum Armor – you may forge armor out of the scales
of a slain Red Dragon of at least Juvenile age. When
completed, the scales change to platinum. You may
only have one suit of Platinum Armor at a time & it
corrodes away if anyone but you wears it. The armor
has the following statistics: Armor bonus +8, max
Dex bonus +4, Armor check penalty –1, 20% Arcane
spell failure, no loss of movement, 25 pounds,
considered Masterwork Light Armor for class abilities
& enchanting.
2nd: Gain Wisdom-based Prepared Divine spells from the
Vassal of Bahamut Spell List (see page 119).
Dragon Senses – you are able to see 2x as far as a
Human in normal light, 4x as far in Low-Light, and
gain Darkvision 120’.
Receive a one-time stipend of 200 platinum pieces.
Vermin Keeper
(a druid whose
abilities can be
used on
vermin, can
wild shape
into a vermin,
and who gains
a vermin
companion)
(Und p44)
Handle Animal: 8 ranks.
Know (nature): 8 ranks.
Feat: Iron Will.
Class Ability: Wild Shape.
Min Lvl: Drd5.
HD: d8
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 10
Str: Swim.
Con: Concentrate.
Int: Craft,
Know(local -
Underdark),
Know(nature),
Spellcraft.
Wis: Heal,
Profession, Spot,
Survival.
Cha: Handle Animal.
1st: +1 Caster Level.
Handle Vermin – you may use your Handle Animal skill
with Vermin.
Vermin Empathy – you may use your Wild Empathy
class ability with Vermin, though they start as
‘unfriendly’.
Vermin Form (small) – you may use your Wild Shape
class ability to become Vermin whose size is Small.
2nd: +1 Caster Level.
Vermin Form (tiny) – you may use your Wild Shape
class ability to become Vermin whose size is Tiny.
Vigilante
(solves crime
with
knowledge of
his/her “home
turf” and some
handy spells)
(CAdv p85)
Alignment: LG, NG, CG,
LN, N, CN.
Base Attack Bonus: +4.
Gather Info.: 8 ranks.
Intimidate: 4 ranks.
Know (local): 8 ranks.
Search: 4 ranks.
Sense Motive: 8 ranks.
Feats: Alertness.
Min Lvl: Brd5, Rog13,
Bbn13, Clr13, Drd13,
Mnk13, Pal13, Rgr13,
Sor13, Wiz13.
HD: d8
Skill Points: 6
Attack: Rogue
Good Save:
Ref, Will
Weap: Simple,
Martial, Net
Armor: —
Class Lvls: 10
Str: Climb, Jump.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Know(local),
Open Lock,
Tumble, Use Rope.
Int: Craft, Disable
Device, Search.
Wis: Sense Motive.
Cha: Disguise,
Gather Info.,
Intimidate, Perform.
1st: Detect Evil, at will.
Gain Charisma-based Impromptu Arcane spells from the
Bard Spell List that are in the schools of Abjuration,
Divination, Illusion, Necromancy, & Transmutation.
Note: 0th level spells can be learned as 1st level spells.
Streetwise +2 – you gain a +2 Competence bonus on
Gather Information and Knowledge (local) checks.
2nd: Smite the Guilty, 1/day – against an opponent that you
saw commit a crime in your home city within the last
3 days, you gain your Charisma modifier as a bonus
on your melee attack roll and your Class level as a
bonus on your damage.
Virtuoso
(a specialist
with bardic
music who
learns
advanced
songs, like
those that
jamming
spellcasting,
keening
weapons, etc.)
(CAdv p89)
Diplomacy: 4 ranks.
Intimidate: 4 ranks.
Perform (any): 10 ranks.
Arcane Caster level 1st.
Min Lvl: Brd7, Sor10,
Wiz10.
HD: d6
Skill Points: 6
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Str: Jump.
Dex: Balance,
Escape Artist,
Tumble.
Con: Concentrate.
Int: Craft, Spellcraft.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info., Intimidate,
Perform.
1st: Bardic Music – your Class level stack with your Bard
levels (if any) to determine the number of uses of
Bardic Music per day and the effectiveness of Inspire
Courage. You also gain the Bardic Music ability
Fascinate.
Virtuoso Performance – Able to do 1 Virtuoso
Performance per level per day. You may substitute 2
Bardic Music uses for
1 Virtuoso Performance use.
Each has a minimum number of ranks in Perform
needed to make the effect, which are:
– Persuasive Song (min Perform 11 ranks) – you may
attempt to change the attitude of your Audience
within 30’ who can see and hear you for at least 10
consecutive rounds. Use a Perform check instead
of a Diplomacy check. Does not work on anyone
with a Hostile attitude and cannot target a person
more than once per day.
2nd: +1 Arcane Caster Level.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 88
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Void Disciple
(a spellcaster
to can perceive
and modify the
surrounding
reality)
(CDiv p72)
Alignment: NG, LN, N, CN,
NE.
Spellcraft: 10 ranks.
Feats: Heighten Spell, Spell
Penetration.
Able to cast 3rd level Arcane
or Divine spells.
Min Lvl: Brd7, Clr7, Drd7,
Sor7, Wiz7, Rgr17.
HD: d6
Skill Points: 3
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 13
Con: Concentrate.
Int: Craft,
Know(any),
Spellcraft.
Wis: Heal,
Profession.
Cha: Diplomacy.
1st: Sense Void, 1/day – Extend your mind & senses to
examine a target of interest. To observe a target,
make a Spellcraft check vs. its distance from you.
Distance DC Distance DC
Line of Sight 5 100 miles 20
1 mile 10 1,000 miles 25
10 miles 15
2nd: +1 Caster level.
War Chanter
(a Bard who
sings combatenhancing
songs)
(CWar p87)
Alignment: NG, CG, N, CN,
NE, CE.
Base Attack Bonus: +4.
Perform(sing) –or–
Perform(oratory): 6 ranks.
Feats: Combat Expertise,
Weapon Focus (any).
Must have ‘Inspire Courage’
Bardic Music ability.
Min Lvl: Brd6.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist.
Int: Craft.
Wis: Profession,
Sense Motive.
Con: Concentrate.
Cha: Diplomacy,
Gather Info.,
Intimidate, Perform.
1st: Your Class levels stack with your Bard levels for
determining how often you can use your Bardic
Music (but you do not gain access to new Bard songs)
Inspire Toughness – All allies that hear this Bardic
Music gain +2hp per Class level for as long as they
can still hear you + 5 rounds afterwards. Requires 9+
ranks in Perform (sing) or Perform (oratory).
2nd: —
Warforged
Juggernaut
(a Warforged
who is trying
to be more like
a Construct)
(Eb p83)
(EbErrata)+
Race: Warforged.
Base Attack Bonus: +5.
Feats: Adamantine Body,
Improved Bull Rush, Power
Attack.
Min Lvl: Ftr5, Bbn6, Brd7,
Pal6, Rgr6, Clr7, Rog7,
Sor10, Wiz10.
HD: d12
Skill Points: 2
Attack: Rogue
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump,
Swim.
Int: Craft.
Wis: Survival.
Cha: Intimidate.
1st: Gain Armor Spikes that do 1d6 on a Grapple.
Expert Bull Rush – add your Class level to Strength
check when initiating a Bull Rush or Defending
against one. Add your Class level when attempting to
break down doors.
Gain Feat: Powerful Charge.
Reserved – receive a penalty equal to your Class level on
the following skills: Bluff, Diplomacy, Gather
Information, & Sense Motives.
2nd: Receive a +1 bonus to attack rolls when making a Charge
Extended Charge – when making a Charge, gain +5’
movement.
Construct Perfection I – you can not take Subdual
damage –or– extra damage from Critical hits.
Warpriest
(a cleric
trained to lead
soldiers into
battle)
(CDiv p74)
Base Attack Bonus: +5.
Diplomacy: 8 ranks.
Sense Motive: 5 ranks.
Feats: Combat Casting.
Access to cast at least one
Divine spell from one of the
following Clerical Domains:
Destruction, Protection,
Strength, or War.
Able to Turn or Rebuke
Undead
Min Lvl: Clr7.
HD: d10
Skill Points: 2
Attack: Fighter
Good Save: Fort
Weap: Simple,
Martial
Armor: All
Class Lvls: 10
Str: Swim.
Dex: Ride.
Con: Concentrate.
Int: Craft,
Know(history),
Spellcraft.
Wis: Sense Motive.
Cha: Diplomacy,
Handle Animals.
1st: Gain the Glory Domain, if you Turn Undead, or the
Domination Domain, if you Rebuke Undead.
Rally – All allies within 60’ who are under a Fear effect
gain a new saving throw, with a Morale bonus equal
to your Class Level. Usable as a Standard Action.
You cannot be a Fear effect when you use this ability.
Your Class levels stack with your Cleric / Paladin levels
when Turning / Rebuking Undead.
2nd: +1 Divine Caster Level.
Inflame – By making a Full Round Action speech before
battle, all listeners (including you) gain a +2 Morale
bonus for Saving Throws against Fear & Charm
effects. Lasts for (5 + 1 per Class lvl) minutes.
Warshaper
(able to use
the spell or
ability to
Polymorph in
innovative
ways as part of
combat)
(CWar p89)
Base Attack Bonus: +4.
Must be able to change shape
in one of the following ways:
1. Shape-change as a
Supernatural ability;
2. Shapechanger subtype;
3. Polymorph as a Spelllike
ability;
4. Able to cast Polymorph;
5. Wild Shape or similar
class feature.
An ‘Alternate Form’ (as
possessed by quasits, etc.) is
not sufficient.
Min Lvl: Drd6, Sor8, Wiz8.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Balance,
Escape Artist.
Int: Craft.
Con: Concentrate.
Cha: Disguise.
1st: When using your shape-changing ability, gain immunity
to Critical Hits & being Stunned.
When using your shape-changing ability, you can grow
natural weapons, such as claws, fangs, or horns as a
Move Action. If the form you are in already has
natural weapons, they do damage as if they were one
size category larger.
2nd: When using your shape-changing ability, gain a
+4 bonus to Strength & a +4 bonus to Constitution.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 89
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Wayfarer Guide
(teleport
specialist)
(CArc p65)
Know (arcana): 10 ranks.
Know (geography): 10 ranks.
Able to cast Teleport.
Join the Wayfarers’ Union.
Min Lvl: Wiz9,
Clr(portal,travel)17, Sor17.
HD: d6
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 3
Con: Concentrate.
Int: Craft,
Know(any),
Spellcraft.
Wis: Profession.
Speak Language.
1st: +1 Caster Level.
Enhanced Capacity – you can Teleport one extra
Medium-sized creature (or the equivalent) per Class
level.
Improved Range – any spell you cast with the [teleport]
subtype has its maximum distance increased by 50%.
2nd: Extra Teleportation – gain an extra 5th level spell slot
which can only be used for Teleport.
Weretouched
Master
(a Shifter who
is becoming
like his/her
lycanthrope
ancestors)
(Eb p85)
Race: Shifter.
Base Attack Bonus: +4.
Know (nature): 5 ranks.
Survival: 8 ranks.
Feats: any Shifter feat.
Min Lvl: Rgr5, Drd6, Bbn7,
Clr(travel)7, Brd13, Ftr13,
Mnk13, Pal13, Rog13,
Sor13, Wiz13.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 5
Str: Climb, Jump,
Swim.
Dex: Balance, Hide,
Move Silently.
Int: Know(nature).
Wis: Listen, Spot,
Survival.
Cha: Handle
Animal, Intimidate.
1st: Weretouched I – Choose one of the following to be your
‘ancestor animal’: Bear, Boar, Rat, Tiger, Wolf, or
Wolverine.
When Shifting, you receive benefits base on your
‘ancestor animal’:
- your appearance becomes more like your ‘ancestor
animal’, including fur and a tail.
Bear or Tiger:
- +2 bonus to Strength.
- gain Claws that do 1d4 + 1 per 4 Character levels.
If you have the Razorclaw subtype and/or the
Improved Natural Attack Feat, your Claws
improve their damage by one category.
Boar or Wolverine:
- +2 bonus to Constitution.
- gain a Bite Attack that do 1d6 + 1 per 4 Character
levels. If you have the Longtooth subtype
and/or the Improved Natural Attack Feat, your
Bite improve its damage by one category.
Rat or Wolf:
- +2 bonus to Dexterity.
- gain Fangs that do 1d4 + 1 per 4 Character levels.
If you have the Longtooth subtype and/or the
Improved Natural Attack Feat, your Bite
improve its damage by one category.
2nd: Bonus Shifter Feat.
Wild Empathy – you may try to adjust the attitude of any
Animal by making a Class level + Charisma modifier
check after spending 1 minute interacting. Stacks
with other Wild Empathy class abilities. Receive a +4
bonus if interacting with your ‘ancestor animal’.
Whisperknife
(a halfling that
specializes
with light
thrown
weapons,
usually
daggers)
(RotW p134)
Race: Halfling.
Base Attack Bonus: +4.
Balance: 3 ranks.
Climb: 3 ranks.
Hide: 6 ranks.
Jump: 3 ranks.
Move Silently: 6 ranks.
Tumble: 3 ranks.
Feats: Point-Blank Shot,
Quick Draw, Two-Weapon
Fighting, Weapon Finesse.
Sneak Attack +1d6
Min Lvl: Rog2/Ftr3, Rog9.
HD: d8
Skill Points: 6
Attack: Fighter
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance, Hide,
Move Silently,
Open Lock, Sleight
of Hand, Tumble.
Int: Disable Device,
Know(local),
Search.
Wis: Listen, Sense
Motive, Spot.
Cha: Bluff, Handle
Animal, Intimidate.
1st: When throwing Light weapons (such as Daggers), you
are treated as having Feat: Rapid Shot.
Uncanny Dodge – retain your Dexterity bonus to AC
when Flat-Footed or fighting an Invisible foe. If you
already have Uncanny Dodge, you gain Improved
Uncanny Dodge (stacks with Rogue levels)..
2nd: +1d6 Sneak Attack.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 90
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Wild Mage
(an arcane
spellcaster
with some
chaotic
magical
ability)
(CArc p68)
Alignment: CG, CN, CE.
Know (the planes): 4 ranks.
Spellcraft: 8 ranks.
Use Magic Device: 4 ranks.
Feat: Magical Aptitude,
any metamagic feat.
Arcane Caster level 1st.
Min Lvl: Brd5, Sor5, Wiz5.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Ref
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(any),
Spellcraft.
Wis: Profession.
Cha: Bluff,
Intimidate, Use
Magical Device.
1st: +1 Arcane Caster level.
Wild Magic – your effective Caster level is
(Caster level – 3 + 1d6).
2nd: +1 Arcane Caster level.
Random Deflector, 1/day – as an Immediate Action
(which can be done when it is not your turn), all
ranged attacks, ranged touched attacks, and
individually targeted spells are deflected to a random
creature within 20’ of you. This effect lasts until the
beginning of your next turn. All creatures in the 20’
area (including you) have an equal chance to be the
new target. Once the new target is determined, the
normal attack roll is made, the target receives any
appropriate saving throws, etc.
Wild Plains
Outrider
(a paladin,
ranger, or
druid who
focuses on
his/her mount)
(CAdv p92)
Ride: 9 ranks.
Feat: Mounted Combat, Track
Either an Animal Companion
big enough to serve as a
mount, or a Paladin’s
Special Mount
Min Lvl: Drd6, Rgr6, Pal6.
HD: d8
Skill Points: 4
Attack: Fighter
Good Save: Fort
Weap: —
Armor: —
Class Lvls: 3
Str: Jump, Swim.
Dex: Balance, Move
Silently, Ride.
Int: Know(nature).
Wis: Listen, Spot,
Survival.
Cha: Handle Animal.
Paladins may freely cross-class.
1st: You may add your Class level to your effective Druid
level for determining your Animal Companion’s
capabilities –or– to your effective Paladin level for
determining your Special Mount’s capabilities.
Ride Bonus – gain your Class level as a Competence
bonus on all Ride check –and– any Handle Animal
checks done with your mount.
Wild Plains Stalker – when your mount makes Hide
and/or Move Silently checks, it may use your ranks in
these skills, though it still uses its own Dexterity
modifier, size modifier, etc.
2nd: Wild Plains Swiftness – your mount’s base speed
increases by +10’ for every movement mode it has.
Wildrunner
(an elf or halfelf
who can
travel quickly
and unnoticed
on foot, is able
to ‘primal
scream’, and
eventually
becomes a
‘Fey’)
(RotW p139)
Race: Elf, Half-Elf.
Alignment: LG, NG, CG,
CN, CE.
Hide: 5 ranks.
Know(nature): 5 ranks.
Move Silently: 5 ranks.
Survival: 8 ranks.
Feats: Endurance.
Min Lvl: Rgr5, Bbn7,
Clr(travel)7, Drd7, Brd13,
Ftr13, Mnk13, Pal13,
Rog13, Sor13, Wiz13.
HD: d10
Skill Points: 4
Attack: Fighter
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Balance, Hide,
Move Silently.
Int: Know(nature).
Wis: Spot, Survival.
Cha: Handle
Animal, Intimidate.
1st: Fast Movement – when not wearing Heavy Armor, you
receive +10’ movement.
Trackless Step – you cannot be tracked in natural
surroundings (as the Druid class ability).
2nd: Gain the Scent special ability.
Primal Scream – as a Free Action, you may make a
Primal Scream and enter a Feral Frenzy for 3 +
Constitution modifier rounds (min 1). You may use
this ability 3 + Charisma modifier (min 1) times per
day. While in this state, you receive +2 Strength,
+6 Dexterity, & a 1d6 secondary Bite attack. At
higher levels, you gain additional abilities. A Feral
Frenzy can be done at the same time as a Barbarian
Rage (if desired).
Wolflord
(Animal Lord
specialized in
wolves)
(CAdv p22)
Alignment: NG, LN, N, CN,
NE.
Base Attack Bonus: +5
Handle Animal: 4 ranks.
Know(nature): 2 ranks.
Survival: 4 ranks.
Feats: Track.
Min Lvl: Bbn5, Ftr5, Rgr5,
Brd7, Clr7, Drd7, Mnk7,
Rog7, Sor10, Wiz10.
HD: d10
Skill Points: 4
Attack: Rogue
Good Save:
Fort, Ref
Weap: —
Armor: —
Class Lvls: 10
Str: Climb, Jump,
Swim.
Dex: Escape Artist,
Hide.
Int: Know (nature).
Wis: Heal, Listen,
Spot, Survival.
Cha: Handle
Animal, Intimidate.
1st: Gain bonuses and abilities when interacting with your
‘Bonded Animals’, which are Wolves and Dire
Wolves.
Animal Bond – +4 bonus to Handle Animal & Wild
Empathy check with your Bonded Animals.
If you have an Animal Companion from a prior class
which is a Bonded Animal, your Class levels stack
when determining your Animal Companions abilities.
Wild Empathy – stacks with Wild Empathy from other
classes.
Detect Animals and Plants (Bonded Animals only) at
will at Class level.
2nd: Gain Low-Light Vision.
First Totem – +4 bonus on Survival checks.
Wonderworker
(a spellcasting
follower of
one of the
Pantheons of
the Good outer
planes who
gains mastery
of Exalted
Feats)
(BoED p82)
Alignment: LG, NG, CG.
Base Will Save: +5.
Feat: Knight of Stars –or–
Favored of the Companions
–or– Servant of the Heavens,
one other Exalted Feat.
Able to cast 3rd level spells.
Min Lvl: Clr6, Drd6, Sor6,
Wiz6, Brd7, Pal15, Rgr15.
HD: d6
Skill Points: 4
Attack: Wizard
Good Save: Fort,
Will.
Weap: —
Armor: —
Class Lvls: 3
Con: Concentrate.
Int: Craft,
Know(arcana),
Know(nature),
Know(religion),
Spellcraft.
Wis: Heal,
Profession, Sense
Motive.
Cha: Diplomacy.
1st: Gain any one Exalted Feat.
Bonus spell – Arcane casters gain 1 bonus spell per day,
while Divine casters gain 2 bonus spells per day. The
bonus spell is assigned to a level that you can
currently cast & it cannot be changed. No more than
one bonus spell can be added to your highest level.
2nd: Gain any one Exalted Feat.
Bonus spell – Arcane casters gain 2 bonus spells per day,
while Divine caster gain 3 bonus spells per day.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 91
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
World Speaker
(a bard who
learns to
communicate
with all types
of people,
animals,
plants,
elements, &
even the dead)
(DR311 p65)
Concentration: 8 ranks.
Decipher Script: 8 ranks.
Know (history): 4 ranks.
Know (nature): 4 ranks.
Must be able to speak, read, &
write 3 languages that are not
on the character’s racial
language list.
Min Lvl: Brd5.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save: Fort,
Ref, Will
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Craft, Decipher
Script, Know(any),
Search, Spellcraft.
Wis: Listen, Sense
Motive.
Cha: Bluff,
Diplomacy, Handle
Animal, Gather
Info., Perform.
Speak Language.
1st: +1 Bard Caster level.
Class levels stack with Bardic Music ability &
Bardic Knowledge checks.
Tongues, 1/day as a 6th level Sorcerer.
2nd: +1 Bard Caster level.
Speak with Animals, at will as a 5th level Druid.
Wormhunter
(veteran of
battling the
undead and
mortals that
follow Kyuss,
who has been
toughened by
surviving
numerous
attacks by the
Worms of
Kyuss and has
even gained
lore through
this
connection to
the other
world)
(DR338 p71)
Must meet any two of the
following criteria:
- Base Attack Bonus: +7
- Base Fortitude Save: +4
- Know (religion): 10 ranks
- Sneak Attack +4d6
- able to cast 4th level
Divine spells
Must have taken at least 4
points of Intelligence damage
from Worms of Kyuss.
Must have read the Apostolic
Scrolls, which contain lore
about Kyuss.
Min Lvl: Bbn7, Clr7, Drd7,
Ftr7, Mnk7, Pal7, Rgr7,
Brd10, Rog10, Wiz12,
Sor14.
HD: d8
Skill Points: 2
Attack: Rogue
Good Save:
Fort, Will
Weap: —
Armor: —
Class Lvls: 5
Con: Concentrate.
Int: Decipher Script,
Know(arcana),
Know(history),
Know(religion),
Search, Spellcraft.
Wis: Heal, Sense
Motive, Survival.
Cha: Gather Info.,
Intimidate.
1st: Kyussbane – when fighting any minion of Kyuss,
receive your Class level as a bonus on damage rolls
and roll to overcome Spell Resistance.
Gift of the Worm 1 – by allowing a Worm of Kyuss into
your brain, you gain a ‘gift’ (see below) and a
‘madness’ (see DR338 p73), plus the worm dies. You
go through the same procedure at 3rd and 5th levels, so
some of the following increase as you go up in level:
Cannibalization – +1 to one ability score, but –1 to
two other ability scores (or –2 to one score).
Increased Spellcasting – +(#gifts) Caster levels.
Regained Lore – +(#gifts) bonus feats.
Spiritual Conduit – +(#gifts) bonus to Cleric level
when Turning/Rebuking Undead –and– all Cure
Wounds and Inflict Wound spells cast on you are
Empowered (i.e., +50%).
Sinister Smite – You must already have the gift
‘Spiritual Conduit’. When you Sneak Attack or
Critical Hit a living creature, it also takes 2 points
of Strength damage –and– Inflict Wound spells cast
on you are Empowered and Maximized.
Undead Smite – You must already have the gift
‘Spiritual Conduit’. You can now perform a Sneak
Attack or Critical Hit on an Undead creature –and–
Cure Wound spells cast on you are Empowered and
Maximized.
2nd: Wormscarred – immune to all Diseases and +2 bonus on
saves vs. Poison.
Detect Minion, at will. As Detect Undead, but only
works on the living and undead followers of Kyuss..
Yathchol
Webrider
(a creature
who can
magically or
naturally
create webs
and who gains
the ability to
teleport from
one web to
another, blast
people with
web, etc.)
(Und p46)
Hide: 8 ranks.
Move Silently: 4 ranks.
Feat: Dodge, Mobility, Skill
Focus (Craft (trapmaking)).
Must be able to cast Web as a
Spell or Spell-like ability
–or– be a member of a webspinning
race (such as
Chitine)
Min Lvl: Wiz3 / Rog3,
Sor13, Wiz13
HD: d8
Skill Points: 6
Attack: Rogue
Good Save: Will
Weap: Club,
Crossbow
(hand, light,
heavy),
Dagger,
Dart, Mace,
Morningstar,
Quarterstaff,
Rapier, Sap,
Shortbow, &
Shortsword.
Armor: Light
Class Lvls: 10
Str: Jump.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Tumble, Use Rope.
Int: Craft(trapmaking),
Know(arcana),
Search, Spellcraft.
Wis: Listen, Spot.
1st: Web Hide – you may make a Hide check as long as there
is a natural or magical web of at least 5’ by 5’ within
5’ of you.
Web Ride, 20’ – you may teleport between two section
of web that are each at least 5’ by 5’, up to 20’. This
may be broken into 10’ units (so at this level, you can
make one 20’ teleport or two 10’ teleports). At higher
levels, the distance increases.
2nd: Spider Climbing – gain a Climb speed of 20’ and the
ability to travel along ceilings and vertical surfaces.
Summon Spider (large), 1/day – either Summon Swarm
(spider swarm only) –or– Summon Monster V (large
monstrous spider only). Caster level is (5 + Class
level).
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes Page 92
Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features
Yathrinshee
(specialty
priest of the
Drow Deity of
Undeath &
Revenge)
(PGF p187)
Patron: Kiaransalee.
Race: Drow.
Gender: Female.
Know (arcana): 7 ranks.
Know (religion): 7 ranks.
Perform (sing): 3 ranks.
Feat: Lichloved,
Spell Focus (Necromancy).
Able to cast Animate Dead
as a Divine spell –and–
Spectral Hand as an Arcane
spell.
Min Lvl: Clr5 / Wiz3.
HD: d4
Skill Points: 2
Attack: Wizard
Good Save: Will
Weap: —
Armor: —
Class Lvls: 10
Con: Concentrate.
Int: Craft,
Know(any), Search,
Spellcraft.
Wis: Profession.
1st: +1d6 Sneak Attack.
When Rebuking & Controlling Undead, add your Class
levels to your Cleric levels.
Necromancer – when casting spells from the School of
Necromancy, your effective Caster level is the total of
all your caster levels.
2nd: +1 Arcane Caster level –and– +1 Divine Caster level.
Threnody, 1/day – while you sing, all Undead within 30’
gain a Gaze attack. The opponent of each Undead
sees it as a departed love one or a bitter foe & receives
a –2 penalty on attack rolls for 1d3 rounds (WillNeg
DC is Charisma-based).
Zhentarim Spy
(a spy who can
go undercover
and be totally
convincing in
the new role)
(PGF p77)
Alignment: LE, NE, CE.
Base Attack Bonus: +5.
Bluff: 5 ranks.
Disguise: 5 ranks.
Forgery: 5 ranks.
Gather Information: 5 ranks.
Feat: Deceitful.
Min Lvl: Bbn7, Brd7, Clr7,
Drd7, Ftr7, Mnk7, Rgr7,
Rog7, Sor10, Wiz10.
HD: d6
Skill Points: 6
Attack: Rogue
Good Save:
Ref, Will
Weap: Simple
Armor: Light,
Medium,
Shield.
Class Lvls: 5
Str: Climb, Jump.
Dex: Balance,
Escape Artist, Hide,
Move Silently,
Open Lock, Sleight
of Hand, Tumble,
Use Rope.
Int: Appraise,
Decipher Script,
Disable Device,
Forgery, Search.
Wis: Listen, Sense
Motive, Spot.
Cha: Bluff,
Diplomacy,
Disguise, Gather
Info., Intimidate,
Use Magic Device.
Speak Language.
1st: +1d6 Sneak Attack.
Cover Identity – you may have one fake identity for each
Craft skill and/or Profession skill in which you have
at least 2 ranks. Each identity must have a complete
background, including a name, place of origin, etc.
While operating under a cover identity, you receive a
+4 Circumstance bonus on Disguise checks & a +2
bonus on Bluff & Gather Info. checks. Both bonuses
are increased by +1 for each 2 ranks above 2 you have
in the associated Craft / Profession. Cover Identities
may be replaced by spending 1d4 tenday & 6d10 gp
to put together the necessary background, paper work,
etc.
2nd: Undetectable Alignment, always on as an Extraordinary
Ability (i.e., it is not detected by Detect Magic, cannot
be dispelled, etc.).
