Pre-4e PHB

Introduction
Downloadable Content
The Core Mechanic
Standard Modifiers
New Terms
Starting a Character
Heroic Tier Feats
Leveling Up
Paragon Paths

Races Summary
Elf Details
Dragonborn Details
Halfling Details
Tiefling Details

Classes
Cleric
Fighter
Paladin
Ranger
Rogue
Warlock
Wizard
Warlord
Skills

Multiclassing
Equipment
Actions
Movement
Healing Death and Dying

Combat
Combat Modifiers
Special Attacks
Conditions
Non-Combat Encounters
The Dungeon Master
Awarding Treasure
Magic Items
Sources

     

Introduction

 

The Core Mechanic

This is a collection of a bunch of preview material for D&D Fourth Edition from a ton of different sources. The real players handbook is out! Check out more information here.
You can pre-order all 3 core books with free shipping and 45% off the retail price Here

Downloadable Content

4th Edition Character Sheets (pdf and xls)

Corrin Halfling Paladin.pdf
Erasis Human Cleric.pdf
Kathra Dwarf Fighter.pdf
Riardon Eladrin Ranger.pdf
Skamos Tiefling Wizard.pdf
Tira Half-Elf Warlock.pdf
Tiefling Warlock.zip

Players Guide to 4E Quick Play Rules.doc

Raiders Oakhurst v1.doc
Second Son Adventure.pdf

Orc Preview.zip

 

Task Resolution: In a role-playing setting like Dungeons and Dragons how do you know if your sword hits and opponent or your bluff succeeds? Decide what your going to do, tell the Dungeon Master, roll a d20 (Higher rolls are better generally) Add the relevant modifiers and tell the Dungeon Master the result. If your result is equal to or higher than the target number, you succeed at what task you were attempting to do. If your result is lower than the target number, you fail. This core mechanic governs all D&D game play. Everything else in the game is an extension to or refinement of the core mechanic.

Standard Modifiers

Underlying Ability Modifier + 1/2 Level This modifier applies to all: Attack Rolls Skill Checks Ability Checks

STACKING

Certain character building options do not stack. In play, unnamed bonuses (most of them) stack. Ongoing damage seems to have a type and it doesn’t stack.

     

New Terms

Blooded: When a creature’s HP total drops to half or lower hp, it is considered bloodied. Being bloodied interacts with other attacks.
Shift: A creature shifts by moving only 1 square. A shifting creature doesn’t provoke an attack of opportunity.
Defenses: This is in reference to the 4 defense values – Armor Class, Fortitude, Reflex, and Will.
Combat Advantage: This term is used to refer to a a creature under the effect of being flanked, dazed, surprised, immobilized ect. When under this effect, it gives others a +2 bonus on attack rolls.
Second Wind/Healing Surges: You can use one healing surge to activate a Second Wind once per encounter, to heal ¼ your maximum HP. It also gives you +2 bonus to all defences until the start of your next turn.
Powers: Powers are new abilities that can be used, at will, once per encounter, or once per day. More information can be found in the description to each power.
Minor Action/Sustain minor: You now have 4 actions you can use on your turn, a standard, a move, free, and a minor action. Usually minor actions are used during "Sustain Minor" effects, to continue using a spell or power. You may only use one of these actions a turn, unless specified otherwise. You can always exchange a standard action for a move action or minor action, or a move action for a minor action.
Action Points: You begin each day with 1 action point and can regain an action point after 2 encounters. You can use 1 action point per encounter to take an additional standard, move, or minor action.
Short Rest: A short rest lasts 5 minutes and allows you to regain your encounter powers.
Extended Rest: An extended rest is similar to "Camping" and lasts 6 hours. After an extended rest you are fully healed and have a full day’s worth of powers, healing surges, and your action points are reset to 1. You may only have 1 extended rest every 24 hours.
Ritual Casting: Refers to a new type of spellcasting. When you start the day, pick one of two daily spells – you can use that spell until you select again or until your next extended rest.
Marked: Only 1 mark can be applied to a target at a time. The target is -2 on all attacks that does not include the creature that marked it as a target.
Blast (X):This is all squares in an area (X) x (X) squares. A blast must be adjacent to the source of the effect, like a caster. Blast 5 would be 5×5 squares, adjacent to the source.
Burst (X) within (Y) Square:This effect is an area including all squares within (X) squares from a center square placed within an (Y) distance. Burst effects that are close attacks (such as “close burst 2”) always consider the caster to be the center of the effect. Bursts that are not close attacks (such as wizard’s “Scorching Burst” power) can be centered anywhere within the powers range, rather than centered on the caster (like 3.5 fireballs).
[W]: Apply weapon damage to rolls. 3[W] means 3x the weapon’s damage.

 

Starting A Character

To create a new character first select a class and race you would like to play then grab and fill out a character sheet. It is encouraged to talk with the members of your group to see what characters they are playing to get a balanced party. Although a balanced party is important, it is not required. With the addition of healing surges and full hp after a rest, a party of 5 rogues, or 5 wizards can adventure fine, although may run into trouble without a cleric to fend off undead or a fighter to soak up damage from a dragon.

Step 1 Generate your Ability Scores

After you’ve selected your class and race, you should generate the core stats for your character. One way to do this is to use the 32 point-buy system.

Generating Ability Scores
8 costs 0 14 costs 7
9 costs 1 15 costs 9
10 costs 2 16 costs 11
11 costs 3 17 costs 13
12 costs 4 18 costs 18
13 costs 5  
 

Step 2 Calculate your Ability Modifiers

These modifiers will be applied anywhere a specific ability modifier is needed including skill modifiers, healing surges, starting hp, ect.

Ability Modifier
2, 3 -4
4, 5 -3
6, 7 -2
8, 9 -1
10, 11 0
12, 13 +1
14, 15 +2
16, 17 +3
18, 19 +4
20, 21 +5


Step 3 Racial Bonuses

The next step is to add your racial bonuses. Add your skill modifiers even if you are not trained in the specific skill.

Race Race Ability Modifiers Race Skill Modifiers
Human +2 Any
Dragonborn +2 Str, +2 Cha +2 History, +2 Intimidate
Dwarf +2 Con, +2 Wis
Eladrin +2 Dex, +2 Int +2 History
Elf +2 Dex, +2 Wis +2 Nature, +2 Perception
Half-Elf +2 Cha, +2 Any +2 Insight, +2 Diplomacy
Halfling +2 Dex, +2 Cha +2 Acrobatics, +2 Thievery
Tiefling +2 Int, +2 Cha +2 Bluff, +2 Stealth


Ability Checks
= 1d20 + ability score modifier + ½ character level
Skill Checks = 1d20 + skill modifier + situational modifiers

Step 4 Class Bonuses and Calculations

Then add your class defense modifiers, calculate the number of healing surges, and your characters starting hitpoints. Choose your characters skills from the skills list. Add a +5 skill modifier to any skills your are trained in. Also add the appropriate ability modifier bonus to all your skills.

Class Defense Modifiers Healing Surges Hitpoints Total Trained skills *
Cleric +2 Will 6+ Con Mod (level × 5) + 7 + Con Score 4
Fighter +2 Fort, +1 attack 9 + Con Mod (level × 6) + 9 + Con Score 4
Paladin +1 Fort, Ref, Will 10 + Con Mod (level × 6) + 9 + Con Score 4
Ranger +1 Fort, Ref, Will 6 + Con Mod (level × 5) + 7 + Con Score 5
Rogue +2 Ref 6 + Con Mod (level × 5) + 7 + Con Score 6
Warlock +1 Ref, Will 6 + Con Mod (level × 5) + 7 + Con Score 4
Warlord +1 Fort, Will 7 + Con Mod (level × 5) + 7 + Con Score 4
Wizard +2 Will 6 + Con Mod (level × 4) + 6 + Con Score 3

* Humans can choose 1 extra skill to train in at 1st level.

Step 5 Power, Feat Selection, and Equipment

Finally, Level 1 Characters start with 2 At-Will, 1 Encounter, 1 Daily power, and 1 feat. Choose them from your racial, and class powers. Additional powers from Race, Class Features, or Feats may adjust this. Equip yourself and you’re ready for an adventure!

Heroic Tier Feats

Any feat in the following section is available to a character of 1st level or higher who meets the prerequisites (characters start with 1 feat at first level).

Name Prerequisites Benefit
Racial Feats    
Action Surge Human +3 to attacks when you spend an action point
Dodge Giants Dwarf +1 to AC and Reflex against attacks of Large or larger foes
Dragonborn Frenzy Dragonborn +2 damage when bloodied
Dragonborn Senses Dragonborn Low-light vision, +1 to Perception
Dwarven Weapon Training Dwarf +2 damage and proficiency with axes and hammers
Eladrin Soldier Eladrin +2 damage and proficiency with longswords and spears
Elven Precision Elf +2 to reroll with elven accuracy
Enlarged Dragon Breath Dragonborn, dragon breath racial power Dragon breath becomes blast 5
Ferocious Rebuke Tiefling, infernal wrath racial power Push 1 square with infernal wrath
Group Insight Half-Elf Grant allies +1 to Insight and initiative
Halfling Agility Halfling, second chance racial power Attacker takes a –2 penalty with second chance reroll
Human Perseverance Human +1 to saving throws
Light Step Elf Add to overland speed of group, +1 to Acrobatics and Stealth
Lost in the Crowd Halfling +2 to AC when adjacent to at least two larger enemies
Generic Feats    
Alertness You don’t grant enemies combat advantage in surprise rounds. You also gain a +2 feat bonus to Perception checks.
Arcane Initiate ? You gain training in the Arcana skill (add +5 to the Arcana skill). You can use the scorching
blast power once per encounter.
Backstabber Backstab class feature Increase damage from backstab from 1d6 to 1d8
Burning Blizzard Increases by 1 point all damage caused by cold and acid. (The Gazetteer advertisement)
Channel Divinity: Power of Amaunator Channel Divinity class feature Can discharge a use of Channel Divinity power for that encounter as a free action to boost a simultaneous power that causes radiant damage, gaining an extra 1d10 radiant damage to all targets hit by the power used. If the power deals half damage on a miss, you deal half of the extra damage as well.
Defensive Mobility +2 to AC against opportunity attacks
Inspired Recovery ?
Lethal Hunter Hunter’s Quarry class feature Increases damage from Hunter’s Quarry from 1d6 to 1d8
Skill Training: (Specific Skill) Make one untrained skill trained, granting a +5 bonus.
Tactical Assault An ally can add your intelligence as a
bonus to his attack roll.
Toughness When you take this feat, you gain additional hit points equal to your level + 3. You also gain 1 additional hit point every time you gain a level.
Weapon Focus   +1 attack
 

Leveling Up

  Benefit XP Bonus Encounter Powers Daily Powers Utility Powers
1 Feat 0 1 1 -
2 Feat 1000 1 1 1 2
3   2250 1 3, 1 1 2
4 Ability + Feat 3750 2 3, 1 1 2
5   5500 2 3, 1 5, 1 2
6 Feat 7500 3 3, 1 5, 1 6, 2
7   10000 3 7, 3, 1 5, 1 6, 2
8 Ability + Feat 13000 4 7, 3, 1 5, 1 6, 2
9   16500 4 7, 3, 1 9, 5, 1 6, 2
10   20500 5 7, 3, 1 9, 5, 1 10, 6, 2
11 Ability + Feat 26000 5 P, 7, 3, 1 9, 5, 1 10, 6, 2
12 Feat 32000 6 P, 7, 3, 1 9, 5, 1 P, 10, 6, 2
13   39000 6 P, 13, 7, 3 9, 5, 1 P, 10, 6, 2
14 Ability + Feat 47000 7 P, 13, 7, 3 9, 5, 1 P, 10, 6, 2
15   57000 7 P, 13, 7, 3 15, 9, 5 P, 10, 6, 2
16 Feat 69000 8 P, 13, 7, 3 15, 9, 5 P, 16, 10, 6, 2
17 Ability 83000 8 P, 17, 13, 7 15, 9, 5 P, 16, 10, 6, 2
18 Feat 99000 9 P, 17, 13, 7 15, 9, 5 P, 16, 10, 6, 2
19   119000 9 P, 17, 13, 7 19, 15, 9 P, 16, 10, 6, 2
20 Ability + Feat 143000 10 P, 17, 13, 7 P, 19, 15, 9 P, 16, 10, 6, 2
21 Feat 175000 10 P, 17, 13, 7 P, 19, 15, 9 P, 16, 10, 6, 2
22 Feat 210000 11 P, 17, 13, 7 P, 19, 15, 9 P, 22, 16, 10, 6, 2
23 Ability 225000 11 P, 23, 17, 13 P, 19, 15, 9 P, 22, 16, 10, 6, 2
24   310000 12 P, 23, 17, 13 P, 19, 15, 9 P, 22, 16, 10, 6, 2
25   375000 12 P, 23, 17, 13 P, 25, 19, 15 P, 22, 16, 10, 6, 2
26 Ability + Feat 450000 13 P, 23, 17, 13 P, 25, 19, 15 E, P, 22, 16, 10, 6, 2
27   550000 13 P, 27, 23, 17 P, 25, 19, 15 E, P, 22, 16, 10, 6, 2
28 Feat 675000 14 P, 27, 23, 17 P, 25, 19, 15 E, P, 22, 16, 10, 6, 2
29 Ability 825000 14 P, 27, 23, 17 P, 29, 25, 19 E, P, 22, 16, 10, 6, 2
30 Feat 1000000 15 P, 27, 23, 17 P, 29, 25, 19 E, P, 22, 16, 10, 6, 2

*Note*Power levels are seperated by comas. Lower first, then higher. The table assumes that you replace your lowest-level powers with those at higher levels, but you can keep lower-level ones if you wish.
*Note* A 14th-level character can’t have more than seven paragon feats (those gained at 11th, 12th, and 14th level, as well as up to four retrained feats).
P: Power from your paragon path.
E: Power from your epic destiny.
Bonus = ½ class level (rounded down) added to attacks (melee, ranged and magical), ability checks, skill checks, all defenses (AC, Fortitude, Reflex, Will)
*Note*At levels 1-10 characters are considered Heroic, 11-20 characters are in the Paragon Path and at level 21-30 characters enter Epic Destiny

 

Paragon Paths

At 11th level you select a paragon path. You gain access to two or more paragon path features at 11th level, including a paragon path feature that let’s you broaden the use of an action point with an additional benefit. You also gain another paragon path feature at 16th level. In addition, selecting a paragon path gives you access to one encounter power at 11th, one utility power at 12th, and a daily power at 20th. The scope of all of these looks this:

11th: Paragon path feature
11th: Paragon path action point feature
11th: Paragon path encounter power
12th: Paragon path utility power
16th: Paragon path feature
20th: Paragon path daily power

Paragon Tier Feats

Any feat in the following section is available to a character of 11th level or higher who meets the prerequisites. A sampling of paragon tier feats:

Name Prerequisites Benefit
Armor Specialization (Chainmail) Dex 15, training with chainmail +1 to AC with chainmail, reduce check penalty by 1
Blade Oppottunist ? +2 on opportunity attacks
Danger Sense Roll twice for initiative, use the higher result
Deadly Axe Str 17, Con 13 Treat all axes as high crit weapons
Devastating Critical Deal additional 1d10 damage on a critical hit
Empowered Dragon Breath Dragonborn, dragon breath racial power Dragon breath uses d10s
Lasting Frost Target hit with cold power gains vulnerable cold 5
Scimitar Dance Str 15, Dex 17 Deal Dex modifier damage on miss
Second Implement Wizard, Arcane Implement Mastery class feature Gain mastery with second arcane implement
Seize the Moment Dex 17 Gain combat advantage over foe with lower initiative
Sly Hunter Wis 15 +3 damage with bow against isolated target
Spear Push Str 15, Dex 13 Add 1 square to distance pushed with spear or polearm
Steady Shooter Con 15 +3 damage with crossbow if you don’t move
Twofold Curse Warlock, Warlock’s Curse class feature Curse the two nearest enemies
Underfoot Halfling, trained in Acrobatics Move through spaces of Large or larger creatures

 

Races Summary

Dungeons and Dragons 4th edition DragonbornDragonborn

Ability Scores: Str +2, Cha +2
Size: Medium
Vision Normal

Speed: 6 squares
Skill Bonuses +2 History, +2 Intimidate
Homeland: Deserts
Favoured class: Warlord

Dragon Breath Dragonborn Racial Power
Encounter * Acid, Cold, Fire, Lightning or Poison
Minor Action Close Blast 3
Target All creatures in blast
Attack Strength, Constitution, or Dexterity vs. Reflex
Hit: 1d8 + Constitution modifier of acid, cold, fire, lightning, or poison damage.

