Swords & Wizardry Complete Reference
Roll Attribute Scores
Roll 3d6 for each of six attributes: Strength, Dexterity, Constitution, Intelligence, Wisdom, and
Charisma. Characters are intentionally flawed, not superhuman. Referees may allow adjustments for
long-term campaigns.
Strength
Measures muscle power. Prime Attribute for Fighters, Paladins, Rangers, and Assassins (one of). Affects
to-hit/damage for Fighters, opening doors, and carrying capacity.
| Score |
To-Hit |
Damage |
Open Doors |
Carry Modifier |
| 3–4 |
–2 |
–1 |
1 |
–10 |
| 5–6 |
–1 |
+0 |
1 |
–5 |
| 7–8 |
+0 |
+0 |
1–2 |
+0 |
| 9–12 |
+0 |
+0 |
1–2 |
+5 |
| 13–15 |
+1 |
+0 |
1–2 |
+10 |
| 16 |
+1 |
+1 |
1–3 |
+15 |
| 17 |
+2 |
+2 |
1–4 |
+30 |
| 18 |
+2 |
+3 |
1–5 |
+50 |
Dexterity
Measures agility and reflexes. Prime Attribute for Thieves and Assassins (one of). Affects missile
accuracy, AC, and parrying.
| Score |
Missile Bonus |
Effect on Armor Class |
| 3–8 |
–1 |
Worse by 1 point |
| 9–12 |
+0 |
None |
| 13–18 |
+1 |
Better by 1 point |
Constitution
Measures health and stamina. Affects hit points and survival checks.
| Score |
Hit Point Modifier |
Raise Dead Survival |
| 3–8 |
–1 |
50% |
| 9–12 |
+0 |
75% |
| 13–18 |
+1 |
100% |
Intelligence
Measures memory and reasoning. Prime Attribute for Magic-Users and Assassins (one of). Affects languages
and spells.
| Score |
Max Languages |
Max Spell Level |
Understand New Spell |
Min/Max Basic Spells |
| 3–7 |
0 |
4 |
30% |
2/4 |
| 8 |
1 |
5 |
40% |
3/5 |
| 9 |
1 |
5 |
45% |
3/5 |
| 10 |
2 |
5 |
50% |
4/6 |
| 11 |
2 |
6 |
50% |
4/6 |
| 12 |
3 |
6 |
55% |
4/6 |
| 13 |
3 |
7 |
65% |
5/8 |
| 14 |
4 |
7 |
65% |
5/8 |
| 15 |
4 |
8 |
75% |
6/10 |
| 16 |
5 |
8 |
75% |
6/10 |
| 17 |
5 |
9 |
85% |
7/All |
| 18 |
6 |
9 |
95% |
8/All |
Wisdom
Measures willpower and intuition. Prime Attribute for Clerics, Monks, and Druids. Wisdom 13+ gives +5% XP
bonus. Clerics with 15+ gain a bonus 1st-level spell.
Charisma
Measures personality and leadership. Affects hirelings and morale.
| Score |
Max Special Hirelings |
Retainer Morale |
| 3–4 |
1 |
–4 |
| 5–6 |
2 |
–2 |
| 7–8 |
3 |
–1 |
| 9–12 |
4 |
0 |
| 13–15 |
5 |
+1 |
| 16–17 |
6 |
+2 |
| 18 |
7 |
+4 |
Character Classes
Assassin
Rare sub-class of Thieves trained as secret operatives. Neutral or Chaotic only. Humans only.
- Prime Attributes: DEX, STR, and INT all 13+ (+5% XP)
- Hit Dice: 1d6 (gains 1 hp/level after 13th)
- Armor/Weapons: Leather only, shield permitted. Any weapons.
- Saving Throw Bonus: None
- Abilities: Disguise (5% base detection), Poison use (no self-error), Backstab (+4 hit, double damage; triple at 5th, quadruple at 9th), Thieving skills (as Thief 2 levels lower), Establish Guild (14th).
