Classes

for Kim D&D

Class Matrix

Class Book HD BAB BMB Fort Refl Will Armor Weap SklPt Initial Feat (C1)
Adept DMG 107 d6 P G W P G - S 2+2 Any Class
Amazon KDD d8 B P P G B L,M,H SR,MR,Z 4+2 Any Class
Aristocrat DMG 108 d8 G W P W G L,M S,M 4+2 Any Class
Artificer Ebr 29 d6 P G G P B - SB 4+2 Any Class
Barbarian PH 24 d12 B W B G P L,M S,M 4+2 Any Class
Bard PH 26 d6 P G B P G L S,MB 6+2 Fortunate
Cleric PH 30 d6 P B G P B L,M S 2+2 Any Class
Commoner DMG 108 d4 W W W W W - SB 2+2 Any Class
Druid PH 33 d8 P G B P G L,M SR 4+2 Any Class
Expert DMG 109 d6 P W W P G L SR 6+2 Any Class
Favored Soul CDiv 6 d8 P G B P G L,M S 2+2 Fortunate
Fighter PH 37 d12 B W B G P L,M,H S,M 2+2 Any General
Hexblade CWar 5 d10 G P G P B L,M S,M 2+2 Any Class
Monk PH 39 d8 G W P G B - SR,A 4+2 Monk AC
Ninja CAdv 5 d6 G W G B P - S,MB,A 6+2 Ninja AC
Paladin PH 42 d10 B P B P G L,M,H S,M 2+2 Any Class
Ranger PH 46 d8 B P B G P L S,M 6+2 Any Class
Rogue PH 49 d8 G P G B P L S,MB 8+2 Trapfinding
Samurai CWar 8 d10 B W B P G L,M,H S,M 2+2 Any Class
Scout CAdv 10 d8 G W G B P L S,MR 8+2 Any Class
Shaman CDiv 14 d8 P G G P B L SR 4+2 Fortunate
Shugenja CDiv 10 d8 G G P G B - S 4+2 Any Class
Sorcerer PH 51 d4 W B P G B - S 2+2 Any Class
Spell Thief CAdv 13 d6 G P P G B L S 6+2 Any Class
Swashbuckler CWar 11 d10 B W B G P L S,M 4+2 Any Class
Warlock CArc 12 d6 P G G P B L S 4+2 Any Class
Warmage CArc 10 d6 P G G P B L S 2+2 Any Class
Warrior DMG 109 d8 B W G P W L,M,H S,M 2+2 Any Class
Wizard PH 55 d4 W B P G B - SB 2+2 Any Class
Wujen CArc 15 d4 W B P G B - S 2+2 Any Class

where B=Best, G=Good, P=Poor, and W=Worst are from the base progressions table, and

Abbr Means More specifically
L Armor Prf (Light) Padded, Leather, Studded
M Armor Prf (Medium) Scale, Chain, Breastplate
H Armor Prf (Heavy) Ring, Splint, Banded
SB Weapon Prf (Simple Basic) Club (Lgt,Med), Dagger, Dart, Sling, Staff
SR Weapon Prf (Simple Ranged) SB + Crossbow (Lgt + Hvy), [Hatchet], [Spear]
SM Weapon Prf (Simple Melee) SB + Club (Hvy), [Sickle], [Mace], [Stake], Brace (Lgt,Med)
S Weapon Prf (Simple) SR + SM = All Simple
MB Weapon Prf (Martial Basic) Bow (Short), Rapier, Sword (Short)
MR Weapon Prf (Martial Ranged) MB + All Martial Ranged
MM Weapon Prf (Martial Melee) MB + All Martial Melee
M Weapon Prf (Martial) MR + MM = All Martial
A Weapon Prf (Asian) Kama, Kukri, Nunchaku, Sai, Shuriken, Siangham
Z Weapon Prf (Amazon) Bolo, Tiara, Lasso

[Weapon] means the entire weapon family, i.e. [Sickle] means Sickle, Machete, and Scythe.

Note that the four varieties of Plate Mail are now called War Armor and require Armor Prf (War) in order to use without penalty.