Dungeons and Dragons 4th edition DwarfDwarf

Ability Scores: Con +2, Wis +2
Size: Medium
Vision Low Light
Speed: 5 (Does not lose speed while wearing heavy armor)
Languages: Common, Dwarven
Cast-Iron Stomach: +5 to saving throws vs. poison
Dwarven Resilience: Use Second Wind as a minor action
Stand Your Ground: Move 1 square less when subject to a push, pull or slide; when knocked prone make an immediate saving throw to stay standing
Languages: Dwarven
Homeland:
Mountains
Favoured class: Fighter

Eladrin Dungeons and Dragons 4th edition Eladrin

Ability Scores: Dex +2, Int +2
Size: Medium
Vision Low Light
Speed: 6
Languages: Common, Elven
Trained Skills: History is a trained skill for Eladrin.
Eladrin Will: +5 to saving throw vs. charm
Defense Bonus: +1 Will
Fey Origin: Considered a Fey creature
Trance:
Spend 4 hours in extended rest instead of 6; while taking an extended rest, you are fully aware of your surroundings

Fey Step Eladrin Racial Power
With a step, you vanish from one place and appear in another.
Encounter * Teleportation Move Action Personal
Effect:
Teleport up to 5 squares.
Favoured class: Wizard

Elf Dungeons and Dragons 4th edition Elf

Ability Scores: Dex +2, Wis +2
Size: Medium
Vision Low Light
Speed: 7
Languages: Common, Elven
Bonus Skills: +2 Nature, +2 Perception
Elven Accuracy: Once per an encounter reroll an attack roll, keep the second roll even if it is lower
Wildstep: Ignore difficult terrain when you shift
Group Awareness: All allies within 10 squares gain a racial bonus of +1 to Perception checks
Homeland: Forest
Favoured class: Ranger

 

Half Elf

Ability Scores: Cha +2 , Any +2
Size: Medium
Vision Low Light
Speed: 6
Bonus Skills: +2 Insight, +2 Diplomacy
Group Diplomacy: Grants allies within 10 squares a +1 bonus to Diplomacy
Bonus Power: Gain one at-will power from a different class (and use it as an encounter power?)
Languages: Common, elven, +1 other

Dungeons and Dragons 4th edition HalflingHalfling

Ability Scores: Dex +2, Cha +2
Size: Small
Vision Normal
Speed: 6
Bonus Skills: +2 Acrobatics, +2 Thievery
Bold: +5 on Saving throws vs. fear
Nimble Reaction: +2 AC against Opportunities Attacks
Second Chance
Bonus Healing Surge: 1

Second Chance Halfling Racial Power
Luck and small size combine to work in your favor as you dodge
your enemy’s attack.
Encounter * Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
Homeland: Rivers, Swamps, Marshes
Favoured class: Rogue

Human Dungeons and Dragons 4th edition Human

Ability Scores: +2 to any ability score
Size: Medium
Vision Normal
Speed: 6
Languages: Common
Defense Bonus: +1 Fortitude, +1 Reflex, +1 Will
Bonus Power: One extra At-Will Power from the class list
Trained Skills: Any 1 extra
Bonus Feat: 1 extra bonus feat
Homeland: Plains
Favoured class: All

Dungeons and Dragons 4th edition TieflingTiefling

Ability Scores: Int +2, Cha +2
Size: Medium
Vision Low Light
Speed: 6
Bonus Skills:
Stealth +2, Bluff +2
Bloodhunt: +1 racial bonus to attacks vs. bloodied foes
Fire Resistance: 5 + 1/2 level

Infernal Wrath Tiefling Racial Power
You call upon your furious nature to improve your odds of harming your foe.
Encounter * Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, do +Cha extra damage.
Favoured class: Warlock

Race Ability Size Speed Vision Languages Skill Bonus Defense Bonus Defense Bonus
Dragonborn +2 Str
+2 Cha
Medium 6 Normal Common, Draconic +2 History
+2 Intimidate
  Dragonborn Fury
Draconic Heritage
Dragon Breath
Dwarf +2 Con
+2 Wis
Medium 5 Low-light Common, Dwarven     Cast Iron Stomach
Dwarven Resilience
Stand your Ground
Eladrin +2 Dex
+2 Int
Medium 6 Low-light Common, Elven +2 History +1 Will Eladrin Will
Fey Origin
Trance
Fey Step
Elf +2 Dex
+2 Wis
Medium 7 Low-light Common, Elven +2 Nature
+2 Perception
  Elven Weapon Training
Wild Step
Group Awareness
Elven Accuracy
Half-Elf +2 Cha
+2 Any
Medium 6 Low-light Common, Elven,
Any
+2 Insight
+2 Diplomacy
  Group Diplomacy
Bonus Power
Halfling +2 Dex
+2 Cha
Small 6 Normal Common, Any +2 Acrobatics
+2 Thievery
+1 Reflex Bold
Nimble Reaction
Second Chance
Human +2 Any Medium 6 Normal Common, Any   +1 Fort
+1 Reflex
+1 Will
Bonus Feat
Bonus Trained Skill
Bonus At-Will Class Power
Tiefling +2 Int
+2 Cha
Medium 6 Low-light Common, Any     Bloodhunt
Fire Resistance
Infernal Wrath
 

Elf Details

Dungeons and Dragons 4th edition ElfQuick, wary archers who freely roam the forests and wilds.
Elves, Ealdrin, and Drow all inhabited the Feywild (faerie realm that exists alongside the human-dominated realm) but a war started by the drow split the race into three groups. The elves embodied the nature oriented group. Wood Elves, green Elves, and wild Elves will be a subset of elves, just a different culture.
RACIAL TRAITS
Average Height: 5′ 7" -6′ 0"
Average Weight: 100 -130 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low -light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception

Elven Accuracy
Elf Racial Power
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter * Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.

Elven Weapon Training: You gain proficiency with the longbow and the shortbow.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Group Awareness: You grant non -elf allies within 5 squares a +1 racial bonus to Perception checks.
Elven Accuracy: You can use elven accuracy as an encounter power.
Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.

RACIAL FEATS
Elven Precision [Elf]
Prerequisites: Elf, elven accuracy racial power, heroic tier
Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.

Play an elf if you want … to be quick, quiet, and wild; to lead your companions through the deep woods and pepper your enemies with arrows; to play a ranger, a rogue, or a cleric.

PHYSICAL QUALITIES
Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf’s hair color is dark brown, autumn orange, mossy green, or deep gold. Elves’ ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have little body hair, but males often grow long sideburns. They favor a wild look to their hair, which is often a shaggy mass of braids. Elves mature at about the same rate as humans but show few effects of age past adulthood. The first sign of an elf’s advancing age is typically a change in hair color – – sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to the end.

 

PLAYING AN ELF
Elves are a people of deeply felt but short -lived passions. They are easily moved to delighted laughter, blinding wrath, or mournful tears. They are inclined to impulsive behavior, and members of other races sometimes see elves as flighty or impetuous, but elves do not shirk responsibility or forget commitments. Thanks in part to their long life span, elves sometimes have difficulty taking certain matters as seriously as other races do, but when genuine threats arise, elves are fierce and reliable allies. Elves revere the natural world. Their connection to their surroundings enables them to perceive much. They never cut living trees, and when they create permanent communities, they do so by carefully growing or weaving arbors, tree houses, and catwalks from living branches. They prefer the primal power of the natural world to the arcane magic their eladrin cousins employ. Elves love to explore new forests and new lands, and it’s not unusual for individuals or small bands to wander hundreds of miles from their homelands. Elves are loyal and merry friends. They love simple pleasures – – dancing, singing, footraces, and contests of balance and skill – – and rarely see a reason to tie themselves down to dull or disagreeable tasks. Despite how unpleasant war can be, a threat to their homes, families, or friends can make elves grimly serious and prompt them to take up arms. At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild and in the world, and passing freely between the two. When the drow rebelled against their kin, under the leadership of the god Lolth, the resulting battles tore the fey kingdoms asunder. Ties between the peoples of the Feywild and the world grew tenuous, and eventually the elves and eladrin grew into two distinct races. Elves are descended from those who lived primarily in the world, and they no longer dream of the Feywild. They love the forests and wilds of the world that they have made their home.

Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild.
Male Names: Adran, Beiro, Carric, Erdan, Gennal, Heian,Lucan, Peren, Rollen, Soveliss, Therren, Varis.
Female Names: Adrie, Birel, Chaedi, Dara, Ennia, Farall,Harrel, Iriann, Lia, Mialee, Shava, Thia, Valenae.

ELF ADVENTURERS
Three sample elf adventurers are described below.
Varis is an elf ranger and a devout worshiper of Melora, the god of the wilds. When a goblin army forced his people from their woodland village, the elves took refuge in the nearest human town, walled and guarded by soldiers. Varis now leads other elves and some human townsfolk in raids against the goblins. Although he maintains a cheerful disposition, he frequently stares into the distance, listening, expecting at any moment to hear signs of approaching foes.

Lia is an elf rogue whose ancestral forest burned to the ground decades ago. Lia grew up on the wasteland’s fringes in a large human city, unable to quite fit in. Her dreams called her to the forests, while her waking hours were spent in the dirtiest parts of civilization. She joined a group of adventurers after trying to cut a warlock’s purse, and she fell in love with the wide world beyond the city.

Heian is an elf cleric of Sehanine, the god of the moon. The elven settlement where he was born still thrives in a forest untouched by the darkness spreading through the world, but he left home years ago, in search of new horizons and adventures. His travels lately have brought rumors to his ears that danger might be brewing in the ancient forest, and he is torn between a desire to seek his own way in the world and a sense of duty to his homeland.

 

Dragonborn Details

Dungeons and Dragons 4th edition Elf RACIAL TRAITS
Ability Scores: Str +2, Cha +2
Size: Medium
Speed: 6 squares
Vision: Normal
Homeland: Deserts
Favoured class: Warlord
Languages: Common, Draconic
Skill Bonuses: +2 History, +2 Intimidate

 

 

Dragonborn Fury When you’re Bloodied you gain a +1 bonus on attack rolls.

Draconic Heritage When a power or skill uses your Constitution modifier, you may use your Charisma modifier instead.

Dragon Breath Dragonborn Racial Power
Encounter * Acid, Cold, Fire, Lightning or Poison
Minor Action Close Blast 3
Target All creatures in blast
Attack Strength, Constitution, or Dexterity vs. Reflex
Hit: 1d8 + Constitution modifier of acid, cold, fire, lightning, or poison damage.

 

Dwarf Details

Dungeons and Dragons 4th edition ElfRACIAL TRAITS
Ability Scores:
Con +2, Wis +2
Height:
4’8"
Weight: 200 Lb.
Size: Medium
Speed: 5 squares
Vision: Low-Light
Languages: Common, Dwarven
Skill Bonus: +2 Dungeoneering, +2 Endurance

 

Cast-Iron Stomach: +5 Racial Bonus to savin throws against poison.

Dwarven Resilience: You can use your second wind as a minor action.

Stand Your Ground: When an effect forces you to move through a pull, a push, or a slide — you move 1 square less then the effect specifies.
In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

 

Halfling Details

Dungeons and Dragons 4th edition HalflingRACIAL TRAITS
Average Height:
4′
Average Weight: 65 lb.
Ability Scores: +2 Dex, +2 Cha
Size:
Small
Speed:
6 squares
Vision:
Normal
Skill Bonus:
+2 Acrobatics, +2 Thievery
Languages:
Common
Nimble Reaction:
+2 AC against Opportunities Attacks
Bold:
+5 on Saving throws vs. fear

Second Chance Halfling Racial Power
Luck and small size combine to work in your favor as you dodge your
enemy’s attack.

Encounter * Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the
attack again. The enemy uses the second roll, even if it’s lower.

Feat: Halfling Agility: When you use your halfling second chance racial feature, the attacker takes a -2 penalty to the new attack roll.

Rivers and streams crisscross the world, and upon these waterways, the nomadic halflings quietly do the same. Legend says that Melora and Sehanine together crafted the halflings, instilling in these small folk a love of water and nature, as well as an innate wanderlust and stealth. The same stories say that both goddesses then left the halflings to their own devices.
Left to themselves, halflings lived for ages. They formed close families and communities, centered on their wisest elders. Clans of halflings wandered creation, never stopping for long, and rarely claiming any particular spot as their own. Their traditions formed and survived among a population constantly on the move and influenced little by the ways of other races. Unassuming, resourceful and independent, halflings hardly ever attracted much notice.

 

But Avandra, the goddess of boldness, luck and travel, took note of the halflings traversing the world. It seemed to her as if these little people, whom she didn’t create, were hers nonetheless by virtue of the fact that they were living manifestations of her best -loved ideals. Halflings say Avandra smiled on them that day, adopting them as her people and blessing them with good fortune through their worldly struggles. Anyone who knows halflings has little doubt that chance is indeed on their side.
Halflings, for their part, hold fables such as these as true, and their rich oral tradition of such tales is an important part of their culture. Young halflings learn the lore of their people, clan and family from hearing stories. From these, halfling children also pick up lessons on morality and knowledge of many subjects. Outside the political struggles, wars, and other concerns of nations and empires, but widely traveled, halflings have observed and preserved what they learned in their common yarns.
Favorite sagas retell the life and deeds of halflings bold enough to strike out on their own to see the world, right a wrong, or accomplish a great task. Most halflings are practical folk, concerning themselves with the simple things in life. Adventurous halflings are of the same stripe but practice such habits in a different way. A halfling leaves the security of family and clan not for high ideals, fame, or wealth. Instead, he goes to protect his community or friends, to prove his own capabilities, or to merely see more of the world than his nomadic lifestyle can offer.
A halfling hero might be the size of a preteen human child, but he has quick feet, deft hands and quick wit. He is forthright, bold and nigh fearless. His talents run toward sneakiness and craftiness. Pluck and fortune carry him to success where others would fail. He is an expression of all that halflings esteem, and so he is a valuable ally and a daunting foe.

 

Tiefling Details

Dungeons and Dragons 4th edition TieflingHeirs of a shattered empire who live in the shadows and do not fear the dark
Tieflings (pronounced Tee-Fling) are neither human nore demonic but are the true-breeding descendants of an ancient empire that made dark and terrible pacts with the Nine Hells. Their fiendish look is actually a manifestation of a curse due to their crimes. They’re more closely related to devils than demons.
RACIAL TRAITS
Average Height: 5’ 6” – 6’ 2”
Average Weight: 140 -230 lb.
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low -light
Languages: Common, choice of one other
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Fire Resistance: You have resist fire 5 + one -half your level.
Infernal Wrath: You can use infernal wrath as an encounter power.
Racial Feats: Toughness and Ferocious Rebuke. Ferocious Rebuke knocks a target back 1 square after taking a hit.

TIEFLING RACIAL POWER
INFERNAL WRATH

You call upon your furious nature to improve your odds of harming your foe.
Encounter Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.

Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and the tieflings were left to make their own way in a world that often fears and resents them.

Play a tiefling if you want…
to be a hero who has a dark side to overcome.
to be good at tricking, intimidating, or persuading others to do your will
to be a member of a race that favors the warlock, warlord, and rogue classes.

PHYSICAL QUALITIES
Tieflings’ appearance testifies to their infernal bloodline. They have large horns, thick, nonprehensile tails that range in length from 4 to 5 feet; sharply pointed teeth; and eyes that are solid orbs of black, red, white, silver, or gold. Their skin color covers the whole human range and also extends to reds, from a ruddy tan to a brick red. Their hair, cascading down from behind their horns, is as likely to be dark blue, red, or purple as more common human colors.
Tieflings favor dark colors and reds, leathers and glossy furs, small spikes and buckles. Tiefling -crafted arms and armor often have an archaic style, harkening back to the glory of their long -vanquished empire.Centuries of other races’ distrust and outright hatredhave made tieflings self -reliant and often too willing tolive up to the stereotypes imposed on them. As a race without a homeland, the tieflings know that they have to make their own way in the world and that they have to be strong to survive, and they are not quick to trust anyone who claims to be a friend. However, when a tiefling’s companions demonstrate they trust him or her, the tiefling quickly learns to extend the same trust to them. And once a tiefling gives someone trust and loyalty, the tieflling is a firm friend and ally for life. Although the nobles of Bael Turath subjugated themselves to devils, most present -day tieflings give little thought to gods or patrons, preferring to look out for themselves.

 

Therefore, they do not often follow the path of the divine; tiefling clerics or paladins are rare. Tieflings are not numerous. Sometimes a tiefling merchant clan that is descended from a Bael Turath dynasty settles as a group in a land where wealth can purchase safety and comfort. But most tieflings are born outside such hidden dynasties and grow up in the roughest quarters of human cities and towns. These tieflings often become swindlers, thieves, or crime lords who care out a niche for themselves amid the squalor of their surroundings.

PLAYING A TIEFLING
Hundreds of years ago, the leaders of the human empire of Bael Turath made pacts with devils to solidify their hold over its enormous territory. Those humans became the first tieflings, and they governed their empire in the name of their infernal masters. In time, Bael Turath came into conflict with Arkhosia, the ancient empire of the dragonborn, and decades of warfare left both empires in ruins. Bael Turath’s grand capital was thrown down in ruin.
Tieflings are heirs of the surviving noble dynasties that ruled the empire. Their bloodline is tainted by their diabolical connections, passing to their descendants through all generations. In many ways, they are human; they can have children with humans, for example. but their offspring are always tieflings.

Tiefling Characteristics: Cunning, disquieting, imposing, mysterious, proud, rebellious, self -reliant, sinister, sly, unconventional.

