4E Dungeons & Dragons Classes and Races
4E Dungeons & Dragons Classes and Races
4E Dungeons & Dragons Classes and Races
Page 1 of 521
4E Races and Classes
Enchanter Class Features ..................................... 85
Table of Contents Enchanter Powers ................................................. 86
Table of Contents............................................................2 Paragon Paths........................................................... 95
Introduction......................................................................5 Mindwarper ............................................................ 95
Races ..............................................................................6 Warden of Charms ................................................ 96
Aasimar........................................................................6 Evoker ....................................................................... 97
Physical Qualities.....................................................6 Creating an Evoker................................................ 97
Playing an Aasimar ..................................................7 Implements ............................................................ 97
Aasimar Adventurers ...............................................7 Evoker Class Features .......................................... 97
Gnome .........................................................................8 Cantrips ................................................................. 98
Physical Qualities.....................................................8 Ritual Casting ........................................................ 98
Playing a Gnome .....................................................8 Spellbook ............................................................... 98
Gnome Adventurers.................................................9 Evoker Powers....................................................... 98
Half-Orc .....................................................................10 Paragon Paths......................................................... 101
Physical Qualities...................................................10 Emerald War Mage.............................................. 101
Playing a Half-Orc..................................................10 Devastation Mage................................................ 102
Half-Orc Adventurers .............................................11 Pyromancer ......................................................... 103
Character Classes.........................................................12 Fighter ..................................................................... 104
Bard ...........................................................................12 Creating A Fighter ............................................... 104
Creating A Bard .....................................................12 Paragon Paths......................................................... 110
Bard Class Features ..............................................12 Arcane Archer...................................................... 110
Paragon Paths...........................................................27 Master Thrower.................................................... 110
War Chanter...........................................................27 Order of the Bow Initiate...................................... 111
Virtuoso ..................................................................28 Illusionist.................................................................. 112
Shadowdancer .......................................................29 Creating an Illusionist .......................................... 112
Barbarian ...................................................................30 Implements .......................................................... 112
Creating A Barbarian .............................................30 Illusionist Class Features..................................... 112
Barbarian Class Features ......................................30 Cantrips ............................................................... 112
Paragon Paths...........................................................39 Ritual Casting ...................................................... 112
Bear Warrior...........................................................39 Spellbook ............................................................. 113
Berserker................................................................40 Illusionist Powers................................................. 113
Trophy Hunter ........................................................41 Paragon Paths......................................................... 125
Mountain Man ........................................................42 Arcane Trickster................................................... 125
Cleric..........................................................................43 Mindweaver ......................................................... 126
Conjurer .....................................................................45 Shadow Mage...................................................... 127
Creating a Conjurer................................................45 Monk........................................................................ 128
Implements.............................................................45 Creating A Monk.................................................. 128
Conjurer Class Features ........................................45 Monk Class Features........................................... 128
Summoned Monsters.............................................46 Paragon Paths......................................................... 140
Conjurer Powers ....................................................47 Drunken Master ................................................... 140
Paragon Paths...........................................................60 Master of Eternal Spring...................................... 141
Gathering Duelist ...................................................60 Student of the Four Winds................................... 142
Elemental Tempest ................................................61 Temple Monk ....................................................... 143
Scion of Travel .......................................................62 Necromancer........................................................... 144
Druid ..........................................................................63 Creating A Necromancer ..................................... 144
Creating A Druid ....................................................63 Implements .......................................................... 144
Druid Class Features .............................................64 Necromancer Class Features.............................. 144
Druids and Deities..................................................65 Paragon Paths......................................................... 157
Implement ..............................................................65 Grave Robber ...................................................... 157
Summoned Monsters.............................................65 Lich Ascendant .................................................... 158
Druid Powers .........................................................65 Lord of Vampires ................................................. 158
Paragon Paths...........................................................81 Scion of Orcus ..................................................... 159
Beastmaster...........................................................81 Undead Hunter .................................................... 160
Beastmaster Path Features ...................................81 Sorcerer................................................................... 161
Green Druid ...........................................................82 Creating a Sorcerer ............................................. 161
Primordial Scion.....................................................83 Implements .......................................................... 161
Sky Marshal ...........................................................84 Sorcerer Class Features...................................... 161
Enchanter ..................................................................85 Sorcerer Powers.................................................. 161
Creating an Enchanter ...........................................85 Paragon Paths......................................................... 178
Implements.............................................................85 Acolyte of the Skin............................................... 178
Page 2 of 521
4E Races and Classes
Dragonblooded ....................................................179 Arm Slot Items ..................................................... 248
Stormcaster..........................................................180 Feet Slot Items..................................................... 248
Transmuter ..............................................................181 Hand Slot Items ................................................... 248
Creating a Transmuter .........................................181 Head Slot Items ................................................... 249
Implements...........................................................181 Neck Slot items.................................................... 249
Transmuter Class Features .................................181 Rings.................................................................... 251
Transmuter Powers..............................................182 Scrolls .................................................................. 256
Paragon Paths.........................................................196 Waist Slot Items................................................... 259
Battle Shaper .......................................................196 Wondrous Items................................................... 259
Dragon Disciple....................................................197 Potions................................................................. 264
Master of the Unseen Hand .................................198 Combat Rules ............................................................. 267
Transfigurer..........................................................199 Attack Results ......................................................... 267
Wizard......................................................................200 Conditions............................................................ 267
Skills ............................................................................201 Movement and Position........................................... 267
Skill Emphasis .........................................................201 Tactical Movement .............................................. 267
Skill Expertise ..........................................................202 Rituals ......................................................................... 269
Beginning Ranks..................................................202 Prices................................................................... 269
Class Bonus.........................................................202 Monsters ..................................................................... 278
Additional Ranks ..................................................202 Level 0 Monsters ..................................................... 278
Expertise .....................................................................203 Making A Level 0 Monster ................................... 278
Expertise and Expertise Ranks ...............................203 Aarakocra ................................................................ 279
Beginning Ranks..................................................203 Aasimar ................................................................... 281
Additional Ranks ..................................................203 Ape .......................................................................... 284
Emphasis .............................................................203 Achaierai ................................................................. 286
Expertise Checks .................................................203 Allip.......................................................................... 287
Expertise Descriptions .........................................203 Angel ....................................................................... 288
Feats ...........................................................................206 Animated Object...................................................... 291
Heroic Tier Feats .....................................................206 Ankheg .................................................................... 293
Paragon Tier Feats..................................................210 Aranea..................................................................... 295
Epic Tier Feats ........................................................214 Arrowhawk............................................................... 297
Multiclass Feats.......................................................217 Assassin Vine.......................................................... 298
Equipment ...................................................................219 Athach ..................................................................... 300
Mundane Equipment ...............................................219 Aurumvorax ............................................................. 302
Armor ...................................................................219 Avian ....................................................................... 303
Weapons ..............................................................220 Eagle.................................................................... 303
Clothing ................................................................222 Hawk.................................................................... 303
Jewelry .................................................................223 Owl....................................................................... 304
Miscellaneous Equipment ....................................224 Raven .................................................................. 304
Musical Instruments .............................................229 Badger..................................................................... 305
Alchemical Supplies.............................................229 Behemoth ................................................................ 306
Alchemical Items..................................................230 Behir ........................................................................ 309
Daily Food And Lodging.......................................230 Camel ...................................................................... 311
Household Provisioning .......................................231 Bovine ..................................................................... 312
Tack and Harness................................................231 Bullywug .................................................................. 313
Animals ................................................................231 Cat........................................................................... 316
Transport..............................................................232 Great Cat ............................................................. 316
Furnishings...........................................................233 Hellcat.................................................................. 318
Religious Paraphernalia.......................................234 Housecat.............................................................. 319
Magic Items .............................................................235 Catoblepas .............................................................. 320
Armor ...................................................................235 Cave Fisher ............................................................. 321
Weapons ..............................................................236 Celestial Animal....................................................... 322
Musical Instruments .............................................239 Centaur.................................................................... 326
Censers................................................................244 Celestial Archon ...................................................... 328
Holy Symbols .......................................................245 Chaos Spawn .......................................................... 330
Anathema (Pact Daggers) ...................................245 Centipede ................................................................ 332
Books ...................................................................245 Cockatrice ............................................................... 333
Orbs .....................................................................247 Couatl ...................................................................... 334
Rods.....................................................................247 Cloaker .................................................................... 336
Staves ..................................................................248 Darkmantle .............................................................. 338
Wands ..................................................................248 Demon..................................................................... 339
Page 3 of 521
4E Races and Classes
Bound Demon ......................................................339 Lizard....................................................................... 452
Demon..................................................................339 Locathah.................................................................. 454
Derro........................................................................342 Lycanthrope............................................................. 457
Devil.........................................................................345 Werebear ............................................................. 457
Bound Devil..........................................................345 Wereboar ............................................................. 458
Abishai .................................................................345 Weretiger ............................................................. 459
Devil .....................................................................348 Werewolf.............................................................. 461
Digester ...................................................................348 Magmin.................................................................... 462
Digester ...................................................................349 Mephit...................................................................... 463
Dragon, Metallic.......................................................350 Merfolk..................................................................... 467
Brass Dragon .......................................................350 Mimic ....................................................................... 469
Bronze Dragon.....................................................353 Minion Template...................................................... 470
Copper Dragon ....................................................356 Morkoth ................................................................... 471
Gold Dragon.........................................................359 Neogi ....................................................................... 472
Silver Dragon .......................................................362 Nymph ..................................................................... 474
Dragon Turtle...........................................................366 Ooze........................................................................ 475
Donkey.....................................................................367 Pegasus .................................................................. 476
Dragonne .................................................................368 Peryton .................................................................... 477
Dryad .......................................................................369 Phasm ..................................................................... 478
Duergar....................................................................370 Piercer ..................................................................... 479
Einherjar Warrior .....................................................372 Primordial Titan ....................................................... 480
Elemental.................................................................375 Rast ......................................................................... 484
Air Elemental........................................................375 Rat........................................................................... 485
Earth Elemental ...................................................380 Remorhaz................................................................ 486
Fire Elemental......................................................383 Rhinoceros .............................................................. 487
Water Elemental ..................................................387 Rust Monster ........................................................... 488
Elemental Animal.....................................................391 Sea Cat ................................................................... 489
Elephant...................................................................397 Shadow ................................................................... 490
Feywild Animal ........................................................398 Shark ....................................................................... 493
Fiendish Animal .......................................................400 Spider ...................................................................... 494
Formian....................................................................401 Spider Eater ............................................................ 495
Frost Worm ..............................................................405 Stalker ..................................................................... 496
Fungus.....................................................................407 Tendriculos.............................................................. 497
Gas Spore................................................................408 Thoqqua .................................................................. 498
Genie .......................................................................410 Tlincallis................................................................... 499
Efreet....................................................................410 Toad ........................................................................ 501
Jinni......................................................................411 Triton ....................................................................... 502
Giant ........................................................................413 Vampire ................................................................... 504
Frost Giant ...........................................................413 Vargouille ................................................................ 505
Girallon ....................................................................416 Wemic ..................................................................... 506
Gnome .....................................................................417 Will-O-Wisp ............................................................. 508
Golem ......................................................................419 Wolverine ................................................................ 509
Hag ..........................................................................423 Xill............................................................................ 510
Hag ..........................................................................424 Xorn......................................................................... 512
Hippocampus...........................................................426 Yrthak ...................................................................... 513
Homunculus.............................................................427 Monsters by Level....................................................... 514
Hound ......................................................................428 NPCs........................................................................... 518
Human .....................................................................434 Bard NPC............................................................. 518
Hydra .......................................................................435 Barbarian NPC..................................................... 518
Ixitxachitl ..................................................................437 Conjurer NPC ...................................................... 518
Jermlaine .................................................................440 Druid NPC............................................................ 518
Kraken .....................................................................441 Enchanter ............................................................ 518
Krenshar ..................................................................444 Evoker.................................................................. 518
Lammasu .................................................................445 Illusionist .............................................................. 518
Leucrotta..................................................................447 Monk .................................................................... 518
Leviathan .................................................................448 Necromancer ....................................................... 519
Lich ..........................................................................449 Sorcerer ............................................................... 519
Demilich ...............................................................449 Transmuter .......................................................... 519
Demilich Template ...............................................450 Racial Traits ................................................................ 520
Lillend ......................................................................451 Derro ....................................................................... 520
Page 4 of 521
4E Races and Classes
Svirfneblin ................................................................520
Special Thanks............................................................521
72H
Designer Notes........................................................521
360H 728H
Conjurer ...............................................................521
361H 729H
Necromancer .......................................................521
362H 730H
Sorcerer ...............................................................521
36H 731H
Transmuter...........................................................521
364H 732H
Introduction
1B
Welcome!
The document you see on your screen (or hold
in your hands) is a work of love, and an evolving
document.
What you see here is a compilation of classes,
races, feats, skills, magic items, monsters and other
game material for the 4th edition Dungeons and Dragons
game.
All of the material you see here is home-brewed
content, either created by me, “Stormonu”, or by others
(see the credits in the back) to fill in perceived gaps or
holes in the core rules. Many of what is found here is a
conversion and compilation of material from the previous
“core” edition of the rulebooks, re-imagined and re-
engineered for the new game.
In several places, it is likely that this material
goes against the spirit of the game as the designers of
th
4 edition envisioned the game. In most cases, this is
deliberate. It is not meant to unbalance the game, but to
add elements that the designers either decided to wait to
add, or did not envision as being “fun” in the game.
Certainly for those who decide to include this material in
their game, the latter is simply untrue.
Please be warned that NONE of this material
has had a chance yet to be playtested, to the author’s
knowledge. If something from within this document
interferes with your game, feel free to tweak it, change it
or drop it. All I ask is that if you find something
troublesome – or would like to add to this document, just
let me know and I will heartily consider it.
If you want to discuss this document, I suggest
dropping a comment on the Wizard’s forum in the
following thread (D&D House Rules):
http://forums.gleemax.com/showthread.php?p=1662432
36H
4 - post16624324
Page 5 of 521
4E Races and Classes
Races
RACIAL TRAITS
Average Height: 5’ 6” – 6’ 2”
Average Weight: 120 – 210 lbs.
Aasimar Adventurers
Three sample aasimar adventurers are described below.
Gavreel is a male aasimar paladin of Erathis,
the god of civilization. Gavreel is all business and often
works in tandem with local law enforcement hunting
down criminals and bringing them to justice. Dressed in
shimmering plate mail and bearing a shield in the shape
of the gears of Erathis, this shining hero with golden
locks and a piercing blue stare seems inhumanly
statuesque and unwavering in the face of evil.
Qaphsiel is a female cleric of Pelor, bringing
peace and compassion to the downtrodden. Dressed in
the golden robes of her faith, many mistake her fiery red
Page 7 of 521
4E Races and Classes
Gnomes have life spans much longer than
humans, but not quite as long as dwarves.
Gnome
Hard-working pranksters and illusionists who dwell in the Playing a Gnome
hills of the wilderness.
Gnomes are cunning and mischievous, ready
with a hearty laugh and smarting prank on the unwary.
RACIAL TRAITS
Originally creatures of the feywild, they were both
attracted by the needs of the wilderness of the mortal
Average Height: 3' 4"- 3' 8"
world and by their curiosity of the beings who dwell
Average Weight: 50-75 lbs.
within in it.
Gnomes are hard-working, but unlike the stoic
Ability Scores: +2 Intelligence, +2 Charisma
dwarves, seek relief from boredom and monotony in
Size: Small
their daily lives with song, laughter and joy. They enjoy
Speed: 5 squares
simple pleasures between bouts of work, often seeking
Vision: Low-light
wealth or other treasures to enjoy for their work.
Gnomish communities are organized into
Languages: Common, Elvin
related, working clans who carry on the family business
Skill Bonuses: +2 Arcana, +2 Stealth
from generations past. Most gnomes are expected to
Reactive Stealth: If you have cover or concealment
carry on their ancestor’s work, but on occasion a gnome
when you make an initiative check, you can make a
shows a knack for a new line of work, and may migrate
Stealth check to escape notice.
to a new clan in the same or distant community to pick
Fade Away: You can use fade away as an encounter
up a new trade.
power.
Wanderlust is common among younger gnomes,
and is often the source of adventuring gnomes. Not yet
Fade Away Gnome Racial Power tied down in the affairs of apprenticeship, these gnomes
You turn invisible in response to an enemy’s attack. tend to wander to find their place in the world before
Encounter Illusion settling down into a particular clan.
Immediate Reaction Personal
Trigger: You take damage. Gnomish Characteristics: Cunning, curious, crafty,
Effect: You are invisible until you attack or until the end determined, eccentric, inventive, mischievous, optimistic,
of your next turn. resourceful
Physical Qualities
Gnomes are just under four feet in height and
weigh about 60 lbs. They tend to have human
proportions, but males sport well-groomed beards and
both genders have prominent noses and slightly pointed
ears. Gnomes tend to have earth-colored skin, ranging
from light tan to deep umber colors. Their hair tends to
be a slightly lighter or darker shade than their skin,
ranging from a platinum blonde to a night-black color. It
is not uncommon for their hair and beards to quickly gray
once they reach maturity.
Gnomes typically dress in bright, often clashing
colors. They enjoy wearing accessories, such as hats,
vests and other raiment that allow them to pour on the
color. Gnomes often incorporate patterns of burrowing
animals or songbirds into the borders of their clothing,
and such motifs are often prominent in other artwork of
their kind.
Page 8 of 521
4E Races and Classes
Male Names: Addoaen, Baeras, Erfenn, Gimble,
Hedarum, Neblin, Noblin, Vanerf
Female Names: Chikerva, Faerneba, Kaerenne,
Raerpinne, Rasenne, Wedenne
Gnome Adventurers
Neblin is a gnome illusionist with a heart of gold.
Always ready with a pun, Neblin wields a knotted piece
of wood taken from the feywild as his magic wand.
Dressed in a green jerkin with black underclothes, he is
always ready to sneak onto the battlefield to usurp his
foes with illusions, announcing the superiority of his
gnomish mind as they fall prey to his powerful magic.
Gimble is a gnome bard and a scoundrel at
heart. There is nothing safe from his dexterous fingers,
and his skill with the ancestral, gem-studded lutes of his
forefathers is unmatched. He rides into battle singing his
companions praises and fighting with rapier. Those who
hear the approach of this gnomes ballads quake with
fear, for they know their doom is approaching.
Kaerenne is a gnome wizardess who draws her
magic from the powerful forces of Elemental Chaos.
Kaerenne has scorned the feywild ancestry of her old
clan to instead embrace the might of ancient magic even
older than the trees of the Wild Forest. Armed with an
orb of power dredged from the heart of the Elemental
Chaos itself, she intents to rain ruin upon her foes as
she pursues the path that will lead her to growing power
and prestige.
Page 9 of 521
4E Races and Classes
Half-Orc
Powerful outcasts caught between the civilized lands of
men and the savage camps of the orcs.
RACIAL TRAITS
Dual Heritage: You can take feats that are either Orc or
Human, as long as you meet all other prerequisites.
Page 11 of 521
4E Races and Classes
Character Classes
Bard
“Come and we shall sing of heroic deeds past and
treasures to be won this day”
CLASS TRAITS
Role: Leader
Power Source: Arcane
Key Abilities: Charisma, Strength, Dexterity
Page 13 of 521
4E Races and Classes
Level 1 At-Will Spellsongs Note of Discord Bard Attack 1
You unleash a shrill chord of music that disrupts the
Canny Strike Bard Attack 1 enemy.
You trick your adversary into making a tactical error that At-Will Arcane, Thunder, Implement
gives your comrade a chance to strike Standard Action Area burst 1 within 10 squares
At-Will Arcane, Weapon Target: Each creature in burst
Standard Action Melee weapon Attack: Charisma vs. Fortitude
Target: One creature Hit: 1d6 + Charisma modifier thunder damage.
Attack: Dexterity vs. Will Increase damage to 2d6 + Charisma modifier at 21st
Hit: 1[W] + Dexterity modifier damage. level
Increase damage to 2[W] + Strength modifier at 21st
level. Repelling Wave Bard Attack 1
Effect: The target grants combat advantage until the A powerful chord sends waves of sound outward,
start of your next turn. beating your enemies back.
At-Will Arcane, Thunder, Implement
Inciting Strike Bard Attack 1 Standard Action Close blast 3
By striking in a skilled fashion, your allies are inspired to Target: Each creature in blast
fight longer. Attack: Charisma vs. Fortitude
At-Will Arcane, Weapon Hit: 1d6 + Charisma modifier thunder damage, and you
Standard Action Melee or Ranged weapon push the target a number of squares equal to your
Target: One creature Intelligence modifier.
Attack: Dexterity vs. AC Increase damage to 2d6 + Charisma modifier at 21st
Hit: 1[W] + Dexterity modifier damage, and one ally you level.
can see within 5 squares gains temporary hit points
equal to your Intelligence modifier. Warning Shout Bard Attack 1
Increase damage to 2[W] + Dexterity modifier at 21st You scream at your opponent, giving your ally enough
level. time to recover.
At-Will Arcane, Thunder, Implement
Inhibiting Song Bard Attack 1 Standard Action Ranged 5
You play a strange verse, distracting your foe’s attention Target: One creature
from your allies. Attack: Charisma vs. Reflex
At-Will Arcane, Thunder, Implement Hit: 1d6 + Charisma modifier thunder damage and one
Standard Action Ranged 5 ally within 5 squares of you can make a saving throw.
Target: One creature Increase to 2d6 + Charisma modifier at 21st level.
Attack: Charisma vs. Will
Hit: Charisma modifier thunder damage and the target
takes a penalty to attack rolls equal to your
Intelligence modifier until the end of your next turn.
Page 14 of 521
4E Races and Classes
Level 1 Encounter Spellsongs Critical Strike Bard Attack 1
By seizing the moment to attack, you motivate your allies
Amplifying Verse Bard Attack 1 to press on and rout your opponent.
As you strike, you chant a heroic motto that allows you Encounter Arcane, Weapon
and your ally to concentrate on the flow of battle. Standard Action Melee or Ranged weapon
Encounter Arcane, Weapon Target: One creature
Standard Action Melee weapon Attack: Dexterity vs. AC
Target: One creature Special: Your target must grant you combat advantage
Attack: Dexterity vs. AC while making this attack
Hit: 1[W] + Dexterity modifier damage, you and one ally Hit: 1[W] + Dexterity modifier damage, and all allies
within 5 squares gain a +1 power bonus to attack within 3 squares gain a +2 power bonus to attack
and defenses until the end of your next turn and rolls against the target until the end of your next turn.
temporary hit points equal to your Intelligence In addition, one ally within 5 squares of you can
modifier. spend a healing surge.
Page 15 of 521
4E Races and Classes
Raise the Banner Bard Attack 1 Fascinate Bard Attack 1
You land a timely blow against a foe, and your ally You play a melody that magically enraptures your foes.
follows your lead. Daily Arcane, Charm, Implement, Psychic
Encounter Arcane, Weapon Standard Action Ranged 10
Standard Action Melee or Ranged weapon Target: One creature
Target: One creature Attack: Charisma vs. Will
Attack: Charisma vs. Reflex or Dexterity vs. Reflex Effect: 1d6 + Charisma modifier psychic damage and
Hit: 1[W] + Charisma modifier damage. One ally the target is stunned (save ends).
adjacent to the target makes a melee basic attack Miss: Charisma modifier psychic damage and no stun
against it as a free action. The ally adds your (cannot be sustained).
Intelligence modifier to the damage. Sustain Minor: Charisma modifier psychic damage to
target. You cannot sustain this power if the
Level 1 Daily Spellsongs opponent successfully saves against the stun.
Page 16 of 521
4E Races and Classes
Immediate Assistance Bard Attack 1 Level 2 Utility Spellsongs
As your ally suffers at the hands of your foes, you leap
into the fray to aid him. Disengage Bard Utility 2
Daily Arcane, Weapon Your feet hasten in speed, allowing you to withdraw
Immediate Reaction Melee or Ranged weapon safely from battle.
Trigger: An ally within 5 squares takes damage. Daily Arcane
Target: The opponent who attacked your ally Move Action Personal
Attack: If you are using a melee weapon, you can move Effect: Shift up to twice your speed.
up to 5 squares closer to your ally before attacking.
Make a Dexterity vs. AC attack
Hit: 2[W] + Dexterity modifier damage Heraldic Shield Bard Utility 2
Effect: The ally that was damaged can spend a healing You hold up your instrument, and shield of arcane
surge. energy springs into existence, protecting you against
imminent attacks.
Encounter Arcane, Force
Lullaby Bard Attack 1 Immediate Interrupt Personal
The droning sound of your instrument overwhelms your Trigger: You are hit by an attack
foes with a tide of magical weariness. Effect: You gain a +4 power bonus to AC and Reflex
Daily Arcane, Implement, Sleep defense until the end of your next turn.
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Charisma vs. Will Lively Step Bard Utility 2
Hit: The target is slowed (save ends). If the target fails A quick fanfare is all it takes to march faster.
its first saving throw against this power, the target Encounter Arcane
becomes unconscious (save ends). Minor Action Close burst 5
Miss: The target is slowed (save ends). Target: You and each ally in burst
Effect: Until the end of your next turn, the targets speed
increases by 2 squares.
Shadow Image Bard Attack 1
You close your eyes and let your imagination run wild.
Daily Arcane, Implement, Illusion Rally the Wounded Bard Utility 2
Standard Action Ranged 10 Inspiring words help an ally recover and fight on.
Effect: You conjure an illusionary image that occupies 1 Encounter Arcane, Healing
square within range. Every round, you can move the Standard Action Ranged 5
shadow image 3 squares as a move action. The Target: You or one ally in range
shadow image lasts until the end of the encounter. Any Effect: The target can spend a healing surge.
creature that ends its turn next to the shadow image is
subject to a Charisma vs. Will attack. On a hit, the Refreshing Song Bard Utility 2
attack deals 1d8 + Charisma modifier damage. You play a pleasant tune that soothes your allies aches.
Daily Arcane, Healing
Tasha’s Hideous Laughter Bard Attack 1 Standard Action Close burst 1
With a twist of your finger and quick limerick, an Target: You or one creature
opponent falls to the ground laughing uncontrollably, Effect: The target regains hit points as if it had spent a
uplifting the chaos of combat if but for a few seconds. healing surge without actually expending a healing
Daily Arcane, Implement, Charm, Language- surge. Add your Intelligence modifier to the hit
Dependant points regained.
Standard Action Ranged 5
Target: One creature Resolve Bard Utility 2
Attack: Charisma vs. Will You convince yourself or an ally to shake off a
Hit: Target falls prone and is stunned (save ends) debilitating effect.
Effect: Until the end of the encounter, you and each ally Encounter Arcane
within sight, gain a +2 power bonus to attack rolls Minor Action Ranged 10
against the target. Target: You or one ally
Effect: The target makes a saving throw with a power
bonus equal to your Charisma modifier.
Page 17 of 521
4E Races and Classes
War Cry Bard Utility 2 Inspiring War Cry Bard Attack 3
With a howl, you spring into combat. As you strike, you shout a fierce war cry that heartens a
Encounter Arcane nearby ally. He immediately attempts to shake off
Minor Action Melee touch whatever condition troubles him most.
Effect: You or an ally you touch gain a +1 power bonus Encounter Arcane, Weapon
to hit and damage until the end of the encounter. Standard Action Melee or Ranged weapon
Target: One creature
Violent Crescendo Bard Utility 2 Attack:
A Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
A timely critical hit affords the opportunity to rally a
Effect: One ally who can hear you and is within 5
wounded ally.
squares of you makes a saving throw.
Encounter Arcane
Immediate Reaction Ranged 5
Trigger: An ally within range scores a critical hit. Ironthunder Horn Bard Attack 3
Effect: The ally gains temporary hit points equal to your You blow an eldritch horn that appears out of thin air,
Charisma modifier. pointing it at a foe in the distance and knocking him to
the ground.
Level 3 Encounter Spellsongs Encounter Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Bladeweave Bard Attack 3 Attack: Charisma vs. Fortitude
Your weapon shifts and weaves, dizzying your opponent Hit: 2d8 + Charisma modifier thunder damage and
as you strike. knock the opponent prone.
Encounter Arcane, Weapon, Illusion
Standard Action Melee weapon
Target: One creature Pyrotechnics Bard Attack 3
Attack: Dexterity vs. AC With a wave of your hand and a snap of your fingers, a
Hit: 2[W] + Dexterity modifier damage and the target is flash of fire erupts, followed by a cloud of black smoke.
dazed until the end of your next turn. Encounter Arcane, Implement, Fire
Standard Action Ranged 10
Target: One creature
Dazzling Flash Bard Attack 3 Attack: Charisma vs. Reflex
You spread your hand toward the target, and a flash of Hit: 1d10 + Charisma modifier fire damage, and the
bright light bursts in its eyes. target square and all adjacent squares are obscured
Encounter Arcane, Implement, Radiant until the end of your next turn.
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will Shatter Bard Attack 3
Hit: 1d6 + Charisma modifier radiant damage and the A single high note creates a devastating resonance in a
target is dazed until the end of your next turn. nearby object, causing it to explode and shatter debris
on your enemy.
Encounter Arcane
Distorting Strike Bard Attack 3 Standard Action Area burst 1 within 10 squares
You chant a song under your breath and strike with your Target: One obstacle no larger than 1 square and all
weapon, sapping the strength from your opponent. creatures in area
Encounter Arcane, Weapon Attack: Charisma vs. Reflex
Standard Action Melee or Ranged Weapon Hit: 2d8 + Charisma modifier thunder damage to the
Target: One creature object, and 1d8 + Charisma modifier thunder
Attack: Dexterity vs. AC damage to creatures.
Hit: 2[W] + Dexterity modifier damage and the target is
weakened until the end of its next turn.
Page 18 of 521
4E Races and Classes
Level 5 Daily Spellsongs Level 6 Utility Spellsongs
Page 19 of 521
4E Races and Classes
Level 7 Encounter Spellsongs Hold Monster Bard Attack 9
With a piercing gaze, you assault the mind of your foe,
Deafening Blast Bard Attack 7 making him freeze in his steps.
The sound of an explosion ripples out from where you Daily Arcane, Implement, Charm, Psychic
point. Standard Action Ranged 10
Encounter Arcane, Implement, Thunder Target: One creature
Standard Action Area burst 2 in 10 squares Attack: Charisma vs. Will
Target: All creatures within burst Hit: 2d8 + Charisma modifier psychic damage and the
Attack: Charisma vs. Fortitude target is restrained (save ends).
Hit: 2d6 + Charisma modifier thunder damage and Miss: Half damage and the target is immobilized until
target is deafened (save ends). the end of its next turn.
Page 20 of 521
4E Races and Classes
Level 10 Utility Spellsongs Haunting Tune Bard Attack 13
You sing a grim chorus and your foes shudder in fear.
G’elsewhere Chant Bard Utility 10 Encounter Arcane, Fear
As you chant and touch your ally, golden sparks fly out, Standard Action Area burst 2 in 10 squares
as he appears a distance away in relative safety. Target: All creatures in burst
Daily Arcane Attack: Charisma vs. Will
Move Action Melee touch Hit: 2d10 + Charisma modifier psychic damage. The
Target: You, one ally, or one unattended object target receives a –2 penalty to attack rolls and
Effect: The target teleports 10 squares away in a defenses until the end of your turn.
random direction and must end up further away from
all enemies. Shadowmend Bard Attack 13
As you strike your foe, you are covered in shadows. The
Lingering Chorus Bard Utility 10 resulting shadows cast over your allies and heal them.
Spectral voices continue to echo your song. Encounter Arcane, Weapon, Illusion, Healing
Daily Arcane Standard Action Melee or Ranged weapon
Free Action Personal Target: One creature
Effect: You do not need to spend an action to sustain Attack: Dexterity vs. AC
any of your Bardic Music for the rest of the encounter. In Hit: 2[W] + dexterity modifier damage and any ally within
addition, the bonus or number of targets for your Bardic 5 squares can spend a healing surge.
Music increases by 1 until the end of the encounter. Effect: You gain concealment until the end of your next
turn.
Recovering Song Bard Utility 10
You chant a soothing chorus, granting peace for a few Level 15 Daily Spellsongs
seconds in a pitched battle.
Daily Arcane, Healing Dolorous Blow Bard Attack 15
Standard Action Close burst 5 You strike your opponent in the head, impairing his
Targets: You and each ally in burst judgment when avoiding deadly blows.
Effect: Each target can activate their second wind, even Daily Arcane, Weapon
if they have already used it for the encounter. Add Standard Action Melee or Ranged weapon
your Intelligence modifier to the hit points recovered. Target: One creature
In addition, each target gains a +2 power bonus on Attack: Dexterity vs. AC
its saves until the end of your next turn. Hit: 3[W] + Dexterity modifier damage. Until the end of
the encounter, any attack roll against the target can
Victorious Song Bard Utility 10 score a critical hit on a roll of 19-20.
Miss: Half damage.
Playing the anthem of ancient empires, you boost your
allies’ morale to win the fight.
Daily Arcane Menacing Shade Bard Attack 15
Standard Action Close burst 6 You close your eyes and imagine a huge creature bend
Target: You and all allies within hearing range on murdering your foes.
Effect: Until the end of the encounter, the target gains a Daily Arcane, Implement, Illusion
+2 power bonus to attack rolls, skill checks, saves Standard Action Ranged 4 in 10 squares
and damage rolls. Target: Up to four squares (see below)
Effect: You make a visual illusion of a creature object of
Level 13 Encounter Spellsongs up Large size (2x2 squares). The illusion can be
more than 10 squares from you or your line of sight
or it fades out of existence.
