TEXT: Forgotten Realms Guidelines 
   
   
  1 
  Races
  Races
  Races
  Races    
  Shield Dwarves 
   Racial Abilities: Shield dwarves have the basic personality types 
  and racial traits presented in Chapter 2: Races of the Player’s 
  Handbook. 
   
  • Automatic Languages: Dwarven, Common. Bonus Languages: 
  Draconic, Illuskan, Giant, Goblin, Orc, Tharian. 
   
  Gold Dwarves 
   Racial Abilities: Gold dwarves use the standard dwarven racial 
  traits listed on page 14 of the Player’s Handbook except as follows: 
   
  • +2 Constitution, -2 Dexterity: Gold dwarves are stout and tough, 
  but not as quick or agile as other races. 
  • +1 racial bonus to attack rolls against aberrations: Gold dwarves 
  are trained in special combat techniques against the many bizarre 
  creatures that live in the Underdark. (This replaces the attack 
  bonus against orcs and goblinoids.) 
  • Automatic Languages: Dwarven, Common. Bonus Languages: 
  Akûrian, Giant, Gnome, Goblin, Terran, Common, Untheric. 
   
  Moon Elves 
   Racial Abilities: Moon elves use the standard elven racial traits 
  listed on page 16 of the Player’s Handbook. 
   
  • Automatic Languages: Elven, Common. Bonus Languages: Auran, 
  Gnoll, Gnome, Halfling, Illuskan, Sylvan. 
   
  Sun Elves 
   Racial Abilities: Sun elves use the standard elven racial traits listed 
  on page 16 of the Player’s Handbook with the following exceptions: 
   
  • +2 Intelligence and –2 Constitution. Sun elves value study and 
  contemplation over the feats of agility learned by most other elves. 
  • Automatic Languages: Elven, Common. Bonus Languages: Auran, 
  Celestial, Gnome, Halfling, Illuskan, Sylvan. 
   
  Wild Elves 
  Racial Abilities: Wild elves correspond exactly to the wild elves 
  presented in the Monster Manual. They use the standard elven racial 
  traits listed on page 16 of the Player’s Handbook except as follows: 
   
  • +2 Dexterity, -2 Intelligence. Wild elves are hardier than other 
  elves, but favor physical action and feats of athleticism instead of 
  learning to solve problems. 
  • Automatic Languages: Elven, Common. Bonus Languages: 
  Akûrian, Gnoll, Illuskan, Orc, Sylvan. 
   
  Wood Elves 
  Racial Abilities: Wood elves are very similar to the wood elves 
  presented in the Monster Manual. They use the standard elven racial 
  traits listed on page 16 of the Player’s Handbook with the following 
  exceptions: 
   
  • +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence, -2 
  Charisma. Wood elves are strong but slight, and tend to be less 
  cerebral and intuitive than other elves. 
  • Automatic Languages: Elven, Common. Bonus Languages: 
  Illuskan, Draconic, Gnome, Gnoll, Goblin, Sylvan. 
   
  Rock Gnomes 
   Racial Abilities: Rock gnome racial traits are all as described on 
  page 17 of the Player’s Handbook. 
   
  • Automatic Languages: Gnome, Common. Bonus Languages: 
  Draconic, Dwarven, Elven, Goblin, Illuskan, Sylvan, Terran. 
   
  Half-Elves 
   Racial Abilities: As described in Chapter 2 of the Player’s 
  Handbook. 
   
  • Automatic Languages: Elven, Common, home region. Bonus 
  Languages: Any. 
   
  Half-Orcs 
   Racial Abilities: The half-orcs of the Realms possess the half-orc 
  ability adjustments and racial traits given in the Player’s Handbook. 
   
  • Automatic Languages: Orc, Common, home region. Bonus 
  Languages: 
  Chardic, 
  Giant, 
  Gnoll, 
  Goblin, 
  Illuskan, 
  Undercommon. 
   
  Lightfoot Halflings 
   Racial Abilities: These halflings are the standard halfling found in 
  the Player’s Handbook. 
   
  • Automatic Languages: Halfling, Common. Bonus Languages: 
  Akûrian, Chardic, Dwarven, Elven, Goblin, Illuskan. 
   
  Strongheart Halflings 
   Racial Abilities: Strongheart halflings possess all of the traits 
  described in the Player’s Handbook except as described below: 
   
  • Strongheart halflings gain one extra feat at 1st-level, because they 
  have a strong drive to compete and many opportunities to practice 
  their skills. 
  • Strongheart halflings do not receive the halfling racial +1 bonus to 
  all saving throws. They have not experienced the same kind of 
  adversity that the lightfoot halflings have survived. 
  • Automatic Languages: Halfling, Common. Bonus Languages: 
  Akûrian, Dwarven, Gnoll, Goblin, Nethran, Untheric. 
  
  Forgotten Realms Guidelines 
   
   
  2 
  Classes
  Classes
  Classes
  Classes    
  Barbarians 
  Barbarians follow the same guidelines as listed in the Player’s 
  Handbook. No Barbarians may take the Vast as their home region. 
   
  Bards 
  Bards follow the same guidelines as listed in the Player’s Handbook. 
   
  Cleric 
  Clerics in the Realms function in much the same way as described in 
  the Player’s Handbook, however, 
  all clerics in the Realms serve 
  a patron deity. It is simply impossible for a person to gain divine 
  power (such as divine spells) without one. You may not have more 
  than one patron deity at a time, although it is possible to change your 
  patron deity if you have a change of heart. You cannot multiclass into 
  another class that requires a patron deity, unless your previous patron 
  deity is an acceptable choice for the new class.  
   
  Druid 
  Like clerics, the druids of Faerûn receive their spells from a particular 
  patron deity, always a deity of nature or animals. 
   
  Fighter 
  Fighters follow the same guidelines as listed in the Player’s 
  Handbook. 
   
  Monk 
   Most monks of the Realms are capable of gaining levels in another 
  class before returning to the way of the monk and gaining new levels 
  as monks. This is an exception to the rule on page 40 of the Player’s 
  Handbook. The descriptions of monastic below specify into which 
  classes their members can multiclass freely. The character may add 
  levels of monk and the listed class without penalty. Violating these 
  expanded limits (by multiclassing into a class not on the order’s 
  approved list) ends the monk’s development as a monk, as described 
  in the normal rules. 
   
  • Broken Ones (Good): Dedicated to the service of Ilmater. The 
  Broken Ones can freely multiclass as clerics, divine champions, 
  arcane devotees, divine disciples, hierophants, and divine seekers 
  of Ilmater. 
  • Hin Fist (Neutral or Good): Only Halflings can study to be Monks 
  of the Hin Fist. Monks of the Hin Fist school can multiclass as 
  fighters and rogues and still return to the school and gain levels as 
  monks. 
  • Old Order (Neutral, Sometimes Good): Monks of the Old Order do 
  not worship any deity, thus they can never be raised from the dead. 
  Monks of the Old Order can multiclass freely as rogues, sorcerers, 
  and shadowdancers, but must maintain more monk levels than their 
  combined levels of other classes; failure to do so halts their 
  progression as monks. 
  • Shining Hand (Neutral): Monks of the Shining Hand must have 
  Amn as their home region. Monks of the Shining Hand can 
  multiclass freely as wizards so long as their monk level equals or 
  exceeds their wizard level. If this rule is ever broken, they cannot 
  return to their monk studies. 
  • Sun Soul (Good or Neutral): Monks of the Sun Soul worship 
  Lathander, Selune, or Sune. Members of the Sun Soul School can 
  gain levels in one other class and still progress as a monk as long 
  as their monk level is their highest level. If they ever acquire a 
  third class, they can no longer progress as monks. 
  • Yellow Rose (Good, Neutral): Monks of the Yellow Rose also 
  follow Ilmater. They may multiclass freely as rangers and 
  shadowdancers. 
  • Disciples of the Phoenix/Brothers and Sisters of the Pure Flame: 
  Monks of these two orders worship Kossuth and are LG and LN, 
  respectively. They may multiclass freely as clerics of Kossuth. 
  Paladin 
   All paladins of the Realms are devoted to a specific deity, chosen 
  at the start of their career as paladins.  
   Additional information on paladins of some of Faerûn’s religions 
  is below. (Churches that have standard paladins are not discussed 
  here.) Note that some faiths allow paladins to gain levels in another 
  class and still return to progression as a paladin, exactly like some 
  orders of monks do.  
   
  • Chauntea: They may multiclass freely as clerics, divine 
  champions, and divine disciples. 
  • Helm: They may multiclass freely as fighters, clerics, divine 
  champions,and arcane devotees. 
  • Ilmater: They may multiclass freely as clerics, divine champions, 
  divine disciples, and hierophants. 
  • Lathander: They may multiclass freely as clerics, divine 
  champions, divine disciples, and hierophants. 
  • Moradin: They may multiclass freely as clerics, fighters, divine 
  champions, dwarven defenders, and runecasters. 
  • Sune: They can multiclass as divine champions. 
  • Torm: They may multiclass freely as one other class. 
  • Tyr: They may multiclass freely as clerics, fighters, divine 
  champions. 
  • Yondalla: They may multiclass freely as monks or clerics. 
   
  Ranger 
  Unlike clerics, druids, and paladins, rangers of the Realms do not 
  have to choose a patron deity until they reach 4th level and acquire 
  divine spellcasting ability (without a patron deity, a ranger cannot 
  cast spells).  
   
  It is possible for rangers in the Realms to select an organization as a 
  favored enemy. These rangers receive their favored enemy bonus 
  against agents from that organization, regardless of creature type (so 
  a ranger opposed to the Cult of the Dragon would get the bonus 
  against humans, elves, dracoliches, dragonkin, or any other creature 
  actively in service of the Cult). The bonus applies even if the creature 
  is of the same race as the ranger and he is not evil.  
   
  Rogue 
  Rogues follow the guidelines as listed in the Player’s Handbook. 
   
  Sorcerer 
  Sorcerers follow the guidelines as listed in the Player’s Handbook. 
   
  Wizard 
  Wizards follow the guidelines as listed in the Player’s Handbook. 
  
  Forgotten Realms Guidelines 
   
   
  3 
  Character Region
  Character Region
  Character Region
  Character Region    
   Every character must choose a region. “Region” is a very broad 
  category. In most cases it refers to a political entity, such as the 
  wizard-ruled nation of Thay. In other times, it refers to a 
  geographical area that lacks a central government or well-defined 
  borders, such as the barbarian lands of Narfell. Finally, a region can 
  also be defined as a racial cultural identity, such as gold dwarves. A 
  character can only be from one region, so you cannot get the regional 
  benefits of both Amn and its neighboring nation, Tethyr. However, 
  the nonhuman player character races of Faerûn always have access to 
  their racial regions, even if they choose another region as their point 
  of origin (although they must be a member of an encouraged class for 
  their race to be able to take a racial regional feat or get its 
  equipment).  
   If your 1st-level character is a member of one of that region’s 
  encouraged classes, you are allowed to select regional feats for your 
  character; if your character did not start as an encouraged class from 
  that region, you cannot begin play with one of those regional feats.  
   You are still limited by the number of feats available to your 
  character based upon class and race. Once your character qualifies for 
  regional feats for a region, he may select feats for that region at any 
  time he has a feat available.  
   Some regions have a listing for the automatic and bonus languages. 
  If present, these replace the languages listed in the Player’s 
  Handbook.
   
   
   
  Region 
  Automatic 
  Languages 
  Bonus Languages 
  Feats 
  Aglarond 
  Aglarondan, Elven 
  Chardic, Draconic, Mulhorandi, Orc, 
  Sylvan, Common 
  Discipline, Luck of Heroes, Treetopper 
  Amn 
  Common 
  Akûrian, Alzhedo Elven, Giant, Goblin, 
  Illuskan, 
  Cosmopolitan, Education, Silver Palm, Street 
  Smart 
  Anauroch 
  Chardic 
  Draconic, Gnoll, Nethran, Orc, Tharian, 
  Common 
  Discipline, Survivor 
  Calimshan 
  Alzhedo 
  Akûrian, Auran, Draconic, Ignan, Illuskan, 
  Common 
  Bloodline of Fire, Mind Over Body, Street Smarts, 
  Thug 
  Chessenta 
  Chessentic 
  Chardic, Draconic, Mulhorandi, Common, 
  Turmic, Untheric 
  Arcane Schooling, Artist, Education, Street Smarts 
  Chondalwood 
  Akûrian, Halfling 
  Chessentic, Elven, Gnoll, Sylvan, Common, 
  Untheric 
  Strong Soul, Treetopper 
  Chult 
  Akûrian 
  Alzhedo, Draconic, Dwarven, Goblin, 
  Sylvan, Common 
  Foe Hunter, Survivor 
  Cormyr 
  Common 
  Elven, Gnome, Goblin, Halfling, Orc, 
  Turmic 
  Discipline, Education, Foe Hunter, Saddleback 
  Dalelands 
  Common 
  Elven, Giant, Gnome, Orc, Sylvan, Tharian 
  Blooded, Forester, Luck of Heroes, Militia, Strong 
  Soul 
  Damara 
  Chardic 
  Dwarven, Giant, Goblin, Orc, Tharian, 
  Common 
  Bullheaded, Foe Hunter, Survivor 
  Dragon Coast 
  Turmic 
  Akûrian, Chardic, Goblin, Halfling, Orc, 
  Common 
  Bullheaded, Silver Palm, Thug 
  Dwarf, Gold 
  Dwarven, Akûrian 
  Giant, Gnome, Goblin, Terran, Common, 
  Untheric 
  Bullheaded, Silver Palm, Smooth Talk, Thunder 
  Twin 
  Dwarf, Shield 
  Dwarven, Common 
  Draconian, Illuskan, Giant, Goblin, Orc, 
  Tharian 
  Bullheaded, Foe, Hunter, Survivor, Thunder Twin 
  Elf, Moon 
  Elven, Common 
  Auran, Gnoll, Gnome, Halfling, Illuskan, 
  Sylvan 
  Education, Forester, Mind Over Body, Strong Soul 
  Elf, Sun 
  Elven, Common 
  Auran, Celestial, Gnome, Halfling, Illuskan, 
  Sylvan 
  Discipline, Education, Mind Over Body, Strong 
  Soul 
  Elf, Wild 
  Elven 
  Akûrian, Gnoll, Illuskan, Orc, Sylvan, 
  Common 
  Forester, Strong, Soul, Survivor, Treetopper 
  Elf, Wood 
  Elven, Illuskan 
  Draconic, Gnome, Goblin, Gnoll, Sylvan, 
  Common 
  Forester, Foe, Hunter, Strong Soul, Treetopper 
  Evermeet 
  Elven 
  Aquan, Auran, Celestial, Illuskan, Sylvan, 
  Common 
  Artist, Courteous Magocracy, Education 
  Gnome, Rock 
  Gnome, Common 
  Draconic, Dwarven, Goblin, Illuskan, 
  Sylvan, Terran 
  Strong Soul 
  Great Dale 
  Chardic 
  Giant, Goblin, Nar, Rashemi, Tharian, 
  Common 
  Bullheaded, Forester, Silver Palm 
  Halfling, 
  Lightfoot 
  Halfling, Common 
  Akûrian, Chardic, Dwarven, Elven, 
  Illuskan, Goblin 
  Smooth Talk, Strong Soul, Stealthy 
  Half-orc 
  Orc, Common 
  Chardic, Giant, Gnoll, Goblin, Illuskan, 
  Undercommon 
  Resist Poison, Stealthy 
  Halruaa 
  Nethran 
  Akûrian, Elven, Goblin, Halfling, Common, 
  Untheric 
  Arcane Schooling, Magical Training, Court. 
  Magocracy 
  High Forest 
  Illuskan 
  Elven, Gnoll, Goblin, Halfling, Sylvan, 
  Common 
  Forester, Treetopper 
  Hordelands 
  Tuigan 
  Goblin, Mulhorandi, Nar, Rashemi, Shou, 
  Common 
  Horse Nomad, Survivor 
  
