Optional Classes for White Box
These optional classes may be used with Referee permission. Each one uses the listed White Box parent class for its normal class rules, and only the new or changed features are listed here. Advancement tables below replace the parent class XP table for that optional class.
Using These Classes
- Parent class rules: An optional class inherits everything from its parent class unless the optional class specifically says otherwise: Hit Dice, saving throws, attack rolls, weapon and armor permissions, spellcasting, class abilities, special procedures, and any high-level benefits. For example, Druids and Monks use the Cleric Turn Undead procedure by default because both use the Cleric as their parent class.
- Race and class permission: When a race limits class choice, use the parent class to decide whether that race can choose the optional class, unless the Referee rules otherwise.
Bard

Bards are wandering performers, minstrels, and storytellers whose music carries a touch of magic and battlefield inspiration.
Parent class: Uses White Box Thief rules except as changed below.
New or changed class features
- May cast Charm Person once per day as a class ability.
- May cast Detect Magic once per day as a class ability.
- Once per combat, may sing an inspiring song; all allies gain +1 to attack rolls for 5 rounds.
Bard Advancement
| Level | XP |
|---|---|
| 1 | 0 |
| 2 | 1,850 |
| 3 | 3,700 |
| 4 | 7,400 |
| 5 | 14,800 |
| 6 | 29,600 |
| 7 | 59,200 |
| 8 | 118,400 |
| 9 | 236,800 |
| 10 | 473,600 |
Assassin
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Assassins are professional murderers, ambushers, and specialists in sudden, lethal violence.
Parent class: Uses White Box Thief rules except as changed below.
New or changed class features
- Once per day, in any situation where the Assassin could use Back Stab, may attempt a Death Attack. If the Death Attack roll hits, the target must make a saving throw or die.
Assassin Advancement
| Level | XP |
|---|---|
| 1 | 0 |
| 2 | 1,650 |
| 3 | 3,300 |
| 4 | 6,600 |
| 5 | 13,200 |
| 6 | 26,400 |
| 7 | 52,800 |
| 8 | 105,600 |
| 9 | 211,200 |
| 10 | 422,400 |
Druid

Druids are nature-worshipping priests who combine clerical magic with wilderness lore and influence over animals.
Parent class: Uses White Box Cleric rules except as changed below.
New or changed class features
- May only wear leather armor.
- May track foes in the wilderness with a 1–4 on 1d6 chance.
- May cast Charm Person as a 1st-level spell, but instead affecting only animals.
Optional Druid Turn Beast
For stronger Druid flavor, the Referee may choose to swap the Druid's inherited Turn Undead ability for Turn Beast. Turn Beast uses the same procedure as Turn Undead, but affects animals and giant animals instead of undead. On a numeric success, affected beasts are turned as normal. A “D” result means the Druid controls the creature for 5 rounds. A dash means the attempt has no effect.
| HD | Examples | Druid Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 | Lvl 7 | Lvl 8 | Lvl 9 | Lvl 10 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| <1 | Falcon, Hawk, Bee, Giant | 10 | 7 | 4 | D | D | D | D | D | D | D |
| 1 | Dog, Deer, Ant, Large | 13 | 10 | 7 | 4 | D | D | D | D | D | D |
| 2 | Crocodile, Bat, Giant, Horse, Riding | 15 | 13 | 10 | 7 | 4 | D | D | D | D | D |
| 3 | Boar, Elk, Crab, Giant | 17 | 15 | 13 | 10 | 7 | 4 | D | D | D | D |
| 4 | Bear, Black, Bison, Eagle, Giant | – | 17 | 15 | 13 | 10 | 7 | 4 | D | D | D |
| 5 | Bear, Grizzly, Lion, Snake, Python | – | – | 17 | 15 | 13 | 10 | 7 | 4 | D | D |
| 6 | Bear, Polar, Tiger, Crocodile, Large | – | – | – | 17 | 15 | 13 | 10 | 7 | 4 | D |
| 7 | Bear, Cave, Lizard, Monitor, Giant, Squid, Giant, Female | – | – | – | – | 17 | 15 | 13 | 10 | 7 | 4 |
| 8 | Rhinoceros, Black, Sabre-Tooth Cat, Shark, Great White | – | – | – | – | – | 17 | 15 | 13 | 10 | 7 |
| 9 | Elephant, Asiatic, Ray, Manta, Fish, Giant Barracuda | – | – | – | – | – | – | 17 | 15 | 13 | 10 |
| 10+ | Elephant, African, Turtle, Giant Snapping, Dinosaur, Triceratops | – | – | – | – | – | – | – | 17 | 15 | 13 |
Optional alternative to the inherited Cleric Turn Undead table for Druid use.
Druid Advancement
| Level | XP |
|---|---|
| 1 | 0 |
| 2 | 2,200 |
| 3 | 4,400 |
| 4 | 8,800 |
| 5 | 17,600 |
| 6 | 35,200 |
| 7 | 70,400 |
| 8 | 140,800 |
| 9 | 281,600 |
| 10 | 563,200 |
Monk

