Character Classes

Return to Second Edition House Rules


  • Clerics who follow the One True God are referred to as Priests.
    • Priests may be of any alignment, but always turn undead/demons; they never control them.
    • The turn undead ability of the priest also functions as dispel magic with regards to arcane and sorcerous spells.
    • The priest’s turn undead ability can also be used to drive demons from a host. If used against a sorcerer this effectively destroys all sorcerous pacts the sorcerer has made and renders him powerless. Treat a sorcerer as special undead of equal hit dice.
    • Priests cannot use God’s power (spells) to harm intelligent creatures, save for enemies of God. Any attempt to do so results in automatic spell failure and the loss of all powers until the priest atones.
  • Clerics who devote themselves to the forces of darkness are called sorcerers.
    • All sorcerers are evil as they have sold their souls to the devil.
    • Sorcerers control undead/demons, as per evil clerics in the PHB.
    • Sorcerers have access to the wizard’s spell list, but may only cast spells for which they have made pacts.


  • All elves must be druids.
  • The PHB druid’s weapon limitations do not apply.
  • Elves who gain the ability to shapechange join the ranks of elven nobility, they are elf-lords.


  • Fighters have a number of attacks per round with all weapons as if they were specialized per the PHB, thus first level fighters gain 3 attacks per 2 rounds.

Thieves (Rogues)

  • Not all thieves are “thieves”. The terms thief and rogue can be used interchangeably when describing this class.
  • Thieves may exchange their backstab ability for an 8-sided hit die. Good aligned thieves must make this exchange.

Wizards (Scholars)

  • Not all “wizards” are spellcasters. Non-casting members of this class are referred to as scholars.
  • Wizards can learn Sage Lores, Potion Formulae, and Arcane Runes in addition to spells.

Commoners (NPC Class)

  • Commoners are essentially suped up 0-level characters. They save as rogues of equal level; but they never gain hit dice and their THAC0 is always 20. A 1st level fighter could best a 20th level commoner in combat quite easily.


  • Very few NPCs have the need for (or access to) the combat abilities of the average adventurer. Even a mid-level wizard has melee combat abilities far exceeding that of the average militia-man.
  • Hit dice can be exchanged for bonus proficiency slots.
  • Improvements to THAC0 can be exchanged for a +1 bonus to all proficiencies tied to a single ability score.

Character Advancement

  • NPCs must roll a learning check to successfully advance, PCs are assumed to automatically succeed at this check.
    • Dwarves and gnomes divide their learn chance by two. Elves divide their learn chance by four.

Character Classes

AD&D Dark Ages DireHammer DireHammer