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Prestige Classes – Skipped Page 93
Skipped Prestige Classes
Epic Prestige Classes
Epic Artificer
(PGE p17)
Epic Barbarian
(DMG p207)
Epic Bard
(DMG p207)
Epic Cleric
(DMG p208)
Epic Druid
(DMG p208)
Epic Fighter
(DMG p208)
Epic Monk
(DMG p208)
Epic Paladin
(DMG p208)
Epic Ranger
(DMG p208)
Epic Rogue
(DMG p208)
Epic Sorcerer
(DMG p209)
Epic Warlock
(CArc p189) (CArcErrata)+
Epic Warmage
(CArc p189)
Epic Wizard
(DMG p209)
Epic Wu Jen
(CArc p189)
Netherese Arcanist
(the greatest human casters of the ancient
Netheril empire)
(PGF p132) (PGFe)+
Spellfire Hierophant
(able to work with the raw magic of the Weave
almost as well as the Deities themselves)
(PGF p133)
Prestige Classes for Non-Standard Races
Dawncaller
(a Goliath Bard who gains additional bardic
music effects to help his/her tribe)
(RoS p103)
Goliath Liberator
(a Goliath specialized in fighting Giants)
(RoS p112)
Loredelver
(an Illumian rogue / arcane caster who
specializes in exploring ruins)
(RoD p117)
Peregrine Runner
(a Goliath messenger/scout that can jump from
cliff to cliff and run all day)
(RoS p116)
Shadow Sentinel
(an Illumian focused on defending his/her race
from Githyanki, etc., with the use of a blade
made of shadow)
(RoD p137)
Skypledged
(a Raptorian caster who is allied with Air
Elementals and has many wind-based class
features)
(RotW p126)
Stormtalon
(a Raptorian combatant who gains additional
flying speed and skill with the exotic weapon
Foot Talons)
(RotW p126)
Stonespeaker Guardian
(a Goliath Druid who can become stone-like)
(RoS p127)
Non-Humanoid Prestige Classes
Black Blood Hunter
(lycanthrope who is a member of the People of
the Black Blood, who hunt & eat sentient
creatures for sport)
(CWar p40)
Ephemeral Exemplar
(an Incorporeal Undead that is more effective,
eventually being able to touch solid objects
while staying incorporeal)
(LM p53)
Hulking Hurler
(a Large-sized (or bigger) creature who
specializes in throwing boulders)
(CWar p40)
Illithid Body Tamer
(a Mindflayer practiced in melee (particularly its
tentacles) at the cost of its psionics)
(Und p35)
Inquisitor of the Drowning Goddess
(Kuo-Toan specialty templar to the Sea Mother)
(Und p39)
Lurking Terror
(an Undead that is extra-effective with its Spelllike
& Supernatural abilities and sneaking too)
(LM p54)
Master Vampire
(a Vampire that can have more and tougher
spawn)
(LM p55)
Ocular Master
(a Beholder who learns to combine multiple
eye-beams into a new effect)
(DR313 p57)
Risen Martyr
(a person who has earned Exalted feats & comes
back as a spirit to continue its work)
(BoED p69)
Sea Mother Whip
(Kuo-Toan specialty priest to the Sea Mother)
(Und p42)
Tomb Warden
(an Undead bound to guard a location, from
which it cannot be driven (i.e., Turned))
(LM p57)
Unholy Abomination
(an Aberration that makes a pact with the dark
powers, with increases its abilities, but making it
horrid to look at)
(DR313 p58)
Psionic Prestige Classes
Avantist
(a Kalashtar psionic who is trained to resist
Quoir spirits and help others resist them too)
(RoE p133)
Cognition Thief
(psionic who is particularly good at messing
with people’s minds)
(PGF p174)
Iron Mind
(a psionic trained to be physically & mentally
tough, and to help allies be tough too)
(RoS p114)
Mind Mage
(hybrid psionic & arcane caster)
(DR313 p50)
Quori Nightmare
(a Kalashtar psionic who is helps Quori spirits
and gains the power of nightmare)
(RoE p148)
Shadowmind
(hybrid psionic & rogue)
(CAdv p74)
Based on Optional Rules
Tainted Sorcerer
(a spellcaster who has absorbed ‘taint’ from an
Evil location, object, or act)
(UA p191)
Tainted Warrior
(a combatant who has absorbed ‘taint’ from an
Evil location, object, or act)
(UA p191)
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Classes – Skipped Page 94
Paragons
Aberrant Paragon
(a character who desires or is compelled to be
more like an Aberration)
(DR332 p45)
Drow Paragon
(focuses on becoming the perfect Drow)
(UA p32)
Dwarf Paragon
(focuses on becoming the perfect Dwarf,
including improved Stone-Cunning, better
Darkvision, etc.)
(UA p33)
Elf Paragon
(focuses on becoming the perfect Elf, including
even more acute senses, greater resistance to
Enchantments, etc.)
(UA p35)
Gnome Paragon
(focuses on becoming the perfect Gnome,
including improved ability with Illusions, more
acute senses, etc.)
(UA p36)
Half-Dragon Paragon
(focuses on becoming the perfect Half-Dragon,
including improved natural armor and more uses
of his/her breath weapon)
(UA p37)
Half-Elf Paragon
(focuses on becoming the perfect Half-Elf,
including more social abilities, better senses,
etc.)
(UA p39)
Half-Orc Paragon
(focuses on becoming the perfect Half-Orc,
including additional uses of Rage, bonuses on
Intimidate, etc.)
(UA p40)
Halfling Paragon
(focuses on becoming the perfect Halfling,
including more bonuses with thrown weapons,
improvements to racial skill bonuses, etc.)
(UA p42)
Human Paragon
(focuses on becoming the perfect Human,
including bonuses with feats and skills, etc.)
(UA p43)
Kobold Paragon
(focuses on becoming the perfect Kobold,
including improved Darkvision, bonuses when
fighting in tunnels, improved trapmaking &
mining abilites, etc.)
(wRotD1)
Orc Paragon
(focuses on becoming the perfect Orc, including
improved Darkvision, bonuses when fighting
Elves, etc.)
(UA p44)
Tiefling Paragon
(focuses on becoming the perfect Tiefling,
including better energy resistances, more uses of
spell-like abilities, etc.)
(UA p45)
Pending
I’m behind on a few issues. Until I catch up, here are the locations of the pending Prestige Classes.
Anarchomancer
(arcane caster that has the abiltiy to go under
“deep cover”, literally becoming a different
person as long as needed)
(DR315 p048)
Arvoreen’s Keeper
(specialty priest of the Halfling Deity of War)
(DR321 p76)
Arvoreen’s Warder
(specialty templar of the Halfling Deity of War)
(DR321 p76)
Barber
(master of gossip who knows how to brew
tonics that help and harm, from Al-Qadim)
(DR321 p84)
Battleguard of Tempus
(specialty cleric of the Lord of Battle)
(DR317 p76)
Boge of Nomog-Geaya
(specialty priest of the Deity of Hobgoblins)
(DR315 p101)
Cerebrex
(spellcaster who can control his/her own brain,
senses, & emotional responses, granting the
Scent ability, Blindsense, eidetic memory, etc.)
(DR317 p055)
Companion of the Dead
(a Gnome who becomes undead-like (feeling no
pain, needing no sleep, etc.), until he/she
eventually becomes Undead)
(DR315 p038)
Corsair
(sailor who is fast moving and gains bonuses
while at sea, from Al-Qadim)
(DR321 p86)
Deathstalker of Bhaal
(specialty templar of the Deity of Murder)
(DR322 p092)
Eagle Knight
(a non-evil warrior that can transform
himself/herself into an eagle (& eventually a
giant eagle) & learns flying combat techniques)
(DR315 p096)
Flux Adept
(spellcaster who can control his/her own blood,
muscles, organs, etc., so as to gain bonuses on
Escape Artist checks, resistant to inhospitable
climates, immunity to poison, feign death, etc.)
(DR317 p053)
Harmonium Peacekeeper
(planar lawkeepers (though they can be any
Lawful) that gain a special mount)
(DR315 p047)
Holy Slayer
(a lawful assassin-like class, from Al-Qadim)
(DR321 p87)
Jaguar Knight
(a non-good warrior that can transform
himself/herself into a jaguar (& eventually a dire
jaguar) and learns feline combat techniques)
(DR315 p096)
Luminaire
(enemy of “evil monsters” who can inspire
bravery)
(DR315 p101)
Mamluk
(warrior / scholar that is trained to fight in
hostile environments (particularly deserts), from
Al-Qadim)
(DR321 p89)
Omatu Master
(halfling monk that gains bonuses to offset the
penalties due to size)
(DR315 p085)
Osteomancer
(spellcaster who can control bones, extending
his own as as weapons, making them hard as
stone, paralyzing opponents by not allowing
their bones to move, etc.)
(DR317 p050)
Ranger Knight of Furyondy
(mounted warrior with enhanced ranger
abilities)
(DR317 p068)
Shadow Apostle
(specialty priest of the Deity of Darkness)
(DR322 p065)
Shark Cultist
(secret society whose members prove their
prowess by single-handedly killing a shark and
wearing its skin)
(DR315 p039)
Silverhair Knight
(specialty cleric of Deity of Good Drow, who
helps Drow who have come to the surface adjust
& protects them)
(DR315 p028)
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Apostle of Peace Spell List Page 95
Prestige Class Spell Lists
Apostle of Peace spell list
Prepared Divine spells based on Wisdom. (BoED p52)
0th Level
Create Water(PH p215) – Creates 2 gallons/level of pure water.
Cure Minor Wounds(PH p216) – Cures 1 point of damage.
Detect Magic(PH p219) – Detects spells and magic items within 60’.
Detect Poison(PH p219) – Detects poison in one creature or small object.
Guidance(PH p238) – +1 on one attack roll, saving throw, or skill check.
Light(PH p248) – Object shines like a torch.
Mending(PH p253) – Makes minor repairs on an object.
Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water.
Read Magic(PH p269) – Reads scrolls and spellbooks.
Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws.
Virtue(PH p289) – Subject gains 1 temporary hp.
1st Level
Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. fear.
Bless Water(PH p205) – Makes Holy Water.
Command(PH p211) – One subject obeys selected command for 1 round.
Comprehend Languages(PH p212) – You understand all spoken and written languages.
Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5).
Detect Evil(PH p218) – Reveals evil creatures, spells, or objects.
Detect Undead(PH p220) – Reveals undead within 60’.
Endure Elements(PH p226) – Exist comfortably in hot or cold environments.
Entropic Shield(PH p227) – Ranged attacks against you suffer 20% miss chance.
Eyes of the Avoral(BoED p99) – Subject gets +8 on Spot checks.
Hide from Undead(PH p241) – Undead can’t perceive one subject per level.
Obscuring Mist(PH p258) – Fog surrounds you.
Protection from Evil(PH p266) – +2 bonus to AC & saves against evil, counters mind control, & hedges out elementals & outsiders.
Ray of Hope(BoED p105) – Subject gains +2 bonus on attacks, saves, and checks.
Remove Fear(PH p271) – Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary(PH p274) – Opponents can’t attack you and you can’t attack.
Shield of Faith(PH p278) – Aura grants +2 (or higher) deflection bonus.
Vision of Heaven(BoED p111) – Evil creature is Dazed for 1 round.
2nd Level
Aid(PH p196) – +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/lvl (max +10)
Augury(PH p202) – Leans whether an action will be good or bad.
Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level.
Calm Emotions(PH p207) – Calms creatures, negating emotion effects.
Consecrate(PH p212) – Fills area with positive energy, making undead weaker.
Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10).
Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level.
Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level.
Ease Pain(BoED p97) – Remove lingering effects of pain.
Enthrall(PH p227) – Captivates all within 100’ + 10’ per level.
Glorious Raiment(BoED p99) – Wearer gains +1 Sacred bonus to AC per five caster levels and Damage Reduction 5 / evil.
Make Whole(PH p252) – Repairs an object.
Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level.
Remove Paralysis(PH p271) – Frees one or more creatures from paralysis, hold, or Slow.
Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Restoration, Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage.
Shield Other(PH p278) – You take half of subject’s damage.
Silence(PH p279) – Negate sound in 15’ radius.
Status(PH p284) – Monitors condition & position of allies.
Yoke of Mercy(BoED p112) – Target deals non-lethal damage.
Zone of Truth(PH p303) – Subjects within range cannot lie.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Apostle of Peace Spell List Page 96
Apostle of Peace spell list (continued)
3rd Level
Blessed Sight(BoED p92) – Evil auras become visible to you.
Create Food and Water(PH p214) – Feeds 3 humans (or 1 horse) per level.
Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15).
Dispel Magic(PH p223)(PH3.5e)+ – Cancels magical spells and effects.
Helping Hand(PH p239) – Ghostly hand leads subject to you.
Magic Circle against Evil(PH p249) – As Protection from Evil, but 10’ radius and 10 minutes per level.
Magic Vestment(PH p251) – Armor, shield, or clothes gain +1 enhancement per four levels.
Meld into Stone(PH p252) – You and your gear merge with stone.
Prayer(PH p264) – Allies gain +1 bonus on most rolls, enemies suffer –1 penalty.
Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy.
Refreshment(BoED p105) – Cures creatures of all non-lethal damage.
Remove Blindness/Deafness(PH p270) – Cures normal or magical conditions.
Remove Curse(PH p270) – Frees person or object from a curse.
Remove Disease(PH p271) – Cures all diseases affecting subject.
Remove Nausea(BoED p105) – Cure a Nauseated or Sickened creature.
Water Breathing(PH p300) – Subject can breathe underwater.
Water Walk(PH p300) – Subject treads on water as if solid.
Wind Wall(PH p302) – Deflects arrows, smaller creatures, and gases.
4th Level
Air Walk(PH p196) – Subject treads on air as if solid (climb at 45 degree angle).
Aspect of the Deity, Lesser(BoED p91) – Your form becomes more like your Deity’s.
Blood of the Marty(BoED 92) – You heal a target at range and take a like amount of damage.
Control Water(PH p214) – Raises, lowers bodies of water.
Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. +20).
Death Ward(PH p217) – Grants immunity to death spells and negative energy effects.
Discern Lies(PH p221) – Reveals deliberate falsehoods.
Dismissal(PH p222) – Forces a creature to return to native plane.
Divination(PH p224) – Provides useful advice for specific proposed actions.
Freedom of Movement(PH p233) – Subject moves normally despite impediments.
Good Hope(PH p237) – Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Imbue with Spell Ability(PH p243) – Transfer spells to subject.
Neutralize Poison(PH p257) – Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser(PH p261) – Exchange services with a 6 HD extraplanar creature.
Remove Fatigue(BoED p105) – Removes effects of Fatigue as 8 hours of rest.
Repel Vermin(PH p271) – Insects, spiders, and other vermin stay 10’ away.
Restoration(PH p272) – Restores level and ability score drains.
Sending(PH p275) – Delivers a short message anywhere, instantly.
Spell Immunity(PH p281) – Subject is immune to one spell per four levels.
Status, Greater(BoED p100) – As Status, but cast some spells through the bond.
Sustain(BoED p109) – Recipients need no food or drink for 6 hours per level.
Tongues(PH p294) – Speak any language.
5th Level
Atonement(PH p201) – Removes burden of misdeeds from subject.
Break Enchantment(PH p207) – Frees subject from enchantments, alterations, curses, and petrifaction.
Command, Greater(PH p211) – As Command, but affects one subject per level.
Commune(PH p211) – Deity answers one yes-or-no question per level.
Cure Light Wounds, Mass(PH p216) – Cures 1d8 + 1 / level damage for many creatures.
Dispel Evil(PH p222) – +4 bonus against attacks by evil creatures.
Energetic Healing(BoED p98) – Target is immune to one energy type and gains 10% of the energy damage as healing.
Hallow(PH p238) – Designates location as Holy.
Mark of Justice(PH p252) – Designates action that will trigger cure on subject.
Plane Shift(PH p262) – As many as eight subjects travel to another plane.
Raise Dead(PH p268) – Restores life to subject who died up to 1 day per level ago.
Sacred Guardian(BoED p106) – You know the status of subject and an teleport or scry without error.
Scrying(PH p274)(PH3.5e)+ – Spies on subject from a distance.
Spell Resistance(PH p282) – Subject gains Spell Resistance of 12 + 1 per level.
Symbol of Sleep(PH p291) – Triggered rune puts nearby creatures into a catatonic slumber.
True Seeing(PH p296) – See all things as they really are.
Wall of Stone(PH p299) – Creates a stone wall that can be shaped.
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Apostle of Peace Spell List Page 97
Apostle of Peace spell list (continued)
6th Level
Antilife Shell(PH p199) – 10’ radius field hedges out living creatures.
Aspect of the Deity(BoED p91) – As Lesser Aspect of the Deity, but you get Celestial qualities.
Banishment(PH p202) – Banishes 2 HD per level of extraplanar creatures.
Bear’s Endurance, Mass(PH p203) – As Bear’s Endurance, affects one subject per level.
Celestial Blood(BoED p94) – Grant energy resistance, +4 on saves against poison, and Damage Reduction 10/evil.
Cure Moderate Wounds, Mass(PH p216) – Cures 2d8 damage +1 per level for many creatures.
Dispel Magic, Greater(PH p210)(PH3.5e)+ – As Dispel Magic, but up to +20 on the check.
Eagle’s Splendor, Mass(PH p225) – As Eagle’s Splendor, affects one subject per level.
Forbiddance(PH p232) – Blocks planar travel, damages creatures of different alignment.
Geas/Quest(PH p234) – As Lesser Geas, plus it affects any creature.
Heal(PH p239) – Cures 10 points per level, all diseases and mental conditions.
Heroes’ Feast(PH p240) – Ford for one creature per level, cures, and grants combat bonuses.
Planar Ally(PH p261) – As Planar Ally, Lesser, but up to 12 HD.
Symbol of Persuasion(PH p290) – Triggered rune charms nearby creatures.
Wind Walk(PH p302) – You and your allies turn vaporous and travel fast.
Word of Recall(PH p303) – Teleports you back to a designated place.
7th Level
Bastion of Good(BoED p92) – Acts as Minor Globe of Invulnerability and double-strength Magic Circle against Evil.
Control Weather(PH p214) – Changes weather in local area.
Cure Serious Wounds, Mass(PH p216) – Cures 3d8 damage +1 per level for many creatures.
Ethereal Jaunt(PH p227) – You become ethereal for 1 round per level.
Refuge(PH p270) – Alters item to transport its possessor to you.
Regenerate(PH p270) – Subject’s severed limbs grow back, cures 4d8 damage +1 per level (max +35).
Repulsion(PH p271) – Creatures can’t approach you.
Restoration, Greater(PH p272) – As Restoration, plus restores all levels and ability scores.
Resurrection(PH p273) – Fully restore dead subject.
Scrying, Greater(PH p275)(PH3.5e)+ – As Scrying, but faster and longer.
Shield of the Archons(BoED p107) – Protective shield dissipates targeted magical attacks and grants +4 bonus on saving throws against magical areas and effects
8th Level
Antimagic Field(PH p200) – Negates magic within 10’.
Cure Critical Wounds, Mass(PH p216) – Cures 4d8 damage +1 per level for many creatures.
Discern Location(PH p222) – Reveals the exact location of a creature or object.
Holy Aura(PH p241) – +4 to AC, +4 resistance, SR25 against good spells.
Planar Ally, Greater(PH p261) – As Lesser Planar Ally, but up to 18 HD.
9th Level
Aspect of the Deity, Greater(BoED p92) – As Lesser Aspect of the Deity, but gain wings, enhanced ability scores, and various resistances and immunities.
Astral Projection(PH p201) – Projects you and companions into the Astral Plane.
End to Strife(BoED p98) – Any attack made within 80’ of caster causes attacker to take 1d6 of lethal or non-lethal damage per caster level (max 20d6).
Etherealness(PH p228) – Travel to Ethereal Plan with companions.
Gate(PH p234) – Connects two planes for travel or summoning.
Heal, Mass(PH p239) – As Heal, but with several subjects.
Miracle(PH p254) – Requests a deity’s intercession.
True Resurrection(PH p296) – As Resurrection, plus remains aren’t needed.
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Arachnomancer Supplemental Spell List Page 98
Arachnomancer supplemental spell list
The following spells are added to the Arachnomancer’s spell list. (Und p29)
0th Level
Stick(Und p61) – Glues an object weighting 5 pounds or less to a larger object.
1st Level
Summon Small Monstrous Spider(Und p29) – As Summon Monster, but you can only summon 1 Small Monstrous Spider.
2nd Level
Spiderskin(Und p61) – Subject gains increasing bonus of natural armor bonus, saves against poison, and Hide checks.
Summon Medium Monstrous Spider(Und p29) – As Summon Monster, but you can only summon 1 Medium Monstrous Spider or 1d3 Small Monstrous Spiders.
3rd Level
Neutralize Poison(PH p257) – Immunizes subject against poison, detoxifies venom in or on subject.
Poison(PH p262) – Touch deals 1d10 Constitution damage, repeats in 1 minute.
Summon Large Monstrous Spider(Und p29) – As Summon Monster, but you can only summon 1 Large Monstrous Spider, 1d3 Medium Monstrous Spiders, or 1d4+1
Small Monstrous Spiders.
4th Level
Giant Vermin (spiders only)(PH p235) – Turns spiders into giant vermin.
Repel Vermin(PH p271) – Insects, spiders, and other vermin stay 10’ away.
Summon Huge Monstrous Spider(Und p29) – As Summon Monster, but you can only summon 1 Huge Monstrous Spider, 1d3 Large Monstrous Spiders, or 1d4+1
Medium Monstrous Spiders.
5th Level
Spider Plague(Und p29) – As Insect Plague, but summons Spider Swarms instead of Locust Swarms.
6th Level
Summon Gargantuan Monstrous Spider(Und p29) – As Summon Monster, but you can only summon 1 Gargantuan Monstrous Spider, 1d3 Huge Monstrous Spiders,
or 1d4+1 Large Monstrous Spiders.
7th Level
Spider Shapes(Und p29) – As Animal Shapes, but allows transformation into Monstrous Spider form only.
8th Level
Summon Colossal Monstrous Spider(Und p29) – As Summon Monster, but you can only summon 1 Colossal Monstrous Spider, 1d3 Gargantuan Monstrous Spiders,
or 1d4+1 Huge Monstrous Spiders.
9th Level
Shapechange (spider-kind creatures only)(PH p277)(PH3.5e)+ – Transforms you into any creature, and change forms once per round.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Assassin Spell List Page 99
Assassin spell list
Prepared Arcane spells based on Intelligence. (DMG p181) (CWar p117)+ (PGF p82)+ (DR324 p71) (DR325 p72)+ (CArc p87)+ (CAdv p138)+
1st Level
Critical Strike(CAdv p145) – Swift. For 1 round you
gain +1d6 damage, doubled threat range, and +4
on attack rolls to confirm critical hits.
Dead End(DR325 p71) – Illusions conceal the targets’
trail.
Detect Poison(PH p219) – Detects poison in one
creature or small object.
Disguise Self(PH p222) – Changes our appearance.
Distract Assailant(CAdv p146) – Swift. One creature
is flat-footed for 1 round.
Feather Fall(PH p229) – Objects or creatures fall
slowly.
Ghost Sound(PH p235) – Figment sounds.
Insightful Feint(CAdv p153) – Swift. Gain +10 on
your next Bluff check to Feint in combat.
Instant Locksmith(CAdv p153) – Swift. Make Disable
Device or Open Lock check at +2 as a Free
Action.
Instant Search(CAdv p153) – Swift. Make Search
check at +2 as a Free Action.
Jump(PH p246) – Subject gains bonus on Jump
checks.
Low-Light Vision(CArc p113) – See twice as far as a
Human in poor illumination.
Obscuring Mist(PH p258) – Fog surrounds you.
Serene Visage(DR325 p72) – Grants a bonus on Bluff
checks.
Shock and Awe(DR325 p72) – Reduces a surprised
creature’s initiative roll.
Silent Portal(MoF p117) – Negates sound from door
or window.
Sleep(PH p280) – Puts 4HD of creatures into magical
slumber.
Sniper’s Shot(CAdv p157) – Swift. No range limit on
next ranged sneak attack.
True Strike(PH p296) – Add +20 insight bonus to
your next attack roll.
2nd Level
Alter Self(PH p197) – Assume the form of a similar
creature.
Cat’s Grace(PH 3.5p208) – Subject gains +4 Dexterity
for 1 minute per level.
Darkness(PH p216) – 20’ radius of supernatural
shadow.
Fire Shuriken(CArc p107) – Magical shuriken deal
3d6 Fire damage.
Fox’s Cunning(PH p233) – Subject gains +4
Intelligence for 1 minute per level.
Ice Knife(CArc p112) – Magical shard of ice deals 2d8
cold damage.
Illusory Script(PH p243) – Only intended reader can
decipher.
Invisibility(PH p245) – Subject is invisible for 1
minute per level or until it attacks.
Invisibility, Swift(CAdv p153) – Swift. You are
invisible for 1 round or until you attack.
Iron Silence(CAdv p153) – Armor touched has no
Armor Check penalty on Hide & Move Silently
checks for 1 hour per level.
Marked Man(DR325 p71) – Helps track a subject.
Pass without Trace(PH p259) – One subject per level
leaves no tracks or scent trail for 1 hour per lvl.
Phantom Foe(DR324 p71) – Phantasm flanks subject.
Spider Climb(PH p283) – Grants ability to walk on
walls & ceilings.
Undetectable Alignment(PH p297) – Conceals
alignment for 24 hours.
Wraithstrike(CAdv p158) – Swift. Your melee attacks
strike as touch attacks for 1 round.
3rd Level
Absorb Weapon(CAdv p142) – Hide a weapon, gain a
Bluff check with a +4 bonus to Feint when you
draw it.
Amorphous Form(Und p56) – Subject becomes
puddle-like and can slip through cracks quickly.
Deep Slumber(PH p217) – Puts 10HD of creatures to
sleep.
Deeper Darkness(PH p217) – Object sheds
supernatural shadow in 60’ radius.
False Life(PH p229) – Gain 1d10 temporary hp + 1
per level (max +10).
Magic Circle against Good(PH p250) – As Protection
from Good, but 10’ radius and 10 minutes per
level.
Misdirection(PH p254) – Misleads divinations for one
creature or object.
Nondetection(PH p257) – Hides subject from
divination and scrying.
Spectral Weapon(CAdv p157) – Swift. Use quasi-real
weapon to make touch attacks.
Spider Poison(MoF p123) – Touch deals 1d6 Str
damage, repeats in 1 minute.
4th Level
Clairaudience/Clairvoyance(PH p209) – Hear or see
at a distance for 1 minute per level.
Cursed Blade(CWar p117) – Wounds dealt by weapon
can’t be healed without Remove Curse.
Dimension Door(PH p221) – Teleports you a short
distance.
Freedom of Movement(PH p233) – Subject moves
normally despite impediments.
Glibness(PH p235) – You gain +30 bonus on Bluff
checks, and your lies can escape magical
discernment.
Greater Invisibility(PH p245) – As Invisibility, but
subject can attack and stay invisible.
Heart Ripper(CArc p110) – Kills living creatures with
less than 4HD.
Locate Creature(PH p249) – Indicates direction to
familiar creature.
Modify Memory(PH p255) – Changes 5 minutes of
subject’s memories.
Poison(PH p262) – Touch deals 1d10 Constitution
damage, repeats in 1 minute.
Shadow Form(CAdv p156) – Gain +4 on Hide, Move
Silently, and Escape Artist checks, and
concealment; you can move through obstacles if
you have ranks in Escape Artist.
Sniper’s Eye(CAdv p156) – Gain +10 Spot,
Darkvision, 60’ range for Sneak Attacks, and
Death Attacks with ranged weapons.
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Beloved of Valerian Spell List Page 100
Beloved of Valarian spell list
Prepared Divine spells based on Wisdom. (BoED p54)
1st Level
Calm Animals(PH p207) – Calms (2d4 + level) HD of animals.
Charm Animal(PH p208) – Makes one animal your friend.
Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5).
Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level.
Detect Snares and Pits(PH p220) – Reveals natural or primitive traps.
Entangle(PH p227) – Plants entangle everyone in a 40’ radius.
Eyes of the Avoral(BoED p99) – Subject gets +8 on Spot checks.
Longstrider(PH p249) – Increases your speed.
Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per level.
Speak with Animals(PH p281) – You can communicate with animals.
Summon Nature’s Ally I(PH p288) – Calls creature to fight.