Dissonant Chord Bard Attack 13 You can move your image up to 6 squares as a
You play a loud note, which is atrocious to hear, driving move action. It makes a Charisma vs. Will attack
your enemies back. against any opponent that ends its move adjacent to
Encounter Arcane, Implement, Thunder it. The attack deals 3d6 + Charisma modifier
Standard Action Close burst 2 damage. The illusion lasts until the end of your next
Target: Each enemy in burst turn.
Attack: Charisma vs. Fortitude Sustain Standard: The illusion lasts until the end of
Hit: 2d8 + Charisma modifier thunder damage, and you your next turn up to a maximum of 5 minutes.
slide the target out of the burst area.
Page 21 of 521
4E Races and Classes
Misfortune’s Curse Bard Attack 15 Project Image Bard Utility 16
You curse a foe and laugh at how unlucky he is to face You draw an image of yourself out of your mind and
you in combat. manifest it on the battlefield.
Daily Arcane, Implement, Charm, Psychic Daily Arcane, Illusion
Standard Action Ranged 5 Standard Action Ranged 10
Target: One creature Effect: You create an illusionary double of yourself that
Attack: Charisma vs. Will fills the target square. You can move the illusionary
Hit: 3d8 + Charisma psychic damage. Until the end of double at your speed as a minor action. If the
the encounter, the target must reroll any roll it makes illusion moves more than 10 squares away from you,
and take the lowest roll (save ends). the image ends. The illusion does not hinder
Miss: Until the end of the encounter, the target takes a movement, cannot be harmed, pushed, pulled or
–2 penalty to any roll it makes (save ends). shifted by a power and cannot make opportunity
attacks. As long as the illusionary double is in sight,
Otto’s Imperative Ambulation Bard Attack 15 when using a power, you can choose to have the
power emanate from the illusionary double.
After you strike, your foe feels compelled to move
Sustain Minor: The image persists.
recklessly.
Daily Martial, Weapon, Charm
Standard Action Melee or Ranged weapon Protégé Bard Utility 16
Target: One creature You speak encouraging words and hand an ally an
Attack: Dexterity vs. Will instrument. With no effort, he starts to play a
Hit: 3[W] + Dexterity modifier damage. Until the end of masterpiece.
the encounter, the target must first move 2 squares Daily Arcane
before taking any action (save ends). Standard Action Melee touch
Miss: Half damage. Target: One ally
Effect: The target gains the power to use Bardic songs
Puppeteer Bard Attack 15 and Healing Hymn as if he were a bard of half your
level. In addition, he gains a +2 power bonus on
With a chuckle and a wiggle of your fingers, your foe
Reflex and Will defenses. These effects last until
grimaces in pain and then falls under your control as if it
the end of the encounter.
were a puppet.
Daily Arcane, Implement, Charm, Psychic
Standard Action Ranged 10 Ruin-Delver’s Fortune Bard Utility 16
Target: One creature The mistakes of the past will not be repeated.
Attack: Charisma vs. Will Daily Arcane
Hit: 4d8 + Charisma modifier psychic damage. In Immediate Interrupt Ranged 10
addition, the target is dominated until the end of your Trigger: A creature attacks you or your ally
next turn (save ends). Suicidal actions grant an Target: The ally being attacked
immediate saving throw to remove the effect. Effect: The target gains a power bonus to all defenses
Miss: Half damage and the target is immobilized until equal to your Charisma modifier against the attack.
the end of your next turn. In addition, the target takes no damage or ill effect
Sustain Minor: The effect persists until the end of your on a miss.
next turn, up to a maximum of 5 minutes.
Song of Grace Bard Utility 16
Level 16 Utility Spellsongs A calming song lets you and your allies catch your
breath.
Haste Bard Utility 16 Encounter Arcane, Healing
You play a song with increased tempo, and your allies Standard Action Close burst 5
hurry to the rhythm. Target: You and each ally in burst
Daily Arcane Effect: Each target can spend a Second Wind.
Standard Action Close burst 5 Special: This power’s effect does not count as the
Target: You and each ally in burst target’s Second Wind for the encounter.
Effect: Until the end of the encounter, you and all allies
speed increase by 2. In addition, the target gains a
+1 power bonus to attack rolls and Reflex saves and
can make a basic attack as a move action.
Page 22 of 521
4E Races and Classes
Swift Flight Bard Utility 16 Level 19 Daily Spellsongs
With a muttered word, you lift from the ground for a few
seconds. Melf’s Slumber Arrows Bard Attack 19
Encounter Arcane You open your palm slightly and an arrow with swirling
Minor Action Personal green dust appears.
Effect: You gain a speed of Fly 8 until the start of your Daily Arcane, Sleep
next turn. Standard Action Ranged 20
Target: One creature
Level 17 Encounter Spellsongs Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier damage and target is
Blinking Assault Bard Attack 17 slowed (save ends). If the target fails its first saving
throw, it becomes unconscious (save ends).
You appear and disappear from reality for a few seconds
Miss: Half damage and the target is slowed (save
as you approach your foe.
ends).
Encounter Arcane, Teleportation, Weapon
Sustain Standard: You fire another arrow. You may
Standard Action Melee or Ranged weapon
fire up to 5 arrows with this power.
Special: If you are using a melee weapon, you can
move up to your speed before after striking without
provoking opportunity attacks. Mind Fog Bard Attack 19
Attack: Dexterity vs. AC A thin mist erupts from the ground, playing tricks on your
Hit: 2[W] + Dexterity modifier damage. foe’s minds and aiding your allies.
Effect: You gain total concealment until the start of your Daily Arcane, Charm, Psychic, Healing, Zone
next turn. Standard Action Close burst 5
Attack: All enemies within burst
Resonating Melody Bard Attack 17 Hit: 4d8 + Charisma modifier psychic damage. Target
takes a –5 penalty to Will defense (save ends).
You repeat a verse over and over, healing your allies
Miss: Half damage. Target takes a –2 penalty to Will
and confounding your opponents.
defense (save ends).
Encounter Arcane, Psychic, Healing
Effect: You and each ally within the area can spend a
Standard Action Close burst 5
healing surge. In addition, you or any ally who
Target: Each foe in burst
begins their turn inside the zone heals 5 hit points.
Attack: Charisma vs. Will
Sustain Minor: The zone persists
Hit: 3d6 + Charisma modifier psychic damage, and
target takes a –2 penalty to AC until the start of your
next turn. Resounding Thunder Bard Attack 19
Effect: you and each ally within the burst can spend a The sound of a tornado’s winds explodes in the ear of
healing surge. any who dare attack your ally.
Daily Arcane, Thunder
Spectral Strike Bard Attack 17 Standard Action Close blast 5
Target: One creature
Your hands and weapon become ghostlike, enveloping
Attack: Charisma vs. Fortitude
your foe in shadow as you lunge forward.
Hit: 3d8 + Charisma modifier thunder damage and
Encounter Arcane, Weapon, Illusion
ongoing 10 thunder damage (save ends).
Standard Action Melee or Ranged weapon
Effect: Choose you or an ally within 5 squares. Until
Target: One creature
the end of the encounter, any creatures that attacks
Attack: Dexterity + 2 vs. Reflex
the chosen individual takes 3d8 + Charisma modifier
Hit: 3[W] + Dexterity modifier damage. The target
damage and ongoing 10 thunder damage (save
considers all foes to have concealment until the end
ends). Likewise, the chosen ally gains a +2 power
of your next turn.
bonus to AC.
Page 23 of 521
4E Races and Classes
Thundercloud Bard Attack 19 Renewed Vigor Bard Utility 22
You sing a cadenza, and a standing wave of thunder A golden light emanates from your feet, giving you and
lingers in the area your allies a burst of energy.
Daily Arcane, Implement, Conjuration, Thunder Encounter Arcane, Healing
Standard Action Area wall 10 in 10 squares Standard Action Close burst 6
Effect: You create a wall of contiguous squares that Targets: You and each ally in burst
have continuous sound waves echoing through the Effect: Target can spend a Second Wind and gains
area that lasts until the end of your next turn. The temporary hit points equal to half your level. In
wall can be up to 10 squares long and 4 squares addition, if the target is weakened or slowed, it gets
high. The spaces occupied by the wall are a saving throw to remove the effect.
considered difficult terrain. If a creature enters the Special: this power’s effect does not count as the
wall, or starts it turn there, it takes 4d6 + Charisma target’s Second Wind for the encounter.
modifier thunder damage and is deafened (save
ends). Song of Orpheus Bard Utility 22
Sustain Minor: The wall persists
Your music is so inspiring, it can even restore life and
vigor to the dying.
Level 22 Utility Spellsongs Daily Arcane, Healing
Standard Action Ranged 15
Battlecry Bard Utility 22 Target: One creature
With a bold shout, you rally your allies with a burst of Effect: The target gains hit points as if it had spent a
confidence. healing surge and gains an immediate saving throw
Daily Arcane, Healing against any active negative effects.
Target: You and all allies within burst Special: If the target has failed any death saving throws
Effect: Target gains a power bonus on their next for the day, it is now treated as having succeeded
damage roll equal to your Charisma modifier. The them all. If the target has died in the current scene
target must make this attack before the end of your due to a failed death saving throw, it is immediately
next turn or lose the bonus. In addition, if the target returned to life (before applying healing).
is suffering from a charm or fear effect, it makes a
save against it with a +2 power bonus. Level 23 Encounter Spellsongs
Page 24 of 521
4E Races and Classes
Nightmare’s Touch Bard Attack 23 Song of Discord Bard Attack 25
A torrent of vile and hideous images appears in the mind A dissonant melody makes your foes attack each other.
of your opponent. Daily Arcane, Implement, Charm, Psychic
Encounter Arcane, Psychic Standard Action Range burst 4 in 20 squares
Standard Action Ranged 5 Target: Each creature in burst
Target: One creature Attack: Charisma vs. Will
Attack: Charisma vs. Will Hit: 3d10 + Charisma modifier psychic damage. On it’s
Hit: 3d8 + Charisma modifier psychic damage and the turn, the target moves and attacks it closest ally with
target is restrained and weakened until the start of a basic attack (save ends).
your next turn. Sustain Standard: The charm persists.
Page 25 of 521
4E Races and Classes
Greater Shout Bard Attack 27 Steely Shatter Bard Attack 29
You inhale and then unleash an earth-shattering scream. With a perfect strike, your weapon sends a disruptive
Encounter Arcane, Implement, Thunder resonance through your target.
Standard Action Close blast 6 Daily Arcane, Weapon, Thunder
Target: Each creature in blast Standard Action Melee or Ranged weapon
Attack: Charisma vs. Fortitude Target: One creature
Hit: 6d6 + Charisma modifier thunder damage and the Attack: Dexterity vs. AC
target is deafened (save ends). Hit: 6[W] + Dexterity modifier thunder damage.
Miss: Half damage.
Light-hearted Melody Bard Attack 27
You chant a mellow tune, and a brilliant ray of light
blasts towards your opponent.
Encounter Arcane, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d10 + Charisma modifier radiant damage and the
target is blinded until the end of your next turn.
Page 26 of 521
4E Races and Classes
just activating one. For example, you could sing counter
song and inspire courage with a single standard action.
Paragon Paths Singing Shout (16th level): Whenever activating Bardic
music effects you can grant any affected allies a +2
bonus on their next attack and damage roll before the
War Chanter end of your next turn.
“I am the living embodiment of the sound of battle.”
Inspire Recklessness War Chanter Attack 11
Your carelessly lunge into the fray, ferociously attacking
all in your path.
Encounter Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Special: You can use this power as part of a charge.
Attack: Dexterity +2 vs. AC
Hit: 3 [w] damage + Dexterity modifier.
Effect: You suffer a -2 penalty to AC until the start of
your next turn. In addition, one ally within 5 squares
of you can use an encounter power either as part of
a charge as long as it has a range of melee. The ally
suffers -2 penalty to AC and gains a +2 bonus to his
attack roll if he chooses to use this power.
Page 27 of 521
4E Races and Classes
Virtuoso Jarring Song Virtuoso Attack 11
You play a high-pitched aria, which disrupts your foes
“Watching my performance is the greatest experience a focus.
creature can ever attain.” Encounter Arcane, Implement, Psychic
Standard Action Close burst 5
Target: Each enemy in burst.
Attack: Charisma vs. Fortitude
Hit: 3d6+ Charisma modifier psychic damage. In
addition, you can move the target 1 square. This
provokes opportunity attacks.
Page 28 of 521
4E Races and Classes
Shadowdancer Shadow Jump Shadowdancer Utility 12
You jump into your shadow and appear behind your foe.
“Now you see me… now you don’t.” Encounter Arcane, Teleportation
Move Action Personal
Effect: You teleport up to 5 squares. You can’t bring
other creatures with you.
Page 29 of 521
4E Races and Classes
Barbarian
“Today is a good day to die – for you”
Creating A Barbarian
Page 30 of 521
4E Races and Classes
bloodlust. Sidestep Strike Barbarian Attack 1
You can designate one enemy as the target of You wait for your enemy to swing, sidestep the blow and
your bloodlust at a time. counterattack
At-Will Primal, Weapon
Level Bloodlust Extra Damage Standard Action Melee Weapon
Target: One creature
1st-10th +1d6 Attack: Strength vs. Reflex
11th – 20th +2d6 Hit: 1[W] + Strength modifier damage. You can shift one
21st – 30th +3d6 square after the attack.
Increase damage to 2[W] + Strength modifier at 21st
Battle Frenzy Class Feature level.
You let the fight overtake you, becoming a whirlwind of
destruction Pummel Barbarian Attack 1
Daily Primal You strike your foe with your weapon and follow it up
Minor Action Personal with an elbow smash, knee strike or a blow with the butt
Effect: You gain a +2 power bonus to hit and damage. of your weapon
Your Will defense increases by +1, but you take a -1 At-Will Primal, Weapon
penalty to AC. This bonus lasts for the duration of Standard Action Melee Weapon
an encounter, or for 5 minutes. Target: One creature
Attack: Strength vs. AC
Level 1 At-Will Exploits Hit: 1[W] + Strength modifier damage. Make a
secondary attack
Secondary Target: Same creature
Power Strike Barbarian Attack 1
Secondary Attack: Strength vs. AC
With a shout, you bring your weapon about forcefully into
Secondary Hit: 2 + Strength Modifier damage
your foe.
At-will Primal, Weapon
Standard Action Melee Weapon Level 1 Encounter Exploits
Target: One creature
Attack: Strength vs. AC Counterstrike Barbarian Attack 1
Hit: 1[W] damage + Strength damage When your opponent leaves himself defenseless when
Effect: If you bloody a foe with this power, you gain a he buries his weapon into your skin, you strike.
+1 power bonus to hit until the end of your next turn. Daily Primal, Weapon
Increase damage to 2[W] at 21st level. Immediate Reaction Melee Weapon
Trigger: When you are hit by an opponent’s melee
Driving Blow Barbarian Attack 1 attack.
You repeatedly bring your weapon against the foe, Target: The opponent who hit you.
forcing him back Attack: Strength vs. AC
At-Will Primal, Weapon Hit: 1[W] + Strength modifier damage. If you are
Standard Action Melee Weapon bloodied, increase damage to 2[W] + Strength
Target: One creature modifier damage.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You can push an Beast Strike Barbarian Attack 1
enemy back one square Like an enraged beast, you descend on your opponent
Increase damage to 2[W] + Strength modifier at 21st slashing and striking
level. Encounter Primal, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: 2 + Strength modifier damage.
Effect: You may shift one space after the attack.
Page 31 of 521
4E Races and Classes
Leaping Assault Barbarian Attack 1 Whirlwind of Destruction Barbarian Attack 1
You charge, leaping into the air and bring your weapon You rain down damage on all your foes
down on your opponent with a fearsome yell. Daily Primal, Weapon
Encounter Primal, Weapon Standard Action Close burst 1
Standard Action Melee Weapon Requirement: You must be using a two-handed melee
Trigger: You charge an enemy weapon.
Target: One Creature Target: All foes in burst
Attack: Strength + 2 vs. AC. Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the opponent Hit: 1[W] + Strength modifier damage
is dazed until the end of your next turn. Miss: Strength modifier damage
Page 32 of 521
4E Races and Classes
Level 3 Encounter Powers Tackling Strike Barbarian Attack 5
You barrel into your opponent, weapon first, driving him
Cave Bear Strike Barbarian Attack 3 back.
You rise up to your full height and smash into your foe. Daily Primal, Weapon
Encounter Primal, Weapon Standard Action Melee Weapon
Standard Action Melee Weapon Target: One creature
Requirement: You must be using a two-handed melee Attack: Strength vs. Fortitude
weapon Hit: 2[W] + Strength modifier damage, and the opponent
Target: One creature is pushed a number of squares equal to your
Attack: Strength vs. AC. Constitution modifier
Hit: 1[W] + Strength modifier damage and push the Miss: Half damage, and the opponent is pushed 1
target 1 square. If you bloody the opponent, he is square
also immobilized until the start of your next turn.
Level 6 Utility Exploits
Crushing Strike Barbarian Attack 3
A blow to the ribcage ought to take the wind out of your Enemy at the Gates Barbarian Utility 6
opponent’s sails. You rush your surprised foes before they can act
Encounter Primal, Weapon Encounter Primal
Standard Action Melee Weapon Free Action Personal
Target: One creature Effect: If you get to act in a surprise round, you can
Attack: Strength vs. AC. move up to your speed towards an enemy that has
Hit: 1[W] + Strength modifier damage and the target not yet acted.
suffers a –1 penalty to AC and Fortitude until the
end of your next turn. If you bloody the opponent, Incite the Fury Barbarian Utility 6
he is also dazed until your next turn.
You rouse a seething fury in your allies against your
hated foes
Slashing Fury Barbarian Attack 3 Daily Primal
You bring your weapon about in a wide arc, aiming for Minor Action Close Burst 1
your victim’s throat Effect: Allies gain a +1 power bonus to hit and damage
Encounter Primal, Weapon when making melee attacks. The benefit lasts until
Standard Action Melee Weapon the end of the encounter or for 5 minutes.
Requirement: You must be using a two-handed melee
weapon Shieldbiter Barbarian Utility 6
Target: One creature
You gnaw on the edge of your shield as you anticipate
Attack: Strength vs. AC.
battle.
Hit: 2[W] + Strength modifier damage. If you bloody the
Encounter Primal
opponent, he takes ongoing 5 damage (save ends).
Minor Action Personal
Effect: You can spend a healing surge to regain hit
Level 5 Daily Exploits points and gain a +1 power bonus to attack and
damage until the start of your next turn.
Driving Attack Barbarian Attack 5
You repeatedly strike your opponent, keeping him on the Falcon’s Swipe Barbarian Utility 6
defensive You sweep in, attack, and leave your enemy unable to
Daily Primal, Weapon counterattack.
Standard Action Melee Weapon Daily Primal, Stance
Requirement: You must be using a two-handed melee Minor Action Personal
weapon. Effect: You can make a single basic attack at any point
Target: One creature during your movement as a standard action, and
Attack: Strength vs. AC then finish your movement. You gain a +4 AC
Hit: 2[W] + Strength modifier and your opponent suffers bonus against opportunity attacks after you make
a –2 penalty to attack rolls as long as you are the attack until the start of your next turn.
adjacent to the opponent.
Miss: Half damage, and the opponent takes a –1
penalty to attack rolls as long as you are adjacent to
it.
Page 33 of 521
4E Races and Classes
Level 7 Encounter Exploits Death Stroke Barbarian Attack 9
Before you go, they’ll go first.
Cave Bear’s Embrace Barbarian Attack 7 Daily Primal, Weapon
You wrap your weapon around your opponent, pinning Immediate Reaction Melee 1
them as you squeeze the life from them. Trigger: You are bloodied by an attack or reduced to 0
Encounter Primal, Weapon or fewer hit points.
Standard Action Melee Weapon Target: The creature that just attacked you
Requirement: You must be using a two-handed melee Attack: Strength + 2 vs. AC
weapon Hit: 3[W] + Strength modifier
Target: Strength vs. Reflex. Miss: Half damage.
Attack: 1[W] + Strength modifier and the target is
grabbed (until escape). Devastating Tornado Barbarian Attack 9
Sustain Minor: You sustain the grab and deal Strength You swing your weapon in a grand arc, downing all
modifier damage to the target. those near you
Daily Primal, Weapon
Crimson Wolverine Strike Barbarian Attack 7 Standard Action Close Burst 1
With a mad gleam in your eye, you unleash a deadly Requirement: You must be using a two-handed melee
stream of slashes at your foe. weapon.
Encounter Primal, Weapon Target: All creatures in burst
Standard Action Melee Weapon Attack: Strength vs. AC
Requirement: You must be using a two-handed melee Hit: 2[W] + Strength modifier damage.
weapon. Miss: Half damage.
Target: One creature
Attack: Strength vs. AC Lion’s Roar Barbarian Attack 9
Hit: 2[W] + Strength modifier damage. You let out a ferocious war cry, driving your enemies
back in fear.
Shock Trooper Barbarian Attack 7 Daily Primal
You drive into an enemy’s formation, disrupting it and Minor Action Close Burst 5
scattering the troops. Target: All creatures in burst
Encounter Primal, Weapon Attack: Constitution vs. Will
Standard Action Close burst 1 Hit: 1d10 + Constitution modifier damage and target is
Effect: Take a move action before making the attack. weakened and dazed (save ends both).
Target: All creatures in burst Miss: Target is weakened until the end of your next
Attack: Strength + 2 vs. Fortitude turn.
Hit: 1[W] + Strength modifier to each opponent in burst
and shift each target a number of squares equal to Level 10 Utility Exploits
your Wisdom modifier.
Dire Boar’s Tenacity Barbarian Utility 10
Level 9 Daily Exploits Attacks seem to simply roll off you without slowing you.
Daily Primal, Stance
Cut from Stem to Stern Barbarian Attack 9 Minor Action Personal
With an overhand chop, you split your foe down the Effect: You gain damage resistance 5 for the duration
middle. of the encounter.
Daily Primal, Weapon
Standard Action Melee Weapon Leap to Battle Barbarian Utility 10
Requirement: You must be using a two-handed melee You unleash a fierce battle cry as you leap boldly into
weapon. the fray.
Target: One creature Encounter Primal
Attack: Strength vs. AC Minor Action Personal
Hit: 2[W] + Strength modifier and the opponent is Effect: You can move 3 squares, as long as you can
stunned until the end of your next turn. end your move adjacent to an enemy.
Miss: Half damage and the opponent is dazed until the
start of your next turn.
Weapon: If you are using an axe or a heavy blade, you
gain a power bonus to damage equal to your
Constitution modifier.
Page 34 of 521
4E Races and Classes
The Mystery of Woad Barbarian Utility 10 Upside the Head Barbarian Attack 13
The blue paint that covers your bare skin glows briefly, A quick blow scatters your opponent’s wits, letting you
granting you mystical protection. set up a deadly strike.
Daily Primal, Stance Encounter Primal, Weapon
Minor Action Personal Standard Action Melee Weapon
Effect: You gain a +2 power bonus to your AC and Requirement: You must be using a two-handed melee
Fortitude defense. weapon.
Target: One creature
Relentless Pursuit Barbarian Utility 10 Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier and the target is stunned
As you pull your weapon from your eviscerated foe, you
until the end of your next turn.
rush towards your next opponent.
Daily Primal
Free Action Personal Level 15 Daily Exploits
Effect: If you drop an opponent to 0 hit points with a
melee attack, you may take a move action as long Throat Tearer Barbarian Attack 15
as you move towards another enemy you can see. You strike, trying to slice open your opponent’s throat.
Daily Primal, Weapon
Level 13 Encounter Exploits Standard Action Melee Weapon
Target: One creature
Nerve-Shattering Strike Barbarian Attack 13 Attack: Strength vs. AC
Hit: 2[W] + Strength modifier, and 2 + Strength modifier
Your blow shatters your opponent’s will to fight.
ongoing damage (save ends). If the opponent is
Encounter Primal, Weapon
bloodied, he takes 5 + Strength modifier ongoing
Standard Action Melee Weapon
damage (save ends).
Target: One creature
Miss: Half damage, and no ongoing damage.
Attack: Strength vs. Will
Weapon: If you are using an axe or a heavy blade, you
Hit: 2[W] + Strength modifier and the opponent is
gain a power bonus to damage equal to your
weakened (save ends).
Constitution modifier.
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Hunter’s Step Barbarian Utility 16 Level 19 Daily Exploits
You dog your enemy’s footsteps, refusing to yield.
Encounter Primal Clear the Forest Barbarian Attack 19
Immediate Reaction Personal You enemies surround you like a deadly forest, so you
Trigger: An adjacent enemy moves away from you. strike at your opponent’s legs, felling them like saplings.
Effect: Shift into the square that the enemy vacated. Daily Primal, Weapon
You have combat advantage against that enemy Standard Action Close Burst 1
until the end of your next turn. Requirement: You must be wielding a two-handed
melee weapon
Indomitable Will Barbarian Utility 16 Target: Each enemy in burst you can see
Nothing can dissuade you from dispatching your foes. Attack: Strength vs. AC
Daily Primal Hit: 3[W] + Strength modifier and target is knocked
Free Acton Personal prone. If the target is bloodied they are also dazed
Effect: Immediately end any one dehabilitating effect on until the end of your next turn.
you that has a save to end. Miss: Half damage and the opponent is not knocked
prone or dazed.
Weapon: If you are using an axe or a heavy blade, you
Thunderfury Boar Hide Barbarian Utility 16 gain a power bonus to damage equal to your
You take the shock of the blow, and it does nothing to Constitution modifier.
you.
Daily Primal
Immediate Reaction Personal Impaling Strike Barbarian Attack 19
Trigger: An enemy hits you with an attack. With a mighty sweep of your weapon, you pin your foe
Effect: You gain resist 10 + Constitution modifier against a solid barrier, held in place with your weapon.
against the attack. Daily Primal, Weapon, Reliable
Standard Action Melee Weapon
Requirement: You must be wielding a two-handed
Level 17 Encounter Exploits melee weapon
Target: One creature
Death Titan’s Evisceration Barbarian Attack 17 Attack: Strength vs. Reflex
You tower over your opponent and rain death on your Hit: 2[W] + Strength modifier and push the opponent a
foe. number of squares equal to your Constitution
Encounter Primal, Weapon modifier. If the opponent is bloodied, he takes an
Standard Action Melee Weapon extra 1d6 damage. After each space you push the
Requirement: You must be using a two-handed melee foe, you shift into the opponent’s square. If the
weapon. opponent collides with an obstacle, you may discard
Target: One creature your weapon to immobilize the opponent (save
Hit: 2[W] + Strength modifier. If the target is bloodied, ends).
the target takes an extra 1d6 damage and is Weapon: If you are using a Spear or Heavy blade, you
weakened until the end of your next turn. gain a +2 bonus to hit with the attack.
Weapon: If you are using an axe or a heavy blade, you
gain a power bonus to damage equal to your
Constitution modifier.
Savage Wolf Strike Barbarian Attack 19
Like a rabid wolf, you tear and scratch at your opponent.
Daily Primal, Weapon
Weapon Sunder Barbarian Attack 17 Standard Action Melee Weapon
Your blow rains down on the opponent’s weapon, Targets: One, two or three creatures
rendering it useless Hit: 1[W] + Strength modifier damage each. A target hit
Encounter Primal, Weapon once is dazed until the end of your next turn. A
Standard Action Melee Weapon target hit twice is stunned until the end of your next
Target: One creature turn. A target hit three times is weakened and
Attack: Strength vs. Fortitude stunned until the end of your next turn. If the
Hit: 2[W] + Strength modifier damage, and the target’s opponent is bloodied, add an extra 1d6 damage to
weapon is sunder until it is repaired (See sundered each attack.
condition in Combat section later in this document). Miss: Half damage per attack, and the target is not
dazed, stunned or weakened. The target does not
take additional damage if it is bloodied.
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Level 22 Utility Exploits Warding Strike Barbarian Attack 23
You parry the opponent’s attack with your own weapon,
Dig In Barbarian Utility 22 then bring you weapon about to skewer him.
You plant your feet and you’re going nowhere. Encounter Primal, Weapon
Daily Primal, Stance Immediate Interrupt Melee Weapon
Minor Action Personal Requirement: You must be wielding a two-handed
Effect: You can make an immediate save to avoid melee weapon
being pushed, pulled or shifted. Even if you fail the Target: The attacking creature
save, you can’t be moved more than 1 square. Hit: 2[W] + Strength modifier damage. If the opponent
is bloodied, you deal 3[W] + Strength modifier
instead.
Growing Fervor Barbarian Utility 22 Effect: Until the end of your next turn, the target’s
You thrive on the mayhem you create. attack rolls take a penalty equal to your Wisdom
Encounter Primal modifier.
Minor Action Personal
Effect: You gain a number of temporary hit points equal
to ½ the damage you inflict to a foe on your next Level 25 Daily Exploits
successful hit.
Predator’s Wounding Barbarian Attack 25
Scorn Death Barbarian Utility 22 You wound your opponent, letting him weaken and bleed
out.
With a defiant roar, you send the Raven Queen away.
Daily Primal, Weapon
You’ll let her take your enemies, but she won’t get you
Standard Action Melee weapon
today.
Requirement: You must be using a two-handed melee
Daily Healing, Primal
weapon
Free Action Personal
Target: One creature
Trigger: You are reduced to 0 or fewer hit points
Attack: Strength vs. Fortitude
Effect: You can use a healing surge, even if you are
Hit: 3[W] + Strength modifier damage and the target is
unconscious or dying. You can also stand from
slowed and takes ongoing 10 damage (save ends
prone after healing.
both).
Special: You cannot use this ability if you have no
Miss: Half damage and the target takes ongoing 10
healing surges.
ongoing damage (save ends).
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4E Races and Classes
Level 27 Encounter Exploits Level 29 Daily Exploits
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4E Races and Classes
Group Hug Barbarian Attack 20
Paragon Paths You scoop up your opponents, crushing them in your
grip.
Daily Primal, Weapon
Standard Action Close burst 1
Requirement: You must be Large size or larger.
Bear Warrior Target: All creatures of medium size or smaller in burst
“He is neither man nor beast, but both and neither at the Attack: Strength vs. Reflex
same time” Hit: 3[W] + Strength modifier and target is grabbed (until
escape).
Prerequisite: Barbarian class Special: As a standard action, you can make a basic
melee attack against all grabbed opponents.
You are a warrior who draws on the primal power of one
of the most powerful animals – the bear. Infused with its
strength and cunning you sally forth to rend your foes
with savage blows.
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4E Races and Classes
Berserker Berserker Exploits
“Yeeeaaaargh!”
Ancestral Onslaught Berserker Attack 11
Prerequisite: Barbarian class Shouting the name of your forefathers and ending the
litany of your genealogy with your own name, you let
You are a warrior who looses himself in the frenzy of your enemy know exactly who sent them the afterlife as
combat. You thrive on the pain you inflict and are coldly you cut them down.
blind to the wounds you take as you cleave your Encounter Primal, Weapon
opponent sloppily in two. There are few who can Standard Action Melee Weapon
withstand the pummeling you can deliver, and those who Target: One creature
can, you intend to go down with your axe buried in their Attack: Strength vs. AC
chest as far as you can plant it. Hit: 3[W] + Strength modifier damage. If you bloody the
opponent, he is weakened (save ends).
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4E Races and Classes
Trophy Hunter Spirit of the Defeated Trophy Hunter Attack 20
“An’ this tooth is from the black dragon Rhyst. Ripped it You force the spirit of your defeated foe to fight on your
outta his skull just ‘afore I snapped his neck.” behalf.
Daily Conjuration, Divine, Trophy
Prerequisite: Barbarian class Standard Action Ranged 10
Target: One creature adjacent to ghostly spirit
Glory doesn’t just come from facing and Attack: Strength vs. AC
defeating a foe, but proving to everyone else you’ve Hit: 3d10 + Strength modifier damage
defeated them as well. If you’re strong enough, you can Effect: You conjure a ghostly spirit that resembles the
even draw on your enemy’s former strength to enhance creature from which your trophy is made. It
your own abilities. You tend to decorate yourself in occupies one square within range, and the spirit
grisly trophies taken from former foes that have crossed attacks an adjacent creature. Once per round as a
your path before – armor made from the hide of a minor action, you can make the spirit attack an
dragon you’ve slain, a necklace of teeth made from adjacent creature. Every round, you can move the
those who’ve crossed you and a belt weighed down with spirit 5 squares as a move action. It lasts until the
the severed heads or skulls of those foolish enough to end of the encounter.
get in your way. Even your axe is made from the
shoulder blade of a giant you’ve felled.
th
Trophy (11 level): A trophy is a bit of memorabilia
rendered from a former opponent’s body (such as a
skull, teeth, fingers, ears, etc.). While you possess a
trophy, you gain a +1 bonus to attacks vs. AC and a +1
bonus to your own Fortitude, Reflex and Will defenses.
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4E Races and Classes
Mountain Man Mountain Man Maneuvers
“Go home boy, before I’m forced to teach you a lesson” Wrong Move Mountain Man Attack 11
Your wait for your enemy to make a move, and you
Prerequisite: Barbarian class, trained in Nature skill. catch him with a thunderous strike.
Encounter Primal, Weapon
Steeped in the knowledge of the wilderness, you use the Immediate Interrupt Melee Weapon
very terrain against an opponent to strike them down. Trigger: An adjacent enemy shifts or moves
They never see you coming, and they never find the Target: The enemy
bodies. Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is
immobilized until the end of your next turn.
