d20 Class Construction Engine Beta PDF
d20 Class Construction Engine Beta PDF
d20 Class Construction Engine Beta PDF
Beta Version 1
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Foreward
What follows is my attempt to create a point-based systems that GM's can use to build fantasy Classes within the framework of the Core
Rulebooks. Of course, the existing Classes have more balance to them than previous editions of the game (in my humble opinion), but are somewhat
difficult to accurately reconstruct with these rules, due to their inherent imbalances. However, about 7 of the core classes are close to the mark, 3 are
somewhat off (about 90% under probably the 3 weakest within the rules, hmm) and 1 is 20% over (in the long run, it is of the more powerful classes).
With that in mind, the following system should be used to help spingboard and balance any new non-prestige Classes that you want to create.
Is isn't wholly perfect, but neither am I, and nor is any one game. I would appreciate any positive feedback or suggestions or even variations that you
come up with.
Method
Classes are built with Class Points (or CP). After deconstructing the system, I came up with an average of 250 CP per Class. You can use
this as a base when building new Classes, but I suggesting going a little lower (maybe 240 CP) to keep any creations from outshining the core Classes.
This number should be your ceiling for CP building when using the charts and tables below.
First, start with 0 CP and determine the Hit Dice for the Class. Add the corresponding CP value.
Next, determine which Weapon Proficiencies are available to the class. The CP for weapons are cumulative, so if the Class can use all simple
and martial weapons, the 25 is added to the CP. Weapons that are added on a singular basis are worth 1 CP each.
Moving on to Armor Proficiencies, add the CP of all that apply. If the Class has a restriction such as natural materials (Druid) or progressive
Armor Class (Monk), use a value of 10 instead.
Under Skill Points, select one CP value according to the base number that applies.
Next, determine how many Class Skills are available to the Class and select the appropriate CP value.
Under Alignment, add 0 if the Class has no alignment restrictions. Add a CP value of -5 if it is restricted to an alignment range such as Lawful,
Chaotic or no-Lawful. Select -10 instead if it has a singular Alignment requirement.
Proceed to Attack Bonuses and select one appropriate CP value, determined by the Class' attack bonus progression. The Ratings are
provided merely as a helpful description.
Venture on to Saves and select one appropriate CP value, detemined by the Class' equivalent Save bonuses. Again, the Ratings are just
descriptive terms.
Add up all the CP values you've been recording so far (if you have been tallying them all along) and subtract them from your ceiling of 240 CP.
The number of CP remaining are the points you have left to pick special abilities for your Class otherwise known as "the Hard Part"
The tables below list basic abilities possessed by one or more of the core Classes, as well as a few "Sample" abilities I threw in. I realize that
this can be a daunting and confusing task, so futher into this writing the special abilities of the core Classes have been broken down to make it a bit
easier. It also can provide you with a way to campaign-tweak an existing class for a custom game world.
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General Abilities CP Notes
New Use of an Existing Skill 5 A new use of a skill or additional bonus.
A standard ability giving the class a special
one-time bonus or power. This should be no
One-Time Ability 5
more powerful than a low-level spell effect or
+2 bonus.
A more powerful One-Time Ability that confers
Enhanced One-Time Ability 10 a few lesser benefits or a moderate spell effect
or bonus of up to +4.
A standard ability (akin to One-Time Ability)
Moderate Ability 10 that increases one or more times as levels are
accrued.
A more powerful ability that increases one or
more times as levels are accrued. Can also
Excellent Ability 15
represent a Moderate Ability that increases a
lot.
A very powerful ability that gives the class a
distinct superiority that increases one or more
Outstanding Ability 20
times as levels are gained. Can also represent
an Excellent Ability that increases a lot.
Acquired Feat 5 Any general feat acquired.
Acquired Mystical Feat 10 Any magical feat acquired.
Minor Code -10 Fairly easy to follow Code of Conduct
Strict Code -15 Very restrictive Code of Conduct
A prohibition or restriction that detrimentally
Greater Restriction -10
affects the abilities of the Class
Prohibits the Class from gaining levels if
Multiclass Restriction -10
gaining levels in another Class
Must spend additional skill points to Read and
Illiteracy -5
Write
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Core Class Comparison
The chart below breaks down all the class and shows how they were constructed with this engine
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Druid Abilties CP Equivalent
Woodland Stride 5 One-Time Ability
Trackless Step 5 One-Time Ability
Resist Nature's Lure 10 Enhanced One-Time Ability
Wild Shape 20 Outstanding Ability
Venom Immunity 5 One-Time Ability
A Thousand Faces 10 Enhanced One-Time Ability
Timeless Body 5 One-Time Ability
Armor and Weapon Prohibition affects Magic -15 Greater Restriction (multiple)
Reverance of Nature -10 Lesser Code
5
Paladin Abilties CP Equivalent
Special Mount 15 Excellent Ability
Code of Honor -15 Strict Code
Multiclass Restriction -10 Multiclass Restriction
-Fin