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Dragon Magazine #379
Dragon Magazine #379
Contents
F E AT U R E S
16 A new mechanical piece from Players Handbook 3 is described here, exclusively on D&D
Insider. Check out skill powers, new ways to augment your characters skill use.
39 WARDEN ESSENTIALS
By Tavis Allison and Eytan Bernstein
If a cleric isnt in your future, maybe a warden is more your style! Once more, new warden
character basics, along with more mechanical support for your new or existing warden
39
hero.
5
49
49 CLERIC ESSENTIALS CO L U M N S
By Logan Bonner
Interested in playing a cleric? This article will get you
well on your way with cleric fundamentals, character
building advice, and a slew of new powers and feats
for your cleric character. 4 EDITORIAL
ON THE COVER
Illustration by Howard Luoni
68 DUNGEONS & DRAGONS, D&D, FORGOTTEN REALMS, EBERRON, DUNGEON, DRAGON, d20, d20 System, Wizards of the Coast, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events
is purely coincidental. Printed in the U.S.A. 2008 Wizards of the Coast, Inc.
No portion of this work may be reproduced in any form without written permission. For more DUNGEONS & DRAGONS articles, adventures, and information, visit www.wizards.
com/dnd
EDITOR I A L
379
D R AG O N
Web Specialist Chris Sims First and foremost, D&D has always been a game discuss the PCs goals and long-term aspirations as we
Web Production Bart Carroll, Steve Winter about people. Since the dawn of the Interwebs, the close in on the paragon tier.
game has enjoyed a vocal, enthusiastic, opinionated, Getting feedback. I keep tabs on the new D&D
Graphic Design Keven Smith and sometimes boisterous group of fans willing to Insider group on a daily basis. If you havent already
Contributing Authors Tavis Allison, Eytan Bernstein, offer feedback on topics as wide-ranging as individual created a profile and youre a subscriber, you should
Logan Bonner, Bart Carroll, campaigns can be. From bulletin boards to blogs, come join up. Were a subscribers-only group, and
Mike Mearls, Robert J. Schwalb, weve come a long way as a D&D community. we have plans in the works to take advantage of this
Bill Slavicsek, Chris Tulach, Last week, Wizards of the Coast launched the group for community-focused news and announce-
Steve Winter latest online community offering so far. From straight- ments. We also plan to start highlighting community
Developers Stephen Radney-MacFarland, forward message boards, which had largely been member profiles or groups that are particularly inter-
Peter Schaefer, Stephen Schubert, the community experience on our site, we now offer esting or fun, and members of the D&D Insider group
Chris Sims, Rodney Thompson individual profile pages, wikis, blogs, and more. Chat will certainly be frequent targets.
is back (after not working for almost two years in the Getting feature requests. As I said, this new
Editors Michele Carter, Jeremy Crawford,
old system), and you can access a slew of options made system isnt yet fully realized. (Thats why were call-
Miranda Horner
popular on the most robust of social networking sites. ing it a beta release.) But we have so many plans for
Cover Artist Howard Lyon Yes, the feature set is not complete. Given more this new feature of the site -- well, youll just have to
time, we know lots of little fixes or changes we would keep checking back for updates. Ill be sure to make
Contributing Artists Eric Belisle, Emrah Elmasli, Empty
like to make. But we wanted our forums back online announcements on the D&D Insider group, and I
Room Studios, Tyler Jacobson,
James Kei McClellan, William as quickly as possible, and we were immensely satis- know well do the same on the D&D group as we get
OConnor, Eric L. Williams fied with the new system even if it does have room to more information from the community team.
grow. What features would you like to see on the new
Cartographers Rob Lazzaretti, Sean Macdonald If you havent checked out the new community yet, Wizards Community? What do you miss from the old
Web Development Mark A. Jindra you should. It really is something to see. Create a pro- forums that might not be there? What would you like
file, check out the groups that are already there, and to be able to do with groups? What sort of informa-
D&D Creative Manager Christopher Perkins
start thinking about how you can use this new system tion would you like to see posted on our official group
Executive Producer, to improve your game. Thats where were headed, and pages? Send your feedback to dndinsider@wizards.
D&D Insider Chris Champagne we need your feedback and suggestions to make this com. As always, wed love to hear from you!
Director of RPG R&D Bill Slavicsek the best community site that we can. Do you know what else wed like? To be your
Some of the things weve been doing with the new site friends! Its not as if were competing to sign up more
Special Thanks so far: friends than everybody else, but this is the way for you
Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter, Building groups for our individual campaigns. You to keep track of what were up to. So send those friend
Jennifer Clarke Wilkes, Andy Collins, Bruce R. Cordell, Torah Cottrill, should check out Chris Perkinss public Iomandra requests to the D&D Insider team.
Jeremy Crawford, Mike Donais, Rob Heinsoo, Nina Hess, Peter Lee, campaign page if youre looking for ideas to kick start
Mike Mearls, Kim Mohan, Cal Moore, Stephen Radney-MacFarland, your own campaign group. Upload your maps, fill up
Peter Schaefer, Stephen Schubert, Matthew Sernett,
your calendar, invite your gaming group to join, and
Rodney Thompson, Rob Watkins, James Wyatt
youre off! Ive been using my own groups blog to post
session synopses, and Ill be using the forums soon to
Skill Powers Design by Mike Mearls and Robert J. Schwalb
TM & 2009 Wizards of the Coast LLC. All rights reserved. September 20 09 | D R AG O N 37 9
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Skill Powers
SKILL POWERS You can use retraining (Players Handbook, page 28)
COMMENTARY to replace a class power with a skill power and vice
Mamindreth Starsong paused a moment as the Linked VS. UTILITY POWERS versa, as long as the new power is of the same level as
Portal ritual drew to an end. He had forgotten the Robert J. Schwalb: Skill powers address a key custom- or lower than the replaced power.
ization concern, giving players additional mechanisms for You cannot replace a utility power from a paragon
powdered gatevine and couldnt remember the rest of the
individuating their characters from other characters fill-
words. Of course, he couldnt stop now, so he scooped up ing the same class, race-class, or even role combination.
path or an epic destiny with a skill power.
some grass and dirt and intoned some mumbo jumbo, and Utility powers achieve this too, but they are confined to
the gate opened. the story, tactical choices, and themes found within the
particular class. Skill powers do this as well, but they
The ogre dealt Kraya a blow to the head that should have greater availability to a wider range of characters. Acrobatics
have dropped her like a rag doll. She could barely see Most important is that skill powers enable players to You can combine your speed and agility to cross
through the blood in her eyes but refused to fall. The place greater emphasis on their skill choices and grant
access to powers that reflect these choices. If you pick up
treacherous terrain, keep your balance even in the
dragonborn retaliated with a blast of icy breath and a most difficult situations, and maneuver past enemies.
Skill Training (Bluff ) as a wizard, skill powers make this
charge, and then nearly collapsed from the pain. choice more meaningful beyond the +5 bonus the feat Acrobatics powers enhance your maneuverability,
Corrin brushed a hand past the dukes belt and stepped would ordinarily grant.
allowing you to catch your enemy by surprise or to
back. This act gave his companion the chance to run the evade attacks by tumbling to safety.
