The four main character classes in Dungeons & Dragons and they have served the role-playing game for over 30 years. But there are many others besides these: some amazing, some weird, and some just plain ridiculous. Here are some special D&D classes that should force any player to make a saving throw against shame.
Fighter man In the original Dungeons & Dragons game, there were three classes: Magic-User, Cleric, and Fighting Man. How Gary Gygax created "Fighting Man" instead of "Fighter" is unknowable. A fighter is a profession. A fighting man is basically a violent drunk. No wonder this class changed names at the first opportunity
Beggar This is not a joke. AD&D really gave you the options to play beggar. Beggars had recommended skills, such as "Seamstress / Tailor". They must be chaotic in alignment. It was suggested that they take the Immunity Inherent to the Cold and Heat traits. This is crazy.
Peasant hero In one of the best TSR examples making things too complicated, the Peasant Hero class debuted, which to be fair looked pretty good compared to the Beggar. It is unknown why this required its own set of rules instead of letting the character play heroes who are also heroes. I suppose if you really wanted to shape your character's peasant character, the Peasant Hero offers you the incredible benefit of getting help from other peasants, although they never have anything worthwhile, because they are cursed peasants. Peasant heroes are basically penniless fighters.
Arctic druid There are many different types of druids in the 2nd Edition Complete Druid Manual: Desert Druid, Gray Druid, Jungle Druid, Mountain Druid, Plain Druid, and Swamp Druid, for example. But only a druid has decided to celebrate his bond with nature by going to a place devoid of nature and covered in snow, and that is the Arctic Druid. Sure, they get some cool ice magic, but really, these guys are basically just magic Eskimos.
Fraudster In the Dark Sun campaign, which was like Mad Max Beyond Thunderdome but with magic instead of technology, there were evil wizards called Defilers. They absorb the energy from vegetation and other nearby living things to gain their magical powers, which is a big part of the reason why the Dark Sun world is barren and dying. This is a little rough, but you can't call a desecrator without someone making fun of you behind your back.
Anchorite An anchorite is a real term for someone who has withdrawn from the real world to stay in one place and focus on his religion and spiritualism. Like a monk, for example. In the Ravenloft Domains of Dread supplement (Ravenloft is the D&D horror fantasy setting), an anchorite is a cleric or magic-user who loses all his magical abilities if he ventures more than 100 yards from the place of the chosen anchor. In a game that focuses primarily on narrating an adventure, you might be able to see the problem of playing a character who can't leave his garden.
Barbarian fighter I guess this second edition of the AD&D class is a guy who only fights against barbarians. Because otherwise you would be called a barbarian or a fighter, correct?
Clown In the mostly forgotten Forgotten Realms supplement the City of Gold, you could gladly choose to play Clown, which combined the less interesting parts of Thieves and Bards and removed all the cool stuff. So if you wanted to play and entertain but not steal, stab, or influence people with your music, you're certainly a fool.
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The four main character classes in Dungeons & Dragons and they have served the role-playing game for over 30 years. But there are many others besides these: some amazing, some weird, and some just plain ridiculous. Here are some special D&D classes that should force any player to make a saving throw against shame.
In the original Dungeons & Dragons game, there were three classes: Magic-User, Cleric, and Fighting Man. How Gary Gygax created "Fighting Man" instead of "Fighter" is unknowable. A fighter is a profession. A fighting man is basically a violent drunk. No wonder this class changed names at the first opportunity
This is not a joke. AD&D really gave you the options to play beggar. Beggars had recommended skills, such as "Seamstress / Tailor". They must be chaotic in alignment. It was suggested that they take the Immunity Inherent to the Cold and Heat traits. This is crazy.
In one of the best TSR examples making things too complicated, the Peasant Hero class debuted, which to be fair looked pretty good compared to the Beggar. It is unknown why this required its own set of rules instead of letting the character play heroes who are also heroes. I suppose if you really wanted to shape your character's peasant character, the Peasant Hero offers you the incredible benefit of getting help from other peasants, although they never have anything worthwhile, because they are cursed peasants. Peasant heroes are basically penniless fighters.
There are many different types of druids in the 2nd Edition Complete Druid Manual: Desert Druid, Gray Druid, Jungle Druid, Mountain Druid, Plain Druid, and Swamp Druid, for example. But only a druid has decided to celebrate his bond with nature by going to a place devoid of nature and covered in snow, and that is the Arctic Druid. Sure, they get some cool ice magic, but really, these guys are basically just magic Eskimos.
In the Dark Sun campaign, which was like Mad Max Beyond Thunderdome but with magic instead of technology, there were evil wizards called Defilers. They absorb the energy from vegetation and other nearby living things to gain their magical powers, which is a big part of the reason why the Dark Sun world is barren and dying. This is a little rough, but you can't call a desecrator without someone making fun of you behind your back.
An anchorite is a real term for someone who has withdrawn from the real world to stay in one place and focus on his religion and spiritualism. Like a monk, for example. In the Ravenloft Domains of Dread supplement (Ravenloft is the D&D horror fantasy setting), an anchorite is a cleric or magic-user who loses all his magical abilities if he ventures more than 100 yards from the place of the chosen anchor. In a game that focuses primarily on narrating an adventure, you might be able to see the problem of playing a character who can't leave his garden.
I guess this second edition of the AD&D class is a guy who only fights against barbarians. Because otherwise you would be called a barbarian or a fighter, correct?
In the mostly forgotten Forgotten Realms supplement the City of Gold, you could gladly choose to play Clown, which combined the less interesting parts of Thieves and Bards and removed all the cool stuff. So if you wanted to play and entertain but not steal, stab, or influence people with your music, you're certainly a fool.