2nd Edition
The classes of AD&D 2e are found here. They are separated by their class role.
Priests
Priests have some connection to the divines or to the natural world.
- Cleric. Clerics are the primary priests, working as intermediaries between the deities of Elaris and the mortal world.
- Druid. Druids are priests of the natural world, working to preserve balance above all else. Druids must be partially Neutral in alignment.
- Monk. Ascetic warrior-priests that live off their own power. Monks must be Lawful in alignment.
- Shaman. Spirit speakers who work alongside the forces of the world.
- Oracle. Heretical priests that steal power from the gods using divine mysteries, afflicted by vile curses for their transgressions.
Rogues
Rogues are skilled individuals, often in nefarious or larcenous arts.
- Assassin. Experts in dealing death, assassins prioritize lethality over other thieving skills. Assassins must be Evil in alignment.
- Bard. Jacks of all trades, these individuals can fight, cast arcane magic, and still make use of thieving skills.
- Thief. The archetypal rogue, thieves excel in a number of skills and shine most in dungeons. Thieves cannot be Lawful Good in alignment.
Warriors
Warriors are the most physically imposing and powerful of the character classes, often being experts in arms and armor.
- Barbarian. Barbarians are savages from uncivilized lands with incredible physical prowess.
- Fighter. The archetypal warrior, fighters are skills in all sorts of armor and weapons and can cleave through numerous foes.
- Paladin. Holy warriors beholden to the gods above, paladins swear to strict tenants of their faith. All Paladins must be Lawful in alignment.
- Ranger. Rangers are guides of the wilderness, for better or worse, and excel in both archery and melee.
Mages
Wizards wield arcane magic with great force, though are typically very poor in martial combat.
- Sorcerer. Sorcerers are born with an innate spark of magic from their bloodline. These special mages become attuned to magic and do not need to prepare their spells.
- Warlock. Warlocks make pacts with otherworldly creatures for magic. Like sorcerers, they don't prepare their spells, but instead have them written onto their souls.
- Wizard. The archetype wizard, mages are skilled in all sorts of arcane magic, which they study and store in spellbooks.
- Specialist Wizards. These wizards are particularly skilled in one type of magic at the cost of others.
- Abjurer. Abjurers are skilled in defensive arts and abjurations. Abjurers cannot learn or use magic from the schools of Alteration or Illusion.
- Alchemist. Alchemists prefer to create potions to store their spells for later. Alchemists cannot learn or use magic from the schools of Illusion or Necromancy.
- Alterer. Alterers are skilled in magics that shift or change the form of things. Alterers cannot learn or use magic from the schools of Abjuration or Necromancy.
- Artificer. Even more than other wizards, artificers are skilled in crafting dweomers, or magical items. Artificers cannot learn or use magic from the schools of Necromancy or Enchantment.
- Chronomancer. Chronomancers are wizards who seek to control time. Chronomancers cannot learn or use magic from the schools of Abjuration, Conjuration, or Necromancy.
- Conjurer. Conjurers are skilled in magic that summons or teleports. Conjurers cannot learn or use magic from the schools of Divination or Evocation.
- Dimensionalist. Dimensionalists are wizards who use spatial magic. Dimensionalists cannot learn or use magic from the schools of Enchantment or Necromancy.
- Diviner. Diviners learn magic to uncover lost or hidden information. Diviners cannot learn or use magic from the schools of Alteration or Illusion.
- Elementalist. Elementalists are specialized wizards that dedicate themselves to one of the four primary elements:
- Air Elementalist. Air elementalists dedicate themselves to air. Air Elementalists cannot learn or use Earth magic.
- Earth Elementalist. Earth elementalists dedicate themselves to earth. Earth Elementalists cannot learn or use Air magic.
- Fire Elementalist. Fire elementalists dedicate themselves to fire. Fire Elementalists cannot learn or use Water magic.
- Water Elementalist. Water elementalists dedicate themselves to water. Water Elementalists cannot learn or use Fire magic.
- Enchanter. Enchanters specialize in magic to bind, control, or otherwise dominate. Enchanters cannot learn or use magic from the schools of Evocation or Necromancy.
- Evoker. Evokers specialize in destruction and energy magic. Evokers cannot learn or use magic from the schools of Enchantment or Conjuration.
- Force Mage. Force mages specialize in the power of raw magical force. Force Mages cannot learn or use magic from the schools of Alteration or Divination.
- Geometer. Geometers are mages who specialize in geometry casting and creating magical scrolls. Geometers cannot learn magic from the schools of Enchantment or Illusion.
- Illusionist 2. Illusionists are mages that specialize in magic to fool the senses. Illusionists cannot learn magic from the schools of Necromancy or Evocation spells.
- Mentalist. Mentalists specialize in magic to find and stop charms. Mentalists cannot learn magic from the schools of Evocation or Necromancy.
- Necromancer. Necromancers specialize in the magic of life force. Necromancers cannot learn magic from the schools of Enchantment or Illusion
- Shadow Mage. Shadow mages specialize in shadow magic and making use of darkness. Shadow Mages cannot learn or use magic from the schools of Abjuration or Evocation.
- Song Mage 2. Song mages specialize in using magic as song, abstaining from somatic and material components. Song Mages cannot learn or use magic from the schools of Divination, Evocation, or Necromancy.
- Wild Mage. Wild mages are those that make use of wild magic, subject to the whims of chance. Wild Mages are not restricted from any spells.