TEXT: The Cleric
  An armored priest who serves Good/
  Law or Evil/Chaos 
  Hit Dice: 1HD at 1st lvl, a 2nd HD at 2nd lvl, 
  and a 3rd HD at 3rd lvl
  Saving Throw: 14 at 1st lvl, 13 at 2nd lvl, 
  and 12 at 3rd lvl
  Basic Hit Bonus (BHB): +1 at 3rd lvl 
  • Clerics start with either Mace or Ham-
  mer (1d6 damage) with Chain Armor and 
  Shield AC 4[15].
  • Clerics have no armor restrictions, but 
  may only use blunt weapons (club, flail, 
  mace). Clerics get +2 on Saving Throws 
  vs. death and poisons.
  • Starting at 2nd level Clerics can cast 
  spells. They get their first spell at 2nd lvl 
  and another spell at 3rd lvl.
  The Cleric
  An armored priest who serves Good/
  Law or Evil/Chaos 
  Hit Dice: 1HD at 1st lvl, a 2nd HD at 2nd lvl, 
  and a 3rd HD at 3rd lvl
  Saving Throw: 14 at 1st lvl, 13 at 2nd lvl, 
  and 12 at 3rd lvl
  Basic Hit Bonus (BHB): +1 at 3rd lvl 
  • Clerics start with either Mace or Ham-
  mer (1d6 damage) with Chain Armor and 
  Shield AC 4[15].
  • Clerics have no armor restrictions, but 
  may only use blunt weapons (club, flail, 
  mace). Clerics get +2 on Saving Throws 
  vs. death and poisons.
  • Starting at 2nd level Clerics can cast 
  spells. They get their first spell at 2nd lvl 
  and another spell at 3rd lvl.
  Cleric spells
  Cure Wounds I † Range: Touch Duration: 
  Immediate – This spell cures 1d6+1 hit points of 
  damage.
  Detect Evil (Good) † Range: 120 ft Duration: 60 
  minutes  
  The caster detects creatures of Evil, evil 
  enchantments, intentions, thoughts, or auras. 
  The reverse of the spell, Detect Good, works the 
  same except it detects creatures of Good.
  Spiritual Protection † Range: Caster only  
  Duration: 2 hours 
  Creates a magical field of protection around the 
  caster to block out creatures with ill intent, who 
  suffer -1 penalty to hit, and the caster gains +1 
  on Saving Throws against such attacks.
  Cleric spells
  Cure Wounds I † Range: Touch Duration: 
  Immediate – This spell cures 1d6+1 hit points of 
  damage.
  Detect Evil (Good) † Range: 120 ft Duration: 60 
  minutes  
  The caster detects creatures of Evil, evil 
  enchantments, intentions, thoughts, or auras. 
  The reverse of the spell, Detect Good, works the 
  same except it detects creatures of Good.
  Spiritual Protection † Range: Caster only  
  Duration: 2 hours 
  Creates a magical field of protection around the 
  caster to block out creatures with ill intent, who 
  suffer -1 penalty to hit, and the caster gains +1 
  on Saving Throws against such attacks.
  Turning Table
   Cleric Level
  Undead Type
  1
  2
  3
  Skeleton
  10
  7
  4
  Ghoul/Zombie
  13
  10
  7
  Shadow/ Wight
  15
  13
  10
  Wraith
  17
  15
  13
  Turning: Clerics have the 
  ability to turn undead, causing 
  them to flee. When a turning 
  attempt is made, roll 3d6 and 
  consult the Turning Table for 
  the result. If the number rolled 
  is equal to or greater than the 
  number shown on the table, all 
  undead creatures of the targeted 
  type are turned and will flee 
  Turning: Clerics have the 
  ability to turn undead, causing 
  them to flee. When a turning 
  attempt is made, roll 3d6 and 
  consult the Turning Table for 
  the result. If the number rolled 
  is equal to or greater than the 
  number shown on the table, all 
  undead creatures of the targeted 
  type are turned and will flee 
  Cleric 
  Level
  Target Armor Class [Ascending Armor Class]
  3[16]
  4 [15]
  5 [14]
  6 13]
  7[12]
  8 [11]
  9[10]
  10[9]
  Cleric 1-2
  16
  15
  14
  13
  12
  11
  10
  9
  Cleric 3
  15
  14
  13
  12
  11
  10
  9
  8
  Cleric
  Cleric
  