2nd Level
Barkskin(PH p202) – Grants +2 (or higher) enhancement to natural armor.
Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10).
Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level.
Ease Pain(BoED p97) – Remove lingering effects of pain.
Hold Animal(PH p241) – Paralyzes one animal for 1 round per level.
Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level.
Neutralize Poison(PH p257) – Immunizes subject against poison, detoxifies venom in or on subject.
Remove Addiction(BoED p105) – Cures target of drug addiction.
Restoration, Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage.
Shield Other(PH p278) – You take half of subject’s damage.
Summon Nature’s Ally II(PH p288) – Calls creature to fight.
Zone of Truth(PH p303) – Subjects within range cannot lie.
3rd Level
Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15).
Darkvision(PH p216) – See 60’ in total darkness.
Discern Lies(PH p221) – Reveals deliberate falsehoods.
Heart’s Ease(BoED p100) – Removes fear, despair, confusion, insanity, and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.
Neutralize Poison(PH p257) – Immunizes subject against poison, detoxifies venom in or on subject.
Prayer(PH p264) – Allies gain +1 bonus on most rolls, enemies suffer –1 penalty.
Remove Disease(PH p271) – Cures all diseases affecting subject.
Summon Nature’s Ally III(PH p288) – Calls creature to fight.
Wind Wall(PH p302) – Deflects arrows, smaller creatures, and gases.
4th Level
Blinding Beauty(BoED p92) – You become as beautiful as a nymph, and can blind humanoids who look at you.
Commune with Nature(PH p211) – Learn about terrain for one mile per level.
Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. +20).
Dispel Evil(PH p222) – +4 bonus against attacks by evil creatures.
Freedom of Movement(PH p233) – Subject moves normally despite impediments.
Nondetection(PH p257) – Hides subject from divination and scrying.
Restoration(PH p272) – Restores level and ability score drains.
Spear of Valarian(BoED p107) – Transforms normal weapon into a +1 Silver Spear (+3 against Magical Beasts, which take +2d6 points of damage).
Summon Nature’s Ally IV(PH p288) – Calls creature to fight.
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Blackguard Spell List Page 101
Blackguard spell list
Prepared Divine spells based on Wisdom. (DMG p182) (PGF p83)+ (CDiv p135)+
1st Level
Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds.
Corrupt Weapon(DMG p182) – Weapon strikes true again good foes.
Cure Light Wounds(PH p215) – Cures 1d8 +1/level damage (max +5).
Divine Sacrifice(CDiv p163) – Sacrifice hit points for a damage bonus.
Doom(PH p225) – One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Faith Healing(MoF p93) – Cures 8 hp +1/level damage (max +5) to worshiper of your patron.
Golden Barding(CDiv p166) – Your mount gets force armor.
Inflict Light Wounds(PH p244) – Touch deals 1d8 damage +1 per level (max +5).
Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus.
Mark of the Outcast(Und p59) – Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC.
Resurgence(CDiv p177) – You grant a subject a second chance at a saving throw.
Strategic Charge(MoF p125) – You gain the benefits of the Mobility feat.
Summon Monster I (evil only)(PH p285) – Summons an Evil extraplanar creature to fight for you.
Summon Undead I(PGF p114)(PGFe)+ – Summons an Undead to fight for you.
Traveler’s Mount(CDiv p184) – Creature moves faster but can’t attack.
2nd Level
Blessed Aim(CDiv p154) – +2 bonus of allies’ ranged attacks.
Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level.
Clarity of Mind(Und p57) – Grants +4 bonus on saves involving charm, compulsion, and glamer spells; reduces glamer miss chance by 10%.
Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10).
Curse of Ill Fortune(CDiv p160) (MoF p86)(MoFe)+ – Subject suffers –3 penalty on attacks, saves, and checks.
Darkness(PH p216) – 20’ radius of supernatural shadow.
Death Knell(PH p217) – Kills dying creature; you gain 1d8 temporary hp, +2 Strength, and 1 level.
Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level.
Hand of Divinity(MoF p98) – Gives +2 sacred or profane bonus on worshipers of your patron.
Inflict Moderate Wounds(PH p244) – Touch attack, 2d8 +1 per level (max +10).
Shatter(PH p278) – Sonic vibration damages objects or crystalline creatures.
Summon Monster II (evil only)(PH p286) – Summons an Evil extraplanar creature to fight for you.
Summon Undead II(PGF p114)(PGFe)+ – Summons Undead to fight for you.
Wave of Grief(CDiv p188) – All in cone receive a –3 penalty on attacks, checks, and saves.
Zeal(CDiv p191) – You move through foes to attack the enemy you want.
3rd Level
Contagion(PH p213) – Infects subject with chosen disease.
Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15).
Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius.
Inflict Serious Wounds(PH p244) – Touch attack, 3d8 +1 per level (max +15).
Know Greatest Enemy(MoF p103) – Determines relative power level of creatures within the area.
Protection from Energy(PH p266) – Absorb 12 damage per level from on kind of energy.
Resurgence, Mass(CDiv p177) – As Resurgence, but multiple targets.
Summon Monster III (evil only)(PH p286) – Summons an Evil extraplanar creature to fight for you.
Summon Undead III(PGF p114)(PGFe)+ – Summons Undead to fight for you.
4th Level
Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. +20).
Freedom of Movement(PH p233) – Subject moves normally despite impediments.
Implacable Pursuer(CDiv p166) – You know where your prey is, as long as it’s moving.
Inflict Critical Wounds(PH p244) – Touch attack, 4d8 + 1 per level (max +20).
Poison(PH p262) – Touch deals 1d10 Constitution damage, repeats in 1 minute.
Revenance(CDiv p178)(MoF p113) – Restores dead creature to life for 1 minute per level.
Summon Monster IV (evil only)(PH p286) – Summons an Evil extraplanar creature to fight for you.
Summon Undead IV(PGF p114)(PGFe)+ – Summons Undead to fight for you.
Corrupt Sword(DMG p182) – Weapon becomes +5, deals +2d6 damage against good.
Weapon of the Deity(CDiv p188) – Gives your weapon magical powers appropriate to your patron deity.
Winged Mount(CDiv p190)(BoED p112) – Your mount sprouts wings and gains a fly speed of 60’ (good).
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Blighter Spell List Page 102
Blighter spell list
Prepared Divine spells based on Wisdom. (CDiv p25)(CDivErrata)+
0th Level
Detect Magic(PH p219) – Detects spells and magic items within 60’.
Detect Poison(PH p219) – Detects poison in one creature or small object.
Flare(PH p232) – Dazzles one creature (–1 on attack rolls).
Ghost Sound(PH p235) – Figment sounds.
Inflict Minor Wounds(PH p244) – Touch attack, 1 point of damage.
Read Magic(PH p269) – Reads scrolls and spellbooks.
Touch of Fatigue(PH p294) – Touch attack fatigues target.
1st Level
Bane(PH p203) – Enemies take –1 on attack rolls and saves against fear.
Burning Hands(PH p207) – 1d4 fire damage per level (max 5d4).
Curse Water(PH p216) – Makes Unholy Water.
Decomposition(CDiv p161) – Wounds deal 1 extra point of damage each round.
Detect Undead(PH p220) – Reveals undead within 60’.
Doom(PH p225) – One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements(PH p226) – Exist comfortably in hot or cold environments.
Inflict Light Wounds(PH p244) – Touch deals 1d8 damage +1 per level (max +5).
Hide from Animals(PH p241) – Animals can’t perceive one subject per level.
Ray of Enfeeblement(PH p260) – Ray reduces Strength by 1d6 points +1 per 2 levels (max +5).
2nd Level
Chill Metal(PH p209) – Cold metal damages those who touch it.
Chill Touch(PH p209) – 1 touch per level deals 1d6 damage and possibly 1 Strength damage.
Darkness(PH p216) – 20’ radius of supernatural shadow.
Death Knell(PH p217) – Kills dying creature; you gain 1d8 temporary hp, +2 Strength, and 1 level.
Fire Trap(PH p231) – Opened object deals 1d4 + 1 per level fire damage.
Flaming Sphere(PH p232) – Creates a ball of fire, 2d6 damage, lasts 1 round per level.
Heat Metal(PH p239) – Makes metal so hot it damages those who touch it.
Inflict Moderate Wounds(PH p244) – Touch attack, 2d8 +1 per level (max +10).
Produce Flame(PH p265) – 1d6 damage + 1 per level, touch or thrown.
Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Warp Wood(PH p300) – Bends wood (shaft, handle, door, plank).
3rd Level
Contagion(PH p213) – Infects subject with chosen disease.
Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius.
Desecrate(PH p218) – Fills area with negative energy, making undead stronger.
Diminish Plants(PH p221) – Reduces size or blights growth of normal plants.
Dispel Magic(PH p223)(PH3.5e)+ – Cancels magical spells and effects.
Inflict Serious Wounds(PH p244) – Touch attack, 3d8 +1 per level (max +15).
Poison(PH p262) – Touch deals 1d10 Constitution damage, repeats in 1 minute.
Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy.
Stinking Cloud(PH p284) – Nauseating vapors, 1 round per level.
Vampiric Touch(PH p298) – Touch deals 1d6 per 2 caster levels; caster gains damage as hit points.
4th Level
Animate Dead(PH p198) – Creates undead skeletons and zombies.
Antiplant Shell(PH p200) – Keeps animated plants at bay.
Blight(PH p206) – Withers one plant or deals 1d6 per level damage to a plant creature.
Death Ward(PH p217) – Grants immunity to death spells and negative energy effects.
Flame Strike(PH p231) – Smites foes with divine fire (1d6 / level).
Inflict Critical Wounds(PH p244) – Touch attack, 4d8 + 1 per level (max +20).
Languor(CDiv p167) – Ray slows target and diminishes its Strength.
Repel Vermin(PH p271) – Insects, spiders, and other vermin stay 10’ away.
Rusting Grasp(PH p273) – Your touch corrodes iron and alloys.
Transmute Mud to Rock(PH p295) – Transforms two 10’ cubes per level.
Transmute Rock to Mud(PH p295) – Transforms two 10’ cubes per level.
Unhallow(PH p297) – Designates location as Unholy.
Wall of Fire(PH p298) – Deals 2d4 fire damage out to 10’ and 1d4 out to 20’. Passing through wall deals 2d6 + 1 per level.
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Blighter Spell List Page 103
Blighter spell list (continues)
5th Level
Antilife Shell(PH p199) – 10’ radius field hedges out living creatures.
Contagious Touch(CDiv p159) – You infect one creature per round with a chosen disease.
Create Undead(PH p215) – Create ghouls, ghasts, mummies, or mohrgs.
Forbiddance(PH p232) – Blocks planar travel, damages creatures of different alignment.
Harm(PH p239) – Deals 10 hp per level to target
Repel Wood(PH p271) – Pushes away wooden objects.
Wave of Fatigue(PH p301) – Several targets become fatigued.
6th Level
Acid Fog(PH p196) – Fog deals acid damage.
Antipathy(PH p200) – Object of location affect by spell repels certain creatures.
Circle of Death(PH p209) – Kills 1d4 HD per level of creatures.
Finger of Death(PH p230) – Kills one subject.
Fire Seeds(PH p230) – Acorns and berries become grenades and bombs.
Dispel Magic, Greater(PH p210)(PH3.5e)+ – As Dispel Magic, but up to +20 on the check.
7th Level
Control Undead(PH p214) – Undead don’t attack you while under your command.
Control Weather(PH p214) – Changes weather in local area.
Earthquake(PH p225) – Intense tremor shakes 5’ per level radius.
Fire Storm(PH p231) – Deals 1d6 per level fire damage.
Miasma(CDiv p168)(CDivErrata)+ – Gas fills creature’s mouth, suffocating it.
Repel Metal or Stone(PH p271) – Pushes away metal and stone.
Repulsion(PH p271) – Creatures can’t approach you.
8th Level
Horrid Wilting(PH p242) – Deals 1d6 damage per level within 30’.
Mind Blank(PH p253) – Subject is immune to mental/emotional magic and scrying.
Shambler(PH p277) – Summons 1d4+2 shambling mounds to fight for you.
Waves of Exhaustion(PH p301) – Several targets become exhausted.
9th Level
Antipathy(PH p200) – Object of location affect by spell repels certain creatures.
Foresight(PH p207) – “Sixth sense” warns of impending danger.
Implosion(PH p243) – Kills one creature per round.
Incendiary Cloud(PH p244) – Cloud deals 4d6 fire damage per round.
Storm of Vengeance(PH p285) – Storm rains acid, lightning, and hail.
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Celebrant of Sharess Spell List Page 104
Celebrant of Sharess spell list
Charisma-based Impromptu Arcane Spells (PGF p181)
1st Level
Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds.
Charm Person(PH p209) – Make one person your friend.
Confusion, Lesser(PH p212) – One creature is confused for 1 round.
Daze(PH p217) – Humanoid creature of 4HD or less loses next action.
Disguise Self(PH p222) – Changes your appearance
Hypnotism(PH p242) – Fascinates 2d4 HD of creatures.
Lullaby(PH p249) – Makes subject drowsy; –5 on Spot & Listen checks, –2 Will saves against Sleep.
Ray of Hope(BoED p105) – Subject gains +2 Morale bonus on attacks, saves, & checks.
Read Magic(PH p269) – Reads scrolls and spellbooks.
Remove Fear(PH p271) – Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sleep(PH p280) – Puts 4HD of creatures into magical slumber.
Tasha’s Hideous Laughter(PH p292) – Subject loses actions for 1 round per level.
2nd Level
Alter Self(PH p197) – Assume the form of a similar creature.
Calm Emotions(PH p207) – Calms creatures, negating emotion effects.
Cat’s Grace(PH 3.5p208) – Subject gains +4 Dexterity for 1 minute per level.
Daze Monster(PH3.5 217) – Living creature up to 6HD or less looses next action.
Detect Thoughts(PH p220) – Allows “listening” to surface thoughts.
Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level.
Ease Pain(BoED p97) – Remove lingering effects of pain.
Enthrall(PH p227) – Captivates all within 100’ + 10’ per level.
Faerinaal’s Hymn(BoED p99) – Up to one creature per level cannot take attacks of opportunity.
Heroism(PH p240) – Gives a +2 on attack rolls, saves, & skill checks.
Hold Person(PH p241) – Paralyzes one person for up to 1 round per level.
Hypnotic Pattern(PH p242) – Fascinates (2d4 + level) HD of creatures.
Rage(PH p268) – Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Scare(PH p274) – Panics creatures of less than 6HD.
Suggestion(PH p285) – Compels subject to follow stated course of action.
Tongues(PH p294) – Speak any language.
Yoke of Mercy(BoED p112) – Target deals non-lethal damage.
3rd Level
Charm Monster(PH p209) – Makes monster believe it is your ally.
Confusion(PH p212) – Makes subject behave oddly for 1 round per level.
Crushing Despair(PH p215) – Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Deep Slumber(PH p217) – Puts 10HD of creatures to sleep.
Fear(PH p229) – Subjects within cone flee for 1 round per level.
Geas, Lesser(PH p235) – Commands subject of 7 HD or less.
Glibness(PH p235)(PH3.5e)+ – You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope(PH p237) – Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Refreshment(BoED p105) – Cures all non-lethal damage on creatures in a 20’ radius of the caster
Slow(PH p280) – One subject per level takes only one action per round, –2 AC and attack rolls.
Warcry(BoED p111) – Creatures within a 30’ cone cower for 1d4 rounds.
4th Level
Blinding Beauty(BoED p92) – You become as beautiful as a nymph, and can blind humanoids who look at you.
Break Enchantment(PH p207) – Frees subject from enchantments, alterations, curses, and petrifaction.
Dominate Person(PH p224) – Controls humanoid telepathically.
Hold Monster(PH p241) – As Hold Person, but can effect any creature.
Modify Memory(PH p255) – Changes 5 minutes of subject’s memories.
Rainbow Pattern(PH p268) – Lights fascinate 24 HD of creatures.
Suggestion, Mass(PH p285) – As Suggestion, plus one subject per level.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Champion of Gwynharwyf Spell List Page 105
Champion of Gwynharwyf spell list
Wisdom-based Prepared Divine Spells (BoED p57)
1st Level
Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. fear.
Bless Weapon(PH p205) – Weapon strikes true against evil foes.
Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5).
Detect Poison(PH p219) – Detects poison in one creature or small object.
Detect Undead(PH p220) – Reveals undead within 60’.
Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls.
Divine Sacrifice(BoED p97) – Sacrifice hit points for a damage bonus.
Endure Elements(PH p226) – Exist comfortably in hot or cold environments.
Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus.
Protection from Evil(PH p266) – +2 bonus to AC & saves against evil, counters mind control, & hedges out elementals & outsiders.
Read Magic(PH p269) – Reads scrolls and spellbooks.
Remove Fear(PH p271) – Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Resistance(PH p272) – Subject gains +1 resistance bonus on all saving throws.
Restoration, Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage.
Virtue(PH p289) – Subject gains 1 temporary hp.
2nd Level
Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level.
Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level.
Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level.
Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level.
Remove Paralysis(PH p271) – Frees one or more creatures from paralysis, hold, or Slow.
Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Shield Other(PH p278) – You take half of subject’s damage.
Warcry(BoED p111) – Creatures within a 30’ cone cower for 1d4 rounds.
3rd Level
Blessed Sight(BoED p92) – Evil aura become visible to you.
Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10).
Daylight(PH p216) – 60’ radius of bright light.
Discern Lies(PH p221) – Reveals deliberate falsehoods.
Dispel Magic(PH p223)(PH3.5e)+ – Cancels magical spells and effects.
Magic Circle against Evil(PH p249) – As Protection from Evil, but 10’ radius and 10 minutes per level.
Prayer(PH p264) – Allies gain +1 bonus on most rolls, enemies suffer –1 penalty.
Remove Blindness/Deafness(PH p270) – Cures normal or magical conditions.
Remove Curse(PH p270) – Frees person or object from a curse.
4th Level
Blood of the Martyr(BoED p92) – You heal a target at range and take a like amount of damage.
Break Enchantment(PH p207) – Frees subject from enchantments, alterations, curses, and petrifaction.
Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15).
Death Ward(PH p217) – Grants immunity to death spells and negative energy effects.
Dispel Evil(PH p222) – +4 bonus against attacks by evil creatures.
Freedom of Movement(PH p233) – Subject moves normally despite impediments.
Glory of the Martyr(BoED p99) – As Shield Other, but with multiple targets.
Holy Sword(PH p215) – Weapon becomes +5, deals +2d6 damage against evil.
Neutralize Poison(PH p257) – Immunizes subject against poison, detoxifies venom in or on subject.
Restoration(PH p272) – Restores level and ability score drains.
Sword of Conscience(BoED p109) – Evil creature confesses crime, takes Wisdom damage.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Consecrated Harrier Supplemental Spell List Page 106
Consecrated Harrier supplemental spell list
Prepared Divine spells based on Wisdom, in addition to those on the Ranger Spell List. (CDiv p29)
1st Level
Animate Rope(PH p199) – Makes a rope move at your command.
Calm Emotions(PH p207) – Calms creatures, negating emotion effects.
Command(PH p211) – One subject obeys selected command for 1 round.
Disguise Self(PH p222) – Changes your appearance.
Doom(PH p225) – One subject takes –2 on attack rolls, damage rolls, saves, and checks.
2nd Level
Charm Person(PH p209) – Make one person your friend.
Daylight(PH p216) – 60’ radius of bright light.
Detect Thoughts(PH p220) – Allows “listening” to surface thoughts.
Hold Person(PH p241) – Paralyzes one person for up to 1 round per level.
3rd Level
Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level.
Death Ward(PH p217) – Grants immunity to death spells and negative energy effects.
Discern Lies(PH p221) – Reveals deliberate falsehoods.
See Invisibility(PH p275) – Reveals invisible creatures or objects.
4th Level
Dismissal(PH p222) – Forces a creature to return to native plane.
Dominate Person(PH p224) – Controls humanoid telepathically.
Legend Lore(PH p246) – Lets you learn tales about a person, place, or thing.
Mark of Justice(PH p252) – Designates action that will trigger cure on subject.
Deadgrim supplemental spell list
Prepared Divine spells based on Wisdom. (MoE p58)
Note: Classes that do not have 0th level spell slots (such as Paladin & Ranger) should treat the 0th level spells as 1st level spells.
0th Level
Disrupt Undead(PH p223) – Deals 1d6 damage to one undead.
1st Level
Chill Touch(PH p209) – 1 touch per level deals 1d6 damage and possibly 1 Strength damage.
Detect Undead(PH p220) – Reveals undead within 60’.
Hide from Undead(PH p241) – Undead can’t perceive one subject per level.
2nd Level
Command Undead(PH p211) – An undead creature obeys your commands.
Ghoul Touch(PH p235) – Paralyzes one subject, who exudes stench that sickens those nearby.
3rd Level
Halt Undead(PH p238) – Immobilizes undead for 1 round per level.
Vampiric Touch(PH p298) – Touch deals 1d6 per 2 caster levels; caster gains damage as hit points.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Emissary of Barachiel Spell List Page 107
Emissary of Barachiel spell list
Impromptu Divine spells based on Charisma. (BoED p61)
1st Level
Charm Person(PH p209) – Make one person your friend.
Comprehend Languages(PH p212) – You understand all spoken and written languages.
Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5).
Hypnotism(PH p242) – Fascinates 2d4 HD of creatures.
Magic Mouth(PH p251) – Speaks once when triggered.
Message(PH p253) – Whispered conversation at distance.
Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos, counters mind control, & hedges out elementals & outsiders.
Protection from Evil(PH p266) – +2 bonus to AC & saves against evil, counters mind control, & hedges out elementals & outsiders.
Ray of Hope(BoED p105) – Subject gains +2 Morale bonus on attacks, saves, & checks.
Sanctuary(PH p274) – Opponents can’t attack you and you can’t attack.
Sleep(PH p280) – Puts 4HD of creatures into magical slumber.
Ventriloquism(PH p298) – Throws voice for 1 minute per level.
2nd Level
Animal Messenger(PH p198) – Sends a Tiny animal to a specific place.
Blindness/Deafness(PH p206) – Makes subject blind or deaf.
Blur(PH p206) – Attacks miss subject 20% of the time.
Calm Emotions(PH p207) – Calms creatures, negating emotion effects.
Cat’s Grace(PH 3.5p208) – Subject gains +4 Dexterity for 1 minute per level.
Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10).
Detect Thoughts(PH p220) – Allows “listening” to surface thoughts.
Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level.
Elation(BoED p98) – Allies gain +2 Morale bonus to Strength & Dexterity, and +5’ movement.
Enthrall(PH p227) – Captivates all within 100’ + 10’ per level.
Fox’s Cunning(PH p233) – Subject gains +4 Intelligence for 1 minute per level.
Glitterdust(PH p236) – Blinds creatures, outlines invisible creatures.
Hold Person(PH p241) – Paralyzes one person for up to 1 round per level.
Hypnotic Pattern(PH p242) – Fascinates (2d4 + level) HD of creatures.
Silence(PH p279) – Negate sound in 15’ radius.
Suggestion(PH p285) – Compels subject to follow stated course of action.
Tongues(PH p294) – Speak any language.
Whispering Wind(PH p301) – Sends a short message one mile per level.
3rd Level
Charm Monster(PH p209) – Makes monster believe it is your ally.
Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level.
Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15).
Daylight(PH p216) – 60’ radius of bright light.
Deep Slumber(PH p217) – Puts 10HD of creatures to sleep.
Dispel Magic(PH p223)(PH3.5e)+ – Cancels magical spells and effects.
Good Hope(PH p237) – Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste(PH p239) – One creature per level moves faster, +1 on attack rolls, AC, and Reflex saves.
Geas, Lesser(PH p235) – Commands subject of 7 HD or less.
Refreshment(BoED p105) – Cures all non-lethal damage on creatures in a 20’ radius of the caster
Remove Curse(PH p270) – Frees person or object from a curse.
Scrying(PH p274) (PH3.5e)+ – Spies on subject from a distance.
See Invisibility(PH p275) – Reveals invisible creatures or objects.
4th Level
Atonement(PH p201) – Removes burden of misdeeds from subject.
Break Enchantment(PH p207) – Frees subject from enchantments, alterations, curses, and petrifaction.
Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. +20).
Dream(PH p225) – Sends message to anyone sleeping.
Heaven’s Trumpet(BoED p101) – Blast of music paralyzes foes
Sending(PH p275) – Delivers a short message anywhere, instantly.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Exalted Arcanist Supplemental Spell List Page 108
Exalted Arcanist supplemental spell list
Impromptu Arcane spells based on Charisma that are added to the list of spell the Exalted Arcanist can learn. (BoED p62)
1st Level
Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. fear.
Vision of Heaven(BoED p111) – Evil creature is dazed for 1 round.
2nd Level
Consecrate(PH p212) – Fills area with positive energy, making undead weaker.
Zone of Truth(PH p303) – Subjects within range cannot lie.
3rd Level
Helping Hand(PH p239) – Ghostly hand leads subject to you.
Searing Light(PH p275) – Ray deals 1d8 per two levels, more against undead.
4th Level
Aspect of the Deity, Lesser(BoED p91) – Your form becomes more like your deity’s.
Holy Smite(PH p241) – Damages and blinds evil creatures.
Planar Ally, Lesser(PH p261) – Exchange services with a 6 HD extraplanar creature.
Sword of Conscience(BoED p109) – Evil creature confesses crime, takes Wisdom damage.
5th Level
Crown of Flame(BoED p95) – Aura burns evil outsiders, undead, and fey for 2d6 points of damage per round.
Hallow(PH p238) – Designates location as Holy.
Heavenly Lightning(BoED p100) – Arcs of radiant lightning deal 3d6 damage to one target per two caster levels.
Mark of Justice(PH p252) – Designates action that will trigger cure on subject.
6th Level
Aspect of the Deity(BoED p91) – As Lesser Aspect of the Deity, but you get Celestial qualities.
Bolt of Glory(BoED p92) – Ray deals 5d8 damage (varies against other creature types).
Planar Ally(PH p261) – As Planar Ally, Lesser, but up to 12 HD.
7th Level
Heavenly Lightning Storm(BoED p100) – Arcs of radiant lightning deal 5d6 damage to one target per level.
Holy Word(PH p242) – Kills, paralyzes, blinds, or deafens non-good subjects.
Righteous Smite(BoED p106) – Deals 1d6 damage per level (1d8 damage per level to Evil Outsiders) in a 20’ radius and blinds Evil foes.
8th Level
Holy Aura(PH p241) – +4 to AC, +4 resistance, SR25 against evil spells.
Planar Ally, Greater(PH p261) – As Lesser Planar Ally, but up to 18 HD.
9th Level
Aspect of the Deity, Greater(BoED p91) – As Lesser Aspect of the Deity, but gain wings, enhance ability scores, and various resistances and immunities.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Hathran Supplemental Spell List Page 109
Hathran supplemental spell list
The following spells are added to any Arcane or Divine spell list in which the Hathran can cast 4th level spells. (PGF p61)
0th Level
Naturewatch(MoF p110) – As Deathwatch, but only for animals and plants.
1st Level
Low-Light Vision(MoF p106) – See twice as far under current light.
Scatterspray(FR p73) – Targeted items scatter in a 10’ burst dealing 1d8 normal or subdual damage.
2nd Level
Flame Dagger(MoF p94) – Touch attack deals 1d4 + 1 per level (max +10) fire damage.
Moonbeam(FR p73) – Moveable beam of light that penetrates darkness and forces lycanthropes to change shape.
One with the Land(MoF p111) – Link with nature gives a +2 bonus on nature-related skill checks.
3rd Level
Flashburst(FR p70) – Flash of light dazzles and blinds in a 20’ burst.
Moon Blade(FR p72) – Touch attack deals 1d8 +1 per 2 levels, more to undead, plus scrambles spellcasting.
4th Level
Land Womb(MoF p104) – You and one creature/level hide within the earth.
Planar Ally, Lesser(PH p261) – Exchange services with a 6 HD extraplanar creature.
5th Level
Planar Binding, Lesser(PH p261) – Traps an extraplanar creature of 6 HD or less until it performs a task.
Moon Path(FR p72) – Form a bridge of moonlight
6th Level
Planar Ally(PH p261) – As Planar Ally, Lesser, but up to 12 HD.
Planar Binding(PH p261) – As Lesser Planar Binding, but up to 12 HD.