Peter Schaefer: Skill powers are designed to be of a
man through while the duke was worrying about what had power level with other utility powers without stepping You must be trained in Acrobatics to gain and use
been stolenwhich was nothing more than his attention. on any classs toes. I think the perfect balance for them Acrobatics powers.
makes them desirable for certain classes but a touch
underpowered for others. For example, a leader should be
A skill power is a utility power that represents a Agile Recovery Acrobatics Utility 2
able to pick a class power better than physicians care, but
degree of skillfulness surpassing that conferred by any other class could use the healing. With a quick leap, you are back on your feet and ready to act.
normal training. Having a skill power is a sign of your At-Will
mastery of that skill or a mark of your natural apti- BALANCE Minor Action Personal
Robert J. Schwalb: Since any character with training in Effect: You stand up.
tude for it. You must be trained in a skill to gain and the skill can select its skill powers, reinforcing character
use its powers (see Skill Training, Players Handbook, role was unnecessary. Once free from roles, it was just a
page 178). matter of building extensions to how skills are already Dodge Step Acrobatics Utility 6
used, providing concrete ways characters could incorpo- Relying on superior balance and agility, you move in the blink
rate skills into encounters in interesting and evocative of an eye.
Gaining and Using a Skill ways. Encounter
Power Peter Schaefer: Skill powers are power-neutral options.
Immediate Reaction Personal
Trigger: An enemy ends its turn adjacent to you
You can gain and use only the skill powers associated When you take one, you arent gaining a particular Effect: You shift 1 square.
with your trained skills. Whenever you reach a level advantage, so they dont need to cost a feat.
that grants you a utility power from your class, you
POWER LEVEL
can choose a skill power in place of a class power. The Peter Schaefer: There arent any level 22 skill powers
skill power you choose must be of the same level as or because they never felt right. To build a power good
lower than the class power you would have gained. enough to be level 22, it had to feel distinctly superhu-
man. It felt more natural to reserve those amazing feats
for the classes than to tie it to a simple skill.
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Skill Powers
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Skill Powers
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Skill Powers
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Skill Powers
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Skill Powers
History COMMENTARY
Tacticians Measure History Utility 10
The enemies movements are similar to those used in a skir-
To some, history is nothing more than dusty tomes HISTORY
mish you once studied. You use knowledge of it to outmaneu-
and useless trivia. But as the saying goes, those who Peter Schaefer: The passive skills were the most chal-
ver a foe.
lenging for design and development. Skills like Arcana,
ignore history are doomed to repeat it. From your Encounter
Religion, and Streetwise, which are more about knowing
studies you can recall useful facts that apply to every- something or learning something than doing something, Immediate Reaction Melee 1
thing from the magical to the mundane. History are hard to hang interesting powers on. The inverse was Trigger: An enemy enters a square adjacent to you or to an ally
also true: Active skills, such as Acrobatics, Bluff, Stealth, adjacent to you
powers demonstrate your exceptional education, let-
and Thievery are more inspiring, making their powers Target: You or the ally
ting you remember useful details with perfect clarity easier to concept, design, and develop. Effect: The target shifts 1 square and gains a +2 bonus to all
or recall the tactics of historic battles while you are in defenses until the end of your next turn.
combat.
You must be trained in History to gain and use Insight
History powers. You can strongly empathize with others and thus
anticipate their actions and assess their motives. You
Perfect Recall History Utility 2
might be a compassionate soul, who connects with
Your mind is a steel trap; nothing escapes it.
everyone you meet, or a calculating plotter, who peers
At-Will
into others hearts to learn how best to exploit them.
Free Action Personal
Trigger: You would make an Intelligence check Insight powers make you an expert observer, helping
Effect: You make a History check in place of the Intelligence you guide negotiations as you see fit. These powers
check. also have useful combat applications, letting you read
your enemies and outmaneuver them.
Historical Revelation History Utility 6
You must be trained in Insight to gain and use
When your ally struggles to recall an important fact, you sup-
ply a story to nudge him or her onto the right path.
Insight powers.
Encounter
Immediate Reaction Close burst 5 Anticipate Maneuver Insight Utility 2
Trigger: An ally within 5 squares of you makes a knowledge You read your opponent like an open book and outsmart it.
check and dislikes the result Encounter
Target: The triggering ally in burst Minor Action Melee 1
Effect: The target rerolls the knowledge check and uses either Target: One creature
result. Effect: You make an Insight check opposed by a Bluff check
that the target makes as a free action. If your check suc-
ceeds, the target grants combat advantage to you until the
end of your next turn.
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Skill Powers
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Skill Powers
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Skill Powers
Calling on lore culled from sacred texts, you know how to pro-
tect yourself from your enemys attack. Concealed Shift Stealth Utility 6
Encounter Your enemy misjudges your position, giving you a chance to
Immediate Interrupt Personal duck out of the way.
Trigger: You are hit by a necrotic or a radiant attack Encounter
Effect: Until the end of your next turn, you gain necrotic resis- Immediate Reaction Personal
tance and radiant resistance equal to 5 + your Intelligence Trigger: An enemy misses you with a melee or a ranged attack
modifier. while you have concealment or cover from it
Effect: You shift 1 square.
Conviction Religion Utility 10
You whisper a prayer for aid to overcome hardship. Crowd Cover Stealth Utility 10
Encounter You keep your enemies between you and their companion,
Minor Action Personal using them as a shield.
Effect: You gain a +5 bonus to the next saving throw you make Encounter
before the start of your next turn. Immediate Interrupt Personal
Trigger: An enemy makes a ranged attack roll against you
Effect: Enemies adjacent to you and in the attacks way grant
Stealth cover to you against the attack. If the attack misses, the
You learned early on that the enemy that doesnt see attacker rerolls it against one enemy that granted cover to
you against it.
you is the enemy least likely to repel your attacks.
STREETWISE
After honing your sneaky talents, you can slip Robert J. Schwalb: Streetwise was the trickiest skill to
through the shadows, avoiding attention until the work on for me. Its a weird skill in that it is the only skill Streetwise
right moment to attack presents itself. Stealth powers that doesnt have an application in combat. History, while You are most at home in the city. Even if you have
similar, can at least offer information about locations,
demonstrate your prowess at avoiding detection, let- never been there before, as soon as you walk a citys
room features, and so on. Streetwise also has the distinc-
ting you maximize concealment and cover, shadow tion of being the only skill that can truncate what might streets, rub elbows with its citizens, and feel its pulse
enemies, and move without drawing notice. be a skill challenge into a single check mechanism, com- beneath your feet, you are on familiar ground. The
pressing several hours of game time into a single die roll. Streetwise skill comprises more than just ferreting
You must be trained in Stealth to gain and use
Creating powers that would broaden this tricky skills
Stealth powers. applications into in-combat and out-of-combat areas
out a communitys secrets; its knowing where to
proved difficult, but, as you can see, not impossible. look, how to look, and how to survive while doing so.
Streetwise powers hone these survival techniques to
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Skill Powers
let you avoid notice and evade pursuit in any urban adventuring groups contain someone who at least About the Authors
area. dabbles in such training. With Thievery powers, you Mike Mearls is the Lead Designer for the Dungeons & Drag-
ons roleplaying game. His recent credits include H1: Keep on
You must be trained in Streetwise to gain and use deftly maneuver objects and keep your opponents off the Shadowfell and Players Handbook 2.
Streetwise powers. balance with your distracting moves.