Male Names: Akmenos, Amnon, Barukas, Damakos, Ekermon, Iados, Kairon, Lencis, Meloch, Morthos, Pelados, Skamos, Theran. Female Names: Akta, Bryseis, Damatala, Ex, Kallista, Lerissa, Makaria, Nemeria, Orlatice, Phelaius Some young tieflings, striving to find a place in the world, choose a name that signifies a concept and then try to embody the concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny. Modern Names: Art, Carrion, Chant, Despair, Fear, Gladness, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary.

TIEFLING ADVENTURERS
Three same tiefling adventurers are described below. Akmenos is a tiefling warlock torn between good and evil. He longs to fit into the human society in which he lives and would like to call himself genuinely good. At the same time, he fears taht his soul is irretrievably tainted by the touch of evil – both the evil in his blood and the sinister nature of his infernal pact. He feels as if he is on a tightrope between good and evil and might eventually fall either way. His companions recognize the good in his heart and trust him, and that trust has been enough on some days to keep him from sliding into evil. His life is tormented, and though he believes he is called to a great destiny, he is not sure whether he will become a hero or a villain.
Kallista is a tiefling warlord who prays daily that Bahamut will help her keep her commitment to live justly and honourably. She has no love for Bahamut’s priests and temples, but she feels a personal connection to the Platinum Dragon, which inspires her to acts of nobility and sacrifice. She leads a group of adventurers in strikes against evil forces but dreams of one day leading an army under Bahamut’s banner. In his name, she struggles to keep her violent temper and cruel streak under tight control.
Random is a tiefling rogue, a native of the streets and alleys of a human city and no stranger to poverty, mistrust, or prejudice. As far as he’s concerned, good and evil are a matter for priests and philosophers to discuss in their marble temples and universities. The reality of life on the street is survival, and he’s willing to do what’s necessary to survive. As part of an adventuring group, he has had his first taste of wealth and discovered that he likes it, but he hasn’t forgotten his roots. He has also had his first taste of trust and friendship, which are growing on him as well.

 

Classes

Character roles are clearly defined

Everyone who’s played D&D knows that there are roles for each character – some characters “tank”, some characters are “artillery”, etc. 4th Edition defines those roles into four types – controller, defender, leader, and striker. Controllers (like wizards) deal with large amounts of enemies at once, favoring offense over defense. Defenders (like fighters and paladins) are the front-line characters that have great defensive abilities and good melee offense. Leaders (like clerics and warlords) are good at aiding other members of the party by healing, inspiring, or protecting them. Strikers (like rangers, rogues, and warlocks) deal large amounts of damage to single targets at one time and quickly move about the battlefield. Most adventuring parties consist of at least one character of each of the roles.

 

Powers give you combat options

Clerics chant prayers, wizards incant spells, and fighters attempt exploits. These are all examples of powers – your suite of combat options. Three power sources – arcane, divine, and martial – are presented in the Player’s Handbook. Each character class draws abilities from one of these power sources: clerics and paladins use divine powers (prayers), warlocks and wizards use arcane powers (spells), and fighters, rangers, rogues, and warlords use martial powers (exploits). You get a number of powers based on your character’s level. Powers can be used At Will, once per encounter, or once per day depending on the power.
TIP: Use your at-will powers instead of using basic attacks. They’ll frequently do more than just a modest amount of damage to one enemy.

 

 

Cleric

Role: Leader
Power Source: Divine
Key Abilities: Wisdom
Armor Training: Chainmail, ??
Weapon Proficiencies:
Bonus to Defense: +2 Will
Trained Skills: 4
Skill Modifiers: none

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier

Your powers are called prayers, since they are from the divine power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. You usually have your holy symbol (an implement) in your hand when you use certain powers, but it’s not required.

Healer’s Lore: When you grant healing with one of your cleric powers that has the healing keyword, add +3 to the number of restored hit points.
Healing Word: Twice per encounter as a minor action, you can use the healing word power.
Channel Divinity: You can use one of these special divine powers once per encounter.

Channel Divinity: Divine Fortune Cleric Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter * Divine
Special: You can use divine fortune, power of Amaunator, or turn undead once per encounter, but only one of them per encounter
.
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Channel Divinity: Turn Undead Cleric Feature
You sear undead foes, push them back, and root them in place.
Encounter * Divine, Implement, Radiant
Special: You can use divine fortune, power of Amaunator, or turn undead once per encounter, but only one of them per encounter. Standard Action Close burst 2
Target: Each undead creature in burst
Attack: Wis vs. Will
Hit: 1d10 + Wis radiant damage, and you push the target 5 squares. The target is immobilized until the end of your next
turn.
Miss: Half damage, and the target is not pushed or immobilized.

Healing Word: Cleric Feature
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Encounter (Special) * Divine, Healing
Special: You can use this power twice per encounter, but only once per round. Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 + Wis hit points.

Channel Divinity: Armor of Bahamut Feat Power
Bahamut protects you or a friend from devastating harm.
Encounter * Divine
Immediate Interrupt Ranged
5
Trigger: An enemy scores a critical hit on you or an ally
Effect: Turn a critical hit against you or an ally within range into a normal hit.

Daily Power

Cascade of Light Cleric Attack 1
A burst of divine radiance sears your foe.
Daily * Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Will
Hit: 3[W] + Wis radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and the target gains novulnerability.

Beacon of Hope Cleric Attack 1
A burst of divine energy harms your foes and heals your allies.
Daily * Divine, Healing, Implement
Standard Action Close
burst 3
Target: Each enemy in burst
Attack: Wis vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit poitns until the end of the encounter.

Cure Light Wounds Cleric Utility 2
You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light.
Daily * Divine, Healing
Standard Action Melee
touch
Target: You or one creature
Effect: The target regains hit points as if it had spent a healing surge.

 

At Will Powers

Lance of Faith Cleric Attack 1
A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack.
At-Will * Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wis vs. Reflex
Hit: 1d8 + Wis radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.

Priest’s Shield Cleric Attack 1
You utter a minor defensive prayer as you attack with your weapon.
At-Will * Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Melee vs. AC
Hit: 1[W] + Str damage and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn.

Sacred Flame Cleric Attack 1
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
At-Will * Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wis vs. Reflex
Hit: 1d6 + Wis radiant damage, and one ally you can see chooses either to gain 2 temporary hit points or to make a saving throw.

Encounter Powers

Cause Fear Cleric Attack 1
Your holy symbol ignites with the fury of your god. Uncontrollable terror grips your enemy, causing him to instantly recoil.
Encounter * Divine, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wis vs. Will
Hit: The target moves its speed + 2 squares away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.

Channel Divinity: Power of Amaunator Feat Power Your prayer to Amaunator creates a white-hot surge of radiance.
Encounter * Divine, Radiant
Special: You can use divine fortune, power of Amaunator, or turn undead once per encounter, but only one of them per encounter.
Free Action Personal
Trigger: You hit an enemy with a power with the radiant keyword.
Effect: Your power deals an extra 1d10 radiant damage to all targets hit by the power used. If a power deals half damage on a miss, you deal half of the extra damage as well.

Healing Strike Cleric Attack 1
Divine radiance gleams from your weapon. When you smite your enemy your deity bestows a minor blessing in the form of healing for you or one of your allies.
Encounter * Divine, Healing, Radiant, Weapon
Standard Action Melee
weapon
Target: one creature
Attaack: Wis vs. AC
Hit: 2d8 +1 radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.

Daunting Light Cleric Attack 3
A burning column of light engulfs your foe. Its brilliance burns and hinders your foe’s defense for a short time.
Encounter * Divine, Implement, Radiant
Standard Action Ranged
10
Target: One creature
Attack: Will vs Reflex
Hit: 2d10 + 3 radiant damage.
Effect: One ally you can see gains combat advantage against the target until the end of your next turn.

Cleric Paragon Paths

Warpriest

“Let loose the gift of battle!”
Prerequisite: Cleric class
Your god demands battle to accomplish the tenets of your faith, and you are the chosen priest at the forefront of the war. When you call upon your divine powers, your weapons glow with holy light.

Warpriest Path Features

Extra Damage Action (11th level): When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn.
Warpriest’s Strategy (11th level): Once per encounter, if you or an adjacent ally rolls a 1 when making a melee attack or a close attack, you can call for a reroll.
Warpriest’s Training (11th level): You receive a +1 bonus to AC when wearing heavy armor.
Warpriest’s Challenge (16th level): When you hit an enemy with an at-will melee attack, you can choose to mark that enemy for the rest of the encounter. The next time that enemy shifts or attacks a creature other than you, you can make an opportunity attack against that enemy. If you mark a new enemy with this feature, any previous marks you have made with this feature end.

 

Fighter

Role: Defender
Power Source: Martial
Key Abilities: Strength, Constitution
Armor Training: Scale mail, +others?
Weapon Proficiencies: Warhammer, Handaxe, + others
Bonus to Defense: Fortitude +2
Bonus to Attack: +1 melee
Trained Skills: 4
Skill Modifiers: none

Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges: 9 + Constitution modifier

Combat Challenge (when you attack you may mark the enemy, giving a -2 to attack targets other than you, only one mark per enemy, new mark supersedes old one) Combat Challenge (when an adjacent enemy shifts, make an immediate melee basic attack against them Combat Superiority (+2 to opportunity attacks and enemies hit stop moving if a move provoked the attack) Your powers are called exploits, since they are from the martial power source. Your powers require you to use a weapon.

Encounter Power

Passing Attack Fighter Attack 1
You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.
Encounter * Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Melee vs. AC
Hit: 1[W] + Str damage, and you can shift 1 square. Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: melee +2 vs. AC
Hit: 1[W] + Str damage.

Crushing Blow Fighter Attack 3
You wind up and deliver a devastating blow with your weapon.
Encounter * Martial, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Attack vs AC
Hit: 4d6 + 8 damage.

Spinning Sweep Fighter Attack 1
You spin beneath your enemy’s guard with a long, pwoerful cut, and then sweep your leg through his an instant later to kock him head over heels.
Encounter * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Attack vs AC
Hit: 2d6 + 3 damage, and you knock the target prone.

 

At Will Powers

Cleave Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Melee vs. AC
Hit: 1[W]+ Str damage, and an enemy adjacent to the target takes Str damage.

Tide of Iron Fighter Attack 1
After each mighty swing, you bring your shield to bear and use it to push your enemy back.
At-Will * Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Melee vs. AC
Hit: 1[W] + Str damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.

Daily Power

Brute Strike Fighter Attack 1
You shatter armor and bone with a ringing blow.
Daily * Martial, Reliable, Weapon
Reliable: If you miss with this power, you do not expend its use.
Standard Action Melee weapon
Target: One creature
Attack: melee vs. AC
Hit: 3[W] + Str damage.

Unstoppable Fighter Utility 2
You let your adrenaline surge carry you through the battle.
Daily * Healing, Martial
Minor Action Personal

Effect: You gain 2d6 + 3 temporary hit points.

Exploits

Defensive Training Utility 6
As long as you remain in this defensive stance, all your save rolls are enchanced by a +2 bonus.

Tide of Iron Attack 1
At-Will
When you land a blow, you use your shield to push the enemy back and sieze his position.

Fighter Paragon Paths

Kensei

“My weapon and I are as one.”
Prerequisite: Fighter class
You study an ancient form of martial training that makes you one with your chosen weapon, creating a combination of destruction that few foes can long stand against.

Kensei Path Features

Kensei Control Action (11th level): You can spend an action point to reroll one attack roll, damage roll, skill check, or ability check, instead of taking an extra action.
Kensei Focus (11th level): You gain a +1 bonus to attack rolls with a melee weapon of your choice.
Kensei Mastery (16th level): You gain a +4 bonus to damage rolls with the same weapon you selected for Kensei Focus. If you ever use a different type of weapon, you lose this benefit, and the benefit for Kensei Focus, until you take a short rest, during which time you reattune yourself to your chosen weapon with a short meditation.

 

Paladin

Dungeons and Dragons 4th edition PaladinRole: Defender
Power Source: Divine
Key Abilities:
Charisma, Strength
Armor Training: Cloth, Leather, Hide, Chainmail, Plate
Weapon Proficiencies: short sword, + others
Bonus to Defense: +1 to Fortitude, Reflex
Trained Skills: 4
Skill Modifiers: none

Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges: 10 + Constitution modifier

Build Options: Hospitaler, Justiciar

Your powers are called prayers, since they are from the divine power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand. You usually have your holy symbol (an implement) in your hand when you use certain powers, but it’s not required. Paladins choose there god, and they must be the same alignment.

Class Features
Channel Divinity: You can use this special divine power once per encounter.
Divine Challenge: You can use divine challenge as an at-will power.
Lay on Hands: Once per day as a minor action, you can use the lay on hands power.

Channel Divinity: Divine Mettle Paladin Feature
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.
Encounter * Divine
Special: You can use divine mettle or divine
strength once per encounter, but not two or more of these in the same encounter. Minor Action Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a +3 bonus.

Channel Divinity: Divine Strength Paladin
You petition your deity for the divine strength to lay low your enemies.
Encounter * Divine
Special: You can use divine mettle or divine strength once per encounter, but not two or more of these in the same encounter.
Minor Action Personal
Effect: Gain +2 to damage on your next attack this
turn.

Divine Challenge Paladin Feature
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
At-Will * Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If the target makes an attack that doesn’t include you as a target, it takes a -2 penalty to attack rolls and takes 8 radiant damage. The target takes this damage only once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your divine challenge.

Lay on Hands Paladin Feature
Your divine touch instantly heals wounds.
At-Will (Special) * Divine, Healing
Special: You can use this power 3 times per day, but only once per round. Minor Action Melee touch
Target: One creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

At Will Powers

Bolstering Strike Paladin Attack 1
You attack your foe without mercy or reprieve, and your accuracy is rewarded with a divine gift of vigor.
At-Will * Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: melee or ranged vs. AC
Hit: 1[W]+ Cha damage, and you gain 3 temporary hit points.

Holy Strike Paladin Attack 1
You strike an enemy with your weapon, which ignites with holy light.
At-Will * Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: melee vs. AC
Hit: 1[W] + 2 radiant damage. If you marked the
target, you gain a +3 bonus to the damage roll.

Valiant Strike Paladin Attack 1
As you bring your weapon to bear, the odds against you add strength to your attack.
At-Will * Divine, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Attack, + 1 per enemy adjacent to you vs AC
Hit: 1d8 + 4 damage

Daily Power

On Pain of Death Paladin Attack 1
You invoke a prayer that wracks your foe with terrible pain and causes further pain whenever he makes an attack.
Daily * Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Cha vs. Will
Hit: 3[W] + Cha damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends).
Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).

Paladin’s Judgment Paladin Attack 1
Your melee attack punishes your enemy and heals an ally.
Daily * Divine, Healing, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Attack vs AC
Hit: 3d8 + 4 damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.

Martyr’s Blessing Paladin Utility 2
You step into an attack made against an adjacent ally.
Daily * Divine
Immediate Interupt Close
burst 1
Trigger: An adjacent ally is hit by a melee or a ranged attack
Effect: You are hit by the attack instead.

 

Encounter Powers

Shielding Smite Paladin Attack 1
A translucent golden shield forms in front of a nearby ally as you attack with your weapon.
Encounter * Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: melee vs. AC
Hit: 2[W] + Cha damage.
Effect: Until the end of your next turn, one ally within 5 squares of you gains a +3 power bonus to
AC.

Safeguard Smite Paladin 1
Encounter, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Cha.
Hit or Miss: An ally within 5 squares gains a bonus to AC equal to your Wisdom modifier until the end of your next turn.

Radiant Smite Paladin Attack 1
Your weapon glows with a pearly luminescence. Enemies shrink from its pure light, especially creatures of superatural evil such as demons and devils.
Encounter * Divine, Radiant, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Attack vs AC
Hit: 2d8 + 5 radiant damage.

Staggering Smite Paladin Attack 3
With a mighty swing, you knock your enemy back.
Encounter * Divine, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Attack vs. AC
Hit: 2d8 + 4 damage, an you can push the target 1 square.

Renewing Smite Paladin Attack 13
Encounter * Healing, Weapon
Standard Action Melee weapon

Target: One creature
Attack: Cha vs. AC
Hit: 2[W] + Cha damage and an ally within 5 heals 10 + your Wisdom modifier damage.

Binding Smite Paladin Attack 27
Encounter * Weapon
Standard Action Melee weapon
Target: One creature
Attack: Cha vs. Will
Hit: 2[W] + Wis damage and and target cannot gain line of effect to anyone but you until the end of your next turn.

Hospitaler Prayers

Healing Font – Hospitaler Utility 12
A short prayer imbues your weapon with healing power, so that whenever it strikes an emey it heaals an ally.
Daily * Divine, healing
Minor Action Personal
Effect: Until the end of this encounter, when you attack on your turn and hit at least one enemy you heal an ally.
Choose one ally within 10 squares of you. That ally regains a number of hit points equal to 1d6 + your wisdom modifier.

Life-Giving Smite – Hospitaler Attack 20
You imbue your weapon with radiant power, and as you strike at a foe the power of the attack heals an ally.
Daily * Divine, healing Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs Fortitude
Hits: 4|W| + charisma modifier radiant damage.
Effect: Choose one ally within 10 squares of you. The ally can spend a healing surge. Add your Charisma modifier to the hit points regained.

