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Character Creation in Neverwinter Nights: Part 2 Classes

by: theinkandpen (Robert Mullon) ; edited by: Michael Hartman ; updated: 4/17/2012 • Leave a comment

The second part on how to create a solid character in Neverwinter nights. We’ll focus on classes and look at some of the background for each class in the ‘Forgotten Realms’ campaign.

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    After having picked your race, you are now ready to choose the vocation or profession for your character. That is basically what a class is, or what your character will choose to focus on in the realms. Players often choose an existing mythical figure or a villain and play by those rules, or if you are new you can play using a pre-made character.

    As mentioned in the previous article, once you have more experience in character creation, races and classes, you can make your character deficient in one or more areas so as to create a challenge for yourself. This is also helpful when role-playing in a server, as it gives a fresh approach to the known classical stereotypes i.e. an intelligent and cultured wizard or a dwarf who is stubborn and drinks ale

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    The barbarian is known for his melee skills and as a fighter of great strength. A barbarian is also known for the ability to ‘rage’ or conjure up great inner strength and take less damage whilst inflicting more. You can select rage from your radial menu and also fill one of your quick-slots with it. Barbarians prefer to be able to move freely, therefore light armour is preferred.

    Barbarians worship beast cults, or animal-gods represented in totems often defining their original tribe. The only un-beastly Gods are Chauntea and Tempus. Known barbarians are the Uthgardt from Beorunna’s well, who are also present in Neverwinter nights, and some of the tribes include the Red Tiger (or snow cat) tribe or the Grey wolf tribe.

    • Alignment: Any non-lawful
    • Starting Hit Die: D12
    • Proficiencies: All simple and martial weapons, light or medium armour
    • Skills: (Int modifier * 4 at level 1): 4 + Int modifier.


    A Bard is a varied class since they are able to obtain a variety of skills in fighting, arcane magics or the arts. That means you can choose for your bard to be strictly an artist and boost your own or your companions ability through songs, or you can concentrate on other aspects such as combat or arcane magic. Choose what kind of bard you want to play from the beginning and only develop the abilities you’ve chosen.

    • Alignment: Any
    • Starting Hit Die: D6
    • Proficiencies: All simple weapons, all armour and shields
    • Skills: (* 4 at level 1): 4 + Int modifier
    • Spellcasting: Arcane (Charisma based)


    The cleric is an intermediary between the many deities of Faerun and mortal beings. His aim is to spread the word and power of his chosen deity through combat, divine spells and good or bad will. As their primary focus is magic of the divine, they are able to boost abilities or cure wounds, depending on the domain they’ve chosen which also determines the clerics alignment. Clerics are also able to turn or rebuke undead creatures, and banish them from the realm.

    • Alignment: Any lawful
    • Starting Hit Die: D8
    • Proficiencies: All simple weapons, all armour and shields
    • Skills: (* 4 at level 1): 2 + Int modifier
    • Spellcasting: Divine (Wisdom based)


    A druid is at one with nature and surroundings. Druids can gain divine spells and by being in contact with animals they can also gain animal forms or conjure a companion. A druid is similar to a ranger class but less inclined to hand-to-hand fighting.

    • Alignment: Must have some neutrality
    • Starting Hit Die: d8
    • Proficiencies: Proficient with druid weapons, light and medium armour
    • Skill Points (* 4 at level1 ): 4 + Int modifier
    • Spellcasting: Divine (Wisdom based)


    The fighter is specialised in all armours and weapons, and can be devastating in melee and hand-to-hand combat. The fighter learns his craft by study and practice and differs from a barbarian as he also has greater tactical knowledge and can wear all types of heavy armours. He can also specialise in a single weapon to cause more damage. An evil fighter often enforces criminal law onto anyone, whilst a good fighter will often come to aid the weakest in battle.

    Fighters who became guards often worship Helm, or the God of guardians and protection and protectors. A famous knightly order is the Everwatch Knights, a group of hired bodyguards by Helm temple clerics.

