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OSR Expert Class Progressions

Created: 2025-06-11 21:32:52 | Last Modified: 2025-06-14 12:45:24


We've been playing oldschool essentials recently, and it's great. However, my players did voice some concerns about lack of character progression and unfulfilled power fantasies and such.

Now we all know the drill, it's the OSR, you're a baby, start playing the game stop playing the character sheet, yada yada. The thing is I found myself agreeing with them, at least to some degree. I don't want button push play or pathfinder style character builds. Just a little more meat on the bones would be so juicy.

So the below class progressions are my attempt to rectify that. A class progression is kind of like a subclass that you pick at level 4. They should give players a little bit more choice, specificity, and power, without doing any of the following:

It's still a work-in-progress and needs testing by my divinely patient players, but fortunately b/x is very hackable, and I think we got something decent.

What is a class progression

A class progression is a specialization of a class archetype. Class archetypes are

i.e. the four basic classes in b/x D&D, or OSE if you prefer. You can easily assign the demihumans to the archetypes.

A specialization of an archetype is made by combining the set of archetypes with itself one or more times. We write this with an arrow, like Fighter -> Thief, or Cleric -> Cleric, or Thief -> Magic-User -> Thief.

Specializations are not optional. Players must choose a specialization at certain levels. These levels are the same for all players, usually mark a new tier of play, and are often accompanied by in-fiction downtime. Of course, a player may keep choosing to specialize in the same archetype as oftenas they wish.

So far we will only consider one such specialization, at the beginning of the expert tier (level 4), simply because I usually don't get into the higher levels very much.

A sequence of specializations (written with the arrow) is what we call a class progression, sometimes also refered to as a career. At higher levels, a player character is mechanically identified no longer by merely their class, but by their career. E.g. "Bob is playing a level 6 Fighter -> Thief". Career's also all have their own little cool name to make this less awkward ("Bob is playing a level 6 warlord").

A specialization comes with certain mechanical and fictional changes to the character. These are described below under the level 4 class progressions for each archetype. When specializing, characters retain all previously gained stats and abilities, unless stated otherwise. They only gain what is explicitly mentioned in the specialization, e.g. if you start as thief you don't automatically keep getting skill points per level.

In general, the fictional and mechanical effects a specialization provides will push the character into the thematic direction of the chosen specialization, without abandonding their original archetype. If you started as a fighter, you will never become a spellcaster, but you can become good at killing them by learning about magic. Likewise, player's who start as clerics will always retain a connection to their faith and deity, but may choose to manifest their faith in different ways.

In particular, all specializations come with

In addition, you will see the following terms below:

Also, a lot of this will make most sense with my own house rules, like the rogue sneak attack with d6s and general use of target 20. Nothing too wild, though. I'm sure you can make it work.

These ideas are mostly stolen from Shadow of the Demon Lord, which has class paths for novice/expert and I think master, where you make a choice between essentially weapon/divine/magic at each tier. Chec kit out.

Worked Example

Let's say I have a character named Aribeth. Aribeth is a level 3 female fighter. Nothing crazy so far.

Now Aribeth and her group score big and haul a bunch of treasure home. She reaches 8100 XP and is ready for level 4. To level up, she must now specialize. She can choose

She's always had a knack for helping the poor, and has met a powerful noble Lord in her travels, so she chooses Fighter -> Cleric and becomes a Paladin at character level 4 after a month of study and prayer and ceremonies. She picks "Cure Light Wounds" as her signature spell and vows to aid the downtrodden and destitute.

At level 3 Aribeth had 13 maximum hit points (from 3d8). Since she chose Paladin for her 4th level she now rolls a d6, which comes up 2, and so she now has 15 max HP.

What's her to-hit bonus now? Well, we use target 20, so here's how it would work: Choosing a progression like this doesn't retroactively change your to-hit bonus, so she retains the +3 she had as a fighter from her first 3 levels, and gains +2/3 for every paladin level from now on. Unfortunately that's 0 right now, so her to-hit bonus doesn't increase. Just to be clear, at level 6, Aribeth would have a to-hit bonus of +5 (3 from fighter levels, 2 from 3 paladin levels).