Justicicar

"I fight for justice, my faith, and my strong arm defending those in need." Prerequisite: Paladin class

You become the embodiment of justice, a champion of rightousness and fairness-at least as viewed from the perspective of your particular faith. You are granted the ability to shelter and protect your allies and others in need, while also recieving powers that help you do the right thing according to the faith you have embraced.

Justiciar Path Features
Just Action (11th Level): When you spend an action point to take an extra action, each enemy adjacent to you is weakened until the end of its next turn.
Just Spirit (11th level): Each ally adjacent to you can reroll one saving throw at the end of his or her turn.
Just Shelter (16th level): Allies adjacent to you are immune to fear and charm effects and recieve +1 bonus to saving throws.

Justiciar Prayers

Just Radience - Justiciar Attack 11
A burst of light, like purity and justice, explodes from your holy symbol, sending searing pain through enemies you have challenged.
Encounter * Divine, Implement, Radiant
Standard Action
Close
burst 5
Target: Each enemy marked by you in burst
Attack: Charisma vs Will
Hit: 2d8 Charisma modifier radiant damage and until the end of your next turn, the target cannot make an attack that does not include you.

Strike Me Instead - Justiciar Attack 12
You call upon your innate sense of justice and honor whispering this short prayer, and redirect an attack so that you take damage of those you would protect.
Daily * Divine
Immediate Interrupt Personal
Trigger: An ally within 5 squares of you is attacked.
Effect: The attack misses all of your allies it targets, he automatically hits you even if you weren’t a target of the attack.

Challenge the Unjust – Justiciar Attack 20
Your enemies surround you, and the purity within you seeps out for justice. You focus a powerful prayer through your holy symbol, sending forth a radiant burst of punishing force that no enemy can ignore.
Daily* Divine, Implement, Radiant
Standard Action Close burst 10
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 3d8 + Charisma modifier radiant damage and the target you hit is marked until the end of your next turn.
Miss: Half damage, and the target is marked until the end of your next turn.

 

Ranger

Dungeons and Dragons 4th edition Ranger

"I’ll get the one in the back. That’s one hobgoblin who’ll regret ever lifting a bow."
Role: Striker. You concentrate on either ranged attacks or two weapon melee fighting to deal a lot of damage to one enemy at a time. Your attacks rely on speed and mobility, since you prefer to use hit and run tactics whenever possible.
Power Source: Martial. Your talents depend on extensive training and practice, inner confidence, and natural proficency.
Key Abilities: Strength, Dexeterity, Wisdom
Armor Training: Cloth, Leather, Hide
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged

Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier

Trained Skills: Dungeoneering or Nature (Your choice) from the class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics, Athletics, Dungeoneeering, Endurance, Heal, Nature, Perception, Stealth

Build Options: Archer ranger, two-blade ranger
Class Features: Fighting Style, Hunter’s Quarry, Prime Shot

Your powers are called exploits, since they are from the martial power source. Some of your powers require you to use a weapon. If a power does not state “weapon”, then you don’t need to have your weapon in your hand.

Hunter’s Quarry Ranger Feature
Rangers are famous as expert hunters and trackers, tasks which require above all else an intense concentration on their chosen targets. When a ranger gets close enough to fully gauge his target, he can designate it as his quarry, focusing extra attention on it which allows him to exploit any weaknesses in its defenses to hit harder and kill quicker.
At-Will * Martial, Weapon
Minor Action Weapon
Target: Nearest single enemy
Effect: Designate the nearest enemy your quarry; once per round do +1d6 damage against your quarry; remains active until quarry is defeated, encounter ends, or you switch your quarry; only 1 quarry at a time).
(Leathal Hunter was mentioned as increasing the damage of Hunter’s Quarry from 1d6 to 1d8)

At Will Powers

Careful Attack Ranger Attack 1
You study the enemy, looking for a gap in his defenses. Only when you find it do you strike.
At-Will * Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: ranged or melee vs. AC
Hit: 1[W] damage. (+4 on attack?)

Nimble Strike Ranger Attack 1
You slink past your enemy’s guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
At-Will * Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Special: Shift 1 square before or after you attack
Attack: melee or ranged vs. AC

Encounter Powers

Fox’s Cunning Ranger Attack 1
Using the momentum from your enemy’s blow to fall back or slip to one side, you make a sudden retaliatory attack as he stumbles to regain his composure.
Encounter * Martial, Weapon
Immediate Reaction Melee or Ranged weapon
Trigger: An enemy makes a melee attack against you
Attack: You can shift 1 square, then make a basic attack against the enemy.
Special: Gain a +2 power bonus to your basic attack roll.

 

 

Daily Power

Split the Tree Ranger Attack 1 You fire two arrows at once, which separate in midflight to strike two different targets.
Daily * Martial, Weapon
Standard Action Ranged weapon
Targets: Two creatures within 3 squares of each other
Attack: melee or range vs. AC. Make two attack rolls, take the better result, and apply it to both targets.
Hit: 2[W]+ Str or Dex damage.
Hit: 1[W] + Str or Dex damage.

Ranger Paragon Paths

Stormwarden

“I have accepted the burden of the stormwardens of the Feywild, and this region is under my protection.”
Prerequisite: Ranger class, two-blade fighting style Your role as a warden and defender of the wild takes on new heights as you learn the ancient ways of the stormwardens of the Feywild. These techniques turn your whirling blades into a storm of destruction that rains down punishing blows on your enemies. With each slash of your weapon, the wind howls in anticipation of the coming storm.

Stormwarden Path Features

Blade Storm (11th level): As long as you are armed with a melee weapon and are capable of making an opportunity attack, one adjacent enemy (your choice) takes damage equal to your Dexterity modifier at the end of your turn.
Stormstep Action (11th level): When you spend an action point to take an extra action, you can teleport 3 squares either before or after you use the extra action.
Twin-Blade Storm (16th level): As long as you are armed with a melee weapon and are capable of making an opportunity attack, two adjacent enemies (your choice) take lightning damage equal to your Dexterity modifier at the end of your turn.

Stormwarden Exploits

Clearing the Ground Stormwarden Attack 11
You sweep your blades in mighty arcs around you, cutting foes that get too close and thrusting them back.
Encounter Martial,Weapon
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the target 1 square.

Throw Caution to the Wind Stormwarden Utility 12
Aw, what the hell. You only live once.
Encounter Martial, Stance
Minor Action Personal

Effect: You take a –2 penalty to all defenses and gain a +2 bonus to attack rolls.

Cold Steel Hurricane
Stormwarden Attack 20
You rush into the midst of your enemies and, like a freezing wind, flay them alive.
Daily Martial, Weapon
Standard Action Close burst 1

Requirement: You must be wielding two melee weapons.
Special: Before you attack, shift a number of squares equal to your Wisdom modifier.
Target: Each enemy in burst you can see
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks per target
Hit: 1[W] + Strength modifier damage per attack.
Effect: You regain your second wind if you have already used it during this encounter.

 

 

Rogue

Dungeons and Dragons 4th edition Rogue“You look surprised to see me. If you’d been paying attention, you might still be alive.”
Role:
Striker
You dart in to attack, do massive damage, and then retreat to safety. You do best when teamed with a defender to flank enemies.
Power Source: Martial
Your talents depend on extensive training and constant practice, innate skill, and natural coordination.
Key Abilities: Dexterity, Strength, Charisma
Armor Training: Leather
Characteristics: Combat advantage provides the full benefit of your powers, and a combination of skills and powers helps you gain and keep that advantage over your foes. You are a master of skills, from Stealth and Thievery to Bluff and Acrobatics.

Religion: Rogues prefer deities of the night, luck, freedom, and adventure, such as Sehanine and Avandra. Evil and chaotic evil rogues often favor Lolth or Zehir.
Races: Those with a love for secrets exchanged in shadows and change for its own sake make ideal rogues, including elves, tieflings, and halflings.

Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword

Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier
Trained Skills: Stealth and Thievery plus four others. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dexterity), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dexterity), Streetwise (Cha), Thievery (Dexterity)

Class Features: First Strike, Rogue Weapon Talent, Sneak Attack, Rogue Tactics

First Strike: at the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
Sneak Attack Damage: (1st–10th +2d6) (11th–20th +3d6) (21st–30th +5d6) (Almost all monsters can be sneak attacked now including golems).
Weapon Talents: When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls
Rogue Tactics: A rogue can choose one of two tactics, with which to fight:
Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier.

Rogue Overview Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade. As a rogue, you might face others’ preconceptions regarding your motivations, but your nature is your own to mold. You could be an agent fresh from the deposed king’s shattered intelligence network, an accused criminal on the lam seeking to clear your name, a wiry performer whose goals transcend the theatrical stage, a kid trying to turn around your hard-luck story, or a daredevil thrill-seeker who can’t get enough of the adrenaline rush of conflict. Or perhaps you are merely in it for the gold, after all.
With a blade up your sleeve and a concealing cloak across your shoulders, you stride forth, eyes alight with anticipation. What worldly wonders and rewards are yours for the taking?

Characteristics: Combat advantage provides the full benefit of your powers, and a combination of skills and powers helps you gain and keep that advantage over your foes. You are a master of skills, from Stealth and Thievery to Bluff and Acrobatics.
Religion: Rogues prefer deities of the night, luck, freedom, and adventure, such as Sehanine and Avandra. Evil and chaotic evil rogues often favor Lolth or Zehir. Races: Those with a love for secrets exchanged in shadows and change for its own sake make ideal rogues, including elves, tieflings, and halflings.

Creating a Rogue
The trickster rogue and the brawny rogue are the two rogue builds, one relying on bluffs and feints, the other on brute strength. Dexterity, Charisma, and Strength are the rogue’s most important ability scores.

Brawny Rogue
You like powers that deal plenty of damage, aided by your Strength, and also stun, immobilize, knock down, or push your foes. Your attacks use Dexterity, so keep that your highest ability score. Strength should be a close second—it increases your damage directly, and it can determine other effects of your attacks. Charisma is a good third ability score, particularly if you want to dabble in powers from the other rogue build. Select the brutal scoundrel rogue tactic, and look for powers that pack a lot of damage into every punch.
Suggested Feat: Weapon Focus (Human feat:
Toughness)
Suggested Skills: Athletics, Dungeoneering, Intimidate,
Stealth, Streetwise, Thievery
Suggested At-Will Powers: Piercing Strike, Riposte
Strike
Suggested Encounter Power: Torturous Strike
Suggested Daily Power: Easy Target

Trickster Rogue
You like powers that deceive and misdirect your foes. You dart in and out of the fray in combat, dodging your enemies’ attacks or redirecting them to other foes. Most of your attack powers rely on Dexterity, so that should be your best ability score. Charisma is important for a few attacks, for Charisma-based skills you sometimes use in place of attacks, and for other effects that depend on successful attacks, so make Charisma your second-best score. Strength is useful if you want to choose powers intended for the other rogue build. Select the artful dodger rogue tactic. Look for powers that take advantage of your high Charisma score, as well as those that add to your trickster nature.
Suggested Feat: Backstabber (Human feat: Human
Perseverance)
Suggested Skills: Acrobatics, Bluff, Insight, Perception,
Stealth, Thievery
Suggested At-Will Powers: Deft Strike, Sly Flourish
Suggested Encounter Power: Positioning Strike
Suggested Daily Power: Trick Strike

Rogue Class Features

All rogues share these class features.

First Strike
At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.

Rogue Tactics
Rogues operate in a variety of ways. Some rogues use their natural charm and cunning trickery to deceive foes. Others rely on brute strength to overcome their enemies.

Choose one of the following options.
Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier. The choice you make also provides bonuses to certain rogue powers. Individual powers detail the effects (if any) your Rogue Tactics selection has on them.

 

 

Rogue Class Features Continued

Rogue Weapon Talent
When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.

Sneak Attack
Once per round, when you have combat advantage against an enemy and are using a light blade, a crossbow, or a sling, your attacks against that enemy deal extra damage. As you advance in level, your extra damage increases.

Level Sneak Attack Damage
1st–10th +2d6
11th–20th +3d6
21st–30th +5d6

Your powers are daring exploits that draw on your personal cunning, agility, and expertise. Some powers reward a high Charisma and are well suited for the trickster rogue, and others reward a high Strength and appeal to the brawny rogue, but you are free to choose any power you like.

At Will Powers

Deft Strike Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will [ ] Martial, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light
blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.

Sly Flourish Rogue Attack 1
A distracting Flourish causes the enemy to forget the blade at his throat.
At-Will * Martial, Weapon
Standard Action Melee
or Ranged weapon
Target: One creature
Attack: + Dexterity vs. AC
Hit: 1[W] + Dex damage.

Piercing Strike Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will * Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Encounter Powers

Positioning Strike Rogue Attack 1
A false stumble and a shove place the enemy exactly where you want him.
Encounter * Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.

Torturous Strike Rogue Attack 1
If you twist the blade in the wound just so, you can make your enemy howl in pain.
Encounter * Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.

Tumble Rogue Utility 2
You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.
Encounter * Martial
Move Action
Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift a number of squares equal to onehalf your speed.

Bait and Switch Rogue Attack 3
You strike and weave, causing your foe to lurch forward so that you can duck around him and slip into his space.
Ecnounter * Martial, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Dex vs Will
Hit: 2[W] + Dex Mod damage, in addition, you switch places with the target and can then shift up to 3 squares.

Daily Power

Crimson Edge Rogue Attack 9
You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.
Daily * Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both).
Miss: Half damage, and no ongoing damage.

Trick Strike Rogue Attack 1
Through a series of feints and lures, you maneuver your foe right where you want him.
Daily * Martial, Weapon
Standard Action Melee
or Ranged weapon
Target: One creature
Attack: Dexteiry vs AC
Hit: 3d4 + 4 damage, and you can slide the target 1 square.
Effect: Until the end of the encounter, each time you hit the target you can slide it 1 square.

Rogue Paragon Paths

Shadow Assassin

“When you need something dead, you’ll be hard pressed to find someone better at the job than me.”
Prerequisite: Rogue class
You become a killing machine, striking from the shadows with deadly and bloody efficiency, and turning attacks against you into pain and suffering for your enemies. You believe in doing unto others before they can do unto you, and you know how to deliver punishment as only a striker can.

Shadow Assassin Path Features

Shadow Assassin’s Action (11th level): When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn.
Shadow Assassin’s Riposte (11th level): Any adjacent enemy that misses you with a melee attack takes damage equal to your Dexterity modifier.
Bloody Evisceration (16th level): Gain an extra 1d6 Sneak Attack damage when attacking a bloodied enemy.

 

Warlock

Dungeons and Dragons 4e WarlockRole: Striker
Power Source: Arcane
Key Abilities: Charisma
Armor Training: Leather, + others
Weapon Proficiencies: Dagger, + others
Bonus to Defense: +1 Reflex, +1 Will
Trained Skills: 4
Skill Modifiers: none

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier

Fey Pact (Misty Step – when you reduce an enemy under your Warlock’s Curse to 0 hit points or fewer, you can teleport 3 squares as a free action)

Prime Shot (if none of your allies are nearer to your target than you are, gain a +1 to ranged attacks against the target)

Shadow Walk (move 3+ squares away on your turn, gain concealment until the end of your next turn)

Warlock’s Curse Any poor soul who wanders too close to a warlock risks
incurring his curse: with a mere glance, the warlock allows his dark
energies to seep out and corrupt the very essence of his opponents,
rendering them more vulnerable to his deadly magic.

(once per turn as a minor action, place a curse on the enemy nearest you; you do +1d6 damage on enemy; lasts until end of encounter or enemy is defeated)

Spells (Arcane Power)
Your powers are called spells, since they are from the arcane power source. You usually have your wand (an implement) in your hand when you use your powers, but it’s not required.

Daily Power

Curse of the Dark Dream Warlock (Fey) Attack 1

You inflict a waking nightmare upon your enemy so that he can no longer tell what is real and what exists only in his mind. Under its influence he staggers about, trying to avoid falling from imaginary heights or stepping on unreal serpents.
Daily * Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +Cha vs. Will
Hit: 3d8 + Cha psychic damage, and you slide the target 3 squares.
Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends).

 

At Will Powers

Eldritch Blast Warlock (All) Attack 1
You fire a bolt of dark, crackling eldritch energy at
your foe.

At-Will * Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Cha vs. Reflex
Hit: 1d10 + Cha damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Eyebite Warlock (Fey) Attack 1
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
At-Will * Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Cha vs. Will
Hit: 1[W] + Cha psychic damage, and you are invisible to the target until the start of your next turn.

Encounter Powers

Witchfire Warlock (Fey) Attack 1
From the mystic energy of the Feywild, you draw a brilliant white flame and set it in your enemy’s mind and body. Rivulets of argent fire stream up into the air from his eyes, mouth, and hands; agony disrupts his very thoughts.
Encounter * Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Cha vs. Reflex
Hit: 2[W] + Cha fire damage, and the target takes a -4 penalty to attack rolls until the end of your next turn.

Utility Spells

Etheral Stride Level 2 Utility Spell
He can teleport on a short distance and benefit from a defence bonus until next round.

Warlock Paragon Paths

Doomsayer

“I speak for the cold darkness beyond the stars. I see the myriad ways that doom comes upon you.”
Prerequisite: Warlock class, star pact
You wrap yourself in the fear of the darkness beyond the stars and use it as a shield against your enemies. In addition, you examine the strands of fate to issue proclamations of doom to all who stand against you.

