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* CarryABigStick: Clerics are almost always restricted to bludgeoning weapons in all editions, the exception usually being whenever the favored weapon of their deity comes into play. Not that bludgeons are necessarily a ''bad'' thing, especially if you end up having to fight swaths of skeletons.


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* HammerOfTheHoly: Clerics are almost always restricted to [[CarryABigStick bludgeoning weapons]] in all editions, the exception usually being whenever the favored weapon of their deity comes into play. Not that bludgeons are necessarily a ''bad'' thing, especially if you end up having to fight swaths of skeletons.
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%%* EmpathyPet: Familiars.

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%%* * EmpathyPet: Familiars.Familiars are one of the iconic class features of the wizard and its variants, granting the wizard an animal (or, more rarely, a low-level monster) that possesses an empathic link to the wizard. Depending on edition, they can easily be a terrible weakness, as this same empathic link means that the death of a familiar can have ''devastating'' side effects on their wizard.


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!!!Necromancer
One of the eight "core" Specialist Wizards, necromancers officially debuted in D&D history in ''TabletopGame/AdvancedDungeonsAndDragons2ndEdition'', although a prototype necromancer conceived of as an NPC-exclusive "villain class" for AD&D 1st edition had appeared earlier in the pages of Magazine/WhiteDwarf. Necromancers specialize in magic that interacts with the forces of life and death, and are widely considered the most inherently feared and evil of the specialists. Despite this, they've always been very popular, and even received their own class sourcebook in 2nd edition in the form of the ''Complete Book of Necromancers'' -- the only equivalent to this, the ''Complete Sha'ir's Handbook'', was more of a 2nd iteration of the original ''Complete Wizard's Handbook'' intended for the unique wizards of TabletopGame/AlQadim.
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* CharmPerson: Averted in 2nd edition, where the Enchantment/Charm school is one of the two schools that necromancers sacrifice access to (alongside Illusion) as part of their specialization. Played straight with the Undead Master kit, who gains access and even specialist bonuses to Enchantment/Charm spells, as their archetype is the "sinister magical mastermind".
* CreepyGood: Given the sinister vibe of the majority of necromancy spells, even the most benevolent and heroic necromancer is likely to be seen as spooky and creepy.
* DarkIsNotEvil: The necromancer has never had a strict alignment requirement, outside of the 3.5 "Dread Necromancer" spin-off class having a "Any Non-Good" alignment requirement. As a result, though their powers are fearsome and easily lend themselves to evil, they can still be good. The ''Complete Necromancer's Handbook'' acknowledges this by giving necromancers an array of kits that span the moral alignment; alongside the obligatory DarkIsEvil "Archetypal Necromancer", there's the morally neutral Philosopher, the "neutral shading towards evil" Undead Master, and the outright heroic Anatomist (who studies necromancy to improve their ability to heal the living) and Deathslayer (who studies necromancy to better battle the undead).
* {{Necromancer}}: The D&D necromancer traditionally focuses on using dark magics to slay the living with disease, decay and entropic force or to animate the dead. A number of "spin-off" necromancers have appeared over the editions as well.
** In 2nd edition, the ghul lord from ''TabletopGame/AlQadim'' is a pseudo-necromancer, in that they are technically an elementalist who draws their power from the Elemental Plane of Negative Energy. As such, their magic works best when used to raise the dead or inflict disease, decay and entropy on the world around them. The cost for this is their body slowly withers away until they look like a living corpse themselves.
** Also in 2nd edition is the Arcanist from ''TabletopGame/{{Ravenloft}}'', which focuses on the "communing with the dead for unholy knowledge" archetype of the necromancer and so in practice is a necromancer/diviner hybrid, with specialist bonuses to spells from either of those schools. Though a NonActionGuy even by the usual standards of D&D wizards, as they suffer a severe penalty (-25%!) to learning Abjuration and Conjuration spells, and flat out '''cannot''' learn Transmutation, Evocation, Illusion or Enchantment spells, they do make good "behind the scenes" masterminds, and their ability to turn undead like a cleric can make them quite useful in a party. Assuming they're used in a setting ''other'' than Ravenloft, where their abilities are all severely impeded by the base rules of the setting.
** 3.5 edition introduces the Dread Necromancer class in ''Heroes of Horror'' that is basically a superior version of the 3.5 necromancer. Built off of the Sorcerer's chassis, the Dread Necromancer knows all of the Necromancy spells available to wizards and sorcerers, can cast them more readily, and gains a number of fairly powerful class features as they progress, ultimately transforming into a lich at 20th level.
* SummonMagic: In 2nd edition, it's noted that necromancers often like to take Conjuration spells to bulk out their spell lists, as it gives them access to minions who can't be repelled by clerics or who aren't inherently vulnerable to paladins. The Undead Master in particular specializes in employing a ''massive'' army of undead, summoned minions and enthralled mortals.
* UnequalRites: Wizard-necromancers (and subsequently sorcerer-necromancers) are, in most editions, rather sub-par as player characters compared to cleric-necromancers. Clerics get access to a much broader array of spells, and their inability to turn and control the undead gives them more options to deal with "wild" undead.

!!!Elementalist
Elementalists are wizards who have chosen to specialize in the magical manipulation and command of one (or, more rarely, multiple) elemental forces. They debuted in 2nd edition's ''Tome of Magic'' and were reprinted in both ''Player's Option'' books and in ''TabletopGame/{{Ravenloft}}: Domains of Dread'', but also saw the creation of two alternative elementalist wizards as part of the ''TabletopGame/AlQadim'' setting; the Elemental Mage and the Zakharan Sorcerer.
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* ElementalPowers: As you might guess from the name, elementalists specialize in elemental magic. Traditionally, the four classic Western elements: [[DishingOutDirt Earth]], [[PlayingWithFire Fire]], [[MakingASplash Water]], and [[BlowYouAway Air]].
* MasterOfOneMagic: What distinguishes the Elemental Mage in 2e from the standard Elementalist. Normal elementalists can learn spells of ''any'' school, except their elementally prohibited opposition school (Earth/Air, Water/Fire) -- they do receive a penalty to learning spells outside of their specialized school, but it's quite low, so they can potentially wield a very diverse arsenal of spells. Elemental Mages, on the other hand, '''cannot''' learn any spell that isn't part of their elemental school, but in exchange for this limitation, they double the standard specialist wizard bonuses. Zakharan Sorcerers only get the standard specialist bonuses, but are allowed to learn spells from two elemental schools simultaneously, and they can match "opposed" schools, so a Zakharan Sorcerer could specialize in Earth and Air spells, or Fire and Water spells.