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4E Races and Classes
Bull’s Strength Cleric Utility 6
Cleric The ghostly outline of a bull overlays the touched
individual, before vanishing with a powerful snort.
Daily Divine
Level 2 Move Action Melee touch
Effect: The target gains a +2 power bonus to damage
Detect Evil Cleric Utility 2 rolls and Athletics skill checks for 5 minutes.
As you observe an individual, you can sense whether
they are black-hearted villains or not Cat’s Grace Cleric Utility 6
Daily Divine The prowling shape of a black cat descends to cover the
Minor Action Close burst 5 target before fading to a slight yellow glimmer in the
Target: One creature you can see in burst target’s eyes.
Effect: You can make an Insight skill check with a +5 Daily Arcane
power bonus to determine if the target is Chaotic Evil or Move Action Melee touch
Evil. Effect: The target gains a +2 power bonus to AC and to
Sustain Minor: The power persists. You can maintain Acrobatic skill checks for 5 minutes.
the power up to 5 minutes.
Level 6 Level 9
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4E Races and Classes
Level 16
Level 19
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4E Races and Classes
Hit Points at 1st Level: 10 + Constitution score
Conjurer Hit Points per Level Gained: 4
“I am never alone, so long as I have my magic” Healing Surges per Day: 6 + Constitution modifier
CLASS TRAITS Trained Skills: Arcana. From the class skills list below,
Role: Controller. You summon creatures to confound choose three more trained skills at 1st level.
the enemy, and use magic spells to hinder the enemy. Class Skills: Arcana (Int), Diplomacy (Cha),
Power Source: Arcane. Dungeoneering (Wis), History (Int), Insight (Wis), Nature
Key Abilities: Intelligence, Dexterity, Charisma (Int), Religion (Int)
Creating a Conjurer
Summoner
The summoner relies on summoned monsters to
attack for him while using other conjurations to place
obstacles between himself and his foes.
Battle Conjurer
You create effects designed to destroy your foe
while defensively you use magic to position yourself in
an advantageous position or far from harm’s way.
Implements
Conjurers make use of censers, orbs and staffs
to help channel and direct their arcane powers. Every
conjurer has mastery of one type of implement (see
“Class Features”).
Without an implement, a conjurer can still use
his or her powers. A conjurer wielding a magic orb, staff,
or wand can add its enhancement bonus to the attack
rolls and the damage rolls of conjurer powers, as well as
conjurer paragon path powers, that have the implement
keyword.
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4E Races and Classes
Arcane Implement Mastery At 5th level, and again at 11th, 15th, 21st, and
You specialize in the use of one kind of 25th level, you master two more rituals of your choice
implement to gain additional abilities when you wield it. and add them to your spellbook. Any ritual you add must
Choose one of the following forms of implement be your level or lower.
mastery. Daily and Utility Spells: Your spellbook also holds your
Censer of Summoning: Once per encounter as a free daily and utility spells. You begin knowing two daily
action, you can use the censer to gain one of the spells, one of which you can use on any given day. Each
following effects. time you gain a level that lets you select a daily spell or a
A minion within 10 squares that is struck and utility spell, choose two different daily spells or utility
dealt damage can make a save to negate the damage. spells of that level to add to your book.
A minion within 10 squares automatically After an extended rest, you can prepare a
recharges any rechargeable power. number of daily and utility spells according to what you
Alternately, you can give a minion within 10 can cast per day for your level. You can’t prepare the
squares a free standard action. It must be your turn to same spell twice.
give the minion the action. If you replace a spell because of gaining a level
You must wield the censer to use this ability. or through retraining, the previous spell vanishes from
Summoning conjurers choose this form of mastery your spellbook and is replaced by the new spell.
because it helps them make their minions more Capacity: A typical spellbook has 128 pages. Each spell
effective. takes up 1 page. A ritual takes up a number of pages
Orb of Imposition: Once per encounter as a free action, equal to its level.
you can use your orb to gain one of the following two
effects. Summons
You can designate one creature you have cast a A conjurer’s power is derived from summoning
wizard spell upon that has an effect that lasts until the material from other places or planes. Once an
subject succeeds on a saving throw. That creature takes encounter, a conjurer may attempt to summon an object,
a penalty to its saving throws against that effect equal to creature or item to his presence from far away.
your Wisdom modifier.
Alternatively, you can choose to extend the Summon Materia Conjurer Class Ability
duration of an effect created by a wizard at-will spell that You stretch out your hand, and summon an item or
would otherwise end at the end of your current turn. The object you desire.
effect instead ends at the end of your next turn. Encounter Arcane, Conjuration
You must wield an orb to use this ability. Control Minor Action Melee touch
wizards select this form of mastery because it helps Effect: You summon to your person up to 1 cubic foot
extend the duration of their control effects. of raw material (not worth more than 1 gp) or an
Staff of Defense: A staff of defense grants you a +1 unattended, non-magical item of up to medium size
bonus to AC. In addition, once per encounter as an that you are familiar with (i.e., that you know its
immediate interrupt, you gain a bonus to defense against location, and has no owner or is owned by you).
one attack equal to your Constitution modifier. You can The material or item must be within the range listed
declare the bonus after the Dungeon Master has already below or the power fails. The item/object appears in
told you the damage total. You must wield your staff to your hand or at your feet, as you desire.
benefit from these features. This form of mastery is
useful for all wizards, particularly if you dabble in both
control and damage-dealing spells. Level Distance
1st – 3rd 10 squares
4th – 6th 20 squares
Cantrips 7th-9th 500 feet
Cantrips are minor spells you gain at 1st level.
10th – 12th 1,000 feet
You can cast cantrips as at-will powers.
13th – 15th ½ mile
16th – 18th 1 mile
Ritual Casting 19th- 21st 2 miles
You gain the Ritual Caster feat as a bonus feat, 22nd – 24th 5 miles
allowing you to use magic rituals. 25th + 10 miles
Spellbook
You possess a spellbook, a book full of mystic
Summoned Monsters
lore in which you store your rituals and your daily and The conjurer has several abilities that lets him
utility spells. summon monsters to aid him in combat. The following
Rituals: Your book contains three 1st-level rituals of rules apply to all summoned monsters.
your choice that you have mastered. • The monster activates on the conjuer’s turn.
The monster’s turn starts when the conjurer’s
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4E Races and Classes
turn starts, so it takes any ongoing damage, Homunculus Blood Servant Level 1 Minion
regenerates and so forth at the same time as the Tiny shadow animate (construct, homunculus) XP –
conjurer. Likewise, the monster’s turn ends Initiative +2 Senses Perception +0; Low-light vision
when the conjurer’s turn ends, so it makes any HP 1; a missed attack never damages a minion
saving throws AC 14; Fortitude 13, Reflex 14, Will 13
• The Conjurer must spend a standard action to Immune disease, poison
control the conjured monsters. Multiple Speed 5, fly 3 (clumsy)
monsters summoned by the same spell can be M Defensive Claws (standard; at-will)
commanded with a single standard action. The +6 vs. AC; 1d3 damage.
summoned monster can make opportunity Alignment Unaligned Languages –
attacks. If a summoned minion is not given Skills Stealth +7
orders, it only performs a Full Defense action Str 5 (-3) Dex 15 (+2) Wis 13 (+1)
until its next turn. Con 13 (+1) Int 10 (-) Cha 13 (-)
• The minion does not deal fixed damage with a
successful attack. Instead, it deals Low
Damage for a creature of it’s level (see DMG Light Conjurer Cantrip
p185, Normal Damage Expressions table). With a wave of your hand, you cause a bright light to
• The monster can act in the turn it is summoned. appear on the tip of the object you choose.
As part of the summoning, the conjurer can At-Will Arcane
command it to attack a target of his choice. The Minor Action Ranged 5
monster’s appearance does not cause surprise. Target: One object or unoccupied square
• The monster cannot use Action Points or use a Effect: You cause the target to shed bright light. The
Second Wind. light fills the target’s square and all squares within 4
• If a monster’s target is reduced to 0 hit points squares of it. The light lasts for 5 minutes. Putting
out the light is a free action.
and it has not been commanded to attack
Special: You can have only one light cantrip active at a
another target, the summoned monster attempts
time. If you create a new light, your previously cast
to move to end adjacent to the conjurer, awaiting
more orders. light winks out.
• A summoned monster lasts until dropped to 0 hit
points, the encounter ends or 5 minutes pass. Mage Hand Conjurer Cantrip
You gesture toward an object nearby, and a spectral
Conjurer Powers floating hand lifts the object into the air and moves it
Your arcane powers are called spells. where you wish.
At Will Arcane, Conjuration
Minor Action Ranged 5
Class Features Effect: You conjure a spectral, floating hand in an
unoccupied square within range. The hand picks up,
Homunculus Conjurer Cantrip moves, or manipulates an adjacent object weighing
You squeeze a drop of blood from your finger and the 20 pounds or less and carries it up to 5 squares. If
lump of flesh awakens with a cough, ready to do as you you are holding the object when you use this power,
command. the hand can move the object into a pack, a pouch,
At-Will Arcane, Conjuration a sheath, or a similar container and simultaneously
Standard Action Ranged 20 move any one object carried or worn anywhere on
Effect: You create a tiny creature that follows your your body into your hand.
commands. As a standard action, you can command As a move action, you can move the hand up to 5
the creature to act or move. If the homunculus moves squares. As a free action, you can cause the hand to
more than 20 squares away from you, it dies. The drop an object it is holding, and as a minor action,
homunculus lasts for up to one day, or until it is slain or you can cause the hand to pick up or manipulate a
dismissed. different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
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4E Races and Classes
Prestidigitation Conjurer Cantrip Energy Orb Conjurer Attack 1
You perform an amusing magical trick, such as creating A ball of elemental energy appears between your hands.
a dancing wisp of light, freshening a wilting flower, With a firm push, you hurl it at your enemies
making a coin invisible, or warming a cold drink. At-Will Arcane, Implement, Acid, Cold, Electricity,
At-Will Arcane Fire or Thunder
Standard Action Ranged 2 Standard Action Burst 1 in 10 squares
Effect: Use this cantrip to accomplish one of the effects Target: Each creature in burst
given below. Attack: Intelligence vs. Reflex
Move up to 1 pound of material. Hit: 1d6 + Intelligence modifier energy damage. You
Create a harmless sensory effect, such as a choose the energy type (Acid, Cold, Lightning, Fire
shower of sparks, a puff of wind, faint music, or or Thunder) when this power is chosen.
a strong odor. Increase damage to 2d6 + Intelligence modifier at 21st
Color, clean, or soil items in 1 cubic foot for up to level.
1 hour.
Instantly light (or snuff out) a candle, a torch, or a Eye of Doom Conjurer Attack 1
small campfire.
You open your hands wide above your head and flaming
Chill, warm, or flavor up to 1 pound of nonliving
yellow eye sets its gaze upon your foe, who withers
material for up to 1 hour.
under its glare.
Make a small mark or symbol appear on a surface
At-Will Arcane, Necrotic, Implement
for up to 1 hour.
Standard Action Area burst 1 within 10 squares
Produce out of nothingness a small item or image
Target: Each creature in burst
that exists until the end of your next turn.
Attack: Intelligence vs. Fortitude
Make a small, handheld item invisible until the
Hit: 1d6 + Intelligence modifier fire damage.
end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st
Nothing you create with this cantrip can deal
level.
damage, serve as a weapon or a tool, or hinder
another creature’s actions. This cantrip cannot
duplicate the effect of any other power. Magic Missile Conjurer Attack 1
Special: You can have as many as three prestidigitation You launch a silvery bolt of force at an enemy.
effects active at one time. At-Will Arcane, Force, Implement
Standard Action Ranged 20
Level 1 At-Will Spells Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier force damage
Abyssal Jaws Conjurer Attack 1 Increase damage to 4d4 + Intelligence modifier at 21st
A cloud of black smoke billows into existence, revealing level.
the jaws of a fearsome predator. Special: This power counts as a ranged basic attack.
At-Will Arcane, Implement When a power allows you to make a ranged basic
Standard Action Area 1 square in 10 squares attack, you can use this power.
Target: Each creature in square
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage.
Level 1 Encounter Spells
Increase damage to 2d6 + Intelligence modifier at 21st
level. Dharculas’s Bite Conjurer Attack 1
Effect: The power’s area is filled with gnashing teeth. You tear a rip in reality, and blind, white eel-like
Any creature that enters the area or starts it turn creatures race outward and snap at your prey
there takes damage equal to your Wisdom modifier Encounter Arcane, Implement, Necrotic
(minimum 1). The teeth remain in place until the end Standard Action Ranged 10
of your next turn. You can dispel it earlier as a Target: One creature
minor action. Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier necrotic damage, and
the target is weakened until the end of your next turn.
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4E Races and Classes
Fist of Stone Conjurer Attack 1 Level 1 Daily Spells
You cause a fist of stone to erupt from the ground,
knocking opponents and hindering their movement Acid Arrow Conjurer Attack 1
toward you. A shimmering arrow of green, glowing liquid streaks to
Encounter Arcane, Implement your target and bursts in a spray of sizzling acid.
Standard Action Burst 1 in 10 squares Daily Acid, Arcane, Implement
Target: One creature in burst Standard Action Ranged 20
Attack: Intelligence vs. Reflex Primary Target: One creature
Hit: 1d6 + Intelligence modifier damage, and the target Attack: Intelligence vs. Reflex
is shifted out of the burst and knocked prone. Hit: 2d8 + Intelligence modifier acid damage, and
Effect: The power’s area is treated as a solid obstacle 2 ongoing 5 acid damage (save ends). Make a
squares high until the end of your next turn. You can secondary attack.
end this effect as a minor action. Secondary Target: Each creature adjacent to the
primary target
Hellwasp Swarm Conjurer Attack 1 Secondary Attack: Intelligence vs. Reflex
At your command, a swarm of angry red-and-yellow Hit: 1d8 + Intelligence modifier acid damage, and
wasps descend from the sky and swarm your opponent. ongoing 5 acid damage (save ends).
Encounter Arcane, Conjuration, Implement, Miss: Half damage, and ongoing 2 acid damage to
Poison primary target (save ends), and no secondary
Standard Action Area burst 3 in 10 squares attack.
Target: each creature in burst
Attack: Intelligence vs. Reflex Flaming Sphere Conjurer Attack 1
Hit: 1d6 + Intelligence modifier poison damage, and You conjure a rolling ball of fire and control where it
the target is slowed. goes.
Effect: Anyone entering or ending their movement in Daily Arcane, Conjuration, Fire, Implement
the area takes poison damage equal to your Standard Action Ranged 10
Intelligence modifier. The area exists until the start Target: One creature adjacent to the flaming sphere
of your next turn. Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Interposing Blade Conjurer Attack 1 Effect: You conjure a Medium flaming sphere in an
You create a blade of coruscating force that interposes unoccupied square within range, and the sphere attacks
itself between you and your opponent. an adjacent creature. Any creature that starts its turn
Encounter Arcane, Conjuration, Force, Implement next to the flaming sphere takes 1d4 + intelligence
Standard Action Area 1 square in 10 squares modifier fire damage. As a move action, you can move
Effect: You create a blade of force in the target square. the sphere up to 6 squares.
As a standard action, you can move the sword up to Sustain Minor: You can sustain this power until the end
5 squares. The sword cannot move more than 10 of the encounter. As a standard action, you can make
squares away from you. The sword remains until another attack with the sphere.
the end of your turn.
Target: One creature adjacent to blade. Departing Strike Conjurer Attack 1
Attack: Intelligence vs. AC You blast your opponent and then transport yourself to
Hit: 1d8 + Intelligence modifier force damage. safety.
Sustain Move: The sword persists. Daily Arcane, Force, Implement, Teleportation
Standard Action Close blast 5
Powerful Strike Conjurer Attack 1 Target: One creature in blast
You direct your minion to attack, and it delivers a Attack: Intelligence vs. Fortitude
powerful blow to the opponent you name. Hit: 2d6 + Intelligence modifier force damage.
Encounter Arcane, Minion, Implement Effect: After the attack, you can teleport 5 squares.
Standard Action Melee 1
Effect: Your minion makes a melee attack against a Hail of Stone Conjurer Attack 1
target adjacent to it. You pull your hand downward, and the area you specify
Target: One creature is pounded with fist-sized stones.
Attack: Intelligence vs. AC Daily Arcane, Implement
Hit: 2d10 + Intelligence modifier damage Standard Action Area burst 3 in 10 squares
Target: All creatures in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage
Miss: Half damage
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4E Races and Classes
Rope Trick Conjurer Utility 2
Jumping Spider Conjurer Attack 1 You release the rope in your hands, which snakes
You lift your robes slightly, and a huge, hairy black skyward, then stops. You gently pull on the rope and a
spider leaps from beneath, surprising your foes. rift opens wide at the top of the rope, revealing a safe
Daily Arcane, Implement, Poison extradimensional pocket.
Standard Action Close 1 in 10 squares Daily Arcane, Conjuration, Zone
Target: One creature Standard Action Area 1 square in 10 squares
Attack: Intelligence vs. AC Effect: You create an extradimensional space in the
Hit: 2d8 + Intelligence modifier poison damage and square that is accessed by climbing the rope (up 5
ongoing 5 poison damage (save ends). feet). The extradimensional space takes up no
Miss: Half damage and ongoing 2 poison damage space itself, but opens into a 3 x 3 square area that
(save ends). is 10 feet tall. The rope can be pulled up to “close”
the entrance and let down to “open” the entrance.
Summon Swarm Conjurer Attack 1 Time passes normally in the area, but creatures
inside do not have line of effect to those outside and
You summon a swarm of crawling and/or flying vermin to
vice versa, unless the entrance is open.
disrupt your enemies.
Sustain Standard: The extradimensional space
Daily Arcane, Conjuration, Implement
persists for an hour. You can persist the space for
Standard Action Burst 1 in 10 squares
up to 8 hours.
Effect: You create a swarm of creatures that fills the
area. As a move action, you can move the swarm
up to 5 squares. Any creature in the swarm’s area is Summon Least Minion Conjurer Utility 2
slowed and suffers a –2 penalty to all defenses and Speaking words of magic, you summon a creature to aid
AC. A creature that ends it turn in the swarm takes you.
damage equal to your Intelligence modifier. Encounter Arcane, Conjuration
The swarm can be destroyed by a burst or blast Standard Action Ranged 10
attack that affects the entire area of the swarm. Effect: You summon two 1st or one 2nd level minion
The swarm remains until the end of your next creature to fight for you. As a standard action, you
turn. can give the minion a command, which it unfailingly
Sustain Minor: The swarm persists. You can sustain obeys. The minion has its own standard, move and
the power until the end of the encounter or until 5 minor action to perform tasks, though it acts on your
minutes elapse. turn. It deals 1d6 + 3 damage on a hit instead of
fixed damage. It cannot use action points. If not
Level 2 Utility Spells given orders, the minion takes no action other than
Full Defense for the round. The minion remains until
slain, dismissed or 5 minutes elapse.
Benign Transposition Conjurer Utility 2 Note: A list of summonable lesser minions can be found
With a word, two of your allies switch places. at the end of this document. Also, you can summon
Encounter Arcane, Teleportation the following creatures from the MM with this power:
Move Action Close Burst 10 Decrepit Skeleton, Giant Rat, Goblin Cutter, Kobold
Target: Two allies in burst Minion, Halfling Stout, Human Rabble, Kruthik
Effect: Two willing allies within the burst switch Hatchling.
squares.
Level 3 Encounter Spells
Minor Creation Conjurer Utility 2
You touch a sample of the material you desire, and it
multiplies and grows until it fills your needs.
Bigby’s Bashing Fist Conjurer Attack 3
You create a fist of glowing force, which races to the
Daily Arcane, Conjuration
target and begins pummeling them.
Standard Action Melee touch
Encounter Arcane, Conjuration, Force, Implement
Effect: You create a nonmagical object of nonliving,
Standard Action Ranged 10
vegetable matter of up to medium size. The item
Effect: You create a medium-sized fist in the target
can be sculpted into whatever shape you desire if
square.
you have the appropriate craft expertise, otherwise it
Target: All creatures in squares adjacent to fist
forms a simple block of basic material. The item
Attack: Intelligence vs. Fortitude
exists for only one day, then vanishes.
Hit: 2d6 + Intelligence modifier force damage.
Page 50 of 521
4E Races and Classes
Electric Orb Conjurer Attack 3 Web Conjurer Attack 5
At your command, an orb of blue lighting forms in the You call into being a giant web made of thick magical
area you direct, expanding to encompass your foes. strands that hang in midair, trapping those within in.
Encounter Arcane, Implement, Lightning Daily Arcane, Implement, Zone
Standard Action Area burst 2 in 10 squares Standard Action Area burst 2 in 20 squares
Target: Each creature in burst Target: Each creature in burst
Attack: Intelligence vs. Reflex Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage. Hit: The target is immobilized (save ends).
Effect: The burst creates a zone of webs that fills the
Tentacular Strike Conjurer Attack 3 area until the end of the encounter or for 5 minutes.
The zone is considered difficult terrain. Any creature
You hold forth your arm and from within the sleeve of
that ends its move in the web is immobilized (save
your robe rope-like tentacles lashes out, grasping and
ends).
crushing your opponent.
Encounter Arcane, Implement
Standard Action Close burst 3 Level 6 Utility Spells
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude Dimension Door Conjurer Utility 6
Hit: 1d8 + Intelligence modifier damage, and target is You trace the outline of a doorway in front of you, step
immobilized (save ends). through the portal, and reappear somewhere else
nearby.
Throwback Conjurer Attack 3 Daily Arcane, Teleportation
You lash your arm at your opponent, and they are hurled Move Action Personal
through another dimension away from you. Effect: Teleport 10 squares. You can’t take other
Encounter Arcane, Teleportation, Implement creatures with you.
Standard Action Close burst 5
Target: One creature in burst Dispel Magic Conjurer Utility 6
Attack: Intelligence vs. Fortitude You unleash a ray of crackling arcane energy that
Hit: 1d8 + Intelligence modifier damage, and the target destroys a magical effect created by an opponent.
is teleported 5 spaces and knocked prone. Daily Arcane
Standard Action Ranged 10
Level 5 Daily Spells Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator
Stinking Cloud Conjurer Attack 5 of the conjuration or the zone.
Hit: The conjuration or zone is destroyed. All its effects
You call forth a thick cloud of bilious yellow vapors. The
end, including those that normally last until a target
foul fumes overwhelm any creature within.
saves.
Daily Arcane, Implement, Poison, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier poison damage.
Effect: The burst creates a zone of poisonous vapor that
blocks line of sight until the end of your next turn.
Creatures that enter the zone or start their turns
there take 1d10 + Intelligence modifier poison
damage. As a move action, you can move the zone
up to 6 squares.
Sustain Minor: The zone persists.
Page 51 of 521
4E Races and Classes
Summon Lesser Minion Conjurer Utility 6 Ice Knife Conjurer Attack 7
Speaking words of magic, you summon a creature to aid You hold your hands together and a spike of ice streaks
you. outward at an opponent.
Encounter Arcane, Conjuration Encounter Arcane, Cold, Implement
Standard Action Ranged 10 Standard Action Ranged 20
Effect: You summon two 3rd or 4th level minions or one Target: One creature
5th or one 6th level minion creature to fight for you. Attack: Intelligence vs. AC
As a standard action, you can give the minion a Hit: 2d10 + Intelligence modifier cold damage and the
command, which it unfailingly obeys. The minion opponent is slowed until the end of its next turn.
has its own standard, move and minor action to
perform tasks, though it acts on your turn. Its attack Sleet Storm Conjurer Attack 7
deals 1d6 + 4 damage instead of a fixed amount. It
You hold forth your hands, and driving sleet pours forth,
cannot use action points. If not given orders, the
covering a portion of the battlefield in slippery slush.
minion takes no action other than Full Defense for
Encounter Arcane, Cold, Implement
the round. The minion remains until slain, dismissed
Standard Action Close blast 5
or 5 minutes elapse.
Target: All creatures in blast
Note: A list of summonable lesser minions can be found
Attack: Intelligence vs. Fortitude
at the end of this document. Also, you can summon
Hit: 2d6 + Intelligence modifier cold damage.
the following creatures from the MM with this power:
Effect: Blowing sleet erupts in the designated area and
Hobgoblin Grunt (Goblin), Zombie Rotter, Orc
continues until the end of your next turn. It grants
Drudge, Vampire Spawn Fleshripper, Legion Devil
concealment and is treated as difficult terrain. Any
Grunt, or Sahuagin Guard.
creature that starts it turn in the storm takes cold
damage equal to your intelligence modifier. You can
Wall of Fog Conjurer Utility 6 end this effect as a minor action.
You create a billowing wall of gray fog that obscures
vision. Level 9 Daily Spells
Daily Arcane, Conjuration
Standard Action Area wall 8 in 10 squares
Effect: You conjure a wall that consists of contiguous Bands of Steel Conjurer Attack 9
squares filled with arcane fog. The wall lasts until You imagine clasping your hand around an opponent,
the end of your next turn. It can be up to 8 squares and steel bands materialize around your foe.
long and up to 4 squares high. The fog grants Daily Arcane, Conjuration, Implement
concealment to creatures in its space and blocks Standard Action Ranged 10
line of sight. Target: One creature
Sustain Minor: The wall persists. Attack: Intelligence vs. Reflex
Hit: 2d12 + Intelligence modifier damage, and the target
is grabbed (until escape). If the target attempts to
Level 7 Encounter Spells escape, use your Fortitude or Reflex defense.
Miss: Half damage and the target is immobilized (save
Baleful Transposition Conjurer Attack 7 ends)
You snap your fingers and two creatures switch places.
Encounter Arcane, Teleportation Mordenkainen’s Sword Conjurer Attack 9
Standard Action Close burst 10
You invoke a sword of crackling golden force that
Target: Two creatures in burst
slashes and stabs furiously at the creature you indicate.
Attack: Intelligence vs. Will
Daily Arcane, Conjuration, Force, Implement
Hit: Two creatures within the burst switch places. You
Standard Action Ranged 10
may select yourself or an ally as one of the two
Effect: You conjure a sword of force in an unoccupied
targets. If you fail to hit either target, the power fails.
square within range, and it attacks. As a move
action, you can move the sword to a new target
Cloud of Bewilderment Conjurer Attack 7 within range. The sword lasts until the end of your
At your command, a cloud of blue-green vapors forms next turn.
around your enemies, confounding them. Target: One creature adjacent to the sword.
Encounter Arcane, Implement, Psychic Attack: Intelligence vs. Reflex
Standard Action Area burst 3 in 10 squares Hit: 1d10 + Intelligence modifier force damage.
Target: All creatures in burst Sustain Minor: When you sustain the sword, it attack
Attack: Intelligence vs. Fortitude again.
Hit: 2d8 + Intelligence modifier psychic damage and the
opponent is dazed until the end of your next turn.
Page 52 of 521
4E Races and Classes
Wall of Fire Conjurer Attack 9 Level 13 Encounter Spells
A blazing wall of flame erupts from the ground at your
command. Acid Breath Conjurer Attack 13
Daily Arcane, Conjuration, Fire, Implement You unleash a fetid green cloud of flesh-eating vapors.
Standard Action Area wall 8 in 10 squares Encounter Arcane, Implement, Acid
Effect: You conjure a wall that consists of contiguous Standard Action Close blast 5
squares filled with arcane fire. It can be up to 8 Target: All creatures in blast
squares long and up to 4 squares high. The wall Attack: Intelligence vs. Reflex
lasts until the end of your next turn. Any creature Hit: 3d6 + Intelligence modifier acid damage. Anyone
that starts its turn adjacent to the wall takes 1d6 + entering or ending their turn in the area takes acid
Intelligence modifier fire damage. damage equal to your Wisdom modifier. The cloud
If a creature moves into the wall’s space or remains until the end of your next turn.
starts its turn there, the creature takes 3d6 +
Intelligence modifier fire damage. Entering a square
occupied by the wall costs 3 extra squares of Blast of Flame Conjurer Attack 13
movement. The wall blocks line of sight. Fire erupts where you point, consuming your enemies in
Sustain Minor: The wall persists. a bright flash.
Encounter Arcane, Fire, Implement
Standard Action Area blast 3 in 10 squares
Target: All creatures in blast
Level 10 Utility Spells Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence fire damage and target is pushed
Far Steps Conjurer Utility 10 out of the burst and knocked prone.
Without moving, you disappear and constantly reappear
at your destination. Explosive Sacrifice Conjurer Attack 13
Encounter Arcane, Teleportation
You summoned minion screams, shakes and explodes,
Minor Action Melee touch
sending deadly shrapnel to tear through your opponents
Target: You or one ally
Encounter Arcane, Fire, Implement, Minion
Effect: The target gains a movement rate of Teleport 5
Standard Action Ranged 10
for the duration of the encounter.
Effect: One of your minion explodes, killing it.
Target: All creatures adjacent to minion
Summon Minion Conjurer Utility 10 Attack: Intelligence vs. Reflex
Speaking words of magic, you summon a creature to aid Hit: 3d6 + Intelligence fire damage and target is pushed
you. a number of squares equal to your Wisdom.
Encounter Arcane, Conjuration
Standard Action Ranged 10 Vipergout Conjurer Attack 13
Effect: You summon two 7th or 8th level minions or one
You open your mouth and disgorge poisonous biting
9th or one 10th level minion creature to fight for you.
snakes onto your foe.
As a standard action, you can give the minion a
Encounter Arcane, Implement, Poison
command, which it unfailingly obeys. The minion
Standard Action Ranged 10
has its own standard, move and minor action to
Target: One creature
perform tasks, though it acts on your turn. It deals
Attack: Intelligence vs. AC
1d8 + 5 damage with a successful attack, instead of
Hit: 4d6 + Intelligence modifier poison damage and the
fixed damage. It cannot use action points. If not
target is immobilized until the end of your next turn.
given orders, the minion takes no action other than
Full Defense for the round. The minion remains until
slain, dismissed or 5 minutes elapse.
Note: A list of summonable lesser minions can be found
at the end of this document. Also, you can summon
the following creatures from the MM with this power:
Human Lackey, Snaketongue Initiate (Yuan-ti),
Hobgoblin Warrior (Goblin), Orc Warrior, Vampire
Spawn Bloodhunter.
Page 53 of 521
4E Races and Classes
Level 15 Daily Spells Otiluke’s Resilient Sphere Conjurer Attack 15
You trap your enemy in a transparent, immobile globe of
Bigby’s Grasping Hands Conjurer Attack 15 impenetrable force.
Two hands of glowing golden force materialize, grab a Daily Arcane, Conjuration, Force, Implement
couple of your foes, and slam them together. Standard Action Ranged 10
Daily Arcane, Conjuration, Force, Implement Target: One creature
Standard Action Ranged 10 Attack: Intelligence vs. Reflex
Effect: You conjure two 5-foot-tall hands of force, each Hit: You conjure a sphere of force that fills the target’s
one occupying 1 square within range. Each hand entire space until the end of your next turn. The
attacks one adjacent creature. A hand that is not target is immobilized and can’t attack anything
grabbing a target can be moved and made to attack outside its own space. Creatures outside the sphere
a new target within range as a move action. The can’t attack the target, and the sphere blocks objects
hands last until the end of your next turn. and creatures attempting to pass through it.
Targets: One or two creatures The sphere, though impenetrable, is not impervious to
Attack: Intelligence vs. Reflex damage. Attacks against the sphere automatically
Hit: 2d10 + Intelligence modifier force damage, and the hit, and it has 100 hit points.
hand grabs the target. If the target attempts to Sustain Minor: If your attack roll was successful, you
escape, the hand uses your Fortitude or Reflex can sustain the sphere.
defense. Miss: The target is immobilized (save ends).
Special: If the hands have each grabbed an enemy, Special: Instead of attacking an enemy, you can put the
you can slam the enemies into each other as a sphere around yourself or a willing ally within range
standard action, dealing 2d10 + Intelligence modifier without making an attack roll.
force damage to each grabbed target. After the
attack, each hand returns to its original square with Wall of Ice Conjurer Attack 15
its grabbed target. A wall of glittering, jagged ice appears at your command.
Sustain Minor: The hands persist. Daily Arcane, Cold, Conjuration, Implement
Standard Action Area wall 12 in 10 squares
Elemental Breath Conjurer Attack 15 Effect: You conjure a solid wall of contiguous squares
You exhale a blast of pure elemental energy on your filled with arcane ice. The wall can be up to 12
foes.. squares long and up to 6 squares high.
Daily Arcane, Implement; Acid, Cold, Lightning, Any creature that starts its turn adjacent to the
Fire, Necrotic, Radiant or Thunder wall takes 2d6 + Intelligence modifier cold damage.
Standard Action Close blast 5 The wall blocks line of sight and prevents
Target: All creatures in blast movement. No creature can enter a square
Attack: Intelligence vs. Reflex containing the wall.
Hit: 6d6 + Intelligence modifier energy damage (acid, Special: As a standard action, a creature can attack one
cold, lightning, fire, necrotic, radiant or thunder). square of the wall. Each square has 50 hit points.
Miss: Half damage 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.
Page 54 of 521
4E Races and Classes
Level 16 Utility Spells Teleport Conjurer Utility 16
You set into your mind your destination, and in the blink
Bigby’s Interposing Hand Conjurer Utility 16 of an eye, you and your companions are there.
You create a massive fist of swirling, translucent energy, Daily Arcane, Teleportation
which moves to keep itself between you and your Standard Action Melee touch
opponents. Effect: You and up to four allies that are all touching are
Encounter Arcane, Conjuration, Force immediately teleported to another location of your
Move Action Area 1 adjacent square choice on the same plane. Distance is not a factor.
