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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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None


* 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.

to:

* 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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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. This was made optional in 3rd edition.
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Spiritual Successor is a trope about a work generally being seen as resembling another work. Specific elements should go to Shout Out, Expy or other tropes.


* SpiritualSuccessor: The Beguiler in 3.5, which specializes in magic to perform trickery and illusion.
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Up To Eleven is being dewicked.


* FragileSpeedster: Even if you happen to roll 18 for ''all'' your ability scores, monks will never get as tough as the true fighting classes, with their naturally high AC and movement speed bonuses being their main boons. Taken UpToEleven in their ''Advanced Dungeons & Dragons'' incarnation where their hit die was ''D4'', the same as the SquishyWizard magic-user class though they did get two hit dice at first level.

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* FragileSpeedster: Even if you happen to roll 18 for ''all'' your ability scores, monks will never get as tough as the true fighting classes, with their naturally high AC and movement speed bonuses being their main boons. Taken UpToEleven up to eleven in their ''Advanced Dungeons & Dragons'' incarnation where their hit die was ''D4'', the same as the SquishyWizard magic-user class though they did get two hit dice at first level.
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Ambiguity Index wick cleaning.


* EvilCounterpart: Many evil cleric spells are evil counterparts to good cleric spells. In addition, evil clerics' ability to channel [[TheDarkSide negative energy]] to cast inflict spells or rebuke and command undead is the evil counterpart to good clerics' ability to channel [[TheForce positive energy]] to cast cure spells or turn and destroy undead.

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* EvilCounterpart: Many evil cleric spells are evil counterparts to good cleric spells. In addition, evil clerics' ability to channel [[TheDarkSide negative energy]] to cast inflict spells or rebuke and command undead is the evil counterpart to good clerics' ability to channel [[TheForce positive energy]] energy to cast cure spells or turn and destroy undead.



** Though in the third edition, this applies only to good clerics and ones who are neutral but channel [[TheForce Positive Energy]]

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** Though in the third edition, this applies only to good clerics and ones who are neutral but channel [[TheForce Positive Energy]]Energy
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Added DiffLines:

This is the character sheet for the core classes ''TabletopGame/DungeonsAndDragons'' introduced between its 1st and 3rd Editions. Go to Characters/DungeonsAndDragonsClasses if you want to check out the classes introduced in other editions.
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[[foldercontrol]]

[[folder: Assassin]]
!!Assassin

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

* BoringButPractical: 3E Assassins have a very small list of spells they can use, but it contains almost all the spells a stealthy character would want (read: Invisibility), and the ability to cast arcane spells at all opens up huge new options for them.
* MasterOfDisguise: The assassin was the ''only'' class in OD&D and 1st edition to include rules for disguising yourself, including the possibility of disguising yourself as a different sex or (humanoid) race.
* OneHitKill: Their signature ability in 1st edition was the ability to do this to any enemy they surprised (with a chance of failure depending on relative level). This is retained in 3.x edition, though you needed to observe for three rounds and the attack allows a save to resist dying instantly. At the Assassin's option, it can be modified into a paralyzing attack should they wish to take prisoners.
* ProfessionalKiller: Their specialty is killing others cleanly and stealthily. And their powerful stealth abilities make it all the easier for them.
* StealthExpert: Even more so than the Rogue. They can hide in plain sight and use stealth-based spells, which is everything the Rogue would ever want.
[[/folder]]

[[folder: Barbarian]]
!!Barbarian

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]].