The most notable changes in the classes:

Fill out the initial feats for each class
Will be much cleaner once class feats are done

Class Abilities

Every class now has four types of abilities:

Each ability is associated with a feat tree. Here is the feat schedule:

Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Can be spent on ... feat
General Feat - G - - - G - - - G - - - G - - - G - - G=Any
Class Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Class Feat C1 - C - - - C - - - C - - - C - - - C - C=Any Class or Ability, C1=Initial Bonus
Benefit Ability BA+B B - B - B - B - B - - - - - - - - - - B=Benefit Tree, BA=Class Benefit
Defining Ability DA - - D - - - D - - - D - - - D - - - D D=Defining Tree, DA=Class Defining
Killer Ability - - - - KA - K - K - - - K - K - K - - - K=Killer Tree, KA=Class Killer
Name Ability - - - - - - - - - - NA N - N - N - N - N N=Name Tree, NA=Class Name

and the feat trees these feats can be spent on:

Class Benefit Tree Defining Tree Killer Tree Name Tree Trees
Amazon Amazon Throw Ally Sentinel Opportunity Action Point, Draw, Save Reflex, Tactical
Artificer Item Craft Ally Homunculous Save Will
Barbarian Dodge Rage Hit Point Save Fortitude Action Point, Speed, Throw, Whirlwind
Bard Song Save Fortitude
Cleric Spell Effect Turn Curing Save Will, Spell Target
Druid Wilderness Summon Wild Shape Wild Morph Save Fortitude
Fighter Draw Specialization Cleave Action Point Hit Point, Save Fortitude, Shot, Throw, Unarmed, Whirlwind
Hexblade Hex Ally Familiar Action Point, Save Will
Monk Speed Unarmed Stun Mystic Defense Save Will
Ninja Ki Ghost Flare Speed Ki Ninja Dodge, Save Reflex
Paladin Paladin Smite Ally Mount Curing Action Point, Cleave, Mounted, Save Will, Turn
Ranger Wilderness Shot Ally Companion Action Point, Favored Enemy, Save Fortitude, Track
Rogue Dodge Flare Save Reflex Skill Action Point, Opportunity
Samurai Draw Dual Flourish Action Point, Save Fortitude, Tactical
Scout Wilderness Flare Speed Save Reflex, Skirmish, Track
Shaman Spirit
Sorcerer
Swashbuckler Initiative Finesse Critical Action Point, Opportunity, Save Fortitude, Tactical
Warlock Invocation Minor Flare Hit Point Invocation Major Save Will
Warmage Warmage
Wizard Spell Casting Fortify Ally Familiar Magnus Item Craft, Save Will, Spell Target, Warmage

which are linked to these Class Abilities:

Class Benefit Ability Defining Ability Killer Ability Name Ability
Amazon Crack Shot Divine Infusion Sentinel Ally Golden Weapons
Artificer Artificer Craft Crafting Specialist Homunculous Ally ?
Barbarian Trap Sense Rage Barbarian Deduction Barbarian Reduction
Bard Bard Song
Cleric Cleric Domains Turn Cleric Curing Divine Intervention?
Druid Nature Sense Summoner Wild Shape Wild Heal
Fighter Readiness Fighter Focus Mass Combat Create New Feat
Hexblade Hex Familiar Ally Aura of Unluck
Monk Monk Speed Flurry of Blows Monk Stun Mystic Defense
Ninja Ki Sneak Attack Ninja Acrobatics Astral Projection
Paladin Lay on Hands Smite Mount Ally Paladin Curing
Ranger Track Favored Enemy Companion Ally Wild Hunt
Rogue Trap Sense Sneak Attack Instant Flank Rogue Skill
Samurai Readiness? Dual Specialist Flourish Powers ?
Scout Seek Skirmish Scout Opportunity ?
Shaman Spirit Something?
Sorcerer
Swashbuckler First Mover Finesse Specialist Swashbuckler Critical Ability Master
Warlock Invocation Eldritch Blast Eldritch Healing Occult Resilience
Warmage Warmage Focus
Wizard Wizard Schools Wizard Focus Familiar Ally Create New Spell

All class abilities will eventually get converted into feats in feat trees. Thus, the exact order in which a character gains abilities is up to the player. For example, all Rogues have Dodge at first level, but at second level some might choose Uncanny Dodge while others might go Mobility. At a high enough level there is again uniformity, because of the way prerequisites for Gtr and Sup feats work.