8th Level
Planar Binding, Greater(PH p261) – As Lesser Planar Binding, but up to 18 HD.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Holy Liberator Supplemental Spell List Page 110
Holy Liberator supplemental spell list
Prepared Divine spells based on Wisdom, in addition to those on the Paladin Spell List. (CDiv p46)
1st Level
Protection from Law(PH p266) – +2 bonus to AC & saves against law, counters mind control, & hedges out elementals & outsiders.
2nd Level
Heroism(PH p240) – Gives a +2 on attack rolls, saves, & skill checks.
3rd Level
Magic Circle against Law(PH p250) – As Protection from Law, but 10’ radius and 10 minutes per level.
4th Level
Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures.
Freedom of Movement(PH p233) – Subject moves normally despite impediments.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Hunter of the Dead Spell List Page 111
Hunter of the Dead spell list
Prepared Divine spells based on Wisdom. (CWar p43)
1st Level
Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5).
Hide from Undead(PH p241) – Undead can’t perceive one subject per level.
Magic Stone(PH p251) – Three stones become +1 projectiles, 1d6+1 damage.
Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus.
Remove Fear(PH p271) – Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
2nd Level
Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level.
Continual Flame(PH p213) – Makes a permanent, heatless torch.
Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10).
Darkvision(PH p216) – See 60’ in total darkness.
Remove Paralysis(PH p271) – Frees one or more creatures from paralysis, hold, or Slow.
Restoration, Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage.
3rd Level
Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15).
Daylight(PH p216) – 60’ radius of bright light.
Halt Undead(PH p238) – Immobilizes undead for 1 round per level.
Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy.
Searing Light(PH p275) – Ray deals 1d8 per two levels, more against undead.
Speak with Dead(PH p281) – Corpse answer one question per two levels.
4th Level
Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. +20).
Death Ward(PH p217) – Grants immunity to death spells and negative energy effects.
Disrupting Weapon(PH p223) – Melee weapon destroys undead.
Freedom of Movement(PH p233) – Subject moves normally despite impediments.Restoration(PH p272) – Restores level and ability score drains.
Hunter of the Dead Spell List Page 111
Hunter of the Dead spell list
Prepared Divine spells based on Wisdom. (CWar p43)
1st Level
Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5).
Hide from Undead(PH p241) – Undead can’t perceive one subject per level.
Magic Stone(PH p251) – Three stones become +1 projectiles, 1d6+1 damage.
Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus.
Remove Fear(PH p271) – Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
2nd Level
Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level.
Continual Flame(PH p213) – Makes a permanent, heatless torch.
Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10).
Darkvision(PH p216) – See 60’ in total darkness.
Remove Paralysis(PH p271) – Frees one or more creatures from paralysis, hold, or Slow.
Restoration, Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage.
3rd Level
Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15).
Daylight(PH p216) – 60’ radius of bright light.
Halt Undead(PH p238) – Immobilizes undead for 1 round per level.
Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy.
Searing Light(PH p275) – Ray deals 1d8 per two levels, more against undead.
Speak with Dead(PH p281) – Corpse answer one question per two levels.
4th Level
Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. +20).
Death Ward(PH p217) – Grants immunity to death spells and negative energy effects.
Disrupting Weapon(PH p223) – Melee weapon destroys undead.
Freedom of Movement(PH p233) – Subject moves normally despite impediments.
Restoration(PH p272) – Restores level and ability score drains.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Knight of the Chalice Spell List Page 112
Knight of the Chalice spell list
Prepared Divine spells based on Wisdom. (CWar p54)
1st Level
Bless Water(PH p205) – Makes Holy Water.
Bless Weapon(PH p205) – Weapon strikes true against evil foes.
Detect Chaos(PH p218) – Reveals chaotic creatures, spells, or objects.
Detect Evil(PH p218) – Reveals evil creatures, spells, or objects.
Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls.
Doom(PH p225) – One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements(PH p226) – Exist comfortably in hot or cold environments.
Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus.
Protection from Evil(PH p266) – +2 bonus to AC & saves against evil, counters mind control, & hedges out elementals & outsiders.
Remove Fear(PH p271) – Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Summon Monster I(PH p285) – Summons an extraplanar creature to fight for you.
2nd Level
Aid(PH p196) – +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/lvl (max +10)
Align Weapon(PH p197) – Weapon becomes good, evil, lawful, or chaotic.
Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level.
Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level.
Consecrate(PH p212) – Fills area with positive energy, making undead weaker.
Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Sound Burst(PH p281) – Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon(PH p283) – Magical weapon attacks on its own.
Summon Monster II(PH p286) – Summons an extraplanar creature to fight for you.
Undetectable Alignment(PH p297) – Conceals alignment for 24 hours.
3rd Level
Dispel Magic(PH p223)(PH3.5e)+ – Cancels magical spells and effects.
Invisibility Purge(PH p245) – Dispels invisibility within 5’ per level.
Magic Circle against Evil(PH p249) – As Protection from Evil, but 10’ radius and 10 minutes per level.
Magic Vestment(PH p251) – Armor, shield, or clothes gain +1 enhancement per four levels.
Prayer(PH p264) – Allies gain +1 bonus on most rolls, enemies suffer –1 penalty.
Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy.
Searing Light(PH p275) – Ray deals 1d8 per two levels, more against undead.
Shout(PH p279) – Deafens all within cone and deals 5d6 damage.
Summon Monster III(PH p286) – Summons an extraplanar creature to fight for you.
4th Level
Aspect of the Deity, Lesser(BoED p91) – Your form becomes more like your Deity’s.
Dimensional Anchor(PH p221)(PH p250)+ – Bars extradimensional movement.
Discern Lies(PH p221) – Reveals deliberate falsehoods.
Dismissal(PH p222) – Forces a creature to return to native plane.
Dispel Evil(PH p222) – +4 bonus against attacks by evil creatures.
Holy Smite(PH p241) – Damages and blinds evil creatures.
Magic Weapon, Greater(PH p251) – +1 bonus per four levels (max +5).
Planar Ally, Lesser(PH p261) – Exchange services with a 6 HD extraplanar creature.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Master of the South Wind Spell List Page 113
Master of the South Wind spell list
Impromptu Arcane spells based on Charisma. (DR314 p35)
1st Level
Disguise Self(PH p222) – Changes your appearance
Endure Elements(PH p226) – Exist comfortably in hot or cold environments.
Entropic Shield(PH p227) – Ranged attacks against you suffer 20% miss chance.
Feather Fall(PH p229) – Objects or creatures fall slowly.
Ghost Sound(PH p235) – Figment sounds.
Jump(PH p246) – Subject gains bonus on Jump checks.
Obscuring Mist(PH p258) – Fog surrounds you.
Sleep(PH p280) – Puts 4HD of creatures into magical slumber.
2nd Level
Cat’s Grace(PH 3.5p208) – Subject gains +4 Dexterity for 1 minute per level.
Darkness(PH p216) – 20’ radius of supernatural shadow.
Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level.
Fog Cloud(PH p232) – Fog obscures vision.
Gust of Wind(PH p238) – Blows away or knocks down smaller creatures.
Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks.
Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per level.
Spider Climb(PH p283) – Grants ability to walk on walls & ceilings.
Stolen Breath(DR314 p40) – Target living creature has its breath taken away, leaving it gasping.
Whispering Wind(PH p301) – Sends a short message one mile per level.
Wind Wall(PH p302) – Deflects arrows, smaller creatures, and gases.
3rd Level
Capricious Zephyr(DR314 p38) – Creates a ball of spinning wind that the caster can move around. Any creature touched by it receives a Bull Rush.
Deep Slumber(PH p217) – Puts 10HD of creatures to sleep.
Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius.
Gaseous Form(PH p234) – Subject becomes insubstantial and can fly slowly.
Misdirection(PH p254) – Misleads divinations for one creature or object.
Nondetection(PH p257) – Hides subject from divination and scrying.
Updraft(DR314 p40) – Caster is held up by a column of air, which can be used to negate falling or to awkwardly fly.
4th Level
Air Walk(PH p196) – Subject treads on air as if solid (climb at 45 degree angle).
Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level.
Cyclonic Blast(DR314 p38) – Creates a blast of air from the caster out to Medium-range, which does 1d6 per level & a Bull Rush.
Dimension Door(PH p221) – Teleports you a short distance.
Freedom of Movement(PH p233) – Subject moves normally despite impediments.
Invisibility, Greater(PH p245) – As Invisibility, but subject can attack and stay invisible.
Modify Memory(PH p255) – Changes 5 minutes of subject’s memories.
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prime Underdark Guide Spell List Page 114
Prime Underdark Guide spell list
Prepared Arcane spells based on Intelligence. (Und p42)
1st Level
Alarm(PH p197) – Wards an area for 2 hours per level.
Create Water(PH p215) – Creates 2 gallons per level of pure water.
Detect Magic(PH p219) – Detects spells and magic items within 60’.
Disguise Self(PH p222) – Changes your appearance
Endure Elements(PH p226) – Exist comfortably in hot or cold environments.
Expeditious Retreat(PH p228) – Your land speed increases by 30’.
Feather Fall(PH p229) – Objects or creatures fall slowly.
Jump(PH p246) – Subject gains bonus on Jump checks.
Light(PH p248) – Object shines like a torch.
Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water.
Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Spider Climb(PH p283) – Grants ability to walk on walls & ceilings.
Stick(Und p61) – Glues an object weighting 5 pounds or less to a larger object.
2nd Level
Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level.
Burrow(Und p56) – Subject grows claws and gains a Burrowing speed of 10’.
Cat’s Grace(PH 3.5 p208) – Subject gains +4 Dexterity for 1 minute per level.
Eagle’s Splendor(PH p225) – Subject gains +4 Charisma for 1 minute per level.
Darkvision(PH p216) – See 60’ in total darkness.
Owl’s Wisdom(PH p259) – Subject gains +4 Wisdom for 1 minute per level.
Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per level.
Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy.
Reflective Disguise(Und p60) – Viewers see you as their own species and gender.
3rd Level
Amorphous Form(Und p56) – Subject becomes puddle-like and can slip through cracks quickly.
Create Food and Water(PH p214) – Feeds 3 humans (or 1 horse) per level.
Daylight(PH p216) – 60’ radius of bright light.
Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius.
Shadow Mask(FR p73) – Shadows hide your face and protect against darkness, light, and gazes.
Suggestion(PH p285) – Compels subject to follow stated course of action.
4th Level
Deeper Darkvision(Und p58) – Subject can see 60’ in magical darkness.
Dimension Door(PH p221) – Teleports you a short distance.
Freedom of Movement(PH p233) – Subject moves normally despite impediments.
Good Hope(PH p237) – Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Burrow, Mass(Und p56) – As Burrow, but affects one subject per level.
Darkvision, Mass(CArc p102) – Creatures in a 10’ radius gain the ability to see 50’ in total darkness.
Reflective Disguise, Mass(Und p61) – Viewers see subjects as their own species and gender.
Sending(PH p275) – Delivers a short message anywhere, instantly.Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Purebreath Devotee Spell List Page 115
Purebreath Devotee spell list
Impromptu Divine spells based on Wisdom. (DR314 p62)
1st Level
Cure Light Wounds(PH p215) – Cures 1d8 + 1 per level damage (max +5).
Detect Poison(PH p219) – Detects poison in one creature or small object.
Expeditious Retreat(PH p228) – Your land speed increases by 30’.
Feather Fall(PH p229) – Objects or creatures fall slowly.
Jump(PH p246) – Subject gains bonus on Jump checks.
Obscuring Mist(PH p258) – Fog surrounds you.
Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water.
2nd Level
Calm Emotions(PH p207) – Calms creatures, negating emotion effects.
Cure Moderate Wounds(PH p216) – Cures 2d8 damage +1 per level (max +10).
Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level.
Fog Cloud(PH p232) – Fog obscures vision.
Levitate(PH p248) – Subject moves up and down at your direction.
Restoration, Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage.
See Invisibility(PH p275) – Reveals invisible creatures or objects.
Wind Wall(PH p302) – Deflects arrows, smaller creatures, and gases.
Whispering Wind(PH p301) – Sends a short message one mile per level.
3rd Level
Cure Serious Wounds(PH p216) – Cures 3d8 damage + 1 per level (max +15).
Dispel Magic(PH p223)(PH3.5e)+ – Cancels magical spells and effects.
Fly(PH p232) – Subject flies at a speed of 60’.
Gaseous Form(PH p234) – Subject becomes insubstantial and can fly slowly.
Gentle Repose(PH p234) – Preserves one corpse.
Gust of Wind(PH p238) – Blows away or knocks down smaller creatures.
Haste(PH p239) – One creature per level moves faster, +1 on attack rolls, AC, and Reflex saves.
Remove Blindness/Deafness(PH p270) – Cures normal or magical conditions.
Remove Curse(PH p270) – Frees person or object from a curse.
Remove Disease(PH p271) – Cures all diseases affecting subject.
Water Breathing(PH p300) – Subject can breathe underwater.
4th Level
Air Walk(PH p196) – Subject treads on air as if solid (climb at 45 degree angle).
Atonement(PH p201) – Removes burden of misdeeds from subject.
Break Enchantment(PH p207) – Frees subject from enchantments, alterations, curses, and petrifaction.
Control Winds(PH p214) – Change wind direction and speed.
Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level.
Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. +20).
Death Ward(PH p217) – Grants immunity to death spells and negative energy effects.
Freedom of Movement(PH p233) – Subject moves normally despite impediments.
Neutralize Poison(PH p257) – Immunizes subject against poison, detoxifies venom in or on subject.
Quench(PH p267) – Extinguishes nonmagical fires or one magic item.
Solid Fog(PH p281) – Blocks vision and slows movement.Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Slayer of Domiel Spell List Page 116
Slayer of Domiel spell list
Prepared Divine spells based on Wisdom. (BoED p75)
1st Level
Bless Weapon(PH p205) – Weapon strikes true against evil foes.
Deathwatch(PH p217) – Reveals how near death subjects within 30’ are.
Disguise Self(PH p222) – Changes your appearance
Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls.
Ghost Sound(PH p235) – Figment sounds.
Obscuring Mist(PH p258) – Fog surrounds you.
Spider Climb(PH p283) – Grants ability to walk on walls & ceilings.
Vision of Heaven(BoED p111) – Evil creature is dazed for 1 round.
2nd Level
Alter Self(PH p197) – Assume the form of a similar creature.
Darkness(PH p216) – 20’ radius of supernatural shadow.
Gentle Repose(PH p234) – Preserves one corpse.
Pass without Trace(PH p259) – One subject per level leaves no tracks or scent trail for 1 hour per level.
3rd Level
Blessed Sight(BoED p92) – Evil auras become visible to you.
Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius.
Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks.
Misdirection(PH p254) – Misleads divinations for one creature or object.
Nondetection(PH p257) – Hides subject from divination and scrying.
Speak with Dead(PH p281) – Corpse answer one question per two levels.
4th Level
Death Ward(PH p217) – Grants immunity to death spells and negative energy effects.
Dimension Door(PH p221) – Teleports you a short distance.
Freedom of Movement(PH p233) – Subject moves normally despite impediments.
Holy Sword(PH p215) – Weapon becomes +5, deals +2d6 damage against evil.
Invisibility, Greater(PH p245) – As Invisibility, but subject can attack and stay invisible.
Sword of Conscience(BoED p109) – Evil creature confesses crime, takes Wisdom damage.Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Son of Mercy Spell List Page 117
Son of Mercy spell list
Prepared Divine spells based on Wisdom. (DR339 p41)
1st Level
Alarm(PH p197) – Wards an area for 2 hours per level.
Animate Rope(PH p199) – Makes a rope move at your command.
Arcane Mark(PH201 p201) – Inscribes a personal rune (visible or invisible).
Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds.
Command(PH p211) – One subject obeys selected command for 1 round.
Comprehend Languages(PH p212) – You understand all spoken and written languages.
Detect Chaos(PH p218) – Reveals chaotic creatures, spells, or objects.
Detect Magic(PH p219) – Detects spells and magic items within 60’.
Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus.
True Strike(PH p296) – Add +20 insight bonus to your next attack roll.
2nd Level
Align Weapon(PH p197) – Weapon becomes good, evil, lawful, or chaotic.
Blindness/Deafness(PH p206) – Makes subject blind or deaf.
Knock(PH p246) – Opens locked or magically sealed door.
Hold Person(PH p241) – Paralyzes one person for up to 1 round per level.
Scare(PH p274) – Panics creatures of less than 6HD.
Zone of Truth(PH p303) – Subjects within range cannot lie.
3rd Level
Clairaudience/Clairvoyance(PH p209) – Hear or see at a distance for 1 minute per level.
Dispel Magic(PH p223)(PH3.5e)+ – Cancels magical spells and effects.
Hold Monster(PH p241) – As Hold Person, but can effect any creature.
Invisibility Purge(PH p245) – Dispels invisibility within 5’ per level.
Suggestion(PH p285) – Compels subject to follow stated course of action.Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Vassal of Bahamut Spell List Page 118
Temple Raider of Olidammara spell list
Prepared Divine spells based on Wisdom. (CDiv p68)
1st Level
Detect Law(PH p219) – Reveals lawful creatures, spells, or objects.
Detect Secret Doors(PH p220) – Reveals hidden doors within 60’.
Disguise Self(PH p222) – Changes your appearance.
Hide from Undead(PH p241) – Undead can’t perceive one subject per level.
Obscuring Mist(PH p258) – Fog surrounds you.
Protection from Law(PH p266) – +2 bonus to AC & saves against law, counters mind control, & hedges out elementals & outsiders.
2nd Level
Augury(PH p202) – Leans whether an action will be good or bad.
Cat’s Grace(PH 3.5 p208) – Subject gains +4 Dexterity for 1 minute per level.
Darkvision(PH p216) – See 60’ in total darkness.
Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level.
Invisibility(PH p245) – Subject is invisible for 1 minute per level or until it attacks.
Restoration, Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage.
Undetectable Alignment(PH p297) – Conceals alignment for 24 hours.
3rd Level
Locate Object(PH p249) – Senses direction toward object (specific or type).
Magic Circle against Law(PH p250) – As Protection from Law, but 10’ radius and 10 minutes per level.
Nondetection(PH p257) – Hides subject from divination and scrying.
Obscure Object(PH p258) – Masks object against scrying.
Remove Curse(PH p270) – Frees person or object from a curse.
Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type.
See Invisibility(PH p275) – Reveals invisible creatures or objects.
4th Level
Air Walk(PH p196) – Subject treads on air as if solid (climb at 45 degree angle).
Confusion(PH p212) – Makes subject behave oddly for 1 round per level.
Death Ward(PH p217) – Grants immunity to death spells and negative energy effects.
Freedom of Movement(PH p233) – Subject moves normally despite impediments.
Neutralize Poison(PH p257) – Immunizes subject against poison, detoxifies venom in or on subject.
Restoration(PH p272) – Restores level and ability score drains.
Spell Immunity(PH p281) – Subject is immune to one spell per four levels.Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Vassal of Bahamut Spell List Page 119
Vassal of Bahamut spell list
Prepared Divine spells based on Wisdom. (BoED p81)
1st Level
Bless(PH p205) – Allies gain+1 morale bonus to attacks & saves vs. fear.
Bless Weapon(PH p205) – Weapon strikes true against evil foes.
Divine Favor(PH p224) – You gain +1 per three levels on attack and damage rolls.
Endure Elements(PH p226) – Exist comfortably in hot or cold environments.
Lantern Light(BoED p101) – Ranged touch attacks deal 1d6 points of damage.
Protection from Evil(PH p266) – +2 bonus to AC & saves against evil, counters mind control, & hedges out elementals & outsiders.
Shield of Faith(PH p278) – Aura grants +2 (or higher) deflection bonus.
2nd Level
Align Weapon(PH p197) – Weapon becomes good, evil, lawful, or chaotic.
Bear’s Endurance(PH p203) – Subject gains +4 Constitution for 1 minute per level.
Bull’s Strength(PH p207) – Subject gains +4 Strength for 1 minute per level.
Disguise Self(PH p222) – Changes your appearance
Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Shield Other(PH p278) – You take half of subject’s damage.
Undetectable Alignment(PH p297) – Conceals alignment for 24 hours.
3rd Level
Discern Lies(PH p221) – Reveals deliberate falsehoods.
Magic Circle against Evil(PH p249) – As Protection from Evil, but 10’ radius and 10 minutes per level.
Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy.
Refreshment(BoED p105) – Cures all non-lethal damage on creatures in a 20’ radius of the caster
Searing Light(PH p275) – Ray deals 1d8 per two levels, more against undead.
4th Level
Dispel Evil(PH p222) – +4 bonus against attacks by evil creatures.
Divination(PH p224) – Provides useful advice for specific proposed actions.
Divine Power(PH p224) – You gain attack bonus, +6 to Str, and 1 hp per level.
Holy Sword(PH p215) – Weapon becomes +5, deals +2d6 damage against evil.
Tongues(PH p294) – Speak any language.Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Class Availability Page 120
Prestige Class Availability
Lists the lowest level a singled classed character can enter the specified Prestige Class. The lowest level calculation does not include any racial specific bonuses,
such as a Human’s bonus feat, an Elf’s weapon familiarities, etc.
Barbarian
In-Class Skills – Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Wis: Listen, Survival. Cha: Handle Animals, Intimidate.
Weapons – All Simple & Martial. Armor: Light, Medium, Shields.
Level Feats Class BAB Fort Ref Will Skill Skill cc Classes
1 1 Rage 1 2 0 0 4 2.0
2 1 – 2 3 0 0 5 2.5 Stoneblessed
3 2 – 3 3 1 1 6 3.0
4 2 – 4 4 1 1 7 3.5 Dragonmark Heir, Purple Dragon Knight
5 2 – 5 4 1 1 8 4.0
Apelord, Bearlord, Beastmaster, Birdlord, Bloodhound, Catlord, Dark Hunter, Extreme
Explorer, Halfling Outrider, Horselord, Menacing Brute, Mole, Occult Slayer, Outcast
Champion, Pious Templar, Ravager, Reachrunner, Reforged, Sharklord, Snake Shen,
Snakelord, Stonelord, Thayan Knight, Tiger Shen, Wolflord
6 3 – 6 5 2 2 9 4.5
Blade Bravo, Champion of Gwynharwyf, Dragon Shen, Exotic Weapon Master, Eye of
Gruumsh, Gnome Giant-Slayer, Infused Spellcaster, Infused Warrior, Master Thrower,
Purebreath Devotee, Purple Dragon Knight’, Ronin, Ruathar, Spirit Speaker, Sword of
Righteousness, Sworn Slayer, Thrall of Kostchtchie, Warforged Juggernaut,
Weretouched Master
7 3 – 7 5 2 2 10 5.0
Battlesmith, Beloved of Valarian, Bear Warrior, Branch Dancer, Blackguard, Cragtop
Archer, Crane Shen, Darkwood Stalker, Deepwarden, Divine Champion, Divine
Crusader, Duelist, High Handcrafter, Holy Liberator, Mantis Shen, Monkey Shen,
Panther Shen, Prime Underdark Guide, Reaping Mauler, Skylord, Streetfighter, Suel
Arcanamach, Wildrunner, Wormhunter, Zhentarim Spy
8 3 – 8 6 2 2 11 5.5 Firestorm Berserker.
9 4 – 9 6 3 3 12 6.0 Aerial Avenger, Bowman Charger, Dervish, Frenzied Berserker, Ghost-Faced Killer,
Master Inquisitive, Order of the Bow Initiate, Shaaryan Hunter, Slime Lord
10 4 – 10 7 3 3 13 6.5 Exemplar
11 4 – 11 7 3 3 14 7.0 Celebrant of Sharess
12 5 – 12 8 4 4 15 7.5 Heir of Siberys, Knight of Holy Shielding, Tempest
13 5 – 13 8 4 4 16 8.0
Assassin, Cavelord, Chameleon, Champion of Corellon Larethian, Charlatan, Dread
Pirate, Evangelist, Harper Agent, Invisible Blade, Poisoner, Replacement Killer, Scar
Enforcer, Sentinel of Bharrai, Shadow Thief of Amn, Spymaster, Stalker of Kharash,
Stonedeath Assassin, Stoneface, Temple Raider of Olidammara, Ur-Priest, Vigilante
14 5 – 14 9 4 4 17 8.5
15 6 – 15 9 5 5 18 9.0 Apostle of Peace, Cabinet Trickster, Monk of the Long Death, Thrall of Baphomet
16 6 – 16 10 5 5 19 9.5
17 6 – 17 10 5 5 20 10.0 Divine Seeker, Dungeon Delver, Ollam, Shadow Dancer, Urban Soul
18 7 – 18 11 6 6 21 10.5
19 7 – 19 11 6 6 22 11.0
20 7 – 20 12 6 6 23 11.5
Barbarian
Never: Acolyte of the Skin, Alchemist Savant, Alienist, Anointed Knight, Arachnomancer, Arcane Archer, Arcane Devotee, Arcane Hierophant, Arcane Trickster, Archmage, Argent
Savant, Battle Howler of Gruumsh, Black Flame Zealot, Bladesinger, Blighter, Blood Magus, Cannith Wand Adept, Cavalier, Celestial Mystic, Chimeric Champion of Garl
Glittergold, Church Inquisitor, Citadel Elite, Contemplative, Daggerspell Mage, Daggerspell Shaper, Darkwater Knight, Deadgrim, Deep Diviner, Defender of Sealtiel, Divine
Disciple, Divine Oracle, Divine Prankster, Dragon Disciple, Drow Judicator, Drunken Master, Dwarven Defender, Earth Dreamer, Earthshaker, Effigy Master, Eldeen Ranger, Eldritch
Knight, Elemental Savant, Emissary of Barachiel, Enlightened Fist, Entropomancer, Evereskan Tomb Guardian, Exalted Arcanist, Exorcist of the Silver Flame, Eye of Horus-Re,
Fatespinner, Fist of Raziel, Fochlucan Lyrist, Force Missile Mage, Geomancer, Geometer, Green Whisperer, Green Star Adept, Hammer of Moradin, Harper Paragon, Hathran,
Heartfire Fanner, Hierophant, Highland Stalker, Horizon Walker, Hospitaler, Hunter of the Dead, Icesinger, Imaskari Vengeance Taker, Incantatrix, Incantifier, Initiate of Pistis
Sophia, Itinerant Warder of Yondala, Initiate of the Sevenfold Veil, Jester, Jobber, Justicar, Justice Hammer of Moradin, Justiciar of Tyr, Kensai, Knight of the Chalice, Knight
Protector, Lion of Talisid, Loremaster, Luckstealer, Maester, Mage of the Arcane Order, Magic Filcher, Maiden of Pain, Martyred Champion of Ilmater, Master Astrologer, Master of
Many Forms, Master of the East Wind, Master of the North Wind, Master of the South Wind, Master of the Unseen Hand, Master of the West Wind, Master Transmogrifist, Memory
Smith, Mindbender, Mindspy, Moonspeaker, Morninglord of Lathander, Mourner, Mystic Keeper of Corellon Larethian, Mystic Theurge, Nature’s Warrior, Nightsong Enforcer,
Nightsong Infiltrator, Oppressor, Prophet of Erathaol, Radiant Servant of Pelor, Rage Mage, Rainbow Servant, Recaster, Red Wizard, Runecaster, Runesmith, Sacred Exorcist, Sacred
Fist, Seeker of the Misty Isle, Seeker of the Song, Shadow Adept, Shadowbane Inquisitor, Shadowbane Stalker, Shadowcraft Mage, Shadowcrafter, Shaper of Form, Sharn Skymage,
Shinning Blade of Heironeous, Slayer of Domiel, Son of Mercy, Spellsword, Spellguard of Silverymoon, Stormlord, Sublime Chord, Swanmay, Tattooed Monk, Thief-Acrobat, Thrall
of Dagon, Thrall of Fraz-Urb’luu, Thrall of Pazuzu, Thrall of Zuggtomy, Thaumaturgist, Troubadour of Stars, Vassal of Bahamut, Vermin Keeper, Void Disciple, Virtuoso, War
Chanter, Warpriest, Warshaper, Wayfarer Guide, Whisperknife, Wild Mage, Wild Plains Outrider, World Speaker, Wonderworker, Yathchol Webrider, Yathrinshee.
Barbarian
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Class Availability Page 121
Bard
In-Class Skills – Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Sleight of Hand, Tumble. Int: Appraise, Craft, Decipher Script, Know(any),
Spellcraft. Wis: Listen, Profession, Sense Motive. Con: Concentration. Cha: Bluff, Diplomacy, Disguise, Gather Information, Perform, Use Magic Device.
Weapons – Simple + all of the following: longbow, longsword, rapier, sap, shortbow, shortsword, whip. Armor: Light, Shield.
