D&D Classes in GURPS

==D&D Classes and Levels vs. GURPS Point Totals==
Because of the flexibility in GURPS there is simply no way to convert a class level combo into a point total especially given that D&D has effectively five versions: OD&D, 1e/2e,The Classic version of Dai Blackthorn serves as an example of why straight by odds conversion doesn't work using AD&D1 as the baseline 3x, 4e,The material in this wiki effectively ignores D&D 4e; it is just too much of its own thing (as well as being a major migraine to play never mind convert). and 5e. It is better to convert concepts than actual raw power.
That said there are some guidelines from the Basic Set regarding Point Power Level. Delvers to Grow gives more correlations of point totals to over all skill:
*Novice (Competent) [62]: an adventurer just starting out their career with primary skills — 11 to 13; roughly level 1-3 depending on class.
*Journeyman (Heroic) [125]: relatively seasoned adventurer
*Master (Heroic) [187]: near professional level; one on one minion encounters are rarely a significant threat.
*Dungeon Fantasy (Larger-than-Life) [250]: entry munchkin level
Note that DX and IQ are the most expensive base attributes in GURPS and doing a 1 to 1 conversion will "burn through" points like crazy and so it is best to look to things like advantages and Talents to simulate really high attributes.
==Templates and Lenses (Races and Classes)==
Because GURPS is so detailed and flexible it is easy to become overwhelmed by the choices. To help deal with this problem GURPS provides an option called Templates and a way to create common variations called lenses. Templates come in several forms (another name for them is Meta-Traits): 
* Racial: a package of advantages, disadvantages, and skills a particular race has
* Character/Occupational: serves a function similar to character classes in D&D
* Lenses: specialized templates that create an emphasis ie the Paladin and Ranger can be done as lenses of the Fighter template.
===Racial Templates===
Between the two of them the Basic Set and Fantasy provide 18 race templates and undead lenses.GURPS Fantasy pg 112-3 including the "classics" of Elf and Dwarf. If one wants an even grander list of races and lenses take a look at List of Creatures by Book.
Since nearly anything can become a racal template or lens, the only limitations are what the GM allows the Players to use. There are fan versions of various races available. A resourceful GURPS GM could even create an “Anti-Dungeon” ala War for the Overworld where the players are playing brave monsters trying to defend their home from evil adventurers!
It should be noted that as the variations show there is no "right" way to build races and lenses and so its not like a player can pull out a Monster Manual and have a good handle on what the stats of what he is facing are.
===Occupational Templates===
Occupational Templates (also known as Character Templates) in GURPS generally include everything: Attributes primary and secondary, advantages, disadvantages, and skills. However in this conversion the Attribute section of such Templates has been taken care of so we are left with advantages, disadvantages, and skills. However, unlike D&D, GURPS skills can default to other skills, so you do not need to know as many skills as it may first appear.
This is especially true of the Melee weapon skills which don't fit D&D’s weapon categories of simple, martial, and exotic. Also skills the classes logically should have are missing (Clerics for example do not have theology). For these reasons and to simplify the conversion while adding some flexibility the D&D class templates have been modified to bring them more in line with their Medieval-Renaissance inspirations as well as adding advantages and skills better suited to role-playing. The point totals are the minimum needed to get the template.
The noted exception is the Monk as there is a huge variation in the martial styles that are available. While GURPS Martial Arts makes this far easier styles can be created with just the basic set. Unless noted otherwise the Fantasy templates referenced are 75 points each.
Skill values are based on only 1 point in the skill (green row), an attribute of 10, and ignores any talents. Wildcard skills are Very Hard skills that are 3x as expensive but cover all of that subject. The default section is a quick rule of thumb if a skill has an attribute default; it is always best to check as not only are there exceptions but some skills also default from other skills.