Many abilities will be keyed to standard numeric progressions:

Abbr Number of... = More specifically 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
#CBF Class Benefit Feats = 1 + (#Lvl/2) up to L10 1 2 2 3 3 4 4 5 5 6 6 6 6 6 6 6 6 6 6 6
#CDF Class Defining Feats = 1 + (#Lvl/4) 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6
#CKF Class Killer Feats = ((#Lvl-1)/4) + ((#Lvl+1)/8) - - - - 1 1 2 2 3 3 3 3 4 4 5 5 6 6 6 6
#CNF Class Name Feats = ((#Lvl-9)/2) - - - - - - - - - - 1 2 2 3 3 4 4 5 5 6
#CNL Class Name Levels = (#Lvl-10) - - - - - - - - - - 1 2 3 4 5 6 7 8 9 10
#ECL Effective Character Levels = Sum of all levels of all classes
#FIT Feats In Tree = The feats held in this tree
#Lvl (Class) Level = Level in this class only

Example Characters

Let's work through how to build a first level character using the new feat tree system. According to the feat schedule above, every character receives four powers at first level: two abilities and two feats.

Consider a first level fighter:

The first three powers are always fixed according to class; sometimes the latter one is as well. Consider a rogue:

General Changes

Spontaneity

"Spontaneous" and "Sudden" refer to changes made the moment a spell is cast. Spontaneous Conversion replaces "Spontaneous Casting" when referring to events like a Cleric trading in a 1st level spell for a Cure Light Wounds. Spontaneous Casting now exclusively refers to a type of caster (i.e. as different from a prepared caster).

All spell casting classes can now choose whether they wish to be prepared or spontaneous casters. Ability scores are linked as follows:

Ability   Spellcaster Type
INT   Arcane Prepared (suffers Armor Spell Failure)
WIS   Divine / Other Prepared (no Armor Spell Failure)
CHR   Any Spontaneous (depends on class)

Spontaneous casters use the following guidelines:

Note that this effectively removes Sorcerer as a separate class; Sorcerers are now the commonly accepted term for a Spontaneous Wizard. Here's a quick chart of names for spellcasters:

Prepared Spontaneous
Adept (WIS) Channeler
Lorist (INT) Bard
Cleric (WIS) Mystic
Druid (WIS) Shaman
Shujenka (WIS) Shugenja
Wizard (INT) Sorcerer

Minor spellcasters rarely change their names. Most often they are Spontaneous Casters (unless they have an especially high INT or WIS).

Some classes (like Warlocks) are not really spell casters; they use spell-like effects. As such, they fall outside of the new Spontaneity structure.

Wujen is going to become a Class Path of Wizard soon (once I make up the rules for it :-)

Armor Spell Failure

Arcane spellcasters now must make an INT check to determine whether their spells fail while cast in armor. The DC is Armor + Shield + Level of spell. Note that a natural roll of 1 always fails.

The Armored Mage feats give bonuses on these rolls, as well as "protection" against a roll of 1 in specific classes of armor.

Summoning

There are now several types of Summoning: Summon Nature's Ally, Summon Monster, Animate Matter, Animate Dead, and Create Illusion. Summoning will be much more powerful than listed in the PHB; as a consequence, maintaining a summoned creature requires continuous concentration of the summoner.

Here is the new breakdown of summons by school and type:

Spell School Monster Types / Templates
Summon Nature's Ally Convocation Animal, Magic Beast, Plant, Fey / Great, Dire, Feral
Summon Monster Convocation Elemental, Insider, Outsider / Celestial, Fiendish
Animate Matter Transmutation Construct, Ooze /
Animate Dead Necromancy Undead, Monstrous Humanoid, Aberration /
Create Illusion Illusion Any / Any

and a comparison of approximate CR by summon "level"

Summon "Level" I II III IV V VI VII VIII IX
Min Caster Level 1 3 5 7 9 11 13 15 17
Kim D&D CR 1 2 4 6 7 9 11 13 15
1rd/L-#rds 0 1 2 3 4 5 6 7 8
3.5 CR 1/3 1 2-3 3-4 4-5 6-7 8-9 9-10 9-11

Class Allies

Animal Companions, Familiars, Homunculi, Paladin Mounts, and Cohorts are collectively called Class Allies. Every class ally now has a dedicated tree for improving its abilities; its power no longer automatically increases with level. Whenever a Class Ally dies, the master permanently loses 1hp.