Effect: You create a hand of force in the target square. You must be able to see or be familiar with the
The hand is solid and cannot be passed through. It destination you are attempting to reach. You cannot
counts as total cover against melee and ranged teleport to a destination that you have not physically
attacks, but does not block line of sight. If you seen before.
move, the hand moves with you, staying in the same
adjacent square relative to you. As a move action, Level 17 Encounter Spells
you can move the hand to any square adjacent to
you. When an opponent attempts to shift or move Acid Deluge Conjurer Attack 17
when adjacent to the hand, the hand may shift as an
With a motion, a wave of greenish liquid drenches the
opportunity action.
enemy, hissing and spitting as it eats away flesh.
The hand lasts until the end of your next turn.
Encounter Arcane, Acid, Implement
Sustain Minor: The hand persists.
Standard Action Close blast 5
Target: Each creature in burst
Solid Fog Conjurer Utility 16 Attack: Intelligence vs. Reflex
You blow on the pinch of powdered peas and a thick fog Hit: 3d8 + Intelligence modifier acid damage, and the
erupts forth, filling the battlefield. target takes ongoing 10 acid damage (save ends).
Daily Arcane, Conjuration
Standard Action Burst 3 in 10 squares Earthshock Conjurer Attack 17
Effect: You create an area of fog that blocks line of
You touch your hand to the ground and the earth rips
sight and is treated as difficult terrain. Any falling
itself open.
creature that lands in the fog takes half falling
Encounter Arcane, Implement
damage.
Standard Action Area burst 2 in 20 squares
Target: Each creature in burst
Summon Greater Minion Conjurer Utility 16 Attack: Intelligence vs. Reflex
Speaking words of magic, you summon a creature to aid Hit: 3d8 + Intelligence modifier damage, and the target
you. is knocked prone.
Encounter Arcane, Conjuration Effect: The area is considered difficult terrain until the
Standard Action Ranged 10 end of your next turn.
Effect: You summon three 11th or 12th level minions,
two 13th or 14th level minions or one 15th or one 16th Force Volley Conjurer Attack 17
level minion creature to fight for you. As a standard
Silvery missiles spring from your fingertips and streak
action, you can give the minion a command, which it
across the battlefield, striking your enemies with
unfailingly obeys. The minion has its own standard,
staggering force.
move and minor action to perform tasks, though it
Encounter Arcane, Force, Implement
acts on your turn. It deals 1d10 + 7 damage on a
Standard Action Ranged 20
successful attack, instead of fixed damage. It
Targets: One, two or three creatures
cannot use action points. If not given orders, the
Attack: Intelligence vs. Reflex, one attack per target.
minion takes no action other than Full Defense for
Special: If you target only one creature with this power,
the round. The minion remains until slain, dismissed
you gain a +4 power bonus to the attack roll.
or 5 minutes elapse.
Hit: 3d6 + Intelligence modifier force damage, and the
Note: A list of summonable lesser minions can be found
target is dazed until the end of your next turn.
at the end of this document. Also, you can summon
the following creatures from the MM with this power:
Angel of Valor Cohort, Legion Devil Hellguard, Ogre
Thug, Snaketongue Zealot (Yuan-ti), Troglodyte
Warrior, Horde Ghoul, Cyclops Guard, Grimlock
Minion, Angel of Valor Veteran, Cyclops Warrior,
Kuo-toa Guard, Legion Devil Veteran, Ogre
Bludgeoneer.
Page 55 of 521
4E Races and Classes
Level 19 Daily Spells
Level 22 Utility Spells
Cloudkill Conjurer Attack 19
Yellow-green vapors emerge from the ground with a Gate Conjurer Utility 22
hiss, forming a thick, toxic cloud. You draw a circle in the air and with a thunderous crack,
Daily Arcane, Implement, Poison, Zone it opens to another plane of existence.
Standard Action Area burst 5 in 20 squares Daily Arcane, Teleportation
Target: Each creature in burst Standard Action Area 1 square in 10 squares
Hit: 1d10 + Intelligence modifier poison damage. Effect: You open a portal that leads to another plane of
Effects: The burst creates a zone of poisonous vapors existence. The portal opens to any location on the
that lasts until the end of your next turn. A creature distant plane that you desire. Creatures can pass to
that enters the zone or starts its turn there takes and from the plane simply by entering the square
1d10 + Intelligence modifier poison damage. As a and choosing to passing through.
move action, you can move the zone 3 squares. You can only open the portal to a place you are
Sustain Minor: The zone persists. familiar with or have seen before.
Sustain Move: The portal remains open.
Evard’s Black Tentacles Conjurer Attack 19
Wriggling, ebon tentacles of necrotic energy erupt from Mordenkainen’s Mansion Conjurer Utility 22
the ground, grasping toward every creature within reach. You trace the outline of a door, and a shimmering portal
Daily Arcane, Implement, Necrotic, Zone appears, leading to a space accessible only by you and
Standard Action Area burst 4 within 10 squares your allies.
Target: Each creature in burst Daily Arcane, Conjuration, Teleportation
Attack: Intelligence vs. Reflex Standard Action Melee touch
Hit: 2d10 + Intelligence modifier necrotic damage, and Effect: You conjure a spacious extradimensional
the target is immobilized (save ends). dwelling that can hold up to fifty Medium creatures. It
Effect: The burst creates a zone of difficult terrain that is reached through a single doorway that you trace
lasts until the end of your next turn. on a surface or in the air. Only you and those you
Sustain Minor: When you sustain the power, repeat the designate can pass through it. You can close the
attack against any creature within the zone that is entrance and make it invisible after you enter the
not immobilized, and deal 1d10 necrotic damage to mansion, and only someone inside the mansion can
creatures that are immobilized. open the portal once it’s closed. The mansion
contains comfortable furnishings and enough food
Fire Spiders Conjurer Attack 19 and drink to satisfy its denizens. The furniture and
food disappear if removed from the mansion. The
A swarm of flickering, candle-sized flames fans
mansion lasts for 8 hours, and any creatures still in
outwards, swarming over opponents and setting them
the mansion when the power ends reappear in
ablaze.
unoccupied squares outside the entrance portal.
Daily Arcane, Fire, Implement
Standard Action Area burst 3 in 15 squares
Target: Each creature in burst Phase Door Conjurer Utility 22
Attack: Intelligence vs. Fortitude A rectangular doorway of blue energy materializes
Hit: 4d10 + Intelligence modifier fire damage. before and transports you elsewhere.
Miss: Half damage. Encounter Arcane, Teleportation
Move Action Personal
Thunderball Conjurer Attack 19 Effect: You gain a speed of Teleport 10 for the duration
of the encounter.
A blue orb of lightning grows at the point you choose,
then explodes in deafening blast.
Daily Arcane, Lightning, Implement, Thunder
Standard Action Area burst 3 within 15 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier Lightning and Thunder
damage. The target is also pushed a number of
squares equal to your Wisdom modifier, deafened
(save ends) and knocked prone.
Miss: Half damage and the target is pushed a number
of squares equal to your Wisdom modifier. The
target is also deafened until the end of your next
turn.
Page 56 of 521
4E Races and Classes
Summon Greatest Minion Conjurer Utility 22 Dimensional Chasm Conjurer Attack 23
Speaking words of magic, you summon a creature to aid The ground vanishes beneath the feet of your
you. opponents, dropping them through nothingness to land
Encounter Arcane, Conjuration harshly with the ground they were just standing on.
Standard Action Ranged 10 Encounter Arcane, Implement
Effect: You summon three 17th or 18th level minions, Standard Action Area burst 2 in 20 squares
two 19th or 20th level minions or one 21st or one 22nd Target: Each creature in burst
level minion creature to fight for you. As a standard Attack: Special
action, you can give the minion(s) a command, Effect: Each creature must make a save or fall 30 feet,
which it unfailingly obeys. The minion has its own taking 3d10 damage and be knocked prone. If the
standard, move and minor action to perform tasks, creature makes the save, it is shifted outside the
though it acts on your turn. It deals 2d6 + 8 damage burst and knocked prone.
on a successful attack, instead of fixed damage. It
cannot use action points. If not given orders, the Spurious Attack Conjurer Attack 23
minion takes no action other than Full Defense for
You minion surges forward, catching an opponent with a
the round. The minion remains until slain, dismissed
surprising blow.
or 5 minutes elapse.
Encounter Arcane, Implement, Minion
Note: A list of summonable lesser minions can be found
Standard Action Melee 1
at the end of this document. Also, you can summon
Effect: One of your minions moves up to five spaces
the following creatures from the MM with this power:
and makes a melee attack against a target adjacent
Aboleth Servitor, Abyssal Ghoul Hungerer, Angel of
to it.
Valor Legionnaire, Legion Devil Legionnaire,
Target: One creature
Grimlock Follower.
Attack: Intelligence vs. AC
Hit: 3d6 + your Intelligence modifier damage. Make a
Wall of Stone Conjurer Utility 22 secondary attack.
You create a wall of mortared stone to block the area Secondary Target: Same creature
you designated. Secondary Attack: Intelligence vs. AC
Encounter Arcane, Conjuration Hit: 2d6 + your Intelligence modifier damage.
Standard Action Area wall 12 in 10 squares
Effect: You conjure a permanent solid wall of Level 25 Daily Spells
contiguous squares filled with stone. The wall can
be up to 12 squares long and up to 6 squares high.
The wall blocks line of sight and prevents Avatar of Hate Conjurer Attack 25
movement. No creature can enter a square You draw the hatred of your enemies out of your own
containing the wall. soul and give it substance.
Special: As a standard action, a creature can attack Daily Arcane, Conjuration, Force, Implement
one square of the wall. Each square has 50 hit Standard Action Area 2 in 20 squares
points and damage resistance 15. Effect: You create a cloud-like form with misty tendrils
that wield swords of coruscating energy that
occupies a 2 x 2 square. As a standard action, you
can move the avatar up to 5 squares and it attacks
Level 23 Encounter Spells all creatures in its square or within 2 squares of its
location. It has threatening reach 2.
Acid Storm Conjurer Attack 23 Attack: Intelligence vs. Fortitude
You create a thick black cloud filled with pelting drops of Hit: 3d8 + Intelligence modifier force damage and the
acid. target is slowed.
Encounter Arcane, Acid, Implement Sustain Move: The avatar persists.
Standard Action Area burst 4 in 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier acid damage.
Effect: The cloud blocks line of sight, providing total
concealment to creatures inside it. Any creature that
enters the cloud or starts it turn there takes 10 acid
damage. The cloud lasts until the end of your next
turn, or you can dismiss it as a minor action.
Page 57 of 521
4E Races and Classes
Elemental Maw Conjurer Attack 25 Level 27 Encounter Spells
You call up a spinning vortex of elemental energy that
inexorably draws everything around it toward seeming Deadly Transport Conjurer Attack 27
destruction. You pass from one point to another through a
Daily Arcane, Implement, Teleportation; Acid, dimensional bubble that disrupts the body of foes in your
Cold, Fire, Lightning, or Thunder path.
Standard Action Area burst 4 in 20 squares Encounter Arcane, Implement, Teleportation
Target: Each creature in burst Standard Action Ranged 20
Attack: Intelligence vs. Reflex Target: All creatures in path from origin to destination
Hit: 6d6 + Intelligence modifier damage of a type chosen Attack: Intelligence vs. Reflex
from the following list: acid, cold, fire, lightning, or Hit: 5d6 + Intelligence modifier damage
thunder. In addition, the target is pulled 2 squares Effect: You teleport to the destination point you select.
toward the maw’s origin square.
Miss: Half damage, and no pull.
Effect: This attack’s origin square becomes a vortex of Forcecage Conjurer Attack 27
energy. The burst creates an area of difficult terrain. Around your foe you erect an invisible cage made of
The effect remains until the end of your next turn. unbreakable bars of force, effectively imprisoning it.
Any creature that is pulled into the vortex takes 3d6 Encounter Arcane, Force, Implement
+ Intelligence modifier damage of a type chosen Standard Action Ranged 20
from the following list: acid, cold, fire, lightning, or Target: One creature
thunder. In addition, you teleport that creature to a Attack: Intelligence vs. Reflex
square within 20 squares of you. Hit: 3d10 + Intelligence modifier force damage. The
The creature arrives at its destination prone and target is confined in the forcecage until the end of your
dazed until the start of your next turn. next turn. While confined, it is immobilized, grants
combat advantage, and cannot gain line of effect against
nonadjacent enemies.
Maze Conjurer Attack 25
You trap an enemy in an extradimensional vault
resembling a maze. He vanishes from sight, caught in Orb of Devouring Flame Conjurer Attack 27
your maze until he can find an escape. A tiny speck of fire grows and expands, engulfing
Daily Arcane, Implement, Psychic, Teleportation everything around it.
Standard Action Ranged 10 Encounter Arcane, Fire, Implement
Target: One creature Standard Action Area burst 4 in 20 squares
Attack: Intelligence vs. Will Target: All creatures in burst
Hit: 3d12 + Intelligence modifier psychic damage. Attack: Intelligence vs. Reflex
Effect: You trap the target in an extradimensional maze. Hit: 3d10 + Intelligence modifier fire damage and
While caught in the maze, the target cannot see, ongoing 15 fire damage (save ends).
move, or affect the world outside in any way.
Similarly, no one can see or attack the creature in Level 29 Daily Spells
the maze. The maze remains visible as a faintly
glowing sigil or rune in the square the trapped A Thousand Places At Once Conjurer Attack 29
creature occupied; it is harmless to all other beings, You reach out through a dimensional rift and strike all
and creatures can move through or attack through your enemies at once.
that square without penalty. On its turn each round, Daily Arcane, Force, Implement, Teleportation
the target can attempt an Intelligence check against Standard Action Area burst 20
your Will defense to escape as a standard action. Target: All enemies in burst
The target gains a cumulative +5 bonus to this check Attack: Intelligence vs. Fortitude
each time it fails. Hit: 4d6 + Intelligence modifier force damage.
Upon leaving the maze, the creature returns to Miss: Half damage.
the space it occupied (or, if occupied, the nearest
available unoccupied space of its choice), and the
maze ends.
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4E Races and Classes
Black Blade of Disaster Conjurer Attack 29
You create a silvery blade that obeys your command.
Daily Arcane, Conjuration, Force, Implement,
Necrotic
Standard Action Area 1 square in 20 squares
Effect: You create a sword of necrotic force that fills
one square. As a standard action, you can move
the sword up to 6 squares and attack one creature in
the sword’s square. The sword remains until the
end of your next turn.
Target: One creature or zone
Attack: Intelligence vs. Fortitude; Intelligence vs. Will
defense of the creator of a zone
Hit: 3d8 + Intelligence modifier force and necrotic
damage and target is dazed until the end of your
next turn.
If attacking a zone, the zone is destroyed. All its
effects end, including those that normally last until a
target saves.
Sustain Minor: The sword persists.
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4E Races and Classes
Dueling Minion Level 11 Minion
Medium natural humanoid or magical beast XP -
Paragon Paths Initiative +4* Senses Perception +4*
HP 1; a missed attack never damages a minion
AC: 16*; Fortitude 15*, Reflex 14*, Will 14*
Gathering Duelist Speed 8; see power
Natural attack (standard; at-will)
Prerequisite: Conjurer class See summon dueling minion for effects
Alignment Unaligned Languages –
In the ancient days of the Bael Turath, conjurers Skills –
gathered at great arenas, using their summoning magic Str 21 (+5*) Dex 18 (+4*) Wis 18 (+4*)
to call forth creatures from various worlds to do battle Con 10 (+0*) Int 8 (-1*) Cha 5 (-3*)
against one another. These “gatherings” continued even * add ½ character level to modifier (min +5)
after the fall of the great empire, though they became far
more dire battles, often for land or power among the Bolster Minion Gathering Duelist Utility 12
fallen ruins of civilization. You are one who has been You make your summoned creature undefeatable.
trained in the dueling arts, plucking creatures from other Daily Arcane, Minion
dimensions to do your bidding in battle. Move Action Ranged 15
Target: One summoned minion
Gathering Duelist Path Features Effect: The target gains hit point equal to 18 + (your
Summoning Recharge (11th level): When you spend level X 8). It loses the minion ability to not take
an action point to take an extra action, you may instead damage on a miss. These hit points are retained
regain any one summon spell you have already used for until lost through damage or the encounter ends.
the day.
Dueling Magic (11th level): Once per day, you can
restore a spell you have already used for the day and
Minion Horde Gathering Duelist Attack 20
You summon a horde of creatures to decimate your foes
use it again. Make a Wisdom check. The result
Daily Arcane, Conjuration
indicates the kind of spell you can regain. You can
Standard Action Close burst 10
choose to regain a spell from a lower result that the
Effect: You summon four 19th or 20th level minions,
result you rolled, if you so choose.
which you may place in any unoccupied square
1-10: Encounter Utility spell.
within the burst. As a standard action, you can give
11-15: Encounter Attack spell.
all of the minion horde different or the same orders.
16-20: Daily Utility spell.
The minions act on your turn. If you do not give a
21+: Daily Attack spell.
minion an order, it only performs a full defense
Redirect Attack (16th level): If you are subject to an
action.
attack that would reduce you to bloodied in an
Note: A list of minions that can be summoned can be
encounter, you can choose to redirect the attack against
found at the end of this document. There are no
you to any allied minion adjacent to you instead.
minions from the MM that can be summoned with
this spell.
Gathering Duelist Spells
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4E Races and Classes
Elemental Tempest Elemental ProtectionElemental Tempest Utility 12
You throw open a portal to the Elemental Chaos,
“I am the fury and the flame” sending damaging concentrations of an element back
home.
Daily Arcane
Immediate Reaction Close burst 5
Trigger: You would take damage from an element
(Acid, Cold, Fire, Lightning or Thunder)
Effect: The attack deals no damage in the area.
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4E Races and Classes
Scion of Travel Scion of Travel Spells
“Wherever the long road takes you, you shall find me Long Misstep Scion of Travel Attack 11
there aleady waiting for you” You sidestep an enemy’s attack and send them
careening though a dimensional rift into an obstacle
Encounter Arcane, Implement, Teleportation
Immediate Reaction Melee 1
Trigger: One creature that just attacked you
Target: The creature that attacked you
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier damage and the target is
teleported 5 spaces.
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4E Races and Classes
unless you want to have a back up in case magic
becomes ineffective.
Druid ♦ Suggested Feat: Ritual Caster (Human feat:
“I am the spirit that walks unheeded through the Human Perseverance)
wilderness, unseen and feared” ♦ Suggested Skills: Heal, History, Nature,
Religion
CLASS TRAITS ♦ Suggested At-will Powers: Overheat, Thorns
Role: Striker & Controller. You control the battlefield ♦ Suggested Encounter Power: Chill, Magic
with a myriad of effects that hinder or kill opponents Stones
and/or use your companion and ability to change shape ♦ Suggested Daily Power: Shillelagh
to take out opponents.
Power Source: Primal.
Key Abilities: Wisdom, Strength, Constitution
Nature’s Protector Druid
You focus on your Constitution. Dexterity is a
Armor Proficiencies: Cloth, leather, hide great choice to improve upon your AC defense.
Weapon Proficiencies: Simple melee, simple ranged Strength often compliments the other two well since it
Implement: Mistletoe, Staff or Pact Dagger helps with most of your attacks while in wild shape.
Bonus to Defense: +1 Fortitude, +1 Will ♦ Suggested Feat: Toughness (Human feat:
Combat Reflexes)
Hit Points at 1st Level: 12 + Constitution score ♦ Suggested Skills: Nature, Endurance,
Hit Points per Level Gained: 5 Athletics, Perception
Healing Surges per Day: 7 + Constitution modifier ♦ Suggested At-will Powers: Tear, Stomp
♦ Suggested Encounter Power: Pounce
Trained Skills: Nature. From the class skills list below, ♦ Suggested Daily Power: Nip at the Heels
choose four more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Diplomacy
(Cha), Endurance (Con), Heal (Wis), History (Int), Insight
(Wis), Religion (Int), Stealth (Dex)
Creating A Druid
Druids depend on Wisdom for most of their
abilities or Strength when shapeshifting. Constitution is
also useful, since it helps them stand up to damage.
The three builds presented here are the feral warrior
druid, the master of rites druid and the nature’s protector
druid.
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4E Races and Classes
Animal Companion Basic Attack Class Feature
Druid Class Features Your animal companion bites, claws, kicks or otherwise
strikes at your foe.
Animal Companion At-Will Primal, Companion
The Nature’s Protector Druid and Master of Standard Action Melee 1
Rites Druid gain this ability. The Feral Warrior Druid
cannot gain an animal companion. Target: One creature
Your animal companion is an animal or beast Attack: Strength vs. AC or Dexterity vs. AC
that accompanies you on your travels. You may Damage: 1d6 + Dexterity Modifier
determine what the animal companion looks like, but Increase to 2d6 + Dexterity modifier at 21st level.
regardless of its appearance, it uses the rules below. Special: This power counts as a melee basic attack.
• Ability Scores: Choose one set of ability When a power allows your animal companion to
scores from below for your animal companion. make a melee or unarmed basic attack, the animal
Set 1 (Strong Companion): Strength 15, companion can use this power.
Dexterity 8, Constitution 10, Intelligence 2,
Wisdom 12, Charisma 8, AC 12 + level, Fort Favored Form
12 + ½ level, Reflex 10 + ½ level, Will 11 + Druids operate in a variety of ways. Some
½ level, Speed 5 squares. druids rely on their wild shape to protect allies and
Set 2 (Balanced Companion): Strength 12, nature alike; while others rely on the advantages it
Dexterity 12, Constitution 10, Intelligence 2, brings when combating enemies. There are some
Wisdom 12, Charisma 8, AC 12 + level, Fort druids who only shapechange as a last resort. These
11 + ½ level, Reflex 11 + ½ level, Will 11 + druids, instead, focus on their magical talents and their
½ level, Speed 6 squares. connection to Elemental Chaos or the Feywild.
Set 2 (Quick Companion): Strength 8, Choose one of the following options.
Dexterity 15, Constitution 10, Intelligence 2, Feral Warrior: When shapechanged, you gain a +2
Wisdom 12, Charisma 8, AC 12 + level, Fort bonus to damage you deal with melee attacks.
10 + ½ level, Reflex 12 + ½ level, Will 11 + When shapechanged, your AC is 13 + Wisdom or
½ level, Speed 8 squares. Dexterity modifier. Increase this to AC 14 + Wisdom
th
• The animal companion’s skills equal ½ your or Dexterity modifier at 16 level and 15 + Wisdom
level + the companion’s appropriate skill or Dexterity modifier at 30th level.
modifier. The animal companion has no trained Master of Rites: Pick one additional 1st level, non-
skilled, but benefits from any feat you have that shapechange encounter power. You can exchange
provides a bonus to skills. that power like you would any other.
• When you gain an increase to ability scores, Nature’s Protector: You gain +3 starting HP and +1
your animal companion likewise gains an HP per level. When shapechanged, your AC is 16.
increase in ability scores. You do not have to Increase this AC to 19 at 16th level and to AC 22 at
increase the same ability scores on your animal 30th level.
companion that you increase on your character.
• You and your animal companion share the same Ritual Casting
hit point pool. If you or your animal companion You gain the Ritual Caster feat as a bonus feat,
are targeted by an attack, any hit points lost allowing you to use magical rituals. You possess a ritual
come from the same source. If both you and book, and it contains two rituals you have mastered:
your animal companion are affected by the Animal Messenger and one other 1st-level ritual of your
same attack from the same source, you only choice.
take damage once from the attack, not twice.
• You and your animal companion share actions Shapechange
in a round. Fortunately, your animal companion A Feral Warrior Druid and Nature’s Protector
has a Standard action of its own, and you can Druid gain this ability. A Master of Rites Druid does not
grant it a Move or Minor action from your own gain the use of this ability.
pool of actions. Your animal companion cannot Druids have an unusual bond to the natural
spend action points. world, allowing them to take the shape of a myriad of
• When you use or are affected by a power that animals. As a druid increases in level, he gains the
has a target of personal, it also benefits your ability to strengthen and modify his ability to change
animal companion. shape.
An animal companion has its own basic attack,
and can use any of your powers that have a Companion
keyword in them.
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4E Races and Classes
Stride or she doesn’t gain the bonus provided by the enchanted
You have Terrain Walk of the type of your implement.
choice. Choose between Earth Walk, Forest Walk, Ice An Anathema, a special magical dagger also
Walk and Swamp Walk. known as a Pact Blade, can also be used as Implement
• Earth Walk: You treat boulders and other for druid powers, as well as druid paragon powers.
difficult stony terrain as clear. At 11th level and These daggers are often given to respected members of
higher you treat treacherous stony terrain as a druid’s circle.
clear. At 21st level, once per day you can pass
through up to one square of a stone obstacle as Summoned Monsters
if clear terrain. You cannot end your movement The druid has several abilities that lets him
in a stone obstacle. summon monsters to aid him in combat. The following
• Forest Walk: You treat trees and overgrowth rules apply to all summoned monsters.
and other difficult plant-based terrain as clear. • You may only have one summoned creature in
At 11th level and higher you treat treacherous existence. If you summon another creature
plant-based terrain as clear. At 21st level, once while you have one in existence, the first
per day you can pass through up to one square creature instantly fades from existence.
of a plant creature as if clear terrain. You • The monster activates on the druid’s turn. The
cannot end your movement in a plant creature. monster’s turn starts when the druid’s turn
• Ice Walk: You treat icy ground and other starts, so it takes any ongoing damage,
difficult snow-covered terrain as clear. At 11th regenerates and so forth at the same time as the
level and higher you treat treacherous icy or druid. Likewise, the monster’s turn ends when
snow-covered terrain as clear. At 21st level, the druid’s turn ends, so it makes any saving
once per day you can pass through up to one throws at the same time
square of an icy obstacle as if clear terrain. You • The monster has a Standard action, Move action
cannot end your movement in an icy obstacle. and Minor action each turn. Unlike an animal
• Swamp Walk: You treat shallow water and companion, it cannot use any of the druid’s
other difficult bog-based terrain as clear. At 11th powers and has its own pool of hit points. The
level and higher you treat treacherous bog- summoned monster can make opportunity
based terrain as clear. At 21st level, once per attacks.
day you can pass through up to one square of a • The monster can act in the turn it is summoned.
bog-based obstacle as if clear terrain. You As part of the summoning, the druid can
cannot end your movement in a bog-based command it to attack a target of his choice. The
obstacle. monster’s appearance does not cause surprise.
• The monster cannot use Action Points or use a
Druids and Deities Second Wind.
Unlike clerics, druids tend and worship the • Unless commanded by the druid, which is
primordial forces that spawned the world. normally a standard action, the monster
As a druid, the primordials do not directly grant continues its attack against the last foe it was
you powers. Instead, your knowledge of the secrets of directed to attack, using its basic attack mode.
the natural world grant you the ability to wield primal A druid must use a standard action to command
powers. Druids usually congregate into sects where the a monster he has summoned to use a special
secrets to these abilities are taught to its members, but attack.
in rare cases hermits or otherwise reclusive individuals • If a monster’s target is reduced to 0 hit points
stumble onto the secrets to wielding these great powers. and it has not been commanded to attack
What you do with your powers once you have learned another target, the summoned monster attempts
the secrets of the natural world is up to you, though if to move to end adjacent to the druid, awaiting
you flagrantly abuse them, members of your sect or more orders.
another sect – or the primordial forces themselves – may • A summoned monster lasts until dropped to 0 hit
move against you. points, the encounter ends or 5 minutes pass.
Implement
Druids make use of mistletoe for many of their Druid Powers
primal powers. A druid wearing or holding enchanted Your druid powers are called appeals. Some are better
mistletoe can add its enhancement bonus to the attack for the shapeshifter druid and some are better for the
rolls and damage rolls of druid powers, as well as druid controlling druid, but a druid can choose any power
paragon path powers, that have the implement keyword. when making a class selection.
Without mistletoe, a druid can still use his powers, but he
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4E Races and Classes
Class Features Level 1 At-Will Appeals
The druid has two class features that act like
powers, shapechange and an animal shape basic attack. Claw and Bite Druid Attack 1
You tear at your opponent with natural weapons.
At-Will Primal, Companion, Shapechange
Shapechange Class Feature Standard Action Melee Weapon
You form melts and shifts, and in a blink of an eye you Requirement: You must be shapechanged to use this
have become a savage animal. power yourself
Encounter Primal, Polymorph, Shapechange, Target: One or two creatures
Stance Attack: Strength vs. AC
Minor Action Personal Hit: 1[W] + Strength modifier damage and make a
Effect: You take on the appearance of an animal of secondary attack against the same or an adjacent
small or medium size. While in this shape, the target.
following rules apply. Secondary Attack: Strength vs. AC
• You cannot use manufactured weapons or armor; Secondary Hit: 1[W] damage.
these items meld into your new shape and
cannot be accessed until you change back. Primal Fire Druid Attack 1
• You use your Animal Shape Basic attack to perform You hold out your hand, palm up, and a swirling ball of
your own attacks while in animal form. flame hovers over it that you can hurl or rake across an
• You cannot activate any item’s special ability that opponent.
requires anything more than a free action to At-Will Primal, Implement, Fire
activate. Standard Action Melee or Ranged 10
• Your AC becomes 13 + Dexterity or Intelligence Target: One creature
modifier, plus ½ your level. Attack: Dexterity vs. Reflex
• Upon taking animal shape, you can spend a healing Hit: 1d6 + Wisdom modifier fire damage.
surge. This does not count against your ability Increase to 2d6 + Wisdom modifier fire damage at 21st
to use a Second Wind. level.
• While in animal form, you can use any power or
ability with the Shapechange keyword. You
Primal Strike Druid Attack 1
cannot us a power or ability that does not have
Like a savage animal backed into a corner, you strike
the shapechange keyword while shapechanged.
out at your foes.
• You can change back to your normal form as a At-Will Primal, Weapon, Companion,
Minor Action, ending the use of this ability for the Shapechange
encounter. Standard Action Melee Weapon
Shapechange lasts until you are unconscious, Target: One creature
are dying or until you choose to change back to your Attack: Strength vs. AC
normal form. Outside of an encounter you can Hit: 1[W] + Strength modifier and you gain a +1 power
maintain Shapechange for as long as you desire. bonus to hit until the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st
Animal Shape Basic Attack Druid Attack 1 level.
You bite, claw, kick or otherwise strikes at your foe.
At-Will Primal Thorns Druid Attack 1
Standard Action Melee 1 You conjure thorns which dig into shins and heels
Target: One creature painfully.
Attack: Strength vs. AC At-Will Primal, Implement, Conjuration
Damage: based on favored form Standard Action Ranged 5
Feral Warrior: 1d10 + Strength modifier Target: One creature
Increase to 2d10 + Strength modifier at 21st level Attack: Wisdom vs. Fortitude
Master of Rites: 1d4 + Strength modifier Hit: 1d6 + Wisdom modifier damage and half damage if
Increase to 2d4 + Strength modifier at 21st level target moves before the start of your next turn.
Nature’s Protector: 1d6 + Strength modifier Increase damage to 2d6 + Wisdom modifier at 21st level.
Increase to 2d6 + Strength modifier at 21st level
Special: This power counts as a melee basic attack.
When a power allows you to make a melee or
unarmed attack when shapeshifted, you can use this
power.
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4E Races and Classes
Level 1 Encounter Appeals Magic Stones Druid Attack 1
You pick up three rocks and lightly toss them in the air.
Chill to the Bone Druid Attack 1 They hover, begin to spin and then rocket towards the
Uttering an appeal to the Primordials, your palm full of enemy you point to.
water plunges the enemy into the depths of winter. Encounter Primal, Implement
Encounter Primal, Implement, Cold Standard Action Ranged 5
Standard Action Ranged 5 Target: Up to 3 creatures
Target: One creature Special: Pick your targets before you roll the attack.
Attack: Wisdom vs. Fortitude You may pick the same target 3 times.
Hit: 2d6 + Wisdom modifier cold damage, and the Attack: Wisdom vs. Reflex; make one attack against all
target is slowed until the start of your next turn. targets
Master of Rites: After the start of your next turn, the Hit: 1d6 damage to each target, and you deal Wisdom
target is still slowed (save ends). modifier damage to one target.
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4E Races and Classes
Nip the Heels Druid Attack 1 Shillelagh Druid Attack 1
You bite threateningly at your enemy, drawing their You murmur a mystical word of power to the weapon in
attention to you. your hand, and you hear it harden in response just
Daily Primal, Companion, Shapechange, Weapon before it connects with your foe.
Standard Action Melee Weapon Daily Primal, Weapon
Requirement: You must be shapedchanged to use this Standard Action Melee Weapon
ability yourself. Requirement: You must be wielding a quarterstaff or
Target: One creature club
Attack: Strength vs. AC Target: One creature
Hit: 2[W] + Strength modifier Attack: Strength +1 vs. AC
Effect: Until the end of your next turn, if the target Hit: 1[W] + Strength + Wisdom modifier damage.
moves or shifts away from you, shift one square and Effect: You get a +1 power bonus to attacks and treat
make an immediate basic attack against it. your weapon as two size categories larger than
normal until the end of the encounter
Rend Druid Attack 1
With claws like razors, you cut into your enemy and Summon Swarm Druid Attack 1
open a gaping wound. Stinging and biting, a swarm of ravenous insects heeds
Daily Primal, Companion, Reliable, Shapechange, your call.
