Wizard:
A potent spellcaster schooled in the arcane arts.
You will sometimes see the names of the classes represented with the following abbreviations: Bbn, barbar-
ian; Brd, bard; Clr, cleric; Drd, druid; Ftr, fighter; Mnk, monk; Pal, paladin; Rgr, ranger; Rog, rogue; Sor, sor-
cerer; Wiz, wizard.
Class and Level Bonuses
Each class in Dungeons & Dragons is treated differently when it comes to the bonuses it receives and the
skills and feats that can be chosen. Before picking a class you should review the skills and feats that apply to
each of the character classes. Particularly pay attention to the difference between Class Skills and Cross-Class
Skills as explained in the skill section. Two other references to review are the ones located at the end of this
manual labeled Table 2: Experience and Level-Dependent Benefits and Table 3: Base Save and Base Attack
Bonuses. These tables will help you better understand the difference between your class choices and how
they will effect what each class can do in the game.
Barbarian
From the frozen wastes to the north and the hellish jungles of the south come brave, even reckless, warriors.
Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These
“barbarians,” however, have proven their mettle and their value to those who would be their allies. To enemies
who underestimate them, they have proven their cunning, resourcefulness, persistence, and mercilessness.
Class Features:
Barbarians move fast, much faster than normal characters. They cannot be
flanked. They have the ability to Rage once per day every 4 levels (starting with one use at first level),
which becomes a Greater Rage at 15th level. They gain the ability to resist damage at 11th level and
the ability every 4 levels thereafter.
Restrictions:
Cannot be of lawful alignment.
Hit Die:
d12 (1-12 Hit Points per Level)
Bard
The bard is a rogue, but he is different from the rogue. His strength is his pleasant and charming personality.
A bard is a talented musician and a walking storehouse of gossip, tall tales, and lore. He learns a little bit
about everything that crosses his path; he is a jack-of-all-trades, but master of none.
Class Features:
Spell casting similar to a sorcerer, playing of bard songs, and bardic knowledge.
Restrictions:
Cannot be of lawful alignment.
Hit Die:
d6 (1-6 Hit Points per Level)
Cleric
The cleric is a generic cleric (of any mythos) who tends to the spiritual needs of a community. He is both
protector and healer. He is not purely defensive, however. When evil threatens, the cleric is well suited to
seek it out on its own ground and destroy it. Each cleric must also pick a deity that they worship. The choice
of deities is dependent on the cleric’s alignment and once chosen, the cleric will have access to a number of
special abilities and spells related to their deity.
Class Features:
Turn Undead, Spell Casting
Hit Die:
d8 (1-8 Hit Points per Level)
Druid
The druid serves the cause of nature and neutrality; the wilderness is his home. He uses his special powers to
protect it and to preserve balance in the world.
Class Featuress:
Wild shape (shape changing), spell casting, and venom immunity.
Restrictions:
Must be one of the following alignments: neutral good, lawful neutral, true neutral,
chaotic neutral, or neutral evil.
Hit Die:
d8 (1-8 Hit Points per Level)
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