Point 	Easy 	Average 	Hard 	Very Hard
0 (Default)	Attribute-4	Attribute-5	Attribute-6	Attribute-6 or None
1 	Attribute 	Attribute-1	Attribute-2	Attribute-3
2 	Attribute+1	Attribute 	Attribute-1	Attribute-2
4 	Attribute+2	Attribute+1	Attribute 	Attribute-1
Each +4 	+1 	+1 	+1 	+1
====Cleric====
Base cost: 20 points; Alternative: Holy ManGURPS Fantasy 120
:Advantages [30]: Clerical Investment [5], Blessed or Power Investiture [10], True Faith [15]
:Disadvantages [-20]: Duty (Church/Order 12-) [-10], Vow (varies) [-10]
:Skills [10]: ; , , Melee Weapons (, , and ), , , , 
:Optional Advantages: Legal Immunity (w/ Diplomatic pouch); Talents (Close to Heaven; Close to Hell; Devotion; Healer)</span>
:Optional Skills: , , , , , , , 
:Optional Wildcard Skills: Cleric!, Theurgy!
* Druid lens [+6]: You are a cleric of nature.Add , , , , , Optional Advantages: Alternate Form, Animal Empathy, Talent (Animal Friend, Outdoorsman)Optional Wildcard Skills: Druid!
====Fighter====
Base cost: 14 points; Alternative: Warrior [101]Basic Set p. 449, Heroic Knight [95] Basic Set p. 448-449, Knight lens of Warrior [+3] Basic Set p. 449)
:Optional advantages: Ambidexterity; Enhanced Defenses; Trained By A Master; Weapon Master; Military Talents
:Skills [14]: , , , , Melee Weapons (, , , , , , , and , , 
:Optional Wildcard Skills: Blade!, Knight!, Stick!, Sword!, Whip!
* Barbarian Lens [+0]GURPS Fantasy pg 116: You are a fighter from one of the ‘Uncivilized’ parts of the world.Add Basic Speed [5/0.25], Low TL [-5/TL], and Language (native speaker, illiterate) [-3], , Optional Advantages: Enhanced Defenses (Dodge), Talents (Outdoorsman) Optional disadvantage: BerserkOptional Wildcard Skills: Barbarian!
* Paladin Lens [+46/51+]: You are a warrior defender of the faith.Add Blessed or Power Investiture (powers lost if Chivalric and/or Religious Codes broken, severe penance) [10], Reputation +2 (from those of Religion) [10], Status 2 [10], Comfortable Wealth [10] or Patron [15]; True Faith [15]Vow (Chivalric Code of Honor) [-15], , , ) Optional Advantages: Healing; Talents (Close to Heaven, Close to Hell, Military Talents)Optional skills: , , Optional Wildcard Skills: Holy Warrior!
* Ranger Lens [+16/+11]: You are fighter with an affinity with nature.Power Investiture 1 [10] or Magery 0 [5], , , , , Optional Advantages: Animal Empathy, Talent (Animal Friend, Outdoorsman)Optional Wildcard Skills: Explorer!
====Bard====
Base cost: 17 points; Alternative: BardGURPS Fantasy pg 117
:Advantages [5]: Magery 0 [5]
:Skills [12]: , , , , Melee Weapons (, , , , , , , , 
:Optional Advantages: Legal Immunity (Bardic), Talents (Musical Ability; Bard)
:Optional Wildcard Skills: Bard!
====Monk====
[9+ points]; Alternative: WardancerGURPS Fantasy 126
:Ultimate Combat Style [9+]
:Optional Wildcard Skills: Fist!, Katana!, Martial Artist!, Style!</span>
====Rogue====
Base cost: 13 points; Alternative: ThiefGURPS Fantasy 124
:Skills [13]: , , , , , , , Melee Weapon (, , , , , 
:Optional Wildcard Skills: Thief!
====Sorcerer/Warlock/Wizard ====
Base cost: 11 points; Alternatives: Battle Wizard (125 pts)GURPS Fantasy 118, Hedge WizardGURPS Fantasy 118-119, SpellcasterGURPS Fantasy 124
:Advantage [5]: Magery/Magery (Ritual) 0 [5]
: Optional Advantages: Wildcard Magery; Magery (enhancement and limitation); Energy Reserve
:Skills [6]: , , Melee Weapons (, , , and , 
:Optional Skills: Hidden Lore
:Optional Wildcard Skills: Wizard!, Magic!/Wizardry!/College!
==Notes==
==References==