Greyhawk: A New Era
All classes in the Player’s Handbook (except for sorcerers) are available for play in Greyhawk: A New Era so long as your Race allows you to choose that class (and subclass). Check your race’s options to see what classes and subclasses you can take.
In addition to the rules in the Player’s Handbook, see below for specific optional rules for each class.
No character (with the exception of the Ranger) is required to take a particular alignment. However paladins are expected to uphold their oaths while clerics are expected to preach and follow the teachings of their deity. Those paladins, clerics and rangers who fail to uphold their respective beliefs on a routine basis may find themselves without the ability to cast spells or use their special abilities.
Unless specific below, no class grants proficiency with an ability checks for a particular ability score.
At 10th level a barbarian increases his speed rating by 1 when unarmored.
At 3rd level a bard may choose an additional ability score to add his proficiency bonus to from the above list. At 10th level a bard doubles his proficiency bonus for these ability checks.
Which domain a cleric can choose isn’t determined by the god they worship but by their Race. Each race lists which domains a cleric can choose from. Some races can choose the Arcane Domain which is detailed here.
In addition clerics gain their spells from their god. Some gods are limited in what level spells they can grant (although all clerics can use higher spell slots to cast lower level spells). See the Gods section for details on which gods can grant which level spells.
Druids gain their spells from those gods who concern themselves with nature. Druids do not worship specific deities and so can always prepare spells of any spell level that they can cast.
Some races can choose the Thug subclass detailed here.
At 2nd level, 10th level and 18th level a monk increases his speed by 1 each time when unarmored for a total increase of +3 at 18th level.
Paladins gain their spells from the deities, but do not gain them from a specific god. Instead paladins gain their spells by adhering to their oaths and having a god who appreciates those oaths bestowing the Paladin with the spells they pray for. If a paladin unwittingly breaks his oath than he must seek a cleric of an appropriate deity and perform a penance. If the paladin knowingly and consciously with deliberate action breaks his oath he instantly loses all of his paladin abilities and must spend time retraining as a fighter.
Rangers gain their spells by protecting the wilderness from unholy defilement and protecting the peoples of civilisation against the worst aspects of nature. Certain gods look favourably upon such actions and so bestow rangers with spells. Should they repeatedly act in such a way that their alignment becomes evil they lose their spells and must spend time retraining as a fighter.
Warlocks gain their spells by forming pacts with otherworldly beings. The details of such pacts are rarely made known to the Warlock from the outset. Instead the Warlock will be told of the details as time goes on. Should a Warlock be caught deliberately acting against its patron then it shall have its special abilities removed and it must spend time finding a new powerful creature to form a pact with.
Wizards learn their spells through rigorous study. At level 1 and every level thereafter a Wizard may make a DC 20 Intelligence check (adding their proficiency bonus) against each spell of a single spell level that they can cast. Those spells they beat a DC 20 of are ones the wizard learns and may scribe in his spellbook. A wizard can also learn new spells by finding scrolls and other spellbooks. Any spells found in this manner can automatically be learned.