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D20 Classless Guide v1.1


Due the desire to simplify and streamline the d20 D&D 3.5 system, the following house rules will apply. Rules
compiled by Randal Snyder – www.sunderedepoch.org

These rules can be used with any d20, Pathfinder, or d20 variant system. Simply use the class abilities, feats, and
details from your chosen system.

Contents
D20 Classless Guide v1.1 ..........................................1 Character Improvement Restrictions .................... 2

Contents..................................................................1 Character Points.................................................. 3

Omission .............................................................1 Class Abilities ...................................................... 3

Classless Character Creation ....................................1 General Class Abilities ......................................... 3

Classes ................................................................2 Combat Class Abilities ......................................... 5

Base Level............................................................2 Magical Class Abilities ......................................... 8

Character Creation Restrictions ............................2 Feats ................................................................. 10

Character Level ....................................................2 Skills ................................................................. 10

Omission
The following stats have been removed from play:

Cross Class Skills


Hit Dice per character level

Classless Character Creation


Most people are familiar with the d20 method of picking a class and building your character’s abilities via cross-
classing. However, this causes complexities, confusion, and other unnecessary restrictions that clutter the character
sheet. It also shoe-horns your character concept into a limited number of classes.

The following rules attempt to address the imbalance of power, and give you the freedom to choose your character
concept rather than force your concept to mold to the class.

Some of the rules that follow will fundamentally alter your game, how it runs, and how powerful your
players/characters are. As the GM, you have the ability to alter these guidelines as you see fit.

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Classes
Following these rules, there are no classes. Instead, your character’s roll is determined by its class abilities and
feats. You may still describe your character in the “class” format, but it has no bearing on your abilities.

If the GM allows, you may use Feats and Class Abilities from other books, prestige classes, etc. What follows are
abilities from the SRD only.

Base Level
All characters start at 0 Level with the following stats:

Base Attack Bonus: 0


Class Abilities: 1
Feats: 1
Hit Points: equal to Constitution Attribute
Skill Points: equal to Intelligence Attribute

Character Creation Restrictions


When creating a character no more than ½ of your starting Skill Points may be spent on any single skill.

Character Level
Every character is rated based on its level, which is a summary of its experience and power. Certain abilities have
prerequisites based on your character’s level, attributes, or other traits. Thus you cannot choose those feats or class
abilities until your character has met those criteria.

Each level your character may gain a special ability as summarized below:

Character Points: 10 per level


Hit Points*: 2 per level + Constitution Modifier
Saving Throws: +1 bonus per level on any single Saving Throw
Skill Points*: 2 per level + Intelligence Modifier
Feats: Every odd level (1, 3, 5, 7, 9…)
Class Abilities: Every even level (2, 4, 6, 8, 10…)
Attribute Increase: +1 to a single Attribute every four levels (4, 8, 12, 16…)
* A character cannot have less than 1 hit point or skill point per level regardless of the penalty. The penalty is
applied when purchasing skill points or hit points.

Character Improvement Restrictions


Each level the character gets the above mentioned points. However, a character cannot raise any single skill or
saving throw more than +2 points per level.

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Character Points
Every level (including 1st) a character gains Character Points which may be spent on various abilities such as skills,
hit points, saving throws, and so on.

Attribute Increase: 10 CP per Attribute


Class Abilities: 5 CP per Class Ability
Feats: 5 CP per Feat
Hit Points: 1 CP per Hit Point
Saving Throw: 2 CP per Saving Throw Point
Skill Points: 1 CP per Skill Point

Class Abilities
Class Abilities help to define the type of character you are making. Warriors will generally take combat related
abilities; rogues will take stealth and thief-like abilities etc. Unless the GM approves, a Class Ability or Feat can only
be purchased once per level.

The following Class Abilities were taken straight from the SRD or modified to fit the new classless model.
Prerequisites for each ability are in (parenthesis).

General Class Abilities


Alignment Aura – The character radiates an aura of good or evil, law or chaos. This aura can be felt up to ten feet
away and must match the character’s personality/alignment. By choosing an aura, the character can then use their
aura for purposes of defeating damage reduction.

Animal Companion – A character can have an animal companion such as a badger, camel, dire rat, dog, riding dog,
eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. The animal companion will
improve along with the character as described under the Druid’s Animal Companion table.

Aura of Courage (3rd Level): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally
within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.This ability functions while the
paladin is conscious, but not if she is unconscious or dead.

Barbarian – The character is illiterate, however, they gain a Class Ability and a bonus Feat. This ability can only be
taken at 0 Level. Illiteracy can be removed by spending 5 CP.

Bardic Level – A character can take up to two levels of Bard per character level and gains Bardic Knowledge and
Bardic Music for a bard of the equivalent Level. This includes all musical based abilities such as inspire, suggestions,
and the Song of Freedom, but does not include the spell casting abilities. The character must have an appropriate
Perform skill to use these abilities.
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Camouflage (13 Level) – A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even
if the terrain doesn’t grant cover or concealment.

Code of Conduct: The character must be of lawful good alignment and loses all magical or supernatural class
abilities if she ever willingly commits an evil act.