Monks are wandering mystics who rely on discipline, speed, and unarmed combat instead of armor and weapons.
Parent class: Uses White Box Cleric rules except as changed below.
New or changed class features
- May not wear armor.
- May not use shields.
- Improves AC by 1 per level, to a maximum improvement of 7 AC.
- May make unarmed attacks for 1d6 damage + level, to a maximum of 1d6+7.
Monk Advancement
| Level | XP | AC Bonus | Unarmed Damage |
|---|---|---|---|
| 1 | 0 | Improved by 1 | 1d6+1 |
| 2 | 3,300 | Improved by 2 | 1d6+2 |
| 3 | 6,600 | Improved by 3 | 1d6+3 |
| 4 | 13,200 | Improved by 4 | 1d6+4 |
| 5 | 26,400 | Improved by 5 | 1d6+5 |
| 6 | 52,800 | Improved by 6 | 1d6+6 |
| 7 | 105,600 | Improved by 7 | 1d6+7 |
| 8 | 211,200 | Improved by 7 | 1d6+7 |
| 9 | 422,400 | Improved by 7 | 1d6+7 |
| 10 | 844,800 | Improved by 7 | 1d6+7 |
Necromancer

Necromancers are magic-users who master dark arts and command power over the undead.
Parent class: Uses White Box Magic-User rules except as changed below.
New or changed class features
- May Turn Undead as a Cleric of the same level: once per encounter, roll 3d6 and consult the Necromancer Turn Undead table below.
- On a numeric success, undead that would be destroyed are instead controlled for 5 rounds.
Necromancer Turn Undead
| HD | Examples | Necromancer Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 | Lvl 7 | Lvl 8 | Lvl 9 | Lvl 10 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| <1 | Skeleton | 10 | 7 | 4 | D | D | D | D | D | D | D |
| 1 | Zombie | 13 | 10 | 7 | 4 | D | D | D | D | D | D |
| 2 | Ghoul | 15 | 13 | 10 | 7 | 4 | D | D | D | D | D |
| 3 | Wight | 17 | 15 | 13 | 10 | 7 | 4 | D | D | D | D |
| 4 | Wraith | – | 17 | 15 | 13 | 10 | 7 | 4 | D | D | D |
| 5 | Mummy | – | – | 17 | 15 | 13 | 10 | 7 | 4 | D | D |
| 6 | Spectre | – | – | – | 17 | 15 | 13 | 10 | 7 | 4 | D |
| 7 | Vampire | – | – | – | – | 17 | 15 | 13 | 10 | 7 | 4 |
| 8 | Vampire | – | – | – | – | – | 17 | 15 | 13 | 10 | 7 |
| 9 | Vampire | – | – | – | – | – | – | 17 | 15 | 13 | 10 |
| 10+ | Lich | – | – | – | – | – | – | – | 17 | 15 | 13 |
Adapted from the Cleric Turn Undead table for Necromancer use.
Necromancer Advancement
| Level | XP |
|---|---|
| 1 | 0 |
| 2 | 2,900 |
| 3 | 5,800 |
| 4 | 11,600 |
| 5 | 23,200 |
| 6 | 46,400 |
| 7 | 92,800 |
| 8 | 185,600 |
| 9 | 371,200 |
| 10 | 742,400 |
Paladin

Paladins are holy warriors, combining martial prowess with limited divine spellcasting.
Parent class: Uses White Box Fighter rules except as changed below.
New or changed class features
- Casts Cleric spells as a Cleric one level lower.
Paladin Advancement
| Level | XP | Spell 1 | Spell 2 | Spell 3 | Spell 4 | Spell 5 |
|---|---|---|---|---|---|---|
| 1 | 0 | – | – | – | – | – |
| 2 | 2,500 | – | – | – | – | – |
| 3 | 5,000 | 1 | – | – | – | – |
| 4 | 10,000 | 2 | – | – | – | – |
| 5 | 20,000 | 2 | 1 | – | – | – |
| 6 | 40,000 | 2 | 2 | 1 | – | – |
| 7 | 80,000 | 2 | 2 | 1 | 1 | – |
| 8 | 160,000 | 2 | 2 | 2 | 1 | 1 |
| 9 | 320,000 | 2 | 2 | 2 | 2 | 2 |
| 10 | 640,000 | 3 | 3 | 3 | 2 | 2 |
Ranger

Rangers are skilled woodsmen, hunters, and monster-slayers who fight like warriors but trade heavy armor for tracking and favored-enemy damage.
Parent class: Uses White Box Fighter rules except as changed below.
New or changed class features
- May only wear leather armor or chain armor.
- May track foes in the wilderness with a 1–4 on 1d6 chance.
- May track foes in dungeons or urban environments with a 1–2 on 1d6 chance.
- Gains +1 damage against goblins, ogres, trolls, and giants.
Ranger Advancement
| Level | XP |
|---|---|
| 1 | 0 |
| 2 | 2,900 |
| 3 | 5,800 |
| 4 | 11,600 |
| 5 | 23,200 |
| 6 | 46,400 |
| 7 | 92,800 |
| 8 | 185,600 |
| 9 | 371,200 |
| 10 | 742,400 |
Swashbuckler

Swashbucklers are dashing swordsmen, agile rogues who fight better in melee than ordinary thieves.
Parent class: Uses White Box Thief rules except as changed below.
New or changed class features
- Uses the Fighter attack progression when wielding a melee weapon; ranged attacks use the normal Thief attack progression.
Swashbuckler Advancement
| Level | XP | To Hit (Melee) | To Hit (Ranged) |
|---|---|---|---|
| 1 | 0 | +0 | +0 |
| 2 | 1,350 | +1 | +0 |
| 3 | 2,700 | +2 | +0 |
| 4 | 5,400 | +2 | +1 |
| 5 | 10,800 | +3 | +1 |
| 6 | 21,600 | +4 | +2 |
| 7 | 43,200 | +4 | +2 |
| 8 | 86,400 | +5 | +3 |
| 9 | 172,800 | +6 | +4 |
| 10 | 345,600 | +6 | +5 |
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