Her next level will be at 12000 XP, since she now levels with the XP requirements of a cleric, and 12000 is what a cleric needs to reach level 5.

Level 4 class progressions

Below are the actual progressions for each class. Only expert tier so far.

If you are playing a non-archetype class and want to specialize, I recommend the following

Fighter

Fighter -> Fighter: Champion

You gain +1d4 damage. When you hit and roll your new damage die, On a 4, you may execute a mighty deed.

A mighty deed is a special feat of heroic combat action. It must be announced before your attack roll. It can be something like the following

A mighty deed may never

Most mighty deeds should just work. Be reasonable. The referee may ask for additional checks if your mighty deed is very elaborate and involves several actions.

Your enemies can eventually wise up to your tricks. If you repeat a mighty deed in the same session or against the same enemies, the target of your mighty deed may attempt a death save to avoid it. Smart champions switch things up.

In addition, as a champion, you become more resilient. Once in your life, when you would otherwise die, you may choose to survive instead, taking a permanent scar, injury or disibility, like an eyepatch or missing limb. When you do this, your career as a champion is over,and all your champion levels are converted to warlord (see below).

With Barracks: You can teach any special weapon move you know to other characters with 1 week of downtime and training.

Note: If you play in a game with death saves upon reaching 0 HP, the decision to become a warlord must be announced before any death saves are made, in which case no death save needs to be rolled and the character is automatically considered incapacitated but stable. Champion players are free to forego this choice. Many prefer to gamble on the natural death save, and either live or die as a champion.

Thanks to Dungeon Crawl Classics for the mighty deeds feature, which everyone should steal.

Fighter -> Cleric: Paladin

Pick a 1st or 2nd level spell from the cleric spell list that is appropriate to the oath you swore to your mentor. You can cast this spell innately once a day. If you ever break your oath, you lose the ability to cast this spell innately until you atone with your mentor.

You start to gain divine spell slots with your 2nd paladin level (character level 5), similar to a cleric.

You gain the ability to turn undead/channel divinity. You can do this once a day, and twice a day starting at character level 10.

You gain a +1 bonus to your reaction roll with knights and other low ranking nobility.

Your faith and devotion protect you. Once a day, you nmay shrug off the source of any damage and ignore it completely, even if it would otherwise kill you, and even if it is catastrohpic damage, such as from falling into a deep chasm or touching a sphere of annihilation.

With Chapel: You can channel divinity as part of an attack. Successfully channeling divinity let's you deal additional d6 equal to your cleric level to a foe that is a demon, undead, an outsider or an abberration as holy smiting damage. Beware though, as failing to channel may bolster your foe.

Note: Although paladins often swear their oath to a religious authority, this is not a requirement. You may pick, for example, a noble lord or lady as your mentor. Likewise, your oath may be of an entirely secular nature. It is only required that it be for a genuinely noble, selfless cause, like protecting the innocent or helping the sick. In this case, the paladins magical powers stem not from a divine source, but from the mere strength of their conviction.

Fighter -> Thief: Warlord

You gain +1 to your loyalty.

Your max retainers are doubled.

You can hire mercenaries at half price.

You gain a +1 to reaction rolls with soldiers, bandits, commanders, warriors, and gladiators. Not knights and nobles.

Forced by your scars, and enabled by your experience, you tend to fight dirty. You gain the thief's backstab ability. Your attack bonus when backstabbing is +4, and you deal 1d6 extra damage on your first warlord level, gaining an additional d6 for every even level above 4th.

When you formulate a battle plan with concrete steps, and your retainers and mercenaries execute on it, they gain a +1 to attack rolls and saving throws, until reality significantly deviates from your plan.

With Barracks: Retainers gain +25% more XP.