* BadassNormal: All of their abilities are neither magical nor supernatural. Which means everything they do is something that, on paper, anyone can do.
* BarbarianHero: The good and neutral aligned Barbarians are described as "free and expressive".
* TheBerserker: In 3rd edition, where it was their signature ability.
* BoringButPractical: The class's main trick is to rage for stat bonuses, then get up in the enemy's face and wallop them with the biggest weapon available. It's not very versatile, but a well-built barbarian can pump out so much damage that it's generally the only trick they need.
* CanonImmigrant: The barbarian first appeared in the British fanzine ''Magazine/WhiteDwarf'' before being adopted by Creator/{{TSR}}.
%%%* CharlesAtlasSuperpower
* LightningBruiser: In 3.x, the barbarian has the highest base movement speed of any class except for the monk. In addition to that he has uncanny dodge, meaning that he reacts so quickly to danger that he gains a bonus to reflex saves against traps and cannot be flanked or sneak-attacked in combat.
* 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).
* NatureHero: They were expanded upon in the splatbook "Masters of the Wild", and they are consistently described as being "wild" and appreciating nature in the books.
* NeverLearnedToRead: Possibly; in the third edition, barbarians must spend skill points for literacy, whereas other characters are automatically literate.
* OneStatToRuleThemAll: In 1st Edition, Constitution. In 3rd, barbarians benefit from all physical stats (Strength, Dexterity, and Constitution).
* UnskilledButStrong: Compared to the Fighter, Barbarians have more health, faster movement and huge stat boosts when raging, but not nearly as many combat feats.
* UnstoppableRage: The barbarian's distinguishing characteristic in 3rd Edition is rage. The original 1E barbarian from ''Magazine/WhiteDwarf'' also had this ability, but the official one by Creator/GaryGygax did ''not'' (it was defined by its extreme resilience).
[[/folder]]

[[folder: Bard]]
!!Bard

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]]

* TheBard: The TropeCodifier for the concept of a JackOfAllTrades bard that uses magical music.
* CharacterizationMarchesOn: Started out mechanically as a PrestigeClass and thematically as a druidic lorekeeper who learned and taught magic through music. By third edition they're a starting class with closer thematic ties to skalds and who use MagicMusic.
* 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.
* MagicMusic: Third edition made the bard's magical abilities into this; previous editions had them as merely bits of lore that the bard had picked up from his travels.
* MakeMeWannaShout: Their offensive spells (such as ''shout'') tend to fall into this trope, as does their strongest performance ability, ''[[ExactlyWhatItSaysOnTheTin deadly performance]]''.
* MasterOfNone: Bards have half-decent fighting abilities, a little bit of arcane (wizard) magic, and some thieving skills, but aren't particularly good at any of them. The best ways to make them good all involve specializing (as they are given plenty of options in source books due to their status as a core class). One interesting quirk in 3rd Edition was that while the little bit of magic they got was arcane, their spell list included a couple of divine spells -- namely, the ''Cure'' spells. Of course, Clerics were still better healers.
* MusicForCourage: The ''inspire courage'' ability lets a bard enhance his allies and protect them from fear attacks.
* ThePowerOfActing: Bards don't have to be musicians; any form of entertainment, including acting, can work as a source of power.
* 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 5th level ''again'', and then switch to druid and only then - assuming your stats were ''also'' up to it - you could become a bard.
** It may astound those accustomed to the notion of the MasterOfNone, but the insanely high requirements to break into the Bard class in first edition meant that carrying a musical instrument was a sign that you were a badass - fighter, thief, and (thanks to your third and final class) loremaster and minor spellcaster as well.
* TheRedMage: Bards are the inspiration for the TropeNamer from ''VideoGame/FinalFantasyI'', actually, technically making them the TropeMaker. They're decent melee fighters, have a diverse if limited selection of magic, and come equipped with a raft of special abilities related to music and skills. The main drawback is that they'll be outclassed in almost any area by a more dedicated class.
* SimplifiedSpellcasting: Starting in 3.5, a bard's spells are simple enough that they can still cast them in light armor without any chance of spell failure.
* TheSmartGuy: Fans of [[Webcomic/TheOrderOfTheStick Elan]] might be surprised to learn that in 2nd Edition, Bards actually had the ''highest'' Intelligence ability requirement of any of the Core classes -- a Wizard "merely" needed an Intelligence of 9 while a Bard needed a score of ''13''.
* WanderingMinstrel: Often joins up with an adventuring party to chronicle their exploits in song.
[[/folder]]

[[folder: Cleric / Priest]]
!!Cleric / Priest

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]].