  Forgotten Realms Guidelines 
   
   
  4 
  Impiltur 
  Chardic 
  Dwarven, Giant, Goblin, Nar, Tharian, 
  Common 
  Discipline, Mercantile Background, Militia, Silver 
  Palm 
  Lake of 
  Steam 
  Akûrian 
  Alzhedo, Chessentic, Dwarven, Goblin, 
  Common, Turmic 
  Foe Hunter, Mercantile Background 
  Lantan 
  Lantanna 
  Akûrian, Alzhedo, Dwarven, Gnome, Ignan, 
  Illuskan 
  Mercantile Background 
  Luiren 
  Halfling, Akûrian 
  Dwarven, Gnoll, Goblin, Nethran, 
  Common, Untheric 
  Discipline, Militia, Strong Soul 
  Moonsea 
  Tharian 
  Chardic, Draconic, Giant, Goblin, Orc, 
  Common 
  Silver Palm, Street Smarts, Thug 
  Moonshae 
  Islands 
  Illuskan 
  Aquan, Elven, Giant, Orc, Sylvan, Common 
  Bullheaded, Strong Soul, Survivor 
  Mulhorand 
  Mulhorandi 
  Aglarondan, Draconic, Chessentic, Goblin, 
  Common, Untheric 
  Arcane Schooling, Education 
  Narfell 
  Nar 
  Chardic, Goblin, Orc, Rashemi, Common, 
  Tuigan 
  Bullheaded, Saddleback, Survivor 
  Nelanther 
  Isles 
  Common 
  Akûrian, Alzhedo, Goblin, Illuskan, 
  Lantanna, Orc 
  Blooded, Thug 
  The North 
  Illuskan 
  Dwarven, Elven, Giant, Goblin, Tharian, 
  Common 
  Foe Hunter, Saddleback, Survivor 
  Rashemen 
  Rashemi 
  Aglarondan, Goblin, Mulhorandi, Nar, 
  Common, Tuigan 
  Bullheaded, Ethran, Survivor 
  Sembia 
  Common 
  Chardic, Chessentic, Gnome, Halfling, 
  Tharian, Turmic 
  Education, Mercantile Background, Silver Palm, 
  Twin Sword 
  The Shaar 
  Akûrian 
  Alzhedo, Dwarven, Gnoll, Nethran, 
  Common, Untheric 
  Horse Nomad, Silver Palm, Survivor 
  Silverymoon 
  Common 
  Dwarven, Elven, Giant, Illuskan, Orc, 
  Sylvan 
  Blooded, Education, Smooth Talk, Survivor 
  Tashalar 
  Akûrian 
  Alzhedo, Draconic, Illuskan, Orc, Sylvan, 
  Common 
  Foe Hunter, Mercantile Background, Snake Blood 
  Tethyr 
  Common 
  Alzhedo, Elven, Goblin, Illuskan, Lantanna, 
  Sylvan 
  Blooded, Foe Hunter, Luck of Heroes 
  Thay 
  Mulhorandi 
  Aglarondan, Infernal, Nethran, Rashemi, 
  Common, Untheric 
  Discipline, Mind Over Body, Tattoo Focus 
  Thesk 
  Nar 
  Chardic, Giant, Gnoll, Rashemi, Common, 
  Tuigan 
  Mercantile Background, Silver Palm, Smooth Talk 
  Unther 
  Untheric 
  Akûrian, Chessentic, Draconic, Mulhorandi, 
  Orc, Common 
  Arcane Schooling, Street Smarts, Thug 
  Vaasa 
  Chardic 
  Abyssal, Giant, Goblin, Orc, Tharian, 
  Common 
  Blooded, Foe Hunter, Horse Nomad, Survivor 
  The Vast 
  Common 
  Chardic, Dwarven, Giant, Goblin, Orc, 
  Tharian 
  Luck of Heroes, Mercantile Background, Thug 
  Vilhon Reach 
  Turmic 
  Akûrian, Chessentic, Draconic, Elven, 
  Goblin, Common 
  Snake Blood, Survivor, Thug 
  Waterdeep 
  Common 
  Dwarven, Elven, Giant, Goblin, Illuskan, 
  Orc 
  Artist, Cosmopolitan, Education, Smooth Talk, 
  Twin Sword 
  Western 
  Heartlands 
  Common 
  Elven, Giant, Goblin, Illuskan, Orc, Turmic 
  Bullheaded, Saddleback, Survivor 
   
  
  Forgotten Realms Guidelines 
   
   
  5 
  Feats
  Feats
  Feats
  Feats    
   Almost every rogue or fighter from the mythical land of Halruaa 
  knows just a bit of magic. In Sembia, Waterdeep, and the dark cities 
  of the drow, duelists teach the beautiful and deadly twin sword 
  fighting style. Common-born rangers and druids of the Dalelands are 
  known for their oddly fortuitous luck and their perseverance in the 
  face of terrible peril. It seems that any adventurer exploring the 
  deadly ruins and perilous wildernesses of Faerûn possesses a little 
  specialized training or a knack common to the lands in which he grew 
  up. 
   The feats in this chapter supplement the feat listing in the Player’s 
  Handbook and follow all of the rules in that book for determining 
  how many may be chosen and how often a character may do so. In 
  addition, some of these new feats possess an additional prerequisite: 
  the appropriate character region, as described in the previous section. 
   Some of the regional feats are listed as [General, Fighter]. This 
  means a fighter character can use his bonus feat to acquire one of 
  those feats. However, the character still needs to qualify for that 
  region in order to take the feat, either by beginning play as a 
  character of a class preferred in that region, or by acquiring 2 ranks in 
  Knowledge (local) for that region. 
   
  Arcane Schooling [General] 
  In your homeland, all who show some skill at the Art may receive 
  training as a wielder of magic. Many characters know something of 
  the ways of the bard, the sorcerer, or the wizard. 
   Regions: Chessenta, Halruaa, Mulhorand, Unther 
   Benefit: Choose one arcane spellcasting class. This class is a 
  favored class for you in addition to any other favored class you 
  select. For example, a multiclassed human fighter/rogue could add 
  levels of wizard without incurring any experience penalty for 
  multiclassing in three classes. 
   Special: You may only take this feat as a 1st-level character. 
   
  Artist [General] 
  You hail from a region where the arts, philosophy, and music have a 
  prominent place in society. 
   Region: Chessenta, Evermeet, Waterdeep 
   Benefit: You gain a +2 bonus to all Perform checks and to one 
  Craft skill that involves art (your choice) such as calligraphy, 
  painting, sculpture, or weaving. 
   
  Blooded [General] 
  You know what it means to fight for your life, and the value of quick 
  wits and quicker reactions when blades are bared and deadly spells 
  chanted. Enemies find it difficult to catch you off-guard. 
   Regions: Dalelands, Nelanther Isles, Silverymoon, Tethyr, Vaasa.  
   Benefit: You get a +2 bonus to Initiative and a +2 bonus to all Spot 
  checks. 
   
  Bloodline of Fire [General] 
  You are descended from the efreet who ruled Calimshan for two 
  millennia. The blood of these fire-spirits runs thick in your veins. 
   Region: Calimshan. 
   Benefit: You receive a +4 bonus to saving throws against fire 
  effects. You also add +2 to the Difficulty Class of saving throws for 
  of any sorcerer spells with the fire descriptor that you cast. This 
  benefit stacks with the Spell Focus feat if the spell you cast is from 
  your chosen school. 
   Special: You may only take this feat as a 1st-level character. 
   
  Bullheaded [General] 
  The stubbornness and determination of your kind is legendary. You 
  are exceptionally headstrong and difficult to sway from your intended 
  course. 
   Regions: Damara, Dragon Coast, Gold Dwarf, Gray Dwarf, The 
  Great Dale, Moonshaes, Narfell, Rashemen, Shield Dwarf, Western 
  Heartlands. 
   Benefit: You receive a +1 bonus to Will saves and a +2 bonus to 
  Intimidate checks. 
   
  Cosmopolitan [General] 
  Your exposure to the thousand forking paths of the city has taught 
  you things you ordinarily would never have uncovered. 
   Regions: Amn, Waterdeep. 
   Benefit: Choose a nonrestricted skill you do not have as a class 
  skill. You gain a +2 bonus on all checks with that skill, and that skill 
  is always considered a class skill for you. 
   Special: You may take this feat multiple times. Its effects do not 
  stack. Each time you take the feat, it applies to a new skill. 
   
  Courteous Magocracy [General] 
  You were raised in a land where mighty wizards order affairs. In 
  lands where powerful spellcasters are common, cautious courtesy is 
  the norm and everyone has an eye for magical goods. 
   Region: Evermeet, Halruaa. 
   Benefit: You receive a +2 bonus to all Diplomacy and Spellcraft 
  checks. 
   
  Create Portal [Item Creation] 
  Faerûn is riddled with networks of portals, ancient devices that 
  instantaneously transport those who know their secrets from one 
  locale to another. You have learned the ancient craft of creating these 
  potent magical devices. 
   Prerequisite: Craft Wondrous Item 
   Benefit: You can create any portals whose prerequisites you meet. 
  Crafting a portal takes 1 day for each 1000 gp in its base price. To 
  craft a portal, you must spend 1/25 of its base price in XP and use up 
  raw materials costing half of this base price. See Chapter 2: Magic 
  for details of portal creation. 
   Some portals incur extra costs in material components or XP as 
  noted in their descriptions. These costs are in addition to those 
  derived from the portal’s base price. 
    
  Daylight Adaptation [General] 
  Through long exile from the shadowed homelands of your kind, you 
  have learned to endure the painful sunlight of the surface world. 
   Region: Gray Dwarf or Drow Elf. 
   Benefit: If you are a type of creature that suffers circumstance 
  penalties when exposed to bright light (such as drow elf or duergar), 
  you no longer suffer those penalties, whether the light comes from 
  natural or magical sources of illumination. 
   
  Delay Spell [Metamagic] 
  You can cast spells that take effect after a short delay of your 
  choosing. 
   Prerequisite: Any other metamagic feat. 
   Benefit: A delayed spell doesn’t activate until 1 to 5 rounds after 
  you finish casting it. You determine the delay when casting the spell, 
  and it cannot be changed once set. The spell activates just before your 
  turn on the round you designate. Only area, personal, and touch spells 
  may be affected by this feat. 
  Any decisions you would make about the spell, including attack 
  rolls, designating targets, or determining or shaping an area, are 
  decided when the spell is cast. Any effects resolved by those affected 
  by the spell, including saving throws, are decided when the spell 
  triggers. If conditions change between casting and effect in such a 
  fashion as to make the spell impossible—for example, the target you 
  designate leaves the spell’s maximum range or area of effect before it 
  goes off—the spell fails. 
   A delayed spell may be dispelled normally during the delay, and 
  can be detected normally in the area or on the target with spells such 
  as detect magic. A delayed spell uses up a spell slot three levels 
  higher than the spell’s actual level. 
   
  Discipline [General] 
  Your people are admired for their single-minded determination and 
  clarity of purpose. You are difficult to distract by spell or blow.  
   Regions: Aglarond, Anauroch, Cormyr, Impiltur, Luiren Halfling, 
  Sun Elf, Thay. 
  
  Forgotten Realms Guidelines 
   
   
  6 
   Benefit: You gain a +1 bonus to Will saves and a +2 bonus to 
  Concentrate checks. 
   
  Education [General] 
  Some lands hold the pen in higher regard than the sword. In your 
  youth you received the benefit of several years of more-or-less formal 
  schooling. 
   Regions: Amn, Chessenta, Cormyr, Evermeet, Moon Elf, 
  Mulhorand, Sembia, Silverymoon, Sun Elf, Waterdeep. 
   Benefit: All Knowledge skills are class skills for you. You receive 
  a +1 bonus to two Knowledge skills. 
   Special: You may only take this feat as a 1st-level character. 
   
  Foe Hunter [Fighter, General] 
  In lands threatened by evil nonhumans, many warriors learn ways to 
  fight effectively against these creatures. You have served as a 
  member of a militia or military unit devoted to protecting your home 
  from the fierce raiders who trouble the area. 
   Regions: Chult, Cormyr, Damara, the Lake of Steam, the North, 
  the Moonsea, Shield Dwarf, Tashalar, Tethyr, Vaasa, Wood Elf. 
   Benefit: Your homeland dictates the type of foe you have trained 
  against. When fighting monsters of that race, you gain a +1 bonus to 
  damage rolls with melee attacks and ranged weapons at ranges of up 
  to 30 feet, and you act as if you had the Improved Critical feat for the 
  weapon you are using. This does not stack with the Improved Critical 
  feat, but does stack with the ranger’s favored enemy bonus. 
   Special: In Cormyr, Damara, Tethyr, Vaasa, or as a Shield Dwarf, 
  your traditional foes are goblinoids—goblins, hobgoblins, and 
  bugbears. In Chult and Tashalar, this feat applies to lizard-folk and 
  yuan-ti. Wood elves train against gnolls. In the Lake of Steam, the 
  North, and the Moonsea, this feat applies to orcs and half-orcs. 
  You may take this feat multiple times; its effects do not stack. 
  Each time you take the feat you must qualify for learning regional 
  feats in a land that hunts a different creature than that specified by the 
  regional feat you already have. 
   
  Forester [General] 
  Faerûn’s great forests stretch for hundreds of miles across the 
  northlands. You are knowledgeable about the secrets of the forest and 
  wise in its ways. 
   Regions: Dalelands, The Great Dale, The High Forest, Moon Elf, 
  Wild Elf, Wood Elf, Ghostwise Halfling. 
   Benefit: You receive a +2 bonus to all Healing checks due to your 
  knowledge and use of woodland herbs, and a +2 bonus to all 
  Wilderness Lore checks. 
   
  Greater Spell Focus [General] 
  Choose a school of magic to which you already have applied the 
  Spell Focus feat. Your magic spells of that school are even more 
  potent than normal. 
   Prerequisite: Spell Focus 
   Benefit: Add +4 to the DC for all saving throws against spells from 
  the school of magic you select to focus on. This overlaps (does not 
  stack with) the bonus from Spell Focus. 
   Special: You can gain this feat multiple times. Its effects do not 
  stack. Each time you take the feat, it applies to a new school of 
  magic. 
   