Level Feats Class BAB Fort Ref Will Skill Skill cc Classes
1 1 A0 0 0 2 2 4 2.0
2 1 A1 1 0 3 3 5 2.5 Branch Dancer, Stoneblessed
3 2 A1 2 1 3 3 6 3.0 Aerial Avenger, Master Inquisitive
4 2 A2 3 1 4 4 7 3.5 Celebrant of Sharess, Dragonmark Heir, Jobber
5 2 A2 3 1 4 4 8 4.0
Acolyte of the Skin, Assassin, Battle Howler of Gruumsh, Blood Magus, Cavelord,
Chameleon, Charlatan, Deep Diviner, Divine Oracle, Dragon Disciple, Dread Pirate,
Evangelist, Harper Agent, Maester, Memory Smith, Mindbender, Mindspy, Mourner,
Outcast Champion, Poisoner, Reforged, Replacement Killer, Scar Enforcer, Sentinel of
Bharrai, Shadow Thief of Amn, Shaper of Form, Spymaster, Stonedeath Assassin,
Stoneface, Vigilante, Wild Mage, World Speaker
6 3 A2 4 2 5 5 9 4.5
Bloodhound, Cabinet Trickster, Enlightened Fist, Extreme Explorer, Green Star Adept,
Icesinger, Infused Spellcaster, Infused Warrior, Invisible Blade, Purple Dragon
Knight’, Runesmith, Ruathar, Spirit Speaker, Stalker of Kharash, Thrall of Dagon,
Thrall of Kostchtchie, War Chanter
7 3 A3 5 2 5 5 10 5.0
Alchemist Savant, Alienist, Anointed Knight, Apelord, Bearlord, Birdlord, Blade Bravo,
Catlord, Crane Shen, Dark Hunter, Darkwood Stalker, Deepwarden, Divine Seeker,
Dragon Shen, Drow Judicator, Earth Dreamer, Elemental Savant, Evereskan Tomb
Guardian, Exalted Arcanist, Ghost-Faced Killer, Gnome Giant-Slayer, Green
Whisperer, Heartfire Fanner, High Handcrafter, Holy Liberator, Horselord, Imaskari
Vengeance Taker, Incantatrix, Luckstealer, Mantis Shen, Master Thrower, Menacing
Brute, Mole, Monk of the Long Death, Monkey Shen, Occult Slayer, Panther Shen,
Pious Templar, Prime Underdark Guide, Purebreath Devotee, Purple Dragon Knight,
Ravager, Rainbow Servant, Reaping Mauler, Recaster, Shadow Adept, Shadow Dancer,
Sharklord, Slime Lord, Snake Shen, Snakelord, Stonelord, Streetfighter, Thayan
Knight, Thrall of Fraz-Urb’luu, Thrall of Pazuzu, Tiger Shen, Urban Soul, Virtuoso,
Void Disciple, Warforged Juggernaut, Wolflord, Wonderworker, Zhentarim Spy
8 3 A3 6 2 6 6 11 5.5
Arcane Archer, Blackguard, Cragtop Archer, Duelist, Exotic Weapon Master, Eye of
Gruumsh, Ronin, Spellcarved Soldier, Suel Arcanamach, Sword of Righteousness,
Sworn Slayer
9 4 A3 6 3 6 6 12 6.0 Apostle of Peace, Battlesmith, Bladesinger, Bowman Charger, Darkwater Knight,
Dervish, Loremaster, Halfling Outrider, Order of the Bow Initiate, Ur-Priest
10 4 A4 7 3 7 7 13 6.5
Arcane Devotee, Cannith Wand Adept, Divine Champion, Divine Crusader, Exemplar,
Fatespinner, Hathran, Initiate of the Sevenfold Veil, Jester, Seeker of the Song,
Shadowcraft Mage, Shadowcrafter, Spellguard of Silverymoon, Sublime Chord,
Troubadour of Stars, Wormhunter
11 4 A4 8 3 7 7 14 7.0
12 5 A4 9 4 8 8 15 7.5 Heir of Siberys, Horizon Walker, Tempest
13 5 A5 9 4 8 8 16 8.0 Beastmaster, Magic Filcher, Reachrunner, Shaaryan Hunter, Temple Raider of
Olidammara, Weretouched Master, Wildrunner
14 5 A5 10 4 9 9 17 8.5
15 6 A5 11 5 9 9 18 9.0 Knight of Holy Shielding, Thrall of Baphomet
16 6 A6 12 5 10 10 19 9.5 Incantifier
17 6 A6 12 5 10 10 20 10.0 Beloved of Valarian, Dungeon Delver, Skylord
18 7 A6 13 6 11 11 21 10.5 Thrall of Zuggtomy
19 7 A6 14 6 11 11 22 11.0
20 7 A6 15 6 12 12 23 11.5
Bard
Never: Arachnomancer, Arcane Hierophant, Arcane Trickster, Archmage, Argent Savant, Bear Warrior, Black Flame Zealot, Blighter, Cavalier, Celestial Mystic, Champion of Corellon
Larethian, Champion of Gwynharwyf, Chimeric Champion of Garl Glittergold, Church Inquisitor, Citadel Elite, Contemplative, Daggerspell Mage, Daggerspell Shaper, Deadgrim,
Defender of Sealtiel, Divine Disciple, Divine Prankster, Drunken Master, Dwarven Defender, Earthshaker, Effigy Master, Eldeen Ranger, Eldritch Knight, Emissary of Barachiel,
Entropomancer, Exorcist of the Silver Flame, Eye of Horus-Re, Firestorm Berserker, Fist of Raziel, Fochlucan Lyrist, Force Missile Mage, Frenzied Berserker, Geomancer, Geometer,
Hammer of Moradin, Harper Paragon, Hierophant, Highland Stalker, Hospitaler, Hunter of the Dead, Initiate of Pistis Sophia, Itinerant Warder of Yondala, Justicar, Justice Hammer of
Moradin, Justiciar of Tyr, Kensai, Knight of the Chalice, Knight Protector, Lion of Talisid, Maiden of Pain, Mage of the Arcane Order, Martyred Champion of Ilmater, Master
Astrologer, Master of Many Forms, Master of the East Wind, Master of the North Wind, Master of the South Wind, Master of the Unseen Hand, Master of the West Wind, Master
Transmogrifist, Moonspeaker, Morninglord of Lathander, Mystic Keeper of Corellon Larethian, Mystic Theurge, Nature’s Warrior, Nightsong Enforcer, Nightsong Infiltrator, Ollam,
Oppressor, Prophet of Erathaol, Radiant Servant of Pelor, Rage Mage, Red Wizard, Runecaster, Sacred Exorcist, Sacred Fist, Seeker of the Misty Isle, Shadowbane Inquisitor,
Shadowbane Stalker, Shadowcraft Mage, Sharn Skymage, Slayer of Domiel, Shinning Blade of Heironeous, Son of Mercy, Spellsword, Stormlord, Swanmay, Tattooed Monk,
Thaumaturgist, Thief-Acrobat, Vassal of Bahamut, Vermin Keeper, Warpriest, Warshaper, Wayfarer Guide, Whisperknife, Wild Plains Outrider, Yathchol Webrider, Yathrinshee.
Bard
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Cleric
In-Class Skills – Int: Craft, Know (history, religion, the planes), Spellcraft. Wis: Heal, Profession. Con: Concentration. Cha: Diplomacy.
Weapons – Simple. Armor: Light, Medium, Heavy, Shields.
Level Feats Class BAB Fort Ref Will Skill Skill cc Classes
1 1
Turn
D1
0 2 0 2 4 2.0
2 1 D1 1 3 0 3 5 2.5 Stoneblessed
3 2 D2 2 3 1 3 6 3.0
4 2 D2 3 4 1 4 7 3.5 Dragonmark Heir
5 2 D3 3 4 1 4 8 4.0
Acolyte of the Skin, Alienist, Chameleon, Church Inquisitor, Divine Oracle, Elemental
Savant, Exorcist of the Silver Flame, Harper Agent, Jobber, Maiden of Pain, Master
Astrologer, Morninglord of Lathander, Outcast Champion, Reforged, Runecaster,
Ruathar, Scar Enforcer, Seeker of the Misty Isle, Sharn Skymage, Shadow Adept,
Shadowcrafter, Spymaster
6 3 D3 4 5 2 5 9 4.5
Bloodhound, Cabinet Trickster, Emissary of Barachiel, Extreme Explorer, Eye of Horus-
Re, Force Missile Mage, Infused Spellcaster, Infused Warrior, Luckstealer, Martyred
Champion of Ilmater, Purple Dragon Knight’, Radiant Servant of Pelor, Spirit Speaker,
Stormlord, Tattooed Monk, Wonderworker
7 3 D4 5 5 2 5 10 5.0
Anointed Knight, Apelord, Battlesmith, Bearlord, Birdlord, Branch Dancer, Catlord,
Celestial Mystic, Crane Shen, Dark Hunter, Darkwood Stalker, Deadgrim,
Deepwarden, Divine Disciple, Dragon Shen, Drow Judicator, Earth Dreamer,
Entropomancer, Gnome Giant-Slayer, Hammer of Moradin, Hathran, High
Handcrafter, Holy Liberator, Horselord, Hospitaler, Hunter of the Dead, Itinerant
Warder of Yondala, Justice Hammer of Moradin, Justiciar of Tyr, Kensai, Mantis Shen,
Master Thrower, Menacing Brute, Mole, Monkey Shen, Mystic Keeper of Corellon
Larethian, Occult Slayer, Ollam, Panther Shen, Pious Templar, Purebreath Devotee,
Purple Dragon Knight, Ravager, Reachrunner, Reaping Mauler, Sacred Exorcist,
Shaper of Form, Sharklord, Snake Shen, Snakelord, Stonelord, Streetfighter,
Thaumaturgist, Thayan Knight, Thrall of Fraz-Urb’luu, Tiger Shen, Void Disciple,
Warforged Juggernaut, Warpriest, Weretouched Master, Wildrunner, Wolflord,
Wormhunter, Zhentarim Spy
8 3 D4 6 6 2 6 11 5.5 Blackguard, Duelist, Exotic Weapon Master, Eye of Gruumsh, Fist of Raziel, Justicar,
Moonspeaker, Ronin, Sword of Righteousness, Sworn Slayer, Thrall of Zuggtomy
9 4 D5 6 6 3 6 12 6.0
Aerial Avenger, Apostle of Peace, Blade Bravo, Darkwater Knight, Dervish, Halfling
Outrider, Loremaster, Knight Protector, Master Inquisitive, Prophet of Erathaol, Sacred
Fist, Shaaryan Hunter, Slime Lord, Ur-Priest
10 4 D5 7 7 3 7 13 6.5 Citadel Elite, Contemplative, Defender of Sealtiel, Divine Champion, Divine Crusader,
Dwarven Defender, Exemplar, Shinning Blade of Heironeous, Vassal of Bahamut
11 4 D6 8 7 3 7 14 7.0 Celebrant of Sharess, Knight of the Chalice
12 5 D6 9 8 4 8 15 7.5 Bowman Charger, Cavalier, Heir of Siberys, Order of the Bow Initiate, Tempest
13 5 D7 9 8 4 8 16 8.0
Assassin, Beastmaster, Cannith Wand Adept, Cavelord, Charlatan, Divine Prankster,
Dread Pirate, Evangelist, Ghost-Faced Killer, Hierophant, Invisible Blade, Monk of the
Long Death, Poisoner, Prime Underdark Guide, Replacement Killer, Sentinel of
Bharrai, Shadow Thief of Amn, Stalker of Kharash, Stonedeath Assassin, Stoneface,
Temple Raider of Olidammara, Vigilante
14 5 D7 10 9 4 9 17 8.5
15 6 D8 11 9 5 9 18 9.0 Knight of Holy Shielding, Thrall of Baphomet, Thrall of Dagon, Thrall of Kostchtchie
16 6 D8 12 10 5 10 19 9.5
17 6 D9 12 10 5 10 20 10.0
Beloved of Valarian, Chimeric Champion of Garl Glittergold, Cragtop Archer, Divine
Seeker, Dungeon Delver, Heartfire Fanner, Shadow Dancer, Skylord, Son of Mercy,
Urban Soul, Wayfarer Guide
18 7 D9 13 11 6 11 21 10.5
19 7 D9 14 11 6 11 22 11.0
20 7 D9 15 12 6 12 23 11.5
Cleric
Never: Alchemist Savant, Arachnomancer, Arcane Archer, Arcane Devotee, Arcane Hierophant, Arcane Trickster, Archmage, Argent Savant, Battle Howler of Gruumsh, Bear Warrior,
Black Flame Zealot, Bladesinger, Blighter, Blood Magus, Champion of Corellon Larethian, Champion of Gwynharwyf, Daggerspell Mage, Daggerspell Shaper, Deep Diviner, Dragon
Disciple, Drunken Master, Earthshaker, Effigy Master, Eldeen Ranger, Eldritch Knight, Enlightened Fist, Evereskan Tomb Guardian, Exalted Arcanist, Fatespinner, Firestorm
Berserker, Fochlucan Lyrist, Frenzied Berserker, Geomancer, Geometer, Green Star Adept, Green Whisperer, Harper Paragon, Highland Stalker, Horizon Walker, Icesinger, Imaskari
Vengeance Taker, Initiate of Pistis Sophia, Initiate of the Sevenfold Veil, Incantatrix, Incantifier, Jester, Lion of Talisid, Maester, Mage of the Arcane Order, Magic Filcher, Master of
Many Forms, Master of the East Wind, Master of the North Wind, Master of the South Wind, Master of the Unseen Hand, Master of the West Wind, Master Transmogrifist, Memory
Smith, Mindbender, Mindspy, Mourner, Mystic Theurge, Nature’s Warrior, Nightsong Enforcer, Nightsong Infiltrator, Oppressor, Rage Mage, Rainbow Servant, Recaster, Red
Wizard, Runesmith, Seeker of the Song, Shadowbane Inquisitor, Shadowbane Stalker, Shadowcraft Mage, Slayer of Domiel, Spellcarved Soldier, Spellguard of Silverymoon,
Spellsword, Sublime Chord, Suel Arcanamach, Swanmay, Thief-Acrobat, Thrall of Pazuzu, Troubadour of Stars, Vermin Keeper, Virtuoso, War Chanter, Warshaper, Whisperknife,
Wild Mage, Wild Plains Outrider, World Speaker, Yathchol Webrider, Yathrinshee.
Cleric
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
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Druid
In-Class Skills – Str: Swim. Dex: Ride. Int: Craft, Know (nature), Spellcraft. Wis: Heal, Listen, Profession, Spot, Survival. Con: Concentration. Cha: Diplomacy,
Handle Animal.
Weapons – club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling. Armor: Light (padded or leather), Medium (hide), Shields (wooden).
Level Feats Class BAB Fort Ref Will Skill Skill cc Classes
1 1 D1 0 2 0 2 4 2.0
2 1 D1 1 3 0 3 5 2.5 Stoneblessed
3 2 D2 2 3 1 3 6 3.0 Darkwater Knight
4 2 D2 3 4 1 4 7 3.5 Dragonmark Heir
5 2 D3 3 4 1 4 8 4.0
Beastmaster, Divine Oracle, Elemental Savant, Harper Agent, Jobber, Master Astrologer,
Master of Many Forms, Outcast Champion, Reachrunner, Reforged, Runecaster,
Ruathar, Seeker of the Misty Isle, Swanmay, Vermin Keeper
6 3 D3 4 5 2 5 9 4.5
Bloodhound, Blighter, Extreme Explorer, Infused Spellcaster, Infused Warrior, Lion of
Talisid, Nature’s Warrior, Purple Dragon Knight’, Sharn Skymage, Spirit Speaker,
Stormlord, Warshaper, Weretouched Master, Wild Plains Outrider, Wonderworker
7 3 D4 5 5 2 5 10 5.0
Anointed Knight, Apelord, Bearlord, Birdlord, Branch Dancer, Catlord, Crane Shen,
Dark Hunter, Darkwood Stalker, Deepwarden, Divine Disciple, Dragon Shen, Drow
Judicator, Earth Dreamer, Gnome Giant-Slayer, Hathran, High Handcrafter, Horselord,
Hospitaler, Itinerant Warder of Yondala, Kensai, Mantis Shen, Master Thrower,
Menacing Brute, Mole, Monkey Shen, Occult Slayer, Panther Shen, Pious Templar,
Purebreath Devotee, Purple Dragon Knight, Ravager, Reaping Mauler, Shaper of Form,
Sharklord, Snake Shen, Snakelord, Stonelord, Streetfighter, Tiger Shen, Void Disciple,
Wildrunner, Wolflord, Wormhunter, Zhentarim Spy
8 3 D4 6 6 2 6 11 5.5 Blackguard, Cragtop Archer, Duelist, Justicar, Moonspeaker, Ronin, Sword of
Righteousness, Sworn Slayer, Thrall of Zuggtomy
9 4 D5 6 6 3 6 12 6.0 Acolyte of the Skin, Aerial Avenger, Apostle of Peace, Blade Bravo, Dervish,
Earthshaker, Halfling Outrider, Master Inquisitive, Shaaryan Hunter, Slime Lord
10 4 D5 7 7 3 7 13 6.5 Beloved of Valarian, Citadel Elite, Divine Champion, Divine Crusader, Dwarven
Defender, Evangelist, Exemplar, Skylord
11 4 D6 8 7 3 7 14 7.0
12 5 D6 9 8 4 8 15 7.5 Heir of Siberys, Tempest
13 5 D7 9 8 4 8 16 8.0
Alienist, Assassin, Cannith Wand Adept, Cavelord, Chameleon, Charlatan, Dread Pirate,
Ghost-Faced Killer, Green Whisperer, Invisible Blade, Monk of the Long Death,
Poisoner, Prime Underdark Guide, Replacement Killer, Sacred Fist, Scar Enforcer,
Sentinel of Bharrai, Shadow Adept, Shadow Thief of Amn, Spymaster, Stalker of
Kharash, Stonedeath Assassin, Stoneface, Vigilante
14 5 D7 10 9 4 9 17 8.5
15 6 D8 11 9 5 9 18 9.0 Cabinet Trickster, Knight of Holy Shielding, Thrall of Baphomet, Thrall of Dagon,
Thrall of Pazuzu
16 6 D8 12 10 5 10 19 9.5
17 6 D9 12 10 5 10 20 10.0 Cragtop Archer, Divine Seeker, Dungeon Delver, Heartfire Fanner, Loremaster, Shadow
Dancer, Son of Mercy, Urban Soul
18 7 D9 13 11 6 11 21 10.5
19 7 D9 14 11 6 11 22 11.0
20 7 D9 15 12 6 12 23 11.5
Druid
Never: Alchemist Savant, Arachnomancer, Arcane Archer, Arcane Devotee, Arcane Hierophant, Arcane Trickster, Archmage, Argent Savant, Battle Howler of Gruumsh, Battlesmith,
Bear Warrior, Black Flame Zealot, Bladesinger, Blood Magus, Bowman Charger, Cavalier, Celebrant of Sharess, Celestial Mystic, Champion of Corellon Larethian, Champion of
Gwynharwyf, Chimeric Champion of Garl Glittergold, Church Inquisitor, Contemplative, Daggerspell Mage, Daggerspell Shaper, Deadgrim, Deep Diviner, Defender of Sealtiel,
Divine Prankster, Dragon Disciple, Drunken Master, Effigy Master, Eldeen Ranger, Eldritch Knight, Emissary of Barachiel, Enlightened Fist, Entropomancer, Evereskan Tomb
Guardian, Exalted Arcanist, Exorcist of the Silver Flame, Eye of Horus-Re, Exotic Weapon Master, Eye of Gruumsh, Fatespinner, Firestorm Berserker, Fist of Raziel, Fochlucan
Lyrist, Force Missile Mage, Frenzied Berserker, Geomancer, Geometer, Green Star Adept, Hammer of Moradin, Harper Paragon, Hierophant, Highland Stalker, Holy Liberator,
Horizon Walker, Hunter of the Dead, Icesinger, Imaskari Vengeance Taker, Incantatrix, Incantifier, Initiate of Pistis Sophia, Initiate of the Sevenfold Veil, Jester, Justice Hammer of
Moradin, Justiciar of Tyr, Knight of the Chalice, Knight Protector, Luckstealer, Maester, Magic Filcher, Maiden of Pain, Mage of the Arcane Order, Martyred Champion of Ilmater,
Master of the East Wind, Master of the North Wind, Master of the South Wind, Master of the Unseen Hand, Master of the West Wind, Master Transmogrifist, Memory Smith,
Mindbender, Mindspy, Morninglord of Lathander, Mourner, Mystic Keeper of Corellon Larethian, Mystic Theurge, Nightsong Enforcer, Nightsong Infiltrator, Ollam, Order of the
Bow Initiate, Oppressor, Prophet of Erathaol, Radiant Servant of Pelor, Rage Mage, Rainbow Servant, Recaster, Red Wizard, Runesmith, Sacred Exorcist, Sacred Fist, Seeker of the
Song, Shadowbane Inquisitor, Shadowbane Stalker, Shadowcraft Mage, Shadowcrafter, Shinning Blade of Heironeous, Slayer of Domiel, Spellcarved Soldier, Spellguard of
Silverymoon, Spellsword, Sublime Chord, Suel Arcanamach, Tattooed Monk, Temple Raider of Olidammara, Thaumaturgist, Thayan Knight, Thief-Acrobat, Thrall of Fraz-Urb’luu,
Thrall of Kostchtchie, Thrall of Zuggtomy, Troubadour of Stars, Ur-Priest, Vassal of Bahamut, Virtuoso, War Chanter, Warforged Juggernaut, Warpriest, Wayfarer Guide,
Whisperknife, Wild Mage, World Speaker, Yathchol Webrider, Yathrinshee DruidDungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Class Availability Page 124
Fighter
In-Class Skills – Str: Climb, Jump, Swim. Dex: Ride. Int: Craft. Cha: Handle Animal, Intimidate.
Weapons – All Simple & Martial. Armor: Light, Medium, Heavy, Shields, Tower Shields.
Level Feats Class BAB Fort Ref Will Skill Skill cc Classes
1 1+1 – 1 2 0 0 4 2.0
2 1+2 – 2 3 0 0 5 2.5 Stoneblessed
3 2+2 – 3 3 1 1 6 3.0
4 2+3 – 4 4 1 1 7 3.5 Dragonmark Heir
5 2+3 – 5 4 1 1 8 4.0
Apelord, Bearlord, Birdlord, Blade Bravo, Bloodhound, Catlord, Dark Hunter, Extreme
Explorer, Gnome Giant-Slayer, Halfling Outrider, Horselord, Master Thrower,
Menacing Brute, Mole, Occult Slayer, Order of the Bow Initiate, Outcast Champion,
Pious Templar, Purple Dragon Knight, Ravager, Reforged, Sharklord, Snake Shen,
Snakelord, Stonelord, Thayan Knight, Tiger Shen, Warforged Juggernaut, Wolflord
6 3+4 – 6 5 2 2 9 4.5
Bowman Charger, Dragon Shen, Exotic Weapon Master, Eye of Gruumsh, Infused
Spellcaster, Infused Warrior, Knight of Holy Shielding, Martyred Champion of Ilmater,
Purebreath Devotee, Purple Dragon Knight’, Ronin, Ruathar, Spirit Speaker, Sword of
Righteousness, Sworn Slayer, Tempest, Thrall of Baphomet
7 3+4 – 7 5 2 2 10 5.0
Battlesmith, Beloved of Valarian, Branch Dancer, Blackguard, Champion of Corellon
Larethian, Citadel Elite, Cragtop Archer, Crane Shen, Darkwood Stalker, Deepwarden,
Defender of Sealtiel, Dervish, Divine Champion, Divine Crusader, Duelist, Dwarven
Defender, High Handcrafter, Holy Liberator, Justicar, Kensai, Mantis Shen, Monkey
Shen, Panther Shen, Prime Underdark Guide, Reaping Mauler, Skylord, Streetfighter,
Suel Arcanamach, Wormhunter, Zhentarim Spy
8 3+5 – 8 6 2 2 11 5.5 Cavalier
9 4+5 – 9 6 3 3 12 6.0 Aerial Avenger, Ghost-Faced Killer, Jobber, Knight Protector, Master Inquisitive, Slime
Lord, Vassal of Bahamut
10 4+6 – 10 7 3 3 13 6.5 Assassin, Exemplar
11 4+6 – 11 7 3 3 14 7.0 Celebrant of Sharess
12 5+7 – 12 8 4 4 15 7.5 Heir of Siberys
13 5+7 – 13 8 4 4 16 8.0
Beastmaster, Cavelord, Chameleon, Charlatan, Dread Pirate, Evangelist, Harper Agent,
Invisible Blade, Poisoner, Reachrunner, Replacement Killer, Scar Enforcer, Sentinel of
Bharrai, Shaaryan Hunter, Shadow Thief of Amn, Spymaster, Stalker of Kharash,
Stonedeath Assassin, Stoneface, Tattooed Monk, Temple Raider of Olidammara, Ur-
Priest, Vigilante, Weretouched Master, Wildrunner
14 5+8 – 14 9 4 4 17 8.5
15 6+8 – 15 9 5 5 18 9.0 Apostle of Peace, Cabinet Trickster, Emissary of Barachiel, Monk of the Long Death
16 6+9 – 16 10 5 5 19 9.5
17 6+9 – 17 10 5 5 20 10.0 Divine Seeker, Dungeon Delver, Ollam, Shadow Dancer, Son of Mercy, Urban Soul
18 7+10 – 18 11 6 6 21 10.5
19 7+10 – 19 11 6 6 22 11.0
20 7+11 – 20 12 6 6 23 11.5
Fighter
Never: Acolyte of the Skin, Alchemist Savant, Alienist, Anointed Knight, Arachnomancer, Arcane Archer, Arcane Devotee, Arcane Hierophant, Arcane Trickster, Archmage, Argent
Savant, Battle Howler of Gruumsh, Bear Warrior, Black Flame Zealot, Bladesinger, Blighter, Blood Magus, Cannith Wand Adept, Celestial Mystic, Champion of Gwynharwyf,
Chimeric Champion of Garl Glittergold, Church Inquisitor, Contemplative, Daggerspell Mage, Daggerspell Shaper, Darkwater Knight, Deadgrim, Deep Diviner, Divine Disciple,
Divine Oracle, Divine Prankster, Dragon Disciple, Drow Judicator, Drunken Master, Earth Dreamer, Earthshaker, Effigy Master, Eldeen Ranger, Eldritch Knight, Elemental Savant,
Enlightened Fist, Entropomancer, Evereskan Tomb Guardian, Exalted Arcanist, Exorcist of the Silver Flame, Eye of Horus-Re, Fatespinner, Firestorm Berserker, Fist of Raziel,
Fochlucan Lyrist, Force Missile Mage, Frenzied Berserker, Geomancer, Geometer, Green Star Adept, Green Whisperer, Hammer of Moradin, Harper Paragon, Hathran, Heartfire
Fanner, Hierophant, Highland Stalker, Horizon Walker, Hospitaler, Hunter of the Dead, Icesinger, Imaskari Vengeance Taker, Incantatrix, Incantifier, Initiate of Pistis Sophia, Initiate
of the Sevenfold Veil, Itinerant Warder of Yondala, Jester, Justice Hammer of Moradin, Justiciar of Tyr, Knight of the Chalice, Lion of Talisid, Loremaster, Luckstealer, Maester,
Mage of the Arcane Order, Magic Filcher, Maiden of Pain, Master Astrologer, Master of Many Forms, Master of the East Wind, Master of the North Wind, Master of the South Wind,
Master of the Unseen Hand, Master of the West Wind, Master Transmogrifist, Memory Smith, Mindbender, Mindspy, Moonspeaker, Morninglord of Lathander, Mourner, Mystic
Keeper of Corellon Larethian, Mystic Theurge, Nature’s Warrior, Nightsong Enforcer, Nightsong Infiltrator, Oppressor, Prophet of Erathaol, Radiant Servant of Pelor, Rage Mage,
Rainbow Servant, Recaster, Red Wizard, Runecaster, Runesmith, Sacred Exorcist, Sacred Fist, Seeker of the Misty Isle, Seeker of the Song, Shadow Adept, Shadowbane Inquisitor,
Shadowbane Stalker, Shadowcraft Mage, Shadowcrafter, Shaper of Form, Sharn Skymage, Shinning Blade of Heironeous, Slayer of Domiel, Spellcarved Soldier, Spellguard of
Silverymoon, Spellsword, Stormlord, Sublime Chord, Swanmay, Thaumaturgist, Thrall of Dagon, Thrall of Fraz-Urb’luu, Thrall of Kostchtchie, Thrall of Pazuzu, Thrall of Zuggtomy,
Thief-Acrobat, Troubadour of Stars, Vermin Keeper, Virtuoso, Void Disciple, War Chanter, Warpriest, Warshaper, Wayfarer Guide, Whisperknife, Wild Mage, Wild Plains Outrider,
Wonderworker, World Speaker, Yathchol Webrider, Yathrinshee.
