Explore Barbarian, Bard, and Cleric classes in Neverwinter. Learn about their unique abilities, proficiencies, and spellcasting.
Barbarian
Barbarians are brave warriors with a powerful rage ability that enhances their strength and resilience for a limited number of uses per day. They possess a natural sixth sense for danger, allowing them to dodge attacks, and have legendary running stamina. Barbarians are well-suited for adventure due to their warrior skills.
- Alignment: Any nonlawful
- Hit Die: d12
- Proficiencies: All simple and martial weapons, light armor, medium armor, and shields
- Skill Points: Int Modifier x 4 at 1st level; 4 + Int Modifier each additional level
Ex-Barbarians: Barbarians cannot progress in levels if their alignment ever becomes lawful.
Prestige Class Tips: Barbarians make powerful Blackguards, Dwarven Defenders, or Weapon Masters.
Barbarian Special Abilities:
- Rage: Gained at 1st level. Usable once per day at 1st level, twice at 4th, three times at 8th, four times at 12th, five times at 16th, and six times at 20th level. Grants +4 to Strength, +4 to Constitution, and a +2 morale bonus to will saving throws, with a -2 penalty to AC. Lasts for 3 rounds + Adjusted Constitution modifier. At 15th level, this becomes Greater Rage, granting +6 to Strength and Constitution and a +3 bonus to will saves, with the -2 AC penalty still applying.
- Fast Movement: Gained at 1st level. Provides a 10% bonus to movement speed. Use is automatic.
- Uncanny Dodge: Gained at Level 2. Retain Dexterity bonus to AC even if flat-footed. Improves at higher levels: +1 to reflex saves to avoid traps at Level 5, +2 at Level 10, +3 at Level 13, +4 at Level 16, and +5 at Level 19. Use is automatic.
- Damage Reduction: Gained at 11th level. At 11th level, damage is reduced by one point; at 14th level, by two; at 17th level, by three; and at 20th level, by four. Use is automatic.
Bard
Bards are versatile characters often serving as negotiators, messengers, scouts, and spies. They cast arcane spells without preparation, similar to a Sorcerer, and possess specialized skills akin to Rogues, with unmatched knowledge of item lore. A high Charisma score is crucial for casting high-level spells. Bards love to witness events firsthand to gather stories for renown.
- Alignment: Any nonlawful
- Hit Die: d6
- Proficiencies: Simple weapons, light armor, medium armor, shields
- Skill Points: Int Modifier x 4 at 1st level; 4 + Int Modifier each additional level
- Spellcasting: Arcane (Charisma-based, no spell preparation, spell failure from armor is a factor). Bards begin knowing all cantrips.
Ex-Bards: Bards cannot gain levels of experience while they are of any lawful alignment.
Prestige Class Tips: Bards are best suited to become Shadowdancers or Harper Scouts. Combat-oriented Bards may enjoy becoming a Dragon Disciple.
Bard Special Abilities:
- Bardic Knowledge: Gained at 1st level. Automatically applies Bard levels as a bonus to any Lore skill checks, aiding in item identification.
- Bardic Music: Gained at 1st level. Bards can sing songs to bolster allies. Deafened creatures are unaffected. The song can be sung once per day per class level, affecting all allies within 30 feet for 10 rounds. The effectiveness depends on the Bard's Perform skill. Bard song bonuses do not stack. Specific bonuses include: +1 to attack and damage rolls (Perform 3, Bard level 1); +1 to Will Saves (Perform 6, Bard level 2); +1 to damage rolls, +1 to fortitude saves (Perform 9, Bard level 3); +1 to reflex saves, +1 to skills (Perform 12, Bard level 6); +1 to attack rolls, +8 temporary hit points (Perform 15, Bard level 8); +2 to dodge armor class, +1 to skills (Perform 21, Bard level 12); +1 will saves, +1 reflex saves, +1 fortitude saves, +1 dodge armor class, +1 to skills (Perform 24, Bard level 15); +1 will saves, +4 temporary hit points, +1 dodge armor class, +1 to skills (Perform 25, Bard level 16). An additional +2 temporary hit points and +1 to skills are granted for each additional 5 Perform and 1 Bard level. At Perform 45 and Bard level 20, Bardsong grants +6 temporary hit points and +3 to skills.
Cleric
Clerics act as intermediaries between the earthly and divine or infernal worlds. Good Clerics aid those in need, while evil Clerics spread their patron's vision of evil. All Clerics can heal wounds, bring individuals back from the brink of death, and powerful Clerics can raise the dead. They also have authority over undead creatures, able to turn or destroy them. Clerics can use simple weapons and all forms of weapons and shields without penalty, as armor does not interfere with divine spellcasting. Each Cleric chooses to focus on two of their deity's domains, granting special powers and access to specific spells.
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