  Light
  The Fighter 
  A battle-hardened warrior that trusts in arms and armor
  Basic Hit Bonus (BHB): +1 at 2nd level and +2 at 3rd level.
  • 
  Fighters start with either Long Sword or Battle Axe (1d6 damage) 
  and Bow with Chain Armor and Shield AC 4[15] or Two-Handed 
  Sword (1d6+1) and Crossbow with Chain Armor AC 5[14].
  • 
  Fighters have no armor or weapon restrictions.  
  Fighters get one attack per level each round against foes of 1 Hit 
  Die (HD) or fewer. 
  • 
  Fighters also get +1 on Saving Throws vs. death and poisons.
  Level 1
  Level 2
  Level 3 
  Hit Dice
  1+1
  2nd HD
  a 3rd HD
  Saving Thrtow
  16
  15
  14
  Fighter
  Fighter
  Fighter 
  Combat table
  Target Armor Class [Ascending Armor Class]
  3[16]
  4 [15]
  5 [14]
  6 13]
  7[12]
  8 [11]
  9[10]
  10[9]
  Fighter Level 1
  16
  15
  14
  13
  12
  11
  10
  9
  Fighter Level 2
  15
  14
  13
  12
  11
  10
  9
  8
  Fighter Level 3
  14
  13
  12
  11
  10
  9
  8
  7
  
  Target AC
  3[16]
  4 [15]
  5 [14]
  6 13]
  7[12]
  8 [11]
  9[10]
  10[9]
  Thief
  16
  15
  14
  13
  12
  11
  10
  9
  Thieves have class abilities as 
  follows:
  Backstab– When attacking 
  with surprise and from 
  behind the thief attacks at +4 
  to hit and x2 damage
  Hear Sounds– Thieves 
  have a 3 in 6 chance to hear 
  and identify noise through 
  closed doors
  Read Normal 
  Languages– Thieves have 
  a 4 in 6 chance  
  to read normal languages
  Climb Walls– Thieves have 
  a 5 in 6 chance to climb  
  walls and cliffs
  Thief Skills– Thieves have 
  a 1 in 6 chance to succeed at 
  Finding/Removing Traps, 
  Opening Locks, Hiding in 
  Shadows/Move Silently. 
  Dwarves have a 2 in 6 chance 
  to Find/Remove Traps, Elves 
  have a 2 in 6 chance to Hide 
  in Shadows/Move Silently, 
  and Halflings have a 2 in 6 
  chance  
  to Open Locks and Hide in 
  Shadows/Move Silently.
  The Thief 
  A figure in the shadows, an 
  expert in stealth and delicate tasks
  Hit Dice: 1HD at 1st lvl, 2HD at 
  2nd lvl, and 2HD+1 at 3rd lvl
  Saving Throw: 15 at 1st, 14 at 
  2nd, and 13 at 3rd 
  • Thieves may wear only 
  Leather Armor. Thieves 
  use any weapon.
  • Thieves start with either 
  Long Sword (1d6) and 
  Dagger (1d6-1) or  Club 
  (1d6) and Short Sword 
  (1d6-1) with a suit of 
  Leather Armor AC 7[12].
  Thief
  