Fighter -> Magic-User: Inquisitor

You become restricted in the use of magic items, and may only wear magical body armor, helmets, shields, and boots. You may wield any magical weapon, both melee and ranged, and you may use magical ammunition. You can also use divine protection scrolls.

You may not use magical rings, amulets, gauntlets, bracers, belts, cloaks, rods, spell scrolls, gadgets, IOUN stones, or potions.

Each morning, you go through well rehearsed anti-magic rituals to practice magic resistance.

You gain 1% magic resistance per character level, and keep gaining this on subsequent inquisitor levels. At levels 5 and 15, you gain an additional 5% magic resistance.

In addition, each morning after your ritual, you gain 2 temporary hit points per character level as an arcane ward, which lasts until the next day. Whenever you resist a spell with your magic resistance, your arcane ward is refreshed by an amount equal to 2 times the level of the spell resisted. Refreshing the ward in this way will never exceed its initial maximum for the day.

Whenever you hit an arcane spell caster with a ranged or melee attack, they gain a cumulative spell failure chance of 25%, lasting 1d4 rounds.

With Laboratory: Create up to 4 ward stones that you can give to other characters. Whenever you wish, you may extend your arcane ward to anyone who carries such a stone to absorb any damage that they take. The stones must be recharged in the lab after 1 week or become inert.

Note: Roll 1d100 under or equal to your percentage magic resistance to completely negate any spell. After doing this and if you do not resist with your magic resistance, roll your spell save (or other saving throw if appropriate) as normal.

Also note: Magic resistance is a deeply internalized, almost instinctual skill. You can not choose what magic to resist and which to let through. You must roll magic resistance for all spells and magical effects, even beneficial ones like a haste or cure wounds spell. Magic resistance applies to both arcane and divine magic.

Last note: The spell failure imposed when you hit only applies to memorized spells. Wizards can still use wands or scrolls unimpeded. Also, just to be completely clear, the spell failure only applies to arcane casters. You can not impose 25% spell failure on clerics or druids or other users of divine magic, as their use of magical power is of a more mysterious nature and beyond your ability to disrupt.

Cleric

Cleric -> Fighter: War Priest

You keep progressing spells like a cleric.

You gain a special move with the mace weapon. The player may roll which move it is before making the class choice for their next level.

You gain +1 to your loyalty, and the amount of maximum retainers you can have is increased by 50%.

As a war priest, you may spend 10 minutes praying over any weapon. Afterwards, it becomes blessed and has a non-cumulative attack bonus equal to half your character level. The weapon is considered magical. This blessing lasts 1d4 turns. If the blessed weapon isn't used for glorious combat within this time, you can't bless another weapon like this until the next day.

You engage in prayer at dawn every morning. Your diligent faith bestows benefits, though you do not control its blessings. Roll on the prayer table below to determine your boon for the day.

1d6 Prayer Benefit
1 Immunity to disease.
2 +2 to saves vs. fear and +1 to ally morale if you have a chapel
3 +1 to all saves
4 +1 to reaction rolls.
5 +1 to damage
6 You have a hollow feeling. No benefit, but if you die today, you come back as a vengeful spirit after 1d4 turns to avenge your death. You stick around until a cleric turns you or your killer is vanquished.

With Chapel: Extend prayer bonuses to your allies.

Note: The weapon blessing being non-cumulative means two things: Repeating the blessing won't increase the bonus, and weapons that are already magical cannot be boosted beyond your blessing's modifier. A level 6 war priest who prays over a magical +2 mace ends up with a magical, blessed +3 mace.

Cleric -> Cleric: Hierophant

You keep progressing spells like a cleric.

You gain a permanent +1 AC due to divine protection.

You gain +1 to your turn undead rolls.

You become extremely aware of the beatitude (blessed/cursed/uncursed) status of items, equipment and locations.