Doomsayer Path Features

Doomsayer’s Action (11th level): When you spend an action point to take an extra action, you also deal the extra damage of your Warlock’s Curse to all of your enemies currently affected by it.
Doomsayer’s Proclamation (11th level): Enemies within 10 squares of you must roll two dice when rolling saving throws against fear effects. They must use the lower of the two rolls.
Doomsayer’s Oath (16th level): When you are bloodied, you gain a +2 power bonus to attack rolls when you use a power that has the fear keyword.

 

Warlord

Dungeons and Dragons 4.0 Warlord“Onward to victory! They cannot stand before us!”
Role: Leader. You are an inspiring commander and a master of battle tactics.
Power Source: Martial. You have become an expert in tactics through endless hours of training and practice, personal determination, and your own sheer physical toughness.
Key Abilities: Strength, Intelligence, Charisma

Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: 4 from the list below
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha)

Build Options: Inspiring warlord, tactical warlord
Class Features: Combat Leader, Commanding Presence, inspiring word
Warlord Class Features

Warlord Overview

Warlords are accomplished and competent battle leaders. Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight.

Your ability to lead others to victory is a direct result of your history. You could be a minor warchief looking to make a name for yourself, a pious knight-commander on leave from your militant order, a youthful noble eager to apply years of training to life outside the castle walls, a calculating mercenary captain, or a courageous marshal of the borderlands who fights to protect the frontier. Regardless of your background, you are a skillful warrior with an uncanny gift for leadership.

The weight of your armor is not a hindrance; it is a familiar comfort. The worn weapon grip molds to your hand as if it were a natural extension of your arm. It’s time to fight and to lead.

Characteristics: You are a strong warrior in melee, able to stand beside the fighter or paladin in your party. Your powers grant allies immediate actions (usually moves or attacks), provide bonuses to attack or defense, and grant healing in the midst of battle.

Religion: Warlords favor martial gods such as Bahamut and Kord, and those who have a particular eye for strategy or leadership esteem Ioun or Erathis. Evil and unaligned warlords often worship Bane.

Races: Dragonborn make excellent inspiring warlords, and half-elves are equally inspiring leaders. Eladrin are skilled tactical warlords. Tiefling warlords are versatile, combining powers from both builds, and humans can excel at either path.
All warlords have these class features.

Combat Leader
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Commanding Presence
Choose one of the following two benefits.

Inspiring Presence: When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier.

Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier.

The choice you make also provides bonuses to certain warlord powers. Individual powers detail the effects (if any) your Commanding Presence selection has on them.

Inspiring Word
Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.
Creating a Warlord

Feat


Tactical Assault:
When an ally who can see you spends an action point to make an attack, the attack’s damage roll gains a +4 bonus.

At-Will Power

Commander’s Strike Warlord Attack 1
With a shout, you command an ally to attack.
At-Will * Martial, Weapon
Standard Action Melee weapon

Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.

Wolf Pack Tactics Warlord Attack 1
Step by step, you and your friends surround the enemy.
At-Will * Martial,Weapon
Standard Action Melee weapon

Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.

Viper’s Strike Warlord Attack 1
You trick your adversary into making a tactical error that gives your comrad a chance to strike.
At-Will * Martial, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Str vs. AC
Hit 1[W] + Str mod damage.
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.

Utility Power

Knight’s Move Utility 2
An ally can move as a free action.

 

 

Encounter Power

Guarding Attack
Warlord Attack 1
With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain’s attacks.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +2 power bonus to AC against the target’s attacks.
Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier.

Warlord’s Favor
Warlord Attack 1
With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn.
Tactical Presence: The bonus to attack rolls that you grant equals 1 + your Intelligence modifier.

Leaf on the Wind Warlord Attack 1
Like a leaf caught in the autumn wind, your foe is drifen by the flow of battle. Your fierce attacks force him to give ground.
Encounter * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Str vs AC
Hit: 2[W] + Str mod damage. You or an ally adjacent to the target swaps places with the target.

Aid the Injured Warlord Utility 2
Your presence is both a comfort and an inspiration.
Encounter * Healing, Martial
Standard Action Melee
touch
Target: You or one adjacent ally
Effect: The target can spend a healing surge.

Steel Monsoon Warlord Attack 3
You leap into the fray with a wild, whirling attack – but your movements are carefully calculated to distract nearby enemies and give your allies a chance to move into position.
Encounter * Martial, Weapon
Standard Action Melee
weapon
Taret: One creature
Attack: Str vs. AC
Hit: 2[W] + Str mod damage, and one ally within 5 squares of you can shift 5 squares.

Daily Power

Lead the Attack
Warlord Attack 1

Under your direction, arrows hit their marks and blades drive home.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier.
Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.

Bastion of Defense
Warlord Attack 1
Honorable warriors never fall!
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.
Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier.

Warlord Builds

The two warlord builds are inspiring warlord and tactical warlord. Some warlords lean more on their Charisma, while others rely on Intelligence, but Strength is important to every warlord.

Tactical Warlord

Your leadership takes the form of quick commands, cunning strategies, and tactical superiority. Your powers guide your allies to extra and more powerful attacks, as well as helping them move quickly in combat situations. You also assist your allies by moving your enemies around or knocking them prone. You use Strength for your attack powers, so make that your best ability score. Intelligence is secondary, because your Intelligence determines just how effective a leader you are. Charisma should be your third best score, so you can dabble in other warlord powers and to improve your Will defense. Select powers that make the best use of your high Intelligence score.

Suggested Feat: Tactical Assault (Human feat: Weapon Focus)
Suggested Skills: Endurance, Heal, History, Intimidate
Suggested At-Will Powers: viper’s strike, wolf pack tactics
Suggested Encounter Power: warlord’s favor
Suggested Daily Power: lead the attack

Inspiring Warlord

You lead by exhortation, encouragement, and inspiration. Your powers help your allies find new surges of courage and endurance within themselves, helping them heal, shrug off debilitating conditions, and defend themselves from attack. Your attack powers rely on Strength, so that should be your best ability score. The benefits you give your allies, though, depend almost entirely on Charisma, so make that second best. Intelligence is your best third choice, so you can dabble in other warlord powers and to help your Reflex defense. Select powers that make the best use of your high Charisma score.

Suggested Feat: Inspired Recovery (Human feat: Toughness)
Suggested Skills: Athletics, Diplomacy, Heal, History
Suggested At-Will Powers: commander’s strike, furious smash
Suggested Encounter Power: guarding attack

Warlord Paragon Paths

Sword Marshal

“This weapon is my symbol of office, and it shines over the field of battle as I wield it against our enemies.”
Prerequisite: Warlord class, proficiency with heavy blade You have extensively studied the use of light blades and heavy blades, and your weapon of choice has become a symbol of your power and leadership. You never enter a battle without your blade in hand, and your allies know to look for the gleaming weapon when they need help or inspiration.

Sword Marshal Path Features

Disciplined Blade (11th level): When you miss with a melee attack when using a heavy blade, you gain a +2 bonus to your next attack roll against the same enemy.
Sword Marshal’s Action (11th level): You can spend an action point to regain one warlord encounter power you have already used, instead of taking an extra action.
Skewer the Weak (16th level): When you score a critical hit using a heavy blade, you and all your allies gain combat advantage against the enemy you struck until the end of your next turn.

 

Wizard

Dungeons and Dragons 4th Edition WizardRole: Controller
Power Source: Arcane
Key Abilities: Intelligence
Armor Training: none
Weapon Proficiencies: dagger, + others
Bonus to Defense: + 2 Will
Trained Skills: 4
Skill Modifiers: none

Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges: 6 + Constitution modifier

Arcane Implement Mastery: Wand of Accuracy (once
per encounter as a free action, gain a +2 bonus to an attack roll; you must be wielding your wand)

Ritual Casting
Spellbook (when you begin the adventure, and after each extended rest, pick one of two daily spells – you can use that spell until you select again after an extended rest)

Spells (Arcane Power)
Your powers are called spells, since they are from the arcane power source. You usually have your wand (an implement) in your hand when you use your powers, but it’s not required.

Cantrips
Ghost Sound Wizard Cantrip
With a wink, you create an illusory sound that emanates from somewhere close by.
At-Will * Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Light Wizard Cantrip
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
At-Will * Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

Mage Hand Wizard Cantrip
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-Will * Arcane, Conjuration, Force
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand
indefinitely.
Special: You can create only one hand at a time.

Cantrips

Ghost Sounds Wizard Cantrip
With a wink, you create an illusory sound that emanates from somewhere close by.
At-Will * Arcane, Illusion
Standard Action Ranged
10
Target: One object or unoccupied square
Effect: You case a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear the words.

Light Wizard Cantrip
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
At-Will * Arcane
Minor Action Ranged
5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The target lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

At Will Powers

Magic Missile Wizard Attack 1
You launch a silvery bolt of force at an enemy.
At-Will * Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Int vs. Reflex
Hit: 2d4 + Int force damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Scorching Burst Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will * Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Int vs. Reflex
Hit: 1d6 + Int fire damage.

Ray of Frost Wizard Attack 1
A blisteringly cold ray of white frost streaks to your target.
Encounter [At Will] * Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Dex vs. Fortitude
Hit: 1d6 + Dex cold damage, and the target is slowed until the end of your next turn.

Encounter Powers

Force Orb Wizard Attack 1
You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons.
Encounter * Arcane, Force, Implement
Standard Action Ranged 20
Primary Target: One creature or object
Attack: Int vs. Reflex
Hit: 2d8 + Int force damage. Make a secondary
attack.
Secondary Target: Each enemy adjacent to the
primary target
Secondary Attack: Int vs. Reflex
Hit: 1d10 + Int force damage.

Burning Hands Wizard Attack 1
A fierce burst of flame erupts from your hands and scorches nearby foes.
Encounter * Arcane, Fire, Implement
Standard Action Close
blast 5
Target: Each creature in blast
Attack: Int vs Reflex
Hit: 2d6 + int fire damage.

Fire Shroud Wizard Attack 3
With a subtle gesture, you wreathe nearby enemies in flames.
Encounter * Arcane, Fire, Implement
Standard Action Close
Burst 3
Target: Each enemy in burst
Attack: +5 vs Fortitude
Hit: 1d8 + Int fire damage, and ongoing 5 fire damage (save ends)

Daily Powers

Acid Arrow Wizard Attack 1
A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.
Daily * Acid, Arcane, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: Int vs. Reflex
Hit: 2d8 + Int acid damage, and ongoing 5 acid
damage (save ends).
Make a secondary attack.
Secondary Target: Each creature adjacent to the
primary target
Secondary Attack: Int vs. Reflex
Hit: 1d8 + Int acid damage, and ongoing 5 acid
damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to
primary target (save ends), and no secondary
attack.

Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
Daily * Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Int vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

Expeditious Retreat Wizard Utility 2
You form blurs as you hastily withdraw from the battlefield.
Daily * Arcane
Move Action Personal

Effect: Shift up to twice your speed.

Wizard Spells

Dispel Magic Wizard Utility 6
You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent.
Daily * Arcane
Standard Action Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator of the conjuration or the zone
Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.

Mirror Image Wizard Utility 10
Three duplicate images of you appear, imitating your actions perfectly and confusing your enemies.
Daily * Arcane, Illusion
Minor Action Personal
Effect: Three duplicate images of yourself appear in your space, and you gain a +6 power bonus to AC. Each time an attack misses you, one of your duplicate images disappears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all your images are gone and the power ends. Otherwise, the effect lasts for 1 hour.

Resistance Wizard Utility 10
You make yourself or another creature in range resistant to a particular kind of damage.
Daily * Arcane
Minor Action Ranged 10
Target: You or one creature
Effect: Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence modifier until the end of the encounter or for 5 minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Frostburn Wizard Attack 13
You whisper a word of elemental power and hurl a flaming ball of ice. Waves of fire and ice explode outward from the point of impact.
Encounter * Arcane, Cold, Fire, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier cold and fire damage.
Effect: This power’s area is difficult terrain until the end of your next turn. Any creature that starts its turn in the area takes 5 cold and fire damage. You can dismiss the effect as a minor action.

Mesmeric Hold Wizard Attack 13
You immobilize your foes by commanding them to remain still.
Encounter * Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Targets: One, two, or three creatures
Attack: Intelligence vs. Will, one attack per target
Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll.
Hit: 3d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn.

 

Wizard Spells Continued

Prismatic Burst Wizard Attack 13
You lob a fist-sized orb of pulsating white light some distance away, blasting creatures in the area with rays of multicolored light.
Encounter * Arcane, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.

Thunderlance Wizard Attack 13
A thunderous pulse of concussive energy rolls from your hand, bowling over your enemies.
Encounter * Arcane, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Hit: 4d6 + Intelligence modifier thunder damage, and you push the target 4 squares.

Bigby’s Grasping Hands Wizard Attack 15

Two hands of glowing golden force materialize, grab a couple of your foes, and slam them together.
Daily * Arcane, Conjuration, Force, Implement
Standard Action Ranged 10
Effect: You conjure two 5-foot tall hands of force, each one occupying 1 square within range. Each hand attacks one adjacent creature. A hand that is not grabbing a target can be moved and made to attack a new target within range as a move action. The hands last until the end of your next turn.
Targets: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier force damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
Special: If the hands have each grabbed an enemy, you can slam the enemies into each other as a standard action dealing 2d10 + Intelligence modifier force damage to each grabbed target. After the attack, each hand returns to its original square with its grabbed target.
Sustain Minor: The hands persist.

Blast of Cold Wizard Attack 15
You create a tremendous blast of supernatural cold, freezing your enemies.
Daily * Arcane, Cold, Implement
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence modifier cold damage, and target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).

Otiluke’s Resilient Sphere Wizard Attack 15
You trap your enemy in a transparent, immobile globe of impenetrable force.
Daily * Arcane, Conjuration, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs Reflex
Hit: You conjure a sphere of force that fills the target’s entire space until the end of your next turn. The target is immobilized and can’t attack anything outside its own space. Creatures outside the sphere can’t attack the target, and the sphere blocks objects and creatures attempting to pass through it. The sphere, though impenetrable, is not impervious to damage. Attacks against the sphere automatically hit, and it has 100 hit points.
Sustain Minor: If your attack roll was successful, you can sustain the sphere.
Miss: The target is immobilized (save ends).
Special: Instead of attacking an enemy, you can put the sphere around yourself or a willing ally within range without making an attack roll.

Prismatic Beams Wizard Attack 15
Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways.
Daily * Arcane, Fire, Implement, Poison
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 2d6 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 2d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the target is dazed (save ends).
Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.

Wall of Ice Wizard Attack 15
A wall of glittering, jagged ice appears at your command.
Daily * Arcane, Cold, Conjuration, Implement
Standard Action Area wall 12 within 10 squares
Effect: You conjure a solid wall of contiguous squares filled with arcane ice. The wall can be up to 12 squares long and up to 6 squares high. Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier cold damage. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall.
Special: As a standard action, a creature can attack one square of the wall. Each square has 50 hit points. Any creature that makes a melee attack against the wall takes 2d6 cold damage. The wall has vulnerability 25 to fire. If the wall is not destroyed, it melts away after 1 hour.

Displacement Wizard Utility 16
The recipient of this spell appears to be standing slightly to the left or right of his actual position, making it harder for enemies to kill him.
Encounter * Arcane, Illusion
Immediate Interrupt Ranged 5
Trigger: A ranged or a melee attack hits or one ally in range
Effect: The attacker must reroll the attack roll.

Fly Wizard Utility 16
You leap into the air and don’t look back.
Daily * Arcane
Standard Action Personal
Effect: You gain a speed of fly 8 until the end of your next turn.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling damage.

Greater Invisibility Wizard Utility 16
With a wave of your hand, you or another creature nearby fades away, becoming invisible
Daily * Arcane, Illusion
Standard Action Ranged 20
Target: You or one creature
Effect: The target is invisible until the end of your next turn. If the target attacks, the target becomes visible.
Sustain Minor: If the target is within range, you can sustain the effect.

Other Wizard Information

Burning Blizzard Heroic Tiers Feat
Increases by 1 point all damage caused by cold and acid.

Orb of imposition Arcane implement Mastery.
Allows the wizard to control a power-item which allows her to extend the duration of her Ray of Frost.

Wizard Paragon Paths

Battle Mage

“You think I’m just a simple scholar, my head buried amid my scrolls and books? Think again!”
Prerequisite: Wizard class

You didn’t leave behind the thrill of battle when you took up the mantle of wizard, so why should you stand back and let the fighters have all the fun? You have developed skills and techniques that have turned you into a true battle mage, ready to deal damage up close and personal or from afar, depending on the situation and how the mood strikes you. You have even learned of a technique for using arcane energy to temporarily stave off death—and you can’t wait to try it out in battle!

Battle Mage Path Features

Arcane Riposte (11th level): Imbued with magical might, your hands bristle with arcane energy in the heat of battle. When a creature provokes an opportunity attack from you, make an opportunity attack with one of your hands (Dexterity vs. AC). Choose cold, fire, force, or lightning. You deal 1d8 + Intelligence modifier damage of that type with this attack.
Battle Mage Action (11th level): When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn.

Battle Edge (16th level): When you first become bloodied in an encounter, you can use any at-will power you know as an immediate reaction.