!!!Wu Jen
Debuting in the {{sourcebook}} ''Oriental Adventures'' for ''TabletopGame/AdvancedDungeonsAndDragons1stEdition'', the Wu Jen was envisioned as the "Oriental Mage", and draws its inspiration from Japanese and Chinese mythical traditions of mysterious, wilderness dwelling hermits who command unearthly powers through devotion to strange philosophical teachings, meditation, esoteric personal training and interactions with unearthly powers. Appearing through the first three editions of the game, the Wu Jen is characterized as a strange and unearthly mystic who normally lives a reclusive life in the wilderness, honing mental and spiritual powers over the elements, and venturing forth only when they perceive a personal reason to do so. Their defining characteristic is their need to obey strict spiritual taboos in order to maintain access to their magical powers; breaking a taboo strips them of their spellcasting until they atone.\\
There are five different iterations of the Wu Jen. The original, for AD&D 1st edition, in ''Oriental Adventures''. AD&D 2nd edition has two alternative versions; one in ''The Complete Wizard's Handbook'' and the other in an article in ''Magazine/DragonMagazine'' #229. 3rd edition also has two alternative versions; a 3.0 version in the 3.0 reimagining of ''Oriental Adventures'' and the final 3.5 version in ''Complete Arcane''.
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* BargainWithHeaven: A wu jen's spellcasting is tied intrinsically to an increasing array of pacts they swear to spiritual patrons. Whilst the ''nature'' of these patrons is never fleshed out in any of the incarnations, the inference is that they are akin to the kami of Shinto or the immortals of Taoism -- divine spirits representing the elemental and cosmic forces of reality.
* CastFromHitPoints: The signature mechanic of the Dragon #229 version of the wu jen. Rather than having to memorize spells like normal wizards, wu jen instead can cast any spell they want... at a cost of having to sacrifice hit points equal to the spell's level each time they cast it. Also, from 6th level onwards, they can boost their Strength, Dexterity and Constitution scores by 1d4 points each for 2d4 rounds, at a cost of having to spend 1d6+2 hit points each time they boost their physical strength.
* ChargedAttack: The 1st edition wu jen can, from 4th level onwards, cast a spell with all of its effects boosted to the maximum once per day. The wu jen from the ''Complete Wizard's Handbook'' also retains this ability, and it is their only unique special benefit as a kit.
* ElementalPowers: Throughout most of its incarnations, the Wu Jen is associated with the use of elemental magic, dividing its spells into five different schools. With the exception of the ''Complete Wizard's Handbook'' version, wu jen are restricted to unique spell lists created entirely for the wu jen, making it feel more like a distinct class than the common specialist wizards.
* ElementNumberFive:
** The 1e wu jen's magical schools are defined as [[DishingOutDirt Earth]]/[[ExtraOreDinary Metal]], [[PlayingWithFire Fire]], [[MakingASplash Water]], [[BlowYouAway Air]], and [[GreenThumb Wood/Nature]].
** The Dragon #299 wu jen's magical schools are defined as [[DishingOutDirt Earth]], [[PlayingWithFire Fire]], [[MakingASplash Water]], [[BlowYouAway Air]] and [[GreenThumb Nature]].
** The 3.0 and 3.5 wu jen's magical schools are mapped to the Chinese wuxing philosophy; [[DishingOutDirt Earth]], [[ExtraOreDinary Metal]], [[GreenThumb Wood]], [[PlayingWithFire Fire]] and [[MakingASplash Water]].
* FlashStep: Several iterations of the wu jen are able to move with blinding speed in single short but potentially decisive bursts.
** The 1e wu jen can give themselves +3 to an initiative roll once per day.
** The 3.0 wu jen can give themselves +4 to an initiative check once per day.
** The 3.5 wu jen can always roll twice when called to make an initiative check and choose which result to use.
* InASingleBound: The Dragon #229 wu jen can, from 12th level, leap up to 30 feet in a single bound at a cost of [[CastFromHitPoints 1 hit point of damage]].
* MagicKnight: The 1e wu jen is able to use a number of "Oriental" (read: Japanese) weapons that would normally be restricted for wizards, including boku-tohs (wooden katanas), short swords, and sais. The ''Complete Wizards Handbook'' wu jen retains access only to the boku-toh, bo staff, jitte and shuriken. Both of these versions also get a +1 proficiency bonus to attack rolls with a single weapon they are proficient in. The Dragon #229 wu jen can use ''any'' weapon, although they still have only a wizard's [=THAC0=] progression. All other wu jen have no special affinity for martial weapons.
* MasterOfOneMagic:
** In 1st edition, a wu jen who knows all of the spells belonging to an elemental school that are available at their current level gains a bonus to the potency of spells they cast from that school, as they are considered to have mastered that school. For example, if a wu jen able to cast 3rd level spells knows all of the Fire-aligned spells of 1st, 2nd and 3rd level, then they gain a potency bonus to all Fire spells they cast. A wu jen can be a "master" of multiple elemental schools, but once they advance to a new level of spellcasting, they lose the benefit of school mastery until they learn the requisite elemental spells of their new level.
** The 3.0 wu jen has the same "elemental mastery" special class feature as the 1st edition version.
** The 3.5 wu jen reimagines the Elemental Mastery mechanic in a simpler fashion; at 6th level, they can choose a single elemental school, and forever afterwards they treat their caster level as being +2 levels higher when they cast spells of that school.
** Both the 3.0 and the 3.5 wu jen have a class feature called "Spell Secret", where at certain levels they are allowed to choose a single specific spell and permanently give it the effects of a single specific metamagic feat, to represent the wu jen's utter mastery of the intricacies of that spell.
* OathboundPower: The signature defining trait of the wu jen, which is univeral across its incarnations. As it levels up, it acquires an increasing number of taboos, which are mandated or prohibited codes of behavior that the wu jen '''must''' obey. If they break a taboo, they lose their spellcasting abilities until they commit an act of spiritual atonement. Ironically, they're also characterized as tending to be outside of the normally strict social requirements of their native cultures. Sample taboos vary depending on incarnation, but commonly include never cutting one's hair, refusing to wear (or always wearing) a specific color, dietary restrictions such as refusing to consume meat and/or alcohol, small daily rituals they must perform, and so on.
* ThePigPen: One sample taboo found in ''every'' incarnation of the wu jen is a refusal to ever voluntarily bathe.
* PowerAtAPrice: The Dragon #229 wu jen's ability to use their life force to fuel their spells and extraordinary physical feats comes with a downside: they ''halve'' all magical healing effects targeting them, making them a SquishyWizard even compared to other 2e wizards!
* SupernaturalMartialArts: What separates the wu jen from the wizard is that their magical abilities are typically tied lore-wise into practice of esoteric martial arts. This trope is most strongly in play in the Dragon #229 version of the class, who gains the lowest amount of spells (1 per level!) but whose spells function more like KiManipulation on a lore basis, being CastFromHitPoints and paired with the abilities to enter yogic trances, boost their physical attributes through meditation, and move in tremendous leaps.
* TheUnfettered: Wu jen are devoted to personal power and self-improvement through spiritual growth, and are largely indifferent to the oft-intricate webs of societal expectations, demands and taboos that tend to be associated with their native cultures.
** In 1st edition, wu jen have no societal birth rank or family prominence requirements to join the class, as wu jen deliberately cast aside their family to pursue their magical powers. They also have the least use for the Honor mechanic, having to worry about only the most fundamental Honor-penalizing acts and gaining no real benefits from a high Honor score outside of the generic benefits
** In 3.0 and 3.5, wu jen are restricted to Non-Lawful Alignment. A wu jen whose alignment changes to any of the Lawful alignments suffers the normal penalty for breach of alignment requirement -- that is, they can't use their spells or class abilities until they change back to an allowed requirement.
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* HealItWithNature: Druids are spell casters who derive their power from a connection to nature, and can cast healing spells.
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* MadeOfIron: Traditionally, barbarians have the highest hit points of the core classes, and in most cases, actually take reduced damage from ''all'' physical attacks at higher levels (the DR is so small that it only outright prevents ScratchDamage, though).