Class Changes

Amazon Class

Ability Tree Name Benefit
Benefit Amazon Crack Shot Remove #CBF ranged/thrown penalties {KDD}
Defining Throw Divine Infusion +2x#CDF to one ability; change #CDF/d at std {KDD}
Killer Ally Sentinel Sentinel Ally Never surprised, act in surprise rd, no start flat-footed {KDD}
Name Opportunity Golden Weapons GoldSheen in hand +1rd, indestructible, as if Silver + Iron {KDD}

Artificer Class

Ability Tree Name Benefit
Benefit Artificer Craft Get Positive XP each level; Gain Infusions {Ebr-Art}
Defining Item Craft Crafting Specialist
Killer Ally Homunculous Homunculous Ally Gain a Homunculous {Ebr-Art}
Name ?

Barbarian Class

Ability Tree Name Benefit
Benefit Dodge Trap Sense +#CDF Save vs. traps, +#CDF AC trap attack {PHB-Rog}
Defining Rage Rage #CDF/day: +4 Str, +4 Con, -2 AC, +2 Will, +2 Tmp HP/#Lvl for 3+CON rds, fatigue after {PHB-Bbn}
Killer Hit Point Barbarian Deduction #CKF/none DD {KDD}
Name Save Fortitude Barbarian Reduction #CNF/none DR {KDD}

Bard Class

Ability Tree Name Benefit
Defining Song Bard Song

Cleric Class

Ability Tree Name Benefit
Benefit Spell Effect Cleric Domains +#CDF Domains for spells; only first for ability {PHB-Clr}
Defining Turn Turn WIS + #CDF/day: 1d6 dmg / BMB all undead w/I 60ft, Will or lose action WIS rds, ECL+WIS = Max HD affectable {KDD}
Killer Curing Cleric Curing +#CKF per cure, cannot exceed cure max {KDD}
Name Divine Intervention? Request divine miracle #CNF each level {KDD}

Druid Class

Ability Tree Name Benefit
Benefit Wilderness Nature Sense Use Know Nature to sense, +#CBF, #CBF min {KDD}
Defining Summon Summoner +#CDF after concentration ends, Spontaneous SNA {KDD}
Killer Wild Shape Wild Shape #CKF/day, WS for BMB hr into Sm or Lg size Animal type {PHB-Dru}
Name Wild Morph Wild Heal Self heal #CNF x 4 hp each WS; auto-cool one step condition {KDD}

Druids no longer have an Animal Companion (only Rangers do)

Fighter Class

Ability Tree Name Benefit
Benefit Draw Readiness #CBF/day attacks no flat foot {KDD}
Defining Specialization Fighter Focus +#CDF dmg, cannot exceed weapon max {KDD}
Killer Cleave Mass Combat Add +#Foes felled this rd to AB {KDD}
Name Action Point Create New Feat Create a combat related Epic Level feat, takeable as C or G {KDD}

Fighters gain L1 bonus feat, but no longer gain feats every other level

Hexblade Class

Ability Tree Name Benefit
Defining Hex Hex #CDF/day {CAdv?}
Killer Ally Familiar Familiar Ally +1 NA, hp = 1/2 Master (HD ~ Master), INT=5, Empathic Link, +3 Skill {PHB-Wiz}
Name Aura of Unluck

Monk Class

Ability Tree Name Benefit
Benefit Speed Monk Speed +5' x #CDF extra move {KDD}
Defining Unarmed Flurry of Blows Flurry of Blows {PHB-Mnk}
Killer Stun Monk Stun +#CKF / day Stun {PHB-Mnk}
Name Mystic Defense Mystic Defense