    • Starting Hit Die: d10
    • Proficiencies: All simple and martial weapons, all armor, and shields
    • Skill Points (* 4 at level 1): 2 + Int modifier


    A monk is skilled at channelling Ki, or body energy which gives him great power when fighting bare handed. Hence the monk wears no armour at all and mostly fights with no weapons, although he can choose to become proficient with the Kama or other simple weapons. You can sometimes choose to play a monk skilled with an exotic weapon type (i.e. katana), like a ninja-type monk if you like, and develop this with feats (i.e. weapon focus).

    • Alignment: Any lawful
    • Starting Hit Die: d8
    • Proficiencies: Proficient with club, dagger, handaxe, light crossbow, heavy crossbow, kama, quarterstaff, shuriken and sling
    • Skill Points (* 4 at level 1): 4 + Int modifier


    A paladin is a champion of good will and justice, helping the weak and always being ready to come to aid to the troubled and suffering. They can gain divine abilities, such as spells, and are protected from evil often by serving Tyr’s will or other good deities.

    • Alignment: Lawful Good only (must change class in case of alignment-shift)
    • Starting Hit Die: d10
    • Proficiencies: All simple and martial weapons, all armour
    • Skill Points (* 4 at level 1): 2 + Int modifier
    • Spellcasting: Paladin Spells. Divine (Wisdom based)


    A ranger is at home in the woods or natural surroundings, and his skills lie with bows of all types and light armour. The ranger can choose to focus on a particular enemy, hence being more apt at detecting and killing such being. Similarly to the druid, he can also be accompanied by an animal companion and can cast divine spells.

    • Starting Hit Die: d10
    • Proficiencies: All simple and martial weapons, light armor, medium armor, and shields
    • Skill Points (* 4 at level 1): 4 + Int modifier
    • Spellcastings: Divine (Wisdom based)


    A rogue class can be many things, it is difficult to determine what a rogue really is since rogues in the realm differ greatly from each other. He can be a thief and live by the day, stealthily avoiding enemies and searching for loot, he can be a spy or an assassin. A rogue is also able to use scrolls and magical items and generally has a high merchant-appraise skill. Choose what kind of rogue you want to play and develop his abilities appropriately from the beginning.

    • Starting Hit Die: d6
    • Proficiencies: Proficient with rogue weapons and light armor.
    • Skill Points (* 4 at level 1): 8 + Int modifier


    A sorcerer differs from a wizard in that he does not need to rest when casting spells as his ability is innate. He does not need to study as much as a wizard but can cast fewer spells. As a character focussed on magic, it is useless for a wizard to enter close combat as he is most effective when casting spells at a distance and using a familiar or summoned to fight closely to the enemy.

    Cantrips are the lowest spell levels, and sorcerers already know them all at level 1.

    • Starting Hit Die: d4
    • Proficiencies: All simple weapons. No armour, wear a robe!
    • Skill Points (* 4 at level 1): 2 + Int modifier
    • Spellcasting: Arcane (Charisma based, not Intelligence based)


    The scholar, the searcher of arcane knowledge, lore and history of the realms: a wizard is first and foremost the academic of the realms and there is great lore surrounding these figures. A wizard learns arcane spells by study and discipline and it takes some time. They have access to all possible spells but must prepare them in advance and rest before and after having casted the spells.

    Famous wizards include Elminster, a legendary figure and much more than just a wizard, or Halaster who was the creator of the dungeons of Undermountain. Sometimes wizards choose to be renegades and not follow the rules associated with their order, such as the Red wizards of Thay.

    Like Sorcerers, Wizards begin the game knowing all cantrips. In addition they have four spells of first level memorized.

    • Starting Hit Die: d4
    • Proficiencies: Proficient with wizard weapons (i.e. staff). Again, no armour.
    • Skill Points (* 4 at level 1): 2 + Int modifier
    • Spellcasting: Arcane (Intelligence based)

    There you have all the basic for character creation. In the next guides we will look at how to play a specific character, particularly popular classes such as wizards or fighters.