The Water Margin
The dangerous world of Athas supplies few of the resources necessary for life, and then only grudgingly. Surviving is a difficult matter. There is little room for luxury. This harsh existence precludes certain professions and areas of study.
The classes listed in this document are available for PCs.
Note that Swim is a cross-class skill for all character classes, unless otherwise noted.
Player’s Handbook Character Classes
- Barbarian: Barbarians typically come from the far wastes, from tiny villages on the fringes of civilization. Barbarians function as described in the Player’s Handbook.
- Bard: Bards serve as entertainers for wealthy nobles and templars, but also as assassins and thieves. Instead of dabbling in arcane magic, bards use a wide range of esoteric tricks.
- Cleric: Clerics revere the various elements and para-elements. These elemental patrons grant clerics their spells and power over the undead, but demand that the clerics cleave to specific strictures with regard to behavior, choice of weapons, and use of domains.
- Druid: Athasian druids make pacts with powerful spirits of the land, in order to protect specific natural features.
- Fighter: Fighters provide the backbone of the powerful armies that protect the city-states. Fighters function as described in the Player’s Handbook.
- Ranger: Rangers survive on the edge of society and learn to travel across the dangerous wastes. Rangers function as described in the Player’s Handbook.
- Rogue: Rogues survive by wit and quickness in the crowded cities. Rogues function as described in the Player’s Handbook.
- Wizard: Wizards must carefully manage their studies of arcane magic, as the use of such magic draws life energy from the land itself.
Dungeon Master’s Guide Character Classes
- Adept: Adepts serve as shamans among savage humanoids or small communities. The adept draws upon elemental and natural power, much as a cleric or druid does, but without the strong personal connection to those powers. Adepts function as described in the Dungeon Master’s Guide.
- Aristocrat: Aristocrats control various city-state resources under the aegis of the sorcerer-kings. Aristocrats function as described in the Dungeon Master’s Guide.
- Commoner: Commoners are simply characters with no class levels. A typical commoner has no exceptional ability scores and only 1-4 hit points.
- Expert: Experts make up the bulk of skilled craftsmen in the city-states. Experts function as described in the Dungeon Master’s Guide.
- Warrior: Warriors are the rank-and-file among the city-states’ armies and the enforcers for the templarate, those who lack the great skill of the fighters who train and lead those armies or the acumen to serve in the bureaucracy. Warriors function as described in the Dungeon Master’s Guide.
Additional Character Classes
- Marshal: Marshals serve as tactical experts and squad leaders in the armies of city-states, or as tribal leaders and aides among the villages. Marshals function as described in the Miniatures Handbook. The marshal class was also provided in preview form by Wizards of the Coast, available here.
- Psion: Psions study the Will and the Way in tandem. The gamut of psionic abilities is available to a wide range of the populace, and the study of psionics is one of the few paths to personal power outside of the templarate.
- Scout: Scouts serve as advance units for the great armies, or as trackers and survivalists for the scattered villages. Scouts function as described in the Complete Adventurer.
New Character Classes
- Gladiator: Gladiator excel in one-on-one combat, sometimes with an emphasis on showmanship, animal fighting, or the use of exotic weapons.
- Templar: Templars serve as police, bureaucrats, and public servants in the various city-states. Each templar draws divine power from the sorcerer-king that he or she serves.
- Trader: Traders make the dangerous trip between cities or villages in order to earn wealth as suppliers of rare goods.