You must be trained in Thievery to gain and use Robert J. Schwalb works as a freelance designer for Wizards
City Rat Streetwise Utility 2 Thievery powers. of the Coast. His recent credits include Martial Power, Draco-
Like a rat, you are particularly skilled at using the environ- nomicon, and the Forgotten Realms Players Guide. Robert lives
ment, as well as your companions, to stay out of sight. in Tennessee with his incredibly patient wife, Stacee, and his
Fast Hands Thievery Utility 2 pride of fiendish werecats, but is happiest when chained to
Encounter Your fingers blur as you manipulate objects faster than the eye his desk, toiling for his dark masters in Seattle.
Free Action Personal can follow.
Trigger: You end a move action and have cover against at least
At-Will
one creature
Free Action (Special) Personal
Effect: You make a Streetwise check in place of a Stealth check
Effect: You draw or sheathe a weapon, pick up an item in your
to become hidden from any creature against which you
space or adjacent to it, or retrieve or stow an item.
have cover.
Special: You can use this power only once per round.
September 20 09 | D R AG O N 37 9
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Assassin By Mike Mearls
Illustrations by Emrah Elmasli
Class TraiTs
By the time you see me, it is too late to save yourself.
Role: Striker. You are the ghost in the night and the
whisper on the wind. Barriers are worthless against
you, and you strike your foes with sudden, precise
force. You lean toward controller as a secondary role.
Power Source: Shadow. You have bound your soul to
the Shadowfell and become a being of darkness.
Key Abilities: Dexterity, Charisma, Constitution
TM & 2009 Wizards of the Coast LLC. All rights reserved. September 20 09 | D R AG O N 37 9
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Assassin: Heroic Tier
Assassin Class Features against their foes. Its strictest followers keep a white
Few creatures embrace shadow magic without both a cloth that they dab in the blood of each slain foe, and
Assassins have the following class features.
compelling reason and a measure of desperation. Not before they attack a chosen target, they reflect on this
many visit the Shadowfell willingly, let alone pledge a memento of the foes they have defeated.
shard of their souls to it. Yet that is exactly what assas- Assassins Shroud Night Stalker: You gain a bonus to damage rolls
sins, and other practitioners of shadow magic, do to You gain the assassins shroud power. The dark magic equal to your Charisma modifier against any target
gain their power. of the Shadowfell courses through your veins, taint- that is adjacent to none of your enemies.
As an assassin, you cede a portion of yourself to ing your soul but granting you the ability to subject The drow assassins who founded this guild at
the Shadowfell, replacing a fundamental part of an enemy to invisible shrouds that reveal its weak- Lolths instruction held that fear and misdirection are
your being with a dark reflection of your true self. At est points. The more of your shrouds there are on a as deadly as a poisoned blade. This tradition teaches
times, you can manifest this twisted image in place target, the deadlier a blow you can strike against it. how best to draw on shadow magic to terrorize and
of your body so that you can face attacks with little deceive enemies.
cause for concern. Also, the infusion of shadow magic Guild Training
allows you to spot the weakest points in a victims
Assassins gain their abilities by following a training Shade Form
defenses. With a few moments of study, you can
regimen developed by a particular guild. Even an You gain the shade form power. When you gave part
reduce even the stoutest warrior to a corpse.
assassin taught by an individual master studies a set of your soul to the Shadowfell, the power of that dark
If others know that you are an assassin, you might
of teachings that were once developed by a guild. realm fused with your material form. As a result, you
find that few trust you. In some civilized realms, the
Assassins guilds claim towns and other territories can assume a shadowy form that allows you to pass
study of shadow magic and assassination is banned
as their hunting grounds. Nonguild assassins who through barriers and evade enemies that you could
on pain of death. In the past, and as a response to
seek to practice their art must first gain the permis- not normally avoid.
the outcry against them, assassins formed coteries,
sion of the local grandmaster of assassins. In some When you adopt this form, you blur, your skin
or guilds, of like-minded slayers, and each one delves
areas, particularly large cities that have many poten- becomes gray, and all the gear you carry and the
into the study of shadow magic and develops unique
tial contracts, two guilds go to war for control of the clothes you wear adopt similarly dull colors. Your
methods of killing. A guild provides you with a
slayers trade. In that situation, you must choose a side eyes lose their pupils, becoming blank, white orbs.
measure of protection, and its grandmasters expect
or face the wrath of both factions. You cannot damage your foes without returning to
obedience and fealty. The wars between guilds, and
Choose one of the following options. The choice your normal form, which prevents you from doing
the struggles within them, might never spill into mass
you make gives you the benefit described below and more than maneuvering in for the kill against your
battles, but they still leave dozens of slain folk in their
also provides bonuses to certain assassin powers, as enemies.
wake.
detailed in those powers.
As an assassin, you are an outcast. You traded
Bleak Disciple: When you hit an unbloodied
away part of your soul for the power of death. Perhaps Shadow Step
target, you gain temporary hit points equal to your
you seek justice against a powerful enemy, or maybe You gain the shadow step power. The shadow energy
Constitution modifier. Add 2 to the temporary hit
you had no other way to preserve yourself in the face surrounding every creature touches the Shadowfell
points gained at 11th level and 4 at 21st level.
of a bleak, uncaring world. Whatever drew you onto slightly, for the realm of death is a creatures eventual
Githyanki brought the tradition of the Bleak Dis-
the assassins path, you are an avatar of death and a destination. You have the ability to walk the shadow
ciple from the Astral Sea. It teaches its adherents to
trained killer from whom few can escape unharmed. pathways from one creature to another.
forge the stuff of shadow into a weapon they can use
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Assassin: Heroic Tier
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Assassin: Heroic Tier
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Assassin: Heroic Tier
Inescapable Blade Assassin Attack 1 Level 1 Encounter Hexes Smothering Shadow Assassin Attack 1
You stop several feet away from your foe and slash with your You stab at your foe and channel shadow magic into its body,
weapon. Your weapons shadow closes the distance, and mun- Gloom Thief Assassin Attack 1 causing its own shadow to hinder it.
dane obstacles do not slow it. Encounter Illusion, Shadow, Weapon
As you slash at your foe, you seize part of its shadow, which
At-Will Shadow, Weapon you use to hide yourself from your enemies eyes. Standard Action Melee weapon
Standard Action Melee weapon + 2 reach Target: One creature
Encounter Shadow, Weapon
Target: One creature Attack: Dexterity vs. AC
Standard Action Melee weapon
Attack: Dexterity vs. AC. The attack ignores cover and superior Hit: 2[W] + Dexterity modifier damage, and the target is
Target: One creature
cover. slowed until the end of your next turn.
Attack: Dexterity vs. AC
Hit: 1[W] damage. Bleak Disciple: The target takes extra damage equal to
Hit: 2[W] + Dexterity modifier damage. Until the end of your
Level 21: 2[W] damage. your Constitution modifier.
next turn, you are invisible while within 2 squares of the
target.
Leaping Shade Assassin Attack 1
Level 1 Daily Hexes
As your weapon makes contact, the shrouds you have placed Nightmare Shades Assassin Attack 1
on your victim dig cruelly into its flesh.
The darkness in the corner of your foes eyes shifts and moves, Grave Spike Assassin Attack 1
At-Will Shadow, Weapon causing it to glance about in terror. In its panic, it forgets the
Standard Action Melee weapon As you strike your foe, your weapon shoots hundreds of tiny
true threat to its life.