Fighter Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Class Availability Page 125
Monk
In-Class Skills – Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Tumble. Int: Craft, Know (arcana, religion). Wis: Listen, Profession, Sense
Motive, Spot. Con: Concentration. Cha: Diplomacy, Perform.
Weapons – club, crossbow (light & heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling. Armor: —
Underline indicates that to take the prestige class, the Monk must totally give up his/her ethics (i.e., alignment change, joining a thief’s guild, etc.).
Bold means that the Monk may freely Cross-Class with these prestige classes.
Level Feats Class BAB Fort Ref Will Skill Skill cc Classes
1 1+1
evas.
unarm
strike
stun
0 2 2 2 4 2.0
2 1+2 defl
arrow 1 3 3 3 5 2.5 Stoneblessed
3 2+2 2 3 3 3 6 3.0 Aerial Avenger
4 2+2 3 4 4 4 7 3.5 Dragonmark Heir
5 2+2 3 4 4 4 8 4.0 Assassin, Drunken Master, Harper Agent, Jobber, Outcast Champion, Reforged,
Shadow Thief of Amn, Stonedeath Assassin, Tattooed Monk, Thief-Acrobat
6 3+3 imp
trip 4 5 5 5 9 4.5
Bloodhound, Emissary of Barachiel, Extreme Explorer, Infused Spellcaster, Infused
Warrior, Martyred Champion of Ilmater, Purple Dragon Knight’, Ruathar, Spirit
Speaker
7 3+3 5 5 5 5 10 5.0
Apelord, Bearlord, Birdlord, Branch Dancer, Catlord, Crane Shen, Dark Hunter,
Darkwood Stalker, Deepwarden, Divine Seeker, Dragon Shen, Gnome Giant-Slayer,
High Handcrafter, Horselord, Kensai, Mantis Shen, Master Thrower, Menacing Brute,
Mole, Monk of the Long Death, Monkey Shen, Nightsong Enforcer, Nightsong
Infiltrator, Occult Slayer, Panther Shen, Pious Templar, Prime Underdark Guide,
Purebreath Devotee, Purple Dragon Knight, Reaping Mauler, Shadow Dancer,
Sharklord, Snake Shen, Snakelord, Stonelord, Streetfighter, Thayan Knight, Tiger
Shen, Wolflord, Wormhunter, Zhentarim Spy
8 3+3 6 6 6 6 11 5.5 Blackguard, Cragtop Archer, Duelist, Exotic Weapon Master, Justicar, Ronin, Suel
Arcanamach, Sword of Righteousness, Sworn Slayer
9 4+3 6 6 6 6 12 6.0 Apostle of Peace, Blade Bravo, Dervish, Halfling Outrider, Master Inquisitive, Slime
Lord
10 4+3 7 7 7 7 13 6.5 Citadel Elite, Defender of Sealtiel, Divine Champion, Divine Crusader, Dwarven
Defender, Exemplar, Initiate of Pistis Sophia, Jester, Vassal of Bahamut
11 4+3 8 7 7 7 14 7.0
12 5+3 9 8 8 8 15 7.5 Battlesmith, Bowman Charger, Cavalier, Heir of Siberys, Order of the Bow Initiate,
Tempest
13 5+3 9 8 8 8 16 8.0
Beastmaster, Cavelord, Chameleon, Charlatan, Evangelist, Ghost-Faced Killer, Invisible
Blade, Poisoner, Reachrunner, Scar Enforcer, Sentinel of Bharrai, Shaaryan Hunter,
Spymaster, Ur-Priest, Vigilante, Weretouched Master, Wildrunner
14 5+3 10 9 9 9 17 8.5
15 6+3 11 9 9 9 18 9.0 Cabinet Trickster, Knight of Holy Shielding, Thrall of Baphomet
16 6+3 12 10 10 10 19 9.5
17 6+3 12 10 10 10 20 10.0 Beloved of Valarian, Dungeon Delver, Ollam, Skylord, Son of Mercy, Urban Soul
18 7+3 13 11 11 11 21 10.5
19 7+3 14 11 11 11 22 11.0
20 7+3 15 12 12 12 23 11.5
Monk
Never: Acolyte of the Skin, Alchemist Savant, Alienist, Anointed Knight, Arachnomancer, Arcane Archer, Arcane Devotee, Arcane Hierophant, Arcane Trickster, Archmage, Argent
Savant, Battle Howler of Gruumsh, Bear Warrior, Black Flame Zealot, Bladesinger, Blighter, Blood Magus, Cannith Wand Adept, Celebrant of Sharess, Celestial Mystic, Champion of
Corellon Larethian, Champion of Gwynharwyf, Chimeric Champion of Garl Glittergold, Church Inquisitor, Contemplative, Daggerspell Mage, Daggerspell Shaper, Darkwater Knight,
Deadgrim, Deep Diviner, Divine Disciple, Divine Oracle, Divine Prankster, Dragon Disciple, Drow Judicator, Dread Pirate, Earth Dreamer, Earthshaker, Effigy Master, Eldeen
Ranger, Eldritch Knight, Elemental Savant, Enlightened Fist, Entropomancer, Evereskan Tomb Guardian, Exalted Arcanist, Exorcist of the Silver Flame, Eye of Horus-Re, Eye of
Gruumsh, Fatespinner, Firestorm Berserker, Fist of Raziel, Fochlucan Lyrist, Force Missile Mage, Frenzied Berserker, Geomancer, Geometer, Green Star Adept, Green Whisperer,
Hammer of Moradin, Harper Paragon, Hathran, Heartfire Fanner, Hierophant, Highland Stalker, Holy Liberator, Horizon Walker, Hospitaler, Hunter of the Dead, Icesinger, Imaskari
Vengeance Taker, Incantatrix, Incantifier, Initiate of the Sevenfold Veil, Itinerant Warder of Yondala, Justice Hammer of Moradin, Justiciar of Tyr, Knight of the Chalice, Knight
Protector, Lion of Talisid, Loremaster, Luckstealer, Maester, Mage of the Arcane Order, Magic Filcher, Maiden of Pain, Master Astrologer, Master of Many Forms, Master of the East
Wind, Master of the North Wind, Master of the South Wind, Master of the Unseen Hand, Master of the West Wind, Master Transmogrifist, Memory Smith, Mindbender, Mindspy,
Morninglord of Lathander, Mourner, Mystic Keeper of Corellon Larethian, Mystic Theurge, Nature’s Warrior, Oppressor, Prophet of Erathaol, Radiant Servant of Pelor, Rage Mage,
Ravager, Rainbow Servant, Recaster, Red Wizard, Runecaster, Runesmith, Sacred Exorcist, Sacred Fist, Seeker of the Misty Isle, Seeker of the Song, Shadow Adept, Shadowbane
Inquisitor, Shadowbane Stalker, Shadowcraft Mage, Shadowcrafter, Shaper of Form, Sharn Skymage, Shinning Blade of Heironeous, Slayer of Domiel, Spellcarved Soldier, Spellguard
of Silverymoon, Spellsword, Stalker of Kharash, Stoneface, Stormlord, Sublime Chord, Swanmay, Temple Raider of Olidammara, Thaumaturgist, Thrall of Dagon, Thrall of Fraz-
Urb’luu, Thrall of Kostchtchie, Thrall of Pazuzu, Thrall of Zuggtomy, Troubadour of Stars, Vermin Keeper, Virtuoso, Void Disciple, War Chanter, Warforged Juggernaut, Warpriest,
Warshaper, Wayfarer Guide, Whisperknife, Wild Mage, Wild Plains Outrider, World Speaker, Wonderworker, Yathchol Webrider, Yathrinshee Monk
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
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Paladin
In-Class Skills – Dex: Ride. Int: Craft, Know (nobility & royalty, religion). Wis: Heal, Sense Motive. Con: Concentration. Cha: Diplomacy, Handle Animal.
Weapons – All Simple & Martial. Armor: Light, Medium, Heavy, Shields.
Underline indicates that to take the prestige class, the Paladin must totally give up his/her ethics (i.e., alignment change, joining a thief’s guild, etc.).
Bold means that the Paladin may freely cross-class with these prestige classes.
Level Feats Class BAB Fort Ref Will Skill Skill cc Classes
1 1 – 1 2 0 0 4 2.0
2 1 – 2 3 0 0 5 2.5 Stoneblessed
3 2 Turn 3 3 1 1 6 3.0
4 2 D1 4 4 1 1 7 3.5 Dragonmark Heir
5 2 D1 5 4 1 1 8 4.0
Anointed Knight, Bloodhound, Dark Hunter, Deadgrim, Divine Oracle, Exorcist of the
Silver Flame, Extreme Explorer, Halfling Outrider, Harper Agent, Hospitaler, Hunter
of the Dead, Jobber, Justice Hammer of Moradin, Kensai, Master Astrologer, Mole,
Occult Slayer, Outcast Champion, Pious Templar, Purple Dragon Knight, Reforged,
Snake Shen, Stonelord, Tiger Shen
6 3 D1 6 5 2 2 9 4.5
Blade Bravo, Dragon Shen, Exotic Weapon Master, Fist of Raziel, Gnome Giant-Slayer,
Infused Spellcaster, Infused Warrior, Martyred Champion of Ilmater, Master Thrower,
Purebreath Devotee, Purple Dragon Knight’, Ronin, Ruathar, Spirit Speaker, Sword of
Righteousness, Sworn Slayer, Tattooed Monk, Warforged Juggernaut, Wild Plains
Outrider
7 3 D1 7 5 2 2 10 5.0
Battlesmith, Beloved of Valarian, Branch Dancer, Citadel Elite, Crane Shen, Darkwood
Stalker, Deepwarden, Defender of Sealtiel, Divine Champion, Divine Crusader, Divine
Seeker, Duelist, Dwarven Defender, High Handcrafter, Holy Liberator, Justicar,
Mantis Shen, Monkey Shen, Mystic Keeper of Corellon Larethian, Panther Shen,
Reaping Mauler, Skylord, Streetfighter, Suel Arcanamach, Wormhunter
8 3 D2 8 6 2 2 11 5.5 Blackguard, Hammer of Moradin, Justiciar of Tyr, Knight of the Chalice, Shaper of
Form
9 4 D2 9 6 3 3 12 6.0
Aerial Avenger, Bowman Champion of Corellon Larethian, Charger, Cavalier, Church
Inquisitor, Darkwater Knight, Dervish, Knight Protector, Order of the Bow Initiate,
Master Inquisitive, Sacred Fist, Shinning Blade of Heironeous, Vassal of Bahamut
10 4 D2 10 7 3 3 13 6.5 Exemplar
11 4 D3 11 7 3 3 14 7.0 Loremaster, Morninglord of Lathander
12 5 D3 12 8 4 4 15 7.5 Heir of Siberys, Knight of Holy Shielding, Tempest
13 5 D3 13 8 4 4 16 8.0
Beastmaster, Cavelord, Chameleon, Charlatan, Contemplative, Divine Prankster,
Evangelist, Invisible Blade, Prime Underdark Guide, Reachrunner, Runecaster, Seeker
of the Misty Isle, Sentinel of Bharrai, Shaaryan Hunter, Shadow Thief of Amn,
Spymaster, Stonedeath Assassin, Vigilante, Weretouched Master, Wildrunner
14 5 D4 14 9 4 4 17 8.5 Celestial Mystic, Divine Disciple, Hathran, Sacred Exorcist
15 6 D4 15 9 5 5 18 9.0 Apostle of Peace, Cabinet Trickster, Emissary of Barachiel, Itinerant Warder of Yondala,
Monk of the Long Death, Wonderworker
16 6 D4 16 10 5 5 19 9.5
17 6 D4 17 10 5 5 20 10.0
Chimeric Champion of Garl Glittergold, Cragtop Archer, Dungeon Delver, Earth
Dreamer, Heartfire Fanner, Ollam, Prophet of Erathaol, Shadow Dancer, Son of Mercy,
Urban Soul
18 7 D4 18 11 6 6 21 10.5 Cannith Wand Adept
19 7 D4 19 11 6 6 22 11.0 Moonspeaker
20 7 D4 20 12 6 6 23 11.5
Paladin
Never: Acolyte of the Skin, Alchemist Savant, Alienist, Apelord, Arachnomancer, Arcane Archer, Arcane Devotee, Arcane Hierophant, Arcane Trickster, Archmage, Argent Savant,
Assassin, Battle Howler of Gruumsh, Bear Warrior, Bearlord, Birdlord, Black Flame Zealot, Bladesinger, Blighter, Blood Magus, Catlord, Celebrant of Sharess, Champion of
Gwynharwyf, Daggerspell Mage, Daggerspell Shaper, Deep Diviner, Dragon Disciple, Dread Pirate, Drow Judicator, Drunken Master, Earthshaker, Effigy Master, Eldeen Ranger,
Eldritch Knight, Elemental Savant, Enlightened Fist, Entropomancer, Evereskan Tomb Guardian, Exalted Arcanist, Eye of Horus-Re, Eye of Gruumsh, Fatespinner, Firestorm
Berserker, Fochlucan Lyrist, Force Missile Mage, Frenzied Berserker, Geomancer, Geometer, Ghost-Faced Killer, Green Star Adept, Green Whisperer, Harper Paragon, Hierophant,
Highland Stalker, Horizon Walker, Horselord, Icesinger, Imaskari Vengeance Taker, Incantatrix, Incantifier, Initiate of Pistis Sophia, Initiate of the Sevenfold Veil, Jester, Lion of
Talisid, Luckstealer, Maester, Mage of the Arcane Order, Magic Filcher, Maiden of Pain, Master of Many Forms, Master of the East Wind, Master of the North Wind, Master of the
South Wind, Master of the Unseen Hand, Master of the West Wind, Master Transmogrifist, Memory Smith, Menacing Brute, Mindbender, Mindspy, Mourner, Mystic Theurge,
Nature’s Warrior, Nightsong Enforcer, Nightsong Infiltrator, Oppressor, Poisoner, Radiant Servant of Pelor, Rage Mage, Ravager, Rainbow Servant, Recaster, Red Wizard,
Replacement Killer, Runesmith, Scar Enforcer, Seeker of the Song, Shadow Adept, Shadowbane Inquisitor, Shadowbane Stalker, Shadowcraft Mage, Shadowcrafter, Sharklord, Sharn
Skymage, Slayer of Domiel, Snakelord, Spellguard of Silverymoon, Slime Lord, Spellcarved Soldier, Spellsword, Stalker of Kharash, Stoneface, Stormlord, Sublime Chord, Swanmay,
Temple Raider of Olidammara, Thaumaturgist, Thrall of Baphomet, Thrall of Dagon, Thrall of Fraz-Urb’luu, Thrall of Kostchtchie, Thrall of Pazuzu, Thrall of Zuggtomy, Thayan
Knight, Thief-Acrobat, Troubadour of Stars, Ur-Priest, Vermin Keeper, Virtuoso, Void Disciple, War Chanter, Warpriest, Warshaper, Wayfarer Guide, Whisperknife, Wild Mage,
World Speaker, Wolflord, Yathchol Webrider, Yathrinshee, Zhentarim Spy.
PaladinDungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Class Availability Page 127
Ranger
In-Class Skills – Str: Climb, Jump, Swim. Dex: Hide, Move Silently, Ride, Use Rope. Int: Craft, Know (dungeoneering, geography, nature), Search. Wis: Heal, Listen,
Profession, Spot, Survival. Con: Concentration. Cha: Handle Animal.
Weapons – All Simple & Martial. Armor: Light, Shields.
Level Feats Class BAB Fort Ref Will Skill Skill cc Classes
1 1 Track 1 2 0 0 4 2.0
2 1 – 2 3 0 0 5 2.5 Stoneblessed
3 2 – 3 3 1 1 6 3.0
4 2 D1 4 4 1 1 7 3.5 Dragonmark Heir, Extreme Explorer
5 2 D1 5 4 1 1 8 4.0
Anointed Knight, Apelord, Assassin, Bearlord, Beastmaster, Birdlord, Bloodhound,
Catlord, Dark Hunter, Darkwood Stalker, Deadgrim, Deepwarden, Divine Oracle,
Drow Judicator, Eldeen Ranger – Ashbound, Eldeen Ranger – Children of Winter,
Eldeen Ranger – Gatekeeper, Eldeen Ranger – Greensingers, Eldeen Ranger – Warden
of the Woods, Exorcist of the Silver Flame, Halfling Outrider, Horselord, Hospitaler,
Justice Hammer of Moradin, Master Astrologer, Mole, Occult Slayer, Panther Shen,
Pious Templar, Purple Dragon Knight, Ravager, Reachrunner, Reforged, Shadow Thief
of Amn, Sharklord, Snake Shen, Snakelord, Stalker of Kharash, Stonedeath Assassin,
Stonelord, Swanmay, Temple Raider of Olidammara, Thayan Knight, Tiger Shen,
Weretouched Master, Wildrunner, Wolflord
6 3 D1 6 5 2 2 9 4.5
Blackguard, Blade Bravo, Dragon Shen, Exotic Weapon Master, Eye of Gruumsh,
Gnome Giant-Slayer, High Handcrafter, Infused Spellcaster, Infused Warrior, Martyred
Champion of Ilmater, Master Thrower, Order of the Bow Initiate, Purebreath Devotee,
Purple Dragon Knight’, Ronin, Ruathar, Shaaryan Hunter, Spirit Speaker, Sword of
Righteousness, Sworn Slayer, Tempest, Warforged Juggernaut, Wild Plains Outrider
7 3 D1 7 5 2 2 10 5.0
Beloved of Valarian, Branch Dancer, Citadel Elite, Cragtop Archer, Crane Shen,
Defender of Sealtiel, Divine Champion, Divine Crusader, Divine Seeker, Duelist,
Dwarven Defender, Holy Liberator, Justicar, Kensai, Mantis Shen, Menacing Brute,
Monkey Shen, Mystic Keeper of Corellon Larethian, Prime Underdark Guide, Reaping
Mauler, Shadow Dancer, Skylord, Streetfighter, Suel Arcanamach, Wormhunter,
Zhentarim Spy
8 3 D2 8 6 2 2 11 5.5 Darkwater Knight, Moonspeaker, Lion of Talisid, Hammer of Moradin, Seeker of the
Misty Isle, Shaper of Form
9 4 D2 9 6 3 3 12 6.0 Aerial Avenger, Battlesmith, Bowman Charger, Cavalier, Dervish, Jobber, Master
Inquisitive, Nightsong Enforcer, Slime Lord, Vassal of Bahamut
10 4 D2 10 7 3 3 13 6.5 Acolyte of the Skin, Exemplar
11 4 D3 11 7 3 3 14 7.0 Celebrant of Sharess, Loremaster, Shinning Blade of Heironeous, Stormlord, Thrall of
Zuggtomy
12 5 D3 12 8 4 4 15 7.5 Heir of Siberys, Horizon Walker, Knight of Holy Shielding, Knight Protector
13 5 D3 13 8 4 4 16 8.0
Alienist, Cavelord, Chameleon, Charlatan, Divine Prankster, Dread Pirate, Evangelist,
Ghost-Faced Killer, Harper Agent, Harper Paragon, Invisible Blade, Justiciar of Tyr,
Outcast Champion, Poisoner, Replacement Killer, Runecaster, Sacred Fist, Scar
Enforcer, Sentinel of Bharrai, Shadow Adept, Spymaster, Stoneface, Tattooed Monk,
Vigilante, Ur-Priest
14 5 D4 14 9 4 4 17 8.5 Celestial Mystic, Divine Disciple, Entropomancer, Hathran
15 6 D4 15 9 5 5 18 9.0
Apostle of Peace, Cabinet Trickster, Champion of Corellon Larethian, Emissary of
Barachiel, Itinerant Warder of Yondala, Monk of the Long Death, Thrall of Baphomet,
Thrall of Dagon, Wonderworker
16 6 D4 16 10 5 5 19 9.5
17 6 D4 17 10 5 5 20 10.0
Chimeric Champion of Garl Glittergold, Dungeon Delver, Earth Dreamer, Heartfire
Fanner, Ollam, Prophet of Erathaol, Son of Mercy, Thrall of Fraz-Urb’luu, Urban Soul,
Void Disciple
18 7 D4 18 11 6 6 21 10.5 Cannith Wand Adept
19 7 D4 19 11 6 6 22 11.0
20 7 D4 20 12 6 6 23 11.5
Ranger
Never: Alchemist Savant, Arachnomancer, Arcane Archer, Arcane Devotee, Arcane Hierophant, Arcane Trickster, Archmage, Argent Savant, Battle Howler of Gruumsh, Bear Warrior,
Black Flame Zealot, Bladesinger, Blighter, Blood Magus, Champion of Gwynharwyf, Chimeric Champion of Garl Glittergold, Church Inquisitor, Contemplative, Daggerspell Mage,
Daggerspell Shaper, Deep Diviner, Dragon Disciple, Drunken Master, Earthshaker, Effigy Master, Eldritch Knight, Elemental Savant, Enlightened Fist, Evereskan Tomb Guardian,
Exalted Arcanist, Eye of Horus-Re, Fatespinner, Firestorm Berserker, Fist of Raziel, Fochlucan Lyrist, Force Missile Mage, Frenzied Berserker, Geomancer, Geometer, Green Star
Adept, Green Whisperer, Hierophant, Highland Stalker, Hunter of the Dead, Icesinger, Imaskari Vengeance Taker, Incantatrix, Incantifier, Initiate of Pistis Sophia, Initiate of the
Sevenfold Veil, Jester, Knight of the Chalice, Luckstealer, Maester, Mage of the Arcane Order, Magic Filcher, Maiden of Pain, Master of Many Forms, Master of the East Wind,
Master of the North Wind, Master of the South Wind, Master of the Unseen Hand, Master of the West Wind, Master Transmogrifist, Memory Smith, Mindbender, Mindspy,
Morninglord of Lathander, Mourner, Mystic Theurge, Nature’s Warrior, Nightsong Infiltrator, Oppressor, Radiant Servant of Pelor, Rage Mage, Rainbow Servant, Recaster, Red
Wizard, Runesmith, Sacred Exorcist, Seeker of the Song, Shadowbane Inquisitor, Shadowbane Stalker, Shadowcraft Mage, Shadowcrafter, Sharn Skymage, Slayer of Domiel,
Spellguard of Silverymoon, Spellcarved Soldier, Spellsword, Sublime Chord, Thaumaturgist, Thief-Acrobat, Thrall of Kostchtchie, Thrall of Pazuzu, Troubadour of Stars, Vermin
Keeper, Virtuoso, War Chanter, Warpriest, Warshaper, Wayfarer Guide, Whisperknife, Wild Mage, World Speaker, Yathchol Webrider, Yathrinshee.
Ranger. Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Class Availability Page 128
Rogue
In-Class Skills – Str: Climb, Jump, Swim. Dex: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble, Use Rope. Int: Appraise, Craft,
Decipher Script, Disable Device, Forgery, Know(local), Search. Wis: Listen, Profession, Sense Motive, Spot. Cha: Bluff, Diplomacy, Disguise, Gather Information,
Intimidate, Perform, Use Magic Device.
Weapons – Simple, plus crossbow (light & hand), rapier, shortbow, & shortsword. Armor: Light.
Level Feats Class BAB Fort Ref Will Skill Skill cc Classes
1 1 0 0 2 0 4 2.0
2 1 evas 1 0 3 0 5 2.5 Stoneblessed
3 2 2 1 3 1 6 3.0 Aerial Avenger, Master Inquisitive
4 2 3 1 4 1 7 3.5 Celebrant of Sharess, Dragonmark Heir, Jobber
5 2 3 1 4 1 8 4.0
Assassin, Cavelord, Chameleon, Charlatan, Dread Pirate, Harper Agent, Outcast
Champion, Poisoner, Reforged, Replacement Killer, Scar Enforcer, Shadow Thief of
Amn, Spymaster, Stonedeath Assassin, Stoneface, Thief-Acrobat, Vigilante
6 3 4 2 5 2 9 4.5
Bloodhound, Cabinet Trickster, Extreme Explorer, Infused Spellcaster, Infused Warrior,
Invisible Blade, Martyred Champion of Ilmater, Purple Dragon Knight’, Ruathar, Spirit
Speaker, Slayer of Domiel, Stalker of Kharash
7 3 5 2 5 2 10 5.0
Apelord, Bearlord, Birdlord, Blade Bravo, Branch Dancer, Catlord, Crane Shen, Dark
Hunter, Darkwood Stalker, Deepwarden, Divine Seeker, Dragon Shen, Dungeon
Delver, Evangelist, Ghost-Faced Killer, Gnome Giant-Slayer, High Handcrafter, Holy
Liberator, Horselord, Kensai, Mantis Shen, Master Thrower, Menacing Brute, Mole,
Monkey Shen, Mystic Keeper of Corellon Larethian, Nightsong Enforcer, Nightsong
Infiltrator, Occult Slayer, Oppressor, Panther Shen, Pious Templar, Prime Underdark
Guide, Purebreath Devotee, Purple Dragon Knight, Ravager, Reaping Mauler, Shadow
Dancer, Slime Lord, Sharklord, Snake Shen, Snakelord, Stonelord, Streetfighter,
Temple Raider of Olidammara, Thayan Knight, Tiger Shen, Urban Soul, Warforged
Juggernaut, Wolflord, Zhentarim Spy
8 3 6 2 6 2 11 5.5 Blackguard, Cragtop Archer, Duelist, Exotic Weapon Master, Eye of Gruumsh, Justicar,
Ronin, Son of Mercy, Suel Arcanamach, Sword of Righteousness, Sworn Slayer
9 4 6 3 6 3 12 6.0 Battlesmith, Bowman Charger, Dervish, Halfling Outrider, Order of the Bow Initiate,
Whisperknife
10 4 7 3 7 3 13 6.5 Citadel Elite, Defender of Sealtiel, Divine Champion, Divine Crusader, Dwarven
Defender, Exemplar, Jester, Vassal of Bahamut, Wormhunter
11 4 8 3 7 3 14 7.0
12 5 9 4 8 4 15 7.5 Cavalier, Heir of Siberys, Tempest
13 5 9 4 8 4 16 8.0 Beastmaster, Highland Stalker, Reachrunner, Sentinel of Bharrai, Shaaryan Hunter,
Tattooed Monk, Ur-Priest, Weretouched Master, Wildrunner
14 5 10 4 9 4 17 8.5
15 6 11 5 9 5 18 9.0 Apostle of Peace, Emissary of Barachiel, Knight of Holy Shielding, Knight Protector,
Monk of the Long Death, Thrall of Baphomet
16 6 12 5 10 5 19 9.5
17 6 12 5 10 5 20 10.0 Beloved of Valarian, Ollam, Skylord
18 7 13 6 11 6 21 10.5
19 7 14 6 11 6 22 11.0
20 7 15 6 12 6 23 11.5
Rogue
Never: Acolyte of the Skin, Alchemist Savant, Alienist, Anointed Knight, Arachnomancer, Arcane Archer, Arcane Devotee, Arcane Hierophant, Arcane Trickster, Archmage, Argent
Savant, Battle Howler of Gruumsh, Bear Warrior, Black Flame Zealot, Bladesinger, Blighter, Blood Magus, Cannith Wand Adept, Celestial Mystic, Champion of Corellon Larethian,
Champion of Gwynharwyf, Chimeric Champion of Garl Glittergold, Church Inquisitor, Contemplative, Daggerspell Mage, Daggerspell Shaper, Darkwater Knight, Deadgrim, Deep
Diviner, Divine Disciple, Divine Oracle, Divine Prankster, Dragon Disciple, Drow Judicator, Drunken Master, Earth Dreamer, Earthshaker, Effigy Master, Eldeen Ranger, Eldritch
Knight, Elemental Savant, Enlightened Fist, Entropomancer, Evereskan Tomb Guardian, Exalted Arcanist, Exorcist of the Silver Flame, Eye of Horus-Re, Fatespinner, Firestorm
Berserker, Fist of Raziel, Fochlucan Lyrist, Force Missile Mage, Frenzied Berserker, Geomancer, Geometer, Green Star Adept, Green Whisperer, Hammer of Moradin, Harper
Paragon, Hathran, Heartfire Fanner, Hierophant, Horizon Walker, Hospitaler, Hunter of the Dead, Icesinger, Imaskari Vengeance Taker, Incantatrix, Incantifier, Initiate of Pistis
Sophia, Initiate of the Sevenfold Veil, Itinerant Warder of Yondala, Justiciar of Tyr, Knight of the Chalice, Lion of Talisid, Loremaster, Luckstealer, Maester, Mage of the Arcane
Order, Magic Filcher, Maiden of Pain, Master Astrologer, Master of Many Forms, Master of the East Wind, Master of the North Wind, Master of the South Wind, Master of the
Unseen Hand, Master of the West Wind, Master Transmogrifist, Memory Smith, Mindbender, Mindspy, Moonspeaker, Morninglord of Lathander, Mourner, Mystic Theurge, Nature’s
Warrior, Prophet of Erathaol, Radiant Servant of Pelor, Rage Mage, Rainbow Servant, Recaster, Red Wizard, Runecaster, Runesmith, Sacred Exorcist, Seeker of the Misty Isle, Seeker
of the Song, Shadow Adept, Shadowbane Inquisitor, Shadowbane Stalker, Shadowcraft Mage, Shadowcrafter, Shaper of Form, Sharn Skymage, Shinning Blade of Heironeous,
Spellcarved Soldier, Spellguard of Silverymoon, Spellsword, Stormlord, Sublime Chord, Swanmay, Thaumaturgist, Thrall of Dagon, Thrall of Fraz-Urb’luu, Thrall of Kostchtchie,
Thrall of Pazuzu, Thrall of Zuggtomy, Troubadour of Stars, Vermin Keeper, Virtuoso, Void Disciple, War Chanter, Warpriest, Warshaper, Wayfarer Guide, Wild Mage, Wild Plains
Outrider, World Speaker, Wonderworker, Yathchol Webrider, Yathrinshee.
