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¶
- Priest of Talos — evil storm god (Lightning Bolt, Storm Shield)
- Priest of Helm — neutral watcher god (True Sight, Seeking Sword)
- Priest of Lathander — good dawn god (Hold Undead, Boon of Lathander)
- Priest of Tyr — lawful god of justice (Exaltation, Divine Favor)
- Priest of Tempus — chaotic god of battle (Holy Power, Chaos of Battle)
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)