The second edition of
Advanced Dungeons & Dragons attempted to streamline what had become a hodgepodge of rules that only applied in specific cases in 1st edition. As such, it sought to simplify the rules and straighten out contradictions. Character classes are divided into four groups or "metaclasses": Warrior, Wizard, Priest, and Rogue. Each of these groups has a "base" class which only requires at least a 9 in the "prime requisite" ability in Fighter, Mage, Cleric, and Thief; these were intended to be playable in any setting. The ''Player's Handbook'' goes on to say that "all of the other classes are optional". Second edition maintains minimums in certain statistics to qualify for some classes, but removes many of the other restrictions such as one extremely low ability forcing a character into a specific class. The bard class was changed to be a normal class that can be chosen at character creation. The assassin and monk classes were removed from the second edition ''Player's Handbook
. The Dungeon Master's Guide'' clarifies the rationale behind the decision in a section on creating new character classes: Supplemental books/sets introduced new classes. The barbarian returned as a class in the ''Complete Barbarian's Handbook
which also introduced the shaman. The berserker and the runecaster classes appeared in the Viking's Campaign Sourcebook
, and the manteis in the Celts Campaign Sourcebook
. The psionicist class was introduced in the Complete Psionics Handbook''. Campaign settings also introduced new classes, such as the magician and guilder from
Birthright, dragon-related classes from
Council of Wyrms, the gladiator and trader from
Dark Sun, and the anchorite and arcanist from
Ravenloft.
Kits and specialisations Class-specific supplements for second edition introduced a number of additional class modifications called
kits, which allow players to create characters with particular themes without having to introduce additional classes. The assassin, barbarian, and monk were re-implemented in such fashion (although some kits were expanded to full classes in supplements). The second edition has two unified spell groups, one for wizard spells and another for priest spells. These lists are further subdivided by school of magic and sphere of influence, respectively. Different classes have access to different schools or spheres, allowing for each class to have distinct spell lists. The illusionist class from first edition, for example, became a type of specialist wizard; specialists gained the ability to cast extra spells of their chosen
school of magic in exchange for the inability to cast spells of "opposed" schools; an illusionist will gain extra spells per day in the school of illusion, but will be denied access to the schools of abjuration, necromancy, and evocation. A similar distinction is made for priests. Second edition introduced priests of a specific mythology who will gain their own specific abilities, restrictions, and sphere of influence selection. The druid was provided as an example; the specification of other speciality priests is left to dungeon masters and setting books. As an example, a specialty priest of Tempus, the god of war in the
Forgotten Realms campaign setting, can incite a
berserker rage in allies and lacks the "only blunt weapons" restriction of normal clerics. The selection of spheres of influence works similarly to the allowed and forbidden schools of magic. ==D&D 3rd edition==