Rogue.Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Class Availability Page 129
Sorcerer
In-Class Skills – Int: Craft, Know (arcana), Spellcraft. Wis: Profession. Con: Concentration. Cha: Bluff.
Weapons – All Simple. Armor: n/a
Level Feats Class BAB Fort Ref Will Skill Skill cc Classes
1 1 A1 0 0 0 2 4 2.0
2 1 A1 1 0 0 3 5 2.5 Stoneblessed
3 2 A1 1 1 1 3 6 3.0
4 2 A2 2 1 1 4 7 3.5 Dragonmark Heir
5 2 A2 2 1 1 4 8 4.0 Blood Magus, Charlatan, Dragon Disciple, Divine Oracle, Maester, Mindbender,
Reforged, Scar Enforcer, Shadow Adept, Shaper of Form, Stoneface, Wild Mage
6 3 A3 3 2 2 5 9 4.5
Alchemist Savant, Elemental Savant, Enlightened Fist, Exalted Arcanist, Force Missile
Mage, Incantatrix, Luckstealer, Martyred Champion of Ilmater, Mindspy, Rainbow
Servant, Recaster, Ruathar, Shadowcrafter, Sharn Skymage, Wonderworker
7 3 A3 3 2 2 5 10 5.0 Branch Dancer, Earth Dreamer, Effigy Master, High Handcrafter, Imaskari Vengeance
Taker, Thrall of Dagon, Void Disciple
8 3 A4 4 2 2 6 11 5.5
Arcane Devotee, Bloodhound, Evereskan Tomb Guardian, Extreme Explorer,
Fatespinner, Hathran, Infused Spellcaster, Infused Warrior, Master Transmogrifist,
Purple Dragon Knight’, Shadowcraft Mage, Spellguard of Silverymoon, Spirit Speaker,
Warshaper
9 4 A4 4 3 3 6 12 6.0
Acolyte of the Skin, Aerial Avenger, Apostle of Peace, Celestial Mystic, Darkwater
Knight, Evangelist, Green Star Adept, Initiate of the Sevenfold Veil, Jobber, Master
Inquisitive, Prophet of Erathaol, Runesmith, Troubadour of Stars
10 4 A5 5 3 3 7 13 6.5
Anointed Knight, Apelord, Argent Savant, Bearlord, Birdlord, Blade Bravo, Bladesinger,
Cannith Wand Adept, Catlord, Crane Shen, Dark Hunter, Darkwood Stalker,
Deepwarden, Dervish, Dragon Shen, Drow Judicator, Exemplar, Gnome Giant-Slayer,
Halfling Outrider, Holy Liberator, Horselord, Kensai, Mantis Shen, Master Thrower,
Master of the Unseen Hand, Menacing Brute, Mole, Monk of the Long Death, Monkey
Shen, Occult Slayer, Panther Shen, Pious Templar, Purebreath Devotee, Purple Dragon
Knight, Ravager, Reaping Mauler, Slime Lord, Sharklord, Snake Shen, Snakelord,
Stonelord, Streetfighter, Thayan Knight, Tiger Shen, Virtuoso, Warforged Juggernaut,
Wolflord, Zhentarim Spy
11 4 A5 5 3 3 7 14 7.0 Celebrant of Sharess
12 5 A6 6 4 4 8 15 7.5
Arachnomancer, Arcane Archer, Battlesmith, Blackguard, Bowman Charger, Duelist,
Exotic Weapon Master, Eye of Gruumsh, Heir of Siberys, Incantifier, Justicar, Order of
the Bow Initiate, Ronin, Spellcarved Soldier, Sword of Righteousness, Sworn Slayer,
Tempest
13 5 A6 6 4 4 8 16 8.0
Alienist, Assassin, Beastmaster, Cavelord, Chameleon, Deep Diviner, Dread Pirate,
Emissary of Barachiel, Ghost-Faced Killer, Harper Agent, Invisible Blade, Magic
Filcher, Outcast Champion, Poisoner, Prime Underdark Guide, Reachrunner,
Replacement Killer, Sentinel of Bharrai, Shaaryan Hunter, Shadow Thief of Amn,
Spymaster, Stalker of Kharash, Stonedeath Assassin, Tattooed Monk, Temple Raider of
Olidammara, Ur-Priest, Vigilante, Weretouched Master, Wildrunner, Yathchol
Webrider
14 5 A7 7 4 4 9 17 8.5 Archmage, Citadel Elite, Defender of Sealtiel, Divine Champion, Divine Crusader,
Dwarven Defender, Vassal of Bahamut, Wormhunter
15 6 A7 7 5 5 9 18 9.0 Cabinet Trickster, Knight of Holy Shielding, Suel Arcanamach, Thrall of Baphomet,
Thrall of Kostchtchie, Thrall of Pazuzu
16 6 A8 8 5 5 10 19 9.5 Cavalier
17 6 A8 8 5 5 10 20 10.0
Beloved of Valarian, Cragtop Archer, Divine Seeker, Dungeon Delver, Heartfire Fanner,
Loremaster, Ollam, Sacred Exorcist, Shadow Dancer, Skylord, Son of Mercy, Thrall of
Fraz-Urb’luu, Urban Soul, Wayfarer Guide
18 7 A9 9 6 6 11 21 10.5 Knight Protector, Thrall of Zuggtomy
19 7 A9 9 6 6 11 22 11.0
20 7 A9 10 6 6 12 23 11.5
Sorcerer
Never: Arcane Hierophant, Arcane Trickster, Battle Howler of Gruumsh, Bear Warrior, Black Flame Zealot, Blighter, Champion of Corellon Larethian, Champion of Gwynharwyf,
Chimeric Champion of Garl Glittergold, Church Inquisitor, Contemplative, Daggerspell Mage, Daggerspell Shaper, Deadgrim, Divine Disciple, Divine Prankster, Drunken Master,
Earthshaker, Eldeen Ranger, Eldritch Knight, Entropomancer, Exorcist of the Silver Flame, Eye of Horus-Re, Firestorm Berserker, Fist of Raziel, Fochlucan Lyrist, Frenzied Berserker,
Geomancer, Geometer, Green Whisperer, Hammer of Moradin, Harper Paragon, Hierophant, Highland Stalker, Horizon Walker, Hospitaler, Hunter of the Dead, Icesinger, Initiate of
Pistis Sophia, Itinerant Warder of Yondala, Jester, Justiciar of Tyr, Knight of the Chalice, Lion of Talisid, Maiden of Pain, Mage of the Arcane Order, Master Astrologer, Master of
Many Forms, Master of the East Wind, Master of the North Wind, Master of the South Wind, Master of the West Wind, Memory Smith, Moonspeaker, Morninglord of Lathander,
Mourner, Mystic Keeper of Corellon Larethian, Mystic Theurge, Nature’s Warrior, Nightsong Enforcer, Nightsong Infiltrator, Oppressor, Radiant Servant of Pelor, Rage Mage, Red
Wizard, Runecaster, Seeker of the Misty Isle, Seeker of the Song, Shadowbane Inquisitor, Shadowbane Stalker, Shinning Blade of Heironeous, Slayer of Domiel, Spellsword,
Stormlord, Sublime Chord, Swanmay, Thaumaturgist, Thief-Acrobat, Vermin Keeper, War Chanter, Warpriest, Whisperknife, Wild Plains Outrider, World Speaker, Yathrinshee.
Sorcerer.Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Prestige Class Availability Page 130
Wizard
In-Class Skills – Int: Craft, Decipher Script, Know (any), Spellcraft. Wis: Profession. Con: Concentration.
Weapons – club, dagger, crossbow (light & heavy), quarterstaff . Armor: —
Level Feats Class BAB Fort Ref Will Skill Skill cc Classes
1
1 +
Scribe
Scroll
A1 0 0 0 2 4 2.0
2 1+1 A1 1 0 0 3 5 2.5 Stoneblessed
3 2+1 A2 1 1 1 3 6 3.0
4 2+1 A2 2 1 1 4 7 3.5 Dragonmark Heir
5 2+2 A3 2 1 1 4 8 4.0
Acolyte of the Skin, Alchemist Savant, Alienist, Blood Magus, Cavelord, Deep Diviner,
Divine Oracle, Elemental Savant, Maester, Mage of the Arcane Order, Master
Astrologer, Mindbender, Rainbow Servant, Red Wizard, Reforged, Ruathar, Sentinel of
Bharrai, Shadow Adept, Shadowcrafter, Shaper of Form, Sharn Skymage, Wild Mage
6 3+2 A3 3 2 2 5 9 4.5
Enlightened Fist, Force Missile Mage, Geometer, Luckstealer, Martyred Champion of
Ilmater, Mindspy, Purple Dragon Knight’, Recaster, Runesmith, Tattooed Monk,
Wonderworker
7 3+2 A4 3 2 2 5 10 5.0
Branch Dancer, Celestial Mystic, Earth Dreamer, Effigy Master, Fatespinner, Hathran,
High Handcrafter, Imaskari Vengeance Taker, Incantatrix, Loremaster, Master
Transmogrifist, Ollam, Prophet of Erathaol, Shadowcraft Mage, Spellguard of
Silverymoon, Urban Soul, Void Disciple
8 3+2 A4 4 2 2 6 11 5.5 Bloodhound, Evereskan Tomb Guardian, Extreme Explorer, Infused Spellcaster, Infused
Warrior, Spirit Speaker, Warshaper
9 4+2 A5 4 3 3 6 12 6.0
Aerial Avenger, Apostle of Peace, Argent Savant, Darkwater Knight, Green Star Adept,
Initiate of the Sevenfold Veil, Jobber, Master Inquisitive, Master of the Unseen Hand,
Sacred Exorcist, Ur-Priest, Wayfarer Guide
10 4+3 A5 5 3 3 7 13 6.5
Anointed Knight, Apelord, Bearlord, Birdlord, Blade Bravo, Cannith Wand Adept,
Catlord, Crane Shen, Dark Hunter, Darkwood Stalker, Deepwarden, Dervish, Drow
Judicator, Exemplar, Gnome Giant-Slayer, Halfling Outrider, Holy Liberator,
Horselord, Kensai, Mantis Shen, Master Thrower, Menacing Brute, Mole, Monk of the
Long Death, Monkey Shen, Occult Slayer, Panther Shen, Pious Templar, Purebreath
Devotee, Purple Dragon Knight, Ravager, Reaping Mauler, Slime Lord, Sharklord,
Snake Shen, Snakelord, Stonelord, Streetfighter, Thayan Knight, Tiger Shen, Virtuoso,
Warforged Juggernaut, Wolflord, Zhentarim Spy
11 4+3 A6 5 3 3 7 14 7.0 Celebrant of Sharess, Incantifier
12 5+3 A6 6 4 4 8 15 7.5
Arcane Archer, Arachnomancer, Battlesmith, Blackguard, Bowman Charger, Duelist,
Exotic Weapon Master, Eye of Gruumsh, Heir of Siberys, Horizon Walker, Justicar,
Order of the Bow Initiate, Ronin, Spellcarved Soldier, Sword of Righteousness, Sworn
Slayer, Tempest, Wormhunter
13 5+3 A7 6 4 4 8 16 8.0
Archmage, Assassin, Beastmaster, Chameleon, Charlatan, Dread Pirate, Emissary of
Barachiel, Evangelist, Ghost-Faced Killer, Harper Agent, Invisible Blade, Magic
Filcher, Outcast Champion, Poisoner, Prime Underdark Guide, Reachrunner,
Replacement Killer, Scar Enforcer, Shaaryan Hunter, Shadow Thief of Amn,
Spymaster, Stalker of Kharash, Stonedeath Assassin, Stoneface, Temple Raider of
Olidammara, Vigilante, Weretouched Master, Wildrunner, Yathchol Webrider
14 5+3 A7 7 4 4 9 17 8.5 Citadel Elite, Defender of Sealtiel, Divine Champion, Divine Crusader, Dwarven
Defender, Vassal of Bahamut
15 6+4 A8 7 5 5 9 18 9.0 Cabinet Trickster, Knight of Holy Shielding, Suel Arcanamach, Thrall of Baphomet,
Thrall of Dagon, Thrall of Kostchtchie, Thrall of Pazuzu
16 6+4 A8 8 5 5 10 19 9.5 Cavalier
17 6+4 A9 8 5 5 10 20 10.0 Beloved of Valarian, Cragtop Archer, Divine Seeker, Dungeon Delver, Heartfire Fanner,
Shadow Dancer, Skylord, Son of Mercy, Thrall of Fraz-Urb’luu
18 7+4 A9 9 6 6 11 21 10.5 Knight Protector, Thrall of Zuggtomy
19 7+4 A9 9 6 6 11 22 11.0
20 7+5 A9 10 6 6 12 23 11.5
Wizard
Never: Arcane Hierophant, Arcane Trickster, Battle Howler of Gruumsh, Bear Warrior, Black Flame Zealot, Blighter, Champion of Corellon Larethian, Champion of Gwynharwyf,
Chimeric Champion of Garl Glittergold, Church Inquisitor, Contemplative, Daggerspell Mage, Daggerspell Shaper, Deadgrim, Divine Disciple, Dragon Disciple, Divine Prankster,
Drunken Master, Earthshaker, Eldritch Knight, Entropomancer, Exalted Arcanist, Exorcist of the Silver Flame, Eye of Horus-Re, Firestorm Berserker, Fist of Raziel, Fochlucan Lyrist,
Frenzied Berserker, Geomancer, Green Whisperer, Hammer of Moradin, Harper Paragon, Hierophant, Highland Stalker, Hospitaler, Hunter of the Dead, Icesinger, Initiate of Pistis
Sophia, Itinerant Warder of Yondala, Jester, Knight of the Chalice, Lion of Talisid, Maiden of Pain, Master of Many Forms, Master of the East Wind, Master of the North Wind,
Master of the South Wind, Master of the West Wind, Memory Smith, Moonspeaker, Morninglord of Lathander, Mourner, Mystic Keeper of Corellon Larethian, Mystic Theurge,
Nature’s Warrior, Nightsong Enforcer, Nightsong Infiltrator, Oppressor, Radiant Servant of Pelor, Rage Mage, Runecaster, Seeker of the Misty Isle, Seeker of the Song, Shadowbane
Inquisitor, Shadowbane Stalker, Shinning Blade of Heironeous, Slayer of Domiel, Spellsword, Stormlord, Sublime Chord, Swanmay, Thief-Acrobat, Troubadour of Stars,
Thaumaturgist, Vermin Keeper, War Chanter, Warpriest, Whisperknife, Wild Plains Outrider, World Speaker, Yathrinshee.
Wizard.Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Stacking Class Abilities Page 131
Stacking Class Abilities
The levels of some Prestige Classes stack with those of Base Classes when calculating Base Class Abilities. For example, your levels of ‘Tattooed Monk’ are
stacked with your levels of ‘Monk’ with regards to certain Monk Class Abilities. Another example is your levels of ‘Troubadour of Stars’ stacking with your
levels of ‘Bard’ for determining what Bardic Music abilities are available. The following table lists those Base Class Table to make looking up the stacked
abilities easier.
Some abilities do not change from level to level. Stacking with Bardic Knowledge simply adds the Prestige Class level to the Bardic Knowledge check.
Bardic Knowledge – Fochlucan Lyrist, Green Whisperer, Memory Smith, Mourner, Ollam, World Speaker
Wild Empathy – Apelord, Bearlord, Beastmaster, Birdlord, Catlord, Horselord, Nature’s Warrior, Sharklord, Snakelord, Swanmay, Wolflord
Turn Undead – Master of the West Wind.
Uncanny Dodge – Assassin, Darkwood Stalker, Dwarven Defender, Replacement Killer, Shadow Dancer.
Other class abilities are dependant on the effective class level, such as those listed below:
Animal Companion – Apelord, Arcane Hierophant, Bearlord, Beastmaster, Birdlord, Catlord, Horselord, Lion of Talisid, Sharklord, Snakelord, Wild Plains
Outrider, Wolflord.
Bardic Music – Battle Howler of Gruumsh, Fochlucan Lyrist, Green Whisperer, Heartfire Fanner, Icesinger, Memory Smith, Mourner, Seeker of the Song,
Sublime Chord, Troubadour of Stars, War Chanter, World Speaker.
Familiar Abilities – Arcane Hierophant, Master of the East Wind.
Rage – Eye of Gruumsh, Firestorm Berserker.
Monk AC Bonus – Crane Shen, Dragon Shen, Enlightened Fist, Initiate of Pistis Sophia, Mantis Shen, Master of the East Wind, Master of the North Wind,
Master of the South Wind, Master of the West Wind, Monkey Shen, Panther Shen, Snake Shen, Tattooed Monk, Tiger Shen.
Monk Unarmed Damage – Crane Shen, Dragon Shen, Enlightened Fist, Initiate of Pistis Sophia, Mantis Shen, Master of the East Wind, Master of the North
Wind, Master of the South Wind, Master of the West Wind, Monkey Shen, Panther Shen, Sacred Fist, Snake Shen, Tattooed Monk, Tiger Shen.
Monk Speed – Initiate of Pistis Sophia, Enlightened Fist, Master of the East Wind, Master of the North Wind, Master of the South Wind, Master of the West
Wind, Panther Shen, Tattooed Monk.
Monk Ki Strike – Initiate of Pistis Sophia.
Monk Flurry of Blows – Initiate of Pistis Sophia.
Special Mount – Wild Plains Outrider.
Wild Shape – Arcane Hierophant, Master of the North Wind.
Lvl Animal
Companion
Bardic Music
(#: = min Perform
rank)
Familiar Rage
Monk –
AC
Bonus
Monk –
Unarmed
Damage
Monk –
Move
Bonus
Monk –
Ki Strike
Monk –
Flurry of
Blows
Wild Shape
1 Share Spells
Easy to Handle
3: Countersong
3: Fascinate
3: Inspire Courage +1
Improved Evasion
Share Spells
Empathic Speech
Rage, 1/day +0 1d6 +0’
Extra attack
with a –2
penalty to all
attacks
2 +0 1d6 +0’
3 Evasion 6: Inspire
Competence
Deliver Touch
spells +0 1d6 +10’
4 Master & Familiar
can speak Rage, 2/day +0 1d8 +10’ Ki Strike
(magic)
5 +1 1d8 +10’ Wild Shape,
1/day
6 +4 Bonus vs.
Enchantments 9: Suggestion +1 1d8 +20’ Wild Shape,
2/day
7 Can speak with
similar animals +1 1d8 +20’ Wild Shape,
3/day
8 3: Inspire Courage +2 Rage, 3/day +1 1d10 +20’ Wild Shape,
Large
9 Feat:
Multiattack 12:Inspire Greatness +1 1d10 +30’
10 +2 1d10 +30’ Ki Strike
(lawful) Wild Shape,
4/day
11 Gains Spell
Resistance 5+lvl Greater Rage +2 1d10 +30’ 2nd Extra
attack
Wild Shape,
Tiny
12 15:Song of Freedom Rage, 4/day +2 2d6 +40’ Wild Shape,
Plants
13 Scry on Familiar +2 2d6 +40’
14 3: Inspire Courage +3 +2 2d6 +40’ Wild Shape,
5/day
15 Improved
Evasion 18: Inspire Heroics +3 2d6 +50’ Wild Shape,
Huge
16 Rage, 5/day +3 2d8 +50’
Ki Strike
(adamantine)
Wild Shape,
Elemental
1/day
17 Tireless Rage +3 2d8 +50’
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Stacking Class Abilities Page 132
Lvl Animal
Companion
Bardic Music
(#: = min Perform
rank)
Familiar Rage
Monk –
AC
Bonus
Monk –
Unarmed
Damage
Monk –
Move
Bonus
Monk –
Ki Strike
Monk –
Flurry of
Blows
Wild Shape
18 21: Mass Suggestion +3 2d8 +60’
Wild Shape,
6/day
Wild Shape,
Elemental
2/day
19 +3 2d8 +60’
20 3: Inspire Courage +4
Mighty Rage
Rage, 6/day
+4 2d10 +60’
Wild Shape,
Huge
Elemental
Wild Shape,
Elemental
3/day
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Stacking Class Abilities Page 133
Tattooed Monk Tattoos
New Tattoo every odd level
Tattoo 1st Lvl 3rd Lvl 5th Lvl 7th Lvl 9th Lvl
Arrowroot Heal (Wis mod) hp per
day to others
Heal 3 x (Wis mod) hp
per day to others
Heal 5 x (Wis mod) hp
per day to others
Heal 7 x (Wis mod) hp
per day to others
Heal 9 x (Wis mod) hp
per day to others
Bamboo
+1 Enhancement bonus
to Con for 1 round.
Usable 1/day
+2 Enhancement bonus
to Con for 3 rounds.
Usable 2/day
+3 Enhancement bonus
to Con for 5 rounds.
Usable 3/day
+4 Enhancement bonus
to Con for 7 rounds.
Usable 4/day
+5 Enhancement bonus
to Con for 9 rounds.
Usable 5/day
Bat
+1 Enhancement bonus
to Dex for 1 round.
Usable 1/day
+2 Enhancement bonus
to Dex for 3 rounds.
Usable 2/day
+3 Enhancement bonus
to Dex for 5 rounds.
Usable 3/day
+4 Enhancement bonus
to Dex for 7 rounds.
Usable 4/day
+5 Enhancement bonus
to Dex for 9 rounds.
Usable 5/day
Bellflower
+(Char mod)
Enhancement bonus to
any ability score for 1
round. Usable 1/day
+(Char mod)
Enhancement bonus to
any ability score for 3
round. Usable 2/day
+(Char mod)
Enhancement bonus to
any ability score for 5
round. Usable 3/day
+(Char mod)
Enhancement bonus to
any ability score for 7
round. Usable 4/day
+(Char mod)
Enhancement bonus to
any ability score for 9
round. Usable 5/day
Butterfly
+1 Enhancement bonus
to Wis for 1 round.
Usable 1/day
+2 Enhancement bonus
to Wis for 3 rounds.
Usable 2/day
+3 Enhancement bonus
to Wis for 5 rounds.
Usable 3/day
+4 Enhancement bonus
to Wis for 7 rounds.
Usable 4/day
+5 Enhancement bonus
to Wis for 9 rounds.
Usable 5/day
Centipede — — Shadow Walk, 1/week Shadow Walk, 1/week Shadow Walk, 1/week
Chameleon Alter Self for 1 hour.
Usable 1/day
Alter Self for 3 hours.
Usable 2/day
Alter Self for 5 hours.
Usable 3/day
Alter Self for 7 hours.
Usable 4/day
Alter Self for 9 hours.
Usable 5/day
Crab DR 2 / magic DR 4 / magic DR 6 / magic DR 8 / magic DR 10 / magic
Crane (special) Immune to non-magic
Disease Immune to Poison Immune to aging
penalties — —
Chrysanthemum Heal 1hp per hour when
in direct sunlight
Heal 3hp per hour when
in direct sunlight
Heal 5hp per hour when
in direct sunlight
Heal 7hp per hour when
in direct sunlight
Heal 9hp per hour when
in direct sunlight
Dragon
Breath 4d6 Fire damage
on 1 target, up to 3 time
in 1 hour. Usable 1/day
— — — —
Dragonfly
+1 Dodge bonus to AC
for 1 round. Usable
1/day
+2 Dodge bonus to AC
for 3 rounds. Usable
1/day
+3 Dodge bonus to AC
for 5 rounds. Usable
1/day
+4 Dodge bonus to AC
for 7 rounds. Usable
1/day
+5 Dodge bonus to AC
for 9 rounds. Usable
1/day
Falcon
Immune to Fear.
Allies w/i 10’ gain (Cha
mod + 1) Morale bonus
on saves vs. fear
Immune to Fear.
Allies w/i 10’ gain (Cha
mod + 2) Morale bonus
on saves vs. fear
Immune to Fear.
Allies w/i 10’ gain (Cha
mod + 3) Morale bonus
on saves vs. fear
Immune to Fear.
Allies w/i 10’ gain (Cha
mod + 4) Morale bonus
on saves vs. fear
Immune to Fear.
Allies w/i 10’ gain (Cha
mod + 5) Morale bonus
on saves vs. fear
Lion Smite, 1/day. +4 attack
& +1 damage
Smite, 2/day. +4 attack
& +3 damage
Smite, 3/day. +4 attack
& +5 damage
Smite, 4/day. +4 attack
& +7 damage
Smite, 5/day. +4 attack
& +9 damage
Monkey
+1 Competence bonus
on Balance, Climb,
Escape Artist, Hide,
Jump, Move Silently,
Open Locks, Sleight of
Hand, & Tumble check
+2 Competence bonus
on Balance, Climb,
Escape Artist, Hide,
Jump, Move Silently,
Open Locks, Sleight of
Hand, & Tumble check
+3 Competence bonus
on Balance, Climb,
Escape Artist, Hide,
Jump, Move Silently,
Open Locks, Sleight of
Hand, & Tumble check
+4 Competence bonus
on Balance, Climb,
Escape Artist, Hide,
Jump, Move Silently,
Open Locks, Sleight of
Hand, & Tumble check
+5 Competence bonus
on Balance, Climb,
Escape Artist, Hide,
Jump, Move Silently,
Open Locks, Sleight of
Hand, & Tumble check
Moon, Crescent — — — — Ethereal Jaunt, 1/day
Moon, Full
+2 Luck bonus on an
attack, skill check or
ability check. Usable
1 time per night
+2 Luck bonus on an
attack, skill check or
ability check. Usable
2 times per night
+2 Luck bonus on an
attack, skill check or
ability check. Usable
3 times per night
+2 Luck bonus on an
attack, skill check or
ability check. Usable
4 times per night
+2 Luck bonus on an
attack, skill check or
ability check. Usable
5 times per night
Mountain
For 1 round, you cannot
be moved, gain +4
bonus to Con & Wis,
immune to Bull Rush &
Trip, –20 penalty on
Dex-based skills.
Usable 1/day
For 3 rounds, you
cannot be moved, gain
+4 bonus to Con & Wis,
immune to Bull Rush &
Trip, –20 penalty on
Dex-based skills.
Usable 2/day
For 5 rounds, you
cannot be moved, gain
+4 bonus to Con & Wis,
immune to Bull Rush &
Trip, –20 penalty on
Dex-based skills.
Usable 3/day
For 7 rounds, you
cannot be moved, gain
+4 bonus to Con & Wis,
immune to Bull Rush &
Trip, –20 penalty on
Dex-based skills.
