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.
4th Edition Character Sheets (pdf and xls)
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.
Underlying Ability Modifier + 1/2 Level This modifier applies to all: Attack Rolls Skill Checks Ability Checks
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.
Blooded: When a creature’s HP total drops to half or lower hp, it is considered bloodied. Being bloodied interacts with other attacks.
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.
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.
|Race||Race Ability Modifiers||Race Skill Modifiers|
|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
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!
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).
|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|
|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|
|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|
*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.
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
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:
Ability Scores: Str +2, Cha +2
Dragon Breath Dragonborn Racial Power
Ability Scores: Con +2, Wis +2
Ability Scores: Dex +2, Int +2
Fey Step Eladrin Racial Power
Ability Scores: Dex +2, Wis +2
Ability Scores: Cha +2 , Any +2
Ability Scores: Dex +2, Cha +2
Second Chance Halfling Racial Power
Ability Scores: +2 to any ability score
Ability Scores: Int +2, Cha +2
Infernal Wrath Tiefling Racial Power
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.
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.
Hit Points at 1st Level: 12 + Constitution score
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.
Channel Divinity: Divine Fortune Cleric Feature
Channel Divinity: Turn Undead Cleric Feature
Healing Word: Cleric Feature
Channel Divinity: Armor of Bahamut Feat Power
Cascade of Light Cleric Attack 1
Beacon of Hope Cleric Attack 1
Cure Light Wounds Cleric Utility 2
At Will Powers
Lance of Faith Cleric Attack 1
Priest’s Shield Cleric Attack 1
Sacred Flame Cleric Attack 1
Cause Fear Cleric Attack 1
Channel Divinity: Power of Amaunator Feat Power Your prayer to Amaunator creates a white-hot surge of radiance.
Healing Strike Cleric Attack 1
Daunting Light Cleric Attack 3
Cleric Paragon Paths
“Let loose the gift of battle!”
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.
Hit Points at 1st Level: 12 + Constitution score
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
Spells (Arcane Power)
Curse of the Dark Dream Warlock (Fey) Attack 1
At Will Powers
Eldritch Blast Warlock (All) Attack 1
Eyebite Warlock (Fey) Attack 1
Witchfire Warlock (Fey) Attack 1
Etheral Stride Level 2 Utility Spell
Warlock Paragon Paths
“I speak for the cold darkness beyond the stars. I see the myriad ways that doom comes upon 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.
“Onward to victory! They cannot stand before us!”
Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Hit Points at 1st Level: 12 + Constitution score
Trained Skills: 4 from the list below
Build Options: Inspiring warlord, tactical warlord
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.
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.
Commander’s Strike Warlord Attack 1
Wolf Pack Tactics Warlord Attack 1
Viper’s Strike Warlord Attack 1
Knight’s Move Utility 2
Leaf on the Wind Warlord Attack 1
Aid the Injured Warlord Utility 2
Steel Monsoon Warlord Attack 3
Lead the Attack
Bastion of Defense
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.
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)
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)
Warlord Paragon Paths
“This weapon is my symbol of office, and it shines over the field of battle as I wield it against our enemies.”
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.
Hit Points at 1st Level: 10 + Constitution score
Arcane Implement Mastery: Wand of Accuracy (once
Spells (Arcane Power)
Light Wizard Cantrip
Mage Hand Wizard Cantrip
Ghost Sounds Wizard Cantrip
Light Wizard Cantrip
At Will Powers
Magic Missile Wizard Attack 1
Scorching Burst Wizard Attack 1
Ray of Frost Wizard Attack 1
Force Orb Wizard Attack 1
Burning Hands Wizard Attack 1
Fire Shroud Wizard Attack 3
Acid Arrow Wizard Attack 1
Sleep Wizard Attack 1
Expeditious Retreat Wizard Utility 2
Dispel Magic Wizard Utility 6
Mirror Image Wizard Utility 10
Resistance Wizard Utility 10
Frostburn Wizard Attack 13
Mesmeric Hold Wizard Attack 13
Wizard Spells Continued
Prismatic Burst Wizard Attack 13
Thunderlance Wizard Attack 13
Blast of Cold Wizard Attack 15
Otiluke’s Resilient Sphere Wizard Attack 15
Prismatic Beams Wizard Attack 15
Wall of Ice Wizard Attack 15
Displacement Wizard Utility 16
Fly Wizard Utility 16
Greater Invisibility Wizard Utility 16
Other Wizard Information
Burning Blizzard Heroic Tiers Feat
Orb of imposition Arcane implement Mastery.
Wizard Paragon Paths
“You think I’m just a simple scholar, my head buried amid my scrolls and books? Think again!”
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.
Wizard Epic Destiny
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
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.
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).
When you use a skill, you make a skill check.
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.
Racial Skill Modifiers
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
Spend a skill training point to learn a language.
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.
* armor check penalty applies
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
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.
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
Weapon damage has an ability modifier applied that varies depending on attack type.
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 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
Coins weigh 1 pound / 50 coins.
*Armor check penalty applies to Athletics, Acrobatics, and Stealth
(1) Add either your Dexterity or Intelligence (use the highest) ability modifier to your AC
(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.
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.
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.
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.
Overlapping pieces of highly durable
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.
Heavy Shield gives +2 to AC and Reflex Defense
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.
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.
ACTIONS ON YOUR TURN:
You get three actions to perform on your turn.
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).
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.
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.
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.
Action Points give you an extra action.
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.
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.
• 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.
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 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.
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.
You can use one healing surge to activate a Second
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:
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).
Attacker rolls against a static defense
Armor Class =
Fortitude Defense =
Reflex Defense =
Will Defense =
Defenses are modified at level 1 by class:
All defenses will increase by 1 every other level (+ ½
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 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 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.
When you make an attack, either using a basic attack or a power, you make an attack roll.
Melee Attacks = ½ character level + Str Modifier +
Ranged Attacks = ½ character level + Dex Modifier +
Spell attacks add class attribute modifier to attack rolls
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.
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 (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.
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.
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 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.
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.
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).
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.
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.
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
A confused creature acts randomly, Roll a 1d20 and consult the table below.
A confused creature can make only basic attacks and cannot use special powers.
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.
An Enervated creature’s attacks deal half
As Stunned, and melee attacks auto-crit,
You cannot move on your own: your Speed is 0.
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.)
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.
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.
You are at -2 on all attacks.
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.
As dazed, but can only use basic attacks.
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.
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.
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.
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 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 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.
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?
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.
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.
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."
Magic Item Slots: Armor, Neck, Arms, Feet, Hands, Head, Ring, Waist, Weapon/Implement
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.
* Or equivalent gold piece value of residuum acquired from disenchanting an item
+1 Vicious Longbow (Level 2)
+1 Cloak of Resistance (Level 2)
+1 DELVER’S LEATHER ARMOR [LEVEL 3
+1 AMULET OF HEALTH [LEVEL 3]
IRONSKIN BELT [LEVEL 5]
GAUNTLETS OF OGRE POWER [LEVEL 5]
Belt of Vigor (Level 2)
+1 Heavy Shield of Protection (Level 3)
+1 FROST WARHAMMER [LEVEL 3]
+1 STAFF OF THE WAR MAGE [LEVEL 3]
Flaming Weapon Level 5+
Phasing Weapon Level 14+
Holy Avenger Level 25+
Other mentioned Wonderious Items
• Slippers of spider climbing (7th)
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