  Greater Spell Penetration [General] 
  Your spells are especially potent, defeating spell resistance more 
  readily than normal. 
   Prerequisite: Spell Penetration 
   Benefit: You get a +4 bonus to caster level checks (1d20+caster 
  level) to beat a creature’s spell resistance. This overlaps (does not 
  stack with) the bonus from Spell Penetration. 
   
  Horse Nomad [Fighter, General] 
  You have been raised in a culture that relies upon riding and shooting 
  for survival. 
   Regions: Hordelands, Vaasa, the Shaar 
   Benefit: You get Martial Weapon Proficiency (composite short 
  bow) and a +2 bonus on all Ride checks. 
   
  Improved Counterspell [General] 
  You understand the nuances of magic to such an extent that you can 
  counter your opponents’ spells with great efficiency. 
   Prerequisite: Counterspell 
   Benefit: When counterspelling, instead of using the exact spell you 
  are trying to counter, you may use a spell of the same school that is 
  one or more levels higher than the target spell. 
   
  Improved Familiar [General] 
  So long as you are able to acquire a new familiar, you may choose 
  your new familiar from a nonstandard list. 
   Prerequisite: See text. 
   Benefit: When choosing a familiar, the following creatures are also 
  available to you. You may choose a familiar with an alignment up to 
  one step away on each of the alignment axes (lawful through chaotic, 
  good through evil). 
   
   
  Arcane Spellcaster 
  Kind of Familiar 
  Level Required 
  Cat, tressym†† [neutral] 
  5 
  Flying monkey†† [neutral] 
  5 
  Pseudodragon [neutral good] 
  7 
  Formian worker [lawful neutral] 
  7 
  Shocker lizard [neutral] 
  5 
  Stirge [neutral] 
  5 
  ††These two familiars will not be available until the Forgotten 
  Realms Book is available. 
   
  The improved familiar is magically linked to its master just like a 
  normal familiar. The familiar uses the basic statistics for a creature of 
  its kind, as given in the Monster Manual with these exceptions: 
   Hit Dice: Treat as the master’s level (for effects related to Hit 
  Dice, but not for rolling hit points). Use the familiar’s normal total if 
  it is higher. 
   Hit Points: One-half the master’s total, rounded down or the 
  familiar’s normal total, whichever is higher. 
   Attacks: Use the master’s base attack bonus or the familiar’s, 
  whichever is better. Use the familiar’s Dexterity or Strength modifier, 
  whichever is greater, to get the familiar’s melee attack bonus with 
  unarmed attacks. Damage equals that of a normal creature of that 
  kind. 
   Special Attacks: The familiar has all the special attacks of its kind. 
   Special Qualities: The familiar has all the special qualities of its 
  kind. 
   Saving Throws: The familiar uses the master’s base save bonuses if 
  they’re better than the familiars. 
   Skills: Use the normal skills for a creature of the its kind. 
   Familiar Special Abilities: Use Table 3–19 in the Player’s 
  Handbook to determine additional abilities, as you would a normal 
  familiar. 
   
  Innate Spell [Special] 
  You have mastered a spell so thoroughly you can now cast it as a 
  spell-like ability. 
   Prerequisites: Quicken Spell, Silent Spell, Still Spell. 
   Benefit: Choose a spell you can. You can now cast this spell at will 
  as a spell-like ability, once per round, without needing to prepare it. 
  One spell slot 8 levels higher than the innate spell is permanently 
  used to power it (note that spell slots above level 9 can be achieved 
  with the rules in the upcoming High Level Campaigns book). If the 
  innate spell has an XP component, you pay the XP cost each time you 
  use the spell-like ability. If the innate spell has a focus, you must 
  have the focus to use the spell-like ability. If the innate spell has a 
  costly material component (see the spell description) you use an item 
  worth 50 times that cost to use as a focus for the spell-like ability. 
   Since an innate spell is a spell-like ability and not an actual spell, a 
  cleric cannot convert it to a cure spell or an inflict wounds spell, nor 
  
  Forgotten Realms Guidelines 
   
   
  7 
  can it be converted to a signature spell. Divine spellcasters that 
  become unable to cast divine spells cannot use divine innate spells. 
   Special: You can choose this feat more than once, selecting 
  another spell each time. You have to pay the costs in spell slots, 
  focuses, and material components for each innate spell you acquire. 
   
  Inscribe Rune [Item Creation] 
  You can create magical runes that hold spells until triggered. 
   Prerequisite: Intelligence 13+, appropriate Craft skill, divine 
  spellcaster level 3rd+. 
   Benefit: You can cast any divine spell you have prepared as a rune. 
  The caster must have prepared the spell to be scribed and must 
  provide any material components or focuses the spell requires. If 
  casting the spell would reduce the caster’s XP total, he pays the cost 
  upon beginning the rune in addition to the XP cost for making the 
  rune itself. Likewise, material components are consumed when he 
  begins writing, but focuses are not. (A focus used in casting a rune 
  can be reused.) See the Rune Magic section in Chapter 2: Magic for 
  the details of runes and rune magic. 
   A single object of medium size or smaller can hold only one rune. 
  Larger objects can hold one rune per 25 square feet (an area 5 feet 
  square) of surface area. Runes cannot be placed on creatures. The 
  rune has a base price of the spell level × caster level × 100 gp (a 0-
  level spell counts as 1/2 level). You must spend 1/25 of its base price 
  in XP and use up raw materials costing half this base price. A rune’s 
  market value equals its base price. 
   
  Luck of Heroes [General] 
  Your land is known for producing heroes. Through pluck, 
  determination, and resilience, your people survive when no one 
  expects them to come through.  
   Regions: Aglarond, Dalelands, Tethyr, the Vast. 
   Benefit: You receive a +1 luck bonus to all saving throws. 
   
  Magical Artisan [General] 
  You have mastered the method of creating a certain kind of magic 
  item. 
   Prerequisite: Any item creation feat. 
   Benefit: Each time you take this feat, choose one item creation feat 
  you know. When determining your cost in XP and raw materials for 
  creating items with this feat, multiply the base price by 75%. 
   Special: You may gain this feat multiple times. Each time you take 
  the feat, it applies to a new item creation feat. 
  Magical Training [General] 
  You come from Halruaa, a half-legendary land where basic magic is 
  taught to all with the aptitude for it. Every craftsman and laborer, it 
  seems, knows a cantrip or two to ease her work. 
   Prerequisite: Intelligence 10+ 
   Region: Halruaa. 
   Benefit: You may cast the 0-level arcane spells daze, dancing 
  lights, and mage hand once per day each. You suffer spell failure 
  penalties for wearing armor. You are treated as a 1st-level caster for 
  all spell effects dependent on level (range, duration, etc.). This stacks 
  with any arcane spellcaster levels you have. 
   Special: You may only take this feat as a 1st-level character. 
   
  Mercantile Background [General] 
  Powerful trading costers and craftsman’s guilds control the wealth 
  and commerce of Faerûn’s lands. You come from a family that excels 
  at a particular trade, and knows well the value of any kind of trade 
  good or commodity. 
   Regions: Gray Dwarf, Impiltur, Lake of Steam, Lantan, Sembia, 
  Svirfneblin, Tashalar, Thesk, the Vast. 
   Benefit: You gain a +2 bonus to all Appraise checks and a +2 
  bonus to skill checks in the Craft or Profession skill of your choice. 
   
  Militia [General] 
  You served in a local militia, training with weapons suitable for use 
  on the battlefield. 
   Region: Dalelands, Impiltur, Luiren 
   Benefit: You get Martial Weapon Proficiency (longbow) and 
  Martial Weapon Proficiency (longspear). In Luiren, this feat applies 
  to Martial Weapon Proficiency (short bow) and Martial Weapon 
  Proficiency (shortsword) instead of longbow and longspear. 
   
  Mind Over Body [General] 
  The arcane spellcasters of some lands have learned to overcome the 
  frailties of the body with the unyielding power of the mind. 
   Regions: Calimshan, Moon Elf, Sun Elf, Thay. 
   Benefit: At first level, you may use your Intelligence modifier 
  instead of your Constitution modifier to determine bonus hit points. 
  You gain +1 hit point every time you learn a metamagic feat. 
   Special: You may only take this feat as a 1st-level character. 
   
  Persistent Spell [Metamagic] 
  You make one of your spells last all day. 
   Prerequisite: Extend Spell 
   Benefit: A persistent spell has a duration of 24 hours. The 
  persistent spell must have a personal range or a fixed range (for 
  example, comprehend languages or detect magic). You are still 
  required to concentrate on spells such detect magic and detect 
  thoughts to use their effects. Concentration on such a spell is a 
  standard action that does not provoke an attack of opportunity. A 
  persistent spell uses up a spell slot four levels higher than the spell’s 
  actual level. 
   
  Prepare Spell [Metamagic] 
  You can prepare an arcane spell ahead of time just as a wizard does. 
   Prerequisite: You must be able to cast arcane spells as a bard or 
  sorcerer before you can select this feat. 
   Benefit: You are able to prepare one or more spells each day as a 
  wizard does. If you are a sorcerer or a bard, this means that you can 
  prepare a spell with a metamagic feat ahead of time, instead of 
  casting it as a full-round action. 
  The prepared spell remains in your mind until cast and occupies 
  one of your spell slots until you cast it or change it. The prepared 
  spell uses a spell slot of the spell’s actual level, plus any modifiers for 
  other metamagic feats (in other words, this feat does not alter the slot 
  the spell uses beyond what the other metamagic feats add to it). 
   
  Resist Poison [General] 
  Over years, some among your people carefully expose themselves to 
  poisons in controlled dosages in order to build up immunity to their 
  effects. A few are thereby weakened, but the strong adjust. 
   Regions: Gray Dwarf, half-orc, orc. 
   Benefit: You get a +4 bonus to Fortitude saving throws against 
  poison. 
   Special: You may only take this feat as a 1st-level character. 
   
  Saddleback [Fighter, General] 
  Your people are as comfortable riding as walking. 
   Regions: Cormyr, Narfell, the North, Western Heartlands. 
   Benefit: During your action you can use a 5-foot step to shift from 
  the front to the back of your mount (or vice versa) provided that your 
  mount is a warhorse or warpony. You receive a +2 bonus on all Ride 
  checks. 
   
  Signature Spell [Metamagic] 
  You are so familiar with a mastered spell that you can convert other 
  prepared spells into that spell. 
   Prerequisite: Spell Mastery 
   Benefit: Each time you take this feat, choose a spell you have 
  mastered with Spell Mastery. You may now convert prepared arcane 
  spells of that spell’s level or higher into that signature spell like a 
  good cleric spontaneously casts prepared spells as cures. 
   Special: You may gain this feat multiple times. Each time you take 
  the feat, it applies to a new mastered spell. 
   
  Silver Palm [General] 
  Your culture is based on haggling and the art of the deal. 
  
  Forgotten Realms Guidelines 
   
   
  8 
   Regions: Amn, Dragon Coast, Great Dale, Gold Dwarf, Gray 
  Dwarf, Impiltur, Moonsea, Sembia, the Shaar, Thesk, Vilhon Reach. 
   Benefit: You get a +2 bonus on all Appraise and Bluff checks. 
   
  Smooth Talk [General] 
  Your people are accustomed to dealing with strangers and foreigners 
  without needing to draw weapons to make their point. 
   Regions: Gold Dwarf, Lightfoot Halfling, Silverymoon, Thesk, 
  Waterdeep. 
   Benefit: You gain a +2 bonus on all Diplomacy and Sense Motive 
  checks. 
   
  Snake Blood [General] 
  The taint of the yuan-ti runs in your veins. No outward signs give 
  away your heritage, but you are something more—or less—than 
  entirely human. 
   Regions: Tashalar the Vilhon Reach. 
   Benefit: You get a +2 bonus to Fortitude saving throws against 
  poison and a +1 bonus to all Reflex saving throws. 
   Special: You may only take this feat as a 1st-level character. 
   
  Spellcasting Prodigy [General] 
  You have an exceptional gift for magic. 
   Benefit: For the purpose of determining bonus spells and the 
  saving throw DCs of spells you cast, treat your primary spellcasting 
  ability score (Charisma for bards and sorcerers, Wisdom for divine 
  spellcasters, Intelligence for wizards) as 2 points higher than its 
  actual value. If you have more than one spellcasting class, the bonus 
  applies to only one of those classes. 
   Special: You may only take this feat as a 1st-level character. If you 
  take this feat more than once (for example, if you are a human or 
  another type of creature that gets more than one feat at 1st level), it 
  applies to a different spellcasting class each time. You can take this 
  feat even if you don’t have any spellcasting classes yet. 
   
  Stealthy [General] 
  Your people are known for their stealthiness. 
   Regions: Drow, half-orc, any halfling. 
   Benefit: You gain a +2 bonus to all Hide and Move Silently 
  checks. 
   
  Street Smarts [General] 
  You have learned how to keep informed, ask questions, and interact 
  with the underworld without raising suspicion.  
   Regions: Amn, Calimshan, Chessenta, Moonsea, Unther. 
   Benefit: You get a +2 bonus on all Bluff and Gather Information 
  skill checks. 
   
  Strong Soul [General] 
  The souls of your people are hard to separate from their bodies. 
   Regions: Chondalwood, Dalelands, Gnome, Luiren Halfling, Moon 
  Elf, Moonshaes, Northern Halfling, Sun Elf, Svirfneblin, Wild Elf, 
  Wood Elf. 
   Benefit: You get a +1 bonus to all Fortitude and Will saves and an 
  additional +1 bonus to saving throws against level drains and death 
  effects. 
   
  Survivor [General] 
  Your people thrive in regions that others find uninhabitable, and 
  excel at uncovering the secrets of the wilderness and surviving to tell 
  the tale. 
   Regions: 
  Anauroch, 
  Chult, 
  Damara, 
  Drow, 
  Hordelands, 
  Moonshaes, Narfell, the North, the Shaar, Ghostwise Halfling, 
  Rashemen, Shield Dwarf, Silverymoon, Svirfneblin, Vaasa, Vilhon 
  Reach, Western Heartlands, Wild Elf. 
   Benefit: You get a +1 bonus to Fortitude saves and a +2 bonus to 
  all Wilderness Lore checks. 
   
  Tattoo Focus [Special] 
  You bear the powerful magical tattoos of a Red Wizard of Thay. 
   Prerequisite: Specialized in a school of magic. 
   Region: Thay. 
   Benefit: Add +1 to the Difficulty Class for all saving throws 
  against spells from your specialized school. You get a +1 bonus to 
  caster level checks (1d20+caster level) to beat a creature’s spell 
  resistance when casting spells from that school. 
   Special: Only characters with the Tattoo Focus feat can participate 
  in Red Wizards’ Circles. 
   
  Thug [General] 
  Your people know how to get the jump on the competition and push 
  other people around. While others debate, you act. 
   Regions: Calimshan, Dragon Coast, Moonsea, Pirate Isles, Unther, 
  the Vast, Vilhon Reach. 
   Benefit: You get a +2 bonus on Initiative checks, and a +2 bonus 
  on Intimidate checks. 
   
