These civilian classes are designed to allow NPCs to gain competencies more suited to domestic life. They are generally not suited for adventurers, although cross-classing to Expert could be valuable in some cases.

These were transplanted from 3.5 and significantly simplified so they are best viewed as starting points. Some adjustments may be necessary to achieve the effects you desire. Adept

Some tribal societies or less sophisticated regions don't have the resources to train wizards and clerics. Reflecting a lesser knowledge of magic yet an intriguing combination of arcane and divine skills, the adept serves these cultures as both a wise elder and mystical defender.

Adepts can be found in isolated human, elf, dwarf, gnome, and halfling communities but are most prevalent among more bestial humanoid and giant species such as orcs, goblins, gnolls, bugbears, and ogres.

Hit Die: d6. Class Skills & Proficiencies Skills The adept may select two skill proficiencies from among the following skills: Arcana Medicine Survival Weapon and Armor Proficiency Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields. Spells An adept casts divine spells which are drawn from the adept spell list (see below). Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept's spell is 10 + the spell level + the adept's Wisdom modifier.

Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.

Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Adept. In addition, she receives bonus spells per day if she has a high Wisdom score.

Each adept has a particular holy symbol (as a divine focus) depending on the adept's magical tradition. Summon Familiar At 2nd level, an adept can call a familiar, just as a sorcerer or wizard can.

Adept Spell List Adepts choose their spells from the following list.

0 Level: Create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue.

1st Level: Bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.

2nd Level: Aid, animal trance, bear's endurance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see invisibility, web.

3rd Level: Animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.

4th Level: Cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire.

5th Level: Baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.

Religious Adept A religious adept is identical to the adept NPC class, with one important exception: The religious adept can select a single cleric domain. A religious adept does not gain bonus domain spells as a cleric does, but she adds the spells of her domain to her regular adept spell list and can prepare these domain spells in place of her usual spells.

If a cleric takes a level in the religious adept class, he does not get to select a new domain, but he can add the spells from one of his current domains to his adept spell list. Likewise, a religious adept who takes cleric levels must use her religious adept domain as one of her two cleric domains.

Urban Adept The adept class is most appropriate for savage humanoids and tiny villages - places and cultures where the opportunity for formal magical training as a cleric or wizard simply isn't available. The adepts found in Sharn (roughly 2,000 of them) generally do not fall into this category. (Some of them, notably shamanic leaders among the goblinoids and other monstrous inhabitants of the city, perfectly match that description, however.) Adepts among the towers are urban adepts, with the same level and spell progression but a unique spell list. These adepts work as healers in House Jorasco's houses of healing, as fortunetellers, and as alchemists. Some of them are religious adepts, adding the spells from their cleric domain to the spell list presented below.

Urban adepts choose their spells from the following list.

0 Level: Create water, cure minor wounds, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance.

1st Level: Bless, charm person, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, divine favor, endure elements, identify, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law.

2nd Level: Aid, bear's endurance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, enthrall, fox's cunning, locate object, owl's wisdom, resist energy, see invisibility, whispering wind.

3rd Level: Animate dead, bestow curse, clairaudience/clairvoyance, contagion, continual flame, cure serious wounds, daylight, deeper darkness, neutralize poison, remove curse, remove disease, tongues.

4th Level: Cure critical wounds, legend lore, minor creation, restoration, scrying, stoneskin.

5th Level: Break enchantment, commune, dream, heal, major creation, nightmare, raise dead, true seeing.

Aristocrat Aristocrats are usually educated, wealthy individuals who were born into high position. Aristocrats are the wealthy or politically influential people in the world. They are given the freedom to train in the fields of their choice, for the most part, and often travel widely. With access to all the best goods and opportunities, many aristocrats become formidable individuals. Some even go on adventures with fighters, wizards, and members of other classes, although usually such activities are nothing more than a lark.

The aristocrat might work as a PC class, since it has an impressive selection of skills and respectable combat training. Being an aristocrat, however, isn't so much a choice as a position you're born into. An aristocrat cannot be a multiclass character unless his or her first level is in the aristocrat class. Mostly, you should reserve the aristocrat class for rulers, their families, and their courtiers.

Hit Die: d8. Class Skills & Proficiencies Skills At Level 1, select two of the following skill proficiencies.

Deception(Cha), Investigation (Int), Persuasion(Cha), Intimidation(Cha), Perception(Wis), and Survival(Wis).

Weapon and Armor Proficiency

The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields, and may select one exotic weapon proficiency.

Other Proficiencies The aristocrat may choose two proficiencies among any common trade tools. Commoner The common folk farm the fields, staff the shops, build the homes, and produce the goods in the world around the adventurers. Commoners usually have no desire to live the dangerous life of an adventurer and none of the skills needed to undertake the challenges adventurers must face. Commoners are skilled in their own vocations and make up the majority of the population.

Commoners make poor adventurers. This class should be reserved for everyone who does not qualify for any other class.

Hit Die: d6.

Class Skills & Proficiencies Skills The commoner may select two of the following skills to be proficient in: Athletics Acrobatics Perception Survival

Weapon and Armor Proficiency The commoner is proficient with one simple weapon. They are not proficient with any other weapons, nor are they proficient with any type of armor or shields.

At level 2, a commoner may gain proficiency with one type of trade tools.