  Magic-user
  The Magic-User 
  A mysterious student of arcane powers and spell casting
  Hit Dice: 1 HD at 1st lvl, +1 HP at 2nd lvl, and a 2nd 
  HD at 3rd lvl
  Saving Throw: 15 at 1st lvl, 14 at 2nd lvl, and 13 
  at 3rd lvl
   • Magic-Users (MU) may only use daggers or
  staves and may choose one as their starting
  weapon. They are not allowed the use of armor.
  MUs get +2 on Saving Throws vs. magic. The
  MU starts with a book of two spells, one chosen
  and one randomly awarded. Reading from the
  book, the MU presses his chosen spell into his
  mind.
   • Once a prepared spell is cast, it disappears from
  the MU’s ability to cast (until it is prepared
  again). It is possible to prepare a spell multiple
  times using the available “slots” in the MU’s
  memory. If the MU finds scrolls of spells, he can
  copy them into his spell book.
  Magic-user spells – Level 1
  Charm Person: Range: 30ft  
  Duration: 1 day or until 
  dispelled This spell affects 
  living bipeds of human size or 
  smaller. If the spell succeeds 
  (save allowed), the creature 
  falls under the caster’s 
  influence.
  Detect Magic: Range: 60 ft  
  Duration: 20 minutes – Caster 
  can perceive the presence of 
  magic.
  Light I: Range: 60 ft  Duration: 1 
  hour+10 min/level  
  The target person or object 
  (at a range of up to 120 ft) 
  produces light about as bright 
  as a torch, to a radius of 20 ft.
  Magic Missile: Range: 150 ft 
  Duration: Instantaneous — A 
  magic dart flies where the 
  caster directs, hitting the 
  target, automatically causing 
  1d6 damage. There is no 
  saving throw.
  Sleep: Range: 240 ft Duration: 
  Referee’s discretion — This 
  spell puts 2d6+3 HD enemies 
  into an enchanted slumber. 
  It affects creatures based on 
  their hit dice.
  Magic-User spells – Level 2
  Knock – Lock Range: Close  
  Duration: Permanent until 
  dispelled — The targeted door, 
  gate, or portal can be opened 
  or locked by this spell. A 
  locked target is unlocked and 
  opened (including those locked 
  by this spell). Locked targets 
  can be unlocked by this spell 
  or broken by brute force (GM’s 
  discretion).
  Invisibility: Range: 240 ft  
  Duration: Until dispelled or an 
  attack is made — The object 
  of this spell (being or thing) 
  becomes invisible and cannot 
  be seen. An invisible creature 
  cannot be attacked unless 
  its approximate location is 
  known, and then all attacks 
  are made at -4 to hit. If the 
  invisible creature makes an 
  attack, the invisibility is ended 
  or until removed by the caster.
  Web: Range: 30 ft  Duration: 8 
  hours — Fibrous, sticky webs 
  fill an area up to 10x10x20 
  ft. It takes one turn to pass 
  through if a torch 
  and sword are used. 
  Humans take longer 
  to break through—
  Target AC
  3[16]
  4 [15]
  5 [14]
  6 13]
  7[12]
  8 [11]
  9[10]
  10[9]
  Magic-user
  16
  15
  14
  13
  12
  11
  10
  9
  
  Adventure Pack            1            2
  Pack 1
  Backpack, bedroll, flint and steel, 6 torches (burn 1 hr and shed light 30’), 50’ Rope, crowbar, 7 days 
  rations, and a water skin
  Pack 2
  Backpack, bedroll, flint and steel, hooded lantern with 2 pints lantern oil (each pint burns for 4 hrs 
  and sheds light 30’), hammer, 12 iron spikes, 10’ pole, 7 days rations and a water skin
  Weapon
  Damage Dice (weapon plus bonus) 
  Armor 
  Armor Class 
  Name
  Race (check one) Human
  Elf
  Dwarf
  Halfling
  Items
  Light
  Attributes 
  Roll 3 6 sided dice 
  (3d6) and total for each 
  category
  Strength
  Intelligence
  Wisdom
  Dexterity
  Constitution
  Charisma
  BONUS
  +1Bonus for scores 15+
  Hit 
  Points
  Gold
  Adventures
  check one box per adventure
  Spells Known
  
SOURCE: textdata/thevault/Kid Friendly/3. Rules Lite Collection/Sword & Wizardry Light/Character Card Uploads.pdf