WotC official 3.5 classes from any source book are acceptable.
Index of Classes- These are
some core classes (some are not listed here) and variant classes, please click
the link to go to that class's page. Please note, variant classes are treated
like core classes. However a variant class cannot multiclass
with another variant class of the same kind or the original core class.
EX: an Avenger cannot be an Avenger/Paladin, or a Wind Walker cannot be a Wind
Walker/Druid or an Avenger cannot be an Avenger/Anarch. However, a variant class
can multiclass with other core classes, or other types of variant classes.
EX: an Avenger can be a Avenger/Cleric, or a Wind Walker can be a Wind
Walker/Fighter or a Wind walker can be a Wind Walker/Incarnate.
Dragon Magazine, Issue #310, p. 47 *Variant Paladin*
A Holy warior tasked
with opposing law and order and encouraging others to do the same.
He is a roving force of chaos, never remaining in one location long but
leaving his mark in the form of mayhem whereever he goes.
Speaker - Dragon Magazine, Issue #311, p. 47 *Variant Cleric*
Many cultures, both primitive and
surprisingly advanced, give their religious devotion not to Deities
(or at least not solely to deities), but to the spirits of their
departed ancestors. An ancestral speaker calls upon his forebears, and
the deceased patriarchs and matriarchs of his clan, family, or nation,
for spells and guidance.
- Dragon Magazine, Issue #312, p. 20 *Variant Paladin*
Of the three variants of unholy warrior,
the anti-paladin is the most notorious. A loner, he esches
prolonged contact with all forms of society and companionship except
on a temporary basis as his desires, needs, and lusts demand.
Avenger - Dragon
Magazine, Issue #310, p. 49, *Variant Paladin*
Guardian of the
downtrodden and champion of the victims of the world, she is a loner,
wandering from town to town in constant search of wrongs to right and
oppressive dictators and rulers to overthrow.
Disciple - Dragon Magazine, Issue #311, p. 49 *Variant Cleric*
Many worlds have gods of magic and
clerics who worship them. Some clerics, however, give their
devotion not to any deity of magic but to the concept and forces of
- Dragon Magazine, Issue #311, p. 49 *Variant Cleric*
Among some religious orders, the goal of
the initiates is not to serve the gods but to become like them.
Some cultures believe divine ascension is possible - that mortals can
rise to take a seat beside the gods themselves.
Barbarian - Player's Handbook, p. 24
A savage warrior whose untamed rage
allows him to soak up and dish out incredible amounts of damage
Bard - Player's Handbook, p. 26
Poet, warrior, musician, rogue and
spellcaster, the bard uses tricks and talent to make her way in the
Benevolent - Dragon Magazine,
Issue #311, p. 50 *Variant Cleric*
In many cultures, the primary function
of the cleric is to bles the undertakings of others, to grant the
gods' favor on those who labor in their name. The benevolent
exemplifies this role, being devoted to aiding and abetting others in
their times of need and increasing the good fortune of his allies.
Cleric - Player's Handbook, p.
A martial spellcaster whose power comes
directly from his deity, the cleric's magic can heal (or harm) at will
Corupter - Dragon Magazine, Issue
#312, p. 24 *Variant Paladin*
None can match the corrupter in his
capacity for evil. The corrupter specializes in smaller scale
perversions and crulties.
Crusader - Dragon Magazine, Issue
#311, p. 50 *Variant Cleric*
The Crusader is a holy warrior, a
martial priest dedicated to battling the enemies of his church and
spreading the teachings of his deity throughout the lands.
- Dragon Magazine, Issue #312, p. 30 *Variant Necromancer*
The path to immortality is a long
and arduous-so much so that some spellcasters begin walking it the
moment they begin their arcane training. The deathwalker uses
necromantic magic to kill her body slowly while simultaneously
animating it with fell magic, gradually transforming herself into a
creature simular to a lich.
Dragon Magazine, Issue #312, p. 23 *Variant Paladin*
The despot can be a local thug
who demands protection money from struggling businesses or she can be
the tyrannical ruler of an oppressed nation. In both cases, she
profits and thrives from the oppression of those under her net of
cruelty and domination.