  Treetopper [General] 
  Your people are at home in the trees and high places, daring falls that 
  paralyze most other folk in abject terror. 
   Regions: Aglarond, Chondalwood, High Forest, Wild Elf, Wood 
  Elf, Ghostwise Halfling. 
   Benefit: You get a +2 bonus to all Climb checks. You do not lose 
  your Dexterity bonus to Armor Class or give your attacker a +2 
  bonus when you are attacked while climbing. 
   
  Twin Spell [Metamagic] 
  You can cast a spell simultaneously with another spell just like it. 
   Prerequisite: Any other metamagic feat. 
   Benefit: Casting a spell altered by this feat causes the spell to take 
  effect twice on the target, as if you were simultaneously casting the 
  exact same spell two times on the same location or target. Any 
  variables in the spell (such as targets, shaping an area, and so on) 
  apply to both of the resulting spells. The target suffers all the effects 
  of both spells individually and receives a saving throw for each. 
  In some cases, failure of both of the target’s saving throws results 
  in redundant effects, such as a twinned charm person (see Combining 
  Magical Effects on page 153 of the Player’s Handbook), although 
  any ally of the target would have to succeed at two dispel attempts in 
  order to free the target from the charm. As with other metamagic 
  feats, twinning spell does not affects its vulnerability to 
  counterspelling (for example, using an untwinned form of the spell 
  doesn’t negate just half of the twinned spell). 
  A twinned spell uses up a spell slot four levels higher than the 
  spell’s actual level. 
   
  Twin Sword Style [Fighter, General] 
  You have mastered a style of defense that others find frustrating. 
   Prerequisite: Two-Weapon Fighting 
   Regions: Drow Elf, Sembia, Waterdeep 
   Benefit: When fighting with two swords (dagger, longsword, 
  rapier, or short sword, in any combination), you can designate a 
  melee opponent during your action and receive a +2 armor bonus to 
  your Armor Class against attacks from that opponent. This armor 
  bonus stacks with the armor bonus from armor and shield. You can 
  select a new melee opponent on any action. A condition that makes 
  you lose your Dexterity bonus to Armor Class (if any) also makes 
  you lose this bonus. 
  
  Forgotten Realms Guidelines 
   
   
  9 
  Class 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 
  +0 
  +0 
  +0 
  +2 
  Enlarge Spell  
  +1 level of existing arcane spellcasting class  
  2nd 
  +1 
  +0 
  +0 
  +3 
  Sacred Defenses +1, Alignment Focus 
  +1 level of existing arcane spellcasting class  
  3rd 
  +1 
  +1 
  +1 
  +3 
  Bonus Feat  
  +1 level of existing arcane spellcasting class  
  4th 
  +2 
  +1 
  +1 
  +4 
  Sacred Defenses +2  
  +1 level of existing arcane spellcasting class  
  5th 
  +2 
  +1 
  +1 
  +4 
  Divine Shroud  
  +1 level of existing arcane spellcasting class  
  Prestige Classes
  Prestige Classes
  Prestige Classes
  Prestige Classes    
  Arcane Devotee 
  Every major faith numbers sorcerers and wizards among its fervent 
  followers. While some wizards ally themselves with temples close to 
  their own beliefs out of caution and convenience, others are devout 
  representatives of their faith and willingly subordinate their own 
  causes to those of their patron deity, becoming an arcane devotee. 
   Arcane devotees complement the divine magic of a temple’s 
  clerical leaders, and are among the most important and respected 
  members of a deity’s following. They provide much of the magical 
  firepower of their faith, and collaborate with the temple’s clerics in 
  the creation of magic items requiring both arcane and divine 
  enchantment. Arcane devotees provide support for the church’s 
  armies in time of war, divine the intentions of the enemies of the 
  faith, and often take the front line to decimate enemy troops or 
  destroy spellcasters of rival faiths. 
   Naturally, arcane devotees are always arcane spellcasters. 
  Sorcerers and wizards are the most common type, but some music-
  oriented deities tend to have more bard-devotees, and a rare few of 
  the more evil deities have been known to have assassin-devotees that 
  focus on cruel and terrible forms of death magic. 
   Hit Die: d4 
   
  Requirements 
  To qualify to become a arcane devotee (ArD) of a particular deity, a 
  character must fulfill all the following criteria. 
   Skills: Knowledge (religion) 8 ranks, Spellcraft 8 ranks 
   Feats: Enlarge spell. 
   Alignment: Same as the deity’s alignment. 
   Patron: An arcane devotee must have a patron deity, and it must 
  be the deity of whom she is a devotee. 
   Spellcasting: Ability to cast 4th-level arcane spells. 
   
  Class Skills 
  The arcane devotee's class skills (and the key ability for each skill) 
  are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all 
  skills taken individually) (Int), Profession (Wis), Scry (Int), and 
  Spellcraft (Int). 
   Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All the following are class features of the arcane devotee prestige 
  class. 
   Weapon and Armor Proficiency: Arcane devotees gain no 
  proficiency in any weapon or armor. 
   Spells per Day: An arcane devotee’s training focuses on arcane 
  spells. Thus, when a new arcane devotee level is gained, the character 
  gains new spells per day as if she had also gained a level in whatever 
  arcane spellcasting class he belonged to before he added the prestige 
  class. He does not, however, gain any other benefit a character of that 
  class would have gained (bonus metamagic or item creation feats, 
  bard or assassin abilities, etc.). This essentially means that he adds 
  the level of arcane devotee to the level of whatever other arcane 
  spellcasting class the character has, then determines spells per day 
  and caster level accordingly. 
   Bonus Feat: The arcane devotee can choose any one item creation 
  feat or feat from the following list: Spell Focus, Greater Spell Focus, 
  Spell Penetration, Greater Spell Penetration, Improved Counterspell, 
  or Magical Artisan. 
   Alignment Focus: Choose one component of your deity’s 
  alignment. You now cast spells of that alignment at +1 caster level. If 
  your deity is neutral, choose one component of your alignment for 
  this focus. If you and your deity are neutral, choose chaos, evil, good, 
  or law for your focus. 
   Enlarge Spell: The arcane devotee may cast a spell as if it were 
  under the effects of the Enlarge Spell feat. He does not need to 
  prepare this in advance, and it does not increase the casting time or 
  use a higher spell slot. This ability can be used this ability a number 
  of times per day equal to the arcane devotee’s Charisma modifier. 
   Sacred Defenses: Add this value to the arcane devotee’s saving 
  throws against divine spells, as well as the spell-like and supernatural 
  abilities of outsiders. 
   Divine Shroud: Once per day, the arcane devotee may surround 
  himself with a shroud of glowing divine power that protects him 
  against enemy spells. The shroud is of a color appropriate to the 
  arcane devotee’s patron’s alignment: constant blue for law, 
  shimmering white for good, wavering black for evil, or flickering 
  yellow for chaos. The shroud grants a spell resistance of 12 + the 
  character's caster level as if he were under the effects of a spell 
  resistance spell. This supernatural ability can be invoked as a free 
  action and lasts a number of rounds equal to the arcane devotee’s 
  Charisma modifier plus his devotee level. 
  
  Forgotten Realms Guidelines 
   
   
  10 
  Class 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +0 
  +0 
  +2 
  Special Ability  
  2nd 
  +1 
  +0 
  +0 
  +3 
  Special Ability  
  3rd 
  +1 
  +1 
  +1 
  +3 
  Special Ability  
  4th 
  +2 
  +1 
  +1 
  +4 
  Special Ability  
  5th 
  +2 
  +1 
  +1 
  +4 
  Special Ability
  Archmage 
  The highest art is magic—often referred to as the Art. Its most 
  advanced practitioners are frequently archmages, bending spells in 
  ways unavailable to other spellcasters. The archmage delays his 
  acquisition of his most powerful spells in exchange for strange arcane 
  powers and the ability to alter spells in remarkable ways. 
   Hit Die: d4 
   
  Requirements 
  To qualify to become an archmage (Acm), a character must fulfill all 
  the following criteria. 
   Spellcasting: Ability to cast 7th-level arcane spells. 
   Skills: Spellcraft 15 ranks 
   Feats: Any metamagic feat 
   
  Class Skills 
  The archmage's class skills (and the key ability for each skill) are 
  Alchemy (Int), Concentration (Con), Knowledge (all skills taken 
  individually) (Int), Perform (Cha), Profession (Wis), Scry (Int), 
  Search (Wis), and Spellcraft (Int). 
   
   Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All the following are class features of the archmage prestige class. 
   Weapon and Armor Proficiency: Archmages gain no proficiency 
  in any weapon or armor. 
   Special Abilities: Every level, an archmage gains a special ability 
  of her choice among the following: 
   Mastery of Elements: The archmage can alter an arcane spell 
  when cast so that it utilizes a different element than the one it 
  normally does. For example, an archmage could cast a fireball that 
  does sonic damage instead of fire damage. 
   This ability can only alter spells with the acid, cold, fire, 
  electricity, or sonic designators. As with using metamagic feats, 
  classes that prepare spells must prepare the spell in this manner, 
  while those that do not prepare spells may alter the spell when cast as 
  a full-round action. Unlike metamagic feats, this does not change the 
  level of the spell. 
   Arcane Reach: The archmage can use touch spells on targets up to 
  30 feet away. If the spell requires a touch attack (melee or ranged), 
  the archmage must make a ranged touch attack. If selected a second 
  time as a special ability, it increases the distance to 60 feet. 
   Spell-Like Ability: The archmage can use one of her arcane spell 
  slots to permanently prepare one of her arcane spells as a spell-like 
  ability that can be used three times per day. The archmage does not 
  use any components when casting the spell, although a spell that 
  costs XP to cast still does so and a spell with a costly material 
  component instead costs her 10 × that amount in XP. 
   The spell normally uses a spell slot of the spell’s level, although 
  the archmage can choose to make a spell modified by a metamagic 
  feat into a spell-like ability at the appropriate spell level. For 
  example, the archmage can make lightning bolt into a spell-like 
  ability by using a 3rd-level spell slot to do so, or a Maximized 
  lightning bolt into a 6th-level spell-like ability. 
   The archmage may use an available higher-level spell slot to be 
  able to use the spell-like ability more often. Using a slot 3 levels 
  higher allows her to cast it six times per day, and a slot 6 levels 
  higher lets her cast it nine times per day. For example, Hezark the 
  archmage is a pyromaniac and never wants to be denied the ability to 
  cast fireball, so she permanently uses a 9th-level spell slot (3+3+3) to 
  get fireball as a spell-like ability useable nine times per day. 
   If selected more than one time as a special ability, it can apply to 
  the same spell or to a different spell. 
   Mastery of Shaping: The archmage can alter area and effect spells 
  that use the following categories: burst, cone, cylinder, emanation, 
  spread. The alteration consists of creating spaces within the spell’s 
  area or effect that are not subject to the spell. The minimum 
  dimension for these spaces is a 5-foot cube. For example, the 
  archmage could cast a fireball and leave a hole where his ally stands, 
  preventing any fire damage. Furthermore, any spells with the 
  shapeable (S) designator have a minimum dimension of 5 feet instead 
  of 10 feet. 
   Mastery of Counterspelling: When the archmage counterspells a 
  spell, it is fully turned back upon the caster as if it were fully affected 
  by a spell turning spell. If the spell cannot be affected by spell 
  turning (for example, if it is an area or effect spell) then it is merely 
  counterspelled. 
   Arcane Fire: The archmage can channel arcane spell energy into 
  arcane fire, manifesting as a bolt of energy of a color you choose and 
  looking like fire or electricity (with damage appropriate to its 
  appearance). The bolt is a ranged touch attack with a range of 400 
  feet, and does 1d4 damage per level of archmage plus 1d4 damage 
  per level of the spell channeled to create the effect. Therefore, a 
  character with 5 levels of archmage that channels a 7th-level spell 
  into arcane fire does 12d4 damage to the target if it hits. Spell 
  resistance does not apply to arcane fire. It can only be counterspelled 
  with dispel magic or arcane fire with equal or greater damage dice. 
  The effect is otherwise treated as a spell of the channeled spell’s 
  level. 
   Arcane fire is a supernatural ability. 
   Metamagic Feat: The archmage may choose a metamagic feat. 
   Spell Power: The archmage gains Spell Power +2. Add this value 
  to the difficulty class for saving throws against her arcane spells and 
  to caster level checks for her arcane spells to overcome spell 
  resistance. This ability can be selected multiple times, and stacks with 
  itself and other spell power effects, such as from the Red Wizard 
  prestige class. 
  
  Forgotten Realms Guidelines 
   
   
  11 
  Class 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +2 
  +0 
  Lay on Hands  
  2nd 
  +2 
  +3 
  +3 
  +0 
  Fighter Feat, Sacred Defenses +1  
  3rd 
  +3 
  +3 
  +3 
  +1 
  Smite Infidel  
  4th 
  +4 
  +4 
  +4 
  +1 
  Fighter Feat, Sacred Defenses +2  
  5th 
  +5 
  +4 
  +4 
  +1 
  Divine Wrath  
  Divine Champion 
  Even the most pacifistic deities need servants who can defend their 
  worshippers and advance their interests. Divine champions are 
  mighty warriors who dedicate themselves to their deity's cause, 
  defending holy ground, destroying enemies of the church, and slaying 
  mythical beasts and clerics of opposed faiths. For deities who do not 
  count paladins among their followers, divine champions fill the role 
  of the church-sponsored warrior. 
   Most divine champions come from a combat or military 
  background. Barbarians, fighters, monks, paladins, and rangers are 
  the most common divine champions, but some of the more militant 
  clerics and druids decide to become divine champions. Bards, rogues, 
  sorcerers, and wizards rarely become divine champions unless they 
  are particularly devout and skilled in warfare. 
   Hit Die: d10 
   
  Requirements 
  To qualify to become a divine champion (DCh) of a particular deity, 
  a character must fulfill all the following criteria. 
   Base Attack Bonus: +7 
   Feats: Weapon Specialization in the deity’s favored weapon. 
   Skills: Knowledge (religion) 3 ranks 
   Patron: A divine champion must have a patron deity, and it must 
  be the deity of whom she is a champion. 
   Alignment: Same as deity’s alignment. 
   