Cleric
Armored warrior-priests serving Law or Chaos. Half-Elves and Humans.
- Prime Attribute: WIS 13+ (+5% XP)
- Hit Dice: 1d6 (gains 1 hp/level after 9th)
- Armor/Weapons: Any armor and shield. Blunt weapons only (club, flail, hammer, mace, staff). No missile weapons other than oil or slings.
- Saving Throw Bonus: +2 vs paralysis and poison
- Abilities: Divine Spells, Banish Undead (Lawful), Religious Stronghold (9th). WIS 15+ grants bonus 1st-level spell.
Druid
Mysterious nature priests. Neutral only. Humans only.
- Prime Attributes: WIS and CHA both 13+ (+5% XP)
- Hit Dice: 1d6 (gains 1 hp/level after 9th)
- Armor/Weapons: Leather armor, wooden shield. Dagger, sickle-shaped sword (as short sword), spear, sling, oil.
- Saving Throw Bonus: +2 vs fire
- Abilities: Nature Spells (requires mistletoe), First Mysteries (2nd: identify plants, pure water, move through undergrowth), Shape Change (5th: 3 forms/day), Immune to Fey Charms (5th), Secret Druidic Language, Druidic Stronghold (11th).
- Druidic Hierarchy: Advancement to Archdruid (12th) and Grand Druid (13th) requires defeating the current holder.
Fighter
Trained warriors, best at combat. Any alignment. Any ancestry.
- Prime Attribute: STR 13+ (+5% XP)
- Hit Dice: 1d8 (gains 2 hp/level after 9th)
- Armor/Weapons: Any.
- Saving Throw Bonus: +1 on all saves except spells
- Abilities: Multiple attacks vs creatures of 1 HD or less (one per level), Parry (DEX 14+: -1 to -5 penalty on enemy attacks), Strength to-hit and damage bonuses (Fighters only!), Establish Stronghold (9th).
Why Play a Fighter? Only Fighters get Strength to-hit/damage bonuses, multiple attacks vs weak foes, and parry ability. Paladins and Rangers do NOT gain these Fighter-specific abilities despite being fighter-types.
Fighter Parrying Ability
| Dexterity Score | Penalty to Enemy Attacks |
| 14 | -1 |
| 15 | -2 |
| 16 | -3 |
| 17 | -4 |
| 18 | -5 |
Magic-User
Scholars of arcane magic. Any alignment. Elves, Half-Elves, and Humans.
- Prime Attribute: INT 13+ (+5% XP)
- Hit Dice: 1d4 (gains 1 hp/level after 11th)
- Armor/Weapons: None. Dagger, staff, and darts.
- Saving Throw Bonus: +2 vs spells (including wands and staffs)
- Abilities: Arcane Spells (from spellbook), Wizard's Tower (11th). Starting spellbook contains as many 1st-level spells as INT allows (roll % chance per spell).
Monk
Ascetic martial artists seeking enlightenment. Any alignment (most Lawful). Humans only.
- Prime Attribute: WIS 13+ (+5% XP)
- Hit Dice: 1d4 (gains 1 hp/level after 16th)
- Armor/Weapons: None (AC improves by level). Any weapons.
- Saving Throw Bonus: +2 vs paralysis and poison (WIS 12+)
- Magic Items: Weapons and magic rings only. Cannot use potions.
- Stat-Gated Abilities:
- DEX 15+: Multiple unarmed attacks per round, Deflect Missiles (save to deflect arrows/magic missiles)
- WIS 15+: Weapon damage bonus (+1 at 2nd, +2 at 4th, up to +5 at 10th), Slow Falling (20ft at 5th, 40ft at 8th, any at 11th), Alertness (1-in-6 party surprise)
- STR 12+: Deadly Strike kill chance (25% if unarmed attack beats target by 5+)
- Other Abilities: Thief skills (1st), Speak with Animals (4th), Mastery of Silence (5th), Mastery of Mind (6th: 90%+ mind-reading immunity), Mastery of Body (7th: self-heal 1d6+1/day), Mastery of Self (8th: immune to charm/mental control), Oneness with Self (10th: immune to geas/quest), Harmonic Touch (13th), Establish Monastery (11th).