* AllMonksKnowKungFu: The Cloistered Cleric (no armor or weapon abilities in exchange for knowledge skills and divination) variant in 3.5 ''finally'' provides an aversion for the system, as a class for a western book copying monk.
* ChurchMilitant: Despite nominally being religious devotees and healers, all clerics have access to at least medium armor (heavy in 4th edition and earlier, though some deities will grant heavy armor in 5th) and some perfectly serviceable weaponry. Compare this to most other casting classes, which tend to get light armor (and no armor at all for Arcane casters) plus a short list of weapons.
** 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.
** The Cloistered Cleric variant in 3.5 edition averts this, trading away basic attack bonus and weapon/armor proficiency in exchange for more skill points and class skills to spend them in.
* CombatMedic: As the only one of the original three classes to get healing magic, clerics have been pigeonholed into this role ever since.
* DetectEvil: One of the cleric's spells is the TropeNamer.
* EvilCounterpart: Many evil cleric spells are evil counterparts to good cleric spells. In addition, evil clerics' ability to channel [[TheDarkSide negative energy]] to cast inflict spells or rebuke and command undead is the evil counterpart to good clerics' ability to channel [[TheForce positive energy]] to cast cure spells or turn and destroy undead.
* GoodShepherd: A common attitude for good-aligned clerics.
* HealingHands: A cleric's many healing spells tend to work as touch spells.
* HolyHandGrenade: How much they use this trope depends on the edition. In 1st edition, this type of spell was either weak (e.g. ''Spiritual Hammer'', which hit like a...slightly magical club), evil (reversed healing spells) or very high level (''Flame Strike'', on par with raising the dead or traveling to another plane of existence). On the other hand, 3rd edition's profligacy with this trope is what helped give rise to [=CoDzilla=].
* {{Necromancer}}: When you choose to become Evil Cleric, you gain access to undead summoning and dozens of rebuking spells for beefing your undead army. This can potentially outclass Wizard Necromancer in terms of quantities of undeads.
* ReligionIsMagic: Have the ability to cast spells through the service of their god.
* 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.
* TurnUndead:
** Though in the third edition, this applies only to good clerics and ones who are neutral but channel [[TheForce Positive Energy]]
** Evil Clerics get to control the undead instead -- but be careful when trying to tame more powerful spirits.
* VampireHunter: WordOfGod says they were inspired by vampire-hunting priests from ''Film/HammerHorror'' movies.
* WarriorMonk: In every edition, standard clerics have excellent armor proficiency, decent attack progression, and adequate weapon proficiency.
* WhiteMagic: The typical cleric focuses on healing and support magic. However this can be subverted depending on the cleric's deity, especially if they're evil-aligned.
[[/folder]]

[[folder: Druid]]
!!Druid

Originally a sub-class of Clerics introduced in the Eldritch Wizardry supplement turned into its own class in 2nd Edition.

Class Handbook: [[http://community.wizards.com/go/thread/view/75882/19648618/Heart_of_the_Wild_A_Druid_Handbook Gleemax 4E version]], [[http://community.wizards.com/go/thread/view/75882/19868802/Druid_Handbook_revived Gleemax 3.5 version]] [[http://brilliantgameologists.com/boards/index.php?topic=1354.0 Brilliant Gameologists 3.5 version]].

* TheBeastmaster: The spell ''Animal Friendship'', available at 1st level, allows druids to do this, with a one-time chance of failure. 3rd edition replaces the spell with an animal companion class feature which functions almost identically.
* {{Druid}}: The TropeCodifier for the concept of a Druid as a nature-themed magician.
* HealingHands: Though less effectively than clerics, by and large, they are capable of healing others.
* KlingonPromotion: In 1st and 2nd edition, druids had to defeat (not necessarily kill) higher-ranked druids to advance in levels beyond 11th.
* LoyalAnimalCompanion: A 1st level spell which became one of the classes defining traits.
* MagnificentBastard: [[invoked]] In 2nd Edition, the ''Complete Druid's Handbook'' uses this outlook as an example for some class kits. An Advisor (the kit) to a king would suggest a particular area for hunting grounds (seems very non-Druid) because he knows that his king will see the beauty of the locale and ''instead'' ban anyone from hunting there or even approaching the would-be hunting grounds, thus fulfilling the Druid's obligation and duty to protect nature in some form.
* NatureHero: Many druids tend to be hermits who live in the wilderness, in harmony with nature.
* TheRedMage: Druids fall outside the dichotomy of white-magic clerics and black-magic wizards, with both healing and damaging spells regardless of alignment.
* SpeaksFluentAnimal: Druids usually have access to the ''speak with animals'' spell from an early level, which allows them to do just that.
* SquishyWizard: Only in 1st Edition, where they had similar armor restrictions to thieves (i.e. leather or nothing). After, they're still restricted to non-metal armor (but [[LoopholeAbuse dragonhide is not metal]]).
* SummonMagic: Can summon animals, [[OurFairiesAreDifferent fey]], and [[ElementalEmbodiment elementals]].
* VoluntaryShapeshifting: Their signature ability, Wild Shape, allows them to change into animals at will a certain number of times a day. Eventually, this expands to transforming into elemental made of fire, water, wind, or earth.
[[/folder]]