Expert Experts operate as craftsfolk and professionals in the world. They normally do not have the inclination or training to be adventurers, but they are capable in their own field. The skilled blacksmith, the astute barrister, the canny merchant, the educated sage, and the master shipwright are all experts.

The expert could make a PC-worthy class choice, but only for those players willing to create a character focused on something other than a traditional adventuring career. Experts have a vast range of skills. Most towns and communities have at least a few experts in various fields. DMs should use the expert class for NPCs such as elite craftsfolk, experienced merchants, seasoned guides, and other highly skilled professionals.

Hit Die: d6. Class Skills & Proficiencies Skills All skills are available to the right expert. The expert gets two proficiencies at level 1. At levels 4 , 8, 12, 16 and 20 they may upgrade two proficiencies to expertises, and select two new proficiencies. Weapon and Armor Proficiency The expert is proficient in the use of all simple weapons and with light armor but not shields. Other Proficiencies The expert may be proficient with any two trade tools as appropriate for their vocation.

Magewright

If magic suffuses your setting and permeates every level of society, even common folk will augment their crafts with magic.

A truly talented blacksmith weaves spells over his forge to help her shape the steel, and a fine tapestry has a glamer on every thread to enhance its appearance. The villages and cities of Khorvaire are full of commoners, experts, and warriors, of course, just like cities elsewhere. The true experts in their craft, however, and the most successful at what they do, are the magewrights - minor spellcasters who weave arcane magic into the practice of their trade.

Magewrights are most frequently found in cities and large towns, where they are about as common as adepts. The vast majority of magewrights are members of the guilds run by the dragonmarked houses, particularly House Cannith's Tinkers Guild and Fabricators Guild. Unlike adepts, magewrights are unknown among more savage species.

A magewright's limited spell selection makes this class generally unsuitable for a player character.

Hit Die: d6.

Class Skills & Proficiencies Skills The Mageright is proficient in Arcana and Survival. Weapon and Armor Proficiency Magewrights are proficient with all simple weapons. Magewrights are not proficient with any type of armor or with shields. Armor of any type interferes with a magewright's arcane gestures, which can cause his spells with somatic components to fail. Spells A magewright casts arcane spells. They are limited to a certain number of spells of each spell level per day, according to his class level. Like a wizard, they prepare their spells ahead of time each day. Unlike wizards, magewrights do not keep spellbooks (see Spell Mastery, below) and cannot learn spells they find in spellbooks or on scrolls.

The DC for a saving throw against a magewright's spell is 10 + spell level + the magewright's Int modifier.

Spell Mastery A magewright prepares spells as a wizard does, but does not need a spellbook to do so. Rather, a magewright's training emphasizes a small number of spells to such a great extent that they learn to prepare them without referring to a spellbook. A magewright begins play familiar with a number of spells (of any level he can cast) equal to their Intelligence modifier, exactly as though they had taken the Spell Mastery feat. Every time they gain access to a new spell level, and again at 20th level, they learn a number of new spells equal to their current Intelligence modifier, plus one 0-level spell.

For example, a 1st-level magewright with an Intelligence of 15 knows two spells, and might choose mending and magecraft. When he reaches 4th level, he increases his Intelligence to 16 and learns three more spells: detect magic, unseen servant, and make whole. At 8th level, he increases his Intelligence to 17 (which does not improve his Intelligence modifier) and learns three more spells: arcane lock, explosive runes, and glyph of warding. Magewright Spell List Magewright choose their spells from the following list.

0 Level: Arcane mark, detect magic, light, mage hand, mending, message, open/close, prestidigitation, read magic.

1st Level: Alarm, animate rope, comprehend languages, erase, grease, hold portal, identify , magecraft, mount, Nystul's magic aura, Tenser's floating disk, unseen servant.

2nd Level: Arcane lock, augury, Leomund's trap, locate object, magic mouth, make whole, misdirection, obscure object, whispering wind.

3rd Level: Arcane sight, clairaudience/clairvoyance, daylight, dispel magic, explosive runes, gentle repose, glyph of warding, illusory script, nondetection, phantom steed, secret page, sepia snake sigil, tongues.

4th Level: Animate dead, detect scrying, divination, fire trap, hardening, illusory wall, imbue with spell ability, locate creature, minor creation, remove curse, scrying, stone shape.

5th Level: Contact other plane, fabricate, false vision, Leomund's secret chest, major creation, permanency, sending, symbol of pain, symbol of sleep, wall of stone.

Warrior The warrior is a strong, stout combatant without the specialized training and finesse of a fighter, the survival and outdoor skills of the barbarian or ranger, or the sophistication and religious focus of a paladin. The warrior is a straightforward and unsubtle opponent in a fight, but a respectable one.

Warriors are not as good as fighters, and thus PCs should be encouraged to avoid this class in favor of the standard combat-oriented ones given in the Player's Handbook. Representing experience in fighting and related areas but not sophisticated training, warriors are common among the humanoids and giants (orcs, ogres, and so forth). You can also use the warrior class for soldiers (although perhaps not for commanders or career soldiers), guards, local thugs, toughs, bullies, and even regular people who have learned to defend their homes with some ability.

Hit Die: d8. Class Skills & Proficiencies Skills The warrior may choose two proficiencies from the following list:

Athletics
Acrobatics
Intimidate
Survival

Weapon and Armor Proficiency The warrior is proficient in the use of all simple and martial weapons and all armor and shields.