CLASSES
Additional classes for use with Swords & Wizardry.
CORE RULES
Clerics who pursue the worship of nature.
Monastic humans who seek mastery over the human body.
A class adept at subterfuge and pilfering.
An unsavoury specialist class focusing on murder for hire.
A northern cleric who can harness the mystical power of Runes.
A comical class which uses wit and a quick tongue to entertain, bedazzle, and influence an audience.
Inspired by the master musician and keeper of legends and lore which first appeared in 1976.
Inspired by the hunter/ woodsman Fighting-Man sub-class which first appeared in 1975.
WHITE BOX
A class adept at subterfuge and pilfering.
Monastic humans who seek mastery over the human body.
An unsavoury specialist class focusing on murder for hire.
Inspired by the master musician and keeper of legends and lore which first appeared in 1976.
Inspired by the hunter/ woodsman Fighting-Man sub-class which first appeared in 1975.
A Fighting-Man sub-class, Paladins are knightly warriors and paragons of virtue.
Clerics who pursue the worship of nature.
A magic-user sub-class specialising in illusions which first appeared in 1976.
COMBAT
Additional Rules and Resources dealing with combat and the art of war.
Supplemental Martial Lore, including Weapon Type vs AC, and Weapon Damage vs Large Opponents.
Additional weapons for use with Swords & Wizardry: Core Rules. Culled from both Advanced and Classic sources.
MAGIC
Rules for spell-casting, magic (arcane and divine), as well as new magic items.
Arcane Spells from the Core Rules divided into Schools of Magic.
ARCANE ARTICLES & ITEMS OF POWER.
A collection of new magic items for use with Swords & Wizardry: Core Rules.
RULES
Additional miscellaneous rules for S&W.
A small document which introduces a familiar Morale rule to the Core Rules.
Bringing more of the supplements into Swords & Wizardry. (note: work in progress).