  Class Skills 
  The divine champion's class skills (and the key ability for each skill) 
  are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), 
  Knowledge (religion) (Int), Ride (Dex), Spot (Wis), and Swim (Str). 
  See Chapter 4: Skills in the Player’s Handbook for skill descriptions. 
   Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All the following are class features of the divine champion prestige 
  class. 
   Weapon and Armor Proficiency: A divine champion is proficient 
  with all simple and martial weapons, light armor, medium armor, and 
  shields. 
   Sacred Defenses: Add this value to the divine champion’s saving 
  throws against divine spells, as well as the spell-like and supernatural 
  abilities of outsiders. 
   Lay on Hands: As a defender of the faith, a divine champion may 
  lay on hands to heal himself or another creature following the same 
  patron as himself. The ability works like a paladin’s ability to lay on 
  hands, except the divine champion may heal 1 hit point of damage 
  per divine champion level plus her Charisma bonus. If the divine 
  champion is a paladin, he can combine this healing with his paladin 
  class’ lay on hands ability. 
   Smite Infidel: Once per day the divine champion may attempt to 
  smite a creature with a different patron (or no patron at all) with one 
  normal melee attack. He adds his Charisma modifier (if positive) to 
  the attack roll and deals 1 extra point of damage per divine champion 
  level. If the divine champion accidentally smites someone of the 
  same patron, the smite has no effect but is still used up for that day. If 
  the divine champion is also a paladin, he may use these abilities 
  separately or combine them into a single strike if the target is evil and 
  of a different faith. 
   Fighter Feat: The divine champion may choose any one feat 
  (except Weapon Specialization) from the fighter class bonus feat list 
  on page 37 of the Player’s Handbook or any feat with the [Fighter] 
  designator in Chapter 4: Characters from this book. 
   Divine Wrath: The divine champion channels a portion of his 
  patron’s power into wrath, giving him +3 to hit, damage, and saving 
  throws for a number of rounds equal to his Charisma modifier. 
  During this time, the divine champion also has damage reduction 
  5/—. This is a supernatural ability that can be used once per day, 
  invoked as a free action. 
  
  Forgotten Realms Guidelines 
   
   
  12 
  Class 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 
  +0 
  +2 
  +0 
  +2 
  New Domain Divine 
  Emissary 
  +1 level of existing divine 
  spellcasting class  
  2nd 
  +1 
  +3 
  +0 
  +3 
  Sacred Defenses +1 
  +1 level of existing divine 
  spellcasting class  
  3rd 
  +1 
  +3 
  +1 
  +3 
  Imbue With Spell 
  Ability 
  +1 level of existing divine 
  spellcasting class  
  4th 
  +2 
  +4 
  +1 
  +4 
  Sacred Defenses +2 
  +1 level of existing divine 
  spellcasting class  
  5th 
  +2 
  +4 
  +1 
  +4 
  Transcendence 
  +1 level of existing divine 
  spellcasting class  
  Divine Disciple 
  The most zealous, devout, and pious clerics, druids, and paladins 
  possess the ability to serve their deity as intermediaries between the 
  deity’s mortal and divine servants. They interpret the divine will, act 
  as teachers and guides to other members of the clergy, and arm the 
  lay followers of their deity with the power of their patron. Eventually 
  they transcend their mortal nature and embody the divine on the face 
  of Toril. 
   Divine disciples are always divine spellcasters. Clerics and druids 
  are the most common candidates for becoming divine disciples, but 
  paladins and rangers have been known to become divine disciples, 
  and evil deities such as Bane have been known to elevate blackguards 
  as divine disciples in the ranks of their dark faiths. 
   Hit Die: d8 
   
  Requirements 
  To qualify to become a divine disciple (Dis) of a particular deity, a 
  character must fulfill all the following criteria. 
   Skills: Diplomacy 5 ranks, Knowledge (religion) 8 ranks 
   Patron: A divine disciple must have a patron deity, and it must be 
  the deity of whom she is a divine disciple. 
   Spellcasting: Ability to cast 4th-level divine spells. 
   
  Class Skills 
  The divine disciple's class skills (and the key ability for each skill) 
  are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), 
  Knowledge (arcana), (Int), Knowledge (religion) (Int), Knowledge 
  (nature) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft 
  (Int), and Wilderness Lore (Wis). 
   Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All the following are class features of the divine disciple prestige 
  class. 
   Weapon and Armor Proficiency: Divine disciples gain no 
  proficiency in any weapon or armor. 
   Divine Emissary: Divine disciples can telepathically communicate 
  with any outsider within 60 feet, as long as that outsider serves the 
  disciple’s deity or has the same alignment as the disciple. 
   Spells per Day: A divine disciple's training focuses on divine 
  spells. Thus, when a new disciple level is gained, the character gains 
  new spells per day as if she had also gained a level in whatever divine 
  spellcasting class she belonged to before she added the prestige class. 
  She does not, however, gain any other benefit a character of that class 
  would have gained (improved chance of controlling or rebuking 
  undead, metamagic or item creation feats, and so on). This essentially 
  means that she adds the level of divine disciple to the level of 
  whatever other divine spellcasting class the character has, then 
  determines spells per day accordingly. 
   If a character had more than one divine spellcasting class before 
  she became a divine disciple, she must decide to which class she adds 
  each level of divine disciple for purposes of determining spells per 
  day. 
   New Domain: The divine disciple may choose a new domain from 
  her deity's available domains. The divine disciple receives the 
  domain's granted power and may choose the domain's spells as 
  domain spells (the disciple now has three choices each level for 
  domain spells instead of two). 
   Imbue With Spell Ability: As the spell, except the divine disciple 
  does not need to use any 4th-level (or higher) spell slots to activate 
  this ability (she transfers currently prepared spells to her targets on a 
  1-for-1 basis without having to use a spell slot for the imbue with 
  spell ability spell). The only limit to the number of spells the divine 
  disciple can transfer is the disciple’s available 1st- and 2nd-level 
  spells. 
   Sacred Defenses: Add this value to the divine disciple’s saving 
  throws against divine spells, as well as the spell-like and supernatural 
  abilities of outsiders. 
   Transcendence: The divine disciple, through long association 
  with her deity’s outsider servants and direct intervention by her deity, 
  transcends her mortal form and becomes a divine creature. Her type 
  changes to “outsider,” which means that she acquires some 
  immunities and vulnerabilities based on her type (see Native 
  Outsider, under the planetouched race description). As a free action 
  she can ward herself with a protection from chaos/evil/good/law spell 
  (she chooses which form to have when she gains the transcendence 
  power and cannot change it thereafter). 
   Upon achieving transcendence, the divine disciple’s appearance 
  usually undergoes a minor physical 
  change appropriate to her alignment 
  and deity. For example, the eyes of a 
  disciple of Lathander, the Morning 
  Lord, might change to glowing gold. 
  Anyone who shares the disciple’s 
  patron, including outsider servants 
  of her patron, immediately recognize 
  her transcendent nature, and she 
  gains a +2 bonus to all Charisma-
  based skill and ability checks in 
  regard to these creatures. 
  
  Forgotten Realms Guidelines 
   
   
  13 
  Class 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +2 
  +0 
  +2 
  Special Ability  
  2nd 
  +1 
  +3 
  +0 
  +3 
  Special Ability 
  3rd 
  +1 
  +3 
  +1 
  +3 
  Special Ability 
  4th 
  +2 
  +4 
  +1 
  +4 
  Special Ability 
  5th 
  +2 
  +4 
  +1 
  +4 
  Special Ability  
  Hierophant 
   A divine spellcaster who rises high in the service of his deity gain 
  access to spells and abilities of which lesser faithful can only dream. 
   The hierophant prestige class is open to powerful divine 
  spellcasters approaching the strongest and most difficult spells. They 
  delay the acquisition of these greatest gifts in exchange for a deeper 
  understanding and ability to control the power they channel. 
   Hit Die: d8 
   
  Requirements 
  To qualify to become a hierophant (Hie) of a particular deity, a 
  character must fulfill all the following criteria. 
   Spellcasting: Able to cast 7th-level divine spells. 
   Skills: Knowledge (religion) 15 ranks 
   Feat: Any metamagic feat.  
  Class Skills 
  The hierophant’s class skills (and the key ability for each skill) are 
  Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), 
  Knowledge (arcana), (Int), Knowledge (religion) (Int), Profession 
  (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). 
   Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All the following are class features of the hierophant prestige class. 
   Weapon and Armor Proficiency: Hierophants gain no 
  proficiency in any weapon or armor. 
   Special Abilities: Every level, a hierophant gains a special ability 
  of his choice among the following: 
   Blast Infidel: The hierophant can use negative energy spells to 
  their maximum effect on creatures with a different patron as the 
  hierophant. Any spell with a spell description that involves inflicting 
  or channeling negative energy (inflict wounds spells, circle of doom, 
  harm) cast on such creatures works as if under the effects of a 
  Maximize Spell feat (without using a higher-level spell slot). Undead 
  affected by this ability heal the appropriate amount of damage, 
  regardless of their patron (if any). 
   Divine Reach: The hierophant can use touch spells on targets up 
  to 30 feet away. If the spell requires a melee touch attack, the 
  hierophant must make a ranged touch attack instead. If selected a 
  second time as a special ability, it increases the distance to 60 feet. 
   Faith Healing: The hierophant can use healing spells to their 
  maximum effect on creatures with the same patron as the hierophant 
  (including the hierophant himself). Any spell with the healing 
  designator cast on such creatures works as if under the effects of a 
  Maximize Spell feat (without using a higher-level spell slot). Any 
  creature that falsely claims to be a follower of the hierophant’s patron 
  in hopes of gaining extra benefit instead receives none of the effects 
  of the spell and must make a Will save (with the spell’s DC) or be 
  stunned for 1 round. 
   Gift of the Divine: The hierophant may transfer one or more uses 
  of his turning ability to a willing creature (hierophants that rebuke 
  undead transfer uses of rebuke undead instead). The transfer lasts 
  anywhere from 24 hours to a tenday (chosen at the time of transfer), 
  and while the transfer is in effect the number of turning attempts per 
  day allowed to the hierophant is reduced by the number transferred. 
  The recipient turns undead as a cleric of the hierophant’s cleric level 
  but uses her own Charisma bonus. 
   Mastery of Energy: The hierophant channels positive or negative 
  energy much more effectively, increasing his ability to affect undead. 
  Add +4 to the hierophant’s turning checks and turning damage. 
   Metamagic Feat: The hierophant may choose a metamagic feat. 
   Power of Nature: Available only to hierophants with druid levels, 
  this ability allows the hierophant to temporarily transfer one or more 
  of her special druidic powers to a willing creature. The transfer lasts 
  anywhere from 24 hours to a tenday (chosen at the time of transfer), 
  and while the transfer is in effect the hierophant cannot use the 
  transferred power. He can transfer any of his druidic special abilities 
  except spellcasting and animal companions. 
   The wild shape ability can be partially or completely transferred. 
  For example, he may transfer the ability to wild shape once per day to 
  the recipient and retain the rest of his uses for himself. If the 
  hierophant can assume the form of Tiny, Huge, or dire animals, the 
  recipient can as well. 
   As with the imbue with spell ability spell, the hierophant remains 
  responsible to his deity for any purpose the recipient uses the 
  transferred abilities. 
   Spell Power: The hierophant gains Spell Power +2. Add this value 
  to the difficulty class for saving throws against his divine spells and 
  to caster level checks for his divine spells to overcome spell 
  resistance. This ability can be selected multiple times, and stacks with 
  itself and other spell power effects that affect divine spells. 
   Spell-Like Ability: The hierophant can use one of his divine spell 
  slots to permanently prepare one of his divine spells as a spell-like 
  ability that can be used three times per day. The hierophant does not 
  use any components when casting the spell, although a spell that 
  costs XP to cast still does so and a spell with a costly material 
  component instead costs him 10 times that amount in XP. 
   The spell normally uses a spell slot of the spell’s level, or possibly 
  higher if the hierophant chooses to permanently attach a metamagic 
  feat to the spell chosen. The hierophant may use an available higher-
  level spell slot to use the spell-like ability more than once per day. 
  Allocating a slot 3 levels higher allows him to cast the spell six times 
  per day, and a slot 6 levels higher lets him cast it nine times per day. 
  For example, Lonafin the hierophant is a follower of Velsharoon and 
  wants to be able to create undead whenever he has the opportunity, so 
  he permanently uses a 9th-level spell slot (3+3+3) to get animate 
  dead as a spell-like ability useable nine times per day. 
   If selected more than one time as a special ability, this ability can 
  apply to the same spell or to a different spell. 
  
  Forgotten Realms Guidelines 
   
   
  14 
  Class 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells Per Day 
  1st 
  +0 
  +2 
  +0 
  +2 
  Rune Craft +1 
  +1 level of existing divine spellcasting class 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Rune Power +1 
  +1 level of existing divine spellcasting class 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Improved Runecasting 
  +1 level of existing divine spellcasting class 
  4th 
  +3 
  +4 
  +1 
  +4 
  Rune Craft +2 
  +1 level of existing divine spellcasting class 
  5th 
  +3 
  +4 
  +1 
  +4 
  Rune Power +2 
  +1 level of existing divine spellcasting class 
  6th 
  +4 
  +5 
  +2 
  +5 
  Maximize Rune 
  +1 level of existing divine spellcasting class 
  7th 
  +5 
  +5 
  +2 
  +5 
  Rune Craft +3 
  +1 level of existing divine spellcasting class 
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Improved Runecasting 
  +1 level of existing divine spellcasting class 
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  Rune Power +3 
  +1 level of existing divine spellcasting class 
  10th 
  +7/+2 
  +7 
  +3 
  +7 
  Rune Chant 
  +1 level of existing divine spellcasting class 
  Runecaster 
   A skill originally developed by the dwarves and giants, the ability 
  to create runes of power has spread beyond the hills and mountains. 
  Those that choose to master this ability are runecasters, creating 
  incredibly potent symbols that last for multiple uses and can be 
  triggered without being touched. An established runecaster’s 
  equipment is usually adorned with many runes, making them very 
  impressive-looking and a true threat to thieves. 
   Most runecasters are clerics or adepts, as a majority of the 
  practitioners of this ability are dwarves and giants. Some rangers and 
  paladins have chosen to become runecasters, particularly since the 
  Thundering has resulted in many young dwarves leaving home to 
  explore the wildlands. A few rare druids have chosen the path of the 
  runecaster as well, although generally only in areas where the number 
  of druids is scarce and they have to rely on runes to protect a large 
  area. Runecasting clerics and paladins use their abilities to protect 
  their temples and holy items, while ranger runecasters use them to 
  guard trails, lairs of threatened animals, and natural refuges. 
   Hit Die: d8 
   
  Requirements 
  To qualify to become a runecaster (Rnc), a character must fulfill all 
  the following criteria. 
   Skills: Spellcraft 8 ranks, Craft 8 ranks (see the Cast Rune feat 
  description for appropriate Craft skills) 
   Feats: Inscribe Rune 
   Spellcasting: Ability to cast 3rd-level divine spells. 
  Class Skills 
  The runecaster's class skills (and the key ability for each skill) are 
  Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), 
  Knowledge (arcana), (Int), Knowledge (religion) (Int), Profession 
  (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). 
   
   Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
   Weapon and Armor Proficiency: Runecasters gain no 
  proficiency in any weapon or armor. 
   Spells per Day: A runecaster's training focuses on divine spells. 
  Thus, when a new runecaster level is gained, the character gains new 
  spells per day as if she had also gained a level in whatever divine 
  spellcasting class he belonged to before he added the prestige class. 
  He does not, however, gain any other benefit a character of that class 
  would have gained (improved chance of controlling or rebuking 
  undead, metamagic or item creation feats, and so on). This essentially 
  means that he adds the level of runecaster to the level of whatever 
  other divine spellcasting class the character has, then determines 
  spells per day accordingly. 
   If a character had more than one divine spellcasting class before he 
  became a runecaster, he must decide to which class he adds each 
  level of runecaster for purposes of determining spells per day and 
  caster level. 
   Rune Craft: Add this value to the runecaster's Craft skill checks 
  made to inscribe runes. 
   Rune Power: For all runes created by the runecaster, add this 
  value to the difficulty class of all saving throws and attempts to erase, 
  dispel, or disable the rune, and to caster level checks to overcome the 
  spell resistance of a rune’s target. 
   Maximize Rune: The runecaster can create runes that are 
  maximized, as if under the effects of a Maximize Spell feat, without 
  altering the level of the spell being used to create the rune. 
  Maximizing a rune adds +5 to the DC of the Craft check required to 
  make it. 
   Rune Chant: Whenever the runecaster casts a divine spell, he may 
  trace a rune in the air as an extra somatic component for the spell. 
  This allows the runecaster to gain the benefit of his Rune Power 
  ability for the spell. For spells with a casting time of 1 action, this 
  increases the casting time to 1 full round; all other spells have their 
  casting time increased by 1 round. This ability cannot be used on 
  stilled spells, and it does not function with the Maximize Rune 
  ability.  
  Improved Runecasting: As a runecaster rises in level, he can create 
  runes that function more than once and have different means of being 
  triggered. The extra features increase the cost of the rune, however, 
  as shown in Table 1-XX: Improved Runecasting. 
   Works When Read: Any attempt to study, identify, or fathom a 
  rune's meaning counts as "reading" the rune. 
  Works When Passed: Passing through a portal that bears a rune 
  counts as "passing" the rune. A rune must have an unbroken line of 
  effect to a target to affect that target, and the target must be within 30 
  feet. 
   A 
  rune 
  that 
  is 
  triggered when passed 
  can be set to almost 
  any special conditions 
  the 
  runecaster 
  specifies. Runes can be 
  set 
  according 
  to 
  physical characteristics 
  (such 
  as 
  height 
  or 
  weight) 
  or 
  creature 
  type, 
  subtype, 
  or 
  species (such as "drow" 
  or "aberration"). Runes 
  can also be set with 
  respect to good, evil, 
  law, or chaos, or patron 
  deity. They cannot be set according to class, HD, or level. Runes 
  respond to invisible creatures normally but are not triggered by those 
  who travel past them ethereally. When placing a rune with a "pass" 
  trigger, you can specify a password or phrase that protects a creature 
  using it from triggering the rune. 
  Number of 
  Uses/Trigger 
  Base Price 
  Runecaster 
  Level2 
  One 
  Spell level1 x caster level x 
  50 gp 
  — 
  Charges3 
  Spell level1 x caster level x 
  charges x 50 gp 
  3 
  Charges per day3 
  Spell level1 x caster level x 
  charges x 400 gp 
  8 
  Permanent (until 
  dispelled)4 
  Spell level1 x caster level x 
  2,000 gp 
  8 
  Works when 
  touched 
  Base Cost 
  — 
  Works when read or 
  passed 
  Base Cost x 2 
  3 
  1A 0-level spell counts as 1/2 level. 
  2The minimum runecaster level to inscribe a rune of this type. “—” indicates 
  the default ability granted by the Inscribe Rune feat. 
  3If the spell has a component or XP cost, add that cost times the number of 
  charges to the base price of the rune. 
  4If the spell has a component or XP cost, add 100 times that cost to the base 
  price of the rune. 
  
  Forgotten Realms Guidelines 
   
   
  15 
  Class 
  Level 
  Base 
  Attack 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +0 
  +2 
  +0 
  Sanctuary, Thwart Glyph 
  2nd 
  +1 
  +0 
  +3 
  +0 
  Sacred Defenses +1, Sneak Attack +1d6 
  3rd 
  +2 
  +1 
  +3 
  +1 
  Locate Object, Obscure Object 
  4th 
  +3 
  +1 
  +4 
  +1 
  Sacred Defenses +2, Sneak Attack +2d6 
  5th 
  +3 
  +1 
  +4 
  +1 
  Locate Creature, Divine Perseverance  
  Divine Seeker 
   There are times when a church cannot act openly, either because of 
  political constraints, bureaucracy, or because they don’t wish their 
  presence known in an area. During these times, the abilities of 
  discretion, stealth, and speed are more valuable than direct power. 
  The divine seeker fills this role, infiltrating dangerous places to 
  rescue prisoners, reclaim stolen relics, or eliminate enemy leaders. 
  Quiet and protected by the power of their deity, a divine seeker can 
  often accomplish what a direct assault could not. 
   Divine seekers may be of any class, though they favor monks, 
  rangers, and rogues. Barbarians and bards often have the skills to 
  become divine seekers, but they tend to be too undisciplined or have 
  abilities that rely on noise. Some sorcerers and wizards with subtle 
  and stealthy magic sometimes become divine seekers, but they are 
  rare. 
   Hit Die: d6 
   
  Requirements 
  To qualify to become a divine seeker (DSk) of a particular deity, a 
  character must fulfill all the following criteria. 
   Skills: Hide 10 ranks, Knowledge (religion) 3 ranks, Move 
  Silently 8 ranks, Spot 5 ranks 
   Patron: A divine seeker must have a patron deity, and it must be 
  the deity of whom she is a divine seeker. 
  Class Skills 
  The divine seeker’s class skills (and the key ability for each skill) are 
  Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), 
  Diplomacy (Cha), Disable Device (Dex), Intuit Direction (Wis), 
  Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently 
  (Dex), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), 
  Search (Int), Spot (Wis), Tumble (Dex), and Use Rope (Dex). 
   Skill Points at Each Level: 6 + Int modifier. 
   
  Class Features 
  All the following are class features of the divine seeker prestige class. 
  All of the divine seeker’s spell-like abilities function as if cast by a 
  cleric with a caster level of the divine seeker’s class level plus his 
  Charisma bonus. 
   Weapon and Armor Proficiency: Divine seekers gain proficiency 
  in all simple weapons and light armor. 
   Sanctuary: Once per day the divine seeker can ward himself with 
  a sanctuary spell. This is a spell-like ability. 
   Thwart Glyph: The divine seeker gains a +4 bonus to all Search 
  and Disable Device checks to locate, disable, or bypass magic glyphs, 
  runes, and symbols. 
   Sacred Defenses: Add this value to the divine seeker’s saving 
  throws against divine spells, as well as the spell-like and supernatural 
  abilities of outsiders. 
   Locate Object: Once per day, the divine seeker can use the locate 
  object spell as a spell-like ability. 
   Locate Creature: Once per day, the divine seeker can use the 
  locate creature spell as a spell-like ability. 
   Obscure Object: Once per day, the divine seeker can use obscure 
  object, which prevents him from being tracked by locating a stolen 
  item he carries. 
   Sneak Attack: As the rogue’s ability. This stacks with any sneak 
  attack ability from another class. 
   Divine Perseverance: Once per day, if the divine seeker is 
  brought to –1 or lower hit points, he automatically is healed 1d8+5 
  hit points. 
  
  Forgotten Realms Guidelines 
   
   
  16 
  Cleric Domains
  Cleric Domains
  Cleric Domains
  Cleric Domains    
   The deities of Faerûn watch over a number of domains of interest. 
  In addition to the domains described in the Player’s Handbook, 
  various deities permit clerics to choose from the additional domains 
  presented here. These new domains follow all the rules presented for 
  domains in the description of the cleric class in the Player’s 
  Handbook; a cleric may choose any two domains listed in his deity’s 
  entry . 
   
  Air Domain 
  Deities: Aerdrie Faenya, Akadi, Shaundakul, Sheela Peryroyl, 
  Valkur. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Animal Domain 
  Deities: 
  Aerdrie 
  Faenya, 
  Baervan 
  Wildwanderer, 
  Chauntea, 
  Fenmarel Mestarine, 
  Gwaeron Windstrom, Lurue, Mielikki, 
  Nobanion, Shiallia, Silvanus, Thard Harr, Ulutiu, Uthgar. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Cavern 
  Deity: 
  Callarduran 
  Smoothhands, 
  Geb, 
  Grumbar, 
  Segojan 
  Earthcaller. 
  Granted Power: You gain the dwarven ability of stonecunning. If 
  you already possess stonecunning, your racial bonus for stonecunning 
  increases from +2 bonus to +4 on checks to notice unusual 
  stonework.  
   
  Cavern Domain Spells 
  1 Detect secret passages 
  2 Darkness 
  3 Meld into stone 
  4 Leomund’s secure shelter 
  5 Passwall 
  6 Find the path 
  7 Maw of stone 
  8 Earthquake 
  9 Imprisonment 
   
  Chaos Domain 
  Deities: Aerdrie Faenya, Angharradh, Corellon Larethian, Deep 
  Sashelas, Dugmaren Brightmantle, Eilistraee, Erevan Ilesere, 
  Fenmarel Mestarine, Finder Wyvernspur, Garagos, Haela Brightaxe, 
  Hanali Celanil, Labelas Enoreth, Lliira, Lurue, Nepthys, Rillifane 
  Rallathil, 
  Sehanine 
  Moonbow, 
  Selûne, 
  Sharess, 
  Sharindlar, 
  Shaundakul, Shevarash, Solonor Thelandira, Sune, Tempus, Thard 
  Harr, Tymora, Uthgar, Valkur. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Charm 
  Deity: Eilistraee, Hanali Celanil, Lliira, Milil, Oghma, Sharess, 
  Sharindlar, Sheela Peryroyl, Sune. 
  Granted Power: You can boost your Charisma by 4 points once per 
  day. Activating this power is a free action. The Charisma increase 
  lasts 1 minute. 
   
  Charm Domain Spells 
  1 Charm person 
  2 Calm emotions 
  3 Suggestion 
  4 Emotion 
  5 Charm monster 
  6 Geas/quest 
  7 Insanity 
  8 Demand 
  9 Dominate monster 
  Craft 
  Deity: Callarduran Smoothhands, Deneir, Dugmaren Brightmantle, 
  Dumathoin, Flandal Steelskin, Garl Glittergold, Geb, Gond, Moradin, 
  Thoth. 
  Granted Power: You cast Creation spells at +1 caster level and gain 
  Skill Focus (a +2 bonus) in the Craft skill of your choice. 
   
  Craft Domain Spells 
  1 Animate rope 
  2 Wood shape 
  3 Stone shape 
  4 Minor creation 
  5 Wall of stone 
  6 Fantastic machine 
  7 Major creation 
  8 Forcecage 
  9 Greater fantastic machine 
   
  Death Domain 
  Deities: Jergal, Kelemvor, Osiris, Urogalan. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Destruction Domain 
  Deities: Garagos, Istishia, Kossuth. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Drow 
  Deity: Eilistraee. 
  Granted Power: Free Lightning Reflexes feat. 
   
  Drow Domain Spells 
  1 Cloak of dark power 
  2 Clairvoyance 
  3 Suggestion 
  4 Discern lies 
  5 Spiderform 
  6 Greater dispelling 
  7 Word of chaos 
  8 Greater planar ally 
  9 Gate 
   
  Dwarf 
  Deity: Berronar Truesilver, Clangeddin, Dugmaren Brightmantle, 
  Dumathoin, Gorm Gulthyn, Haela Brightaxe, Marthammor Duin, 
  Moradin, Sharindlar, Thard Harr, Vergadain. 
  Granted Power: Free Great Fortitude feat. 
   
  Dwarf Domain Spells 
  1 Magic weapon 
  2 Endurance 
  3 Glyph of warding 
  4 Greater magic weapon 
  5 Fabricate 
  6 Stone tell 
  7 Dictum 
  8 Protection from spells 
  9 Elemental swarm (Earth spell only) 
   
  Earth Domain 
  Deities: Callarduran Smoothhands, Chauntea, Dumathoin, Geb, 
  Gond, Grumbar, Moradin, Segojan Earthcaller, Urogalan. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Elf 
  Deity: Aerdrie Faenya, Corellon Larethian, Deep Sashelas, Erevan 
  Ilesere, Fenmarel Mestarine, Hanali Celanil, Labelas Enoreth, 
  Rillifane 
  Rallathil, 
  Sehanine 
  Moonbow, 
  Shevarash, 
  Solonor 
  Thelandira. 
  Granted Power: Free Point Blank Shot feat. 
   
  
  Forgotten Realms Guidelines 
   
   
  17 
  Elf Domain Spells 
  1 True strike 
  2 Cat’s grace 
  3 Snare 
  4 Tree stride 
  5 Commune with nature 
  6 Find the path 
  7 Liveoak 
  8 Sunburst 
  9 Antipathy 
   
  Family 
  Deity: Berronar Truesilver, Cyrrollalee, Hathor, Isis, Yondalla. 
  Granted Power: Unity ward: As a free action, you may protect a 
  number of creatures equal to your Charisma modifier with a +4 
  dodge bonus to AC. This supernatural ability lasts 1 round per level. 
  An affected creature loses this protection if it moves more than 10 
  feet from you. You may affect yourself with this ability. 
   
  Family Domain Spells 
  1 Bless 
  2 Shield other 
  3 Helping hand 
  4 Imbue with spell ability 
  5 Hallow 
  6 Heroes’ feast 
  7 Succor 
  8 Protection from spells 
  9 Prismatic sphere 
   
  Fate 
  Deity: Hathor, Hoar, Jergal, Kelemvor, Savras. 
  Granted Power: You gain the Uncanny Dodge ability of a 3rd level 
  rogue. If you have another class that grants the uncanny dodge 
  ability, treat your level in that class as three higher for determining 
  your uncanny dodge ability. 
   
  Fate Domain Spells 
  1 True strike 
  2 Augury 
  3 Bestow curse 
  4 Status 
  5 Mark of justice 
  6 Geas/quest 
  7 Vision 
  8 Mind blank 
  9 Foresight 
   
  Fire Domain 
  Deities: Gond, Kossuth. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Gnome 
  Deity: Baervan Wildwanderer, Baravar Cloakshadow, Callarduran 
  Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, 
  Segojan Earthcaller. 
  Granted Power: You cast all illusion spells at +1 caster level. 
   
  Gnome Domain Spells 
  1 Silent image 
  2 Endurance 
  3 Minor image 
  4 Minor creation 
  5 Hallucinatory terrain 
  6 Fantastic machine 
  7 Screen 
  8 Otto’s irresistible dance 
  9 Summon nature’s ally (earth elementals or animals only) 
   
  Good Domain 
  Deities: Aerdrie Faenya, Angharradh, Anhur, Arvoreen, Baervan 
  Wildwanderer, 
  Baravar 
  Cloakshadow, 
  Berronar 
  Truesilver, 
  Chauntea, Clangeddin, Corellon Larethian, Cyrrollalee, Deep 
  Sashelas, Deneir, Dugmaren Brightmantle, Eilistraee, Eldath, Flandal 
  Steelskin, Gaerdal Ironhand, Garl Glittergold, Gorm Gulthyn, 
  Gwaeron Windstrom, Haela Brightaxe, Hanali Celanil, Hathor, 
  Horus-Re, Ilmater, Isis, Labelas Enoreth, Lathander, Lliira, Lurue, 
  Marthammor Duin, Mielikki, Milil, Moradin, Mystra, Nephthys, 
  Nobanion, Osiris, Rillifane Rallathil, Segojan Earthcaller, Sehanine 
  Moonbow, Selûne, Sharess, Sharindlar, Shiallia, Solonor Thelandira, 
  Sune, Thard Harr, Torm, Tymora, Tyr, Valkur, Yondalla. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Halfling 
  Deity: Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, 
  Urogalan, Yondalla. 
  Granted Power: You gain the ability to add your Charisma modifier 
  to your Climb, Jump, Move Silently, and Hide checks. This 
  extraordinary ability is a free action that lasts 10 minutes. It can be 
  used once a day. 
   