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* MadeOfIron: Traditionally, barbarians have the highest hit points of the core classes, and in most cases, actually take reduced damage from ''all'' physical attacks at higher levels (the DR is so small levels. In 5E barbarians take this to the extreme, taking half damage from physical sources while raging, with a certain very popular subclass feature expanding that it only outright prevents ScratchDamage, though).to half damage from all damage types except psychic.
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Anything That Moves is a disambiguation


* GirlsLikeMusicians: A stereotypical bard uses their high charisma score to seduce AnythingThatMoves. This is technically because they're a high charisma class who could easily end an encounter by...turning it into an encounter, but the way this was attached to bards rather than other charisma-based classes is likely because of this trope.

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* GirlsLikeMusicians: A stereotypical bard uses their high charisma score to seduce AnythingThatMoves.anyone. This is technically because they're a high charisma class who could easily end an encounter by...turning it into an encounter, but the way this was attached to bards rather than other charisma-based classes is likely because of this trope.

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* {{Necromancer}}: Similar to evil Clerics, Wizards can reanimate the dead via the AnimateDead spell and create undead via the Create Dead spell. They have early access to the Chill Touch, a lethal close-range spell. However, they ''cannot'' rebuke undead, unless they take certain extra steps, like taking the Necromancer specialization with the Undead Master kit or the Arcanist specialization.



* {{Necromancer}}: Similar to evil Clerics, Wizards can reanimate the dead via the AnimateDead spell and create undead via the Create Dead spell. They have early access to the Chill Touch, a lethal close-range spell. However, they ''cannot'' rebuke undead, unless they take certain extra steps, like taking the Necromancer specialization with the Undead Master kit or the Arcanist specialization.
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* CodeOfHonor: Paladins are expected to abide by their Oath, or risk losing their powers and potentially becoming an Oathbreaker. Earlier editions had a fairly inflexible code for all paladins to follow, while later editions introduced different Oaths for different types of paladins, each with their own tenants to follow. As of [=5E=], these include (but are not limited to):
** The Oath of the Ancients, which calls on the paladin to be a HopeBringer and fight for what is right and just
** The Oath of Devotion, which calls on the paladin to be honest, kind, and brave
** The Oath of Vengeance, which calls on the paladin to [[GoodIsNotSoft destroy evil wherever it lurks]]

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* EarlyInstallmentWeirdness: When first introduced in OD&D they were a variant of the Cleric class (which made sense), who had all the abilities of a thief (which didn't), could fight effectively with any weapon, but fought best with their bare hands. They were also the only class that got more than one melee attack per round against enemies with any number of Hit Dice, vs the Fighter who was restricted to ''just'' enemies with 1 Hit Die or less. Not that they made much more sense when they returned in 3rd edition...

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* EarlyInstallmentWeirdness: When first introduced in OD&D they were a variant of the Cleric class (which made sense), who had all the abilities of a thief (which didn't), had the same vow of poverty as paladins, could fight effectively with any weapon, but fought best with their bare hands. They were also the only class that got more than one melee attack per round against enemies with any number of Hit Dice, vs the Fighter who was restricted to ''just'' enemies with 1 Hit Die or less. Not that they made much more sense when they returned in 3rd edition... edition...
** Their magic item access was also weird: magic weapons, magic rings, and miscellaneous magic items that only thieves could use. They couldn't even use ''healing potions''.
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* PrimalPolymorphs: "Wild Shape" is one of the signature abilities of this nature-attuned eco-warrior class, allowing them to assume the form of creatures with the "beast" creature type.

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* ProfessionalKiller: Their specialty is killing others cleanly and stealthily. And their powerful stealth abilities make it all the more easy for them.

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* ProfessionalKiller: Their specialty is killing others cleanly and stealthily. And their powerful stealth abilities make it all the more easy easier for them.



* CharlesAtlasSuperpower: Frequent with any non-magic class, but Barbarians can become essentially immune to certain things by getting real mad.
* CompositeCharacter: In early editions, the whole "UnstoppableRage" schtick was more a trait of the Berserker ( a fighter kit), which got its features rolled into Barbarian.

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* CharlesAtlasSuperpower: Frequent with any non-magic class, but Barbarians can become essentially immune to certain things by getting real really mad.
* CompositeCharacter: In early editions, the whole "UnstoppableRage" schtick was more a trait of the Berserker ( a (a fighter kit), which got its features rolled into Barbarian.