Monk Advancement
| Level | AC [Asc] | Unarmed Damage | Move | Weapon Bonus (WIS 15+) |
| 1 | 9 [10] | 1d4 | 12 | +0 |
| 2 | 8 [11] | 1d6 | 13 | +1 |
| 3 | 7 [12] | 1d6 | 13 | +1 |
| 4 | 6 [13] | 1d8 | 15 | +2 |
| 5 | 5 [14] | 1d10 | 16 | +2 |
| 6 | 4 [15] | 1d12 | 17 | +3 |
| 7 | 3 [16] | 2d8 | 18 | +3 |
| 8 | 2 [17] | 2d8+1 | 19 | +4 |
| 9 | 1 [18] | 2d8+2 | 20 | +4 |
| 10 | 1 [18] | 2d8+4 | 21 | +5 |
Paladin
Lawful champions against evil. Lawful only (reverts to Fighter if alignment lost). Humans only.
- Prime Attribute: STR 13+ (+5% XP)
- Hit Dice: 1d8 (gains 2 hp/level after 9th)
- Armor/Weapons: Any.
- Saving Throw Bonus: Divine Favor (base save is 2 better than Fighter, already reflected in save table)
- Magic Items: Suit of magic armor, magic shield, up to 3 magic weapons, plus 4 additional magic items max. Uses Fighter magic items.
- Charity: Must donate all treasure beyond basic needs.
- Abilities: Lay on Hands (2 hp/level/day, or cure disease), Immune to Disease, Warhorse (5 HD, summoned), Dispel Evil (8th), Detect Evil 60ft (8th), Stronghold (9th).
Ranger
Protectors of the wilderness. Lawful only (reverts to Fighter if alignment lost). Humans only.
- Prime Attribute: STR 13+ (+5% XP)
- Hit Dice: 2d8 at 1st level, 1d8/level thereafter (gains 2 hp/level after 9th)
- Armor/Weapons: Any. Uses Fighter magic items.
- Saving Throw Bonus: None (but better base save than most classes)
- Charity: Must donate all treasure until becoming Ranger-Knight (8th level).
- Restrictions: No followers until Ranger-Knight (8th). Max 1 other Ranger companion until 8th.
- Abilities: Tracking (90% base outdoors, -10%/day old, -10%/day rain), Alertness (party surprised 1-in-6), +1 damage/level vs giants/trolls/ogres/orcs/goblins/kobolds, Scholar of Healing Magic (8th: use healing scrolls/items), Scholar of Scrying/Travel Magic (9th), Fortress (9th), Spells (Cleric and Magic-User spells at 9th+).
Thief
Experts in stealth and dungeoneering. Neutral or Chaotic only. Any ancestry.
- Prime Attribute: DEX 13+ (+5% XP)
- Hit Dice: 1d4 (gains 1 hp/level after 10th)
- Armor/Weapons: Leather armor, no shield. Any weapons (magical weapons limited to daggers and swords).
- Saving Throw Bonus: +2 vs devices (traps, wands, staffs, magical devices)
- Abilities: Backstab (+4 hit, x2 damage; x3 at 5th, x4 at 9th), Thieving Skills (see table), Read Normal Languages (3rd: 80% comprehension), Read Magical Writings (9th: cast MU spells from scrolls, 10% misfire for 7th+ level spells), Establish Guild (9th).