Weapon Daily Primal, Implement, Zone
Standard Action Melee 1 Standard Action Area burst 2 within 20 squares
Requirement: You must be shapechanged to use this Target: Each creature in zone
power yourself. Attack: Wisdom vs. Fortitude
Target: One creature Hit: 1d6 + Wisdom modifier and target is dazed.
Attack: Strength vs. AC; make two attacks Effect: Target that enters zone must stop movement.
Hit: 1[W] + Strength modifier damage and if both Target in zone is slowed.
attacks hit, the target takes 1d6 additional damage. Sustain Minor: The zone persists.
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4E Races and Classes
Fog Cloud Druid Utility 2 Catspaw Druid Attack 3
You exhale and a cloud of misty vapors shrouds you and You strike at your target and dare it to move again.
your allies. Encounter Primal, Companion, Shapechange,
Encounter Primal, Zone Weapon
Standard Action Area burst 3 within 20 squares Standard Action Melee 1
Effect: You create a zone of misty vapors that provides Target: One creature
concealment. Targets adjacent to one another in Attack: Strength vs. AC
the fog cloud have concealment, while any targets Hit: 2[W] + Strength modifier damage and you may
not adjacent to one another have total concealment. make a basic melee attack as an immediate reaction
Sustain Minor: The zone persists until the end of the if the target moves or shifts away from you this turn.
encounter. You can dismiss the zone at any time as Nature’s Protector: You can use this attack as an
a minor action. opportunity attack if the target is moving away from
you.
Goodberry Druid Utility 2 Feral Warrior: Half damage on a miss
You pull a handful of enchanted blackberries from your
satchel and pass them around to your party for use at a Call Lightning Druid Attack 3
moments notice. You appeal to the heavens, which sends down a bolt of
Daily Primal, Healing shining blue lightning to strike your foe.
Standard Action Encounter Primal, Electrical, Implement
Effect: You create a number of goodberries equal to Standard Action Area burst 2 within Range 20
your Wisdom modifier. Until the end of the day, you Target: All creatures in square
or an ally can eat one berry as a minor action to use Attack: Wisdom vs. Reflex
a healing surge. The target also regains a number Hit: 1d10 + Wisdom modifier lightning damage, and the
of extra hit points equal to your Constitution modifier. target is dazed until the end of your next turn.
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4E Races and Classes
Level 5 Daily Appeals Snowstorm Druid Attack 5
With a wave of your hand, icy sleet rains down on the
Anklebiter Druid Attack 5 area you designate.
You snap at your opponent’s ankle, dealing a crippling Daily Primal, Cold, Implement, Zone
blow that forces him to stumble across the battlefield. Standard Action Area burst 2 within 20 squares
Daily Primal, Companion, Shapechange Target: Each creature in burst
Standard Action Melee 1 Attack: Wisdom vs. Fortitude
Target: One creature Hit: 1d10 + Wisdom modifier cold damage.
Attack: Strength vs. Fortitude Effect: The burst creates a zone of blowing ice and
Hit: 2[W] + Strength modifier damage, and the target is snow that blocks line of sight and is considered
knocked prone. Until the end of the encounter, if the difficult terrain until the end of your next turn.
target moves more than half its speed in a single Creatures that enter the zone or start their turns
action, it falls prone at the end of its movement. there take 1d6 + Wisdom modifier cold damage. As
Miss: Half damage, and the target is not knocked a move action, you can move the zone up to 6
prone. squares.
Sustain Minor: The zone persists.
Poison Druid Attack 5
You point your finger at an enemy and fill his body with Level 6 Utility Appeals
vile poison
Daily Primal, Implement, Poison Animal Affinity Druid Utility 6
Standard Action Ranged 10 You call upon the Animal Lords to grant a bit of their
Target: One creature primal power to yourself or an ally.
Attack: Wisdom vs. Fortitude Daily Primal, Shapechange
Hit: 3d6 + Wisdom modifier and the target takes Minor Action Melee Touch
ongoing poison 2 + Wisdom modifier damage (save Effect: You grant a +2 power bonus to attack rolls for
ends). the target. This power lasts until the end of the
Miss: Half damage and no ongoing damage. encounter.
Master of Rites: on a miss, ongoing Wisdom modifier
poison damage (save ends). Camouflage Druid Utility 6
Like a chameleon, you blend into your surroundings.
Pummel Druid Attack 5 Daily Primal, Companion, Shapechange
You slam into your foe relentlessly. Minor Action Personal
Daily Primal, Reliable, Companion, Shapechange, Effect: You have superior cover until the start of your
Weapon next turn as long as you do not move more 2
Standard Action Melee Weapon spaces.
Target: One creature
Primary Attack: Strength vs. AC; make two attacks Greater Primal Healing Druid Utility 6
Reliable: If you miss with both primary attacks, you do You appeal to the primordial powers and gain the power
not expend the use of this power. to instantly heal wounds, and your touch momentarily
Hit: 1[W] + Strength modifier damage and make one suffuses you or a wounded creature with a bright green
secondary attack against the same target. glow.
Secondary Attack: Strength vs. AC Daily Primal, Healing
Hit: 1[W] + Strength modifier damage. Standard Action Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent
two healing surges.
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4E Races and Classes
Summon Primal Protector Druid Utility 6 Level 7 Encounter Appeals
You call to the wilderness around you, and it sends an
ally in response. Bear Hug Druid Attack 7
Encounter Primal, Conjuration, Shapechange You grab your enemy and maul them.
Standard Action Ranged 10 Encounter Primal, Companion, Shapechange,
Effect: You create a primal protector that obeys your Weapon
command. The primal protector can take the outward Standard Action Melee Weapon
appearance of any small-sized animal you choose. The Requirement: You must be shapechanged to use this
primal protector remains until dropped to 0 hit points, the ability yourself.
encounter ends, or for 5 minutes. Target: One creature your size, smaller or one size
larger
Summoned Primal Protector Level 6 Minion Attack: Strength vs. AC
Small natural beast XP - Hit: 1[W] + Strength modifier damage and the target is
Initiative: +6 Senses Perception +7;low-light vision grabbed (until escape). You get a +2 to any checks,
HP 1; a missed attack never damages a minion defenses, or saves triggered by the target if the
AC 22; Fortitude 18, Reflex 18, Will 18 result would end the grapple.
Speed 8 Nature’s Protector: You can sustain the grab as a free
M Claws (standard; at-will) action.
+13 vs. AC; 1d10+4 damage
m Guarding Attack (standard; encounter) Snare Druid Attack 7
Until the end of the primal protector’s next turn, if You call out to the world around you, and it responds,
you (the druid) are adjacent to either the primal ensnaring your foe.
protector or the target, you gain a +2 power bonus to Encounter Primal, Implement, Zone
AC against the target’s attacks. Standard Action Ranged 5
+13 vs. AC; 3d8+4 damage Target: One creature in area
Alignment Unaligned Languages – Attack: Wisdom vs. Fortitude
Str 19 (+7) Dex 16 (+6) Wis 16 (+6) Hit: 2d6 + Wisdom modifier damage and the target is
Con 16 (+6) Int 2 (-1) Cha 8 (+2) immobilized (save ends).
Page 71 of 521
4E Races and Classes
Level 9 Daily Appeals Level 10 Utility Appeals
Page 72 of 521
4E Races and Classes
Venom Immunity Druid Utility 10 Dire Pounce Druid Attack 13
With a thought, you neutralize the poison coursing Like a great cat, you leap upon your foe and take them
through your system. down with a flurry of clawing and biting.
Daily Primal, Shapechange Encounter Primal, Companion, Shapechange,
Minor Action Personal Weapon
Effect: You gain poison resistance 10 until the end of Minor Action Melee 1
the encounter. If you are struck by an attack that Effect: Until the end of the encounter, when you hit a
deals ongoing poison damage, you gain a +5 bonus target with a charge attack, the target makes an
to the saving throws. immediate save or is knocked prone.
Target: One creature
Level 13 Encounter Appeals Trigger: You successfully hit the target with your
charge this round.
Attack: Strength +2 vs. Reflex
Armor of Thorns Druid Attack 13 Hit: 1[W] + Strength modifier damage, and you knock
Primordial power courses through you, creating a natural the target prone (save avoids).
armor of thick thorns that harms those that are near you. Feral Warrior: Hit or miss, you knock the target prone
Encounter Primal, Implement, Zone (save avoids).
Immediate Reaction Close burst 1
Trigger: A creature within range attacks you
Effect: 1d8 + Wisdom modifier damage, and you gain a Maul Druid Attack 13
+2 power bonus to AC until the end of your next turn. You attack the enemy and allow it no chance to retaliate
Master of Rites: You can sustain this power with a as you latch on.
minor action. In such a case, the effect persists and Encounter Primal, Companion, Shapechange,
damages any creature that enters the zone. Weapon
Standard Action Melee Weapon
Requirement: You must be shapechanged to use this
Blazing Blizzard Druid Attack 13 ability yourself.
You whisper a word of elemental power and hurl a Target: One creature
flaming ball of ice. Waves of fire and ice explode Attack: Strength vs. AC
outward from the point of impact. Hit: 1[W] + Strength modifier damage and the target is
Encounter Primal, Cold, Fire, Implement grabbed (until escape). Make a secondary attack
Standard Action Area burst 2 within 20 squares against the same target.
Target: Each creature in burst Secondary Attack: Strength vs. AC
Attack: Wisdom vs. Fortitude Hit: 2[W] + Strength modifier damage
Hit: 3d6 + Wisdom modifier cold and fire damage. Nature’s Protector: You can use the secondary attack
Effect: This power’s area is difficult terrain until the end of this power as an At-Will when you have a target
of your next turn. Any creature that starts its turn in grabbed.
the area takes 5 cold and fire damage. You can
dismiss the effect as a minor action.
Winter’s Claws Druid Attack 13
With a thought, your weapon becomes covered in
Call Lightning Storm Druid Attack 13 supernatural frost.
You summon a storm to hamper enemies. Encounter Primal, Cold, Companion, Weapon,
Encounter Implement, Primal, Lightning, Thunder, Shapechange
Zone Standard Action Melee Weapon
Standard Action Area burst 6 within 10 Target: One creature
Target: Each creature in burst Attack: Strength vs. AC
Attack: Wisdom vs. Reflex Hit: 3[W] + Wisdom modifier cold damage and the
Hit: 1d10 + Wisdom modifier Lighting and Thunder target is immobilized until the start of your next turn.
damage
Effect: The burst creates a zone with a stormcloud
overhead. Creatures that enter the zone or start
their turns there take 1d10 + Wisdom modifier
Lightning and Thunder damage. As a move action,
you can move the zone up to 6 squares.
Sustain Minor: The zone persists.
Page 73 of 521
4E Races and Classes
Level 15 Daily Appeals Icy Wall Druid Attack 15
A wall of glittering, jagged ice appears at your command.
Bellowing Roar Druid Attack 15 Daily Primal, Cold, Conjuration, Implement
You roar with bestial power and shove your enemy to Standard Action Area wall 12 within 10 squares
make it focus on you. Effect: You conjure a solid wall of contiguous squares
Daily Primal, Companion, Shapechange, Weapon filled with arcane ice. The wall can be up to 12
Standard Action Melee 1 squares long and up to 6 squares high.
Target: One creature Any creature that starts its turn adjacent to the
Attack: Strength vs. AC wall takes 2d6 + Wisdom modifier cold damage.
Hit: 3[W] + Strength modifier damage, and you push the The wall blocks line of sight and prevents
target 2 squares. movement. No creature can enter a square
Special: The target is marked by you until the end of containing the wall.
the encounter, and all of your enemies within 2 Special: As a standard action, a creature can attack
squares of you or the target are marked until the end one square of the wall. Each square has 50 hit
of your next turn. points. Any creature that makes a melee attack
Miss: The target and all of your enemies within 2 against the wall takes 2d6 cold damage. The wall
squares of you or the target are marked until the end has vulnerability 25 to fire. If the wall is not
of your next turn. destroyed, it melts away after 1 hour.
Page 74 of 521
4E Races and Classes
Level 16 Utility Appeals Summoned Primal Brute Level 16 Minion
Large natural beast XP -
Primal Mount Druid Utility 16 Initiative: +9 Senses Perception +13;low-light vision
You provide your ally with much needed assistance and HP 1; a missed attack never damages a minion
mobility. AC 28; Fortitude 28, Reflex 28, Will 28
Encounter Primal, Companion, Shapechange, Speed 8
Stance M Claws (standard; at-will)
Requirement: You must be shapechanged to use this +19 vs. AC; 3d8+7 damage
ability yourself. m Visejaw Strike (standard; recharge 4 5 6)
Minor Action Personal +17 vs. Fortitude; 4d12+7 damage and opponent is
Effect: Until the end of the encounter an ally can use grabbed (until escape).
you or your animal companion as a mount to gain a m Crush (Standard; at-will)
+4 power bonus to his speed and deal 3[W] + The primal brute deals 4d12+7 damage to an
Strength modifier damage on a charge. You and opponent it has grabbed (no attack roll required).
your ally occupy and threaten the same 2x2 square. Alignment Unaligned Languages –
Each of you can still only attack on your own turns, Str 24 (+15) Dex 19 (+12) Wis 21 (+13)
but move at the same time on your turn. Con 21 (+13) Int 2 (+4) Cha 8 (+7)
Page 75 of 521
4E Races and Classes
Frozen Tomb Druid Attack 17 Earthquake Druid Attack 17
You target an enemy with a freezing ray that briefly traps With a sweep of your hands, the ground splits open,
him in an icy sarcophagus. swallowing foes.
Encounter Primal, Cold, Implement Daily Primal, Implement, Zone
Standard Action Ranged 20 Standard Action Burst 4 within 20 squares
Target: One creature Area Pit 8 within burst
Attack: Wisdom vs. Reflex Target: All creatures in burst
Hit: 3d10 + Wisdom modifier cold damage, and the Hit: 2d10 + Wisdom modifier damage and the target is
target is entombed in ice. While entombed, the knocked prone.
target is stunned, and attacks cannot gain line of Effect: You create a pit that consists of contiguous
effect against it. This effect lasts until the end of squares. It can be up to 8 squares long and is 20
your next turn. feet deep. Any creature in a pit square when
created must make a saving throw to avoid falling in
Wolverine Strike Druid Attack 17 and taking 2d10 damage. A target that avoids falling
You slash at enemies ferociously, moving from one to is placed prone adjacent to the pit (target’s choice of
the other. squares).
Encounter Primal, Companion, Shapechange, Sustain Minor: The pit persists. If a target is still in the
Weapon pit when you cease to sustain the power, the target
Standard Action Melee 1 takes 2d10 damage and is returned to the battlefield
Target: One creature prone.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage Faerie Clone Druid Attack 19
Feral Warrior: You gain a +4 bonus on the damage roll. You take the place of an enemy and move to attack
Effect: After the attack, you shift one square and repeat unsuspecting enemies.
the attack against another target within reach. You Daily Primal, Conjuration, Teleportation
can then shift 1 square and repeat the attack against Standard Action Ranged 20
a third target within reach. After the final attack, you Target: One natural creature
can shift one square. Attack: Wisdom vs. Will
Hit: The target is teleported to a harmless area within
Level 19 Daily Appeals the feywild. Conjure a duplicate of the creature in
place of the original. The duplicate is a minion
under your control. It can move and make at-will
Cloud of Poison Druid Attack 19 attacks which deal average damage on a hit until the
Yellow-green vapors emerge from the ground with a end of your next round. At the end of the effect, the
hiss, forming a thick, toxic cloud. target returns in the same place as the duplicate left.
Daily Primal, Implement, Poison, Zone Sustain Standard: The effect persists until you are
Standard Action Area burst 5 within 20 squares attacked or move, or the duplicate is killed. You can
Target: Each creature in burst still take minor actions and make at-will attacks or
Hit: 1d10 + Wisdom modifier poison damage. move with the duplicate. There is no limit to how far
Effect: The burst creates a zone of poisonous vapors you can send the duplicate.
that lasts until the end of your next turn. A creature Special: You can cast this on yourself or a willing ally
that enters the zone or starts its turn there takes without making an attack roll.
1d10 + Wisdom modifier poison damage. As a Miss: The target is teleported to a harmless area within
move action, you can move the zone 3 squares. the feywild until the end of your next round.
Sustain Minor: The zone persists.
Page 76 of 521
4E Races and Classes
Primal Fire Storm Druid Attack 19 Regenerate Druid Utility 22
A roiling cloud of fire scours your foes, lingering on the You speak secret words and your ally briefly glows
battlefield until you allow it to burn itself out. green before his wounds begin to seal.
Daily Primal, Fire, Implement, Zone Daily Healing
Standard Action Area burst 5 within 10 squares Standard Action Melee touch
Target: Each enemy in burst Target: You or one ally
Attack: Wisdom vs. Reflex Effect: The target gains Regeneration equal to your
Hit: 5d10 + Wisdom modifier fire damage. Wisdom modifier for the remainder of the encounter.
Miss: Half damage. If the target is reduced to 0 hit points, the
Effect: The burst creates a zone of fire that lasts until regeneration ceases.
the end of your next turn. Enemies that start their
turn in this zone take 1d10 + Wisdom modifier fire Summon Air Primordial Druid Utility 22
damage. You reach out to the elemental chaos, and draw an ally
Sustain Minor: The zone persists. to aid your fight.
Encounter Primal, Conjuration, Shapechange
Razorboar Flurry Druid Attack 19 Standard Action Ranged 10
Even a glancing blow can be especially painful. Effect: You create an air primordial that obeys your
Daily Primal, Companion, Shapechange, Weapon command. The air primordial looks like a towering
Standard Action Melee 1 tornado with whip-like arms. The air primordial
Target: One creature remains until dropped to 0 hit points, the encounter
Attack: Strength vs. AC ends, or for 5 minutes.
Hit: 3[W] + Strength modifier damage.
Miss: Half damage. Primordial Air Titan Level 22 Minion
Special: This attack can score a critical hit on a roll of Large elemental magical beast (air) XP -
18-20. If the target is bloodied either before or after Initiative: +19 Senses Perception +18
the attack, it takes an additional 2[W] damage. HP 1; a missed attack never damages a minion
AC 34; Fortitude 25, Reflex 23, Will 24
Level 22 Utility Appeals Speed fly 20 (hover)
M Tornadic Lash (standard; at-will)
Elemental Tuning Druid Utility 22 +25 vs. AC; 3d6+8 damage, +3d6 damage if the
You reach into the elemental chaos and make it a part of primordial air titan has combat advantage.
your own essence. c Wind Flurry (standard; recharge 5 6)
Daily Primal; Acid, Cold, Fire, Lightning or Close burst 2; +23 vs. Reflex; 4d12+8 damage and
Thunder targets are knocked prone.
Minor Action Personal Melt into Air (move; recharge 6)
Effect: You gain resistance to one energy (acid, cold, The primordial air titan becomes invisible until the
fire, lightning or thunder) 10 + Wisdom modifier until end of the encounter. If the air titan attacks, it
the end of the encounter becomes visible.
Alignment Unaligned Languages –
Str 22 (+17) Dex 27 (+19) Wis 24 (+18)
Fey Walk Druid Utility 22
Con 24 (+18) Int 10 (+11) Cha 8 (+10)
You will yourself across the boundary between worlds,
teleporting a short distance. When you appear from the
feywild, you are surrounded by a glamour of invisibility. Summon Earth Primordial Druid Utility 22
Encounter Primal, Illusion, Teleportation You reach out to the elemental chaos, and draw an ally
Move Action Personal to aid your fight.
Effect: You become invisible and then teleport 4 Encounter Primal, Conjuration, Shapechange
squares. The invisibility lasts until the start of your Standard Action Ranged 10
next turn. Effect: You create an earth primordial that obeys your
command. The earth primordial appears as a
mountain of stone and loose earth. The earth
primordial remains until dropped to 0 hit points, the
encounter ends, or for 5 minutes.
Page 77 of 521
4E Races and Classes
Primordial Earth Titan Level 22 Minion Level 23 Encounter Appeals
Large elemental magical beast (earth) XP -
Initiative: +17 Senses Perception +18 Challenging Trumpet Druid Attack 23
HP 1; a missed attack never damages a minion You let out a great call which your enemy is compelled
AC 34; Fortitude 25, Reflex 23, Will 24 to answer.
Speed 8, burrow 4 Encounter Primal, Wild
M Rockslide slam (standard; at-will) Standard Action Ranged 6
Reach 2; +25 vs. AC; 4d6+8 damage Target: One creature
m Overhead Double Slam (standard; at-will) Attack: Strength vs. Will
Reach 2; +23 vs. Reflex; 6d6 + 8 damage Hit: 3d10 + Strength modifier damage and the target
a Stone Slivers (standard; recharge 5 6) can only attack you until the end of its next turn.
The primordial earth titan slams its fist into the Nature’s Protector: The target takes a penalty to
ground and spikes of earth erupt in the target area. attacks equal to your Strength modifier until the end
Area burst 2 within 10; +23 vs. Reflex; 9d6+8 of its next turn.
damage and area becomes difficult ground until the
start of the primordial earth titan’s next turn. Companion Strike Druid Attack 23
Alignment Unaligned Languages – Your companion deals a timely blow to your enemy, and
Str 27 (+19) Dex 22 (+17) Wis 24 (+18) you use the opportunity to strike.
Con 24 (+18) Int 10 (+11) Cha 8 (+10) Encounter Primal, Companion, Shapechange,
Weapon
Summon Fire Primordial Druid Utility 22 Immediate Reaction Melee 1
You reach out to the elemental chaos, and draw an ally Trigger: An ally damages a creature adjacent to you
to aid your fight. Target: The creature your ally damaged
Encounter Primal, Conjuration, Shapechange Attack: Strength vs. AC
Standard Action Ranged 10 Hit: 2[W] + Strength modifier damage.
Effect: You create a primordial hunter that obeys your
command. The primal brute can take the outward Control Weather Druid Attack 23
appearance of any Large-sized animal you choose. You manipulate one of Mother Nature’s finest
The primordial hunter remains until dropped to 0 hit achievements with masterful hands.
points, the encounter ends, or for 5 minutes. Encounter Implement, Lightning, Primal, Thunder
Standard Action Area Burst 2 within 10 squares
Primordial Fire Titan Level 22 Minion Target: Each enemy in burst
Large elemental magical beast (fire) XP - Master of Rites: Until the end of the encounter,
Initiative: +17 Senses Perception +18 Lightning attacks that hit a creature in the area deal
HP 1; a missed attack never damages a minion +1d6 lightning damage. Thunder attacks deal +1d6
AC 34; Fortitude 25, Reflex 23, Will 24 thunder damage. Lightning and Thunder attacks
Speed 8 deal +2d6 lightning and thunder damage.
M Fiery fist (standard; at-will) Fire Attack: Wisdom vs. Reflex
Reach 2; +25 vs. AC; 3d6+8 fire damage and Hit: 5d6 + Wisdom modifier Lightning and Thunder
ongoing fire 10. damage.
Sustain Minor: Creatures entering or starting their turn
a Blast of Flame (standard; recharge 5 6) in the area take 2d6 + Wisdom modifier Lightning
Area 2 in range 10; +23 vs. Reflex; 4d8+8 damage and Thunder damage. If you are a Master of Rites,
and ongoing fire 5 (save ends). increase to 4d6 + Wisdom modifier Lightning and
c Funeral Pyre (standard; daily, zone) Thunder damage (don’t add the above bonus).
Close blast 3; +23 vs. Reflex; 2d6+8 fire damage
and target immobilized (save ends); Anyone starting
turn or ending turn in zone takes 2d6+8 fire damage.
Sustain minor: zone persists.
Alignment Unaligned Languages –
Str 24 (+17) Dex 27 (+19) Wis 24 (+18)
Con 24 (+18) Int 10 (+11) Cha 8 (+10)
Page 78 of 521
4E Races and Classes
Level 25 Daily Appeals Storm of Vengeance Druid Attack 25
The sky darkens, then all hell breaks loose.
Primordial Maw Druid Attack 25 Daily Primal, Implement, Acid, Fire, Lightning,
You open a gate to very mouth of a Primordial of the Thunder, Zone
elemental chaos, who hunger devours everything it can Standard Action Burst 4 within 10 squares
reach. Target: Each creature in burst
Daily Primal, Implement, Teleportation; Acid, Cold, Attack: Wisdom vs. Reflex
Fire, Lightning or Thunder Hit: 4d6 + Wisdom modifier acid, fire, lightning and
Standard Action Area burst 4 within 20 squares thunder damage. A creature may not reduce the
Target: Each creature in burst damage from this attack unless they are resistance
Attack: Wisdom vs. Reflex to all four damage types.
Hit: 6d6 + Wisdom modifier damage of a type chosen Master of Rites: Increase the damage to 6d6 +
from the following list: acid, cold fire, lightning, or Wisdom modifier acid, fire, lightning and thunder
thunder. In addition, the target is pulled 2 squares damage.
toward the maw’s origin square. Effect: The storm blocks line of sight, providing total
Miss: Half damage, and no pull. concealment to creatures inside it. Any creature that
Effect: This attack’s origin square becomes a vortex of enters the cloud or starts its turn there takes 10 acid,
energy. The burst creates an area of difficult terrain. fire, lightning, and thunder damage. The storm lasts
The effect remains until the end of your next turn. until the end of your next turn, or you can dismiss it
Any creature that is pulled into the vortex takes 3d6 as a minor action.
+ Wisdom modifier damage of a type chosen from Master of Rites: You can sustain the zone as a move
the following list: acid, cold, fire, lightning, or action.
thunder. In addition, you teleport that creature to a
square within 20 squares of you. The creature Level 27 Encounter Appeals
arrives at its destination prone and dazed until the
start of your next turn. Coursing Fire Druid Attack 27
A blast of crackling black fire erupts from your hand,
Savage Flurry Druid Attack 25 charring the flesh and burning the souls of your foes.
You rend several opponents at once. Encounter Primal, Fire, Implement, Lightning
Daily Primal, Companion, Shapechange, Weapon Standard Action Close blast 5
Standard Action Close burst 1 Target: Each enemy in blast
Target: All creatures in burst Attack: Wisdom vs. Reflex
Attack: Strength vs. AC Hit: 6d6 + Wisdom modifier fire and lightning damage.
Hit: 2[W] + Strength modifier damage, and the target
takes ongoing 5 damage (save ends). Manticore Spines Druid Attack 27
Miss: Half damage and no ongoing damage. Your hair bristles, lengthens and sharpens like a javelin,
Feral Warrior: the target takes ongoing 10 damage then launches at a foe.
(save ends). Encounter Primal, Companion, Shapechange,
Weapon
Spore Cloud Druid Attack 25 Standard Action Ranged 10
You cover your enemy in mold spores that blossom to Requirement: You must be shapechanged to use this
provide life energy to your allies. ability yourself.
Daily Primal, Implement, Shapechange Target: One creature
Standard Action Area burst 2 within 10 squares Attack: Strength vs. AC, three attacks
Target: Each creature in burst Hit: 1[W] + Strength modifier damage per attack. If two
Attack: Wisdom vs. Fortitude attacks hit, deal an extra 1[W] damage. If three
Hit: 3d8 + Wisdom modifier damage, and until the end attacks hit, deal an extra 2[W] damage.
of the encounter, if the target is reduced to 0 hit
points, your allies within burst 1 of the target can
spend a healing surge.
Page 79 of 521
4E Races and Classes
Poisoned Brambles Druid Attack 27 Vengeance of the Primordials Druid Attack 29
Thick tendrils erupt from the ground, their sharp barbs You weapon explodes with the primal fury of the
covered with oozing green poison. At your command, Primordials themselves.
they lash at your foes, holding them fast. Daily Primal, Companion, Shapechange; Acid,
Encounter Implement, Poison, Primal Cold, Fire, Lightning, Thunder
Standard Action Ranged 10 Standard Action Melee weapon
Attack: Wisdom vs. Fortitude Target: One creature
Hit: 3d8 + Wisdom modifier poison damage, and the Attack: Strength vs. AC
target is immobilized, and takes a –2 penalty to AC Hit: 7[W] + Strength modifier acid, cold, fire, lightning,
and reflex defenses until the end of your next turn. and thunder damage. Resistance doesn’t reduce
Master of Rites: The penalty to AC and Reflex defense the damage unless the target has resistance to all
is equal to 1 + your Wisdom modifier. five damage types, and only the weakest resistance
applies. A target that has vulnerability to any one of
Primal Sunburst Druid Attack 27 the five damage types is subject to that vulnerability.
When you invoke the ancient primordials, a brilliant burst Miss: Half damage.
of light explodes in front of you, healing your allies and
searing your enemies.
Encounter Primal, Fire, Healing, Implement
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier fire damage.
Effect: You and each ally in the burst regain hit points
equal to 10 + your Charisma modifier and make a saving
throw.
Page 80 of 521
4E Races and Classes
Beastmaster Appeals
Paragon Paths
Tooth and Nail Druid Attack 11
Your jaws elongate and fill with vicious teeth as your
hands become talon-like, allowing you to rend your
Beastmaster opponent to shreds.
Encounter Primal, Shapechange
“Growl” Standard Action Melee 1
Target: One or two creatures
Attack: Strength vs. AC; make two attacks
Hit: 2[W] + Strength modifier each.
You are more animal than the creature whose Devouring Stampede Beastmaster Attack 20
skin you wear. Your consciousness often slips out of You infuse your animal companion with the forces of the
your body, into that of the very animals around you, feywild, transforming it into a rampaging monster that
driving their predatory nature with your cunning. with a bellow, tramples or devours all in its way.
Daily Primal, Companion, Implement
Standard Action Ranged 10
Beastmaster Path Features Target: One target within your animal companion’s or
summoned creatures speed in squares
Predatory Action (11th level): When you spend an Effect: Your animal companion increases in size by one
action point to take an extra action, you also gain a +4 size category. Move your animal companion or
bonus to attack rolls until the start of your next turn. summoned creature to the target. Any opponent in
the path of movement is knocked prone.
Summoning Bond (11th level): When you summon a Attack: Strength vs. AC
creature, it gains a bonus to AC and damage rolls equal Hit: 3d8 + Strength modifier damage.
to your Constitution modifier. Miss: Half damage
Special: Your animal companion or summoned
Companion Action (16th level): When you spend an creature returns to normal size after the attack.
action point to take an extra action, you can grant that
action to your animal companion or summoned creature.
Page 81 of 521
4E Races and Classes
Green Druid it a Move or Minor action from your own pool of
actions. Your animal companion cannot spend
”The creatures the Feywild are nothing before the might action points.
of the trees and the resilience of its plains” • When you use or are affected by a power that
has a target of personal, it also benefits your
Prerequisite: Druid animal companion.
A plant companion has its own basic attack, and
There are those among the druids with can use any of your powers that have a Companion
unusually green thumbs – sometimes quite literally. A keyword in them.
green druid focuses his mastery of the Feywild to control
and call on the flora of that plane and the natural world. Plant Companion Basic Attack Class Feature
Your plant companion strikes by slamming its hard body
Green Druid Path Features or appendages into a foe.
At-Will Primal, Companion
Hardwood Defense (11th level): When you spend an Standard Action Melee 1
action point to take an extra action, you gain a +2 bonus Target: One creature
to AC and Fortitude defense until the start of your next Attack: Strength vs. AC or Dexterity vs. AC
turn. Damage: 1d6 + Dexterity Modifier
Plant Summons (11th level): When you summon Increase to 2d6 + Dexterity modifier at 21st level.
creatures, you summon plants, not animals. Your Special: This power counts as a melee basic attack.
summoned creatures are plant creatures. When a power allows your plant companion to make
Plant Companion (11th level): Your can replace your a melee or unarmed basic attack, the plant
animal companion with a plant companion. companion can use this power.
Wild Growth (16th level): When you spend an action
point to take an extra action, you heal hit points equal to Green Druid Appeals
your Wisdom modifier + ½ your level.
Tendril Smash Green Druid Utility 11
Plant Companion You hold forth your arms and ivy-covered stalks lash out
Your plant companion is an animal or beast that at your enemy.
accompanies you on your travels. You may determine Encounter Primal, Implement, Shapechange
what the plant companion looks like, but regardless of its Standard Action Close burst 5
appearance, it uses the rules below. Target: All creatures in burst
Ability Scores: Strength 18, Dexterity 11, Attack: Wisdom vs. AC
Constitution 10, Intelligence 2, Wisdom 12, Hit: 2d8 + Wisdom modifier.
Charisma 8, AC 12 + level, Fort 12 + ½
level, Reflex 10 + ½ level, Will 11 + ½ level,
Speed 5 squares. Green Growth Green Druid Utility 12
Stretching out to the sun, you and your companion heal
• The plant companion’s skills equal ½ your level
your wounds.
+ the companion’s appropriate skill modifier.
Daily Primal, Companion, Healing, Shapechange
The animal companion has no trained skilled,
Standard Action Personal
but benefits from any feat you have that
Effect: You regain hit points as if you had spent two
provides a bonus to skills.
healing surges, plus your Wisdom modifier.
• When you gain an increase to ability scores,
your plant companion likewise gains an increase
in ability scores (it does not gain ability
increases from previous levels). You do not
have to increase the same ability scores on your
plant companion that you increase on your
character.
• You and your plant companion share the same
hit point pool. If you or your plant companion
are targeted by an attack, any hit points lost
come from the same source. If both you and
your plant companion are affected by the same
attack from the same source, you only take
damage once from the attack, not twice.