Usable 4/day
For 9 rounds, you
cannot be moved, gain
+4 bonus to Con & Wis,
immune to Bull Rush &
Trip, –20 penalty on
Dex-based skills.
Usable 5/day
Nightingale Heal 2 hp / day to any Heal 4 hp / day to any Heal 6 hp / day to any Heal 8 hp / day to any Heal 10 hp / day to any
Ocean You do not eat, drink,
or sleep — — — —
Phoenix — — — SR 22 SR 24
Pine Feat:Remain Conscious — — — —
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Stacking Class Abilities Page 134
Tattoo 1st Lvl 3rd Lvl 5th Lvl 7th Lvl 9th Lvl
Scorpion
A target opponent must
use his/her lowest
ability score modifier
(instead of Str / Dex)
when attacking you this
round. Usable 1/day
A target opponent must
use his/her lowest
ability score modifier
(instead of Str / Dex)
when attacking you this
round. Usable 2/day
A target opponent must
use his/her lowest
ability score modifier
(instead of Str / Dex)
when attacking you this
round. Usable 3/day
A target opponent must
use his/her lowest
ability score modifier
(instead of Str / Dex)
when attacking you this
round. Usable 4/day
A target opponent must
use his/her lowest
ability score modifier
(instead of Str / Dex)
when attacking you this
round. Usable 5/day
Spider
As a use of your
Stunning Fist, your
attack inflicts Contact
Poison (2 Con / 2 Con,
DC = 11 + Con mod)
As a use of your
Stunning Fist, your
attack inflicts Contact
Poison (2 Con / 2 Con,
DC = 13 + Con mod)
As a use of your
Stunning Fist, your
attack inflicts Contact
Poison (2 Con / 2 Con,
DC = 15 + Con mod)
As a use of your
Stunning Fist, your
attack inflicts Contact
Poison (2 Con / 2 Con,
DC = 17 + Con mod)
As a use of your
Stunning Fist, your
attack inflicts Contact
Poison (2 Con / 2 Con,
DC = 19 + Con mod)
Sun
+2 Luck bonus on an
attack, skill check or
ability check. Usable
1 time per daytime
+2 Luck bonus on an
attack, skill check or
ability check. Usable
2 times per daytime
+2 Luck bonus on an
attack, skill check or
ability check. Usable
3 times per daytime
+2 Luck bonus on an
attack, skill check or
ability check. Usable
4 times per daytime
+2 Luck bonus on an
attack, skill check or
ability check. Usable
5 times per daytime
Tiger
+1 attack & +1d6
damage for 1 round.
Usable 1/day
+1 attack & +1d6
damage for 3 rounds.
Usable 2/day
+1 attack & +1d6
damage for 5 rounds.
Usable 3/day
+1 attack & +1d6
damage for 7 rounds.
Usable 4/day
+1 attack & +1d6
damage for 9 rounds.
Usable 5/day
Tortoise
Gain 1 rank in a skill
which you have no
ranks for 1 check.
Usable 1/day
Gain 3 ranks in a skill
which you have no
ranks for 1 check.
Usable 2/day
Gain 5 ranks in a skill
which you have no
ranks for 1 check.
Usable 3/day
Gain 7 ranks in a skill
which you have no
ranks for 1 check.
Usable 4/day
Gain 9 ranks in a skill
which you have no
ranks for 1 check.
Usable 5/day
Unicorn Reroll one d20 roll per
day, but keep new roll — — — —
Wasp Haste for 1 round.
Usable 1/day
Haste for 3 round.
Usable 2/day
Haste for 5 round.
Usable 3/day
Haste for 7 round.
Usable 4/day
Haste for 9 round.
Usable 5/day
White Mask
Immune to Detect
Thoughts, Detect Lies,
& attempts to read
alignment. +10 bonus
on Bluff checks
— — — —
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Stacking Class Abilities Page 135
Infused Powers Table
Powers & physical changes gained by Infused Spellcasters and Infused Warriors. (DR321 p16)
Celestial Power I Minor Change Power II Mod. Change Power III Major Change Power IV
Astral Deva
(MM p010)
Detect Evil, 3/day
Remove Fear, 1/day
Skin becomes bronze
color
Discern Lies, 1/day
Remove Disease, 1/day Strength +2
Cure Serious Wounds,
1/day
Greater Invisibility,
1/day
Charisma +2 Blade Barrier, 1/day
Dispel Evil, 1/day
Planetar
(MM p011)
Immune to Petrification
+(Class lvl/2) on saves
vs. Poison
Head becomes bald Dispel Magic, 1/day
Remove Disease, 1/day
Grow wings. Fly at
land movement with
Average maneuverability
Blade Barrier, 1/day
Remove Fear, 1/day
Skin becomes green.
Immune to Cold
Greater Restoration,
1/day
Polymorph (self only),
1/day
Solar
(MM p012)
Proficient in Longbow
Arrows become ‘goodaligned’
vs. DR
Eyes become shinning
topaz shade
Dimensional Anchor,
1/day
Invisibility, 1/day
Grow wings. Fly at
land movement with
Average maneuverability
Cure Serious Wounds,
1/day
Holy Sword, 1/day
Skin becomes silver.
DR 5 / epic or evil
Can change one arrow
he/she fires into an
Slaying Arrow of a
type declared when
the arrow is drawn
Lantern
Archon
(MM p016)
Feat: Improved
Initiative Skin becomes silvery Teleport, 1/day
Skin gleams.
Electricity Resist 10
Immunity to
Petrification
Light Ray – 30’ range,
ranged touch. Does
1d6 damage that
ignores all DR
Able to glow in a 20’
radius as a Free
Action. While
glowing, gains
immunity to
Electricity &
Petrification
Aura of Menace –
hostile creatures
within 20’ receive a
–2 on attacks, AC, &
saves until it hits the
Infused, up to 24
hours. On a
successful save,
creature is immune
for 24 hours.
Hound
Archon
(MM p016)
Feat: Track
Survival is always a
class skill
Mouth becomes doglike
Polymorph (any canine
only), 1/day. Lasts
for up to (Class lvl)
hours.
Gain 1d6 Bite attack Immunity to Poison
and Petrification
+10 land movement
Natural Armor +2
Greater Teleport,
2/day at 14th level,
except can only
teleport 50 extra
pounds
Trumpet
Archon
(MM p016)
Receive a Masterwork
Trumpet that you can
change to a Masterwork
Greatsword
(Class lvl) times per
day for (Class lvl)
rounds each use.
Proficient in
Greatsword
Skin becomes greenish Trumpet now becomes
a +2 Greatsword
Grow wings. Fly at
land movement with
Average maneuverability
Trumpet now becomes
a +4 Greatsword
Trumpet can paralyze
all non-Archons &
non-Infused within
100’ for 1 round
(FortNeg, DC is
Charisma-based).
Usable 3/day.
Constitution +2
Summon Monster IX
(lawful good only),
2/day.
Bralani
Eladrin
(MM p093)
Detect Evil, 1/day
Gust of Wind, 1/day
Hair & clothes always
seem windswept
Wind Column –
activated as a Move
Action. Can Fly at
base move with
Average maneuverability.
Lasts (Class
lvl) rounds. Usable
2/day
Dexterity +2
Cure Serious Wounds,
1/day
Wind Wall, 1/day
Constitution +2 Blur, 3/day
Lightning Bolt, 3/day
Ghaele
Eladrin
(MM p094)
Your natural, unarmed,
& melee attacks do
+1hp to Evil
creatures and +1d4
hp to Evil Outsiders
& Undead
Eyes become pupilless
& pearly white
Gaze Attack 30’ –
Shaken for 1d10
rounds. Evil
creatures up to 5HD
receive no save. Evil
creatures with 6+ HD
& Neutral creatures
receive a Will save
(DC is Charismabased).
Good
creatures are immune
Strength +2
Can become an
Incorporeal Globe for
(Class lvl) rounds,
usable 1/day
DR 5 / cold iron or evil
Lesser Globe of
Invulnerability, 2/day
Magic Circle against
Evil, 2/day
Avoral
Guardinal
(MM p141)
Lay on Hands – (Class
lvl + Paladin lvl (if
any)) hp healed each
day
Arms grow feathers
Hair becomes featherlike
Magic Missile, 3/day
Arms become wings.
Fly at land
movement with
Average maneuverability.
Can’t hold
items while flying
Lightning Bolt, 1/day
Magic Circle against
Evil, 1/day
+8 on Spot checks
Natural Armor +2
True Seeing, 3/day
Lightning Bolt, 1/day
Leonal
Guardinal
(MM p142)
Lay on Hands – (Class
lvl + Paladin lvl (if
any)) hp healed each
day
Head gains a mane Speak with Animals,
at will Gain 1d6 Bite attack
Improved Grab with
Bite on creatures of a
smaller size than
itself
SR 11 + Class level
Rake – on a successful
Grapple, gain two
Rake attacks that deal
1d4 + Str
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Stacking Class Abilities Page 136
Table of Multiclass-Like Prestige Classes
Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue
Bard
Battle Howler
of Gruumsh
Eldritch Knight
Cleric Geomancer
Mystic Theurge
Druid
Arcane
Hierophant
Fochlucan
Lyrist
Geomancer
Mystic Theurge
Fighter
Bladesinger
Eldritch Knight
Spellsword
Monk Enlightened
Fist
Master of the
East Wind
Master of the
North Wind
Paladin Champion of
Gwynharwyf
Ranger
Eldritch Knight
Geomancer
Mystic Theurge
Rogue
Arcane
Hierophant
Daggerspell
Mage
Shadowbane
Inquisitor
Shadowbane
Stalker
Daggerspell
Shaper
Master of the
South Wind
Shadowbane
Inquisitor
Shadowbane
Stalker
Sorcerer Eldritch Knight Geomancer Arcane
Hierophant
Bladesinger
Eldritch Knight
Spellsword
Enlightened
Fist
Master of the
East Wind
Eldritch Knight
Geomancer
Mystic Theurge
Eldritch Knight
Geomancer
Mystic Theurge
Arcane
Hierophant
Daggerspell
Mage
Wizard Eldritch Knight Geomancer Arcane
Hierophant
Bladesinger
Eldritch Knight
Spellsword
Enlightened
Fist
Master of the
East Wind
Eldritch Knight
Geomancer
Mystic Theurge
Eldritch Knight
Geomancer
Mystic Theurge
Arcane
Hierophant
Daggerspell
Mage
Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007
Appendix Page 137
Appendix
Revision History
August 21, 2003 – Start of D&D 3.5 Edition.
Added Dungeon Master’s Guide v.3.5 & appropriate parts of D&D v.3.5 Accessory Update.
March 19, 2004 – Added Complete Warrior & the Book of Exalted Deeds.
Added Dragon #309 – Dragon #313.
August, 12, 2004 – Added Player’s Guide to Faerûn.
Added Dragon #314, #319.
Added Unearthed Arcana.
October 12, 2004 – Added Complete Divine
November 12, 2004 – Added Eberron Campaign Setting
Added Dragon #325.
April 1, 2005 – Added Complete Arcane.
Added Dragon #324, #326 – #329.
Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”.
Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”.
September 7, 2005 – Added Complete Adventurer.
Added Races of Eberron.
Added Dragon #330 – #335.
December 9, 2005 – Merged ‘Revised’ Prestige Classes and ‘New’ Prestige Classes.
Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark
Added Dragon #336 – #338.
April 14, 2006 – Added Dragon #339 – #343.
Added Dungeon #104 – #134.
February 28, 2007 – Added Dragon #344 – #352.
Added Dungeon #135 – #144.
Key to Sourcebooks
PH – Player’s Handbook v.3.5
DMG – Dungeon Master’s Guide v.3.5
MM – Monster Manual v.3.5
MM3 – Monster Manual
CWar – Complete Warrior
CDiv – Complete Divine
CArc – Complete Arcane
CAdv – Complete Adventurer
RoS – Races of Stone
RoD – Races of Destiny
RotW – Races of the Wild
RoE – Races of Eberron
BoED – Book of Exalted Deeds
UA – Unearthed Arcana
FR – Forgotten Realms Campaign Setting
MoF – Magic of Faerûn
LoD – Lords of Darkness
RoF – Races of Faerûn
SM – Silver Marches
Und – Underdark
PGF – Player’s Guide to Faerûn
Eb – Eberron Campaign Setting
PGE – Player’s Guide to Eberron
DR### – Dragon Magazine (with issue number)
DU## – Dungeon Magazine (with issue number)
3.5up – DandD v.3.5 Accessory Update – http://www.wizards.com/dnd/files/DnD35_update_booklet.zip
PH3.5e – Player’s Handbook v.3.5 Errata – http://www.wizards.com/dnd/files/PHB_Errata09242003.zip
PGFe – Player’s Guide to Faerûn Errata – http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip
CDivErrata – Complete Divine Errata – http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip
CArcErrata – Complete Arcane Errata – http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip
CAdvErrata – Complete Adventurer Errata – http://www.wizards.com/dnd/files/CompleteAdventurer_Errata08022005.zip
EbErrata – Eberron Errata – http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip
wWaterdeep – Waterdeep Web Enhancement – http://www.wizards.com/dnd/files/Noble_House.zip
wRotD1 – Races of the Dragon Web
Enhancement 1 – http://www.wizards.com/default.asp?x=dnd/we/20060127a

For a copy of this or any other Dungeons andDragons books go to www.wizards of the coast .com


Publication history

The lich was one of the earliest creatures introduced in the D&D game.
[edit]Dungeons & Dragons (1974-1976)
The lich was introduced to the game in its first supplement, Greyhawk (1975).[2] It is described as a skeletal monster that was formerly either a magic-user or a cleric in life. The lich was further developed in Supplement III: Eldritch Wizardry (1976).
[edit]Advanced Dungeons & Dragons 1st edition (1977-1988)
The lich appears in the first edition Monster Manual (1977),[3] where it is described as having been created with the use of powerful and arcane magic, formerly ultra powerful magic-users now non-human and non-living.
Len Lakofka's article "Blueprint For a Lich," in Dragon #26 (1979), describes a formula for transforming a spellcaster into a lich.[4]
A more powerful form of lich, the demilich, was introduced in Tomb of Horrors (1978) and later appeared in Lost Caverns of Tsojcanth (1982)[5] and then Monster Manual II (1983).[6]
[edit]Dungeons & Dragons (1977-1999)
This edition of the D&D game included its own version of the lich, in the Dungeons & Dragons Master Rules (1985), in the "Master DM's Book".[7] It was also later featured in the Dungeons & Dragons Rules Cyclopedia (1991).[8]
[edit]Advanced Dungeons & Dragons 2nd edition (1989-1999)
The lich and the demilich appear first in the Monstrous Compendium Volume One (1989),[9] and are reprinted in the Monstrous Manual (1993).[10]
The Spelljammer campaign setting accessory Lost Ships (1990) introduced the archlich[11], which also later appeared in the Monstrous Manual. The master lich appeared in Legend of Spelljammer (1991).
The psionic lich for the Ravenloft campaign setting first appeared in Dragon #174 (October 1991), and then appeared in Van Richten's Guide to the Lich (1993), Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994), Monstrous Compendium Annual One (1994), and Van Richten's Monster Hunter's Compendium (1999). Several other lich variants were also introduced in the Ravenloft Monstrous Compendium Appendix III, including the defiler lich and demi-defiler lich, the drow lich (and the drow demilich, the drider lich, the drow priestess lich, and the drow wizard lich), and the elemental lich and demi-elemental lich.
The baelnorn, an elven lich of good alignment, was introduced in Ruins of Myth Drannor (1993), and then appeared in Monstrous Compendium Annual Volume One (1994), and Cormanthyr: Empire of Elves (1998). The banelich, a version of the lich created by the god Bane in the Forgotten Realms campaign setting, first appear in the Ruins of Zhentil Keep boxed set (in the Monstrous Compendium booklet) in 1995, and then appears in the Monstrous Compendium Annual Volume Three (1996).
The Suel lich for the Greyhawk campaign setting was introduced in Polyhedron #101 (November 1994), and then appeared in Monstrous Compendium Annual Volume Two (1995).
The inheritor lich for the Red Steel campaign setting first appeared in Red Steel Savage Baronies (1995), and then in the Savage Coast Monstrous Compendium (1996).
[edit]Dungeons & Dragons 3.0 edition (2000-2002)
The lich appears in the Monster Manual for this edition (2000) as a template.[12]
The banelich, as well as the good liches, the archlich and the baelnorn, appeared in Monsters of Faerun (2000).[13]
The demilich appeared again in the Epic Level Handbook (2002).
[edit]Dungeons & Dragons 3.5 edition (2003-2007)
The lich appears in the revised Monster Manual for this edition (2003).
The good lich and the lichfiend appeared in Libris Mortis: The Book of Undead (2004).[14] The lichfiend also appeared in Dungeon #116 (November 2004), as part of the Shackled City adventure path.
The dry lich was introduced in Sandstorm: Mastering the Perils of Fire and Sand (2005).[15]
The Suel lich returned in the "Campaign Classics" feature in Dragon #339 (January 2006).
[edit]Dungeons & Dragons 4th edition (2008-)
The lich appears in the Monster Manual for this edition (2008).[16]
[edit]Ecology

A lich converts itself into a skeletal creature by means of necromancy, storing its soul in a magical receptacle called a phylactery. In some sources the method of becoming a lich is referred to as the Ritual of Endless Night. The lich creation process is often described as requiring the creation and consumption of a deadly potion which is to be drunk on a full moon; although the exact details of the potion are described differently in various sources, the creation of the potion almost universally entails acts of utter evil, such as using as an ingredient the blood of an infant slain by the potential lich's own hand, or other, similarly vile components. The potion invariably kills the drinker but if the process is successful he rises again some days later as a lich. Occasionally, this metamorphosis occurs by accident as a result of life-prolonging magic.
Unlike most other forms of undead creatures, the lich retains all of the memories, personality, and abilities that it possessed in life — but it has a virtual eternity to hone its skills and inevitably becomes very powerful. Like other powerful forms of undead (such as a vampire or mummy), a lich has unnatural powers owing to his state. For example, he can put mortals in a paralyzed state of hibernation with a touch, making them seem dead to others, and can, through his typically powerful magical spells, summon other lesser undead to protect him. Liches can radiate an aura of horror which can send weak-willed would-be foes to flight. The lich is capable of sustaining tremendous physical damage, and is immune to disease, poison, fatigue and other effects that affect only the living. However, despite all his undead "gifts", a lich's most valuable resources are his vast intellect, his supreme mastery of sorcery and limitless time to research, plot and scheme.
Since a lich's soul is mystically tied to its phylactery, destroying its body will not kill it. Rather, its soul will return to the phylactery, and its body will be recreated by the power keeping it immortal. Thus the only way to permanently destroy a lich is to destroy the phylactery as well. Therefore, the lich will generally be extremely protective of the priceless item. The phylactery, which can be of virtually any form (the default form is a metal box filled with rune-covered papers, but it usually appears as a valuable amulet or gemstone), will often be hidden in a secret place and protected by powerful spells, charms, monsters and/or other servants; the phylactery itself is usually of magical nature, meaning its destruction will generally be little easier than attaining it.
[edit]Alignment
Depending on the method of becoming a lich, a lich can be of any alignment, retaining whatever alignment it had in life.
Liches are mostly evil but there are references of good liches.
The reasons for good beings to become liches are limited but most of them come down to unfulfilled quests in life, guardianship over ancient evil and the oversight of future generations.
The process for being a good lich is more difficult to discover and in many campaign settings does not exist at all. In general, the process of becoming a lich has very evil requirements possibly making it hard for good people to retain a good alignment.
[edit]Liches in the Forgotten Realms
In the Forgotten Realms Arch-liches are liches from mortals who were divine casters of good alignment. Baelnorns are ancient elven liches who head noble families and aid communities through sage advice. While there are some records of these they are extremely rare and evil liches are far more prevalent. The abilities of good liches are somewhat diminished as well.
[edit]Notable liches

Liches are usually among the most powerful undead creatures in almost any setting in which they appear, and are one of the most powerful non-unique undead creatures in the D&D game.
[edit]Deities
Several D&D gods were liches before becoming deities; these gods include:
The drow goddess Kiaransalee, from the Forgotten Realms campaign setting.
Mellifleur, the god of liches.
Vecna from the Greyhawk campaign setting.
Velsharoon, from the Forgotten Realms campaign setting.
The githyanki lich-queen Vlaakith CLVII has been attempting to attain godhood.
[edit]Non-divine liches
Acererak, of the World of Greyhawk campaign setting.
Arklem Greeth, Arcane Archmage of the Forgotten Realms setting.
Aumvor the Undying appears in the Forgotten Realms book, Champions of Ruin (2005).
Azalin, the lord of Darkon in the Ravenloft campaign setting.
Boretti, Necromancer-King, ruler of a rogue army in Acheron, from Planescape: Planes of Law manual.
Dragotha, powerful dracolich in the World of Greyhawk campaign setting.
Dregoth, 3rd Champion of Rajaat, 'Ravager of Giants', Sorceror-King of Giustenal in the Dark Sun campaign setting.
Harthoon, chief diplomat and castellan of Orcus (from the Book of Vile Darkness and Fiendish Codex I: Hordes of the Abyss).
Larloch the Ultra-Lich, last Netheril arcanist from the Forgotten Realms setting.
Szass Tam, the de-facto ruler of Thay in the Forgotten Realms campaign setting.
Thessalar, of the World of Greyhawk campaign setting. Creator of the thessalmonster.
Redeye, the lich that rules over the Lizard Marsh. Appeared in the adventure module Under Illefarn.
Sammaster, First Speaker of the Cult of the Dragon in the Forgotten Realms setting.
Tordynnar Rhaevaern, baelnorn from the Forgotten Realms setting.
The Twisted Rune Lords: Jymahna, Kartak Spellseer, Priamon Rakesk, Rhangaun, Sapphiraktar the Azure (dracolich), and Shangalar the Black, all from the Forgotten Realms campaign setting.
Erandis d'Vol, nearly a deity. The driving force behind the Blood of Vol religion. Eberron campaign setting.
The Witch-King Zhengyi, from The Bloodstone Pass modules (particularly H4 Throne of Bloodstone) and the last two books of The Sellswords trilogy by R.A. Salvatore.
Zrie Prakis, subordinate and former lover of the wizard Cassana in the novel Azure Bonds.
[edit]Notable Dungeons & Dragons style liches in other media
Deimos, the final boss in Dungeons & Dragons: Tower of Doom.
Kangaxx, from Baldur's Gate II: Shadows of Amn, a hidden quest battle.
Klaxx the Malign, from Dungeons & Dragons 2: Wrath of the Dragon God.
Lyran, from Baldur's Gate: Dark Alliance II.
Karlat, a mage who sacrificed the children of Charwood Village to Belial the Fire Lord to gain Lichdom in Neverwinter Nights.
Heurodis the Medusa sacrificed her eyes (and thus her Flesh-to-Stone gaze) to become a lich in Neverwinter Nights: Shadows of Undrentide. The mythal empowering Undrentide served as her phylactery.
Vix'thra, the dracolich that was the final boss of the undead section of Neverwinter Nights: Hordes of the Underdark.
Rammaq, a titan turned demi-lich from Neverwinter Nights 2: Mask of the Betrayer.
Vongoethe, from Baldur's Gate II: Throne of Bhaal.
Xykon, from The Order of the Stick.
Arthas / Ner'zhul, the Lich King from the Warcraft universe.
[edit]Variant liches

[edit]Demiliches
If a lich exists long enough, it may reach a point where it feels it cannot learn any more in its present state and seeks other avenues to attain knowledge. The lich's interest turns away from the physical realm, and its soul voluntarily leaves its undead form and phylactery, using astral projection to travel across other planes of existence. The magics preserving the lich's body against the ravages of time weaken, usually causing the body to gradually deteriorate until only a skull or even a single skeletal hand remains; this advanced form of lich is known as a demilich. Despite its ruined body, a demilich is far from powerless; if disturbed, the skull will levitate and suck the souls from nearby living creatures. The most notable demiliches are Acererak, found in the classic adventure Tomb of Horrors, and Kangaxx, one of the most powerful adversaries in the PC game Baldur's Gate 2: Shadows of Amn.
[edit]Demihuman liches
Other races also have their own special versions of the lich, which are not necessarily evil; for example, an Elf from the Forgotten Realms setting can become a baelnorn (often elves who take upon themselves the duty of overseeing and/or protecting their house), or an Illithid can become an illithilich, also known as an alhoon. A dragon can also become a dracolich. Dracoliches are greatly feared, for they are far more powerful than ordinary liches. A dracolich that became a demilich would be an extremely powerful monster, even by dragon standards. Lichfiends are evil outsiders that achieve lichdom.
[edit]Good liches
Good Lich
Characteristics
Alignment Neutral Good
Type Undead
Image Wizards.com image
Publication history
Source books Monster Compendium: Monsters of Faerûn
In a typical Dungeons & Dragons campaign, liches are evil, power-hungry arcane or divine spell casters (of at least 11th level and typically wizards, sorcerers, or clerics) who have, as noted, cheated death by turning themselves into undead. The D&D 3.5 Monster Manual, a core D&D rule book, emphatically states that liches are always evil.
However, good liches are presented in Monster Compendium: Monsters of Faerûn, a supplementary rule book for the D&D 3.0 rules. Good liches differ from evil liches in that they have sought undeath for a noble cause, to protect a place, a loved one, or to pursue an important quest. Becoming a lich is an arduous task and can never be forced upon an individual.
The AD&D Spelljammer accessory Lost Ships also introduced the good Archlich, who are able to memorize spells through intuitive nature and do not need spellbooks; they also do not become demiliches (see above) but remain in their form for eternity.
Aside from the alignment, there is little difference between good liches and evil liches. They have much the same abilities and characteristics, although a few have additional abilities. Good liches, for example do not exude the aura of fear evil liches do and clerics (i.e. priests) interact with them differently.
Naturally, good liches can not be evil; they must be of a good or neutral alignment.
[edit]Other variant liches
Other variant liches exist. Baneliches, extremely powerful priests of the Forgotten Realms deity Bane, grow in power every 100 years of their continued existence. Dry liches are desert-dwelling liches, the end result of the Walker in the Wastes prestige class. Psiliches are powerful users of psionic powers, who have used non-magical means to achieve this state of undeath. The Suel Imperium also had its own form of liches, the Suel lich — powerful wizards who learned the secrets of transferring their souls from one body to the next — at the cost of the bodies burning out in brief periods.
[edit]References

^ "Dungeons & Dragons FAQ". Wizards of the Coast. Archived from the original on 2008-10-03. Retrieved on 2008-10-03.
^ Gygax, Gary and Robert Kuntz. Supplement I: Greyhawk (TSR, 1975)
^ Gygax, Gary. Monster Manual (TSR, 1977)
^ Lakofka, Len. "Blueprint For a Lich." Dragon #26 (TSR, 1979)
^ Gygax, Gary. The Lost Caverns of Tsojcanth (TSR, 1982)
^ Gygax, Gary. Monster Manual II (TSR, 1983)
^ Gygax, Gary, Frank Mentzer. Dungeons & Dragons Set 4: Master Rules (TSR, 1985)
^ Allston, Aaron, Steven E. Schend, Jon Pickens, and Dori Watry. Dungeons & Dragons Rules Cyclopedia (TSR, 1991)
^ Cook, David, et al. Monstrous Compendium Volume One (TSR, 1989)
^ Stewart, Doug, ed. Monstrous Manual (TSR, 1993)
^ Greenwood, Ed. Lost Ships (TSR, 1990)
^ Cook, Monte, Jonathan Tweet, and Skip Williams. Monster Manual (Wizards of the Coast, 2000)
^ Wyatt, James, and Rob Heinsoo. Monstrous Compendium: Monsters of Faerun (Wizards of the Coast, 2001)
^ Collins, Andy, and Bruce R. Cordell. Libris Mortis: The Book of Undead (Wizards of the Coast, 2004)
^ Cordell, Bruce, Jennifer Clarke-Wilkes, and J.D. Wiker. Sandstorm (Wizards of the Coast, 2005)
^ Mearls, Mike, Stephen Schubert, and James Wyatt. Monster Manual (Wizards of the Coast, 2008)
[edit]Additional reading

Collins, Andy, James Wyatt, and Skip Williams. Draconomicon (Wizards of the Coast, 2003).
Moldvay, Tom. "Too Evil To Die." Dragon #210 (TSR, 1994).
Richards, Jonathan M. "Bazaar of the Bizarre: Lich Magical Items." Dragon #234 (TSR, 1996).
[hide]
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