Target: One creature shadow spikes into it, wracking it with pain.
Encounter Fear, Implement, Psychic, Shadow
Attack: Dexterity vs. AC Daily Shadow, Weapon
Standard Action Ranged 5
Hit: 1[W] + Dexterity modifier damage. If you didnt invoke Standard Action Melee weapon
Target: One creature
your shrouds on the target, it takes 1 extra damage for each Target: One creature
Attack: Dexterity vs. Will
of your shrouds on it. Attack: Dexterity vs. AC
Hit: 2d8 + Dexterity modifier psychic damage, and the target
Level 21: 2[W] + Dexterity modifier damage, and 2 extra Hit: 2[W] + Dexterity modifier damage, and ongoing 5 damage
grants combat advantage to you until the end of your next
damage for each of your shrouds on the target. (save ends). Whenever the target takes this ongoing dam-
turn.
age, the target falls prone.
Night Stalker: Until the end of your next turn, you gain a
Shadow Storm Assassin Attack 1 Miss: Half damage.
power bonus to damage rolls against the target equal to
Effect: Until the end of the encounter, you gain a +2 power
Your tie to the Shadowfell calls on the living shadows around your Charisma modifier.
bonus to attack rolls against the target while your shrouds
your foe, causing them to claw at it as you make your attack.
are on it.
At-Will Shadow, Weapon Shadow Darts Assassin Attack 1
Standard Action Melee weapon You launch a volley of chilling darts of shadow energy at your Strangling Shadow Assassin Attack 1
Target: One creature foe.
Attack: Dexterity vs. AC Your attack distracts your foe with pain just long enough for
Encounter Cold, Implement, Shadow you to weave a noose of shadows around its neck.
Hit: 1[W] + Dexterity modifier damage, plus 1 damage for
Standard Action Ranged 5
each creature adjacent to the target. Daily Shadow, Weapon
Target: One creature
Level 21: 2[W] + Dexterity modifier damage, plus 2 damage Standard Action Melee weapon
Attack: Dexterity vs. Reflex. Make three attack rolls. If any of
for each creature adjacent to the target. Target: One creature
them hit, resolve them as a single hit, and all of them must
Attack: Dexterity vs. Fortitude
miss for the attack to miss.
Hit: 1[W] + Dexterity modifier damage, and the target takes
Hit: 1d8 cold damage if one of the attack rolls hits, 2d8 cold
ongoing 5 damage and is immobilized (save ends both).
damage if two hit, or 3d8 cold damage if three hit.
Miss: Half damage, and the target is immobilized (save ends).
Effect: Until the target saves against this power, you can pull
the target 3 squares as a free action once during each of
your turns.
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Assassin: Heroic Tier
Targeted for Death Assassin Attack 1 Level 2 Utility Hexes Level 3 Encounter Hexes
A black dart streaks from your hand to strike the target, sur-
rounding it in a warmth-stealing gloom.
Cats Trickery Assassin Utility 2 Army of the Night Assassin Attack 3
Daily Cold, Implement, Shadow You plunge the room into darkness at the same time that your Your shadow magic spawns a phantom mob in your foes
Standard Action Ranged 5 eyes pierce those shadows. mind, and the mob spurs the foe to strike out at its allies in
Target: One creature terror.
Attack: Dexterity vs. Will Encounter Shadow
Hit: 3d8 + Dexterity modifier cold damage. Minor Action Personal Encounter Fear, Illusion, Shadow, Weapon
Miss: Half damage. Effect: Until the end of your next turn, you both gain darkvision Standard Action Melee weapon
Effect: Until the end of the encounter, whenever you use assas- and douse one light source that is within 10 squares of you Target: One creature
sins shroud against the target, you subject it to two shrouds and no larger than a lantern. Attack: Dexterity vs. Will
instead of one. Hit: 1[W] + Dexterity modifier damage. Until the end of your
Cloak of Shades Assassin Utility 2 next turn, the target makes a melee basic attack as an op-
portunity action against any enemy that ends its turn adja-
Terrifying Visage Assassin Attack 1 A shadowy haze swirls around you, hiding you from view. cent to the target.
Your face distorts into a horrid visage, which drives your foes Encounter Shadow Night Stalker: The target makes the attack with a power
before you, but leaves one victim rooted in place. Minor Action Personal bonus to attack rolls equal to your Charisma modifier.
Daily Fear, Implement, Psychic, Shadow Effect: Until the end of your next turn, you gain concealment
Standard Action Close blast 5 against all creatures and are invisible to creatures that are Cloaking Mist Assassin Attack 3
Primary Target: One creature adjacent to you in blast more than 5 squares away from you.
You draw the stuff of shadows to your hands and cast it forth,
Primary Attack: Dexterity vs. Will creating cold, black mist that chokes your enemies and gives
Hit: 2d8 + Dexterity modifier psychic damage, and the primary Lurking Shadow Assassin Utility 2 you a chance to vanish.
target is immobilized (save ends). You meld with the shadows, allowing you to spy on your en-
Miss: Half damage, and the primary target is immobilized until Encounter Cold, Implement, Shadow
emies without fear of discovery. Standard Action Close blast 3
the end of your next turn.
Effect: Make a secondary attack. Daily Shadow Target: Each creature in blast
Secondary Target: Each creature other than the primary Standard Action Personal Attack: Dexterity vs. Fortitude
target in blast Requirement: You must be in dim light or darkness. Hit: 2d6 + Dexterity modifier cold damage.
Secondary Attack: Dexterity vs. Will Effect: You become invisible and silent until the end of your Effect: Until the end of your turn, you can make a Stealth
Hit: You push the secondary target 4 squares. next turn, until you move more than 2 squares on your check to hide from the targets even if you have only cover
Miss: You push the secondary target 2 squares. turn, or until you enter a square of bright light. If a creature or concealment against them.
tries to enter your space before the effect ends, you can
either shift 1 square as a free action or remain where you Inescapable Shadow Assassin Attack 3
are. If you remain where you are, the effect ends.
Sustain Standard: The effect persists. You step from your foes shadow, driving your blade into the
foe before it can make a sound.
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Assassin: Heroic Tier
Nightshades Kiss Assassin Attack 3 Level 5 Daily Hexes Treacherous Shades Assassin Attack 5
Your strike infects your foes mind, causing the foe to recoil You seize control of your enemies shadows, which rattle the
from every attack. enemies by turning on them.
Heart of Dust Assassin Attack 5
Encounter Fear, Shadow, Weapon Shadow venom courses through your target, causing it to shed Daily Implement, Psychic, Shadow
Standard Action Melee weapon a gray dust that chokes nearby enemies. Standard Action Close blast 3
Target: One creature Target: Each creature in blast
Attack: Dexterity vs. Reflex Daily Poison, Shadow, Weapon Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage, and you slide the Standard Action Melee weapon Hit: 2d6 + Dexterity modifier psychic damage, and the target
target 2 squares. Until the end of your next turn, you can Target: One creature grants combat advantage (save ends). Until the target saves
slide the target 1 square as a free action whenever the Attack: Dexterity vs. AC against this effect, enemies grant combat advantage while
target is hit. Hit: 2[W] + Dexterity modifier damage, and ongoing 5 poison adjacent to the target.