Wizard Epic Destiny

Archmage

As the Archmage, you lay claim to being the world’s preeminent wizard.

Prerequisite: 21st-level wizard

Your lifelong perusal of grimoires, librams, tomes, and spellbooks has finally revealed the foundation of reality to you: Spells are each tiny portions of a larger arcane truth. Every spell is part of some far superior working, evoking just a minuscule fraction of that ultimate formula. As you continue your studies, you advance your mastery of spells so much that they begin to infuse your flesh, granting you a facility in their use undreamed of by lesser practitioners.

You are often called to use your knowledge to defend the world from supernormal threats. Seeking ever greater enlightenment and the magical power that accompanies it, you are at times tempted by questionable relics, morally suspect spells, and ancient artifacts. Your destiny remains yours to choose—will you be archmage or archfiend?

Immortality, of a Sort
Archmages are an idiosyncratic lot. There’s no telling what choices the preeminent wizard of the age will make when he has completed his destiny. The following section details a path several Archmages have walked, but your path might vary.

Arcane Seclusion: When you complete your final quest, you retreat from the world to give your full time and attention to the study of the ultimate arcane formula, the Demispell, whose hyperplanar existence encompasses all the lesser spells there ever were or ever will be.

To aid your study, you build a sanctum sanctorum. At your option, your retreat provides you complete seclusion, and thus could take the form of a tower lost somewhere in the Elemental Chaos. However, you might desire to retain a tie to the world, and thus build a sanctum with a connection to the world. In such a case, you might found a new order of mages for which you serve as the rarely seen High Wizard. Alternatively, you might found a school of magic, for which you serve as the rarely seen headmaster.

Regardless of your retreat’s physical form or temporal connection, your contemplation of the arcanosphere persists. As the years flow onward, your study of the fundamental, deep structure of the cosmos removes you from the normal flow of time. Eventually your material shell fades as you merge into the Demispell itself.

Thereafter, your name becomes tied to powerful spells and rituals used by lesser wizards.

Archmage Features
All Archmages have the following features.

Spell Recall (21st level): At the beginning of each day, choose one daily spell that you know (and have prepared today, if you prepare spells). You can use that spell two times that day, rather than only once.

Arcane Spirit (24th level): Once per day, when you die, you can detach your spirit from your body. In arcane spirit form, you heal to maximum hit points and gain the insubstantial and phasing qualities. You can cast encounter spells and at-will spells while in arcane spirit form, but you can’t cast daily spells, activate magic items, or perform rituals. If you die in arcane spirit form, you’re dead.

At the end of the encounter, after a short rest, your arcane spirit rejoins your body, if your body is still present. Your current hit point total is unchanged, but you no longer experience the other benefits and drawbacks of being in arcane spirit form.

If your body is missing, you will need other magic to return to life, but can continue adventuring in arcane spirit form if you like.

Archspell (30th level): Your comprehension of the ultimate arcane formula and of the spells that constitute it reaches a new threshold. Choose one daily spell that you know. You can now cast that spell as an encounter spell (rather than as a daily spell).

Archmage Power
Shape Magic Archmage Utility 26
You reach into the ebb and flow of arcane energy and pluck a spell you have already used out of the invisible tide, instantly recalling it to memory.
Daily
Standard Action Personal
Effect: You regain one arcane power you have already used.

 

Skills

SKILL CHECKS

When you use a skill, you make a skill check.
• Roll a d20 and add your skill modifier.
• Add any situational modifiers, usually from powers affecting you
• The total is your check result. The higher the result, the better. Your result is compared against a Difficulty Class (a number set by the DM based on the situation) or an opposed check made by a character opposing your Use of the skill.

A 1st-3rd level easy task has a Difficulty Class (DC) of 15, moderate tasks have a DC of 20, and difficult tasks have a DC of 25.

Skill Modifier
Skill Modifier = ½ Character Level + Ability Score Modifier + Racial Modifier (+5 if trained) Skill Training by Class

Class # of trained skills
Cleric 4
Fighter 4
Paladin 4
Ranger Dung. or Nature +4
Rogue Stealth, Thievery + 4
Warlock 4
Wizard 4

Racial Skill Modifiers
• Humans can choose 1 extra skill to train in at 1st level.
• Add +5 to Skill Modifiers for skill you are ‘trained’ in.
• The Skill Training feat lets you add another skill as a trained skill, at +5.

 

 

UNIVERSAL CLASS SKILLS:

Each class gets to choose them, but they’re not necessarily trained. Acrobatics, Athletics, Insight, Perception, Stealth. Static Skills Insight and Perception are used as static "defenses" against Bluff and Stealth respectively. To calculate, add 10 to your Insight and Perception skill modifiers. For example, if you’re trying to use Stealth to sneak past a group of orcs, you roll against their passive Perception scores.

Race Skill Modifiers

Human None
Dragonborn +2 History, +2 Intimidate
Dwarf None
Eladrin +2 History
Elf +2 Nature, +2 Perception
Half-Elf +2 Insight, +2 Diplomacy
Halfling +2 Acrobatics, +2 Thievery
Tiefling +2 Bluff, +2 Stealth

LANGUAGES

Spend a skill training point to learn a language.
Languages: Common, Supernal, Elven, Goblin, Dwarven, Draconic, Abyssal, Giant

JUMPING

Jumping is a straight check, with 1 square jumped per 10 rolled, so for the 2-square jump, you need a 20 Athletics check. Running for four squares before the jump will half the DC.

Skills (3.5 skill equivilent in itallics)
Acrobatics* (DEX) (Balance, Escape Artist, Tumble) Use this skill to test your balance on narrow or unstable surfaces, to escape from a grab or from restraints, and (if you’re trained) to reduce your damage when you fall.
Arcana (INT) (Knowledge Arcane, Spellcraft) You have knowledge about magic and magical effects, and (if you’re trained) you know how to detect a persistent magical effect.
Athletics* (STR) (Climb, swim, jump) Use this skill to climb, swim, or jump.
Bluff (CHA) (Bluff) Use this skill to make what’s false appear to be true, fast-talk a guard, con a merchant, or tell lies.
Diplomacy (CHA) (Diplomacy) Use this skill to influence other with tact and social grace, change opinions, inspire good will, and to negotiate a deal in good faith.
Dungeoneering (WIS) (Knowledge Dungeoneering) You have knowledge about forging a path through a dungeon complex, recognizing dungeon hazards, and finding food in the Underdark.
Endurance (CON) Use this skill to stave off ill effects and to push beyond normal physical limits.
Heal (WIS) (Heal) Use this skill to administer first aid, stabilize ad dying character, grant a saving throw, or treat a disease.
History (INT) (Knowledge History) You have knowledge about history, including significant events, legends, customs, and traditions.
Insight (WIS) (Sense Motive) Use this skill to discern intent and decipher body language, making a best guess as to a target’s motives, attitudes, and truthfulness.
Intimidate (CHA) (Intimidate) Use this skill to influence others through hostile actions and overt threats.
Nature (INT) (Knowledge Nature) You have knowledge related to finding your way through the wilderness, recognizing natural hazards, and living off the land.
Perception (WIS) (Listen, Search, Spot) Use this skill to notice clues, spots imminent dangers, and location hidden objects.
Religion (INT) (Knowledge Religion) You have knowledge of religious traditions.
Stealth* (DEX) (Hide, Move Silently) Use this skill to hide and move silently.
Streetwise(CHA)
You know how to get the lay of the land in an urban setting.
Thievery (DEX) (Disable Device, Open Lock, Slight of Hand) Use this skill to disable traps, open locks, pick pockets, and perform other slight of hand.

* armor check penalty applies

 

Multiclassing

At 11th level, you can choose to forgo your paragon path in order to further specialize in a second class. Combos like fighter/wizard now work much better, while traditional choices like fighter/rogue still function just fine.

Multiclass feats allow you to dabble in the class features and powers of another class. You might be a fighter who dips his toe into wizardry, or a warlock who wants a smattering of rogue abilities. Each class has a class-specific multiclass feat that gives you access to features from that class.

There are two restrictions on your choice of a class-specific multiclass feat. First, you can’t take a multiclass feat for your own class. Second, once you take a multiclass feat, you can’t take a class-specific feat for a different class. You can dabble in a second class but not a third.

 

 

A character who has taken a class-specific multiclass feat counts as a member of that class for the purpose of meeting prerequisites for taking other feats and qualifying for paragon paths. For example, a character who takes Initiate of the Faith counts as a cleric for the purpose of selecting feats that have cleric as a prerequisite. These feats can qualify you for other feats; for example, a warlock who takes Sneak of Shadows can use the rogue’s Sneak Attack class feature, which means that he meets the prerequisite for the Backstabber feat.

Multiclass Feat Table

Name Prerequisites Benefit
Initiate of the Faith Wis 13 Cleric: Religion skill, healing word 1/day
Student of the Sword Str 13 Fighter: skill training, +1 to attack and mark 1/encounter
Soldier of the Faith Str 13, Cha 13 Paladin: skill training, divine challenge 1/encounter
Warrior of the Wild Str 13 or Dex 13 Ranger: skill training, Hunter’s Quarry 1/encounter
Sneak of Shadows Dex 13 Rogue: Thievery skill, Sneak Attack 1/encounter
Pact Initiate Cha 13 Warlock: skill training, pact at-will 1/encounter
Student of Battle Str 13 Warlord: skill training, inspiring word 1/day
Arcane Initiate Int 13 Wizard: Arcana skill, wizard power 1/encounter
Novice Power Any class-specific multiclass Swap one encounter power with one of multiclass feats, 4th level
Acolyte Power Any class-specific multiclass Swap one utility power with one of multiclass feats, 8th level
Adept Power Any class-specific multiclass Swap one daily power with one of multiclass feats, 10th level
 

Equipment

WEAPONS

Weapons fall into 4 categories. Improvised weapons, Simple weapons, Military weapons, and Superior Weapons. Weapons can be in more then one category. Weapons in all four categories are considered melee weapons or ranged weapons. You can’t use a ranged weapon as a melee weapon. A melee weapon with the light or heavy thrown can be used to make ranged attacks. Weapons are further categorized as one-handed or two-handed.

Weapons Prof Damage Range Cost Weight Category Properties
Simple Melee              
Dagger 3 1d4 5/10        
Mace 2 1d8       Versatile
Quarterstaff   1d8         Two-Handed
Spear 2 1d8 10/20       Versatile
Military Weapons              
Axe, Great   1d12         Two-handed, High Crit
Club, Great   2d4         Two-handed
Flail   1d10          
Greatsword   2d6         Two-handed
Halberd   1d10 Reach 2       Two-handed
Handaxe 1 1d6 5/10        
Longsword 2 1d8       Versatile
Rapier   1d8          
Scimitar   1d8         High Crit
Short Sword 3 1d6        
Warhammer 1 1d10         Versatile
War pick 2 1d8 15 gp 6 lb. Pick High Crit, versatile
Superior Melee              
Chain, Spiked   2d4 Reach 2        
               
Ranged              
Simple Ranged              
Crossbow   1d6 15/30        
Crossbow, Hand   1d6 10/20        
Sling   1d6 10/20        
Military Ranged              
Bow 2 1d8         Load free action
Bow, Long 2 1d8 20/40       Load free action
Bow, Short 2 1d6         Load free action
Throwing hammer 2 1d6 5/10        

Weapon Proficiency

Accurate weapons do less damage, inaccurate weapons do more damage. Weapon Proficiency is determined by your class, and any feats you’ve taken. If you are not proficient in a weapon you get no bonus to attack
• Accurate Weapon Proficiencies (Dagger, Rapier, etc) give +3 attack bonus
• Normal Weapon Proficiencies (Longsword, Long Bow, etc) give +2 attack
• Inaccurate Weapons (Axes etc) give +1 attack bonus

Weapon Damage

Weapon damage has an ability modifier applied that varies depending on attack type.
• Melee weapons: Strength modifier is added to melee weapons damage.
• Ranged weapons: Dexterity modifier added to ranged weapons damage.
• Spells: A wizard will have an Intelligence based modifier for his spells, a warlock a Charisma based one for hers, and so on.
Thrown and ranged weapons: Some thrown and ranged weapons damage may be modified by dexterity (daggers seem to be either Dex or Str).

Weapon Groups

If a weapon falls into more than one group, you can use it with powers that require a weapon from any of its groups. For example, the halberd is both an axe and a polearm, so you can use it with powers that give you an additional benefit when you wield an axe or a polearm.

Axe, Bow, Crossbow, Flail, Hammer, Heavy Blade, Light Blade, Mace, Pick, Polearm, Sling, Spear, Staff, Unarmed

Weapon Properties

Weapon properties define additional characteristics shared by weapons that might be in different groups.

Heavy Thrown: You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A ranged basic attack with a heavy thrown weapon uses your Strength instead of your Dexterity for the attack and damage rolls.

High Crit: A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.

Light Thrown: A ranged basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don’t deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.

Load: Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the Ranged Weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.

Off-Hand: An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can’t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.

Reach: With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.

Small: This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can’t normally use two-handed weapons.

Versatile: Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed and doesn’t deal extra damage.

 

COINS AND CURRENCY

Monetary Unit Exchange Value
  CP SP GP PP
CP 1 1/10 1/100 1/10,000
SP 10 1 1/10 1/1000
GP 100 10 1 100
PP 10,000 1000 100 1

Coins weigh 1 pound / 50 coins.

ARMOR

Type AC Value AC Check
  Type AC Value AC Check Penalty*
Light (1) Cloth 0 0
  Leather 2 0
  Hide 3 0
Heavy (2) Chain 6 -1
  Scale 7 -2
  Plate 8 -4
Shields (3) Light 1 0
  Heavy 2 0

*Armor check penalty applies to Athletics, Acrobatics, and Stealth

(1) Add either your Dexterity or Intelligence (use the highest) ability modifier to your AC
(2) Do not add Dexterity or Intelligence modifiers to AC while wearing Heavy Armor
(3) Add the AC value from shields to Reflex defense also

(Non-proficiency in an Armor imposes a -2 penalty to rolls?)

Armor is grouped into categories. These categories can help you decide what armor is best for you. Your class tells you what kinds of armor you’re proficient with. You can take feats to learn the proper use of other kinds of armor. If you wear armor you’re not proficient with it makes you clumsy and uncoordinated. You take a -2 penalty to attack rolls and to your Reflex defense.

Putting on a suit of armor always takes at least 5 minutes, which means that it’s an activity you can undertake only outside combat (likely while you’re taking a short rest).

Armor is defined as either light or heavy. Light Armor is easy to move in if you’re proficient with it. Cloth armor, leather armor, and hide armor are light armors. When you wear light armor you add either your Intelligence or your Dexterity modifier to your Armor Class, whichever is higher. Heavy Armor is more restrictive, so your natural agility matters less. When you wear heavy armor you don’t add an ability score modifier to your AC. Chainmail, scale armor, and plate armor are heavy armors.

Certain kinds of armor are made according to arcane and esoteric methods that involve weaving magic into the substance of the armor. These Masterwork Armors never appear except as magic armor and even then only at the highest levels (16th and above). The various kinds of masterwork armor fall into the same categories as mundane armor and have similar statistics, but they have a higher armor bonus than their mundane counterparts. The cost of masterwork armor is included in the cost of the magic armor.

 

Cloth Armor

Jackets, mantles, woven robes, and padded vests don’t, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn’t slow you down or hinder your movement at all. Feyweave armor is woven with techniques perfected by the eladrin. Starweave armor is fashioned after patterns created in the divine dominions of the Astral Sea.
Leather Armor: Leather armor is sturdier than cloth< armor. It protects vital areas with multiple layers of boiled leather plates, while covering the limbs with supple leather that provides a small amount of protection. Feyleather armor is cured by an elven method that leaves the armor supple but tougher than normal leather. Starleather armor is infused with the raw spiritual matter of the Astral Sea, making it light and strong.

Hide Armor

Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it’s light enough that it doesn’t affect your speed. Darkhid armor is superior tiefling armor cured in fire and infused with shadow. Elderhide armor involves scouring the elemental forces.

Chainmail

metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it’s cumbersome, so it reduces your mobility and agility. Forgemail armor is made with superior metallurgy and a chain making technique mastered by dwarves. Spiritmail armor is made with techniques from the divine dominions of the Astral Sea.

Scale Armor

Overlapping pieces of highly durable
material, such as steel or even dragon scales, make up scale armor. Despite its heaviness, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing flexibility and agility. Mundane scale armor uses metal plates. Wyrmscale is made using ancient techniques the dragonborn invented to mimic the strength of overlapping dragon scales and elderscale is a similar armor scoured with elemental forces.

Plate Armor

The heaviest type of armor, made up of shaped plates of metal or similarly resilient materials, plate provides the most armor protection. The cost for its superior fortification is mobility and agility. Legend holds that Moradin made the first godplate armor and ancient dwarf smiths copied his pattern imperfectly to make Warplate armor.

Shields

Heavy Shield gives +2 to AC and Reflex Defense
Light Shield +1 to AC and Reflex Defense Armor, size, and movement:
Heavy armor reduces speed by 1 square. Halflings and dwarves (in heavier armor) move like anyone else.