Ninja Class

Ability Tree Name Benefit
Benefit Ki Ghost Ki CHR + #Lvl/2 / day, +2 Will if Ki left {CAdv-Ninja}
Defining Flare Sneak Attack +1d6 / odd Lvl, when No Dex / Flank {PHB-Rog}
Killer Speed Ninja Acrobatics +2x#CKF to Acrobat or Mover {KDD}
Name Ki Ninja Astral Projection

Paladin Class

Ability Tree Name Benefit
Benefit Paladin Lay on Hands Heal CHR X #Lvl per day {PHB-Pal}
Defining Smite Smite CHR + #CDF/day, Smite [Alignment] +CHR AB +#Lvl Dmg, w/i CHR rds of declaration {PHB-Pal}
Killer Ally Mount Mount Ally +2 NA, hp = Master, (HD ~ Master), INT=5, Empathic Link {PHB-Pal}
Name Curing Paladin Curing Reduce Conversion rate by #CNF; 1 hp min {KDD}

Ranger Class

Ability Tree Name Benefit
Benefit Wilderness Track Use Survival to track; +#CBF, #CBF min {PHB}
Defining Shot Favored Enemy +2 dmg vs 2 favored enemies x #CDF {PHB-Rng}
Killer Ally Companion Companion Ally +1 NA, +1 Trick, hp = Master, (HD ~ Master), INT=5, Link {PHB-Dru}
Name Wild Hunt Trade FE Dmg for AB; Cannot lose after hit {KDD}

Rogue Class

Ability Tree Name Benefit
Benefit Dodge Trap Sense +#CDF Save vs. traps, +#CDF AC trap attack {PHB-Rog}
Defining Flare Sneak Attack +1d6 / odd Lvl, when No Dex / Flank {PHB-Rog}
Killer Save Reflex Instant Flank #CKF/day flank first attack; #CKF AB on flank {KDD}
Name Skill Rogue Skill Min #CNF x 2 any skill roll {KDD}

Samurai Class

Ability Tree Name Benefit
Benefit Draw Readiness?
Defining Dual Dual Specialist
Killer Flourish Flourish Powers
Name ?

Scout Class

Ability Tree Name Benefit
Benefit Wilderness Seek Use Know Geo to seek, +#CBF, #CBF min {KDD}
Defining Flare Skirmish +#CDK d6 (+~#CDK Comp) if moved 5'x#CDK in rd; ranged 30' {CAdv-Scout}
Killer Speed Scout Opportunity Ignore #CKF AoOs/rd (of squares) {KDD}
Name ?

Shaman Class

Ability Tree Name Benefit
Defining Spirit Spirit Something?

Shamans are now Spontaneous Druids; they use Spirits instead of Animals

Sorcerer Class

Ability Tree Name Benefit

Sorcerers are now Spontaneous Wizards

Swashbuckler Class

Ability Tree Name Benefit
Benefit Initiative First Mover #CBF to Init {KDD}
Defining Finesse Finesse Specialist
Killer Critical Swashbuckler Critical +#CKF threat range {KDD}
Name Ability Master

Warlock Class

Ability Tree Name Benefit
Benefit Invocation Minor Invocation Cast invocations at will as std {CArc-Warlk}
Defining Flare Eldritch Blast 1d6 per odd Lvl, 60' Range {CArc-Warlk}
Killer Hit Point Eldritch Healing FH 1 for BMB rds 2x#CKF/day as swift, stacks {Fiendish Resilience; CArc-Warlk}
Name Invocation Major Occult Resilience DR #CNF/cold iron {CArc-Warlk}

Warmage Class

Ability Tree Name Benefit
Defining Warmage Warmage Focus

Warmages are now Class Path of Wizard

Wizard Class

Ability Tree Name Benefit
Benefit Spell Casting Wizard Schools +#CDF Schools for spells {KDD}
Defining Fortify Wizard Focus +#CDF SL* / day "free" metamagic {KDD}
Killer Ally Familiar Familiar Ally +1 NA, hp = 1/2 Master (HD ~ Master), INT=5, Empathic Link, +3 Skill {PHB-Wiz}
Name Magnus Create New Spell Create #CNF new spells each advancement {KDD}

FUTURE PROJECTS
New Bard
Class Paths as new Defining Ability + new Tree
Make auto-process create Class Ability Chart with proper linked trees