Bleak Disciple: The number of squares you slide the target damage (save ends). Whenever the target takes this ongo- Miss: Half damage, and the target grants combat advantage
increases by 1. ing damage, each enemy within 2 squares of it takes 5 until the end of your next turn.
poison damage.
Miss: Half damage, and each enemy within 2 squares of the
target takes 3 poison damage. Twilight Assassin Assassin Attack 5
assassins and Your shadow leaps from you to attack your enemies, and the
The Ki FOCus Shadow Soul Assassin Attack 5
two of you fight as one.
You tear away a piece of your foes shadow and tuck it into the Daily Conjuration, Implement, Shadow
Assassins use ki focuses for the ability to augment
hollow in your soul. You can sense your foe now and step from Standard Action Ranged 5
mundane weapons. After all, a guard patrol is Primary Target: One creature
its shadow at will.
far more suspicious of the wanderer carrying a Primary Attack: Dexterity vs. Reflex
greatsword than of the unarmed peasant. Using ki Daily Shadow, Teleportation, Weapon Hit: 2d8 + Dexterity modifier damage.
focuses, assassins wield whatever weapons are at Standard Action Melee weapon Effect: You conjure a shadowy duplicate of yourself in an
Target: One creature unoccupied square adjacent to the primary target. The
hand, or even unarmed strikes, to deliver attacks.
Attack: Dexterity vs. AC duplicate occupies its space, and it lasts until the end of the
When you use your ki focus with a weapon Hit: 2[W] + Dexterity modifier damage. encounter. Whenever you use a move action, you
attack, you focus shadow magic into your weapon. Miss: Half damage. can also move the duplicate 5 squares. You can flank
Some assassins carry a few different weapons to Effect: Until the end of your next turn, you gain a +5 power enemies with the duplicate, but your allies cannot. Until
ensure that they have the right tool for the job, bonus to Perception checks against the target. the duplicate vanishes, it can make the following attack.
and they take the Weapon Proficiency feat to Sustain Minor: The power bonus persists, and if the target is Minor Action Melee 1
expand their choice of tools. An accurate weapon, not hidden from you, you teleport 20 squares to a square Secondary Target: One creature
adjacent to it. Secondary Attack: Dexterity vs. Reflex
such as a longsword, is a good tool for taking
down a heavily armored warrior. When an assas- Hit: 3 damage, or 6 damage if the secondary target is your
assassins shroud target.
sin battles a brute that relies on endurance rather
than defense, a less accurate but devastating
weapon such as a greataxe proves useful.
Since your ki focus augments your basic
attacks, a thrown weapon wielded in your off
hand serves as the perfect complement to your
primary weapon. You can throw a dagger to cut
down a fleeing guard, and feats such as Two-
Weapon Fighting improve your melee abilities.
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Assassin: Heroic Tier
Darting Shadow Assassin Utility 6 Captured Shadow Assassin Attack 7 Shadow Jack Assassin Attack 7
You leap from one hiding spot to the next, remaining hidden As you strike your foe, you steal its shadow. In a moment, you You strike your foe and then merge with its shadow. Your en-
from view thanks to your mastery of shadow magic. can teleport your foe back to your side. emies attacks pass through you and hit your foe instead.
At-Will Shadow Encounter Shadow, Teleportation, Weapon Encounter Shadow, Weapon
Move Action Personal Standard Action Melee weapon Standard Action Melee 1
Requirement: You must be hidden. Target: One creature Target: One creature
Effect: You move your speed. You remain hidden from each en- Attack: Dexterity vs. AC Attack: Dexterity vs. AC
emy against which you have cover, superior cover, conceal- Hit: 2[W] + Dexterity modifier damage. Once before the end Hit: 2[W] + Dexterity modifier damage, and you shift 1 square
ment, or total concealment at the end of the movement. of your next turn, you can use a free action to teleport the into the targets space and remain there until the start
target to a square adjacent to you. That square cannot be of your next turn. While there, you are insubstantial, you
Sheltering Dark Assassin Utility 6 hindering terrain. move with the target (this movement doesnt provoke op-
portunity attacks), and any melee or ranged attack that
Shadows move to surround you and provide you with a spot misses you hits the target instead, unless the target is the
from which to watch your enemies without fear of detection. Echoing Threat Assassin Attack 7
attacker. At the start of your next turn, you slide 1 square to
Encounter Illusion, Shadow, Zone Your foe sees threats in every corner and betrayal in every eye. a square adjacent to the target.
Minor Action Close burst 2 If it cannot escape the press of the crowd, it will go mad.
Effect: The burst creates a zone that lasts until the end of your Encounter Implement, Psychic, Shadow, Teleportation Shadow Link Assassin Attack 7
next turn. You have concealment while you are within the Standard Action Ranged 10
zone. When you leave the zone, you become invisible until Target: One creature Your attack forges a brief bond with your foe that allows you
the end of your turn. Attack: Dexterity vs. Will to shroud it with greater darkness each time you feel pain.
Hit: 1d10 + Dexterity modifier psychic damage. At the end Encounter Shadow, Weapon
Slayers Escape Assassin Utility 6 of its next turn, the target takes 10 psychic damage if any Standard Action Melee weapon
creatures are within 2 squares of it. Target: Your assassins shroud target
After you are struck, you fold shadows around yourself and Night Stalker: During your next turn, you can teleport a Attack: Dexterity vs. AC
disappear. number of squares equal to your Charisma modifier as a Hit: 2[W] + Dexterity modifier damage. Until the end of your
Encounter Shadow, Teleportation minor action. You must end the teleportation closer to the next turn, you can use your assassins shroud against the
Immediate Reaction Personal target. target whenever you are hit.
Trigger: You are hit by an attack Bleak Disciple: You gain temporary hit points equal to your
Effect: You teleport 5 squares, and you become invisible until Constitution modifier when the attack hits.
the start of your next turn.
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Assassin: Heroic Tier
Level 9 Daily Hexes Obscuring Shadow Assassin Attack 9 Promise of Retribution Assassin Utility 10
You slash at your foe, calling up shadows that blot you from When a foe attacks you, shadows spirit you away, and you
its vision. take a small part of the foes being with you.
Black Garrote Assassin Attack 9
A wisp of shadow stuff stretches between your hands. You loop Daily Illusion, Shadow, Weapon Daily Shadow, Teleportation
it around your foes throat and transform the shadow into a Standard Action Melee weapon Immediate Reaction Personal
material as hard as steel. Target: One creature Trigger: An enemy hits you
Attack: Dexterity vs. Will Target: The triggering enemy
Daily Implement, Reliable, Shadow Hit: 3[W] + Dexterity modifier damage. Effect: You teleport 10 squares. Once before the end of the en-
Standard Action Melee touch Miss: Half damage. counter, you can use a move action to teleport to a square
Target: One creature Effect: The target cannot see you (save ends). adjacent to the target. When you do so, you gain
Attack: Dexterity vs. Reflex a +2 power bonus to attack rolls against the target and a
Hit: You grab the target. Until the grab ends, the target takes a +5 power bonus to damage rolls against it until the end of
5 penalty to all escape attempts and a 2 penalty to at- Wall of Shadows Assassin Attack 9
your turn.
tack rolls against you. When the grab ends, the target takes You weave a skein of shadows that bites your enemies with a
1d10 + your Dexterity modifier damage. deathly chill.