* GirlsLikeMusicians: A stereotypical bard uses their high charisma score to seduce AnythingThatMoves. This is technically because they're a high charisma class who could easily end an encounter by...turning it into an encounter, but the way this was attached to bards rather than other charisma based classes is likely because of this trope.

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* GirlsLikeMusicians: A stereotypical bard uses their high charisma score to seduce AnythingThatMoves. This is technically because they're a high charisma class who could easily end an encounter by...turning it into an encounter, but the way this was attached to bards rather than other charisma based charisma-based classes is likely because of this trope.



* MakeMeWannaShout: Their offensive spells (such as ''shout'') tend to fall into this trope, as does their strongest performance ability, ''[[ExactlyWhatItSaysOnTheTin deadly performance]]''.



* ThePowerOfRock: By default bards tend to be musicians with magic powers.
* PrestigeClass:
** The AD&D 1st Edition version could be considered the UrExample. A bard had to start as a fighter, work up to at least 5th level, then switch to thief and work up to at least 6th level ''again'', and then switch to druid and only then - assuming you were the right race, alignment, and your stats were ''also'' up to it - you could become a bard. [[labelnote:Stats]]Human or half-elf, 15 Strength, Dexterity, Wisdom and Charisma, 12 Intelligence, and 10 Constitution. And a neutral alignment.[[/labelnote]] The Fochlucan Lyrist PrestigeClass from 3.5e has similar requirements as a spiritual successor to the original Bard.

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* ThePowerOfRock: By default default, bards tend to be musicians with magic powers.
* PrestigeClass:
**
PrestigeClass: The AD&D 1st Edition version could be considered the UrExample. A bard had to start as a fighter, work up to at least 5th level, then switch to thief and work up to at least 6th level ''again'', and then switch to druid and only then - assuming you were the right race, alignment, and your stats were ''also'' up to it - you could become a bard. [[labelnote:Stats]]Human or half-elf, 15 Strength, Dexterity, Wisdom and Charisma, 12 Intelligence, and 10 Constitution. And a neutral alignment.[[/labelnote]] The Fochlucan Lyrist PrestigeClass from 3.5e has similar requirements as a spiritual successor to the original Bard.



* SuperScream: Their offensive spells (such as ''shout'') tend to fall into this trope, as does their strongest performance ability, ''[[ExactlyWhatItSaysOnTheTin deadly performance]]''.



* CharacterAlignment: One of the classes most restricted by the Alignment mechanic, druids were mechanically forced to maintain a TrueNeutral alignment or lose all of their powers. In AD&D, multiclassed druids could be any of the other Neutral alignments, and 3rd edition made it that druids in general just had to be a Neutral alignment.

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* CharacterAlignment: [[invoked]] One of the classes most restricted by the Alignment mechanic, druids were mechanically forced to maintain a TrueNeutral alignment or lose all of their powers. In AD&D, multiclassed druids could be any of the other Neutral alignments, and 3rd edition made it that druids in general just had to be a Neutral alignment.



* CharacterAlignment: Traditionally, monks are required to adhere to the three Lawful alignments, to represent the strict mental discipline and physical training regimes that unlock their SupernaturalMartialArts. 3rd edition even features a monk variant class that instead must be any ''Chaotic'' alignment instead.

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* CharacterAlignment: [[invoked]] Traditionally, monks are required to adhere to the three Lawful alignments, to represent the strict mental discipline and physical training regimes that unlock their SupernaturalMartialArts. 3rd edition even features a monk variant class that instead must be any ''Chaotic'' alignment instead.



* EarlyInstallmentWeirdness: When first introduced in OD&D they were a variant of the Cleric class (which made sense), who had all the abilities of a thief (which didn't), could fight effectively with any weapon and wear any armor, but fought best with bare fists and without armor. They were also the only class that got more than one melee attack per round against enemies with any number of Hit Dice, vs the fighter who was restricted to ''just'' enemies with 1 Hit Die or less. Not that they made much more sense when they returned in 3rd edition...

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* EarlyInstallmentWeirdness: When first introduced in OD&D they were a variant of the Cleric class (which made sense), who had all the abilities of a thief (which didn't), could fight effectively with any weapon and wear any armor, weapon, but fought best with their bare fists and without armor. hands. They were also the only class that got more than one melee attack per round against enemies with any number of Hit Dice, vs the fighter Fighter who was restricted to ''just'' enemies with 1 Hit Die or less. Not that they made much more sense when they returned in 3rd edition...



** Have a lot of "flavor" abilities with no value, like the ability to partially slow your fall by using nearby walls (most wizards can completely slow ''all'' falls, period, with a level 1 spell). Most of its abilities are contrary, as well: The monk has a lot of mobility-enhancing powers that would lead to hit-and-run attacks... But Flurry of Blows only work when the monk stands still.

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** Have a lot of "flavor" abilities with no value, like the ability to partially slow your fall by using nearby walls (most wizards can completely slow ''all'' falls, period, with a level 1 spell). Most of its abilities are contrary, as well: The the monk has a lot of mobility-enhancing powers that would lead to hit-and-run attacks... But but Flurry of Blows only work when the monk stands still.



* TouchOfDeath: Quivering Palm.

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* TouchOfDeath: Their Quivering Palm.Palm technique.



* CaptainErsatz: They were inspired by Holger Carlson from ''Literature/ThreeHeartsAndThreeLions'' by Creator/PoulAnderson. Also by Anderson's original sources, Charlemagne's paladins in the medieval French ''Chansons de Geste'' (''Songs Of Deeds''), particularly The Song of Roland and Ariosto's ''Orlando Furioso''.
* CharacterAlignment: Paladins are legendary for having one of the most restrictive alignment requirements in traditional D&D; LawfulGood exclusively. In older editions, paladins not only lost their abilities if their alignment changed, but if their alignment changed to Non-Good, then it was largely ''impossible'' for them to redeem themselves and regain their powers.

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* CaptainErsatz: They were inspired by Holger Carlson from ''Literature/ThreeHeartsAndThreeLions'' by Creator/PoulAnderson. Also Also, by Anderson's original sources, Charlemagne's paladins in the medieval French ''Chansons de Geste'' (''Songs Of of Deeds''), particularly The Song of Roland and Ariosto's ''Orlando Furioso''.
* CharacterAlignment: [[invoked]] Paladins are legendary for having one of the most restrictive alignment requirements in traditional D&D; LawfulGood exclusively. In older editions, paladins not only lost their abilities if their alignment changed, but if their alignment changed to Non-Good, then it was largely ''impossible'' for them to redeem themselves and regain their powers.