Thieving Skills
| Level | Climb Walls | Delicate Tasks | Hear Sounds | Hide | Move Silent | Open Locks |
| 1 | 87% | 15% | 3 in 6 | 10% | 20% | 10% |
| 2 | 88% | 20% | 3 in 6 | 15% | 25% | 15% |
| 3 | 89% | 25% | 4 in 6 | 20% | 30% | 20% |
| 4 | 90% | 30% | 4 in 6 | 25% | 35% | 25% |
| 5 | 91% | 35% | 4 in 6 | 30% | 40% | 30% |
| 6 | 92% | 40% | 4 in 6 | 35% | 45% | 35% |
| 7 | 93% | 45% | 5 in 6 | 40% | 50% | 40% |
| 8 | 94% | 50% | 5 in 6 | 55% | 60% | 55% |
| 9 | 95% | 60% | 5 in 6 | 65% | 70% | 65% |
| 10 | 96% | 70% | 5 in 6 | 75% | 80% | 75% |
Non-Human Thief Bonuses
| Ancestry | Climb | Tasks/Traps | Hear | Hide | Silent | Locks |
| Dwarf | — | +15 (traps only) | — | +5 | +5 | +5 |
| Elf | — | — | — | +15 | +10 | — |
| Half-Elf | — | — | — | — | — | — |
| Halfling | — | +5 | — | +10 | +10 | +10 |
Multi-Classing and Dual-Classing
Multi-Classing (Non-Humans)
Dwarves, Elves, and Half-Elves may have more than one class at a time. Halflings and Humans may only have a single class.
- Dwarf: Fighter/Thief
- Elf: Fighter/Magic-User, or Fighter/Magic-User/Thief
- Half-Elf: Fighter/Magic-User, or Fighter/Magic-User/Cleric
Multi-Class Rules
- Hit Dice: Begin with 1 HD. Roll appropriate die for each class, average the results. Limited to 9 HD total regardless of class combination. After 9 HD, gain only 1 hp per additional level.
- XP: Split evenly among all classes, even when capped in one. No XP bonuses from attributes.
- Saving Throws: Use the best available from any class, including class bonuses.
- Level Advancement: New HD gained only when all class levels advance. Abilities gained immediately when a class level is reached.
- Armor Restriction: Thieving skills only usable in leather or lighter. Spells cannot be cast in non-magical armor (Elves/Half-Elves: magical armor is OK).
Dual-Classing (Humans)
Single-classed Fighters, Magic-Users, Clerics, and Thieves can switch class. Requires 16+ in the new Prime Attribute. MU cannot become Cleric and vice versa. XP may be divided by the level at which the switch was made.
Taking the Vows of a Paladin
A Lawful Fighter with CHA 17+ may take Paladin vows at any time.
Alignment
- Law: Civilization, order, goodness. Champions of Law fight the forces of Chaos.
- Chaos: Anarchy, destruction, evil. Servants of demonic powers and dissolution.
- Neutrality: Balance, self-interest, nature. Standing aloof from the eternal struggle.
Class Alignment Requirements
| Class | Required Alignment |
| Assassin | Neutral or Chaotic |
| Cleric | Any (Law or Chaos affects abilities) |
| Druid | Neutral only |
| Fighter | Any |
| Magic-User | Any |
| Monk | Any (most are Lawful) |
| Paladin | Lawful only (loses all abilities if broken) |
| Ranger | Lawful only (loses abilities if broken) |
| Thief | Neutral or Chaotic |
Saving Throws
A single saving throw number, rolled on d20, must be met or exceeded. Each class has bonuses against specific threats.