[[folder: Fighter / Fighting Man]]
!!Fighter / Fighting Man

One of the original three classes.

* BadassNormal: None of their abilities rely on magic or supernatural means.
* BullfightBoss: Dungeoncrashers variants can pull this off.
* CharlesAtlasSuperpower: Their main function was to kill things with weapons, so...yeah. The ''Greyhawk'' supplement made them beefier due to adding "to-hit" and damage bonuses for a high Strength stat, especially if they qualified for the Exceptional Strength percentile.
* EarlyInstallmentWeirdness: In OD&D the School of Psionics was introduced as an attempt to give the Fighting Men their own set of spells.
* MagicallyIneptFighter: TropeCodifier, all non-spellcaster classes other than Rogue have no access to magic.
* OvershadowedByAwesome: In 3.5, The Tome of Battle removed any incentive to ever play a fighter. A Warblade, ''even when denied access to the martial arts system he's the showcase for'', has better base stats and fills the fighter's role better than the fighter.
* TerrorHero: One of the few useful class skills a fighter gets is Intimidate. The Zhentarim Soldier upgrade makes them one of the best at it; take Imperious Command, and you can reduce an opponent to cowering in a single round.
* WeakButSkilled: Compared to the Barbarian, although it's a very relative comparison - they have slightly less health, move slower and can't use [[UnstoppableRage Rage]], but have more combat feats than anyone else.
* WeaponOfChoice: In late 1st edition, Fighters gain an ability called "Weapon Specialization", which gives them bonuses when they use their chosen weapon. This was made optional in 3rd edition.
[[/folder]]

[[folder: Illusionist]]
!!Illusionist

Originally a sub-class distinct from the Magic-User class and with its own spell list (though there was overlap). Became "merely" one type of specialist wizard among several others as early as AD&D 2nd edition (though a remnant of the old separation stuck around until 3E -- gnome wizards had to be illusionists). First introduced in ''Strategic Review Vol.1 Issue 4''.

* PowerCopying: The 1st edition DMG made it clear that illusionists could only make convincing illusions of monsters they had personally encountered, making the main "illusion" line of spells (''Phantasmal Force'', ''Improved Phantasmal Force'', ''Spectral Force'') function similarly to Blue Magic from Final Fantasy - the illusionist can, with clever use of his spells, "use" the powers of defeated monsters against his current foes. The weakness of the technique is that recognizing the illusion for what it almost always negates all effects of the spell.
* MasterOfIllusion: The name of the game for illusionists.
* TheRedMage: Not as much so as the druid in 1st edition, but a sufficiently-leveled illusionist could prepare both healing and damaging spells, as well as the illusions and mezzing spells which were their stock-in-trade.
* SpiritualSuccessor: The Beguiler in 3.5, which specializes in magic to perform trickery and illusion.
* SquishyWizard: Being a subclass of the magic-user, they inherit this trope from it.
[[/folder]]