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Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating,
not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and
punish those who harm or threaten innocents.

By choosing this Class Ability, the character gains two Feats or Class Abilities which will be lost if the character
breaks their Code of Conduct.

Detect Alignment – Some characters are able to detect the presence of good or evil, law or chaos at will. This
performs just like the spell detect evil. The character must choose what type of alignment he can detect.
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Divine Health (3 Level, Code of Conduct) – At 3rd level, a paladin gains immunity to all diseases, including
supernatural and magical diseases.

Nature Sense – The character gains a +2 bonus to any nature based Knowledge or Survival checks.

Fast Movement – The character can move +10 feet per round, but only when unencumbered.

Skill Mastery (10th Level) – The rogue becomes so certain in the use of certain skills that she can use them reliably
even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill
check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from
doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Special Mount (5th Level) – Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong,
and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a
Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it
resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount
immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any
time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a
particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The
mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration
(calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The
paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first,
even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty
on attack and weapon damage rolls.

Swift Tracker (8th Level) – Beginning at 8th level, a ranger can move at his normal speed while following tracks
without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up
to twice normal speed while tracking.

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Trapfinding – Rogues can use the Perception skill to locate traps when the task has a Difficulty Class higher than
20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25
+ the level of the spell used to create it.

Trap Sense – The character gains a +1 bonus to Reflex and Armor Class vs. traps.

Trackless Step – While in a natural surroundings, the character will not leave a trace and cannot be tracked without
magical means. The character may leave a trail if they desire.

Wild Empathy – This ability is treated like the Diplomacy skill. Roll 1d20 + Charisma + Character Level.

Woodland Stride – The character can walk through any kind of underbrush without taking damage or slowing
movement.

Combat Class Abilities


Armor of Enlightenment – The character is able to add their Wisdom bonus to their AC while unencumbered and
unarmored. Purchasing this ability an additional time gives a +1 bonus to AC while unarmored.

Base Attack Bonus – Characters may increase their BAB by +1 each time this Class Ability is purchased. The BAB
bonus affects all attack rolls including melee, ranged, and grappling.

Battle Rage – The character can muster up a fit of rage in combat that improves his abilities for a short time. A
character can enter battle rage once per day for each time Battle Rage has been purchased. Battle Rage
temporarily grants a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he
takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per
level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These
extra hit points are not lost first the way temporary hit points are.) While raging, a character cannot use any
Charisma, Dexterity, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the
Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic
items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to
function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of
rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian
may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and
becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the
current encounter.

Battle Rage, Greater (Battle Rage x3 per day) – As Battle Rage except +6 bonus to Con and Str, +3 to Will saves.
The -2 penalty to AC remains.

Battle Rage, Tireless (Indomitable Will) – The character no longer becomes fatigued after a Battle Rage.

Battle Rage, Mighty (14th Level, Tireless Battle Rage) – As Battle Rage, but +8 to Con and Str and +4 to Will Saves.
The -2 penalty to AC remains.

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Crippling Strike (10th Level, Sneak Attack +5d6): A rogue with this ability can sneak attack opponents with such
precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2
points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each
damaged ability.

Damage Reduction (7th Level) – The character subtracts 1 point of damage from any single source. This ability may
be purchased multiple times with the following maximums: 7th level -1, 10th level -2, 13th level -3, 16th level -4, 19th
level -5, and so on.

Defensive Roll (10th Level) – The rogue can roll with a potentially lethal blow to take less damage from it than she
otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a
weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this
ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half
damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in
order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this
effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does
not apply to the defensive roll.

Diamond Body (11th Level) – At 11th level, a monk gains immunity to poisons of all kinds.

Evasion (2nd Level) – A character that has Evasion and successfully makes a reflex save that normally causes ½
damage, takes none. The character must be unencumbered and wearing light armor to use this ability.

Evasion, Improved (9th Level, Evasion) – She still takes no damage on a successful Reflex saving throw against
attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of
improved evasion.

Favored Enemy – A character may select a type of creature approved by the DM. The ranger gains a +2 bonus on
Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise,
he gets a +2 bonus on weapon damage rolls against such creatures.

You may purchase this ability more than once to add more favored enemies. Alternatively, you may purchase this
ability again for an existing Favored Enemy and add +2 to all bonuses.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as
indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s
bonuses do not stack; he simply uses whichever bonus is higher.

Flurry of Blows – While unarmored, the character can unleash a barrage of attacks. Use the Monk Flurry of Blows
chart using the character’s BAB to compare to the Monk’s BAB and Flurry of Blows attack.

Indomitable Will (Battle Rage, Greater) – While in a Battle Rage, the character gains a +2 bonus to Will saves in
addition to any normal Battle Rage bonus.

Opportunist (10th Level) – Once per round, the rogue can make an attack of opportunity against an opponent who
has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of

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opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than
once per round.

Ki Strike (4th Level) – Unarmed attacks are empowered with ki and are treated as magic weapons for the purpose
of dealing damage to creatures with damage reduction. Ki strike improves with the character’s level. At 10th level,
her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with
damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of
dealing damage to creatures with damage reduction and bypassing hardness.

