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New Prestige Classes
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  Prestige Classes hosted by dndadventure.com - This is a collection of unofficial classes from several sources. These are not playtested, so I can't make any promises about how balanced they are.
  More Prestige Classes hosted by community3e.com - This is another assortment of unofficial classes.
  Official Prestige Classes from wizards.com - This is a listing of official prestige classes and where they can be found.
 
  Ancestral Avenger
  Your hatred of the drow has made you uniquely skilled in destroying them.
  Prerequisites:
  Race: Elf or half-elf
  Base Attack bonus: +5
  Wilderness Lore Ranks: 3
  Feats: Alertness, Iron Will, Tracking.
  Benefit: You gain the ability to track underground easily. You gain poison and spell resistance. Your attacks against drow and their allies become more powerful.
 
  Source: Dragon magazine #279.
 
  Arcanopath
  You have learned to focus the terrible hate of spellcasters that burns in your heart into powers to use against them.
  Prerequisites:
  Base Attack bonus: +4
  Knowledge (arcana) Ranks: 8
  Alignment: Any lawful
  Feats: Improved Unarmed Strike, Deflect Arrows, Dodge, Mobility.
  Special: You must successfully petition the sensei for membership and have slain an arcane spellcaster.
  Benefit: You gain special attacks that are especially effective against spellcasters. You gain special resistances against spells.
 
  Source: Dragon magazine #281.
 
  Duelist
  You are a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier.
  Prerequisites:
  Base Attack bonus: +6
  Perform Ranks: 3
  Tumble Ranks: 5
  Feats: Dodge, Weapon Proficiency (rapier), Ambidexterity, Mobility.
  Benefit: You gain the precise strike ability, which is somewhat similar to the rogue's sneak attack. You gain abilities that give you better protection when lightly armored and mobile.
 
  Source: Dragon magazine #275.
 
  Eldritch Master
  You make a pact with an outsider or other magically powerful creature to increase your magical knowledge and power.
  Prerequisites:
  Knowledge (arcana) ranks: 8
  Spellcraft Ranks: 6
  Diplomacy Ranks: 2
  Intimidation Ranks: 2
  Spellcasting: Must be able to cast arcane spells.
  Benefit: You may use detect magic at will. You gain additional spells known (for sorcerers and bards). You learn tricks that allow you to cast spells beyond your level. You gain the ability to sense when any being speaks your name.
 
  Source: Dragon magazine #280.
 
  Fiend Slayer
  You are a shadowy character with a hatred for evil outsiders. You have consorted with evil to learn its weaknesses and take on fiendish aspects to better defeat your foes.
  Prerequisites:
  Alignment: Any non-evil, non-good
  Base Attack Bonus: +4
  Knowledge (Arcana) Ranks: 4
  Knowledge (The Planes) Ranks: 2
  Favored Enemy: Any evil outsider type (devil, demon, and so on).
  Special: Must be able to cast protection from evil.
  Special: Ex-paladins can forgo the favored enemy and the protection from evil requirement if they are willing to instantly lose one level of ex-paladin. For example, a 6th-level ex-paladin who has the right number of skill ranks in Knowledge (arcana) and Knowledge (the planes) can take a level of fiend slayer but he will be a 5th-level ex-paladin/1st-level fiend slayer. An ex-paladin who decides to make this level switch need not gain a new level to facilitate the change; once the decision to take the level of fiend slayer is made, it happens.
  Benefit: You gain powers useful against evil outsiders. You gain better armor from magically grafting bits of fiendish flesh onto yourself. You become able to see in darkness. You learn new spells useful against fiends, and you are better able to overcome their spell resistance.
 
  Source: Dragon magazine #285.
 
  Flame Steward
  You devote yourself to learning the mysteries and harnessing the power of the divine flame.
  Prerequisites:
  Alignment: any non-evil
  Heal Ranks: 8
  Knowledge (Religion) Ranks: 5
  Knowledge (Arcana) Ranks: 5
  Feats: Endurance, Power Attack
  Benefit: You are infused with the might of the sacred flame, increasing your strength and hit points. You are able to cast spells based on the power of the sacred flame. You are able to call on the sacred flame to heal allies and destroy enemies.
 
  Source: Dragon magazine #283.
 
  Fleet Runner of Ehlonna
  You emulate nature's fastest creatures, cultivating your speed until you become like the wind that blows between trees.
  Prerequisites:
  Base Will Save: +3
  Alignment: Neutral Good
  Patron Deity: Ehlonna
  Knowledge (Nature) Ranks: 11
  Knowledge (Religion) Ranks: 3
  Wilderness Lore Ranks: 5
  Feats: Dodge, Mobility, Run
  Spellcasting: Must be able to cast divine spells
  Benefit: You gain bonuses to movement and special movement and evasion abilities.
 
  Source: Dragon magazine #283.
 
  Gnome Trickster
  You are a tricky specialist in deception and illusion.
  Prerequisites:
  Race: Gnome
  Hide Ranks: 3
  Pick Pocket Ranks: 5
  Bluff Ranks: 7
  Feats: Expertise.
  Spellcasting Ability: Must be able to cast 1st-level arcane spells of the Illusion school
  Benefit: You are able to trick targets into being caught flat-footed. You become an expert with illusions. Your combat skills against larger creatures increases.
 
  Source: Dragon magazine Annual #5.
 
  Herald
  You are a master of intrigue and spycraft.
  Prerequisites:
  Base Attack Bonus: +4
  Gather Information Ranks: 6
  Sense Motive Ranks: 4
  Diplomacy Ranks: 6
  Bluff Ranks: 4
  Special: Must be able to speak at least three languages
  Benefit: You become resistant to divination magic. Your sneak attack damage increases. You are able to cast Herald spells. You become masterful at a small selection of skills.
 