  Halfling Domain Spells 
  1 Magic stone 
  2 Cat’s grace 
  3 Magic vestment 
  4 Freedom of movement 
  5 Mordenkainen’s faithful hound 
  6 Move earth 
  7 Shadow walk 
  8 Word of recall 
  9 Foresight 
   
  Healing Domain 
  Deities: Berronar Truesilver, Ilmater, Lurue, Sharindlar, Torm. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Illusion 
  Deity: Akadi, Azuth, Baravar Cloakshadow, Mystra. 
  Granted Power: You cast all illusion spells at +1 caster level. 
   
  Illusion Domain Spells 
  1 Silent image 
  2 Minor image 
  3 Displacement 
  4 Phantasmal killer 
  5 Persistent image 
  6 Mislead 
  7 Project image 
  8 Screen 
  9 Weird 
   
  Knowledge Domain 
  Deities: Azuth, Deep Sashelas, Deneir, Dugmaren Brightmantle, 
  Dumathoin, Gond, Gwaeron Windstrom, Labelas Enoreth, Milil, 
  Mystra, Oghma, Savras, Sehanine Moonbow, Siamorphe, Thoth, Tyr, 
  Waukeen. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Law Domain 
  Deities: 
  Arvoreen, 
  Azuth, Berronar 
  Truesilver, 
  Clangeddin, 
  Cyrrollalee, Gaerdal Ironhand, Gorm Gulthyn, Helm, Hoar, Horus-
  Re, Ilmater, Jergal, Kelemvor, Moradin, Nobanion, Osiris, Red 
  Knight, Savras, Siamorphe, Torm, Tyr, Ulutiu, Urogalan, Yondalla. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Luck Domain 
  Deity: Brandobaris, Erevan Ilesere, Haela Brightaxe, Oghma, 
  Tymora, Vergadain. 
  Granted Power and Spells: As Player’s Handbook. 
  
  Forgotten Realms Guidelines 
   
   
  18 
  Magic Domain 
  Deities: Azuth, Deep Sashelas, Isis, Mystra, Savras, Thoth. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Metal 
  Deity: Dumathoin, Flandal Steelskin, Gond, Grumbar. 
  Granted Power: Free Martial (or Exotic) Weapon Proficiency and 
  Weapon Focus with your choice of hammer. 
   
  Metal Domain Spells 
  1 Magic weapon 
  2 Heat metal 
  3 Keen edge 
  4 Rusting grasp 
  5 Wall of iron 
  6 Blade barrier 
  7 Transmute metal to wood 
  8 Iron body 
  9 Repel metal or stone 
   
  Moon 
  Deity: Eilistraee, Hathor, Sehanine Moonbow, Selûne, Sharindlar. 
  Granted Power: Turn or destroy lycanthropes as a good cleric turns 
  or destroys undead. You can use this ability a total number of times 
  per day equal to 3 + your Charisma modifier. 
   
  Moon Domain Spells 
  1 Faerie fire 
  2 Moonbeam 
  3 Moon blade 
  4 Emotion 
  5 Moon path 
  6 Permanent image 
  7 Insanity 
  8 Animal shapes 
  9 Moonfire 
   
  Nobility 
  Deity: Horus-Re, Nobanion, Red Knight, Siamorphe. 
  Granted Power: You have the spell-like ability to inspire allies, 
  giving them a +2 morale bonus to saving throws, attack rolls, ability 
  checks, skill checks, and weapon damage rolls. Allies must be able to 
  hear you speak for 1 round. Using this ability is a standard action. It 
  lasts a number of rounds equal to your Charisma modifier, and may 
  be used once per day. 
   
  Nobility Domain Spells 
  1 Divine favor 
  2 Enthrall 
  3 Magic vestment 
  4 Discern lies 
  5 Greater command 
  6 Geas/quest 
  7 Repulsion 
  8 Demand 
  9 Storm of vengeance 
   
  Ocean 
  Deity: Deep Sashelas, Istishia, Ulutiu, Valkur. 
  Granted Power: You have the supernatural ability to breathe water 
  as if under the effect of a water breathing spell, for up to ten rounds 
  per level. This effect occurs automatically as soon as it applies, lasts 
  until it runs out or is no longer needed, and can operate multiple 
  times per day (up to the total daily limit of rounds). 
   
  Ocean Domain Spells 
  1 Endure elements 
  2 Sound burst 
  3 Water breathing 
  4 Freedom of movement 
  5 Wall of ice 
  6 Otiluke’s freezing sphere 
  7 Waterspout 
  8 Maelstrom 
  9 Elemental swarm (cast as a water spell only) 
   
  Planning 
  Deity: Gond, Helm, Ilneval, Red Knight, Ubtao. 
  Granted Power: Free Extend Spell feat. 
   
  Planning Domain Spells 
  1 Deathwatch 
  2 Augury 
  3 Clairaudience/clairvoyance 
  4 Status 
  5 Detect scrying 
  6 Heroes’ feast 
  7 Greater scrying 
  8 Discern location 
  9 Time stop 
   
  Plant Domain 
  Deities: Angharradh, Baervan Wildwanderer, Chauntea, Eldath, 
  Fenmarel Mestarine, Gwaeron Windstrom, Mielikki, Osiris, Rillifane 
  Rallathil, Sheela Peryroyl, Shiallia, Silvanus, Solonor Thelandira, 
  Thard Harr, Ubtao. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Portal 
  Deity: Shaundakul. 
  Granted Power: You can detect an active or inactive portal as if it 
  were a normal secret door (DC 20). 
   
  Portal Domain Spells 
  1 Summon monster I 
  2 Analyze portal 
  3 Dimensional anchor 
  4 Dimension door 
  5 Teleport 
  6 Banishment 
  7 Etherealness 
  8 Maze 
  9 Gate 
   
  Protection Domain 
  Deities: Angharradh, Arvoreen, Baravar Cloakshadow, Berronar 
  Truesilver, Chauntea, Corellon Larethian, Dumathoin, Eldath, 
  Gaerdal Ironhand, Garl Glittergold, Geb, Gorm Gulthyn, Helm, 
  Kelemvor, Lathander, Marthammor Duin, Moradin, Nepthys, 
  Rillifane Rallathil, Selûne, Shaundakul, Silvanus, Sune, Tempus, 
  Torm, Tymora, Ubtao, Urogalan, Valkur, Waukeen, Yondalla. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Renewal 
  Deity: Angharradh, Chauntea, Finder Wyvernspur, Kossuth, 
  Lathander, Shiallia, Silvanus. 
  Granted Power: If you fall below 0 hit points, you regain a number 
  of hit points equal to 1d8 + your Charisma modifier. This 
  supernatural ability functions once per day. If an attack brings you to 
  –10 hit points or below, you die before this granted power takes 
  effect. 
   
  Renewal Domain Spells 
  1 Charm person 
  2 Lesser restoration 
  3 Remove disease 
  4 Reincarnate 
  5 Atonement 
  6 Heroes’ feast 
  7 Greater restoration 
  
  Forgotten Realms Guidelines 
   
   
  19 
  8 Polymorph any object 
  9 Freedom 
   
  Retribution 
  Deity: Hoar, Horus-Re, Osiris, Shevarash, Tyr. 
  Granted Power: If you have been harmed by someone in combat, 
  you may make a strike of vengeance with a melee or missile weapon 
  against that person on your next action. If this attack hits, you deal 
  maximum damage. You may use this supernatural ability once per 
  day. 
   
  Retribution Domain Spells 
  1 Shield of faith 
  2 Endurance 
  3 Speak with dead 
  4 Fire shield 
  5 Mark of justice 
  6 Banishment 
  7 Spell turning 
  8 Discern location 
  9 Storm of vengeance 
   
  Rune 
  Deity: Deneir, Dugmaren Brightmantle, Mystra. 
  Granted Power: Free Scribe Scroll feat. 
   
  Rune Domain Spells 
  1 Erase 
  2 Secret page 
  3 Glyph of warding 
  4 Explosive runes 
  5 Lesser planar binding 
  6 Greater glyph of warding 
  7 Drawmij’s instant summons 
  8 Symbol 
  9 Teleportation circle 
   
  Scalykind 
  Deity: Finder Wyvernspur, Ubtao. 
  Granted Power: Rebuke or command animals (reptiles and snakes) 
  as an evil cleric rebukes or commands undead. Use this ability a total 
  number of times per day equal to 3 + your Charisma modifier. 
   
  Scalykind Domain Spells 
  1 Magic fang 
  2 Animal trance* 
  3 Greater magic fang 
  4 Poison 
  5 Animal growth* 
  6 Eyebite 
  7 Creeping Doom (composed of tiny snakes) 
  8 Animal shapes* 
  9 Shapechange 
  *Affects ophidian or reptilian creatures only. 
   
  Spell 
  Deity: Azuth, Mystra, Savras, Thoth. 
  Granted Power: You get a +2 bonus to Concentration and Spellcraft 
  checks. 
   
  Spell Domain Spells 
  1 Mage armor 
  2 Silence 
  3 Anyspell 
  4 Rary’s mnemonic enhancer 
  5 Break enchantment 
  6 Greater anyspell 
  7 Limited wish 
  8 Antimagic field 
  9 Mordenkainen’s disjunction 
   
  Storms 
  Deity: Aerdrie Faenya, Anhur, Isis, Istishia. 
  Granted Power: You gain electrical resistance 5. 
   
  Storms Domain Spells 
  1 Entropic shield 
  2 Gust of wind 
  3 Call lightning 
  4 Sleet storm 
  5 Ice storm 
  6 Summon monster VI (air spell only) 
  7 Control weather 
  8 Whirlwind 
  9 Storm of vengeance 
   
  Strength Domain 
  Deities: Anhur, Clangeddin, Garagos, Helm, Ilmater, Lathander, 
  Tempus, Torm, Uthgar. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Suffering 
  Deity: Ilmater, Kossuth. 
  Granted Power: You may use a pain touch once per day. Make a 
  melee touch attack against a living creature, which sustains a –2 
  enhancement penalty to Strength and Dexterity for 1 minute. This 
  spell-like ability does not affect creatures immune to critical hits. 
   
  Suffering Domain Spells 
  1 Bane 
  2 Endurance 
  3 Bestow curse 
  4 Enervation 
  5 Feeblemind 
  6 Harm 
  7 Eyebite (sicken effect only) 
  8 Symbol (pain effect only) 
  9 Horrid wilting 
   
  Sun Domain 
  Deities: Horus-Re, Lathander. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Time 
  Deity: Grumbar, Labelas Enoreth. 
  Granted Power: Free Improved Initiative feat. 
   
  Time Domain Spells 
  1 True strike 
  2 Gentle repose 
  3 Haste 
  4 Freedom of movement 
  5 Permanency 
  6 Contingency 
  7 Mass haste 
  8 Foresight 
  9 Time stop 
   
  Trade 
  Deity: Nepthys, Shaundakul, Vergadain, Waukeen. 
  Granted Power: You may detect thoughts once per day as a spell-
  like ability, affecting one target and lasting a number of minutes 
  equal to your Charisma modifier. Activating this power is a free 
  action. 
   
  Trade Domain Spells 
  1 Message 
  2 Converted 
  3 Veil of grace and splendor 
  4 Sending 
  
  Forgotten Realms Guidelines 
   
   
  20 
  5 Fabricate 
  6 True seeing 
  7 Mordenkainen’s magnificent mansion 
  8 Mind blank 
  9 Discern location 
   
  Travel Domain 
  Deities: Akadi, Baervan Wildwanderer, Brandobaris, Fenmarel 
  Mestarine, 
  Gwaeron 
  Windstrom, 
  Hoar, 
  Istishia, 
  Kelemvor, 
  Marthammor Duin, Mielikki, Oghma, Sehanine Moonbow, Selûne, 
  Sharess, Shaundakul, Tymora, Waukeen. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Trickery 
  Deity: Akadi, Baravar Cloakshadow, Brandobaris, Erevan Ilesere, 
  Garl Glittergold, Mask, Oghma, Vergadain. 
  Granted Power and Spells: As Player’s Handbook. 
   
  War Domain 
  Deities: Anhur, Arvoreen, Clangeddin, Corellon Larethian, Gaerdal 
  Ironhand, Garagos, Gorm Gulthyn, Gruumsh, Haela Brightaxe, 
  Moradin, Red Knight, Shevarash, Solonor Thelandira, Tempus, Tyr, 
  Uthgar. 
  Granted Power and Spells: As Player’s Handbook. 
   
  Water Domain 
  Deities: Deep Sashelas, Eldath, Isis, Istishia, Silvanus, Umberlee. 
  Granted Power and Spells: As Player’s Handbook. 
  
  Forgotten Realms Guidelines 
   
   
  21 
  Rune Magic
  Rune Magic
  Rune Magic
  Rune Magic    
   In the snow-bound mountains of the North, dwarves and giants 
  have dwelled for uncounted years, rivals and enemies whose deeds 
  and lands are only rumored in the lands of humankind. In the lore of 
  the shield dwarves, runes—carefully inscribed symbols from the 
  secret characters of the dwarven alphabet—can be carved to hold 
  spells of great potency. 
   
  Learning the Runes 
   In order to make use of rune magic, a character must learn the 
  Inscribe Rune feat, meeting all of the feat’s prerequisites. Rune magic 
  is strongly tied to the deities of dwarf- and giant-kind, and is thus the 
  province of divine spellcasters. Some students of rune magic choose 
  to virtually abandon the normal practice of magic in order to 
  concentrate on their chosen medium, becoming Runecasters of great 
  power. 
   