* EarlyInstallmentWeirdness: Paladins used to have a lot of weird restrictions, that eventually got stripped away:
** Donating most of their loot to their patron church or ruler.
** A funding and men-at-arms limit on any stronghold they build.
** A limited number of magic items they could own.
** If they obtained a horse, then they had to wait 10 years until they could get a replacement.
** If they acquired a Holy Sword of any sort, they became virtually immune to all magic.
** They could only adventure with parties that shared their alignment, unless ordered otherwise.



* ArbitraryHeadcountLimit: In the 1st edition, only three rangers at most could ever work together.

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* ArbitraryHeadcountLimit: In the 1st edition, only three rangers at most could ever work together.together, an increase from two for the ''Strategic Review'' version.



* CharacterAlignment: [[invoked]] Their ''Strategic Review'' version were limited to being Lawful, whereas the version from 1st and 2nd edition was restricted to any Good alignment.



** Their spell selections went from cleric and wizard spells (OD&D), to druid and wizard spells (1st Ed), to just plant and animal domain priest spells (2nd Ed), until they just got their own dedicated spell list in 3rd Edition.

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** Their spell selections went from cleric and wizard spells (OD&D), in Original Edition, to druid and wizard spells (1st Ed), in 1st Edition, to just plant and animal domain priest spells (2nd Ed), in 2nd Edition, until they just got their own dedicated divine/primal spell list in 3rd Edition.Edition.
** They had to adhere to the same "vow of modesty/poverty" that Paladins did. Unlike the Paladin, this was lifted once they reached 8th level.
** They couldn't hire ''any'' hirelings, mercenaries, or henchmen until they reached 8th level.
** They gained a limited number of unique followers, 2-24 for the ''SR''/1e version or 2-12 for the 2e version, once they reached a high enough level.
** Their ''Strategic Review'' and 1e versions gained the ability to use certain magic items as they leveled:
*** At 9th level, they could use magic items that heal wounds or cure diseases.
*** At 10th level, they could use magic items pertaining to scrying, telekinesis, and travel.



%%* LovableRogue



* BlackMage: Arcane healing is possible, but it's very inefficient compared to divine spells. Either by a spell that converts other spells into a small amount of healing, or taking damage from someone else and putting it on your self, or transferring it another target. Or the high level stuff like Limited Wish or Wish that can simply replicate almost any spell.

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* BlackMage: Arcane healing is possible, but it's very inefficient compared to divine spells. Either by a spell that converts other spells into a small amount of healing, healing or taking damage from someone else and putting it on your self, yourself or transferring it another target. Or the high level high-level stuff like Limited Wish or Wish that can simply replicate almost any spell.



* {{Necromancer}}: Similar to evil Clerics, Wizards can reanimate the dead via the AnimateDead spell and create undead via the Create Dead spell. They have early access to the Chill Touch, a lethal close range spell. However, they ''cannot'' rebuke undead, unless they take certain extra steps, like taking the Necromancer specialization with the Undead Master kit or the Arcanist specialization.

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* {{Necromancer}}: Similar to evil Clerics, Wizards can reanimate the dead via the AnimateDead spell and create undead via the Create Dead spell. They have early access to the Chill Touch, a lethal close range close-range spell. However, they ''cannot'' rebuke undead, unless they take certain extra steps, like taking the Necromancer specialization with the Undead Master kit or the Arcanist specialization.



** OD&D magic-users used a d6 to roll their health like fighters and clerics, but had a lower accumulation than either class. Until the Greyhawk supplement introduced using a d4 as an alternate, which stuck from then up to 3.5 Edition.

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** OD&D magic-users used a d6 to roll their health like fighters and clerics, clerics but had a lower accumulation than either class. Until the Greyhawk supplement introduced using a d4 as an alternate, which stuck from then up to 3.5 Edition.



* VancianMagic: The TropeCodifier. Wizards have to prepare their spells ahead of time, and can only have a certain number at once.

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* VancianMagic: The TropeCodifier. Wizards have to prepare their spells ahead of time, time and can only have a certain number at once.
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* ArbitraryHeadcountLimit: In the 1st edition, only three rangers at most could ever work together.
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* ToBeLawfulOrGood: For Paladins caught in this dilemma, it's always better to err on the side of Good. The Code of Conduct in Third Edition outright states that a Paladin needs to make a habit of doing Chaotic deeds for their alignment to change, while a single Evil deed is already enough for them to fall.
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An alternate arcane spellcaster introduced in 3rd Edition, the sorcerer is flavored as an arcanist whose powers come to them innately, possibly as a result of exposure to some power-imbuing event or a mystical lineage, and thus they wield magic intuitively rather than studying it like a izard does.

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An alternate arcane spellcaster introduced in 3rd Edition, the sorcerer is flavored as an arcanist whose powers come to them innately, possibly as a result of exposure to some power-imbuing event or a mystical lineage, and thus they wield magic intuitively rather than studying it like a izard wizard does.
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* RedemptionDemotion: In 3E, the Avenger variant allows non-evil and non-chaotic characters access to a similar skillset. However, RAW they don't have the same progression for Sneak Attack as the Assassin[note]There is a discrepancy between the table and the class description; the table lists them with the same progression as the Assassin, but the class description states otherwise[/note], and they have an even smaller spell list than Assassins, who already have a small list that can at least be bolstered with spells from additional sourcebooks.

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* RedemptionDemotion: In 3E, the Avenger variant allows non-evil and non-chaotic characters access to a similar skillset. However, RAW they don't have the same progression for Sneak Attack as the Assassin[note]There Assassin[[note]]There is a discrepancy between the table and the class description; the table lists them with the same progression as the Assassin, but the class description states otherwise[/note], otherwise[[/note]], and they have an even smaller spell list than Assassins, who already have a small list that can at least be bolstered with spells from additional sourcebooks.

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Assassins are professional killers for hire who specialize in using stealth and precise blows to quickly dispatch their enemies. Debuting in OD&D's "Blackmoor" supplement as an independent class tied to the Thief, they maintained this status in 1st edition, but were increasingly downgraded in prominence over the editions, becoming a Thief kit in 2nd edition and a Prestige Class in 3rd edition. It would return to full class status in 4th edition, and then be downgraded to a Rogue subclass in 5th edition.