Druid - Player's Handbook, p. 33
His primal link to the natural world
lets the druid change forms, cast spells, and fight with nature's
Dragon Magazine, Issue #310, p. 53 *Variant Paladin*
warrior for law and works hand in hand with his patron deity and his
liege. To an enforcer, the laws of the land are as holy as the
laws of his religion.
- Dragon Magazine, Issue #311, p. 52 *Variant Cleric*
Variably respected, scorned, or feared
by other clerics, the evangelist has an intensely personal
relationship with his deity. He has little if any formal
training, and did not necessarily set out to serve a god, instead, his
link with his deity developed naturally, not unlike a sorcerers
Fighter - Player's Handbook, p. 37
Whether mercenary or palace guard, the
fighter is the undisputed master of armed combat
Fleshcrafter - Dragon Magazine, Issue
#312, p. 32 *Variant Necromancer*
While most necromancers gain power by
gathering undead servants, the fleshcrafter uses his magic to warp the
very spark of life within all creatures.
Dragon Magazine, Issue #310, p. 52 *Variant Paladin*
The Incarnate is
unique among the divine champions in that she does not serve a patron
deity. Rather, she focuses her faith and belief in the
philosophy of Balance, that the best of all possible worlds is both
good and evil.
Master - Dragon Magazine, Issue #311, p. 59 *Variant Druid*
When stone is harvested and shaped for a
purpose, few materials have strength enough to resist it. This
quality of metal forms the core of the metal masters philosophy.
Monk - Player's Handbook, p. 39
Mastery of her own body grants the monk
mystical abilities and exceptional prowess in unarmed combat
Paladin - Player's Handbook, p. 42
A holy warrior whose every action is
virtuous, the paladin smites evil wherever it may be found
Psion - Psionics Handbook, p. 6
Discipline and training have taught the
psion to use his mind in ways most people cannot even imagine
Psychic Warrior - Psionics Handbook,
A psychic warrior focuses her mental
powers on improving her body and maximizing her potential in combat
Ranger - Player's Handbook, p. 46
Tracker, wilderness warrior and
spellcaster, the ranger wields twin weapons against her favored foes
Rogue - Player's Handbook, p. 49
Whether spy, scout or thief, the rogue
masters many skills and employs stealth in the pursuit of her goals
Dragon Magazine, Issue #310, p. 50 *Variant Paladin*
Crusader who often lives the life of a nomad, sleeping under the stars
and taking what sustence he can from the natural world. He does
so in order to patrol the breadth of the world, constantly watching
for incursions from the Lower Planes.
Sorcerer - Player's Handbook, p. 51
A sorcerer's magic is in his blood,
allowing him to cast his arcane spells without preparation
Soul Reaper - Dragon Magazine, Issue
#312, p. 34 *Variant Necromancer*
Perhaps the most feared of all those who
practice necromancy, the soul reaper offers her enemies a fate worse
than death. Using her magic to warp the boundary between the
living and the dead, she reaches through the veil of mortality to drag
innocent souls into her service.
Wild Reaper - Dragon Magazine,
Issue #311, p. 55 *Variant Druid*
When death interjects in the cycle of
life, making killing a means of rebirth. This is what wild
reapers acknowledge as an aspect of nature and love it for the vital
force it is.
Walker - Dragon Magazine, Issue #311, p. 57 *Variant Druid*
The wind walker knows he cannot hope to
master all aspects of the wind, the air's most subtle and powerful
abilities, but he can gain power over its more brutal movements.
Warden - Dragon Magazine, Issue #311, p. 60 *Variant Druid*
Nature holds its breath through the
wintery seasons, anticipatin the riotous and messy birth of spring
with glacial patience. This is the winter warden's time. Winter
wardens champion ice, frost, and snow.
Wizard - Player's Handbook, p. 55
Years of study grant the wizard mastery
of arcance spells, carefully prepared and enhanced by metamagic