  Creating Runes 
   If you know the Inscribe Rune feat, any divine spell you currently 
  have prepared can instead be cast as a rune. A rune is a temporary 
  magical writing similar to a scroll. It can be triggered once before it 
  loses its magical power, but it lasts indefinitely until triggered. A 
  rune written or painted on a surface fades away when expended, 
  erased, or dispelled, but a rune carved into a surface remains behind 
  as a bit of nonmagical writing even after its magic has been 
  expended. 
  Inscribing a rune takes 10 minutes plus the casting time of the spell 
  to be included. When you create a rune, you can set the caster level 
  anywhere between the minimum caster level necessary to cast the 
  spell in question and no higher than your own level. When you create 
  a rune, you make any choices that you would normally make when 
  casting the spell. 
   You must provide any material components or focuses the spell 
  requires. If casting the spell would reduce your XP total, you pay the 
  cost upon beginning the rune in addition to the XP cost for making 
  the rune itself. Likewise, material components are consumed when 
  you begin writing, but focuses are not. (A focus used in casting a 
  rune can be reused.) 
   Inscribing a rune requires a Craft skill check with a DC of 20 + the 
  level of the spell used. The Craft skill you use is anything appropriate 
  to the task of creating a written symbol on a surface (metalworking, 
  calligraphy, gemcutting, stonecarving, and so on). You paint, draw, 
  or engrave the rune onto a surface (dwarves usually engrave their 
  runes in stone or metal in order to take advantage of their racial 
  affinity for these items) and make the check. 
   If the check fails, the rune is imperfect and cannot hold the spell. 
  The act of writing triggers the prepared spell, whether or not the Craft 
  check is successful, making the spell unavailable for casting until you 
  rest and regain spells. That is, the spell is expended from your 
  currently prepared spells, just as if it had been cast. 
   A single object of medium size or smaller can hold only one rune. 
  Larger objects can hold one rune per 25 square feet (an area 5 feet 
  square) of surface area. Runes cannot be placed on creatures. The 
  rune has a base price of the spell level <<ts>> caster level <<ts>> 
  100 gp (a 0-level spell counts as 1/2 level). You must spend 1/25 of 
  its base price in XP and use up raw materials costing half this base 
  price. A rune’s market value equals its base price. 
   
  Triggering Runes 
  Whoever touches the rune triggers the rune and becomes the target of 
  the spell placed in it. The rune’s creator may touch the rune safely 
  without triggering it, or deliberately trigger it if he so desires 
  (runemakers often carry healing or restorative runes for just this 
  purpose). The rune itself must be touched in order to trigger it, so an 
  object with a rune may be handled safely as long as care is taken to 
  avoid contacting the rune. If the spell only affects objects, than an 
  object must somehow trigger the rune. 
   As with a symbol spell, a rune cannot be placed upon a weapon 
  with the intent of having the rune triggered when the weapon strikes a 
  foe. 
   Unlike the spell glyph of warding, the rune-spell is not concealed 
  in any way and is obvious to anyone inspecting the object holding the 
  rune. A read magic spell allows the caster to identify the spell held in 
  a rune with a successful Spellcraft check (DC 15 + the spell’s level). 
   
  Disarming Runes 
   Runes can be disarmed or deactivated in several ways. A 
  successful erase spell deactivates a rune, but the DC is 15+ your 
  caster level. Touching the rune to erase it does not trigger the rune 
  unless the erase spell fails to deactivate the rune. 
   A dispel magic spell targeted on an untriggered rune can dispel its 
  magic if successful (the DC is 11+ your caster level). Untriggered 
  runes are not subject to area dispels. Finally, a rogue can use her 
  Disable Device to disable runes at a DC of 25 + the spell’s level, like 
  any magic trap. 
  
  Forgotten Realms Guidelines 
   
   
  22 
  Deities 
  Deities 
  Deities 
  Deities Quick Reference
  Quick Reference
  Quick Reference
  Quick Reference    
  Faerûnian Pantheon 
   
   
   
  Name 
  Domains 
  Align 
  Favored Weapon 
  Akadi 
  Air, Travel, Trickery, Illusion 
  N 
  Whirlwind (heavy flail) 
  Azuth 
  Magic, Knowledge, Law, Illusion, Spell 
  LN 
  “The Old Staff” (quarterstaff) 
  Chauntea 
  Plant, Animal, Earth, Good, Renewal. Protection 
  NG 
  Hand of Chauntea (scythe) 
  Deneir 
  Good, Arts, Rune, Knowledge 
  NG 
  Glyph (dagger) 
  Eldath 
  Good, Plant, Water, Protection 
  NG 
  Net (light mace, subdual) 
  Finder Wyvernspur 
  Chaos, Scalykind, Renewal 
  CN 
  “Sword of Songs” (bastard sword) 
  Garagos 
  Chaos, War, Destruction, Strength 
  CN 
  His holy symbol (longsword) 
  Gond 
  Craft, Earth, Fire, Knowledge, Metal, Planning 
  N** 
  Warhammer (warhammer) 
  Grumbar 
  Earth, Cavern, Metal, Time 
  N 
  Stony fist (warhammer) 
  Gwaeron Windstrom 
  Good, Plant, Animal, Travel, Knowledge 
  NG 
  “Flameheart” (greatsword) 
  Helm 
  Law, Protection, Strength, Planning  
  LN 
  Bastard sword (bastard sword) 
  Hoar 
  Law, Retribution, Fate, Travel 
  LN 
  Javelin of lightning (javelin) 
  Ilmater 
  Healing, Strength, Law, Good, Suffering 
  LG 
  Open hand (unarmed strike) 
  Istishia 
  Water, Storm, Destruction, Ocean, Travel 
  N 
  Wave (warhammer) 
  Jergal 
  Law, Fate, Death 
  LN 
  White glove (scythe) 
  Kelemvor 
  Law, Death, Travel, Protection, Fate 
  LN 
  Bastard sword (bastard sword) 
  Kossuth 
  Fire, Destruction, Renewal, Suffering 
  N (LN)* 
  Tendril of flame (spiked chain) 
  Lathander 
  Good, Protection, Strength, Sun, Renewal 
  NG 
  “Dawnspeaker” (light mace) 
  Lliira 
  Chaos, Good, Charm 
  CG 
  Six-pointed shuriken (shuriken) 
  Lurue 
  Animal, Chaos, Good, Healing 
  CG 
  Unicorn horn (shortspear) 
  Mielikki 
  Animal, Good, Plant, Travel 
  NG 
  Hornblade (scimitar) 
  Milil 
  Good, Knowledge, Charm 
  NG 
  “Sharptongue” (rapier) 
  Mystra 
  Good, Magic, Knowledge, Illusion, Rune, Spell 
  NG 
  Seven whirling stars (shuriken) 
  Nobanion 
  Law, Good, Animal, Nobility 
  LG 
  Lion’s head (heavy pick) 
  Oghma 
  Knowledge, Luck, Travel, Trickery, Charm 
  N** 
  Longsword 
  Red Knight 
  Law, Planning, Nobility, War 
  LN 
  Light lance or heavy lance 
  Savras 
  Law, Knowledge, Magic, Fate, Spell 
  LN 
  Eye of Savras (dagger) 
  Selûne 
  Travel, Chaos, Good, Moon, Protection 
  CG 
  The Wand of Four Moons (heavy mace) 
  Sharess 
  Chaos, Good, Charm, Travel 
  CG 
  Great cat’s paw (spiked gauntlet) 
  Shaundakul 
  Travel, Chaos, Protection, Air, Portal, Trade 
  CN 
  “Sword of Shadows” (greatsword) 
  Shiallia 
  Good, Plant, Renewal, Animal 
  NG 
  Gnarled staff (quarterstaff) 
  Siamorphe 
  Law, Nobility, Knowledge 
  LN 
  “Noble Might” [scepter] (light mace) 
  Silvanus 
  Animal, Plant, Renewal, Water, Protection 
  N 
  “Great Mallet of Silvanus” (warhammer) 
  Sune 
  Chaos, Good, Protection, Charm 
  CG 
  Silken sash (whip) 
  Tempus 
  Chaos, Protection, Strength, War 
  CN 
  Battleaxe (battleaxe) 
  Torm 
  Law, Good, Healing, Protection, Strength 
  LG 
  “Duty’s Bond” (greatsword) 
  Tymora 
  Chaos, Good, Luck, Protection, Travel 
  CG 
  Spinning coin (shuriken) 
  Tyr 
  Good, Knowledge, Law, War, Retribution 
  LG 
  Longsword 
  Ulutiu (slumbering) 
  Law, Ocean, Animal 
  LN 
  “Harpoon of the Cold Sea” (longspear) 
  Uthgar 
  Strength, War, Animal, Chaos 
  CN 
  Form of the beast totem spirit (battleaxe) 
  Valkur 
  Chaos, Good, Ocean, Air, Protection 
  CG 
  “Captain’s Cutlass” (falchion) 
  Waukeen 
  Knowledge, Travel, Trade, Protection 
  N 
  Cloud of coins (nunchaku) 
  Chultan Pantheon 
   
   
   
  Name 
  Domains 
  Align 
  Favored Weapon 
  Thard Harr  
  Chaos, Good, Dwarf, Plant, Animal 
  CG 
  Clawed gauntlet (spiked gauntlet) 
  Ubtao  
  Plant, Scalykind, Planning, Protection 
  N 
  Tyrannosaur head (heavy pick) 
  Mulhorandi Pantheon 
   
   
   
  Name 
  Domains 
  Align 
  Favored Weapon 
  Anhur  
  Chaos, Good, War, Strength, Storm 
  CG 
  Falchion (falchion) 
  Geb  
  Earth, Craft, Cavern, Protection 
  N 
  Quarterstaff (quarterstaff) 
  Hathor  
  Good, Family, Moon, Fate 
  NG 
  Long cow horns (short sword) 
  Horus-Re  
  Law, Good, Sun, Retribution, Nobility 
  LG 
  Ankh (punch dagger) 
  Isis  
  Good, Storm, Water, Family, Magic 
  NG 
  Ankh and star (punch dagger) 
  Nephthys  
  Chaos, Good, Trade, Protection 
  CG 
  Lasso (whip) 
  Osiris  
  Law, Good, Plant, Death, Retribution 
  LG 
  Light flail or heavy flail 
  Thoth  
  Magic, Knowledge, Crafts, Spell 
  N 
  Quarterstaff (quarterstaff) 
  Drow Pantheon 
   
   
   
  Name 
  Domains 
  Align 
  Favored Weapon 
  Eilistraee 
  Drow, Moon, Chaos, Good, Charm 
  CG 
  Bastard sword (bastard sword) 
  Dwarven Pantheon 
   
   
   
  Name 
  Domains 
  Align 
  Favored Weapon 
  Berronar Truesilver  
  Law, Good, Family, Dwarf, Protection, Healing 
  LG 
  “Wrath of Righteousness” (heavy mace) 
  
  Forgotten Realms Guidelines 
   
   
  23 
  Clangeddin Silverbeard  
  Law, Good, War, Strength, Dwarf 
  LG 
  Battleaxe (battleaxe) 
  Dugmaren Brightmantle  
  Knowledge, Chaos, Good, Craft, Dwarf, Rune 
  CG 
  “Sharptack” (broadsword) 
  Dumathoin  
  Metal, Craft, Earth, Dwarf, Protection, Knowledge 
  N 
  “Magmahammer” [mattock] (warhammer) 
  Gorm Gulthyn  
  Dwarf, Protection, Law, Good, War 
  LG 
  “Axeguard” (dwarven waraxe) 
  Haela Brightaxe  
  Luck, Chaos, Good, Dwarf, War 
  CG 
  Greatsword (greatsword) 
  Marthammor Duin  
  Good, Protection, Travel, Dwarf 
  NG 
  “Glowhammer” (heavy mace) 
  Moradin  
  Earth, Good, Law, Protection, Dwarf, Craft, War 
  LG 
  “Soulhammer” (warhammer) 
  Sharindlar  
  Chaos, Good, Dwarf, Healing, Charm, Moon 
  CG 
  Whip (whip) 
  Thard Harr  
  Chaos, Good, Dwarf, Plant, Animal 
  CG 
  Clawed gauntlet (spiked gauntlet) 
  Vergadain  
  Luck, Trade, Dwarf, Trickery 
  N 
  “Goldseeker” (longsword) 
  Elven Pantheon 
   
   
   
  Name 
  Domains 
  Align 
  Favored Weapon 
  Aerdrie Faenya  
  Air, Animal, Chaos, Good, Elf, Storm 
  CG 
  “Thunderbolt” (quarterstaff) 
  Angharradh  
  Chaos, Good, Plant, Protection, Renewal 
  CG 
  “Duskshaft” (longspear) 
  Corellon Larethian  
  Chaos, Good, Protection, War, Elf 
  CG 
  “Sahandrian” (longsword) 
  Deep Sashelas  
  Ocean, Chaos, Good, Elf, Water, Knowledge, Magic 
  CG 
  “Trifork of the Deeps” (trident) 
  Erevan Ilesere  
  Elf, Chaos, Trickery, Luck 
  CN 
  “Quickstrike” (short sword) 
  Fenmarel Mestarine  
  Chaos, Elf, Travel, Plant, Animal 
  CN 
  “Thornbite” (dagger) 
  Hanali Celanil  
  Chaos, Good, Elf, Charm 
  CG 
  Shining heart (dagger) 
  Labelas Enoreth  
  Chaos, Good, Elf, Time, Knowledge 
  CG 
  “The Timestave” (quarterstaff) 
  Rillifane Rallathil  
  Chaos, Good, Elf, Plant, Protection 
  CG 
  “The Oakstaff” (quarterstaff) 
  Sehanine Moonbow  
  Chaos, Good, Elf, Moon, Knowledge, Travel 
  CG 
  “Moonshaft” (quarterstaff) 
  Shevarash  
  Chaos, Elf, Retribution, War 
  CN 
  “The Black Bow” (longbow ) 
  Solonor Thelandira  
  Chaos, Good, Elf, War, Plant 
  CG 
  “Longshot” (longbow) 
  Gnome Pantheon 
   
   
   
  Name 
  Domains 
  Align 
  Favored Weapon 
  Baravar Cloakshadow  
  Good, Gnome, Illusion, Protection, Trickery 
  NG 
  “Nightmare” (dagger) 
  Baervan Wildwanderer  
  Good, Travel, Gnome, Plant, Animal 
  NG 
  “Whisperleaf” (halfspear) 
  Calladuran Smoothhands  
  Earth, Gnome, Cavern, Craft 
  N 
  “Spiderbane” (battleaxe) 
  Flandal Steelskin  
  Craft, Good, Gnome, Metal 
  NG 
  “Rhondang” (warhammer) 
  Garl Glittergold  
  Good, Protection, Trickery, Gnome, Craft 
  LG 
  “Arumdina” (battleaxe) 
  Gaerdal Ironhand  
  Law, Good, War, Protection, Gnome 
  LG 
  “Hammersong” (warhammer) 
  Segojan Earthcaller  
  Good, Earth, Gnome, Cavern 
  NG 
  “Earthcaller” [crystalline rod] (club) 
  Halfling Pantheon 
   
   
   
  Name 
  Domains 
  Align 
  Favored Weapon 
  Arvoreen  
  War, Protection, Law, Good, Halfling 
  LG 
  “Aegisheart” (short sword) 
  Brandobaris  
  Trickery, Travel, Luck, Halfling 
  N 
  “Varnoose” (dagger) 
  Cyrrollalee  
  Law, Good, Family, Halfling 
  LG 
  “Camaradestave” (quarterstaff) 
  Yondalla  
  Good, Law, Protection, Halfling, Family 
  LG 
  “Hornblade” (short sword) 
  Sheela Peryroyl  
  Halfling, Plant, Air, Charm 
  N 
  Quarterstaff (quarterstaff) 
  Urogalan  
  Law, Protection, Earth, Death, Halfling 
  LN 
  “Doomthresher” (dire flail) 
  *You can use either listed alignment when picking this deity as a patron. 
  **Any character can choose Gond or Oghma as a patron deity. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Forgotten Realms - Living City Series - Guidelines.pdf