Base Saving Throws by Class (Levels 1-10)
| Level | Fighter | Cleric | MU | Thief | Assassin | Monk | Druid | Paladin | Ranger |
| 1 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 12 | 14 |
| 2 | 14 | 14 | 14 | 14 | 14 | 14 | 14 | 11 | 13 |
| 3 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 10 | 12 |
| 4 | 12 | 12 | 13 | 12 | 12 | 12 | 12 | 9 | 11 |
| 5 | 11 | 11 | 13 | 11 | 11 | 11 | 11 | 8 | 10 |
| 6 | 10 | 10 | 12 | 10 | 10 | 10 | 10 | 7 | 9 |
| 7 | 9 | 9 | 12 | 9 | 9 | 9 | 9 | 6 | 8 |
| 8 | 8 | 8 | 12 | 8 | 8 | 8 | 8 | 5 | 7 |
| 9 | 7 | 7 | 11 | 7 | 7 | 7 | 7 | 4 | 6 |
| 10 | 6 | 6 | 11 | 6 | 6 | 6 | 6 | 3 | 5 |
Class Saving Throw Bonuses
| Class | Bonus |
| Fighter | +1 on all saves except spells |
| Cleric | +2 vs paralysis and poison |
| Magic-User | +2 vs spells (including wands and staffs) |
| Thief | +2 vs devices (traps, wands, staffs, magical devices) |
| Druid | +2 vs fire |
| Monk | +2 vs paralysis and poison (requires WIS 12+) |
| Paladin | Divine Favor (already reflected in superior base save) |
| Assassin, Ranger | None |
Ancestry Saving Throw Bonuses
| Ancestry | Bonus |
| Dwarf | +4 vs magic |
| Halfling | +4 vs magic |
Ancestries
Non-humans cannot be Assassins, Druids, Monks, Paladins, or Rangers.
Human
Hardy and adaptable. No special abilities or restrictions. Can be any class with no level limits.
Dwarf
Short, stocky, dwelling in mountains.
- Darkvision: 60 ft.
- Stonecunning: Detect sloping corridors, moving walls, traps made of stone (falling blocks, rigged ceilings, poison dart slits). Can identify recent vs. old stonework.
- Resilience: +4 save vs magic.
- Classes: Fighter or Fighter/Thief (multi-class).
- Level Limits: Fighter max 6 (7 with STR 17, 8 with STR 18). Multi-class Fighter/Thief limited to Fighter 6. Thief unlimited.
Elf
Long-lived, magical affinity.
- Darkvision: 60 ft.
- Keen Senses: 4-in-6 detect secret doors (searching), 1-in-6 passive.
- Ghoul Immunity: Cannot be paralyzed by ghouls.
- Classes: Fighter/Magic-User (multi), Thief (single), or Fighter/Magic-User/Thief (multi).
- Level Limits: Fighter max 4 (5 with STR 17, 6 with STR 18). Magic-User max 8 (9 with INT 18). Thief unlimited. Max 5th-level spells regardless of MU level.
- Spellcasting: Cannot cast spells in non-magical armor. Magical armor does not inhibit casting.
Half-Elf
Blend of human and elven traits.
- Darkvision: 60 ft.
- Keen Senses: 4-in-6 detect secret doors (searching).
- Classes: Fighter/Magic-User (multi), Fighter/Magic-User/Cleric (multi), or Thief (single).
- Level Limits: Fighter max 6 (7 with STR 17, 8 with STR 18). Magic-User max 6 (7 with INT 17, 8 with INT 18). Cleric max 4. Thief unlimited.
- Spellcasting: Cannot cast spells in non-magical armor. Magical armor does not inhibit casting.
Halfling
Small folk, peace-loving but surprisingly hardy.
- Resilience: +4 save vs magic.
- Missile Bonus: +1 to hit with missile weapons.
- Classes: Fighter or Thief.
- Level Limits: Fighter max 4. Thief unlimited.
Equipment
Starting Gold
Roll 3d6 × 10 gp.
Weapons
| Weapon |
Damage |
Weight |
Cost |
| Axe, Battle |
1d8 |
15 |
5 gp |
| Axe, Hand |
1d6 |
5 |
1 gp |
| Dagger |
1d4 |
2 |
2 gp |
| Flail |
1d8 |
10 |
8 gp |
| Mace |
1d6 |
10 |
10 gp |
| Spear |
1d6 |
10 |
1 gp |
| Sword, Long |
1d8 |
10 |
15 gp |
| Sword, Short |
1d6 |
5 |
8 gp |
| Sword, Two-Handed |
1d10 |
15 |
30 gp |
| Bow, Long |
1d6 |
5 |
60 gp |
| Bow, Short |
1d6 |
5 |
15 gp |
Armor
| Type |
AC (Descending) |
AC (Ascending) |
Cost |
| Shield |
-1 |
+1 |
15 gp |
| Leather |
7 |
12 |
5 gp |
| Ring Mail |
6 |
13 |
30 gp |
| Chain Mail |
5 |
14 |
75 gp |
| Plate Mail |
3 |
16 |
100 gp |
Movement & Weight
Weight is listed in pounds. A "normal" level of miscellaneous equipment (not including armor and weapons)
is assumed to weigh 10 pounds. Treasure is added to this, with each coin and gem weighing one-tenth of a
pound.