Shield Types

As with Armor, you need the proper shield proficiency to use a shield effectively. When you use a shield, you strap it to an arm and sometimes use the hand on that arm–your shield arm and shield hand. Shields grant a shield bonus that you add to your AC and to your Relex Defense.

 

 

Actions

TAKING YOUR TURN

On your initiative order, you take your turn. Your turn has three parts: the start of your turn, actions on your turn, and the end of your turn.

The Start of Your Turn:

Before you act, use the start of your turn to keep track of any effects.
• Ongoing Damage: If you’re suffering ongoing damage, you take damage now.
• Regeneration: If you have regeneration, you regenerate hit points now.
• Other Effects: Deal with any other effects that occur at the start of your turn.
• No Actions: You can’t take any actions at the start of your turn.

ACTIONS ON YOUR TURN:

You get three actions to perform on your turn.
• Standard action
• Move action
• Minor action Standard, move, and minor actions

Each time it’s your turn, you get one standard, one move, and one minor action, used in any order, and you can skip any of them. Standard actions are usually attacks, move actions are usually used to move, and minor actions are little things like drawing a weapon or opening a door. You can always exchange a standard action for a move action or minor action, or a move action for a minor action. There are also free actions, which take almost no time or effort, such as dropping a held item or talking. You can take free actions during your turn or anyone else’s turn, and as many as you like (within reason). There’s another category of actions called triggered actions – these include opportunity actions (like opportunity attacks) and immediate actions (like a readied action).
Sustain minor: use a minor action to keep using a power, as noted in the power’s description. As an example, this represents concentrating to maintain a spell.

 

OTHER COMBATANTS ACTIONS.

Other combatants can take free actions on your turn, and you might take actions that trigger immediate actions or opportunity actions from other combatants.

Immediate Action

Interrupts and reactions are immediate actions. Specific powers define the trigger for these actions. You can take only one immediate action per round, and you can’t take an immediate action on your turn. You only get one immediate action per round; presumably, they reset on your action.
An interrupt lets you act before the triggering action is resolved. If the interrupt invalidates the triggering action, that action is lost. A reaction lets you act immediately in response to a triggering action. The triggering action is completely resolved before you take your reaction.

Opportunity Action

When an enemy lets its guard down, you can take an opportunity action. You can only take one opportunity action on each combatant’s turn (if available). An opportunity action interrupts the action that triggered it. The most common opportunity action is an opportunity attack. When an enemy leaves a square adjacent to you, or when an adjacent enemy makes a ranged or an area attack, you can make an opportunity attack against that enemy.
Shift: a 5′ step is a move action that does not trigger an Opportunity Attack.

ACTION POINTS

Action Points give you an extra action.

You begin each adventure with 1 action point, and you can get another one for every milestone in the adventure (2 encounters, or defined by the DM). You can spend 1 action point per encounter to take one extra action on your turn. It can be a standard, move, or minor action. When you take an extended rest, your action points reset back to 1.
TIP: Make sure to spend action points at least once every other encounter (as often as you earn them), since you can only spend one per encounter.

 

Movement

MOVEMENT IS QUICK AND EASY

Each character has a speed listed in squares. One 1-inch square equals one five-foot square in the game world. When you take a move action, you can move up to the indicated number of squares. Moving from one square to another, even diagonally, costs 1 square of speed. Sometimes terrain will slow you down, costing you more than 1 square of speed – this is called difficult terrain. Moving away from an enemy adjacent from you usually provokes an opportunity attack. However, you can also use a move action to shift; this lets you move one square without suffering an opportunity attack from adjacent enemies.
TIP: If you need to get somewhere fast, you can run as a move action. This gives you +2 speed for your move, but you grant any attackers combat advantage until the beginning of your next turn. If you use two move actions (substituting a move for a standard action), you can walk your speed twice on your turn.

Crawling

Crawling is a move action. While crawling, a character moves at half its normal speed, and provokes opportunity attacks from adjacent enemies.

Most PC races move at 6 squares. Elves move 7 squares.

Forced Movement
Certain powers and effects allow you to pull, push, or slide a target.
Pull: When you pull a creature, each square you move it must bring it nearer to you.
Push: When you push a creature, each square you move it must place It farther away from you.
Slide: When you slide a creature, there’s no restriction on the direction yon can move it.

Obstacles

You can’t enter a square with an obstacle that fills the square, such as a wall or a pillar. When an obstacle fills a square, you can’t move diagonally across the corner of that square.

 

The following rules govern all forced movement.

• Distance. The power specifies how many squares you can move a target. You can choose to move the target fewer squares or not to move the target at all.
• Specific Destination. Some powers instead specify a destination, such as any square adjacent to you.
• No Opportunity Attacks. Forced movement does not provoke opportunity attacks.
• Difficult Terrain. Forced movement isn’t hindered by difficult terrain.
• Not a Move. Forced movement doesn’t count against a target’s ability to move on its turn.

• Valid Space. Forced movement can’t move a target into a space it couldn’t enter by walking. Occupied Squares In general, you can’t move through an occupied square.
• Ally: You can move through a square occupied by an ally.
• Enemy: You can’t move through an enemy’s space unless that enemy is helpless.
• Ending Movement: You can’t end your movement in an occupied square unless it’s an ally’s square and the ally Is prone, or it’s an enemy’s square and the enemy is helpless.

Difficult Terrain

Rubble, undergrowth, shallow bogs, steep stairs, and other types of difficult terrain hamper movement. It costs 1 additional square of movement to enter a square of difficult terrain. If you don’t have enough movement remaining, you can’t enter a square of difficult terrain. You can’t shift into a square of difficult terrain unless you have a power that allows you to do so.

 

Healing Death, Rest, and Dying

Healing gets an overhaul

Hit points still measure your ability to stay in the fight, but healing’s no longer just the burden of one character anymore. Each character has a certain number of healing surges. Once during each encounter, you can take a standard action called a second wind; this gives you a certain amount of hit points back equal to your healing surge value and gives you a +2 bonus to all your defenses until the start of your next turn. You then tick off one of your healing surges for the day. Some powers (like some cleric prayers) will also heal you your healing surge value, and you’ll tick off your healing surges for them as well. When you run out of healing surges, you’ll want to take an extended rest. If you’re outside of combat, you can take a short rest and tick off the healing surges you need to heal up damage.
TIP: If you’ve been knocked down a few hit points and
can’t decide what to do when it’s your turn, taking a
second wind action is a good idea.

Temporary Hit Points

Hitpoints such as those gained by the Paladin’s bolstering strike, can exceed a character’s maximum Hit Points. However, you can only have 1 pool of temporary HP at a time. If you have 3 temporary HP, and then use an ability to get 5 temporary HP, you have 5 extra, not 8. They do not stack.

Short and Extended Rests

Resting is now divided into two groups – short and extended. A short rest lasts 5 minutes, and is a long enough time for you to regain your encounter powers and use healing surges to heal up. An extended rest is akin to “camping” and lasts 6 hours. After an extended rest, you’re fully healed, you have a full compliment of healing surges, you have your daily powers back, and you reset your action points to 1. You can take an extended rest once a day.
TIP: It’s good to take an extended rest when some members in the group are down to about 1 healing surge remaining, or everyone has used all their daily powers.
You can take as many short rests per day as you want. During a short rest, you have to rest; no strenuous activity, no interruptions. You can take 1 extended rest per day.

 

 

Second Wind

You can use one healing surge to activate a Second
Wind once per encounter, to heal ¼ your maximum HP. When you do, you also gain a +2 bonus to all defences until the start of your next turn. The other healing surge uses can only be activated by specific abilities (most requiring another character such as a cleric). A healing surge heals ¼ maximum Hit Points. When you’re out of combat and taking a breather on your hard-won pile of gold, you can use up your daily healing surges at will.

Dying

Keep track of your negative Hit Point value, in case you are attacked or damaged. You die if you reach negative Hit Points equal to your Bloodied value. If anything heals you, you return to 0 HP before the healing is applied. At the end of your turn, if you haven’t been stabilized, roll a d20 death check:
• 1-9: You get worse. If you get this result 3 times before being stabilized, you die.
• 10-19: No change.
• 20: You stabilize.

You don’t lose HP on a failed death check. But, if you were under an ongoing effect at the time you went down, such as a poison, acid, fire, etc, you get a separate save for that effect. If you fail that save, and the ongoing effect inflicts damage, you would still take damage. If your HP reach the same negative value as your bloodied amount (-50% maximum HP), you die. As a Standard Action, an ally can make a Heal check to stabilize you. If they make DC 15, you are stabilized. If they make DC 20, you haven’t used your Second Wind yet this encounter, and you have a Healing Surge remaining, your Second Wind is triggered (heal ¼ HP). Any healing restores you to at least 1 HP. If someone has stabilized you using the Heal skill but you receive no healing, you regain hit points after an extended rest (see below).

 

Combat

DEFENSES

Attacker rolls against a static defense
In 4th Edition, you have 4 defense values – Armor Class, Fortitude, Reflex, and Will. The attacker chooses an attack, rolls 1d20, adds the attack bonus, and calls out the result against the appropriate defense. The defenses are all static numbers, just like Armor Class was in 3rd Edition. Attack actions involve a “to hit” roll against any and all targets, so a power that targets all enemies within 1 square requires a separate attack roll against each enemy affected.
TIP: If you make an attack against multiple targets, you don’t roll damage for each target – just roll that once. It’s best when you attack multiple targets to roll damage first, and then roll your attacks.

Armor Class

Armor Class =
10 + Armor Value + Shield Bonus ( if wearing Light Armor either +Dex or +Int modifier, whichever is highest) + ½ character level

Fortitude Defense =
10 + [higher of Str or Con Modifier] + Class Bonus + ½ character level

Reflex Defense =
10 + [higher of Dex or Int Modifier] + Class Bonus +Shield Bonus + ½ character level

Will Defense =
10 + [higher of Wis or Cha Modifier] + Class Bonus + ½character level

Defenses are modified at level 1 by class:

Class Defense Modifiers
Cleric +2 Will
Fighter +2 Fortitude
Paladin +1 Fort, Ref, Will
Ranger +1 Fort, Ref, Will
Rogue +2 Reflex
Warlock +1 Reflex, Will
Warlord +1 Fort, Will
Wizard +2 Will

All defenses will increase by 1 every other level (+ ½
level, rounded down).

Saving Throws

Saving throws are straight forward Sometimes your character will be hit by an ongoing effect, like taking poison damage or being immobilized. When this happens you’ll usually get to make a saving throw to remove the effect at the end of your turn. Saving throws are simple – just roll 1d20. If you roll a 10 or higher, you’ll end the effect. If you roll a 9 or lower, the effect will usually continue until you have to make another saving throw at the end of your next turn. Some characters have bonuses that can be applied to certain types of saving throws, and some powers grant modifications to saving throws as well.

Durations

Durations are easy to manage. Most effects that have durations (usually imparting a condition on the target) last either until the target makes a saving throw to ward it off, or until the end of the next turn of the attacker that caused the nasty effect. A few effects have durations that last through the entire encounter. No more tracking rounds to determine when your effect ends!

 

ATTACKS

Attacks are divided up into a few different types. Melee attacks are those you make usually when you’readjacent to your target. Ranged attacks can be made at any distance up to the maximum range of the attack; however, if you take a ranged attack next to an enemy you provoke an opportunity attack against you. Close attacks affect an area starting with squares adjacent to you; these attacks don’t provoke an opportunity attack. Area attacks usually affect an area at range; these attacks do provoke opportunity attacks. Most of the time when you take an attack, you’ll use one of your powers. However, there are some times when you’ll use a basic attack – just a regular old swing of the sword or shot from the bow. These attacks are less powerful than using powers, but they can get the job done. You’ll use a basic attack when you’re charging, making opportunity attacks, or when you use certain powers.

Attack Rolls

When you make an attack, either using a basic attack or a power, you make an attack roll.
• Choose the attack type you want to use.
• Choose a target for your attack that is within range of the attack type selected. (Some attacks can be made against multiple targets.)
• Roll a d20 and add your attack modifier.
• The total is your attack roll result.
The higher the result, the better. Your result is compared against the target’s defense score. Different attack types are compared against different defense scores. Characters and monsters have four different defenses:
Armor Class (AC), Fortitude, Reflex, and Will.

Melee Attacks = ½ character level + Str Modifier +
Weapon Proficiency

Ranged Attacks = ½ character level + Dex Modifier +
Weapon Proficiency

Spell attacks add class attribute modifier to attack rolls
(Cleric Wis, Warlock Cha, Wizard Int)

Critical Hits

Every natural 20 on a d20 attack roll is a critical hit. A confirmation roll is no longer needed; all critical hits are confirmed by default. Crits apply to spells/prayers too. Damage from crits is maximized, so if your attack/power/spell/prayer would deal 2d6+3 on a normal hit, a crit will deal (2*6)+3=15 damage. Weapons, Magic Items or Powers will alter your critical hit range or damage. Many creatures are no longer immune to critical hits (undead, constructs). Some creatures are still immune but not whole creature types.

Opportunity Attacks

You can make up to one of these per each opponents turn. Moving away from or past an opponent, or using a ranged attack adjacent to an enemy triggers them.

Reach

Reach (possessed by some monsters and weapons) is only “active” on the attacker’s turn. Otherwise, attackers with reach function just like those without reach. This is usually most relevant when determining the area a character or monster threatens. TIP: Watch out for the few creatures with threatening reach – they can threaten more than just squares adjacent to them.

 

Combat Modifiers

Combat Advantage

This gives you a +2 bonus to attack rolls when you’re flanking, or when the target is under one of a number of conditions (dazed, surprised, immobilized etc.). Being on fire, however, does not grant foes combat advantage. Running gives your enemies combat advantage. You must be able to see your enemy to take combat advantage.

Cover

Normal Cover gives enemies a flat -2 penalty on attack rolls, and can prevent adjacent foes from "threatening" (for opportunity attack purposes). Total Cover (such as firing through an arrow slit) gives enemies a -5 penalty. Your allies don’t provide cover, but enemies do. There’s also no penalty for making ranged attacks into melee.

 

Flanking

Flanking provides a simple combat tactic for you and an ally to use against an enemy. To flank an enemy, you and an ally must be adjacent to the enemy and on opposite sides of the enemy’s space. You and your ally must be able to attack the enemy with a melee or ranged weapon, or with an unarmed attack. If there’s a barrier between your enemy and either you or your ally, you don’t flank. If you are affected by a condition that prevents you from taking actions, you don’t flank. You have combat advantage against an enemy you flank.

 

Special Attacks

TRIP & DISARM

Trip and Disarm are no longer normal combat manoeuvres. In order to attempt either, you’re going to need some sort of power or class ability.

BULL RUSH

To initiate a bull rush, you need to make a Strength Check vs. the target’s Fortitude Defense. This does not provoke an Opportunity Attack. If you succeed, you may push the target 1 space. The margin of success doesn’t matter, and 1 space is the maximum that a target can be moved with Bull Rush (without taking special abilities).

Situation Attack Modifier
Charges +1
Has combat advantage +2
Defender helpless +4, auto melee crit
Defender has minor cover -2
Defender has major cover -5
Prone -2

 

CHARGING:

This is a standard action. Move up to your speed, and make a basic attack. You get a +1 bonus on the attack roll. You have to move at least 2 squares from your starting position, and you must charge to the nearest square from which you can attack your target. You can’t charge if the nearest square is occupied, but you can charge over difficult terrain (it just costs you extra movement). Charging provokes opportunity attacks. After a charge, you can’t take any further actions unless you spend an action point.

FULL DEFENSE

You don’t take any actions, but you get a +2 to all defense scores until the start of your next turn. GRAB: It is a Strength attack versus Reflex to grab someone. Acrobatics vs Endurance or Athletics vs Fortitude can be used to escape. You can attempt a grab check with anything that is within one size category of you. This also doesn’t provoke an Opportunity Attack. If you fail, nothing happens. If you succeed, you cause your target to be "Immobilized" for one round. The target can escape his immobilized condition using an Acrobatics vs Endurance or Athletics check vs Fortitude as a move action. You may move the target 1 square by succeeding on an additional grab check in the following round. Immobilized by a grab attack – Deciding to immobilize a target is essentially like a PC deciding that he would like to spend his combat rounds as a Tanglefoot bag. An immobilized target can still attack normally, but cannot move. Foes around an immobilized target receive Combat Advantage against him.

 

Conditions

BLINDED

You cannot make Ranged Attacks or Opportunity Attacks. All enemies have Concealment 11 against you (when you hit them with a Melee or Ranged attack, roll a d20: On a result of 11 or greater, you hit. Otherwise, you miss.) All enemies have Combat Advantage against you. -5 to attacks

CONFUSED

A confused creature acts randomly, Roll a 1d20 and consult the table below.

d20 roll Result
1-5 Controlled by its player
6-15 Takes no action
16-20 Controlled by opponent

A confused creature can make only basic attacks and cannot use special powers.

DAZED

All enemies gain Combat Advantage against you. You cannot flank enemies or help an ally gain flanking. You cannot make Opportunity Attacks or use immediate actions.

ENERVATED

An Enervated creature’s attacks deal half
damage.

HELPLESS

As Stunned, and melee attacks auto-crit,
other attacks get +4 bonus.