[[folder: Monk]]
!!Monk

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.
* AwesomeButImpractical: Regardless of its flaws, not many other classes can literally [[DidYouJustPunchOutCthulhu punch out Cthuhlu.]]
* BareFistedMonk: They gain the Improved Unarmed Strike feat, which lets them deal lethal damage with unarmed strikes. Their abilities eventually increase this damage dramatically and give them the power to ignore certain damage resistances as though they were made of certain powerful metals.
* CharlesAtlasSuperpower: Most of the monk's abilities are not magical in nature, but merely stem from years of training. Including the ability to do lethal damage with their fists, the only Core class that can do so without taking a feat.
* 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. Not that they made much more sense when they returned in 3rd edition...
%%* FlashStep: Abundant Step.
* FragileSpeedster: Even if you happen to roll 18 for ''all'' your ability scores, monks will never get as tough as the true fighting classes, with their naturally high AC and movement speed bonuses being their main boons. Taken UpToEleven in their ''Advanced Dungeons & Dragons'' incarnation where their hit die was ''D4'', the same as the SquishyWizard magic-user class though they did get two hit dice at first level.
* TheGrappler: ''Meant'' to be this in 3.5, but his poor Base Attack Bonus and GrapplingWithGrapplingRules makes him the worst core class at grapples (even the SquishyWizard, Sorcerer and Druid can transform into or summon something good with grapples, while the cleric can self buff and size increase themself).
%%* HealingFactor
%%* InASingleBound: Leap of the Clouds.
* InvulnerableKnuckles: Said knuckles count as magic weapons for the purpose of piercing magic defenses. This also has the side-effect of letting a Monk punch ghosts.
* KiManipulation: 3rd Edition describes many Monk abilities as being quasi-spiritual.
* MasterOfNone:
** Have a lot of "flavour" 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.
** Depending on the edition, in 3e monks are somewhere between a fighter (with unpredictable offensive powers) and a rogue (without sneak attack). 4e makes them strikers, and 13th Age monk is focused on using techniques and special attacks.
* MageKiller: Practically the only thing they consistently outperform every other class in across the editions is getting around the enemy fighting line quickly and locking down their mage. Of course, by 3.x, trying to take down a good mage with the monk's anti-mage abilities is like trying to eat a brick wall while using a really well-made knife and fork.
* TheParalyzer: Stunning Fist, which is essentially a "proc" in 1st edition (kicks in if you beat the required to-hit score by 4+) and part of a character build in 3rd edition (a possible free feat).
* RapidFireFisticuffs: Flurry of Blows.
* RequiredSecondaryPowers: By strict rules as written, a Monk is arguably not proficient in Unarmed Strike.
* TouchOfDeath: Quivering Palm.
** Became a UselessUsefulSpell in 3.5 when it could no longer affect targets of higher Hit Die than the monk. Most ''mooks'' at the level you gain it have more Hit Dice than player characters, nevermind targets you'd actually feel like expending it on.
** It doesn't have to be instant-death, either; the monk is able to simply will the target to die at any time for ''at least'' a week after landing the attack (depending on the monk's Wisdom and level), and if the target fails a Fortitude save, they drop dead. Extortion ahoy!
* WhatKindOfLamePowerIsHeartAnyway: Monks have tons of filler abilities that are easily replicated by cheap, common, magic items (What good is limited access to slow fall over 20 levels if a Ring of Slowfall is dirt cheap and easily afforded by the time you start getting the basics of the ability and does more than it ever will?).
* {{Wuxia}}:
** Averted. Playing your monk like a wuxia badass is a good way to get your ass handed to you by the guys who aren't fighting naked and barehanded.
** Played mostly straight in fourth edition and entirely straight in fifth, with the relatively balanced magic of fifth edition especially making the monk's mobility kit and large pool of varied tricks extremely powerful and never really redundant. In the mid-levels the monk will likely be the only player in the party with full vertical movement, for instance, and most enemies won't have it either.
[[/folder]]

[[folder: Paladin]]
!![[ThePaladin Paladin]]

Introduced in the Greyhawk Supplement for OD&D as a Fighter sub-class. Made its own class in AD&D 2nd Edition.