Base Movement Rate
| Weight Carried* |
Base Movement Rate |
| Up to 75 pounds |
12 |
| 76–100 pounds |
9 |
| 101–150 pounds |
6 |
| 151–300 pounds (300-pound max) |
3 |
* Carry Modifier (from Strength) is added to the total weight capacity before dropping movement
categories.
Movement Rate Quick Reference
| Movement Rate |
6 |
9 |
12 |
| Walking Underground |
120 ft./turn |
180 ft./turn |
240 ft./turn |
| Running Underground |
240 ft./turn |
360 ft./turn |
480 ft./turn |
| Combat Underground |
60 ft./round |
90 ft./round |
120 ft./round |
| Hiking (Wilderness) |
6 miles/day |
9 miles/day |
12 miles/day |
| Forced March (Wilderness) |
12 miles/day |
18 miles/day |
24 miles/day |
| Combat (Wilderness) |
60 yards (180 ft.)/round |
90 yards (270 ft.)/round |
120 yards (360 ft.)/round |
Indoor, Underground, and City Movement
A turn represents 10 minutes, and a round represents 1 minute of combat.
| Description |
Speed |
Results |
| Walking |
Base movement rate × 20 feet/turn |
Mapping and careful observation possible. |
| Running |
Base movement rate × 40 feet/turn |
No mapping. Successfully surprised; no chance to surprise others. Noise may attract enemies.
|
| Combat |
Base movement rate × 10 feet/round |
Battling foes or fleeing. Faster than ordinary running, incurs all running disadvantages. |
Outdoor Movement
| Description |
Speed |
Results |
| Hiking |
Base movement rate in miles/day |
No forced march checks required. |
| Forced March |
Double base movement rate in miles/day |
Check required once per day (4d6 vs Strength) to continue. |
| Combat |
Base movement rate × 10 yards (30 ft)/round |
Battling foes or fleeing. |
Exploration
Secret Doors
- All characters (when actively searching): 2-in-6
- Elves (when actively searching): 4-in-6
- Elves (passively, just passing by): 1-in-6
- It takes one turn for each 10'x10' area searched
- Finding a secret door does not necessarily mean knowing how to open it
Listening at Doors
- Humans: 1-in-6
- Non-humans (Dwarves, Elves, Half-Elves, Halflings): 2-in-6
- Success indicates hearing something, but may not reveal the source
Opening Stuck Doors
Many dungeon doors are stuck closed and require force to open. The chance to force open is based on Strength:
| STR |
Open Doors (d6) |
| 3–6 | 1 |
| 7–15 | 1–2 |
| 16 | 1–3 |
| 17 | 1–4 |
| 18 | 1–5 |
Up to three characters can attempt to force a door simultaneously, each rolling separately. However, they spill into the room and automatically lose initiative if monsters are within.
Traps and Pits
- Triggering traps: 2-in-6 when passing over the trigger
- Dwarves (when actively searching for stonework traps): 4-in-6
- Dwarves (passively, just passing by stonework traps): 1-in-6
- Identifying a trap does not reveal how to disarm it, though the mechanism may be obvious once visible features are identified
Legal Notice: This is an unofficial reference tool and is not affiliated with Matthew J. Finch, Mythmere Games, or Wizards of the Coast.
Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. Finch.
This reference uses Open Game Content from:
- Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
All game mechanics are Open Game Content. Product Identity (trademarks, logos, and artwork) remain property of their respective owners.