Sustain Standard: The grab persists, and the target takes 2d10 Seeker of Shadow Assassin Utility 10
Daily Cold, Conjuration, Implement, Shadow,
+ your Dexterity modifier damage. Teleportation Right as combat begins, you disappear into the shadows.
Special: You can instead sustain the grab as a minor action. If Standard Action Area wall 5 within 10 squares Daily Shadow
you do so, the powers effect ends, and the grab becomes a Effect: You conjure a wall of darkness that lasts until the end of Free Action Personal
normal grab. your next turn. The wall can be up to 2 squares high, and it Trigger: You roll initiative
blocks line of sight for creatures other than you. Any Effect: You gain a +4 power bonus to your next damage roll. In
Bound by Shadow Assassin Attack 9 creature that enters the wall or starts its turn there takes addition, you become invisible and silent until you hit an
As your weapon pierces your foe, you send deadly shadow 1d6 + your Dexterity modifier cold damage. If you are in enemy or until the end of the encounter. After hitting the
energy coursing into it, linking your two fates. When you are the wall or adjacent to it, you can use a move action to enemy, you remain invisible and silent until the end of your
harmed, so is your foe. teleport to another square in the wall or adjacent to it. next turn.
Sustain Minor: The wall persists.
Daily Shadow, Weapon
Standard Action Melee weapon Slayers Endurance Assassin Utility 10
Target: One creature Level 10 Utility Hexes You draw the comforting darkness close, allowing shadows to
Attack: Dexterity vs. Fortitude carry away the pain of your wounds.
Hit: 2[W] + Dexterity modifier damage. Encounter Shadow
Miss: Half damage. Mist Walk Assassin Utility 10
Minor Action Personal
Effect: Until the end of the encounter, the target takes 5 dam- For a moment, you are like a ghost passing through creatures Effect: The first time an enemy takes damage from your as-
age whenever an enemy, including the target, deals dam- and objects. sassins shroud before the end of your next turn, you gain 5
age to you. temporary hit points for each shroud on that enemy.
Daily Shadow
Move Action Personal
Effect: You shift 6 squares, and you gain phasing during the
shift.
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Assassin: Heroic Tier
MULTICLASS FEATS
Name Prerequisites Benefit
Shadow Initiate Dex 13 Training Stealth, use assassin's shroud twice per encounter, and use assassin implements.
September 20 09 | D R AG O N 37 9
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Assassin: Heroic Tier
assassin FeaTs Crimson Eye Action Benefit: When you deal damage with your dark
Prerequisite: Human, assassin, assassins shroud reaping racial power, if the target has at least one
power of your shrouds on it, it takes damage as if you had
Benefit: When you spend an action point, you invoked your shrouds.
Assassins Cloak
Prerequisite: Assassin also subject your assassins shroud target to an addi-
Benefit: Whenever you become invisible, you can tional shroud. Hidden Insight
make a Stealth check to hide as a free action. Prerequisite: Assassin, assassins shroud power
Dawn Hunter Training Benefit: Creatures from which you are hidden are
Prerequisite: Elf, assassin not aware of your shrouds.
Assassins Escape
Prerequisite: Assassin, shade form power Benefit: You can use your elven accuracy racial power
Benefit: You can use your shade form as an imme- to reroll a damage roll instead of an attack roll. You must Hungry Sky Shadows
diate interrupt when you take damage. reroll all the dice. Use the higher of the two results. Prerequisite: Goliath, assassin, assassins shroud
power
Emerald Scale Concealment Benefit: When you both invoke your shrouds on
Avernian Emissary Wrath
Prerequisite: Dragonborn, assassin an enemy and hit it, the enemy takes extra damage
Prerequisite: Tiefling, assassin, assassins shroud
Benefit: You become invisible to a creature hit by equal to your Strength modifier.
power
Benefit: Once per encounter, when you miss your your dragon breath racial power until the end of your turn.
assassins shroud target, you can use your infernal wrath Killers Insight
racial power against it, even if you have already used Eternal Void Memories Prerequisite: Assassin, assassins shroud power
infernal wrath during this encounter. Prerequisite: Deva, assassin Benefit: Once per encounter when you use assas-
Benefit: When you use your memory of a thousand sins shroud, you can subject the target to two shrouds
lifetimes racial power to improve an attack roll, the target instead of one.
Blood Devourer Shifting
Prerequisite: Shifter, assassin, assassins shroud power of that attack roll takes damage equal to your Dexterity
Benefit: The first time you are bloodied during modifier, in addition to the attacks other effects. Mist Walker Illusion
an encounter, choose an enemy that has at least one Prerequisite: Gnome, assassin
of your shrouds on it. The next time you attack that Grave Dust Advantage Benefit: When you hit with a shadow power, you
enemy before the end of your next turn, you deal Prerequisite: Assassin, revenant, assassins shroud can use your fade away racial power as a free action.
damage to that enemy equal to your Dexterity modi- power
fier, in addition to the attacks other effects. Benefit: When you use your dark reaping racial Nightmare Killer
power, you subject your assassins shroud target to Prerequisite: Assassin
Brutal Shroud another shroud. Benefit: You gain a +2 feat bonus to damage rolls
Prerequisite: Assassin, assassins shroud power with fear powers. The bonus increases to +3 at 11th
Benefit: Whenever you make the damage roll for Grave Dust Assassin level and +4 at 21st level.
your assassins shroud, reroll each die that shows a 1 Prerequisite: Assassin, revenant, assassins shroud
until it shows a different number. power
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Assassin: Heroic Tier
Nightmare Step a Stealth check to hide from that creature if you end Venom Hand Master
Prerequisite: Assassin a move action with cover or concealment against it Prerequisite: Assassin
Benefit: When you miss a creature with a fear before the end of your current turn. Benefit: Your attacks ignore poison resistance and
power, you can slide the creature 1 square. poison immunity.
Twilight Phantom Step
Obsidian Cave Recovery Prerequisite: Eladrin, assassin, assassins shroud Venom Handler
Prerequisite: Dwarf, assassin, shade form power power Prerequisite: Assassin, Venom Hand Assassin
Benefit: When you use your second wind as a Benefit: You can increase the distance of your feat
minor action, you regain the use of your shade form if fey step racial power by 5 squares if your destination Benefit: You gain resist 5 poison. The resistance
you have already used it during this encounter. space is adjacent to your assassins shroud target. increases to 10 at 11th level and 15 at 21st level.
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Level 13 Encounter Hexes
The assassin is a killer who has forsaken part of his Flurry of Talons Assassin Attack 13
soul in exchange for the potent power of shadow. Able You fly toward your foe in the shape of a dozen shadows, each
to tap and manipulate the energy that permeates the winged and fanged. After savaging your foe, you return to
Shadowfell, an assassin is a valuable addition to any your normal form.
party of adventurers. Encounter Implement, Shadow
Standard Action Melee 1
This article is a continuation of the new assassin
Effect: Before the attack, you fly your speed to a square adja-
class, exclusive to D&D Insider. What follows are cent to an enemy. This movement doesnt provoke oppor-
assassin powers, for both the Night Stalker and Bleak tunity attacks.
Disciple builds, through the paragon tier of play, Target: One enemy
Attack: Dexterity vs. Reflex. Make three attack rolls. If any of
along with several paragon paths for the assassin. them hit, resolve them as a single hit, and all of them must
miss for the attack to miss.