* CombatMedic: They can cast healing spells and their Lay on Hands ability allows them to heal others. They often heal others in the middle of combat.
* CoolHorse: The paladin's Special Mount, gained upon reaching level 4. Not only is it tougher than a standard Mount, it shares an empathetic bond with the paladin and levels up as she does. Though a warhorse is the iconic example, all sorts of different mounts have been presented as options.
* DetectEvil: One of the paladin's abilities duplicates the effect of the cleric spell of the same name, which is the TropeNamer.
* EvilCounterpart: The Blackguard prestige class is to evil deities as Paladins are to good deities.
* HealingHands: the "Lay on Hands" innate ability, and at higher levels, healing clerical spells.
* GoodIsNotSoft: Paladins fight to uphold the concepts of honor, order, loyalty, and kindness, but that doesn't mean they're naive pushovers, and anyone that crosses a paladin can quickly find out how intense their divine wrath can be.
* HolyHandGrenade: "Smite Evil", the alternate name to the page, comes from the Paladin's signature ability to do extra damage to Evil foes.
%%* KnightInShiningArmor
* MagicKnight: An offensive variant in 3rd edition, where they have their smite evil ability to take out evil foes; a defensive variant in 1st, where they project a permanent circle of protection from evil, giving their allies saving throw and armor class bonuses.
* OathboundPower: Possibly the most famous example of this trope; See RightMakesMight for more details.
* RightMakesMight: A paladin's powers are tied directly to his alignment; if she strays from the path of righteousness, she loses all her special abilities.
* ThePaladin: TropeCodifier.
%%* WarriorMonk
%%* WhiteMagic
[[/folder]]

[[folder: Ranger]]
!!{{Ranger}}

A Fighter sub-class introduced in ''Strategic Review Vol.1 Issue 2''. Made its own class in AD&D 2nd Edition.

* TheBeastmaster: Not to quite the same extent as a Druid, but they still normally gain an Animal Companion.
* BowAndSwordInAccord: A standard weapon selection since the class first appeared.
* DualWielding: First tied to the ranger class in 2nd edition, thanks to [[Literature/TheDarkElfTrilogy a certain drow ranger]]. Somewhat [[MutuallyExclusivePowerups mutually exclusive]] with archery proficiency, though. 3.5 explicitly separated the two traits into distinct career paths. Some splatbooks added mounted combat and wrestling to Ranger styles.
* ForestRanger: Many rangers tend to be woodsmen (or women).
* HunterOfMonsters: Their Favored Enemy ability increases skill checks and damage rolls made against specific creatures, and they tend to prefer to hunt these same creatures for varying reasons.
* NatureHero: They tend to live in the wilderness, receive most of their powers from nature itself, and, like the druid and barbarian, will seek to protect it from harm.
* SpeaksFluentAnimal: They are able to use Wild Empathy to communicate with animals and magical beasts and influence their behavior.
[[/folder]]

[[folder: Rogue / Thief]]
!!Rogue / Thief

Introduced in the OD&D Greyhawk supplement.

* BackStab: [[MemeticMutation Sneak Attack!]] A common trait of the Rogue is the ability to do extra damage when the enemy is off-guard.
* BadassNormal: None of their abilities are based on magic or supernatural means.
* CombatPragmatist: Being the only core non-spellcaster with Use Magic Device as a class skill (the skill governing use of magic items like scrolls and wands) gives one a lot of options.
* FiveFingerDiscount: Picking pockets is one of the standard Thief abilities.
%%* LovableRogue
* MasterOfUnlocking: Picking locks is one of the rogue's key specialties.
* OneStatToRuleThemAll: Dexterity. It is the key to their skills and defenses.
%%* TheSneakyGuy
* RoguishRomani: One of the Theif's kits for 2e was a gypsy. Despite what it sounds like, [[FairForItsDay it was actually presented in a neutral light]], with the "gypsies" themselves simply having different cultural views on personl property, namely that something only qualified for as long as it remained on your person.
* SquishyWizard: When they were introduced, they used a d4 to roll their health, although it was somewhat offset by them being able to wear leather armor. AD&D 1st Edition bumped it up to a d6.
* StealthExpert: As the archetypical skill expert, Rogues are also proficient at sneaking. It helps them make use of their backstabs or sneak attacks in battle.
* ThievesCant: This language is unique to this class, and is limited to the discussion of thievery-related activities.
* TrapMaster: Only rogues are allowed to have ''any'' chance of successfully disarming exceptionally difficult traps.
* UtilityPartyMember: The Rogue has traditionally been the party's skill monkey, thanks to receiving, depending on the edition, the most skill points per level or the most non-combat skill boosts.
[[/folder]]

[[folder: Sorcerer]]
!!Sorcerer

An alternate arcane spellcaster introduced in 3rd Ediiton.

