Class changes
for a Hyborian Age d20 Campaign
General Changes for All Classes:

Literacy
All characters begin illiterate, just like the Barbarian in standard D&D.  They must buy the ability to read languages just like the Barbarian, separate from just being able to speak those languages.  The only characters who are not illiterate are those of the Aristocrat NPC class..

Barbarian:
No changes necessary in a Hyborian Age campaign. Examples include Conan himself.  Appropriate kingdoms: Cimmeria, Æsgard, Vanaheim, the Turanian Steppes, Himelian Mountains (Afghulistan), Kush, Zembabwe, and the Black Kingdoms, as well as the Pictish Wilderness.

Bard: Inappropriate for Hyborian Age adventuring. Sure, there are singers, poets, and tale-tellers in the Hyborian kingdoms, but these are Experts (per DMG), with ranks in Perform and Knowledge and do not cast spells.  Perhaps acceptable if spell casting bards not allowed, otherwise spellcasting follows the same rules for Hyborian Age Magic.  I would recommend reading "The Music of Erich Zann" by H.P. Lovecraft to get a feel for how a Hyborian Age bard would probably work (Howard had a very Lovecraftian sense of how magic worked).  I recommend using CoC magic rules and using an expert, aristocrat, rogue, or other character class as the base class.

Cleric: Inappropriate for Hyborian Age adventuring. Spellcasting priests in Conan's world were actually wizards.  I cannot find an example of a true cleric in the Canonical Texts.  That doesn't mean there aren't any, but if you want to maintain the feel of Howard's milieu, I would leave the clerics out of the game.

Druid: Very rare, but acceptable.  The Canon has an example or two, including Zelata the Witch.  Any kingdom is appropriate, but are not likely to be found near large populations of people.  The use of magic is nearly universally condemned in the Hyborian Lands and druids are likely to be hunted and killed as witches.  The non-Hyborian kingdoms are more tolerant, however.

Fighter: No changes necessary in a Hyborian Age campaign.  This is the most common PC class for a Hyborian Age campaign.

Monk: No changes necessary in a Hyborian Age campaign. Most monks will come from the Eastern kingdoms such as Khitai.  Many of the wizardly orders practice martial combats (indeed, some might easily argue that Khemsa has a level or two of monk).  The Conan of Marvel Comics often ran into monks, so it is easy to imagine these characters in a Hyborian Age campaign.

Paladin: Inappropriate to a Hyborian Age campaign.  Paladin was just another word for knight in Conan's world.  The spell casting ability and spell like powers of the D&D paladin render this class inappropriate to the setting.

Ranger: No changes necessary in a Hyborian Age campaign, but some are recommended. Although there are no instances of a ranger in Howard's saga, I can certainly see a ranger class in the world, especially around the pictish frontier and in the black kingdoms.  The spell casting powers are not quite Howard, and I would recommend removing that class ability and giving a bonus feat every 5 levels instead, but since the spells are more or less druidic in nature, that change is not necessary - just a matter of taste.

Rogue: No changes necessary in a Hyborian Age campaign.  This would also be a common PC class in the Hyborian Age.  Examples include Shevatas the Thief from "Black Colossus".  There are rogues in every major kingdom of the age as civilization tends to breed rogues.

Sorcerer: Extensive changes necessary in a Hyborian Age campaign.  See Hyborian Age magic for more details.  This is NOT recommended for Player Characters.  See below for an effective substitute.  I recommend using CoC magic rules and using an expert, aristocrat, rogue, or other character class as the base class.

Wizard: Extensive changes necessry in a Hyborian Age campaign.  See Hyborian Age magic for more details.  This class is NOT recommended for Player Characters.  Examples include Xaltotun, Khemsa, The Master of the Black Circle.  See below for an effective substitute. I recommend using CoC magic rules and using an expert, aristocrat, rogue, or other character class as the base class.


NPC Classes: All the NPC classes found in the Dungeon Master's Guide are acceptable and no changes are necessary to fit them into a Hyborian Age campaign.
New Classes
for a Hyborian Age d20 Campaign
Mystic (created by Scott Anderson and used with Permission)
Mystics are the only type of divine spellcaster in Conan d20.  They are frequently hermits or shamans.  By observing nature and communing with the spirits, angels and devils which live in the world, Mystics can influence reality and cause a variety of effects to take place.  As opposed to Sorcerers, who contact the powerful spirits and beings of other realities, Mystics commune with the spirits of our reality, and invokes them to serve his will.  Some are benevolent healers and advisors, others mercenary seers or wicked witch doctors, using magic to dominate their people..

