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Kits

Class-specific specializations available in Icewind Dale: Enhanced Edition. Each kit trades a few standard class abilities for new ones tuned to a play style.

Restrictions

  • Multi-class characters may not take kits, except gnomes that multi-class as Illusionists (a specialist Mage exception).
  • Dual-class characters may not take kits for their second class.

Fighter kits

  • Berserker — Rage with immunities and temporary HP
  • Wizard Slayer — cumulative spell-failure on hit, 1% MR per level
  • Kensai — no armor, Kai burst damage, scaling AC and Speed Factor
  • Dwarven Defender — Defensive Stance, scaling physical resistances (Dwarf only, d12 HD)

Ranger kits

  • Archer — bow Grandmastery and Called Shot
  • Stalker — Backstab, stealth bonuses, three arcane spells at 12th
  • Beast Master — Find Familiar, Animal Summoning chain, no metal weapons

Paladin kits

  • Cavalier — anti-demon/dragon bonuses, fire/acid resistance, no missiles
  • Inquisitor — double-level Dispel Magic on demand, True Sight, no spells
  • Undead Hunter — anti-undead bonuses, immune to hold and level drain
  • Blackguard — the evil "antipaladin", Aura of Despair, Absorb Health, Poison Weapon

Cleric kits

Druid kits

  • Totemic Druid — summons a spirit animal, no shapeshift
  • Shapeshifter — locked into werewolf form, no armor
  • Avenger — extra shapeshift forms and six arcane spells

Monk kits

  • Dark Moon Monk — Order of Shar (Frozen Fist, Blindness, Blur, Vampiric Touch, Mirror Image)
  • Sun Soul Monk — worshippers of light (Sun Soulray, Flaming Fists, Greater Sun, Sun Soulbeam)

Bard kits

  • Blade — Offensive & Defensive Spin, 3 slots in Two-Weapon Style
  • Jester — song confuses, slows, and (later) stuns enemies in a 30-foot radius
  • Skald — party-buff song variant

Thief kits

  • Assassin — +1 to-hit/damage, Poison Weapon, ×7 backstab cap
  • Bounty Hunter — Special Snares (slow, hold, Resilient Sphere, Maze)
  • Shadowdancer — Hide in Plain Sight, Shadowstep, Slippery Mind
  • Swashbuckler — scaling AC, may Specialize melee, no Backstab

Mage kits

The specialist Mages trade an opposed school for an extra spell per level:

  • Abjurer — protection (opposed: Alteration, Illusion)
  • Conjurer — summons (opposed: Invocation)
  • Diviner — detection (opposed: Conjuration/Summoning)
  • Enchanter — charm (opposed: Invocation/Evocation)
  • Illusionist — illusion (opposed: Necromancy, Abjuration); the only specialist a gnome may multi-class into
  • Invoker — elemental damage (opposed: Divination, Conjuration/Summoning)
  • Necromancer — death magic (opposed: Illusion, Enchantment/Charm)
  • Transmuter — physical alteration (opposed: Abjuration, Necromancy)

Plus the school-independent kit:

  • Wild Mage — wild surges, fluctuating casting level, three unique wild-magic spells

Sorcerer kits

  • Dragon Disciple — draconic Sorcerer with Breath Weapon, scaling AC and Fire Resistance (d6 HD, casts one fewer spell per level)