Hit: 1d8 + Dexterity modifier damage if one of the attack rolls
hits, 2d8 + Dexterity modifier damage if two hit, and 3d8 +
Dexterity modifier damage if three hit.
TM & 2009 Wizards of the Coast LLC. All rights reserved. September 20 09 | D R AG O N 37 9
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Assassin: Paragon Tier
Slayer in the Dark Assassin Attack 13 Level 15 Daily Hexes Shade Venom Assassin Attack 15
Darkness clouds the eyes of your enemy, and you manipulate Your weapon becomes covered with a translucent, gray poison.
its fears, causing it to slash in a panic when its allies approach. When you strike your foe, the poison gives life to your foes
Bleak Gallows Assassin Attack 15
Encounter Fear, Implement, Psychic, Shadow shadow, turning it into a malevolent beast.
Shadows coalesce into a black gallows, and a noose of force
Standard Action Ranged 5 drops around your foes neck. Daily Poison, Shadow, Weapon
Target: One creature Standard Action Melee weapon
Attack: Dexterity vs. Will Daily Conjuration, Force, Implement, Shadow, Target: One creature
Hit: 1d10 + Dexterity modifier psychic damage, and the target Teleportation Attack: Dexterity vs. AC
is blinded until the end of your next turn. Until this blind- Standard Action Ranged 5 Hit: 2[W] + Dexterity modifier poison damage.
ness ends, you can use an opportunity action to Target: One creature Miss: Half damage.
compel the target to make a melee basic attack as a free Attack: Dexterity vs. Reflex Effect: The target is affected by your shade venom (save ends).
action against any enemy that enters a square adjacent to Hit: 4d6 + Dexterity modifier force damage. Until this effect ends, you can use an opportunity action at
the target. The target makes the attack without the penalty Miss: Half damage. the start of each of the targets turns to compel it to make
to attack rolls from being blinded. Effect: You conjure a gallows in an unoccupied square adjacent a melee basic attack against itself with combat advantage.
Night Stalker: The target makes the attack with a power to the target. The gallows occupies its square, and it lasts The target can make a saving throw against this effect only
bonus to attack rolls and damage rolls equal to your until the end of the encounter. The gallows can be attacked on a turn during which it hit itself with the melee basic
Charisma modifier. and has 35 hit points. Until the gallows vanishes, you can attack.
use a free action to teleport the target to a square adjacent
to the gallows at the end of each of the targets turns.
Well of Shades Assassin Attack 13 Sundered Shadow Assassin Attack 15
Freezing shadows stretch out from you and pull your enemies You slice into your foes shadow and grasp it. Now your foe
Deaths Doorstep Assassin Attack 15
close before you vanish. cannot escape your attacks.
As your weapon strikes your foe, you open a channel from your
Encounter Cold, Implement, Shadow, Teleportation tainted shadow into its soul, making it easier to shroud it and Daily Shadow, Weapon
Standard Action Close burst 3 tear it to shreds. Standard Action Melee weapon
Target: Each enemy in burst Target: One creature
Attack: Dexterity vs. Fortitude Daily Shadow, Weapon Attack: Dexterity vs. AC
Hit: 2d6 + Dexterity modifier cold damage, and you pull the Standard Action Melee weapon Hit: 3[W] + Dexterity modifier damage. Until the end of the
target 2 squares. Target: One creature encounter, you gain a +2 power bonus to attack rolls
Bleak Disciple: The target is also slowed until the end of Attack: Dexterity vs. Reflex against the target, and you can make melee attacks against
your next turn. Hit: 3[W] + Dexterity modifier damage. the target even when it is beyond your melee reach.
Effect: You either teleport 5 squares or become invisible until Miss: Half damage. Miss: Half damage. Until the end of your next turn, you can
the end of your next turn. Effect: Until the end of the encounter, whenever you attack the make melee attacks against the target even when it is
target and invoke your shrouds on it, a shroud is not sub- beyond your melee reach.
tracted if that attack misses.
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Assassin: Paragon Tier
Level 16 Utility Hexes Thief of Names Assassin Utility 16 Shadow Fire Assassin Attack 17
You peer into the Shadowfell, draw forth the shade of a crea- You stab at your foe three times, and each strike creates an
ture, and craft its shadow stuff into a disguise. inky blot on it that erupts into flickering, ebony flares.
Assassins Defense Assassin Utility 16
Infused with your umbral magic, your foes shadow betrays the Daily Illusion, Shadow Encounter Fire, Illusion, Shadow, Weapon
foe, giving away its attack a split second beforehand so that Minor Action Personal Standard Action Melee weapon
you can vanish. Effect: Choose a Medium or smaller humanoid creature that Target: One creature
you have seen. You become an illusory duplicate of that Attack: Dexterity vs. AC. Make three attack rolls. If any of them
Encounter Illusion, Shadow creature, though you still carry your own gear. This illusion hit, resolve them as a single hit, and all of them must miss
Immediate Interrupt Personal lasts until you end it as a free action or until your next ex- for the attack to miss.
Trigger: Your assassins shroud target hits you tended rest. You gain a +5 power bonus to Bluff checks to Hit: 1[W] + Dexterity modifier fire damage if one of the attack
Effect: You gain a +2 power bonus to all defenses against the convince others that you are the creature. rolls hits, 2[W] + Dexterity modifier fire damage if two hit,
triggering enemys attack. After the attack is resolved, you If you take damage from a melee or a ranged attack while and 3[W] + Dexterity modifier fire damage if three hit. In
become invisible until the end of your next turn. you are adjacent to the creature, you take only half damage, addition, you become invisible until the end of your next
and the creature takes the same amount of damage. You turn.
Liquid Shadow Assassin Utility 16 gain this benefit neither against the creatures attacks nor
As your foe strikes, you become a creature of shadow and then against attacks that target both of you. Shadowed Deception Assassin Attack 17
pursue that enemy. In your foes eyes, you take on a form so terrifying that you
Encounter Shadow, Teleportation Level 17 Encounter Hexes cow it utterly.
Immediate Interrupt Personal Encounter Fear, Implement, Psychic, Shadow
Trigger: An enemy hits you Standard Action Ranged 5
Effect: You take half damage from the attack. At the end of the Mob of Shadows Assassin Attack 17
Target: One creature
triggering enemys current turn, you can use a free action to You slice your foes shadow to pieces. Each piece forms a min- Attack: Dexterity vs. Will
teleport to a square adjacent to it. iature copy of you and stands next to the foe, weapon poised. Hit: 3d10 + Dexterity modifier psychic damage, and the target
Encounter Shadow, Weapon, Zone cannot attack you until the end of your next turn.
Shadow Meld Assassin Utility 16 Standard Action Melee weapon Night Stalker: The target also grants combat advantage
You vanish into your own shadow. Target: One creature until the end of your next turn.
Attack: Dexterity vs. Fortitude
Daily Shadow
Hit: 2[W] + Dexterity modifier damage. The attack creates a Traitorous Shadow Assassin Attack 17
Move Action Personal
zone that fills the squares adjacent to the target. The zone
Effect: You shift 2 squares. Until the start of your next turn, Your foes shadow writhes as it gains a malevolent will of its
lasts until the end of your next turn. When any enemy en-
enemies cannot attack you, and they have neither line of own. The moment the foe drops its guard, the shadow strikes.
ters the zone, you can use an opportunity action to deal
sight nor line of effect to you. Encounter Shadow, Weapon
damage to that enemy equal to your Dexterity modifier. If
you do so, that enemy is slowed until the end of your next Standard Action Melee weapon
turn. Target: One creature
Bleak Disciple: Add your Constitution modifier to the Attack: Dexterity vs. AC
damage dealt by the zone. Hit: 3[W] + Dexterity modifier damage. During the targets
next turn, the target falls prone after moving without shift-
ing or after making a ranged or an area attack.