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Assassins are professional killers for hire who specialize in using stealth and precise blows to quickly dispatch their enemies. Debuting in OD&D's "Blackmoor" supplement as an independent class tied to the Thief, they maintained this status in 1st edition, but were increasingly downgraded in prominence over the editions, becoming a Thief kit in 2nd edition and a Prestige Class in 3rd edition. A non-evil variant, [[http://web.archive.org/web/20080207102006/http://www.wizards.com/default.asp?x=dnd/prc/20070401a Avenger]], was introduced on April Fools in 2007. It would return to full class status in 4th edition, and then be downgraded to a Rogue subclass in 5th edition.


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** Subverted with the 3E Avenger variant created for April Fools' Day in 2007, which instead has the requirement that they be of any non-chaotic alignment.


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* LethalJokeCharacter: The Avenger in 3E was created specifically for April Fools, and the text describes it as having Sneak Attack progression [[RedemptionDemotion at 2nd, 4th, 6th, 8th, and 10th levels]] rather than 1st, 3rd, 5th, 7th and 9th levels like the Assassin. Regardless, it still bears most of the same class abilities as the Assassin, such as [[OneHitKill Death Attack]] and [[StealthExpert Hide in Plain Sight]].


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* MyCountryRightOrWrong: The Avenger variant created on April Fools 2007 for 3E is dedicated to the defense of their nation or homeland, striking down enemies of their country from the darkness.


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* RedemptionDemotion: In 3E, the Avenger variant allows non-evil and non-chaotic characters access to a similar skillset. However, RAW they don't have the same progression for Sneak Attack as the Assassin[note]There is a discrepancy between the table and the class description; the table lists them with the same progression as the Assassin, but the class description states otherwise[/note], and they have an even smaller spell list than Assassins, who already have a small list that can at least be bolstered with spells from additional sourcebooks.
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[[folder:Assassin]]

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[[folder:Assassin]][[folder: Assassin]]



[[folder:Barbarian]]

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[[folder:Barbarian]][[folder: Barbarian]]



[[folder:Bard]]

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[[folder:Bard]][[folder: Bard]]



[[folder:Cleric / Priest]]

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[[folder:Cleric [[folder: Cleric / Priest]]
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* TechnicalPacifist: In the first two editions, clerics cannot cause bloodshed, and thus cannot use slashing or piercing weapons. Apparently, bludgeoning people to death with a big, heavy mace is just fine, though. This restriction was created by Gygax, who supposedly based this on Archbishop Tilpin from ''La Chanson de Roland'', even though Tilpin actually wielded a sword and lance (both named "Almace"). The idea of clerics wielding bludgeons was actually based on the Bayeux Tapestry, which depicts Bishop Odo of Bayeux wielding a club in battle. Later editions and spin-off games like ''Pathfinder'' and ''13th Age'' justify that by saying that Clerics are proficient in simple weapons - most of which are bludgeoning. It's unknown if the ''Braunstein Blackmoor'' era cleric had these restrictions or not.

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* TechnicalPacifist: In the first two editions, clerics cannot cause bloodshed, and thus cannot use slashing or piercing weapons. Apparently, bludgeoning people to death with a big, heavy mace is just fine, though. This restriction was created by Gygax, who supposedly based this on Archbishop Tilpin from ''La Chanson de Roland'', even though Tilpin actually wielded a sword and lance (both named "Almace"). The idea of clerics wielding bludgeons was actually based on the Bayeux Tapestry, Art/TheBayeuxTapestry, which depicts Bishop Odo of Bayeux wielding a club in battle. Later editions and spin-off games like ''Pathfinder'' and ''13th Age'' justify that by saying that Clerics are proficient in simple weapons - most of which are bludgeoning. It's unknown if the ''Braunstein Blackmoor'' era cleric had these restrictions or not.
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* EnemyExchangeProgram: Evil-aligned clerics (as well as neutral-aligned clerics of evil deities) can use the Rebuke Undead ability to permanently take mental control over an undead creature. This doesn't work anymore as of the fourth edition.
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Weapon Of Choice is now a disambig


* WeaponOfChoice: In late 1st edition, Fighters gain an ability called "Weapon Specialization", which gives them bonuses when they use their chosen weapon. 3rd edition turned this into a feat which requires 4+ levels in Fighter.

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* WeaponOfChoice: WeaponSpecialization: In late 1st edition, Fighters gain an ability called "Weapon Specialization", which gives them bonuses when they use their chosen weapon. 3rd edition turned this into a feat which requires 4+ levels in Fighter.

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Tried to expand upon the lore behind some classes. Added Character Alignment due to its mechanical basis in some classes. Added Underground Monkey to druid due to the overlap with "Nature Cleric", but it may not be the right trope.


A sub-class of the thief introduced in the OD&D Blackmoor supplement, the assassin became a PrestigeClass in 3rd Edition.

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A sub-class of Assassins are professional killers for hire who specialize in using stealth and precise blows to quickly dispatch their enemies. Debuting in OD&D's "Blackmoor" supplement as an independent class tied to the thief introduced Thief, they maintained this status in 1st edition, but were increasingly downgraded in prominence over the OD&D Blackmoor supplement, the assassin became editions, becoming a PrestigeClass Thief kit in 2nd edition and a Prestige Class in 3rd Edition.edition. It would return to full class status in 4th edition, and then be downgraded to a Rogue subclass in 5th edition.



* MagicKnight: Zigzagged. The original iterations of the assassin were purely mundane warriors, being essentially Thieves with increased backstabbing powers. In 3rd edition, however, the assassin became a secondary spellcaster, gaining access to a number of stealth-based spells. 4th edition expanded on this idea, with the first iteration of the assassin being a full-fledged [[CastingAShadow shadow-manipulating]] warrior-mage. 5th edition returned to its roots as merely a mundane skilled killer.



First officially codified in the ''Unearthed Arcana'' supplement to 1st Edition (though it appeared in a fanzine before this); disappeared from 2nd Edition, only to be reintroduced in the ''Players Options'' series; finally recodified as a standard class in 3rd Edition. Class Handbooks: [[http://community.wizards.com/go/thread/view/75882/19867934/Consolidated_Barbarian_Handbook WotC 3.5 version]], [[http://brilliantgameologists.com/boards/index.php?topic=8753.0 Brilliant Gameologists 3.5 version]] ([[http://www.giantitp.com/forums/showthread.php?t=105525 copied from the GiantITP version)]], [[http://community.wizards.com/go/thread/view/75882/19648686/Destruction_Manifest:_The_Barbarians_Handbook Gleemax 4E version]].