You may pray at an altar, chapel, holy artefact or place of power over an item to bless it. Blessed items are resistant to curses and have various beneficial properties, the specifics of which are up to the referee. Praying like this takes 10 minutes and requires a reaction roll with your god. At a 5 or less, the altar or holy site you are praying in can't be used for blessing like this anymore until you level up or appease your god in some significant way.

You gain +2 to saves vs. wands, paralysis, and breath.

You gain the ability to cast a single cleric spell that you choose innately. You do not have to prepare this spell to cast it, and you can cast it once before noon, and once after noon each day. You must pick this spell from the list of spells you can currently prepare. At subsequent level ups, you may change this selection.

With Chapel: When you die, you may make a final channel divinity roll to strike a bargain with your deity.

Cleric -> Thief: Monk

You keep progressing spells like a cleric.

You forego worldly possessions and can no longer wear armor or use any weapons, except the quarterstaff.

Your harmlessness makes you likeable. You gain a +1 to reaction rolls with everyone.

Monks are uniquely skilled at conditioning their own body and mind. You gain an extra +1 to a save of your choice on each odd character level.

Starting with your first Thief (Monk) level, you gain +1 damage reduction to all physical damage, and you gain an additional +1 physical damage reduction on each subsequent level. Magical effects and weapons bypass this reduction.

You gain the Climb Sheer Surfaces, Hide in Shadows, Hear Noise, and Move Silently Thief skills, as well as a skill called 'Energy Hands'. All of these start with 1 point at your first thief level, and you may distribute 2 points on this and every subsequent level among them.

Energy Hands: Roll 1d6, if successful, at the amount rolled to your punch damage and to-hit, or improve your AC for that round by the amount. Outside of combat, use energy hands to perform small miracles and perform sleight-of-hand tricks such as finding a copper coin behind the ear of a small boy.

The monk requires no stronghold facilities and usually donates their money to another player's project.

Note: To be clear, the monk does not gain the find/remove traps, pick pockets, or fast hands skills.

Cleric -> Magic-User: Necromancer

+1 spell slot per spell level for necromancy spells only.

Your undead have +1HP per HD.

You gain a +1 bonus to your attempts to turn undead, and undead created by you have other priests attempting to turn them roll their turn undead at a -1 penalty.

You can channel divinity to raise one corpse as a zombie or skeleton. Doing this takes 10 minutes of prayer over the corpse, and a successful (9 or above) reaction roll with your god. On a 5 or below, your god goes silent and you cannot raise dead again until the next day by channeling divinity.

Saves vs. your Necromancy spells are made at -2.

Your saves vs. Necromancy spells are made at +2.

Your ad-hoc healing is extended to include converting prepared spells to 'Cause Harm'. This allows you to channel negative energy, healing the undead.

You may pick one spell from the magic-user spell list. The spell must be of a spell level that you can cast as a cleric (remember that this is lower than magic-users). You can cast this spell once per day through divine power. You can change this choice at subsequent level ups.

With Mausoleum: Raise 2d6 + necromancer level in hit dice as undead to defend the stronghold during an attack.

Thief

Thief -> Fighter: Assassin.

You score criticals on a 19 or 20.

6s on your sneak attack dice explode. 'Exploding' means that when a damage die comes up 6, you reroll that die and add the result to the total damage, repeating this process until it doesn't come up 6.

You gain +2 to saves vs. poison.

You keep gaining 1 point towards your thief skills per level, starting with your first assassin level.

With Herb Garden: Regular consumption of special herbal fumes heightens your senses. You can no longer be surprised in an area that is familiar to you.

Thief -> Cleric: Witch

You gain divine spells equal to a cleric of equivalent character level, and you keep gaining spells as you progress. These are granted by an angel, devil, demon, undead, outsider, or fey creature of immense power, who is your patron and with whom you have made a pact.

You become immune to being charmed by demons, devils, fey creatures, undead, outsiders or angels.

You gain +2 to saves vs. paralysis.

You keep gaining 1 point per level towards your Thief skills, starting with the first Witch level.

