Classes+of+Ansalon

Barbarian
Either born in the wilds or rejecting the comfortable life of the city, barbarians are confused by the complex rules of civilized society and are never truly comfortable behind walls. Barbarians are tough and resilient survivors. They make fierce combatants, and are both valued and feared for their prowess in battle.

Barbarians function as described in the Player's Handbook

Bard
Astinus and the Order of Aesthetics are the historians of Ansalon, but bards are the common folk's source of news, gossip, and entertainment. Their songs and poetry become part of the lore and folk knowledge of the land, bringing history's heroes and villains to life, telling stories that touch the lives of those who hear them.

Bards function as described in the Player's Handbook with the exception of the following: Because healing magic is the province of divine spellcasters on Krynn, bards cannot cast spells from the Conjuration (Healing) subschool.

Cleric
Clerics of Ansalon function as described in the Player's Handbook, except that no clerics serve a cause, philospophy, or abstract source of divine power. The gods of Krynn created the world and are the original source of all magical power in the world, both divine and arcane. When a supplicant becomes accepted as a cleric by his patron deity, he is given a madallion of faith, which serves as an outward sign of the cleric's commitment and faith. The silver medallion bears the sign of the cleric's god. Without the medallion, the cleric is unable to pray for, or evoke, spells of higher than 3rd level.

Druid
The druids of Krynn are specialized priests of nature, serving one of three nature gods: Habbakuk, Chislev, or Zeboim. Druids do not receive a medallion of faith.

Druids function as described in the Player's Handbook.

Fighter
Fighters are professional soldiers, mercenaries, duelists, or members of any other profession requiring skill in the arts of battle and war. Future Knights of Solamnia or Knights of Neraka are fighters during their "squire" periods. Others go on to become Steel Legionaires or lead entire armies as legendary tacticians.

Fighters function as described in the Player's Handbook.

Monk
Though rare, small communities of monks exist in isolated places in Ansalon. They rarely let the affairs of the outside world affect their search for perfection of body and mind.

Monks function as described in the Player's Handbook.

Mystic
Mystics are spellcasters who have learned to channel divine energy without worshiping (or even acknowledging) any deity. The process of harnessing this magic is one of inner awareness and self-discovery. A private faith that leads to great magical power. Mystical energy affects only the living or the spiritual energy that leaves the body upon death.

The details of this class are noted in the Dragonlance Campaign Setting

Noble
Nobles are illustrious because of their rank, title, or birth. Nobles have the ability to use their background, education, natural charm, and skills insocial maneuvering to their advantage in their day-to-day lives. An Elven Princess, the Lord of Palanthas, a dwarven thane are examples of the noble class. While the motivations and goals of such characters vary widely, each is capable of masking his true intentions behind the veil of etiquette, and of using his charm and wit to gain what he desires.

The details of this class are noted in the Dragonlance Campaign Setting

Ranger
Much of Kyrnn is vast and untamed wilderness, comprised of desert, forest, plains, and jungle. These wilds are home to the ranger.

Rangers function as described in the Player's Handbook. Also, Rangers may select an organization instead of a creature type as a favored enemy. For example, a good ranger might choose to oppose the Knights of Neraka or the Order of the Black Robes. Evil rangers might oppose the Knights of Solamnia or the clerics of a good aligned deity.

Rogue
Rogues in Krynn may be thieves, troubleshooters, jacks-of-all-trades, or socuts. Thieves are more commonly found in large cities where the pickings are better than in rural areas and thieves' guilds provide support and protection.

Rogues function as described in the Player's Handbook.

Sorcerer
Sorcerers are spellcasters who can channel arcane energy without drawing power from the moons of magic. By extending their awareness into their surroundings, sorcerers tap into the arcane energies that were used to create Krynn itself and focus those energies into magical spells. Their art is called "primal sorcery" in contrast to the highly structured practice of wizardry and High Sorcery.

Sorcerers function as described in the Player's Handbook

Wizard
The three moons of magic - Solinari the White, Lunitari the Red, and Nuitari the Black - grant the arcane magic of wizardry. The magic of the moons is available to anyone, but advancement to true power comes at a price. A low-level wizard (through 4th level) is considered an apprentice by the Orders of high Sorcery. Knowledge of 1st and 2nd leel spells is unrestricted. Anyone who advances in power beyond that is required to take the Test of High Sorcery and declare allegiance to one of the Orders of High Sorcery (see the Wizard of High Sorcery prestige class) Those who seek to gain power without obeying the laws of the order commit themselves to the dangerous life of the a renegade mage.

Wizards function as described in the Player's Handbook