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Barbarians are primal warriors typically hailing from remote or lawless regions. Whilst not as trained in combat as their Fighter counterparts, barbarians make up for this deficit with raw vitality and sheer brutality. First officially codified in the ''Unearthed Arcana'' supplement to 1st Edition (though it appeared in a fanzine before this); disappeared from 2nd Edition, only to be reintroduced in the ''Players Options'' series; finally recodified as a standard class in 3rd Edition. Class Handbooks: [[http://community.wizards.com/go/thread/view/75882/19867934/Consolidated_Barbarian_Handbook WotC 3.5 version]], [[http://brilliantgameologists.com/boards/index.php?topic=8753.0 Brilliant Gameologists 3.5 version]] ([[http://www.giantitp.com/forums/showthread.php?t=105525 copied from the GiantITP version)]], [[http://community.wizards.com/go/thread/view/75882/19648686/Destruction_Manifest:_The_Barbarians_Handbook Gleemax 4E version]].



* CompositeCharacter: In early editions, the whole "UnstoppableRage" schtick was more a trait of the Berserker class, which got its features rolled into Barbarian.

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* CompositeCharacter: In early editions, the whole "UnstoppableRage" schtick was more a trait of the Berserker class, ( a fighter kit), which got its features rolled into Barbarian.



A class introduced in ''Strategic Review Vol.2 Issue 1'', converted to the UrExample PrestigeClass in AD&D 1st Edition, then made its own class again from 2nd Edition onward. Class Handbooks: [[http://community.wizards.com/go/thread/view/75882/19648522/Oh!_blame_not_the_bard._-_The_Bard_Handbook?pg=1 Gleemax 4E version]], [[http://community.wizards.com/go/thread/view/75882/19870498/The_Bards_Handbook Gleemax 3.5 version]], [[http://brilliantgameologists.com/boards/index.php?topic=8284.0 Brilliant Gameologists 3.5 version]].

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Wandering performers who are masters of the social arena, bards are also capable of contributing to an adventuring party with their mastery of inspiratory music as well as an arsenal of spellcasting abilities. A class introduced in ''Strategic Review Vol.2 Issue 1'', converted to the UrExample PrestigeClass in AD&D 1st Edition, then made its own class again from 2nd Edition onward. Class Handbooks: [[http://community.wizards.com/go/thread/view/75882/19648522/Oh!_blame_not_the_bard._-_The_Bard_Handbook?pg=1 Gleemax 4E version]], [[http://community.wizards.com/go/thread/view/75882/19870498/The_Bards_Handbook Gleemax 3.5 version]], [[http://brilliantgameologists.com/boards/index.php?topic=8284.0 Brilliant Gameologists 3.5 version]].



One of the three original classes. Purportedly created during the ''Braunstein'' days of ''Blackmoor'' as a counter to one of the other players, who was playing as a vampire character. Class Handbook: [[http://community.wizards.com/go/thread/view/75882/19648822/The_Clerics_Bible_Making_a_4e_Cleric Gleemax 4E version]], [[http://brilliantgameologists.com/boards/index.php?topic=1590.0 Brilliant Gameologists 4E version]], [[http://community.wizards.com/go/thread/view/75882/19866830/The_Cleric_Handbook Gleemax 3.5 version]], [[http://brilliantgameologists.com/boards/index.php?topic=420.0 Brilliant Gameologists 3.5 version]].

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One of the three original classes.classes, the Cleric (also known as the Priest) is a devoted servant of a patron deity, whose faith has been rewarded with the ability to work holy magic. Purportedly created during the ''Braunstein'' days of ''Blackmoor'' as a counter to one of the other players, who was playing as a vampire character. Class Handbook: [[http://community.wizards.com/go/thread/view/75882/19648822/The_Clerics_Bible_Making_a_4e_Cleric Gleemax 4E version]], [[http://brilliantgameologists.com/boards/index.php?topic=1590.0 Brilliant Gameologists 4E version]], [[http://community.wizards.com/go/thread/view/75882/19866830/The_Cleric_Handbook Gleemax 3.5 version]], [[http://brilliantgameologists.com/boards/index.php?topic=420.0 Brilliant Gameologists 3.5 version]].



** The Church of the Silver Flame from the *Eberron* campaign setting explicitly designates player character clerics as this, with non-combat divine magic users in the "adept" NPC class.

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** The Church of the Silver Flame from the *Eberron* ''TabletopGame/{{Eberron}}'' campaign setting explicitly designates player character clerics as this, with non-combat divine magic users in the "adept" NPC class.



Originally a sub-class of Clerics introduced in the Eldritch Wizardry supplement, which was turned into its own class with its own spell list in 1st Edition. 2nd had it a cleric with different spell access.

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Druids are a priesthood who worship Nature as their patron and who are dedicated to protecting and preserving the wilderness in the face of external threats. Originally a sub-class of Clerics introduced in the Eldritch Wizardry supplement, which was turned into its own class with its own spell list in 1st Edition. 2nd had it a cleric with different spell access.



* CharacterAlignment: One of the classes most restricted by the Alignment mechanic, druids were mechanically forced to maintain a TrueNeutral alignment or lose all of their powers. In AD&D, multiclassed druids could be any of the other Neutral alignments, and 3rd edition made it that druids in general just had to be a Neutral alignment.



* PrestigeClass: In the BECMI ruleset, a Druid is a subclass that a 9th level Cleric of Neutral alignment can choose to graduate into. In other iterations of the game, it's an entirely separate class.



* UndergroundMonkey: One of the conundrums with druids from a lore perspective is that they overlap heavily with the Cleric in terms of representing the "priest of a nature-based deity". Though the druid's unique spell list and VoluntaryShapeshifting class mechanically largely separates it from the Cleric, it still leads to a lore overlap that different settings have to resolve. This inspired 4th edition to more clearly break the two apart by inventing the Primal Spirits, an entirely separate animistic pantheon to the gods, giving Primal classes like the druid and Divine classes like the cleric separate powers to worship.



One of the original three classes.

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One of the original three classes.classes, the fighter is the self-explanatory generic warrior class.



A Cleric sub-class introduced in the ''OD&D'' Blackmoor supplement. Made its own class in ''AD&D'' 1st Edition.