• You and your plant companion share actions in
a round. Fortunately, your plant companion has
a Standard action of its own, and you can grant
Page 82 of 521
4E Races and Classes
Tap Roots Green Druid Attack 20 Primordial Scion Appeals
You cross your arms and the ground erupts in thick
roots, dragging opponents into the ground as it crushes Energy Wave Primordial Scion Attack 11
the life from them. A swirling distortion appears in the air as you gather
Daily Primal, Implement, Shapechange, Zone together elemental energy and send it coruscating to
Standard Action Area burst 4 within 10 squares obliterate your enemies.
Target: Each creature in burst Encounter Primal, Implement, Acid, Cold,
Attack: Wisdom vs. Reflex Lightning, or Fire
Hit: 2d10 + Wisdom modifier damage, and the target is Standard Action Area burst 5 in 15 squares
immobilized (save ends). Target: All creatures in burst
Effect: The burst creates a zone of difficult terrain that Attack: Wisdom vs. Reflex
lasts until the end of your next turn. Hit: 2d8 + Wisdom modifier damage of your choice of
Sustain Minor: When you sustain the power, repeat the Acid, Cold, Lightning or Fire.
attack against any creature within the zone that is Effect: The area is treated as difficult terrain until the
not immobilized, and deal 1d10 damage to creatures end of your next turn.
that are immobilized.
Elemental Aura Primordial Scion Utility 12
Primordial Scion You call upon the energies of Elemental Chaos to
surround and suffuse you.
”Bah, the Feywild is overrun, corrupted and tamed by the Daily Primal, Aura, Acid, Cold, Lightning or Fire
fey who live there. But the Elemental Chaos runs pure Minor Action Aura 3
and has not forgotten the laws of the wild – hunt or be Effect: You surround yourself in a supernatural aura of
hunted.” elemental energy (acid, cold, lightning or fire).
Anyone entering or ending their turn in the aura
Prerequisite: Druid takes damage energy damage equal to your
Wisdom modifier and is slowed.
For some, they are drawn by the siren call of the Sustain Minor: The aura persists
primordial immortals. For others, it is the lure of power
of pure elemental energy. For a small few, madness
drives them to draw on the power of chaos. Whatever
Chaos Grinder Primordial Scion Attack 20
With a flick of your wrist, you send you enemy to the
the reason, these druids have dismissed the ties of
deepest, hellish regions of Elemental Chaos.
nature and have instead allied themselves with
Daily Primal, Implement, Acid, Cold, Lightning,
elemental power.
Fire
Standard Action Close blast 5
Primordial Scion Path Features Target: One creature in burst
Attack: Wisdom vs. Fortitude
Elemental Infusion (11th level): When using an attack Hit: The target is whisked away to Elemental Chaos
power, you can choose to change the damage to an and takes 2d8 + Wisdom modifier Acid, Cold,
elemental type of your choice. Lightning and Fire damage each round (save ends).
Elemental Affinity (11th level): When you spend an On a successful save, the target is returned to the
action point to perform an extra action, you gain space from which he vanished, but is stunned until
Resistance 10 to one energy type (acid, cold, lightning or the end of his next turn.
fire) until the end of your next turn. Miss: Half damage and the target is dazed until the end
Elemental Overcharge (16th level): When you spend of your next turn.
an action point to perform an extra action, any attack you
make deals an extra 1d6 damage of elemental damage
(acid, cold, lightning or fire) of your choice until the end
of your next turn.
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4E Races and Classes
Sky Marshal Go for the Eyes Sky Marshal Attack 20
Nobody ever looks up. They’ll pay for that mistake You gouge your opponent in the eyes with sharp claws.
dearly. Daily Primal, Companion, Reliable, Shapechange,
Weapon
Prerequisite: Druid, Avian Shape Standard Action Melee Weapon
Target: One creature
Lord of the skies, the Sky Marshal moves in for Attack: Strength vs. Reflex
his strike before flitting off to prepare another. Despite Hit: 3[W] + Strength modifier damage and target is
its name, this paragon path doesn’t actually require flight blinded until it receives healing; then target is
to use its powers. Druids will often rename it to fit their blinded (save ends).
preferred form.
th
Fly-by attack (11 level): When in wild shape, you can
use your standard action before, during, or after your
movement in a round. If you can already do this, you
gain a +1 bonus to each of your movement modes
instead.
Page 84 of 521
4E Races and Classes
Enchanter
“Yes, look at me, and tremble, for I will make you your
own doom, by your own hand.”
CLASS TRAITS
Role: Controller.
Power Source: Arcane
Key Abilities: Intelligence, Wisdom, Dexterity
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4E Races and Classes
Silent Image Enchanter Cantrip Enchanted Bolt Enchanter Attack 1
With a clap, you create an illusory image that emanates A bolt of golden-flecked pulsating energy flies from your
from somewhere close by. fingertips to strike your enemy.
At-Will Arcane, Illusion At-Will Arcane, Psychic, Implement
Standard Action Ranged 10 Standard Action Ranged 20
Target: One object or unoccupied square Target: One creature
Effect: You create a medium-sized noiseless image of Attack: Intelligence vs. Reflex
whatever you wish. The image can freely move within Hit: 2d4 + Intelligence modifier psychic damage
the square it was created, but can moved through Increase damage to 4d4 + Intelligence modifier at 21st
without harm. It can provide concealment, but not cover. level
Special: This power counts as a ranged basic attack.
Level 1 At-Will Spells When a power allows you to make a ranged basic
attack, you can use this power.
Bewildering Blast Enchanter Attack 1
You raise your hands and douse your opponents with Level 1 Encounter Spells
magic.
At-Will Arcane, Psychic, Implement Backstabbing Charm Enchanter Attack 1
Standard Action Close blast 3 As your opponent readies to strike you, he pauses, and
Target: All creatures in blast in turn is struck down from behind by one of his own
Attack: Intelligence vs. Will allies.
Hit: 1d6 + Intelligence modifier psychic damage, and Encounter Arcane, Psychic, Implement
the opponents are slowed until the end of your next turn. Standard Action Close blast 5
Increase damage to 2d6 + Intelligence modifier at 21st Target: One creature in range
level. Attack: Intelligence vs. Will
Hit: The creature provokes an Opportunity Attack from
Confused Hostility Enchanter Attack 1 all adjacent creatures, including its own allies, who
You well up an opponent’s secret desire to harm an ally must attack.
and unleash its hate.
At-Will Arcane, Charm, Implement Offensive Charm Enchanter Attack 1
Standard Action Ranged 5 A mystic aura only you can see settles on the opponent,
Target: One creature as opposite aura coalesces on an ally.
Attack: Intelligence vs. Will Encounter Arcane, Psychic, Implement
Hit: The target makes a basic attack against an Standard Action Ranged 10
adjacent creature it is allied to. It adds your Intelligence Target: One creature
modifier to the damage. Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage. Until
Daze Enchanter Attack 1 the end of your next turn, one ally adjacent to either
You snap your fingers, temporarily blanking the you or the target gains a +1 power bonus to all
opponent’s mind. defenses against the target’s attacks.
At-Will Arcane, Psychic, Implement
Standard Action Ranged 10 Ray of Stupidity Enchanter Attack 1
Target: One creature A yellow ray strikes out from your finger and strikes an
Attack: Intelligence vs. Will opponent, robbing it of its ability to reason.
Hit: 1d6 + Intelligence modifier psychic damage, and Daily Arcane, Implement, Psychic
the target is immobilized until the end of its turn. Standard Action Ranged 10
Increase the damage to 2d6 + Intelligence modifier at Target: One creature
21st level. Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage and the
opponent is restrained until the end of your next
turn.
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4E Races and Classes
Level 1 Daily Spells Friends Enchanter Utility 2
With a wave of your hand, an enemy now believes you
Enchanted Slumber Enchanter Attack 1 are an ally.
As sand slips through your fingers, your enemies are Daily Arcane, Charm
overcome with weariness. Standard Action Ranged 5
Daily Arcane, Implement, Sleep Target: One creature
Standard Action Area burst 2 within 20 squares Effect: The target cannot attack you or include you in
Target: Each creature in burst an area attack (save ends). If you attack the target, the
Attack: Intelligence vs. Will spell is broken. This effect lasts until the end of your
Hit: The target is slowed (save ends). If the target fails next turn.
its first saving throw against this power, the target Sustain Standard: The effect persists until your next
becomes unconscious (save ends). turn.
Miss: The target is slowed (save ends).
Level 3 Encounter Spells
Charm Humanoid Enchanter Attack 1
You gaze deeply into the eyes of another and he greets Compelling Directive Enchanter Attack 3
you as an old friend. You motion with your finger for an opponent to
Daily Arcane, Charm approach, and he cannot refuse.
Standard Action Ranged 5 Encounter Arcane, Implement, Psychic
Target: One humanoid creature Standard Action Ranged 10
Attack: Intelligence vs. Will Target: One creature
Hit: The target becomes an ally and friendly towards Attack: Intelligence vs. Will
you for the duration of the encounter. If you request Hit: 1d8 + Intelligence modifier psychic damage and the
the target to perform an action contrary to its nature, opponent immediately moves your Charisma
it gains an immediate saving throw to end the modifier towards you. This move grants Opportunity
charm. If you or another ally use a power to cause Attacks.
harm to the target, the power ends instantly.
At the end of each encounter or after every 5 Ray of Dizziness Enchanter Attack 3
minutes, the target gains a saving throw to end the A ray of brilliant light flashes outward at an enemy, who
charm. You may end the charm at any time as a is stunned with vertigo
minor action. The target has full memory of its Encounter Arcane, Implement, Psychic
actions while charmed. Standard Action Ranged 10
Sustain Standard: The power lasts another encounter Target: One creature
or 5 minutes. Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage and
Level 2 Utility Spells the target is dazed until the end of your next turn.
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4E Races and Classes
Level 5 Daily Spells Mindlock Enchanter Attack 5
Your thoughts streak from your mind and wrap about an
Ensnaring Zone Enchanter Attack 5 opponent, squeezing the life from them.
You fill an area with dazzling motes of light. Those who Daily Arcane, Psychic, Conjuration, Implement
enter the area risk never leaving. Standard Action Ranged 20
Daily Arcane, Implement, Zone Effect: You conjure a snake-like construct of psychic
Standard Action Area burst 2 in 20 squares energy in an unoccupied square within range, and
Target: Each creature in burst the construct attacks. As a move action, you can
Attack: Intelligence vs. Will move the construct up to 6 squares.
Hit: The target is immobilized (save ends). Target: One creature adjacent to the construct
Effect: The burst creates a zone of psychic energy that Attack: Intelligence vs. Reflex
fills the area until the end of the encounter or for 5 Hit: 2d8 + Intelligence modifier psychic damage, and
minutes. The zone is considered difficult terrain. the construct grabs the target. If the target attempts
Any creature that ends its move in the zone is to escape, the construct uses your Reflex or Will
immobilized (save ends). defense.
Sustain Minor: A target grabbed by the construct takes
1d8 + Intelligence modifier psychic damage when
Hold Person Enchanter Attack 5 you sustain this power. As a standard action, you
You hold up a hand and speak an abjuration against can attack another target with the construct, but it
your enemy. In a flash, he is immobilized. must release a target it has grabbed.
Daily Arcane, Charm, Implement
Standard Action Ranged 15
Target: One creature Level 6 Utility Spells
Attack: Intelligence vs. Will
Hit: The target is stunned (save ends). Dispel Magic Enchanter Utility 6
Miss: The target is immobilized until the end of your With a wave of your hand, you disperse a spell in place.
next turn. Daily Arcane
Standard Action Ranged 10
Touch of Idiocy Enchanter Attack 5 Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator
You snap your fingers and your enemy can’t seem to
of the conjuration or the zone
think straight.
Hit: The conjuration or zone is destroyed. All its effects
Daily Arcane, Psychic
end, including those that normally last until a target
Standard Action Ranged 5
saves.
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage and the Heroism Enchanter Utility 6
target takes a –2 penalty to Will defense until the With a gesture, you fill an ally with the courage and
end of the encounter. mettle of a true hero.
Miss: Half damage and the target takes a –1 penalty to Encounter Arcane
Will defense until the end of your next turn. Minor Action Ranged 10
Target: One ally
Effect: The target gains a +1 power bonus to AC,
defenses, attack rolls and skill checks until the end
of your next turn.
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4E Races and Classes
Level 7 Encounter Spells Suggestion Enchanter Attack 9
You softly speak words of advice, and you opponent
Crushing Despair Enchanter Attack 7 agrees with your wisdom.
Waves of hopelessness fans out from your outstretched Daily Arcane, Charm, Implement, Language-
hand, washing over your foes and weakening them. Dependant
Encounter Arcane, Implement, Psychic Standard Action Ranged 5
Standard Action Close blast 5 Target: One creature
Target: All creatures in blast Attack: Intelligence vs. Will
Attack: Intelligence vs. Will Hit: 2d8 + Intelligence modifier psychic damage and
Hit: 2d6 + Intelligence modifier psychic damage and the you can give an order to the target to spend a
target suffers a –1 penalty to attacks and all standard, move or minor action on its turn to perform
defenses until the end of its next turn. The target is an action of your choice.
also weakened until the end of its next turn. Miss: Half damage and the target is dazed until the end
of its next turn.
Enchanted Mire Enchanter Attack 7
Dizzying thoughts spiral from your mind, confounding Wall of Thought Enchanter Attack 9
and slowing enemies who pass through the stream of A shimmering wall of mental energy solidifies nearby.
conflicting thoughts. Daily Arcane, Conjuration, Psychic, Implement
Encounter Arcane, Implement, Psychic, Zone Standard Action Area wall 8 in 10 squares
Standard Action Area burst 3 in 10 squares Effect: You conjure a wall of psychic energy that
Target: All creatures in burst consists of contiguous squares. It can be up to 8
Attack: Intelligence vs. Will squares long and up to 4 squares high. The wall lasts
Hit: 1d8 + Intelligence modifier psychic damage and the until the end of your next turn. Any creature that
opponent is slowed until the end of your next turn. attempts to pass through the wall must make a saving
Effect: You create a zone of invading thoughts that throw. If it fails, it takes 3d6 + Intelligence modifier
counts as difficult terrain until the end of your next psychic damage and is pushed back a number of
turn. squares equal to your Charisma modifier.
Sustain Minor: The wall persists.
Mental Thrust Enchanter Attack 7
You focus a single thought of hate and drive it at the Level 10 Utility Spells
opponent, hurling him away.
Encounter Arcane, Implement, Psychic Break Enchantment Enchanter Utility 10
Standard Action Ranged 10 You sunder other’s control of an individual’s mind.
Target: One creature Daily Arcane
Attack: Intelligence vs. Reflex Standard Action Ranged 10
Hit: 2d10 + Intelligence modifier psychic damage, and Target: One charmed creature
you push the target 3 squares and it is knocked Attack: Intelligence vs. the Will defense of the creator
prone. of the charm
Hit: The charm is destroyed. All its effects end,
Level 9 Daily Spells including those that normally last until a target
saves.
Mind Blade Enchanter Attack 9
A ghostly blade of pure thought materializes nearby, and Enchanted Fortune Enchanter Utility 10
you direct it to strike your hated foe. You subtlety twist an allies fortune to their favor.
Daily Arcane, Implement, Conjuration, Psychic Daily Arcane
Standard Action Ranged 10 Minor Action Melee touch
Effect: You conjure a sword of pure psychic energy in Target: You or one ally
an unoccupied square within range, and it attacks. As a Effect: The target makes an immediate saving throw.
move action, you can move the sword to a new target For the rest of the encounter, when the target makes
within range. The sword lasts until the end of your next a save, he makes two rolls and takes the one of his
turn. or her choice.
Target: One creature adjacent to the sword
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier psychic damage.
Sustain Minor: When you sustain the sword, it attacks
again.
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4E Races and Classes
Resistance Enchanter Utility 10 Level 15 Daily Spells
You make yourself or another creature in range resistant
to a particular kind of damage. Charm Monster Enchanter Attack 15
Daily Arcane You gaze into the eyes of an enemy, and it beholds a
Minor Action Ranged 10 friend.
Target: You or one creature Daily Arcane, Charm, Implement
Effect: The target gains resistance equal to your level + Standard Action Ranged 10
Intelligence modifier until the end of the encounter or Target: One creature
for 5 minutes against a damage type you choose. Attack: Intelligence vs. Will
Choose the damage type from the following list: Hit: The target becomes an ally and friendly towards
acid, cold, fire, force, lightning, necrotic, poison, you for the duration of the encounter. If you request
psychic, radiant or thunder. the target to perform an action contrary to its nature,
it gains an immediate saving throw to end the
Level 13 Encounter Spells charm. If you or another ally use a power to cause
harm to the target, the power ends instantly.
Feeblemind Enchanter Attack 13 At the end of each encounter or after every 5
You crush a sphere of glass in your hand, and your minutes, the target gains a saving throw to end the
opponent clasps his head in agony. charm. You may end the charm at any time as a
Encounter Arcane, Implement, Psychic minor action. The target has full memory of its
Standard Action Ranged 10 actions while charmed.
Target: One creature Sustain Standard: The power lasts another encounter
Attack: Intelligence vs. Will or 5 minutes.
Hit: 3d6 + Intelligence modifier psychic damage and the
opponent takes a –2 penalty to Will defense until the Bewildering Word Enchanter Attack 15
end of your next turn. You speak a jumble of phrases into your hand, then cast
the words at your opponent, befuddling them.
Hold Monster Enchanter Attack 13 Daily Arcane, Charm, Implement, Psychic
You hold your open palm to your opponent, and he Standard Action Area burst 3 in 10 squares
freezes in his tracks. Target: All creatures in burst
Encounter Arcane, Charm, Implement, Psychic Attack: Intelligence vs. Will
Standard Action Ranged 5 Hit: 2d8 + Intelligence modifier psychic damage and the
Target: One, two or three creatures target is restrained (save ends).
Attack: Intelligence vs. Will; one attack per target Miss: Half damage and the target is immobilized until
Special: If you target only one creature with this power, the end of its next turn.
you gain a +4 power bonus to the attack roll.
Hit: 2d6 + Intelligence modifier psychic damage and the Fog of the Mind Enchanter Attack 15
opponent is immobilized until the end of your next Gray vapors charged with blue motes springs from your
turn. hands, filling the area you specify and numbing the
minds of your enemies.
Word of Pain Enchanter Attack 13 Daily Arcane, Implement, Psychic, Zone
You utter a single word, and your opponents double over Standard Action Area burst 3 in 10 squares
in agony. Target: All enemies in cloud
Encounter Arcane, Implement, Psychic Attack: Intelligence vs. Will
Standard Action Close burst 3 Hit: 2d8 + Intelligence modifier psychic damage and the
Target: All creatures in burst target takes a –4 penalty to Will defense until the end of
Attack: Intelligence vs. Will the encounter.
Hit: 3d6 + Intelligence psychic damage and the Miss: Half damage and the target takes a –2 penalty to
opponent is slowed until the end of your next turn. Will defense until the end of your next turn.
Effect: The area grants concealment.
Sustain Minor: The area persists. Creatures who start
or end their turn in the cloud are subject to an
Intelligence vs. Will attack and if hit suffer a –2
penalty to Will defense until the end of the
encounter.
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4E Races and Classes
Level 16 Utility Spells Mental Outburst Enchanter Attack 17
You take the violent thoughts of an opponent and turn it
Greater Heroism Enchanter Utility 16 against his fellows.
With a gesture, you fill your allies with the courage and Encounter Arcane, Implement, Psychic
mettle of a true hero. Standard Action Area burst 3 in 10 squares
Encounter Arcane Primary Target: One creature in origin square
Minor Action Close burst 10 Attack: Intelligence vs. Will
Target: All allies in burst Hit: 2d8 + Intelligence modifier psychic damage
Effect: The target gains a +2 power bonus to AC, Secondary Targets: All other creatures in burst
defenses, attack rolls and skill checks until the end of Secondary Attack: Intelligence vs. Will
your next turn. Hit: All targets take damage equal to the primary
target’s basic attack value.
Mental Fortitude Enchanter Utility 16
In your mind you build an unassailable tower of pure Psychic Lockdown Enchanter Attack 17
thought that protects you and your allies. You batter the opponent with his own mind, locking him
Encounter Arcane, Zone in indecision.
Move Action Close burst 5 Encounter Arcane, Psychic, Implement
Target: All allies in burst Standard Action Ranged 20
Effect: You and the targets gain a +4 bonus to saving Target: One creature
throws until the end of the encounter against attacks with Attack: Intelligence vs. Reflex
the psychic keyword as long as they remain within 5 Hit: 3d10 + Intelligence modifier psychic damage, and
squares of you. the target is stunned until the end of your next turn.
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4E Races and Classes
Level 22 Utility Spells Temptation’s Undoing Enchanter Attack 23
You feel the opponent’s desire to harm you, then
Antipathy Enchanter Utility 22 violently scorn his wishes, pushing them away as you
You scribe a symbol in the air, and your opponents dare punish their thoughts.
not approach. Encounter Arcane, Implement, Psychic
Daily Arcane, Implement, Zone Standard Action Close burst 5
Standard Action Close burst 2 Target: All creatures in burst
Effect: You create a zone of unpleasantness that Attack: Intelligence vs. Will
moves with you. Any creature who starts it turn or Hit: 3d6 + Intelligence modifier psychic damage and
enters the zone must make a saving throw or be you push the opponent a number of squares equal
pushed outside the burst. The zone lasts until the to your Charisma modifier.
end of your next turn.
Sustain Minor: The zone persists until the end of your Level 25 Daily Spells
next turn.
Blinding Word Enchanter Attack 25
Suppress Resistance Enchanter Utility 22 You speak a single word, and your opponent’s world
With effort, you strip away an opponent’s ability to resist goes dark
your magic. Daily Arcane, Implement, Psychic
Daily Arcane Standard Action Close burst 5
Standard Action Ranged 20 squares Target: All creatures in burst
Target: One creature Attack: Intelligence vs. Will
Effect: Choose an effect a creature is already affected Hit: 6d6 + Intelligence modifier psychic damage and the
by. If the affected creature fails its next save against opponent is blind (save ends).
an effect, it does not get to save against the effect Miss: Half damage and the opponent is blind (save
until the end of the scene. ends).
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4E Races and Classes
Mental Maze Enchanter Attack 25 Level 29 Daily Spells
You trap an enemy within his own mind, leaving him to
wander the corridors of his own thoughts. Euthenizing Word Enchanter Attack 29
Daily Arcane, Implement, Psychic, Teleportation You speak a single word, and your opponent dies.
Standard Action Ranged 10 Daily Arcane, Implement, Psychic
Target: One creature Standard Action Ranged 10
Attack: Intelligence vs. Will Target: One creature
Hit: 3d12 + Intelligence modifier psychic damage. Attack: Intelligence vs. Will
Effect: You trap the target within its own thoughts. Hit: 9d6 + Intelligence modifier psychic damage and
While caught in its thoughts, the target cannot see, opponent is stunned (save ends).
move or affect the world around him any way. Miss: Half damage and the opponent is dazed (save
Similarly, no one can see or attack the creature lost ends).
in its own thoughts. The creature remains visible as
a ghostly outline in the square it occupied; it is
harmless to all other beings and creatures can move Mass Hold Monster Enchanter Attack 29
through or attack through the square without With a thought, you paralyze a crowd of enemies.
penalty. One its turn each round, the target can Daily Arcane, Charm, Implement, Psychic
attempt an Intelligence check against your Will Standard Action Close burst 20
defense to escape as a standard action. The target Target: Each enemy in burst
gains a cumulative +5 bonus to this check each time Attack: Intelligence vs. Will
it fails. Upon escaping its thoughts, the creature Hit: 2d10 + Intelligence modifier psychic damage, and
returns to the space it occupied (or, if occupied, the the target is stunned (save ends).
nearest available unoccupied space of its choice), Miss: Half damage, and the target is dazed (save
and the power ends. ends).
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4E Races and Classes
Mindwarper Spells
Paragon Paths
Assisting Charm Mindwarper Attack 11
Your pleading gaze meets the eyes of an enemy, who
moves to defend you.
Mindwarper Encounter Arcane, Charm, Implement, Psychic
“You don’t want to cross me. You want to help me.” Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Effect: The target moves its speed towards an enemy
you direct and makes a basic attack against the
designated enemy with a +2 bonus to hit.
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4E Races and Classes
Warden of Charms Warden of Charms Spells
“My magic will surround and protect you. Now, defeat
your enemy with confidence.” Castigating Strike Warden of Charms Attack 11
You draw a mystic symbol in the air, blasting your
opponents backward.
Encounter Arcane, Implement, Psychic
Standard Action Close blast 5
Target: All creatures in blast
Attack: Intelligence vs. Will
Effect: 2d8 + Intelligence modifier psychic damage and
the opponent is pushed a number of squares equal
to your Charisma modifier and is knocked prone.
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4E Races and Classes
Evoker
“I am the eternal fire, the seeking storm and the frost that
kills at a touch. Our foes do not stand a chance.”
CLASS TRAIT
Role: Controller.
Power Source: Arcane.
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will
Creating an Evoker
Blaster Evoker
A blast evoker concentrates on hitting with most
force he can muster, and hitting as often or as many
targets as possible in a single stroke.
Evoker Class Features
Controller Evoker
A controller evoker concentrates on limiting or Arcane Implement Mastery
denying his foes choices – sending them down a one- You specialize in the use of one kind of
way path to their inevitable defeat. While causing implement to gain additional abilities when you wield it.
causalities is beneficial to the controller, they are a Choose one of the following forms of implement
secondary concern to effects that limit or control mastery.
movement, penalize actions and the like. Orb of Imposition: Once per encounter as a free action,
you can use your orb to gain one of the following two
Implements effects.
Evokers make use of orbs, staffs, and wands to You can designate one creature you have cast
help channel and direct their arcane powers. Every an evoker spell upon that has an effect that lasts until
evoker has mastery of one type of implement (see the subject succeeds on a saving throw. That creature
“Class Features”). takes a penalty to its saving throws against that effect
Without an implement, an evoker can still use equal to your Wisdom modifier.
his or her powers. An evoker wielding a magic orb, staff, Alternatively, you can choose to extend the
or wand can add its enhancement bonus to the attack duration of an effect created by an evoker at-will spell
rolls and the damage rolls of evoker powers, as well as that would otherwise end at the end of your current turn.
evoker paragon path powers, that have the implement The effect instead ends at the end of your next turn.
keyword. You must wield an orb to use this ability.
Staff of Defense: A staff of defense grants you a +1
bonus to AC. In addition, once per encounter as an
immediate interrupt, you gain a bonus to defense against
one attack equal to your Constitution modifier. You can
declare the bonus after the Dungeon Master has already
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4E Races and Classes
told you the damage total. You must wield your staff to Magic Missile Evoker Attack 1
benefit from these features.
Wand of Accuracy: Once per encounter as a free Ray of Frost Evoker Attack 1
action, you gain a bonus to a single attack roll equal to
your Dexterity modifier. You must wield your wand to
benefit from this feature. Scorching Burst Evoker Attack 1
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4E Races and Classes
Level 5 Daily Spells Prismatic Burst Evoker Attack 13
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4E Races and Classes
Immunity Evoker Utility 22 Level 29 Daily Spells
You make yourself immune to particular kind of damage.
Daily Arcane Greater Ice Storm Evoker Attack 29
Minor Action Personal
Effect: you gain immunity to one damage type until the Meteor Swarm Evoker Attack 29
end of the encounter. Choose the damage type
from the following list: acid, cold, fire, force,
lightning, necrotic, poison, psychic, radiant or
thunder.
“Ah, the fires that cleanse. How soothing the screams of Consuming Flames Pyromancer Attack 11
the damned” You ring your opponents in a raging inferno.
Encounter Arcane, Fire, Implement
Fire is an amusing element. It brings life in the Standard Action Area burst 3 in 10 squares
form of warmth, light and cooked food. But it is also a Target: All enemies in burst
destroyer, ravaging opponents without concern or care, Attack: Intelligence vs. Reflex
consuming itself as it destroys. You’ve mastered the Hit: 3d6 + Intelligence modifier fire damage.
opposing traits of fire, and you’re ready to share your
secrets with the world – for good or for ill.
Unquenchable Flames Pyromancer Utility 12
You cause fire to burn out of control.
Daily Arcane
Minor Action Personal
Effect: Any power you use until the end of the
encounter also deals ongoing 5 fire damage (save
ends) on a hit. If a power already deals ongoing fire
damage, increase the value by 5.
Dodge and Weave Fighter Utility 2 Fire Into the Fray Fighter Attack 5
When an opponent attempts to engage you, you slip You unleash an attack into the multitude of enemies,
aside. knowing it will hit something.
Encounter Martial Daily Martial, Weapon
Immediate Interrupt Personal Standard Action Area burst 2 in 5 squares
Trigger: You are targeted by an attack. Target: One target in burst
Effect: You shift one square and gain a +2 power Attack: Dexterity vs. AC
bonus to AC until the end of your next turn. Hit: 2[W] + Dexterity modifier damage
Miss: Attack a secondary target in burst; keep attacking
Level 3 Encounter Exploits until you miss all targets or hit a target in the burst.
“Let me show you a real magic missile.” You are a master of the thrown weapon, filling
the air with deadly projectiles unleashed at your foes.
Prerequisite: Fighter class, trained in the Arcana skill. Whether daggers, shurikens, axes or the like, you have
made these light weapons your signiture form of attack.
You have combined the martial art of archery
with the skill of magic, allowing you to deliver a deadly Master Thrower Path Features
cargo to your foes in the heat of combat.
Defensive Throw (11th level): You do not provoke
Arcane Archer Path Features opportunity attacks when making Ranged attacks with
Light Thrown weapons.
Weapon Implement (11th level): You can treat your Two As One (16th level): When using a fighter power to
ranged weapon as if it were a wand of accuracy. make a ranged attack with a light thrown weapon, you
Imbue (11th level): You can use any Ranged arcane deal an extra 1[W] with each attack you make. This
power with your ranged weapon. The power’s range includes basic attacks.
remains unchanged. You use Dexterity for the attack
instead of the normal ability score listed for the power. Master Thrower Exploits
When used to deliver an arcane power, you only expend
one weapon or piece of ammunition, regardless of the
number of targets. Palm Throw Master Thrower Attack 11
Arcane Invensture (16th level): You can swap any one With a flick of your wrist, you draw and hurl a weapon at
encounter, utility or daily power you know with a power an unsuspecting foe.
of the same level or lower from the Wizard spell list. Encounter Martial, Weapon
Standard Action Ranged Weapon
Special: The target grants you combat advantage.
Arcane Archer Exploits Target: One creature
Attack: Dexterity vs. AC
Seeker Shot Arcane Archer Attack 11 Hit: 2[W] + Dexterity modifier damage.
Your weapon unerringly leaps to your foe.
Encounter Martial, Reliable, Weapon
Standard Action Ranged Weapon
Redirect Master Thrower Utility 12
As a ranged weapon comes whistling in at you, you
Target: One creature
intercept it and send it an a foe of your own.
Attack: Dexterity + 6 vs. AC
Encounter Martial, Weapon
Hit: 2[W] + Dexterity modifier.
Immediate Interrupt Personal
Trigger: When you are hit with a ranged weapon
Enhanced Shot Arcane Archer Utility 16 Effect: The attack misses. If the ranged weapon was a
You weapon is endowed with magical power light thrown weapon, you may make an immediate
Daily Martial, Weapon basic attack with the weapon.
Minor Action Personal
Effect: Your ranged weapon gains a +3 enhancement
bonus, the returning quality and deals +3d6 damage Cutting Strike Master Thrower Attack 20
on a critical hit. This lasts until the end of the Your shot strikes a particularly vulnerable point in your
encounter or 5 minutes. enemy.
Daily Martial, Weapon
Standard Action Ranged Weapon
Death Shot Arcane Archer Attack 20 Target: One creature
This weapon has your foes name on it. Attack: Dexterity vs. Reflex
Daily Martial, Reliable, Weapon Hit: 5[W] + Dexterity modifier damage.
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 5[W] + Dexterity modifier damage, and ongoing 10
damage (save ends).
Deceiver Illusionist
Implements
Illusionists make use of orbs, staffs, and wands
to help channel and direct their arcane powers. Every
illusionist has mastery of one type of implement (see
“Class Features”).
Without an implement, a illusionist can still use
his or her powers. A illusionist wielding a magic orb,
staff, or wand can add its enhancement bonus to the
attack rolls and the damage rolls of illusionist powers, as
well as illusionist paragon path powers, that have the
implement keyword.
Mindweaver Spells
CLASS TRAITS
Role: Striker and Defender. Your attacks are focused
at taking out individual enemies and you have
defensive abilities to contain opponents in melee.
Power Source: Ki. By mastering the supernatural force
within you, you exhibit abilities that border on the
impossible.
Key Abilities: Wisdom, Dexterity, Strength,
Constitution. Monk Class Features
Armor Proficiencies: Cloth Combat Stance
Weapon Proficiencies: Simple melee Monks tend to learn specific combat styles, often
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will based on legendary figures or on the observed motions
and perceived supernatural abilities of animals, such as
Hit points at 1st Level: 12 + Constitution score Crane Style, Tiger Style or even Seven Drunken Monkey
Hit points per Level Gained: 5 Style. Also, many of the individual powers listed here
Healing Surges per Day: 5 + Constitution modifier are renamed under certain styles with various evocative
names. For example, under the Tiger Style, Springing
Trained Skills: Acrobatics. From the class skills list Strike might be known as Tiger Takes A Leap, while for
below, choose three trained skills at 1st level. the Seven Drunken Monkey style Tumbling Strike could
Class Skills: Athletics (Str), Endurance (Con), Heal be called Drunken Monkey Roll.
