Of course, we play with bards and monks.
Clerical spell availability may vary between campaign settings. In general, alignment does not restrict which spells are available. The way the spells are used is the determining factor in whether the cleric remains in good standing with their deity. Clerics should take care to use their magic to increase the power of the alignments associated with their patron deity. When in doubt, ask the DM. Deities may choose to make certain spells unavailable to clerics who have misused their magic in the past.
Also see Turning.
Bonus spells are gained as regular clerics.1)
Effects of shape change are as follows: We are not settled on this, this is a WIP.
The per-level advancement in combat ability rule on DMG 74 is in use.4) This applies to all fighters and their subclasses.
All fighter subclasses get sweep attacks. See that page for important info.
Rangers who obtain magic-user spellcasting ability obtain and use spellbooks as magic-users do.
Rangers cannot use moneychanger to bank funds and items, though they can still use them to convert coinage and other functions. Everything a ranger owns must fit on their person and mount, and this is the intended place where rangers keep their things.5)
See Disease Immunity.
Protection from evil applies to allies in the area. When positioning isn’t obvious, this is subject to DM fiat and when the situation is uncertain, the DM will favor the attackers. The protection from evil is also subject to being overcome by magic resistance. If a paladin moves toward a creature being kept out by the protection in such a way that the creature is now within the area of the paladin’s protection effect, the creature is no longer kept out by the effect. The -2 penalty to attacks and +2 to saves is not lost, however. The protection is re-instated if the paladin successfully disengages from melee (i.e. 1“ or more). The paladin may lower this protection at will, though its state can only be switched once per round, during “segment zero.”
Paladins do not gain bonus spells from wisdom.6)
See Mount Quest.
There is no way to get around the party alignment rules for paladins. The paladin will be able to determine that a character is undesirable by observation of behavior. Reverse know alignment will be insufficient for that reason, and because of the spell's duration. “Pretending to be good” and the like will never work. If the “pretending” character does manage to “pass”, it means they are actually following the alignment they're “pretending” to be, and an alignment change is upcoming!
Magic-users have a 100% chance to know whatever starting spells are diced for during character creation.
Magic-users must have a spellbook for each level of spells they can cast. These blank spellbooks cost nothing to create; this is considered to be part of the character’s upkeep, though lost spellbooks have a cost to replace. Duplicate spellbooks can be created at the same cost. Normal spell-scribing cost (time and gold) applies. See spellbooks for more information, including rules for auxillary and travelling spellbooks.
A familiar is always considered to be within 1” of its master until the master's player declares otherwise.Ex
See Thief Abilities.
See Disease Immunity.
Bards are an exception to the regular dual-classing rules. A character intending to become a bard need not meet the standard ability score requirements for dual-classing, merely the requirements for the bard class.
Only when a half-elf intends to become a bard can that race dual-class. This is a special exception.
If a dual-classed character abandons plans to become a bard, or if they become ineligible due to surpassed prerequisite level limits, the player must select “fighter”, “thief”, or “fighter/thief” as the character’s class. The latter option is available only to half-elves (as a multi-class), or to humans who meet the standard ability score requirements for non-bard dual-classing. If the fighter or thief class is lost, so too is XP accumulated for that class.