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Inspired by 70s kung-fu movies, the Monk is a martial artist who hones their body, mind and spirit through rigorous training to the point they can achieve superhuman feats. A Cleric sub-class introduced in the ''OD&D'' Blackmoor supplement. Made its own class in ''AD&D'' 1st Edition.



%%* AllMonksKnowKungFu
%%* ArrowCatch: A standard ability of 1st edition monks, one possible build path in 3rd edition.

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%%* AllMonksKnowKungFu
%%*
* AllMonksKnowKungFu: The defining attribute that distinguishes the "Monk" from the "Cleric" is that the monk practices martial arts and is heavily rooted in the archetype of the Shaolin monk, whereas the Cleric took its roots more from the Christian Knights Templar and Knights Hospitaller.
*
ArrowCatch: A standard ability of The 1st edition monks, one possible build path iteration of the monk gave it the ability to try and catch arrows or similar projectiles in mid-flight as a level-gated class feature, and this trait persisted into all subsequent editions. 3rd edition.edition offers players the chance to focus on this ability with feats.



* CharacterAlignment: Traditionally, monks are required to adhere to the three Lawful alignments, to represent the strict mental discipline and physical training regimes that unlock their SupernaturalMartialArts. 3rd edition even features a monk variant class that instead must be any ''Chaotic'' alignment instead.



%%* InASingleBound: Leap of the Clouds.

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%%* * InASingleBound: Leap One of the Clouds.unlockable class features for monks is their ability to make spectacular leaps, which is even given a name in some editions as "Leap of the Clouds".



* CharacterAlignment: Paladins are legendary for having one of the most restrictive alignment requirements in traditional D&D; LawfulGood exclusively. In older editions, paladins not only lost their abilities if their alignment changed, but if their alignment changed to Non-Good, then it was largely ''impossible'' for them to redeem themselves and regain their powers.



* PrestigeClass: In BECMI, the paladin is one of three "advanced" classes that the fighter can progress into from 9th level; alongside the generic "Knight", which any 9th level fighter can become, Lawful fighters can become Paladins and Chaotic ones can become Avengers.



%%* TheSneakyGuy

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%%* TheSneakyGuy* TheSneakyGuy: The defining attribute of the Rogue or Thief is that it is the most stealth-centric of all the base classes. It revolves around the skills to sneak around, pick locks and disable (or set) traps.



An alternate arcane spellcaster introduced in 3rd Ediiton.

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An alternate arcane spellcaster introduced in 3rd Ediiton.Edition, the sorcerer is flavored as an arcanist whose powers come to them innately, possibly as a result of exposure to some power-imbuing event or a mystical lineage, and thus they wield magic intuitively rather than studying it like a izard does.



%%%* NotThatKindOfMage: Once again, with wizards.

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%%%* * NotThatKindOfMage: Once again, with wizards.Despite being similar enough to wizards that they share the exact same spell list in every edition other than 4th, sorcerers have entirely different ways of utilizing their powers, to the point of having distinct spellcasting mechanics in 3rd edition.



%%* NotThatKindOfMage
* {{Necromancer}}: Similar to evil Clerics, Wizards can reanimate the dead via the AnimateDead spell and create undead via the Create Dead spell. They have early access to the Chill Touch, a lethal close range spell. However, they ''cannot'' rebuke undead.

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%%* NotThatKindOfMage
* NotThatKindOfMage:
** Specialist wizards are defined by the school they have specialized, to the point they completely lose the ability to cast any spells from one or more schools based on their specialization. Each of the eight "core" schools[[note]]Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation[[/note]] has an "opposed" school in 2nd edition, whilst 3rd edition allows players to choose which school they forfeit. More esoteric specialists can have more drastic prohibitions, with the ultimate example being the Dualist tradition, who focus on two traditionally opposed schools and lose access ''to all six other schools''. As a result, the spells that a wizard is capable of casting can vary wildly.
** 3rd edition expanded upon this trope by creating a far larger array of distinct arcane spellcaster classes, who might superficially resemble wizards, but often had unique mechanics, restrictions and even spell lists.
* {{Necromancer}}: Similar to evil Clerics, Wizards can reanimate the dead via the AnimateDead spell and create undead via the Create Dead spell. They have early access to the Chill Touch, a lethal close range spell. However, they ''cannot'' rebuke undead.undead, unless they take certain extra steps, like taking the Necromancer specialization with the Undead Master kit or the Arcanist specialization.

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Spiritual Successor is a trope about a work generally being seen as resembling another work.


** The AD&D 1st Edition version could be considered the UrExample. A bard had to start as a fighter, work up to at least 5th level, then switch to thief and work up to at least 6th level ''again'', and then switch to druid and only then - assuming you were the right race, alignment, and your stats were ''also'' up to it - you could become a bard. [[labelnote:Stats]]Human or half-elf, 15 Strength, Dexterity, Wisdom and Charisma, 12 Intelligence, and 10 Constitution. And a neutral alignment.[[/labelnote]] The Fochlucan Lyrist PrestigeClass from 3.5e has similar requirements as a SpiritualSuccessor to the original Bard.

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** The AD&D 1st Edition version could be considered the UrExample. A bard had to start as a fighter, work up to at least 5th level, then switch to thief and work up to at least 6th level ''again'', and then switch to druid and only then - assuming you were the right race, alignment, and your stats were ''also'' up to it - you could become a bard. [[labelnote:Stats]]Human or half-elf, 15 Strength, Dexterity, Wisdom and Charisma, 12 Intelligence, and 10 Constitution. And a neutral alignment.[[/labelnote]] The Fochlucan Lyrist PrestigeClass from 3.5e has similar requirements as a SpiritualSuccessor spiritual successor to the original Bard.



* SpiritualSuccessor: The Beguiler in 3.5, which specializes in magic to perform trickery and illusion.
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* GlassCannon: They can inflict massive damage and do almost anything in the world, but their low HP and difficulty evading blows means they can be put out of commission in very few blows -- in fact, first-level wizards in the early editions had a very real chance of being [[OneHitKill killed in one attack]] by a goblin, the weakest of the game's monsters!

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* GlassCannon: They can inflict massive damage and do almost anything in the world, but their low HP and difficulty evading blows means they can be put out of commission in very few blows -- in fact, first-level wizards in the early editions had a very real chance of being [[OneHitKill killed in one attack]] by a goblin, one of the weakest of the game's monsters!

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