(Wis), Intimidate (Cha), Stealth (Dex) While the names of the styles are myriad in
nature, they can be broken down into one of three styles
Build Options: Offensive monk, defensive monk and provides a special stance daily power to the monk,
Class Features: Combat Stance, Flurry of Blows, in addition to his normal list of powers.
Unarmed Strike
Balanced Style: This style relies on a mix of powerful
Creating A Monk attacks and moves designed to disable or avoid an
opponent’s counterattack. A character with the balanced
Offensive Monk style gains the Balanced Stance class power.
To master your body, you must push it to the
limit, and there is no greater push than that obtained in Balanced Stance Monk Class Feature
the struggle of life and death. Your own body is more You have learned to fight with powerful attacks, but also
reliable and far more deadly than an ordinary weapon, have learned to mix in defensive maneuvers.
and you do not hesitate to put it to work to prove your Encounter Ki, Stance
martial prowess is superior. You focus your chi to learn Minor Action Personal
and perform maneuvers that directly assist your attacks, Effect: You gain a +1 bonus to hit. Increase this bonus
though an occasional chi stunt that puts you in a better to +2 at 11th level and +3 at 21st level.
position or wards an opponent’s attack is nothing to scoff
at. Defensive Style: This style relies on drawing the
attacker in and disabling them or otherwise rendering
Defensive Monk them unable to attack. It also tends to several moves
You’ve been trained to use the enemy’s strength that allow the monk to avoid strikes aimed at him. A
against him. An aggressive enemy is careless, and easy character with the defensive style gains the Defensive
to take advantage of. You tend to only fight when you Stance class power.
must, and have learned to focus your chi to perform to
endure great hardships and perform other miraculous
feats of the mind and body. Those who dwell on the
fight are doomed to die in it, while those are prepared for
combat and approach it with caution will survive to fulfill
their life-long pursuits. You intend to be one of the latter.
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4E Races and Classes
Defensive Stance Monk Class Feature High Kick Monk Attack 1
You let an enemy’s strength become his weakness in You extend your leg straight out and catch the opponent
combat. under the chin, knocking him back.
Encounter Ki, Stance At-Will Martial, Unarmed
Minor Action Personal Standard Action Melee unarmed
Effect: You gain a +1 bonus to AC. Increase this bonus Target: Strength vs. AC
to +2 at 11th level and +3 at 21st level. Attack: Strength vs. AC
Hit: 1[W] + Strength modifier and push the target back 1
Offensive Style: This style relies on powerful strikes square.
and aggressive tactics to take down enemies quickly. A Increase to 2[W] + Strength modifier at 21st level.
character with the offensive style gains the Offensive
Stance class power. Split Kick Monk Attack 1
You leap into the air and strike two opponents at once.
Offensive Stance Monk Class Feature At-Will Martial, Unarmed
You take your mastery of combat to the enemy. A Standard Action Melee unarmed
defeated foe does not fight back. Target: One or two creatures
Encounter Ki, Stance Attack: Dexterity vs. AC; make two attacks
Minor Action Personal Hit: 1[W] damage each
Effect: You gain a +1 bonus to damage. Increase this Increase damage to 2[W] at 21st level.
bonus to +2 at 11th level and +3 at 21st level.
Straight Punch Monk Attack 1
Flurry of Blows You simply strike out at your foe with a well-timed fist to
Monks are known for lightning-quick series of the opponent’s midsection.
blows in combat, and you can strike your opponent At-Will Ki, Unarmed
multiple times in a short span of time. When you make Standard Action Melee unarmed
an attack against a single opponent in melee, you can Target: One creature
choose to take a –2 penalty to hit to deal additional Attack: Wisdom +2 vs. AC
damage as shown below. Hit: 1[W]
Increase damage to 2[W] at 21st level.
Level Flurry
Damage Level 1 Encounter Insights
1st-10th +1d6
11th-20th +2d6
21st-30th +3d6
Circle Kick Monk Attack 1
You bring your leg up as you twist in a circle, planting
the blow squarely into your opponent.
Encounter Ki, Unarmed
Unarmed Strike Standard Action Melee unarmed
You are exceptionally skilled with unarmed Target: One creature
strikes and do not treat them as improvised weapons. Attack: Strength vs. AC
You can use your unarmed strike with any power that is Hit: 2[W] + Strength modifier damage and push the
a melee weapon or melee unarmed attack. target 1 square.
Offensive Stance: You gain a bonus to the damage roll
Weapon Prof Damage Properties equal to your Constitution modifier.
Unarmed Strike +3 1d6 Off-hand
Shatterstrike Monk Attack 1
Level 1 At-Will Insights You slam your fist into and through your opponent’s
face.
Furious Strike Monk Attack 1 Encounter Ki, Unarmed
You lash out with a rapid series of blows, but only one Standard Action Melee unarmed
needs to connect. Target: One creature
At-Will Martial, Weapon Attack: Strength vs. AC
Standard Action Melee weapon Hit: 2[W] + Strength modifier
Attack: Dexterity vs. AC Offensive Stance: You push the opponent a number of
Target: 1[W] + Strength modifier damage. spaces equal to your Constitution modifier.
Increase to 2[W] + Strength modifier at 21st level.
Miss: Half Strength modifier damage.
Locking Grasp Monk Attack 15 Fatal Flaw of the Enemy Monk Utility 16
You wrap yourself around the opponent and squeeze the You see the weakness in the enemy’s defenses, and
life from him. strike.
Daily Ki, Reliable, Weapon Daily Ki, Weapon
Standard Action (Special) Melee Weapon Minor Action Personal
Special: You can use this power as a minor action if Prerequisite: You must be trained in Insight.
you have already grabbed a creature. Doing so Effect: Until the end of your next turn, any of your
requires no attack roll. attacks can score a critical hit on a roll of 18-20.
Target: One creature
Attack: Dexterity vs. AC Frozen Soul Monk Utility 16
Hit: 2[W] + Dexterity modifier damage, and you grab the You exhale your chi, and the air turns chill about you.
target. Until the target escapes, you have cover, Daily Ki, Cold, Zone
and any melee attack or ranged attack that misses Standard Action Close burst 1
you hits the target instead. Effect: You create a zone of cold that moves with you.
Sustain Minor: Sustain the grab for another round. The squares in the burst are treated as difficult
The third time you sustain the grab after using this terrain, though you are unaffected. Anyone making
power, the target falls unconscious. If an a melee attack against you suffers 2d6 + Wisdom
unconscious target takes any damage, it is no longer modifier cold damage. Anyone moving adjacent to
unconscious. you or ending your turn adjacent to you takes
Wisdom modifier damage cold damage.
Quivering Palm Monk Attack 15 Sustain Minor: The zone persists.
You attack the enemy’s chi, disrupting it and causing
death. Internal Flames Monk Utility 16
Daily Ki, Reliable, Unarmed You chi boils over, and your body is engulfed in raging
Standard Action Melee 1 red flames.
Target: One creature Daily Ki, Fire, Zone
Attack: Wisdom vs. Will Standard Action Close burst 1
Hit: [2]W + Wisdom modifier damage and the opponent Effect: You create a zone that moves with you. Anyone
is stunned until the end of your next turn. making a melee attack against you suffers 2d6 +
Sustain Minor: The target is marked. If you stop Wisdom modifier fire damage. Anyone moving
sustaining the power, the target takes 2[W] + adjacent to you or ending your turn adjacent to you
Wisdom modifier damage takes 1d6 + Wisdom modifier fire damage.
Sustain Minor: The zone persists.
Thunderous Fists Monk Attack 15
You direct your chi into your strike. As you connect with Meditative Levitation Monk Utility 16
the enemy, it resonates with concussive force. You focus your chi and it keeps you aloft.
Daily Ki, Reliable, Thunder, Unarmed Daily Ki
Standard Action Melee unarmed Move Action Personal
Target: One creature Effect: You can fly at your speed with an altitude of 1
Attack: Strength vs. AC square. You can hover, if you so choose. Also, as a
Hit: 2[W] + Strength modifier thunder damage and move action, you can fly straight upward one square with
generate a burst 1 area centered on target. If you no altitude limit. If you take any forward movement, you
miss with this attack you do not expend the power. immediately drop to an altitude of 1 square.
Secondary Targets: All creatures in burst Sustain Move: You continue flying.
except you (including original target).
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier thunder damage Quickling’s Pace Monk Utility 16
each and target is stunned until the end of You could beat a quickling in a race.
your next turn. At-Will Ki
Move Action Personal
Effect: You move at +6 speed.
Necromancer Class
Features
You have the following class
features
Ritual Casting
You gain the ritual Caster feat as a bonus feat,
allowing you to use magical rituals.
Sorcerer Powers
Class Features
♦ +2 bonus to hit
♦ +2 bonus to one defense (AC, Fortitude, Reflex or
Will)
♦ +1 bonus to damage
♦ +2 bonus to one skill
♦ Resist acid, fire and cold 5
“I am the wind on the waves and the billowing Summon Thunderhead Stormcaster Attack 11
thunderhead. Let the rain fall and the lightning play.” The sky darkens. Lightning flashes. Your foes cringe in
terror.
Lightning courses through your veins and you Encounter Arcane, Implement, Lightning, Thunder
can always hear the distant roll of thunder in your ears. Standard Action Area burst 4 in 10 squares
You live for the feel of rain upon your face and the wind Target: Each creature in burst
flowing through your hair. The enemy’s terror will be Attack: Charisma vs. Reflex
your thrill as you unleash the power of the storm upon Hit: 2d6 + Charisma modifier lightning and thunder
the battlefield. Even now, the clouds are rolling in… damage and the target is immobilized until the end
of your next turn.
“There is no form I cannot be, no ability that is beyond Transmuter Class Features
my grasp. I am all that is, and all that is, is me.”
Creating a Transmuter
Buff Transmuter
You concentrate on enhancing your own abilities
or that of your allies. Impossible feats of strength,
willpower or reflexes become easily accomplished tasks.
Opponents have a difficult time hitting you or allies as
augment their ability to defend themselves. Offensively,
you and your allies hit harder and deal more damage
with each attack.
Shapeshifter Transmuter
Your own form is transatory. By taking the form Orb of Imposition: Once per encounter as a free action,
of another creature, you use its special talents for your you can use your orb to gain one of the following two
own benefits. At higher levels, you can not only effects.
transform yourself, but your allies as well, enhancing You can designate one creature you have cast a
their abilities with addition of limbs or attacks that were conjurer spell upon that has an effect that lasts until the
previously unavailable. subject succeeds on a saving throw. That creature takes
a penalty to its saving throws against that effect equal to
your Wisdom modifier.
Implements Alternatively, you can choose to extend the
Transmuters make use of orbs, staffs, and duration of an effect created by a conjurer at-will spell
wands to help channel and direct their arcane powers. (such as cloud of daggers or ray of frost) that would
Every transmuter has mastery of one type of implement otherwise end at the end of your current turn. The effect
(see “Class Features”). Without an implement, a instead ends at the end of your next turn.
transmuter can still use his or her powers. A transmuter
wielding a magic orb, staff, or wand can add its
“They’ll never even see what hit them.” Catapult Master of the Unseen Hand Attack 11
You launch your opponent up and away, watching him
You have mastered spells and force effects, hurdle to the ground some distance away.
allowing you to pummel opponents with raw magical Encounter Arcane, Force, Implement
energy that many times is all but invisible to your foes. Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage and the
target is lifted 20 feet into the air, then falls, taking 2d10
falling damage. The target is also simultaneously pushed
6 + you Wisdom modifier squares and lands prone.
Transfigurer Spells
Level 9
Athletics Stealth
Emphasis: Climb, Escape, Jump, Swim Emphasis: Hide, Move Silently
Diplomacy Streetwise
Emphasis: Etiquette, Haggle, Inspire, Negotiate, Emphasis: Connections, Odd Jobs, People, Rumors
Persuade, Seduce
Note: Connections will garner information on where you
need to go to get things done. Odd Jobs will garner
Dungeoneering information about paying jobs that use your skills.
Emphasis: Forage, Monster Knowledge (Aberrant), People will help garner you information about specific
Pathfinding, Spot Hazard people in a community. Rumors will help garner
information on rumors and gossip.
Endurance
Emphasis: Disease, Hunger/Thirst, Weather Thievery
Emphasis: Disable Trap, Open Lock, Pick Pocket,
Heal Sleight of Hand
Emphasis: First Aid, Save, Stabilize, Treat Disease
Beginning Ranks
At 1st level, a character starts with 12 expertise
points to spend as they wish. Each rank costs one point,
and you cannot start with more than 3 points in a single
expertise. You can buy ranks in any skill, class or
otherwise.
Class Bonus
Each class skill grants you a +2 class bonus to
your total bonus. However, you only gain this bonus for
each class skill you have at least one rank (Novice) in.
Additional Ranks
Every three levels, you gain an additional point
of expertise as shown below, to spend as you wish.
Feats
Commanding Presence
Prerequisite: Cha 15
Benefit: When commanding minions or conjurations,
you can use a single standard action to direct up to two
minions or conjurations at once, as long as both are
within 10 squares of you.
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4E Races and Classes
Fomorian’s Eye Channel Arcane Power
Conjuration Focus [Conjurer] You have the dread eye of the fomorian.
Prerequisites: Con 13, conjurer Encounter Arcane, Curse
Benefit: Creatures that attempt saving throws against Minor Action Ranged 20
your conjurer powers take a –2 penalty to the rolls. Trigger: You hit a target with a power
Target: One creature
Dire Shape [Druid] Attack: Charisma vs. Will
Prerequisites: Shapechange class feature Hit: 1d6 + Charisma modifier curse damage and the
Benefit: While shapechanged into animal form, you are target is immobilized.
Large size and gain a +2 damage bonus to Strength- Increase damage to 2d6 + Charisma modifier curse
based melee attacks. As a Large sized creature, you damage at 21st level.
take up a 2x2 space and have Reach 2.
Glabrezu’s Whispers [Arcane Channeling]
Dread Aura [Transmuter] Prerequisites: Con 15, Psychic keyword Encounter or
Prerequisite: Cha 15, Transmuter class Daily power, Sorcerer Class
Benefit: When using a power with the polymorph Benefit: You can use the Glabrezu’s Whispers power
keyword, you can use any one of the aura power of the as your Channel Arcane power for an encounter.
form you assume as an at-will ability.
Glabrezu’s Whispers Channel Arcane Power
Energetic Revision [Transmuter] Dire whispers burn your opponent’s mind.
Prerequisite: Cha 15, Transmuter class Encounter Arcane, Implement, Psychic
Benefit: When using a power with the polymorph Minor Action Close burst 3
keyword, you can use any one of the form’s special Trigger: You use a power with the psychic keyword
abilities with an energy keyword (acid, ice, fire, lightning Target: All creatures in burst
or thunder) as an encounter ability. Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier psychic damage and
Everlasting Chant [Bardic Music] ongoing 2 psychic damage (save ends).
Prerequisite: Bardic Music class feature, Cha 17 Increase to 2d6 + Charisma modifier psychic damage at
Benefit: You can add Everlasting Chant to your list of 21st level.
bardic music powers.
Gnomish Invisibility [Gnome]
Bardic Music: Everlasting Chant Feat Power Prerequisite: Gnome, Fade Away racial ability
With a powerful song, you exhort your ally to fight on Benefit: You can use gnomish invisibility once a day.
beyond his limits.
Encounter Arcane Gnomish Invisibility Gnome Racial Ability
Immediate Interrupt Close burst 10 You fade out of sight, and remain that way.
Trigger: You or one of your allies falls to 0 or lower hit Daily Racial
points Standard Action Personal
Target: You or one ally Effect: You become invisible until the end of your next
Effect: The target can act normally while under 0 hit turn. If you attack, the power ends.
points until the end of the next turn. If the target Sustain Standard: The invisibility persists. You can
takes any strenuous actions such as attacking then sustain the ability until the end of an encounter or for
he or she automatically fails his or her death or 5 minutes.
dying save for the round.
Grasping Strike
Fomorian’s Eye [Arcane Channeling] Prerequisites: Str 15, Dex 15
Prerequisites: Con 15, Charm keyword Encounter or Benefit: When you miss with a melee unarmed attack
Daily power, Sorcerer Class and you wouldn’t otherwise still deal damage on the
Benefit: You can use the Fomorian’s Eye power as miss, you can make a grab attack against that enemy as
your Channel Arcane power for an encounter. a minor action.
Mercy of the Heavens [Aasimar] Bardic Music: Riddle of Steel Feat Power
Prerequisites: Aasimar With a quick recitation of a dwarven chant, your ally’s
Benefit: When attempting to force a bloodied target to skin becomes as hard as steel.
surrender, you gain a +5 feat bonus to your Intimidate Encounter Arcane
check. Immediate Interrupt Close burst 10
(Close burst 15 at 21st level)
Necrotic Metamorphosis [Transmuter] Trigger: You or one of your allies is attacked
Prerequisites: Cha 15, Transmuter class Target: You or one ally
Benefit: When using a power with the polymorph Effect: Target gains resist 5 to all damage until the end
keyword, you can use any one power of the form you of your next turn. Increase the bonus to resist 10 at
assume that has the necrotic keyword as an encounter 21st level.
ability.
Talking Familiar [Familiar]
Poison Transformation [Transmuter] Prerequisite: Familiar Bond Ritual
Prerequisites: Cha 15, Transmuter class Benefit: You familiar gains the ability to speak one
Benefit: When using a power with the polymorph language you know.
keyword, you can use any one power of the form you
assume that has the poison keyword as an encounter Teleporting Transformation [Transmuter]
ability. Prerequisite: Cha 15, Transmuter
Benefit: When using a spell with the polymorph
Precise Flurry [Monk] keyword, you can use any one power of the form you
Prerequisites: Dex 15, monk, Flurry of Blows class assume that has the teleportation keyword as an
feature encounter ability.
Benefit: You do not take a penalty to hit when making a
Flurry of Blows attack. Terrifying Transformation [Transmuter]
Prerequisite: Cha 13, Transmuter
Practiced Balance Benefit: When using a power with the polymorph
Prerequisite: Skill Training (Athletics) keyword, you can use any one power of the form you
Benefit: You may replace an Acrobatics check with an assume that has the fear keyword as an encounter
Athletics check to Balance or to perform an Acrobatic ability.
Stunt.
Transforming Resistance [Transmuter]
Psychic Change [Transmuter] Prerequisite: Cha 15, Transmuter
Prerequisite: Cha 15, Transmuter class Benefit: When using a power with the polymorph
Benefit: When using a power with the polymorph keyword, you gain the resistances of the form you
keyword, you can use any one power of the form you assume.
assume that has the psychic keyword as an encounter
ability.
Student of Change
[Multiclass Transmuter]
Prerequisite: Int 13
Benefit: You gain training in the Arcana skill. Choose a
1st level transmuter at-will power. You can use that
power once per encounter.
In addition, you can use an orb, staff, or a wand
as an implement when using a transmuter power or an
transmuter paragon path power.
Totem Brother
[Multiclass Barbarian]
Prerequisites: Str 13
Benefit: You gain training in the Endurance skill. You
can use the Battle Frenzy class feature once a day when
bloodied.
Equipment
Mundane Equipment
Armor
Studded Leather Armor Armor Minimum
(Light) Bonus Enhancement Bonus Check Speed Price (gp) Weight
Studded leather armor +3 - - - 35 gp 20 lbs.
Feystud armor +4 +4 - - Special 20 lbs.
Starstud armor +5 +6 - - Special 20 lbs.
Armor Minimum
Chain Shirt Armor (Light) Bonus Enhancement Bonus Check Speed Price (gp) Weight
Chain shirt armor +4 - - - 40 gp 25 lbs.
Feychain armor +6 - - - Special 25 lbs.
Starchain armor +8 - - - Special 25 lbs.
Armor Minimum
Breastplate Armor (Heavy) Bonus Enhancement Bonus Check Speed Price (gp) Weight
Breastplate armor +5 - - -1 50 gp 30 lbs.
Forgeplate armor +8 +4 - -1 Special 30 lbs.
Spiritplate armor +11 +6 - -1 Special 30 lbs.
Armor Minimum
Full Plate Armor (Heavy) Bonus Enhancement Bonus Check Speed Price (gp) Weight
Full plate armor +9 - -2 -1 80 gp 50 lbs.
Seigeplate armor +12 +4 -2 -1 Special 50 lbs.
Titanplate armor +15 +6 -2 -1 Special 50 lbs.
Breastplate: A breastplate is made of a single formed mastered by halflings. Starstud armor is made with
shell of metal that covers the chest and abdomen. It techniques gleaned from the celestial realms of the
may be simply strapped on or have a metal back with Astral Sea.
the two halves laced together. Forgeplate armor is
made of mythically dense metals such as adamantine,
while spiritplate incorporates an elemental or immortal
spirit into the metal to provide superior hardness and
protection.
Chain Shirt: An abbreviated armor made of metal rings
that protects the chest and upper arms and does not
hinder movement like chainmail, though it does not
provide quite as much protection as its counterpart.
Feychain is made with superior metallurgy and
techniques mastered by elves. Starchain armor is
forged from solidified strands of ectoplasm from the
Astral Sea.
Full Plate: This armor is refined plate mail, with several
specially shaped components designed to ward away
blows and additional components that add additional
reinforcement to the base armor. Seigeplate armor is
based on secret techniques passed down from the
armorers of Bael Turath and it is rumored that the secret
to creating Titanplate came directly from the wars with
the Primordials.
Studded Leather: This suit of soft leather with small
studs of wood, bone or some sort of metal protects the
chest, abdomen, arms and legs. Feystud armor is made
of superior leather and leatherworking techniques
Page 219 of 521
4E Races and Classes
Weapons
Simple Melee Weapons
One-Handed
Weapon Prof. Damage Range Price Wt. Group Properties
Light Mace +2 1d6 - 3 gp 4 lb. Mace Off-hand
Spiked Gauntlet +2 1d4 - 1 gp 1 lb. Club Off-hand
Whip +2 1d2 - 1 gp 2 lb. Flail Reach
Two-Handed
Weapon Prof. Damage Range Price Wt. Group Properties
Guisarme +2 2d4 - 25 gp 12 lb. Polearm Reach
Ranseur +2 2d4 - 25 gp 12 lb. Polearm Reach
Two-Handed
Weapon Prof. Damage Range Price Wt. Group Properties
Aklys +2 1d4 - 15 gp Light Blade Trip
Dire Flail +2 1d8/1d8 - 45 gp Flail Double
Doubleaxe +2 1d8/1d8 - 30 gp Axe Double
Garrote +2 1d6 - 1 gp - Light Blade Grab
Hook fauchard +2 1d4 - 10 gp Heavy Blade Reach, Trip
Hooked Hammer +2 1d8/1d6 - 10 gp Hammer, Double
Light blade
Twinsword +3 1d8/1d8 - 30 gp Heavy Blade Double
Urgrosh +2 1d8/1d6 - 25 gp Axe, Spear Double
Weapon Properties Grab: If you make a grab attack while wielding this
weapon, you deal the weapon’s damage each round you
Ambush: This weapon deals 1d10 damage if the target hold the target. You do not need to make an attack roll
grants combat advantage. to deal this damage.
Brace: If you charge or are charged when using this Monk: A monk may use this weapon with any power
weapon, you deal an extra +1d6 damage on a hit. that allows the use of an unarmed attack.
Double: This weapon takes up the primary and the off- Oversized: The weapon is abnormally large or
hand. You may use either end with an attack. If you can cumbersome. You must be the size listed in
make a primary and off-hand attack, you may use either parentheses to properly use the weapon.
end twice or one end once each.
Jewelry
The prices listed here are the minimum for a
basic version of the listed type of jewelry. Jewelry worth
less than the prices listed here by a small amount could
be considered costume jewelry or simply gaudy, while
jewelry worth considerably less that what is listed here
would be “junk” jewelry – most likely made of fake or
inferior materials.
Religious Paraphernalia
Channel Divinity: Vile Magic Item Power Manual of Quickness in Action Level 6+
Your swelling evil inflicts wounds. This book increases a character’s reflexes
Encounter Divine, Necrotic Lvl 6 1,800 gp Lvl 26 1,125,000 gp
Standard Action Ranged 5 Lvl 16 45,000 gp
Target: One creature Magical Book
Attack: Wisdom vs. Fortitude Power (Consumable): Minor Action. You gain a +1
Hit: 2d8 + Wisdom modifier necrotic damage and the item bonus to Reflex defense. You retain the bonus
target cannot spend healing surges (save ends). for 24 hours.
Special: You must possess the book of vile darkness to Level 16: You gain a +2 item bonus to Reflex
use this power. defense.
Level 26: You gain a +4 item bonus to Reflex
Manual of Bodily Health Level 6+ defense.
This book increases the reader’s durability.
Lvl 6 1,800 gp Lvl 26 1,125,000 gp Silver Libram Level 30
Lvl 16 45,000 gp This book assists unaligned characters
Magical Book Magical Book 3,125,000 gp
Power (Consumable): Minor Action. You gain a Implement: Holy symbol +6
healing surge. You retain the healing surge until it is Enhancement: Attack rolls and damage rolls
used or 24 hours pass. Critical: +6d6
Level 16: You gain 2 healing surges Requirement: Unaligned alignment
Level 26: You gain 3 healing surges Property: You gain the Soothing channel divinity
power. You can use this power even if you cannot
Manual of Gainful Exercise Level 6+ normally channel divine power.
This book increases the damage a character inflicts Power (Daily Healing, Radiant): Standard action.
Lvl 6 1,800 gp Lvl 26 1,125,000 gp Make a Wisdom vs. Fortitude attack against all
Lvl 16 45,000 gp enemies in a close burst 5. On a hit, you deal 4d10
Magical Book + Wisdom modifier radiant damage, half on a miss.
Power (Consumable): Minor Action. You gain a +1 Also, all allies in the area regain hit points as if they
item bonus to damage. You retain the bonus for 24 had spent two healing surges.
hours.
Level 16: You gain a +2 item bonus to damage. Channel Divinity: Soothing Magic Item Power
Level 26: You gain a +4 item bonus to damage. You ease the wounds of others.
Encounter Divine, Healing
Immediate Reaction Ranged 5
Trigger: You or an ally within range is bloodied
Effect: You or the ally can spend a healing surge.
Special: You must possess the silver libram to use this
power.
Minor Martial Utility Scroll Level 2+ Minor Primal Utility Scroll Level 2+
This parchment reveals powerful information to you in a This parchment reveals powerful information to you in a
mystic fashion. mystic fashion.
Lvl 2 50 gp Lvl 16 4,500 gp Lvl 2 50 gp Lvl 16 4,500 gp
Lvl 6 200 gp Lvl 22 32,500 gp Lvl 6 200 gp Lvl 22 32,500 gp
Lvl 10 500 gp Lvl 10 500 gp
Power (Consumable): Minor Action. You gain the use Power (Consumable): Minor Action. You gain the use
of an Encounter Martial Utility power from a single of an Encounter Primal Utility power from a single class
class list. The power available by the scroll is keyed list. The power available by the scroll is keyed at the
at the scroll’s creation. You retain the power until scroll’s creation. You retain the power until used or the
used or the end of your next turn. end of your next turn.
Major Primal Attack Scroll Level 1+ Major Shadow Attack Scroll Level 1+
This parchment reveals powerful information to you in a This parchment reveals powerful information to you in a
mystic fashion. mystic fashion.
Lvl 1 75 gp Lvl 19 21,000 gp Lvl 1 75 gp Lvl 19 21,000 gp
Lvl 5 200 gp Lvl 25 125,000 gp Lvl 5 200 gp Lvl 25 125,000 gp
Lvl 9 850 gp Lvl 29 525,000 gp Lvl 9 850 gp Lvl 29 525,000 gp
Lvl 15 5,000 gp Lvl 15 5,000 gp
Power (Consumable): Minor Action. You gain the use Power (Consumable): Minor Action. You gain the use
of a Daily Primal Attack power from a single class of a Daily Shadow Attack power from a single class
list. The power available by the scroll is keyed at the list. The power available by the scroll is keyed at the
scroll’s creation. You retain the power until used or scroll’s creation. You retain the power until used or
the end of your next turn. the end of your next turn.
Major Primal Utility Scroll Level 2+ Major Shadow Utility Scroll Level 2+
This parchment reveals powerful information to you in a This parchment reveals powerful information to you in a
mystic fashion. mystic fashion.
Lvl 2 125 gp Lvl 16 9,000 gp Lvl 2 125 gp Lvl 16 9,000 gp
Lvl 6 400 gp Lvl 22 65,000 gp Lvl 6 400 gp Lvl 22 65,000 gp
Lvl 10 1,000 gp Lvl 10 1,000 gp
Power (Consumable): Minor Action. You gain the use Power (Consumable): Minor Action. You gain the use
of a Daily Arcane Utility power from a single class of a Daily Shadow Utility power from a single class
list. The power available by the scroll is keyed at the list. The power available by the scroll is keyed at the
scroll’s creation. You retain the power until used or scroll’s creation. You retain the power until used or
the end of your next turn. the end of your next turn.
Luckstone Level 3
This small colorful rock brings good luck.
Wondrous Item 680 gp
Power (Daily): Immediate Interrupt. When hit by an
attack, the attacker must reroll the attack.
Sundered
Checked ♦ Weapons that are sundered can only be used to
A creature cannot be checked by another make a basic attack until it can be repaired at
creature smaller than it. the end of an encounter, after short rest. You
♦ You cannot move closer to the creature that cannot use any special powers of a magic
caused the condition. weapon until it has been repaired.
♦ If flying, you are immediately shifted 5 squares ♦ Armor that is sundered only applies ½ its armor
towards the ground. On your turn, you must bonus and no other abilities until it can be
spend a move action to descend towards the repaired at the end of an encounter. You cannot
ground. use any special powers of magic armor until it
has been repaired.
Imprisoned ♦ Implements that are sundered cannot be used
♦ You cannot see, move or affect your to augment abilities until it can be repaired at the
surroundings in any way. end of an encounter, after a short rest.
♦ Allies and opponents cannot see or attack you.
♦ If you are removed to a remote location, you
leave a marker in the square that is detectable
Movement and Position
with an Arcana check in the place you
disappeared from. The DC to detect the marker Tactical Movement
is 15 + level of the individual that imprisoned
you. Very Difficult Terrain
♦ On your turn each round, you make a save to Deep bogs, clogging rubble, powerful winds and all sorts
end the condition. If you end the condition, you of impediments are very difficult terrain that hampers
return to the square containing your marker, or movement.
the closest adjacent square if the marker square
is occupied.
Page 267 of 521
4E Races and Classes
♦ Costs 3 Extra Squares: Each square of very
difficult terrain you enter costs 3 extra squares of
movement.
♦ Large, Huge, and Gargantuan Creatures: If such
a creature enters two or more squares with different
types of terrain, count that square of movement
according to the most difficult terrain. Count only
squares it is entering for the first time, not squares it
already occupies.
♦ Ending Movement: If you don’t have enough
movement to enter a square of difficult terrain, you
can’t enter it.
♦ Flying: Flying creatures must have an altitude of at
least 2 to avoid very difficult terrain. A flying
creature at altitude 1 pays 1 extra square for each
square of very difficult terrain it passes through,
instead of 3.
♦ Terrain Walk: Some creatures have a special
ability to ignore difficult or very difficult terrain in
specific kinds of environments. A creature that
ignores the appropriate difficult terrain pays only 1
extra square for each square of very difficult terrain it
moves through.
Monsters
Level 0 Monsters
Level 0 monsters are non-combatic
monsters/NPCs. They have little to no combat skill of
their own, though they may get drawn into a combat (as
innocent bystanders). You may need their stats to
determine if they can perform a particular function, but
generally will do extremely poorly in combat – they’re
unlikely to be able to even kill anything but each other.
Encounter Groups
Aarakocra prefer their own company, but
sometimes can be found working with giant eagles or
other bird-like creatures.
Encounter Groups
Aasimar often ally with humans or celestial
creatures, while aasimar blackguards often work with
infernal forces or tieflings.
Ape Lore
A character knows the following information with
a successful Nature check.
DC 15: Gorillas are generally reclusive and inoffensive
creatures of the jungle, but the most powerful gorilla in a
group – known as a silverback – can be very aggressive.
DC 20: Rare white apes stalk the lightless depths of the
underdark, feeding on lone travelers that the carnivorous
beasts ambush.
DC 25: Legends tell of a mythical legendary gorilla of
titanic proportions that live deep in the most primeval of
jungles. Some primitive tribes worship the beasts as
gods.
Encounter Groups
Other gorilla bulls often accompany silverback
apes. White apes often hunt in ambush packs and are
sometimes made into pets by other denizens of the
underdark.
Achaierai Tactics
Achaierai prefer to hit and run on targets,
charging to strike with claws (and grabbing a single foe)
and then retreating (with said foe) before it can be hit. If
facing multiple opponents, it will attempt to move close
enough to use its black cloud, then sprint away and use
cloud mind to turn them against one another.
Allip Lore
A character knows the following information with
a successful Religion check.
DC 15: An allip is the remains of a tormented souls of
those driven to madness and suicide, and now seek their
revenge against the living. They often choose their
targets based on a likeness or relation to their tormenter
in life.
DC 20: Those slain by an allip are often doomed to rise
from the grave and accompany the original creature,
seeking revenge against the same individuals as its
creator.
Allip Encounters
Allips sometimes appear in groups, usually a
single babbling allip surrounded by allip sycophants.
Sometimes they can be found in the company of other
undead.
Solar Tactics
Solars follow enemies invisibly, remaining aloft
to prepare its attack. It tends to open combat with a
word of slaying and using its longbow and slaying arrows
to pepper foes, while releasing its dancing blade to harry
targets. If forced to melee, it uses it barrier of blades to
block escape or to corner opponents.