IMMOBILIZED

You cannot move on your own: your Speed is 0.
Otherwise, you can act normally.
Effects that push, pull, or otherwise transport you still
work normally.
Enemies adjacent to you have Combat Advantage

INVISIBLE

No one has Line of Sight to you. No one can target you with a Ranged Attack. You have Concealment 11 against attackers (when they hit you with a Melee or Ranged attack, they roll a d20: On a result of 11 or greater, they hit. Otherwise, they miss.)
You have Combat Advantage against enemies you attack.
Enemies cannot make Opportunity Attacks against you.

 

 

 

MARKED

A particular creature has marked you. You can only be marked by 1 creature at a time. If another creature marks you, you lose the old mark and gain the new one. You are at -2 on all attacks that do not include the creature that marked you as a target. You may suffer other penalties for attacking a creature other than the one that marked you, if that creature has such an ability.

ONGOING DAMAGE

At the start of each of your turns, you take a given amount of a given type of damage. Example: “ongoing 5 acid damage” deals you 5 acid damage at the start of each of your turns. If the duration of the effect is ‘save ends’, remember that saving throws are made at the end of your turn.

PRONE

You are at -2 on all attacks.
All enemies gain Combat Advantage against you. A move action only moves you 1 square, and doing so provokes Opportunity Attacks. Standing up is a move action that provokes Opportunity Attacks.

SLOWED

Your Speed is 2, unless it would otherwise be 1 or 0, in which case it is unchanged. If you have multiple speeds (EG Fly, Climb), they are all reduced to 2 as above. Does not apply to teleportation.

STAGGERED

As dazed, but can only use basic attacks.

STUNNED

All enemies gain Combat Advantage against you. You cannot flank enemies or help an ally gain flanking. You cannot make Opportunity Attacks or use immediate actions.
On your turn, you take no actions. Remember that rolling a saving throw is not an action. You no longer drop all of your held items.

UNCONSCIOUS

All Melee Attacks against you are automatic critical hits, maximizing all dice. All other attacks against you gain a +4 bonus. All enemies have Combat Advantage against you, making the bonus to Non-Melee Attacks +6. You cannot flank enemies or help an ally gain flanking. You cannot make Opportunity Attacks or use immediate actions. On your turn you take no actions, but can still make saving throws.

 

Non-Combat Encounters

Use the following skill challenge templates as the basis for skill challenges you design for your adventures. The level and complexity values are suggestions only; adjust as necessary to meet the needs of your adventure.

The Negotiation
The duke sits at the head of his banquet table. Gesturing with a wine glass, he bids you to sit. “I’m told you have news from the borderlands.”

This skill challenge covers attempts to gain a favor or assistance from a local leader or other authority figure. The challenge might take only as long as a normal conversation, or it could stretch on for days as the characters perform tasks to earn the NPC’s favor.

Setup: For the NPC to provide assistance, the PCs need to convince him or her of their trustworthiness and that their cause helps the NPC in some way.

Level: Equal to the level of the party.

Complexity: 3 (requires 8 successes before 4 failures).

Success: The NPC agrees to provide reasonable assistance to the characters. This could include treasure.

Failure: The characters are forced to act without the NPC’s assistance. They encounter more trouble, which may be sent by the NPC out of anger or antagonism.

 

 

Primary Skills: Bluff, Diplomacy, Insight.

Bluff (moderate DCs): You try to encourage the NPC to aid your quest using false pretenses. Characters can cooperate to aid a lead character using this skill.

Diplomacy (moderate DCs): You entreat the NPC for aid in your quest. First success with this skill opens up the use of the History skill (the NPC mentions an event from the past that has significance to him).

Insight (moderate DCs): You empathize with the NPC and use that knowledge to encourage assistance. First success with this skill reveals that any use of the Intimidate skill earns a failure.

History (easy DC): You make an insightful remark about the significant event from the NPC’s past. This is available only after one character has gained a success using the Diplomacy skill, and it can be used only once in this way during the challenge.

Intimidate: The NPC refuses to be intimidated by the PCs. Each use of this skill earns a failure.

 

The Dungeon Master

ENCOUNTERS

The action of a D&D game takes place in encounters. In encounters all characters have something to do and It’s Important for them to work together to overcome whatever challenge Is before them. Outside of encounters, characters explore their environment and engage in social interactions. When exploration or social interaction Involves serious consequences for success or failure, it becomes an encounter. Encounters come In two basic forms: combat encounters and noncombat encounters.

NONCOMBAT ENCOUNTERS

Noncombat encounters focus on skill use. Utility powers. your wits, and your role-playing skills. These encounters include dealing with traps and hazards solving puzzles, and overcoming skill challenges.

COMBAT ENCOUNTERS

Fighting monsters. What D&D adventure would be complete without combat encounters where characters rely on attack powers, skills, feats and magic Items to battle hordes of ravenous creatures or evil villains?
A balanced combat encounter assumes 1 monster per PC in the party of equal level. This gives you an XP budget you can work with. For instance, a first level monster is worth 100 XP. A party of four PCs should encounter four monsters worth 100 XP each, or 400 XP total. You can use this 400 XP budget to mix and match monsters, so that the total XP value is equivalent to 400 XP (See table below).

 
Generating Ability Scores
8 costs 0 14 costs 7
9 costs 1 15 costs 9
10 costs 2 16 costs 11
11 costs 3 17 costs 13
12 costs 4 18 costs 18
13 costs 5  

Class Healing Surges
Cleric 6+ Con Modifier
Fighter 9 + Con Modifier
Paladin 9 + Con Modifier
Ranger 6 + Con Modifier
Rogue 6 + Con Modifier
Warlock 6 + Con Modifier
Wizard 6 + Con Modifier

RULES FOR MONSTERS

Recharging abilities: Roll a single d6, the result tells you which of the abilities recharge, thus: Recharge 4,5,6 — on a 4, 5 or 6; Recharge 4,6 — on a 4 or 6. This allows a single die roll to determine if all, none or SOME of the creature’s abilities recharge at the same time and provides more variability in the creature’s tactics, with fewer die rolls.
Incorporeal: Take 50% damage reduction. Not sure if any effects or spells bypass this reduction. Swarms: Reduced damage (50% ?) from attacks that target a single source, but take full damage from attacks that target an area (such as a burst power).

 

Party Level Normal Minion Elite Solo Encounter XP Budget 4 PCs Encounter XP Budget 5 PCs
1 100 25 200 500 400 500
2 125 31 250 625 500 625
3 150 38 300 750 600 750
4 175 44 350 875 700 875
5 200 50 400 1000 800 1000
6 250 63 500 1250 1000 1250
7 300 75 600 1500 1200 1500
8 350 88 700 1750 1400 1750
9 400 100 800 2000 1600 2000
10 500 125 1000 2500 2000 2500
11 600 150 1200 3000 2400 3000
12 700 175 1400 3500 2800 3500
13 800 200 1600 4000 3200 4000
14 1000 250 2000 5000 4000 5000
15 1200 300 2400 6000 4800 6000
16 1400 350 2800 7000 5600 7000
17 1600 400 3200 8000 6400 8000
18 2000 500 4000 10000 8000 10000
19 2400 600 4800 12000 9600 12000
20 2800 700 5600 14000 11200 14000
21 3200 800 6400 16000 12800 16000
22 4150 1038 8300 20750 16600 20750
23 5100 1275 10200 25500 20400 25500
24 6050 1513 12100 30250 24200 30250
25 7000 1750 14000 35000 28000 35000
26 9000 2250 18000 45000 36000 45000
27 11000 2750 22000 55000 44000 55000
28 13000 3250 26000 65000 52000 65000
29 15000 3750 30000 75000 60000 75000
30 20000 5000 40000 100000 80000 100000
 

Awarding Treasure

During the course of gaining that level, expect a group of five characters to acquire four magic items ranging in level from one to four levels above the party level. In addition, they should find gold and other monetary treasure equal to the market price of two magic items of their level. So a 6th-level party would find four magic items, one each of levels 7 through 10, and gold worth two 6th-level items, or 3,600 gp.

At the start of an adventure, look at the adventure in chunks of eight to ten encounters. (Include major quest rewards as if they were encounters, and if the party completes five minor quests, include those five rewards as a single encounter as well.) For each of those chunks, look at the treasure parcels on the following pages. Find the level of the characters as they work through those encounters, and note the parcels of treasure you will give out over the course of the encounters.


Heroic Tier Treasure Parcels

Parcel Party Level 5, Total Monetary Treasure: 2,000 gp
1 Magic item, level 9
2 Magic item, level 8
3 Magic item, level 7
4 Magic item, level 6
5 550 gp, or two 250 gp art objects + 50 gp, or one 500 gp gem + 50 gp
6 500 gp, or one 250 gp art object + 250 gp, or five 100 gp gems
7 340 gp, or three 100 gp gems + 40 gp, or one 250 gp art object + one potion of healing + 40 gp
8 340 gp, or one 250 gp art object + 90 gp, or 300 gp + 400 sp
9 160 gp, or one 100 gp gem + 60 gp, or one potion of healing + 110 gp
10 110 gp, or one 100 gp gem + 10 gp, or one potion of healing + 60 gp


Paragon Tier Treasure Parcels

Parcel Party Level 15, Total Monetary Treasure: 50,000 gp
1 Magic item, level 19
2 Magic item, level 18
3 Magic item, level 17
4 Magic item, level 16
5 14,000 gp, or 140 pp, or one 7,500 gp art object + one 5,000 gp gem + one 1,500 gp art object
6 12,000 gp, or 120 pp, or one 7,500 gp art object + 4,500 gp
7 8,500 gp, or one 7,500 gp art object + 1,000 gp, or one 7,500 gp art object + one 1,000 gp gem
8 8,500 gp, or one 5,000 gp gem + one 2,500 gp art object + 1,000 gp, or eight 1,000 gp gems + 500 gp
9 5,000 gp, or one 5,000 gp gem, or one 2,500 gp art object + one 1,500 gp art object + one potion of vitality
10 2,000 gp, or two potions of vitality, or two 1,000 gp gems


Epic Tier Treasure Parcels

Parcel Party Level 25 Total Monetary Treasure: 12,500 pp
1 Magic item, level 29
2 Magic item, level 28
3 Magic item, level 27
4 Magic item, level 26
5 3,500 pp, or 20 ad + one potion of life + one 50,000 gp art object, or 30 ad + two potions of recovery
6 3,200 pp, or 20 ad + two potions of recovery + one 50,000 gp art object + 200 pp, or 30 ad + four 5,000 gp gems
7 2,000 pp, or 20 ad, or 10 ad + four 15,000 gp art objects + eight 5,000 gp gems
8 2,000 pp, or 1,000 pp + two 50,000 gp art objects, or four 50,000 gp art objects
9 1,000 pp, or one potion of life, or twenty 5,000 gp gems
10 800 pp, or five 15,000 gp art objects + one 5,000 gp gem, or one 50,000 gp art object + six 5,000 gp gems

 

Magic Items

Magic Item Categories

Magic items fall into seven broad categories: armor, weapons, implements, clothing, rings, wondrous items, and potions. Items in a particular category have similar effects—all magic weapons give you bonuses when you attack with them, and all magic boots have powers relating to movement. Aside from those broad generalities, though, magic items possess a wide variety of powers and properties.

You can only wear or use one magic item per "slot."
Primary Magic and Secondary Items do not occupy a "slot."

Magic Item Slots: Armor, Neck, Arms, Feet, Hands, Head, Ring, Waist, Weapon/Implement
Removed from 3.5: Face, back, and one ring.

Identifying Magic Items

Most of the time, you can determine the properties and powers of a magic item during a short rest. In the course of handling the item for a few minutes, you discover what the item is and what it does. You can identify one magic item per short rest.

Some magic items might be a bit harder to identify, such as cursed or nonstandard items, or powerful magical artifacts. Your DM might ask for an Arcana check to determine their properties, or you might even need to go on a special quest to find a ritual to identify or to unlock the powers of a unique item.

Magic Item Prices

Prices shown are the base market price for the items. The actual cost to purchase a magic item depends on supply and demand and might be 10 to 40 percent more than the base market price.

Item Level Purchase Price (gp) Sale Price (gp)*
1 360 72
2 520 104
3 680 136
4 840 168
5 1,000 200
6 1,800 360
7 2,600 520
8 3,400 680
9 4,200 840
10 5,000 1,000

* Or equivalent gold piece value of residuum acquired from disenchanting an item

Wondrous Items

+1 Vicious Longbow (Level 2)
Enhancement: Attack rolls and damage rolls with weapon
Critical: +1d12 damage


+1 Symbol of Life (Level 2)
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls with implement
Critical: +1d6 damage
Power (Milestone): Free Action. Activate when you use a power that heals damage. Add +1d6 to the healing provided.
Recharge: Milestone

+1 Dwarven Plate Armor (Level 2)
Enhancement: AC
Property: Gain a +1 item bonus to Endurance checks.
Power (Daily): Free Action. Regain hit points equal to your healing surge value. You don’t spend a healing surge when you use this power.

+1 Cloak of Resistance (Level 2)
Body Slot: Neck
Enhancement: Fortitude, Reflex, and Will defenses
Power (Daily): Minor Action. Gain resist all 5 until the start of your next turn.

+1 DELVER’S LEATHER ARMOR [LEVEL 3
This armor is good for a character in light armor, such as a warlock.
Armor: Any
Enhancement: AC
Power (Encounter): Free action. Gain a +2 power bonus to a saving throw.

+1 AMULET OF HEALTH [LEVEL 3]
This amulet is suitable for a character of any class.
Body Slot: Neck
Enhancement: Fortitude, Reflex, and Will defenses
Property: Gain resist poison 5.

IRONSKIN BELT [LEVEL 5]
This belt is suitable for a character of any class.
Body Slot: Waist
Power (Encounter): Minor action. Gain resist weapons 5 until the end of your next turn.

 

GAUNTLETS OF OGRE POWER [LEVEL 5]
These gauntlets are good for a fighter, ranger, or paladin.
Body Slot: Hands
Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).
Power (Daily): Free action. Activate when you hit with a melee attack. Add a +5 power bonus to the damage roll.

Belt of Vigor (Level 2)
Body Slot: Waist
Property: You gain a +1 item bonus to the healing provided by your healing surges.

+1 Heavy Shield of Protection (Level 3)
Body Slot: Arms
Enhancement: Armor Class and Reflex defense
Power (Encounter): Standard Action. You and an adjacent ally gain resist all 5 until the end of your next turn.

+1 FROST WARHAMMER [LEVEL 3]
This is a good weapon for a fighter to wield.
Enhancement: Attack rolls and damage rolls with weapon.
Critical: +1d6 cold damage.
Power (Encounter): Free action. Activate when you hit with this weapon. The target takes +1d10 cold damage and is slowed until the end of your next turn (Cold).

+1 STAFF OF THE WAR MAGE [LEVEL 3]
This is a perfect implement for a wizard.
Implement (Staff)
Enhancement: Attack rolls and damage rolls with implement.
Critical: +1d8 damage
Power (Daily): Free action. Activate when you use a power with a burst or blast effect. Increase the size of the burst or blast by 1.

Flaming Weapon Level 5+
You can will this weapon to burst into flame.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 fire damage per plus
Power (At-Will Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal.
Power (Daily Fire): Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).
Level 15 or 20: 2d6 fire damage and ongoing 10 fire damage.
Level 25 or 30: 3d6 fire damage and ongoing 15 fire damage.

Phasing Weapon Level 14+
This weapon’s projectiles phase in and out of reality when fired, slipping through cover as if it weren’t there.
Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Any ranged
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Your ranged attacks with the weapon ignore the penalty to attack rolls for cover or superior cover.

Holy Avenger Level 25+
The most prized weapon of any paladin.
Lvl 25 +5 625,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Axe, Hammer, Heavy Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus, and you can spend a healing surge
Property: A holy avenger deals an extra 1d10 radiant damage when the power you use to make the attack has the radiant keyword.
Power (Daily): Minor Action. You and each ally within 10 squares of you gain a +5 power bonus to Fortitude, Reflex, and Will defenses until the end of your next turn.
Special: A holy avenger can be used as a holy symbol. It adds its enhancement bonus to attack rolls and damage rolls and the extra damage granted by its property (if applicable) when used in this manner. You do not gain your weapon proficiency bonus to an attack roll when using a holy avenger as an implement.

Other mentioned Wonderious Items

• Slippers of spider climbing (7th)
• +2 staff of the war mage (9th)
• +2 thundering mace (9th)
• +2 lightning sword (9th)
• 2 flaming longsword (10th)
• Rope of climbing (10th)
• +3 vicious sword (12th)
• Boots of levitation (13th)
• Flying carpet (18th)
• Implement: +3 rod of dark reward
• Armor: +3 leather armor
• Neck: +2 cloak of survival
• Arms: Bracers of the perfect shot
• Feet: Wavestrider boots
• Hands: Shadowfell gloves
• Head: Diadem of acuity
• Waist: Belt of battle
• Wondrous Items: Bag of holding

 

Sources

The Official Wizards of the Coast website
EnWorld Forum posts
Wizards of the Coast Forum posts
Pre-generated characters from D&D XP
D&D XP Quick Start Rules
Scalegloom Rules Appendix
Verys Arkon’s Players Handbook Lite