* 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.
* BullyingADragon: According to the fluff, many sorcerers are persecuted by {{Muggles}} because of their supposed "freakish" or "demonic" nature. Yeah, actively making trouble with a guy who, for all you know, can blow up a city block or whistle up a dragon to fight you. Smart move.
* EmpathyPet: They have {{Familiar}}s.
* GlassCannon: Like wizards, sorcerers can dish out huge amounts of damage with their spells, but their d4 Hit Dice means that they won't have many HitPoints.
* LinearWarriorsQuadraticWizards: At the low levels, they struggle while the warrior-type classes shine. At the higher levels, they are blowing up entire armies and solving problems warrior-types could only dream of accomplishing.
%%%* NotThatKindOfMage: Once again, with wizards.
%%* PubertySuperpower
* RememberTheNewGuy: The only 'new' class in 3e, introduced mostly because 1/4th of the PHB was wizard spells. Many worlds were retconned so that famous wizards were sorcerers.
* SquishyWizard: Their hit die is only d4, the smallest hit die size and thus assures a low HP, and they cannot wear armor of any kind without risking spell failure, thereby assuring an easy hit. Between having low hit points and being easily struck, it wouldn't take much to put a Sorcerer out of commission.
* SuperpowerfulGenetics: A sorcerer's powers are innate, as opposed to wizards, who require years of study to learn their magic.
* VancianMagic: Of a different sort than wizards and most other spellcasting classes. Rather than being required to prepare spells in advance, sorcerors can spontaneously cast any spell they know, and are allowed to cast only a given number of spells per day (sorcerers also get to cast more spells per day than wizards). On the other hand, sorcerers are only allowed to know a limited number of spells, ''period''. This gives sorcerers great flexibility to [[IndyPloy adapt their plans on the fly]] (in contrast to wizards, who are screwed if they go up against something they didn't prepare for ahead of time), but less flexibility in terms of the total range of situations that they can tackle.
[[/folder]]

[[folder: Wizard / Magic-User / Mage]]
!!Wizard / Magic-User / Mage

One of the original three classes.

* AchillesHeel: Wizards cannot prepare spells without their spellbooks. Very sadistic [=GMs=] wanting to equalize the sorcerer/wizard gap are known to exploit this fact.
* BadassBookworm: Wizards study dusty old tomes for years to gain the ability to blow stuff up with a flick of the hand.
* BlackMage: Regardless of alignment, healing is one of the very, ''very'' few things they can't do.
* CrazyPrepared: The 2nd and 3rd/3.5 edition wizard was best played with this mindset. Without the cleric's access to all spells each level, wizards must carefully shop for scrolls and prepare the 'right' ones each day.
* EmpathyPet: Familiars.
* 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.
* LinearWarriorsQuadraticWizards: At the low levels, the struggle to really do much of anything while the warrior-type classes knock down the enemies. At the high levels, they're solving problems left and right and taking out enemies before they even know what's going on, which is something warrior-types won't be doing any time soon. 3.x Edition took this into overdrive.
%%* NotThatKindOfMage
* {{Necromancer}}: Similar to Evil Cleric, Wizard class is capable of reanimating undeads via the AnimateDead spell and creating undead via the Create Dead spell. They have early access to the Chill Touch, a lethal close range spell. However, they ''cannot'' rebuke undead.
* TheSmartGuy: The only core class whose most important stat is Intelligence.
* SpellBook: A wizard's spellbook carries notes on the spells that they've studied and learned.
* SquishyWizard:
** OD&D magic-users used a d6 to roll their health, until the Greyhawk supplement introduced using a d4 as an alternate. The d4 stuck from then up to 3.5 Edition.
** The inability to wear most (in some editions, any) armor or use shields makes a wizard who doesn't have a defensive spell up in advance very easy to hit in combat, and especially in earlier editions the potential for any hit scored to ruin any spell the wizard might have been busy casting at the time.
* VancianMagic: The TropeCodifier. Wizards have to prepare their spells ahead of time, and can only have a certain number at once.
[[/folder]]

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