You become intuitively aware of the beatitude (blessed/cursed/uncursed status) of items.

A number of times per day equal to your witch level, you can attempt to curse another creature. A creature cursed in this way must save vs. spell or have one of their wielded or worn items become cursed (Witch's choice).

With Laboratory: You can brew potions similar to how a magic-user can scribe scrolls.

Thief -> Thief: Master-Thief

You gain freedom of movement.

You gain +1 to AC.

You gain +2 to all saves.

Once in your entire life, when you would otherwise die, you may choose to not die instead.

You keep gaining 2 points per level towards your thief skills, starting with your first master-thief level.

With Inn: Gain chance to buy 1 random magic item per month through connections, or purchase other goods or information of equivalent utility and power.

Thief -> Magic-User: Mage

You gain spell slots equal to a magic-user of equivalent character level, and keep gaining new slots as you progress. Your mentor will lend you access to their spellbook for your initial inventory of spells. The Mage should start with 1 randomly rolled spell in their spellbook for each spell level they can cast.

You can use magic missile to backstab. If you backstab multiple enemies this way, your d6 sneak attack damage do not apply to each enemy, and must be shared among your targets instead. Of course, you can still choose to deal all d6 to a single target.

You gain +1 to saves vs. spells.

Studying books makes you rusty with weapons. You lose proficiency with all weapons except daggers, staves, slings, and throwing darts.

You keep gaining 1 point per level towards your thief skills, starting with your first mage level.

With Inn: Gain access to buy 1 random magic spell scroll per month, and attract at least 1d4 other magic-users per month to the stronghold.

Note: You do not gain the ability to scribe scrolls or perform magical research like a magic user. You can still wear leather armor and cast spells, though.

Extra Note: Yes, you retain all thief skills, including Fast Hands. You can cast spells and perform another action (e.g. shoot with a wand) in the same round, but you must succeed on a fast hands roll at a penalty equal to the spell level you are casting to do this.

Note on backstab: When backstabbing with magic missile, the usual requirements still apply. Specifically, enemies must be unaware. Casting a spell for a round makes them aware. You either have to find a way around this, or use a wand to cast magic missile silently.

Magic-User

Magic-User -> Fighter: Evoker

+1 extra spell slot per spell level for evocation spells

Saves vs your evocation spells are made at -2.

Your spell save vs. evocation spells is made at +2.

You keep gaining spell slots like a magic-user.

With Tower: Crystal on top can throw a fireball each round for stronghold defense.

Magic-User -> Cleric: Sage

+1 extra spell slot per spell level for Divination spells.

Gain divine portent: Roll 1d20 at the start of each day. You may replace any d20 roll in the game with the result once during that day.

Saves vs. your divination spells are made at -2.

Your save vs. divination spells is made at +2.

You keep gaining spell slots like a magic-user.

With Herb Garden: Gain prior knowledge on enemy troop placement during stronghold defense.

Magic-User -> Thief: Illusionist

+1 extra spell slot per spell level for illusion spells.

Saves vs your illusions aremade at -2.

Your saves vs. illusion spells are made at +2.

You gain a +1 to reaction rolls with gnomes.

You keep gaining spell slots like a magic-user.

You gain the hide in shadows and move silently thief skills with 1 point each. On each subsequent illusionist level, you gain 1 point to distribute among them.

With Tower: A crystal lattice on top of the tower maintains an illusory landscape during stronghold defense and generally pimps up the stronghold with cool effects.

Magic-User -> Magic-User: Conjurer

+1 extra spells slot per spell level for conjuration spells.

Your summons have +1 HP per HD.

Saves vs. your conjuration spells are made at -2.

Your saves vs. conjuration spells are made at +2.

You gain a +1 to reaction rolls with elves.

You keep gaining spell slots like a magic-user.

With Tower: Summoning circle on top summons 2d6 + conjurer level hit dice of elementals to defend the stronghold during an attack.


Tags: rpg