  Source: Dragon magazine Annual #5.
 
  Hunter of the Dead
  You are the hated enemy of all undead. You track them to their lairs and cleanse them from the land.
  Prerequisites:
  Base Attack bonus: +5
  Alignment: Any non-evil
  Knowledge (Undead) Ranks: 5
  Special Ability: Must be able to turn undead
  Special: The hunter of the dead must have lost one level or ability score point to the draining power of the undead. This is the scar of unlife that all hunters of the dead carry.
  Benefit: You gain offensive powers to use against undead. You become more resistant to their attacks. You gain a selection of spells to use against them.
 
  Source: Dragon magazine #276.
 
  Lightbearer
  You are a pure-hearted guardian of the gnomes or halflings.
  Prerequisites:
  Alignment: Any good
  Race: Gnome or halfling
  Knowledge (Religion) Ranks: 8
  Knowledge (Local) Ranks: 4
  Diplomacy Ranks: 4
  Feats: Alertness.
  Benefit: You gain protective and healing abilities. You are able to bring light into the darkness. You gain powers useful against evil. You also gain spell resistance.
 
  Source: Dragon magazine #285.
 
  Mighty Contender of Kord
  You seek liberation of the spirit through perfection of the body.
  Prerequisites:
  Alignment: Chaotic good
  Patron Deity: Kord
  Base Fort Save: +6
  Knowledge (Religion) Ranks: 9.
  Feats: Endurance, Power Attack.
  Spellcasting: Must be able to cast divine spells
  Benefit: You gain resistance to subdual damage. You are able to perform incredible feats of strength. Your strength increases naturally.
 
  Source: Dragon magazine #283.
 
  Mystic
  You focus solely on the pursuit of magic, studying magic for magic's sake.
  Prerequisites:
  Spellcraft Ranks: 10
  Knowledge (Arcana) Ranks: 10
  Knowledge (Religion) Ranks: 10
  Feats: Spell Penetration, Spell Focus, one metamagic feat, and one item creation feat.
  Benefit: You learn Spell Secrets that allow you to permanently alter certain spells with metamagic feats without changing their effective level. You also gain bonus spells to the number of spells per day you normally cast. You learn additional languages.
 
  Source: Dragon magazine #274.
 
  Psi-hunter
  Your martial and arcane powers are honed with the destruction of psionic beings in mind.
  Prerequisites:
  Base Attack bonus: +5
  Knowledge (psionics) Ranks: 3
  Feats: Track, Iron Will
  Special: Must be able to cast arcane spells
  Benefit: You gain defenses against psionic attack. You learn how to make powerful melee attacks against psionic beings.
 
  Source: Dragon magazine #281.
 
  Radiant Servant of Pelor
  You take an oath to server, seeking to work good wherever possible.
  Prerequisites:
  Alignment: Neutral good
  Patron Deity: Pelor
  Base Will Save: +5
  Knowledge (Religion) Ranks: 9.
  Heal Ranks: 5.
  Knowledge (Religion) Ranks: 9.
  Spellcasting: Must be able to cast divine spells
  Feats: Extra turning
  Benefit: Your undead turning becomes more powerful. Your healing magic becomes more powerful. .
 
  Source: Dragon magazine #283.
 
  Rage Mage
  You use your own natural anger and frenzy to channel arcane power into your spells.
  Prerequisites:
  Base Attack bonus: +5
  Alignment: Any non-lawful
  Special Ability: Rage
  Special Ability: Must be able to cast at least 1st-level arcane spells
  Feats: Combat Casting.
  Benefit: You gain the ability to spell rage to make your spells more powerful. Your chances of arcane spell failure are reduced. You gain bonus spells while spell raging.
 
  Source: Dragon magazine #277.
 
  Shining Blade of Heironeous
  You forsake earthly pleasures in your quest to focus on promoting good through armed force.
  Prerequisites:
  Base Attack bonus: +7
  Alignment: Lawful good
  Patron Deity: Heironeous
  Base Will Save: +3
  Knowledge (Religion) Ranks: 7.
  Spellcasting: Must be able to cast divine spells
  Benefit: You can detect evil at will. You can smite evil with powerful melee attacks. You are able to enchant your blade with powerful special qualities. You become a celestial creature.
 
  Source: Dragon magazine #283.
 
  Stonelord
  You are a dwarf with a powerful connection to the earth.
  Prerequisites:
  Base Attack bonus: +5
  Craft (Stoneworking) Ranks: 6
  Language: Terran
  Spellcraft Ranks: 3
  Race: Dwarf
  Feats: Endurance.
  Special: To become a stonelord, a dwarf must undergo an arduous ritual involving immersion in sacred loam, long fasting periods deep underground, and the ingestion of 1,000 gp worth of powdered gemstones. The gem type chosen is then the stonelord's totem gem, and she must carry that type of stone with her at all times to access the spell-like abilities she gains as a stonelord.
  Benefit: You gain an assortment of earth- and stone-related powers.
 
  Source: Dragon magazine #278.
 
  Student of the Zerth Way
  Your meditations on the nature of time and your body's movement's through it reveal deep insights and amazing powers.
  Prerequisites:
  Base Attack bonus: +4
  Concentration Ranks: 8
  Alignment: Any lawful
  Feats: Improved Unarmed Strike, Deflect Arrows, Dodge, Mobility.
  Special: To become a monk of the Zerth way, you must successfully petition the sensei for membership and complete a unique trial determined by the sensei.
  Benefit: You gain extraordinary foresight. You are able to alter the flow of time around your body, stepping forward into the future. You sense of time becomes so focused that you are able to perform actions almost instantaneously.
 
  Source: Dragon magazine #281.
 

 

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