Encounter Groups
Animated objects are often encountered in the
presence of their creator – usually a powerful wizard or
cleric.
Encounter Groups
Ankhegs will even eat others of their kind, and
thus rarely work together or with other creatures. During
mating season however, ankhegs will sometimes swarm
together, attacking anything that crosses their path.
Choke Creeper
A choke creeper vine disguises itself as natural
overgrowth and waits for prey to come within reach of its
long tendrils. The plant can uproot itself to move, but
usually only does so to escape if faced with ranged foes
wielding fire.
Encounter Groups
Assassin vines and choke creepers are often
employed as traps by fey creatures or used as guardians
in wilderness areas by druids.
Athach Lore
A character knows the following information
about athach with a successful Nature check.
DC 15: Athach are three-armed, primitive brutes who
raid the countryside for food and goods. They have a
poisonous bite and are skilled with using multiple
weapons at once.
DC 20: Athach have a penchant for jewelry, and an
athach’s status in a clan can usually be determined by
the amount of jewelry and tattooing it bears.
Behir Lore
A character knows the following information with
a successful Nature or Arcana check.
DC 15: a behir is a bizarre reptilian creature with a
strong elemental affinity. They can breath poison or
various other forms of energy and will enwrap foes in
their vicious, snake-like coils to squeeze the life out of
them before devouring its prey whole.
DC 20: The most dangerous behir is a flamestongue
behir, which is wrapped in unending flames. Even those
approaching the beast can be burned to cinders, and its
fiery bite sets all it touches alight.
Chaotic Dissolution (Chaos Beast) Level 10 Disease Endurance stable DC 20, Improve DC 24
The , Initial Effect: The ,. The target is stunned. The . Final Effect: The target transforms
target target is dazed. The target’s form become like an into a chaos beast
is target takes on a amorphous blob.
cured “melted” appearance
Cockatrice Lore
A character that makes a successful Arcana
check knows the following.
DC 15: Cockatrice are bird-like pests that blight the area
they dwell in. Their beak has the ability to cause living
matter to rot or turn to stone.
DC 20: Legends state that a cockatrice is born from a
rooster’s egg incubated by a toad or snake, however this
is untrue – they are a self-propagating species.
DC 25: Cockatrices were originally native creatures of
the feywild but were somehow displaced to the mortal
world.
Couatl Lore
A character who makes a successful check
knows the following information.
Arcana
DC 20: Couatl are serpent-like creatures from the Astral
sea. They can sometimes be beseeched to assist
mortals in battles against evil creatures.
Religion
DC 15: Couatl are serpent-like creatures from the Astral
Sea. They act as emissaries and messengers between
mortals and good-aligned powers. They can sometimes
be beseeched to assist faithful mortals or called to battle
against evil creatures.
DC 20: A luminescent couatl is actually the direct
manifestation of a good-aligned power; though fragile, it
brings their wrath from beyond the Astral Sea forth to
battle and destroy evil creatures.
Cloaker Lore
A character that makes a successful
Dungeoneering check knows the following information.
DC 15: Cloakers are mysterious cloak-like creatures
that wrap around prey and devour them. They produce
a weird moaning to drive off other creatures while they
feed.
DC 20: Cloakers have intelligence and a social
hierarchy, but all attempts to contact or negotiate with
them have failed. Exceptionally large and powerful
cloakers have the ability to transport themselves and
other cloakers to and from the Shadowfell, and many
sages believe that an as-yet-undiscovered cloaker
empire exists somewhere in the Shadowfell.
Encounter Groups
Cloakers work in groups sometimes led by a
Nightshroud cloaker. They have also sometimes hunted
in conjunction with illithids, despite the two races lack of
ability to communicate.
Darkmantle Lore
A character that makes a successful
Dungeoneering roll knows the following information.
DC 15: Darkmantles are an evolved form of ceiling-
dwelling piercers. They disguise themselves as rock
formations and cover opponents in darkness before
attacking.
Page 338 of 521
4E Races and Classes
Demon
Demon
Skull-faced Babau Level 9 Lurker
Medium elemental humanoid (demon) XP 400
Bound Demon Initiative +9 Senses Perception +10, darkvision
HP 80 ; Bloodied 40
Bound Vrock Level 16 Minion AC 23; Fortitude 23, Reflex 20, Will 21
Large elemental humanoid (demon) XP 1,400 Resist 10 variable (1/encounter, see MM glossary)
Initiative +14 Senses Perception + 16, darkvision Speed 6
HP 1; A minion never takes damage on a miss M Claw (standard; at-will)
AC 32; Fortitude 29, Reflex 27, Will 25 +14 vs. AC; 2d6 + 5 damage and the target is
Resist 10 variable (2/encounter; see MM glossary) grabbed (until escape).
Speed 6, fly 8; see also flyby attack
m Throttle (standard; at-will)
M Claw (standard; at-will) +14 vs. Fortitude; targets grabbed creature; 2d6 + 5
Reach 2; +21 vs. AC; 9 damage damage and the target is dazed.
m Flyby Attack (standard; at-will) r Shadow’s grasp (standard; recharge 4 5 6)
The vrock flies up to 8 squares and makes one claw Ranged 20; +12 vs. Reflex; 2d6 + 5 damage
attack at any point during that movement. The vrock a Cloud of Darkness (minor; encounter) Zone
doesn’t provoke opportunity attacks when moving Blast 3 in 15; area blocks line of sight and creatures
away from the target of the attack. in area are blinded. The area remains lasts for the
c Stunning Screech (standard; encounter) encounter or up to 5 minutes. The babau is not
Close burst 3; deafened creatures are immune; +19 affected by its own cloud
vs. Fortitude; the target is stunned until the end of Sneak Attack
the vrock’s next turn. A babau deals an extra +1d6 damage against
c Spores of Madness (free; encounter) Poison targets who grant combat advantage
Close burst 2; demons are immune; +18 vs. Will; 5 Protective Slime
poison damage and the target is dazed (save ends). A weapon that strikes a babau is rendered useless
Alignment Chaotic evil Languages Abyssal (save ends). Magic weapons gain a bonus to their
Str 23 (+14) Dex 19 (+12) Wis 15 (+11) save equal to their enhancement bonus.
Con 20 (+13) Int 12 (+9) Cha 19 (+12) Alignment Chaotic evil Languages Abyssal
Skills Stealth +10
Bound Demon Lore Str 21 (+9) Dex 12 (+5) Wis 13 (+5)
A character that makes a successful Arcana skill Con 20 (+9) Int 14 (+6) Cha 16 (+7)
check knows the following information.
DC 20: Demons defeated in duels or wars in the Abyss Babau Tactics
are sometimes enslaved to their master or cast into A babau strikes from hiding, preferring to throttle
slavery and the means to summoning them passed on to its chosen opponent from close up. If others are in the
mortals. way, it attempts to kill through using shadow’s grasp
DC 25: Demons can only escape their peculiar from a concealed location. It uses cloud of darkness to
imprisonment if another being destroys the bindings that obscure the target from
force them into servitude. However, freeing a demon the sight of others as it
from bondage is a dangerous endeavor – they will often does its work, and relies
wreck their vengeance on their liberators out of sheer on its protective slime to
pent-up rage. protect it from attacks.
Babau Lore
A character who
succeeds an Arcana
skill check knows the
following information.
DC 15: Babau are
assassins of the demon
legions. They are sent
to destroy specific
targets – usually targets
whose death will cause
unrest and chaos.
Bebilith Tactics
A bebilith opens combat with its soul web,
attempting to trap as many targets at possible. It then
closes in melee to use its spawn stinger on immobilized
foes. It uses its razor claws to soften up foes, then uses
it bite to poison them. When it senses it is near a
bloodied condition, it attempts to get as many foes in the
area as possible to be affected by its curse.
Bebilith Lore
A character who makes a successful Arcana
skill check knows the following information.
DC 25: Bebiliths are arachnid-like creatures that prowl
the Abyss, trapping all they encounter in their soul-
devouring webs. Even demons fear bebiliths and treat
them with great respect.
Encounter Groups
Abishai are used as shock troops and
troubleshooters for the hellish armies. They sometimes
command legion devils or accompany them into battle.
In the mortal world, they sometimes work with tieflings or
rogue dragonborn.
Erinyes Tactics
Erinyes fly above their enemies and attempt to
ensnare foes in their lassos, then rain down arrows on
their foes. Only if forced to follow foes to the ground will
they engage in melee combat.
Erinyes are fond of using their charm monster Succubi and Erinyes
ability to make others fight for them or perform wicked If you’re planning to use erinyes, you
deeds in their name. might want to consider making succubi demons,
as was the case in the previous editions of D&D.
Erinyes Lore The only changes you need to make to
A character that makes a successful Arcana the succubi stat block is to make them a demon
check knows the following information. instead of a devil, change their resistance to
DC 15: Erinyes are devilish scouts, servants and even Resist 10 variable (2/encounter; see MM
concubines. They are generally attractive males or glossary) and make their alignment Chaotic Evil.
females and are often found corrupting individuals in the
mortal world.
Digester Lore
A character that makes a successful
dungeoneering check knows the following.
DC 15: Digesters are subterranean creatures that
relentless hunt for prey, using an acid attack to dissolve
victims.
Encounter Groups
Brass dragons often surround themselves with
intelligent and skilled humanoids, usually as their
defender. They are also generally fond of bards, sages
or lorekeepers of any race.
Dragonne Lore
A character that makes a successful Arcana
check knows the following information.
DC 15: Dragonnes are magical crossbreeds of dragons
and lions. Their roar can disable opponents, making
them easy prey for the creature to pounce upon.
Dragonne Encounters
Dragonnes travel in prides across the Feywild,
but sometimes are made into hunting beasts for various
Eladrin nobles. Metallic dragons – especially Brass
dragons, sometime take in these creatures as pets as
well.
Dryad Lore
A character that makes a successful Nature
check knows the following.
DC 15: Deepwood dryads are spirits from the feywild
that bind themselves with a beautiful area of woodlands.
Their presence tends to cause the area to become rich
with wildlife. They tend to avoid mortals, luring them to
sleep or bewitching them to become slaves to the
dryad’s whims.
DC 20: Deepwood dryads are bound to an oak tree
within their dominion. If the tree is harmed or destroyed,
damage to it likewise reflects on the dryad herself.
Elephant Tactics
Elephants are rarely aggressive, but if they feel
threatened, will charge opponents, attempting to trample
them underfoot.
Formian Lore
A character who makes a successful Arcana
skill check knows the following information.
DC 15: Formians are also known as ant centaurs and
hail from the lawful plane of Arcadia in the Astral Sea.
Formians are xenophobic and rarely leave their
agricultural estates in that far realm. Formians are
unable to communicate with other races except through
their mind-dominating taskmasters.
DC 20: Formians are led by myrmarchs and powerful
queens. Myrmarchs are powerful warriors, while queens
are sluggish creatures with powerful spellcasting
abilities. Sometimes, when a nest of formians outgrows
the ability of its farms to sustain its folk, the Myrmarchs
lead armies of formians to seize new land to expand
their gardens.
DC 25: Formian queens under duress are able to shed
their egg sacs and engage opponents with a ferocious
battle form.
Encounter Groups
Formians are usually encountered in work bands
in their home estates, and in war parties when hunting
for new croplands.
Shrieker Tactics
A shrieker unleashes its powerful shriek when
approached within its tremorsense or attacked. The
shrieking not only dazes opponents, but alerts everyone
within hearing distance.
Efreet
Powerful magical spirits of smokeless fire, the
efreet rule areas of sweeping fire in the elemental chaos.
Ifrit are a lesser form of efreet that are often enslaved to
use their magical abilities for the benefit of a mortal
being.
Ifrit Tactics
An ifrit starts combat by blasting foes with its
flame ray and then closing to melee. It uses its shape
change ability to assume a form it believes will frighten
its opponent when it has a chance to change shape.
Djinni Tactics
A djinni flies above opponents, striking them with
lightning stroke attacks. It only closes to melee if greatly
enraged or cornered.
Svirfneblin Lore
A character who makes a successful
Dungeoneering check knows the following information.
DC 15: Svirfneblin, or deep gnomes, are an offshoot of
the gnomish race who have pursuit a life of mining deep
in the underdark realms of the earth. They generally
avoid contact with other races whenever possible.
Page 417 of 521
4E Races and Classes
Golem BloodClay Golem Level 16 Elite Brute
Medium natural animate (construct) XP 1,400
Initiative +7 Senses Perception +8, darkvision
Bloodmire Golem Level 6 Elite Controller HP 193; Bloodied 96
Medium shadow animate (undead) XP 500 AC 30; Fortitude 31, Reflex 26, Will 27
Initiative +7 Senses perception +6; low-light vision Immune disease, poison, sleep
Blood Trail (aura 1); the squares surrounding a blood Saving Throws +2
golem are considered difficult terrain Speed 6; can’t shift
HP 151; Bloodied 75 Action Points 1
AC 24; Fortitude 20, Reflex 21, Will 18 M Slam (standard; at-will) see also cursed wounds
Immune disease +19 vs. AC; 2d8 + 7 damage and the target is dazed
Speed 6; can’t shift (see blood drain) (save ends).
M Blood-soaked Slam (standard; at-will) m Double Attack (standard; at-will) see also cursed
+13 vs. AC; 1d10+4 and target is slowed until the wounds
end of their next turn. +19 vs. AC; make two attacks; 2d8 + 7 damage and
r Blood Gout (standard; at-will) the target is dazed (save ends).
Ranged 10; +12 vs. Reflex; 1d10 + 4 damage and m Golem Rampage (standard; recharge 5 6) see also
the target is slowed until the end of their next turn. cursed wounds
Slick as Blood (immediate interrupt; at-will) The bloodclay golem moves up to its speed plus 2
When blood golem is grabbed; make a saving throw and can move through enemies’ spaces, provoking
to escape the grab. opportunity attacks as normal. When it enters a
Blood Drain (standard; recharge 5 6) creature’s space (ally or enemy), the golem makes a
The blood golem may shift one square to enter the slam attack against that creature. The creature
space of a dying creature. The bloodmire golem remains in its space, and the golem must leave the
regains 37 hit points and the target loses a healing space after it attacks. The golem must end its
surge and must make an immediate death saving rampage in an unoccupied space.
throw.
Bloody End (immediate reaction; when reduced to 0 hp)
m Hasted Attack (minor; encounter) see also cursed
wounds
Close burst 1; The blood golem collapses into a pool
+19 vs. AC; 2d8 + 7 damage and the target is dazed
of slick blood. All creatures in area are slowed (save
(save ends).
ends) and the area is treated as very difficult terrain
Cursed Wounds
until the end of the encounter.
A creature struck by a bloodclay golem cannot use
Alignment Unaligned Languages –
healing surges (save ends).
Str 16 (+6) Dex 19 (+7) Wis 16 (+6)
Alignment Unaligned Languages -
Con 13 (+4) Int 1 (-1) Cha 1 (-1)
Str 23 (+14) Dex 9 (+7) Wis 11 (+8)
Con 23 (+14) Int 3 (+4) Cha 3 (+4)
Bloodmire Golem Tactics
A bloodmire golem primarily attacks with a blood
gout, using its blood-soaked slam against any foe foolish
Bloodclay Golem Tactics
A bloodclay golem rampages towards opponents,
enough to engage it. It focuses its attacks on one
and then continues its attacks against any survivors with
opponent at a time, and once a target drops, it uses an
its double slam attacks, using its haste attack as soon as
action point to take an action to quickly move atop the
possible.
fallen foe and use blood drain, even it is not yet
damaged itself.
Hag Lore
A character that makes a successful Arcana
check knows the following lore, in addition to the entry in
the MM.
Lernaean Hydra
A lernaean hydra attempts to lure opponents
near it, and then viciously attacks. It is unafraid of death
and will not surrender or flee under normal
circumstances.
Jermlaine Tactics
Jermlaine enjoy setting tripwires, nets and other
traps to ensnare enemies before engaging them. They
also tend strike from boltholes similar in appearance to a
rat hole, hurling poisoned spears at targets. If they lose
half their number or more, jermlaine are likely to retreat
in full panic.
Jermlaine Lore
A character that makes a successful
Dungeoneering check knows the following information.
DC 15: Jermlaine are tiny pests that enjoy torturing
creatures larger than themselves. Like most bullies,
they will flee if strongly opposed.
DC 20: Jermlaine sometimes employ rats as mounts or
messengers and have been known to kidnap babies of
other larger humanoids to draw larger prey into a trap.
In some cases, Jermlaine may actually raise the
kidnapped child as their own, though its growth tends to
be severely stunted and it will be viciously loyal to its
jermlaine “parents”, despite the abuse it is likely to
receive.
Encounter Groups
Jermlaine have a natural rapport with rats and
other vermin, and often use them as mounts,
messengers or allies. Jermlaine sometimes “ally”
themselves with evil humanoids in return for prisoners to
torture.
Encounter Groups
Krenshars sometimes hunt with other predators,
especially wolves or great cats such as panthers. They
are intelligent enough to join forces with other sentient
creatures, usually such predatory races as goblinoids.
Locathah Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: Locathah are a race of sea-dwelling humanoids
who live in the shallows near land. They are a nomadic
race and often trade between the deeper sea races and
land-dwelling races equally.
DC 20: Certain locathah, known as sages, have the
uncanny ability to memorize all they see and hear. They
are well-versed in the oral histories of their tribe and are
sometimes willing to share their uncanny wisdom with
other races in exchange for gifts of food, pearls or other
tradable commodities.
Weretiger Maharajah
A weretiger maharajah opens combat with a
pounce, then focuses its attention on attempting to
bloody any foe it has bit. Once the foe is bloodied, it
backs off, happily pitting former friends against one
another.
Magmin Tactics
A magmin attempts to close with an opponent,
using its melting touch to render a foe incapable of
attacking it back, then uses is burning touch to destroy
the foe.
Magmin Lore
A character who makes a successful Arcana
skill check knows the following information.
DC 15: Magmin are native to the Elemental Chaos, but
occasionally are drawn to the mortal world via a magical
summons. On the mortal world they delight in nothing
more than setting things aflame.
Mephit Lore
A character that makes a successful Arcana skill
check knows the following information.
DC 15: Mephits are elemental messengers used in the
Elemental Chaos. Air, earth, fire and water mephits
generally deal with creatures primarily of their own
element, while dust, ice, magma, ooze and steam
mephits are used for inter-element communication.
Mephits tend to be insular and egotistical, despising
being ordered about, and if left to their own devices will
often bully other creatures or may abuse their role to
cause mischief.
DC 20: Spellcasters can sometimes summon mephits to
work for them in the mortal plane, either as messengers
or familiars. These summoned mephits are prone to
escape, and occasionally set up their own “lordship” over
hapless creatures they can easily bully.
Encounter Groups
Mephits sometimes congregate into groups of
their own kind. They also sometimes set themselves up
as a ruler as a bandit lord or other despot. They also
can be encountered bound to an elemental creature or
powerful spellcaster.
Merfolk Aristocrat
A merfolk aristocrat hangs back from combat,
using unleash the troops as soon as is feasible. It then
picks out a foe (preferably the leader of the opposition)
and will engage it in a duel-style combat.
Merfolk Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: Merfolk are a race of humanoids who dwell in
shallow waters of the sea, rivers and lakes. They have a
general disdain for surface-dwellers and have been
known to harass surface shipping
Toughness
A heroic tier tough minion is bloodied after a
successful hit, though it does not loose any actual hit
points from the attack. The minion takes a –1 penalty to
all attacks and defenses while bloodied. A second
successful hit kills the minion.
An epic tier tough minion is bloodied after the
first successful hit, though it does not loose any actual
hit points from the attack. The minion takes a –1 penalty
to all attacks and defenses while bloodied.
A second successful hit cripples the minion,
though it does not loose any actual hit points from the
attack. The minion takes a –2 penalty to all attacks and
defenses and is slowed while crippled . A third
successful hit kills the minion.
Morkoth Lore
A character knows the following information with
a successful Dungeoneering check.
Nymph Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: Nymphs are fey creatures who inhabit places of
natural beauty, including forests and watery places, such
as rivers, pools and waterfalls. They are so beautiful
that they can blind individuals who behold them. Though
normally non-combative, when their ire is raised they
can stun foes with a glance and call on the power of
nature to protect them.
DC 20: Legends state that nymphs have a supernatural
knowledge of anything that occurs near their watery
home. They are excellent sources of information,
though recalcitrant to reveal the information without
proper motivation or bribes.
Encounter Groups
Nymphs can often be found accompanying other
fey creatures or in the company of creatures who visit
Pegasus Lore
A character who makes a successful Nature skill
check knows the following information.
Peryton Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: A peryton is a foul bird-like creature with
powerful antlers that dwells near mountain peaks. They
have a fondness for the hearts of victims they hunt.
Phasm Lore
A character who makes a successful
Dungeoneering or Arcana skill check knows the
following information.
DC 20: A phasm is a bizarre amorphous blob able to
assume the shape of other beings or creatures. Its
motives are usually driven by intense curiosity about
other creatures.
Piercer Lore
A character who makes a successful
Dungeoneering check knows the following information.
DC 15: Piercers are invertebrate scavenging creatures
that live in a rock-hard shell disguised to look like a
stalactite. They drop onto prey, hoping to impale or
crush their target. However, once on the ground, they
are easily dispatched.
DC 20: Stonelance piercers have adapted to be able to
retain a grip on the ceiling, allowing them to drop over
and over again and minimizing their vulnerability on the
ground.
Rast Lore
A character who makes a successful Arcana
skill check knows the following information.
DC 20: Rasts are pest-like creatures that rove the
Elemental Chaos, wrecking havoc wherever they are
found. They can paralyze foes with a glance, and feed
on the essence of creatures, stripping it down into an
elemental fabric that is released back into the Elemental
Chaos.
DC 25: There are many types of rasts, each with an
affinity for a certain element. Each rast reduces its
victims to elemental matter of the type it has affinity to.
Remorhaz Lore
A character who makes a successful Nature skill
check knows the following information.
DC 20: Remorhaz are millipede-like creatures that dwell
in artic climates. Their bodies radiate intense amounts
Rhinoceros Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: Rhinoceros are armored beasts sporting a
single horn. They are the mortal foes of elephants and
are sometimes used as powerful mounts by various
races.
Shadow Lore
A character who makes a successful Arcana or
Religion skill check knows the following.
DC 15: Shadows are the dark reflections of living
beings. They are native to the shadowfell, where their
shadowy forms takes substance and the mortal body is a
mere “shadow”.
DC 20: Powerful and often cruel individuals on the
mortal realm cast dark shadows in the shadowfell, and
their shadowy reflection can create a powerful and evil
sorcerous warrior known as a horned king.
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4E Races and Classes
DC 25: The generals of ancient Bael Turath once knew
of a powerful ritual that allowed them to merge with their
shadowy reflection in the shadowfell, turning them into
near-unstoppable powerhouses. Though the ritual has
been long lost, it is believed that at least one such
individual survived the destruction of the Bael Turath
empire and dwells somewhere in the shadow of the
former empire as a powerful horned emperor over the
fallen lands.
Encounter Groups
Horned kings are often accompanied by a legion
of undead or other creatures of the shadowfell that are
under their control. Horned kings are intelligent enough
that they may ally themselves with or dominate other evil
races and use them as troops or mercenaries to expand
their dominion in the mortal world.
Shadows sometimes hunt in packs and may ally
themselves with other undead. They are sometimes
employed by necromancers, evil clerics or immoral
spellcasters to assist them in their nefarious schemes.
Encounter Groups
Goblin spider eaters have earned their name as
they are a favored airborne mount used by goblins (who
also enjoy using the spider eater’s venom on spears or
lances). Other evil humanoids – such as Tasloi - employ
spider eaters as mounts, though they have been known
to turn on wounded and dismounted riders.
Tendriculos Lore
A character who makes a successful Nature skill
check knows the following information.
DC 25: Tendriculos are plant-like creatures created by
means of a special ritual known to druids and a few fey
creatures. They are often used as weapons of
destruction as they make very poor guardians – as likely
to attack their creator as any other creature they
encounter.
Encounter Groups
Tendriculos can work in groups without infighting
and are sometimes found in the presence of fey
creatures or druids. However, such creatures must
always remain alert as the tendriculos is as likely to
attack them as it is any other creature unless magically
restrained or compelled to refrain from such actions.
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4E Races and Classes
Thoqqua
Thoqqua Tunnel-maker Level 2 Soldier
Medium elemental magical beast (earth, fire) XP 125
Initiative +4 Senses Perception +2, tremorsense 10
Burning Hide (Fire) aura 0; a target using natural or
unarmed attacks or who grabs a thoqqua takes 5 fire
damage.
HP 37; Bloodied 18
AC 18; Fortitude 14, Reflex 13, Will 13
Immune fire Vulnerable 5 cold
Speed 6, burrow 4
M Burning Slam (standard; at-will) Fire
+9 vs. AC; 1d6 + 3 damage plus ongoing 5 fire
damage (save ends).
m Fire Spear (standard; encounter) Fire
The thoqqua shifts 6 squares and makes a burning
slam attack.
Alignment Unaligned Languages -
Str 15 (+3) Dex 13 (+2) Wis 12 (+2)
Con 13 (+2) Int 6 (-1) Cha 10 (+1)
Thoqqua Lore
A character who makes a successful
Dungeoneering check knows the following information.
DC 20: Thoqqua are tunnel-boring creatures with a
burning hide. They dislike intruders will aggressively
attack anything they encounter.
Encounter Groups
Thoqquas travel in packs, migrating from area to
area, keeping each other company. They are
sometimes taken in as pets by azers, and svirfneblin
have been know to raise the creatures to dig for precious
minerals for them.
Tlincallis Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: Tlincallis, or scorpionfolk, are mercenary
nomadic warriors who will fight for the highest bidder.
They have no loyalties or code of honor in combat; gold
and the chance to kill foes are the only thing that seem
to drive them.
Encounter Groups
Tlincallis can be found in raiding parties
composed of their own kind, or working as mercenaries
for other creatures – usually evil humanoid who have no
qualms about using poison and are not bothered by the
tlincallis lack of morals or mercy.
Triton Hunter
The triton hunter attacks with disarm strike, then
continues the assault with its trident.
Triton Lore
A character who makes a successful Nature skill
check knows the following information.
DC 20: Triton are deep-sea humanoids thought to
originally hail from the oceans of the Elemental Chaos
and displaced to the more peaceful seas of the Mortal
World. They are reclusive and have little to do with land-
dwelling races.
Encounter Groups
Tritons can be found in hunting parties, looking
to remove any intruders into their deepwater realms.
They sometimes ally themselves with sea elves, merfolk
or locathah against raiders.
Wemic Cloudseeker
A wemic cloudseeker keeps its distance, using
its brightlance as often as possible. If bloodied, it will
move into melee combat with a pounce, and use its
smoke dance to create a zone it can retreat and hide
within.
Wemic Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: Wemic are creatures of the plains that have a
lion-headed humanoid upper body and the lower body of
a lion. They are generally primitive in nature and follow
the herd animals they hunt across the plains.
Encounter Groups
Wemics usually keep to themselves, but can
sometimes be found in the company of fey creatures
who have come to appreciate their noble bearing and
hermetic ways.
Wolverine Lore
A character who makes a successful Nature
check knows the following information.
DC 15: Wolverines are predatory animals known for
their ferocity and tenacity.
Encounter Groups
Evil humanoids sometimes capture and use
wolverines as creatures of war or punishment of those
who displease them.
Xill Harbinger
A xill harbinger rushes into combat, swords
swinging. It attempts to take on as many opponents as
possible, utilizing flurry of blades as soon as possible.
If a xill harbinger has paralyzed opponents at the
end of a fight, it implants eggs into the victim. The victim
remains paralyzed until the eggs hatch in 90 days,
whereupon they devour the host from the inside, and the
victim loses one healing surge an hour, or ¼ their total
hit points if no healing surges remain, until dead.
The larval eggs can be destroyed with a
successful use of a cure disease ritual or a remove
affliction ritual.
Xill Lore
A character who makes a successful Arcana
skill check knows the following information.
DC 20: Xill come from an unknown plane seeking to
invade and enslave the races they encounter. Xill take
slaves wherever possible and implant the victims with
larval eggs that devour the poor individual from the
inside out.
DC 25: While little is known about the true plane the xill
hail from, sages have learned that the xill once
controlled a vast empire that was unopposed on their
home plane. However, the xill have depleted their
resources on that plane, and have sent advance scouts
and infiltrators to investigate new worlds for conquest
and enslavement – as well as breeding stock for future
generations of xill.
DC 30: Only a small select number of xill have the
ability to freely traverse the planes in search of new
resource for the xill hegemony. The vast bulk of xill
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4E Races and Classes
Greater Xorn Level 8 Elite Lurker
Xorn Medium elemental magical beast (earth) XP
Initiative +9 Senses Perception +10, darkvision,
tremorsense 15
Lesser Xorn Level 3 Elite Lurker HP 165; Bloodied 82
Small elemental magical beast (earth) XP 300 AC 22; Fortitude 22, Reflex 16, Will 19
Initiative +5 Senses Perception +7, darkvision, Resist 5 all damage
tremorsense 10 Saving Throws +2
HP 93; Bloodied 46 Speed 5, earth glide 5
AC 17; Fortitude 15, Reflex 13, Will 14 Action Points 1
Resist 5 all damage M Claw (standard; at-will)
Saving Throws +2 +13 vs. AC; 1d6 + 5 damage
Speed 4, earth glide 4
m Claw Trio (standard; at-will)
Action Points 1
+13 vs. AC; make three attacks; 1d6 + 5 damage
M Claw (standard; at-will) m Earth Bind (standard; encounter)
+8 vs. AC; 1d4 + 3 damage
The xorn uses it earth glide to sink a foe in rock
m Claw Trio (standard; at-will) +11 vs. Fortitude; make three attacks; 1d6 + 5
+8 vs. AC; make three attacks; 1d4 + 3 damage damage and the target is restrained (save ends).
m Earth Bind (standard; encounter) All-Around Vision
The xorn uses its earth glide to sink a foe in rock. A xorn cannot be flanked.
+6 vs. Fortitude; make three attacks; 1d4 + 3 Alignment Unaligned Languages Common,
damage and the target is immobilized (save ends). Primordial, Terran
All-around vision Skills Dungeoneering +10, Stealth +9
A xorn cannot be flanked Str 21 (+9) Dex 10 (+4) Wis 13 (+5)
Alignment Unaligned Languages Common, Con 19 (+8) Int 10 (+4) Cha 15 (+6)
Primordial, Terran
Skills Dungeoneering +7, Stealth +6 Greater Xorn Tactics
Str 15 (+3) Dex 10 (+1) Wis 13 (+2) A greater xorn hides in solid rock, observing
Con 15 (+3) Int 10 (+1) Cha 10 (+1) other and avoiding a confrontation. If it detects a large
amount of precious metals – such as coins or gems – on
Lesser Xorn Tactics an individual, it attempts to intimidate or entice the victim
A lesser xorn hides in solid rock, observing other into giving over the goods, vanishing into solid rock
and avoiding a confrontation. If it detects a large amount without payment if possible. If forced to fight, the xorn
of precious metals – such as coins or gems – on an uses its earth glide ability to melt into and appear from
individual, it attempts to intimidate or entice the victim solid areas, attack, then flee.
into giving over the goods, vanishing into solid rock
without payment if possible. If forced to fight, the xorn Xorn Lore
uses its earth glide ability to melt into and appear from A character who makes a successful
solid areas, attack, then flee. Dungeoneering or Arcana skill check knows the
following information.
DC 20: A xorn is a native of earth nodes of the
elemental chaos. They devour gemstones and precious
metals, and often trade information they learn from
spying on others for such meals.
Sorcerer
Power Source Arcane Role Controller
Defenses +2 Will
Hit Points 5 per level + Constitution score
Weapon Proficiency Simple melee, simple ranged
Armor Proficiency Cloth
Trained Skills Arcana plus one skill from the Enchanter
class list
Class Features Cantrips, channel arcane power, ritual
casting
Transmuter
Power Source Arcane Role Controller
Defenses +2 Will
Hit Points 4 per level + Constitution score
Weapon Proficiency Dagger, quarterstaff
Armor Proficiency Cloth
Trained Skills Arcana plus one skill from the Enchanter
class list
Class Features Arcane Implement mastery, master of
charms, ritual casting, spellbook
Implements Orbs, staffs, wands
Designer Notes
Conjurer
A small change was made to the conjurer since
the last edition of this document. The feat “Bonded
Summons” has been added, allowing the conjurer to
boost the effectiveness of summoned minions so they
don’t die quite so quick.
Necromancer
I’ve floated several times between whether the
Necromancer’s powers should be Arcane or Shadow. I
had set them to be Arcane so the wizard could swipe
some of his spells, but I think ultimately that thematically,
the power source should be shadow. At this time,
there’s really no penalty if it’s one way or the other.
Sorcerer
The sorcerer’s Channel Arcane Power abilities
purposely do not have the implement keyword. They
are, by design, to somewhat mimic the power of
implements themselves.
Transmuter
It is deliberate that only transmuters can gain
access to the powerful feats that allow them to assume
the abilities of monsters, even though other classes have
access to polymorph. If you want your wizard, for
example, to have access to all those good feats for his
version of Polymorph, simply multiclass into Transmuter.
Summoned Minions
It is a deliberate choice to have summoned
minions (under the various power entries) for players
have a variable damage attack instead of a fixed
damage output. Since the summoned minion is often
replicating an encounter or daily power, it’s more fun to
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