Purity of Body – At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Resist Nature’s Lure – The character gains a +4 bonus to resist spell-like abilities from fey creatures such as sprites,
ferries, etc.
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Slow Fall (4 Level) – A character within arm’s reach of a wall can use it to slow her descent. When first using this
ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall
(that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th
level she can use a nearby wall to slow her descent and fall any distance without harm.

Slippery Mind (10th Level) – This ability represents the rogue’s ability to wriggle free from magical effects that
would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect
and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra
chance to succeed on her saving throw.

Smite Good/Evil (Detect Alignment) – Choose either good or evil. Once per day, a character may attempt to smite
good or evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra
point of damage per character level. If the paladin accidentally smites a creature that is not the correct alignment,
the smite has no effect, but the ability is still used up for that day. You may purchase this ability again to be able to
use Smite one more time per day to a maximum of 5 per day.

Sneak Attack (1st Level) – If a rogue can catch an opponent when he is unable to defend himself effectively from her
attack, she can strike a vital spot for extra damage. Purchasing Sneak Attack grants an additional 1d6 damage per
purchase of this ability.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the
target actually has a Dexterity bonus or not), or when the rogue flanks her target. This ability may be purchased at
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1 Level and ever two levels after. Should the rogue score a critical hit with a sneak attack, this extra damage is not
multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead
of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack,
not even with the usual –4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and
incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to

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sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to
reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a
creature whose vitals are beyond reach.

Still Mind (3rd Level) – Grants a +2 bonus vs. Enchantment spells.

Uncanny Dodge – The character will never lose his Dexterity bonus due to surprise or flanking.
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Uncanny Dodge, Improved (Uncanny Dodge, 5 Level) – The character cannot be flanked and cannot be the victim
of the Sneak Attack ability.

Quivering Palm (15th Level): Starting at 15th level, a monk can set up vibrations within the body of another
creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week,
and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal
creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and
the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay
the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To
make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a
Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is
successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected
by another one at a later time.
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Venom Immunity (9 Level) –The character is immune to all poisons.

Wholeness of Body (7th Level): At 7th level or higher, a monk can heal her own wounds. She can heal a number of
hit points of damage equal to twice her current monk level each day, and she can spread this healing out among
several uses.

Magical Class Abilities


A Thousand Faces (13th Level) – The character gains the ability to cast Alter Self at will.

Abundant Step (12th Level): At 12th level or higher, a monk can slip magically between spaces, as if using the spell
dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
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Divine Grace (2 Level): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving
throws.

Diamond Soul (13th Level): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In
order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level)
that equals or exceeds the monk’s spell resistance.

Empty Body (19th Level): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk
level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions
during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk
level.

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Familiar – A sorcerer can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that
cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The
creature serves as a companion and servant.

The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in
power.

If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw.
Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount.
However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A
slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just
as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Hide in Plain Sight (17th Level): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide
skill even while being observed.

Lay on Hands (2nd Level): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds
(her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her
paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she
doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on
hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The
paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead
creature.

Perfect Self (20th Level): At 20th level, a monk becomes a magical creature. She is forevermore treated as an
outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and
magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10
points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that
doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as
if she were a member of her previous creature type.

Rebuke Undead (1 Spell Caster Level) – Characters can force undead creatures to fear them or become servants to
them. A character with Rebuke Undead cannot also have the Turn Undead ability.

Remove Disease (6th Level): At 6th level, a paladin can produce a remove disease effect, as the spell, once per
week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th,
three times at 12th, and so forth).

Spell Caster Level – The character must choose a class to emulate, such as Cleric, Wizard, Druid, or Sorcerer. For
purposes of spell casting, follow the spell restrictions of the chosen class. They gain the basic spell casting abilities
as well as the ability to spontaneously cast spells or memorize. Class abilities such as familiars, scribing scrolls, etc.
are not included in this class ability.

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Timeless Body (15th Level) – The character no longer takes penalties due to aging and is immune to magical aging.
However, the character will still live a normal length of time for their race.

Tongue of the Sun and Moon (17th Level): A monk of 17th level or higher can speak with any living creature.

Turn Undead (1 Spell Caster Level) – A character can force undead creatures to flee or even be destroyed. Once
purchased as a Class Ability. A character with Turn Undead cannot also have Rebuke Undead.
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Wild Shape (5 Level) – The character may turn into a small or medium sized animal once per day. The effect lasts
up to one hour per character level. Each purchase of Wild Shape allows the character to change shapes one extra
time per day.

Wild Shape, Large (8th Level, Wild Shape) – A character can change into an animal up to a large size.

Wild Shape, Plant (12th Level, Wild Shape, Large) – The character can change into any plant-creature up to large
size.

Wild Shape, Elemental (16th Level, Wild Shape, Plant) – The character can turn into any elemental up to large size.

Wild Shape, Huge Elemental (18th Level, Wild Shape, Elemental) – The character can become an elemental up to
huge size.

Feats
All feats are taken from the Player’s Handbook.

Skills
All skills follow the rules and description from the Player’s Handbook. Since there are no classes, there are no cross-
class skill restrictions.

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