Alignment- Any
Hit Die- d4

Class Skills- Alchemy (Int), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (any) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), and Wilderness Lore (Wis)
Skill Points at 1st Level- (2 + Int modifier) x4
Skill Points at Other Levels- 2 + Int modifier

Proficiencies- Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields   
Attack Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
Save

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Spells per Day
  0     1       2     3       4     5
Will Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Special
Cost of Magic



Cost of Magic



Cost of Magic



Cost of Magic



Cost of Magic


3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
1
1
2
2
2
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
















1
1
2
2




1
1
2
2
2
2
3
3
3
3
3
3
3
3
3
3








1
1
2
2
2
2
3
3
3
3
3
3












1
1
2
2
2
2
3
3
Spells- An adept casts divine spells. She knows a particular number of spells, granted to her by the spirits of the earth and sky, of fire and death.  These may be chosen from the Mystic spell list below.  Mystics, like all spellcasters in Conan d20, need not prepare spells ahead of time, instead casting them on a whim.  To cast a spell of a given spell level, a Mystic must have Wisdom equal to 14+ that spell level.  Rules for this are found in the section on Magic.

Cost of Magic- The learning of and wielding magic exerts a great toll on the wielder, whether they be Arcane or Divine.  Every time a Mystic gains access to a new level of spells, they must pay the Cost of Magic, which manifests in permanent Ability Score damage to the character's Strength, Dexterity, Constitution or Charisma of 2 points.

Mystic Spell List- The following are the spells Mystics can learn:

0th level- create water, cure minor wounds, daze, detect magic, detect poison, guidance, inflict minor wounds, light, mage hand, purify food and drink, resistance

1st level- alarm, bane, bless, burning hands, cause fear, cure light wounds, deathwatch, detect chaos, detect evil, detect good, detect law, divine favor, doom, endure elements, hypnotism, identify, inflict light wounds, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep

2nd level- aid, animal messenger, animal trance, augury, bull's strength, cat's grace, cure moderate wounds, delay poison, endurance, gentle repose, inflict moderate wounds, protection from elements, pyrotechnics, remove curse, remove disease, resist elements, see invisibility, speak with animals, suggestion, whispering wind

3rd level- animate dead, bestow curse, clairaudience, clairvoyance, contagion, create food and water, cure serious wounds, daylight, dispel magic, fear, glyph of warding, gust of wind, illusory script, inflict serious wounds, lightning bolt, locate object, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, neutralize poison, protection from elements, remove curse, remove disease, speak with dead, water walk

4th level- cure critical wounds, dimensional anchor, discern lies, dismissal, divination, inflict critical wounds, legend lore, locate creature, neutralize poison, polymorph other, polymorph self, repel vermin, restoration, sending

5th level- break enchantment, commune, contact other plane, dispel chaos, dispel evil, dispel good, dispel law, dream, flame strike, heal, insect plague, mark of justice, raise dead, scrying, slay living, true seeing
Sorcerer (created by Scott Anderson and used with Permission)
Sorcerers are wicked spellcasters who collaborate with ancient demons, devils and otherworldly powers in order to gain insight and vast power for themselves.  They are almost universally evil, though some are neutral, and occasionally one or two is even good.  Sorcerers learn their spells either through human masters/mentors, by searching and observing external planes, or by having a demonic, otherworldly patron.  More on all of this can be found in the section on
Hyborian Age Magic.
Alignment- Any
Hit Die- d4

Class Skills- Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int)
Skill Points at 1st Level- (2 + Int modifier) x4
Skill Points at Other Levels- 2 + Int modifier

Proficiencies- Sorcerers are not proficient with any type of weapon, armor or shield
Attack Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
Save

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Spells per Day
As Sorcerer in Players Handbook
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Special
Cost of Magic


Cost of Magic

Cost of Magic

Cost of Magic

Cost of Magic

Cost of Magic

Cost of Magic

Cost of Magic

Cost of Magic

Spells- A Sorcerer casts arcane spells.  To know a spell, they must have Intelligence equal to 14+ the spell’s level.  She knows a particular number of spells, learned from demons and otherworldly powers.  These may be chosen from the Sorcerer/Wizard spell list in the Player’s Handbook, though Sorcerers do not automatically learn spells like Mystics or the old Sorcerers and Wizards.  Instead, they must go through intricate ceremonies and risk great dangers to learn new spells.  Therefore, the chart that says “spells known” is in reality the maximum number of spells a Sorcerer of that level could know.  Knowing more than that would be a great strain on the Sorcerer’s sanity, and likely push him over the brink.  Sorcerers, like all spellcasters in Conan d20, need not prepare spells ahead of time, instead casting them on a whim.  Rules for this and for learning spells are found in the section on Hyborian Age Magic.

Cost of Magic- The learning of and wielding magic exerts a great toll on the wielder, whether they be Arcane or Divine.  Every time a Sorcerer gains access to a new level of spells, they must pay the Cost of Magic, which manifests in permanent Ability Score damage to the character's Strength, Dexterity, Constitution or Charisma of 1 point.

School Specialization- Sorcerers may specialize in a particular school of wizardry, just like Wizards in the PHB.  They gain all the benefits listed there, and in addition gain a +2 bonus to all checks to cast spells from their chosen school.
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