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Assassin: Paragon Tier
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Assassin: Paragon Tier
Obsidian Stalker Hexes Shadowblade Master of Shadows (11th level): When you
reduce any enemy to 0 hit points with your shadow-
The dark is my weapon.
Blade from the Mist Obsidian Stalker Attack 11 blade, you gain a gloom shard. As a minor action, you
You step into sight as you attack, catching your foe unprepared can expend a gloom shard to gain one of the following
Prerequisite: Assassin
for your assault. effects.
Encounter Shadow, Weapon You gain combat advantage against an adjacent
Standard Action Melee weapon You are a shadowblade, an assassin capable of craft-
enemy until the end of your turn.
Target: One creature ing the raw stuff of the night into a deadly weapon.
Attack: Dexterity vs. AC You gain a +5 bonus to the next Stealth check
At your command, the shadows twist and sway. With
Hit: 2[W] + Dexterity modifier damage. If the target couldnt you make this turn.
a gesture, you can craft a shadowblade, a weapon of
see you at the start of your turn, the attack deals extra dam- You douse a light source until the end of your
age equal to your Charisma modifier. pure darkness that is as sharp as any blade of steel. As
next turn. The light source must be within 10
Effect: Before or after the attack, you shift your speed, and you long as a shadow is near you, you are never unarmed.
gain phasing during the shift. squares of you and must be no larger than a
With your shadowblade, you can slice the raw stuff
lantern.
of a foes shadow. With each cut, you extract part of
Hunters Eye Obsidian Stalker Utility 12 You can have up to five gloom shards at a time.
that essence, and at a foes death you can infuse that
Once you have chosen a foe, it cannot escape you. After an extended rest, your unexpended gloom
shadow with a magical effect. At your command,
Daily Shadow shards vanish, but you gain a gloom shard.
the shadows you have harvested appear as looming
Minor Action Ranged 10 Shadowblade Action (11th level): When you
Target: Your assassins shroud target shades to distract a foe, swirl around you to shield you
spend an action point to take an extra action, you
Effect: Until you use this power on a different enemy, you gain from sight, or reach forth like hungry apparitions to
a +2 power bonus to attack rolls against the target, and you gain combat advantage for all your attacks until the
douse torches and lanterns.
can take a standard action to determine the distance and end of your turn, and as your last action of the turn,
direction to the target, ignoring all barriers. If the target is you can teleport 10 squares as a free action.
on a different plane from you, you know which plane but Shadowblade Path Features
gain no other information about the targets location. Eyes of the Night (16th level): You gain
Weapon of the Night (11th level): As a minor darkvision.
Grasp of the Obsidian Tomb Obsidian Stalker action, you can create a shadowblade. It is a light
Attack 20 blade with the light thrown property, a +3 proficiency
Shadows grasp and pull at the target, holding it in place as bonus, 1d8 damage, and a range of 5/10. You are pro-
you prepare to deliver the final blow. ficient in its use. The shadowblade disappears if you
Daily Shadow, Weapon are not touching it at the end of your turn.
Standard Action Melee weapon
Target: One enemy
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: The target is immobilized and cannot teleport (save
ends both). In addition, you use your assassins shroud up to
four times against the target.
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Assassin: Paragon Tier
Shadowblade Hexes Soul Thief Soul Reaper (16th level): When any enemy
within 3 squares of you drops to 0 hit points, you gain
Its body is dead, but Im only getting started on its soul.
Soul Reaver Shadowblade Attack 11 a soul shard as a free action.
Your shadowblade bites deeply into your foe, cutting through
Prerequisite: Assassin
flesh, soul, and shadow.
Soul Thief Hexes
Encounter Shadow, Weapon
Standard Action Melee weapon You are a soul thief, an assassin trained in a killing
Target: One creature art created by the drow. To the drow, death is merely Soul Shadow Soul Thief Attack 11
Attack: Dexterity vs. AC, or Dexterity vs. Reflex if you make a release from the horrid torments they can inflict on Infused with shadow magic, your weapon slashes into your
this attack with your shadowblade. enemys very soul.
the body and mind. Soul thieves learn shadow magic
Hit: 3[W] + Dexterity modifier damage, and you gain a gloom
techniques that allow them to capture a creatures Encounter Shadow, Weapon
shard.
Standard Action Melee weapon
spirit before it escapes to the afterlife. The soul suf- Target: One creature
Veil of Unsight Shadowblade Utility 12 fers in agony within this state between life and death, Attack: Dexterity vs. Will
Shadows swirl around you, making you or an ally impossible its torment ending only when you use it to fuel your Hit: 3[W] + Dexterity modifier damage.
to see. Special: You can expend a soul shard to prevent the attack roll
hexes.
from ending your shade form.
Encounter Illusion, Shadow
Minor Action Melee touch
Target: You or one ally Soul Thief Path Features Stalking Phantom Soul Thief Utility 12
Effect: The target becomes invisible until the end of your next Soul Theft (11th level): When you reduce any You move like a ghost, passing through your enemies.
turn.
enemy to 0 hit points, you gain a soul shard. You can At-Will Shadow
Move Action Personal
Shadow Curse Shadowblade Attack 20 expend a soul shard as a free action either to subject
Requirement: You must be under the effect of shade form.
You utter a dark curse upon your foe as you strike it. At your
your assassins shroud target to another shroud or to Effect: You shift your speed and can move through enemies
bidding, the shadows you have carved from your enemies leap gain a +1 bonus to a single attack roll, saving throw, spaces during the shift.
on that foe like rabid dogs. skill check, or ability check. Alternatively, you can
Daily Necrotic, Shadow, Weapon expend three soul shards as a free action to regain the Final Ending Soul Thief Attack 20
Standard Action Melee weapon use of shade form. The souls you have captured scream in agony as your shadow
Target: One creature consumes them to lend power to this attack.
Attack: Dexterity vs. AC, or Dexterity vs. Reflex if you make You can have up to five soul shards at a time.
Daily Shadow, Weapon
this attack with your shadowblade. After an extended rest, your unexpended soul shards
Standard Action Melee weapon
Hit: 3[W] + Dexterity modifier. vanish, but you gain a soul shard. Target: One creature
Miss: Half damage.
Soul Thiefs Action (11th level): When you Effect: Until the end of the encounter, you can expend a soul
Effect: Until the end of the encounter, you can expend a gloom
spend an action point to take an extra action, you shard once per round as a free action to gain a +2 bonus to
shard once per turn as a minor action to deal 5 + your
a single attack roll against the target.
Dexterity modifier necrotic damage to the target and gain gain a bonus to attack rolls and damage rolls until the Attack: Dexterity vs. AC
combat advantage against it until the end of your turn. end of your turn. The bonus equals 2 + the number of Hit: 5[W] + Dexterity modifier damage.
soul shards you currently have. Miss: Half damage.
Soul Killer (11th level): A creature killed by you
cannot be restored to life except by a creature of a
level higher than yours.
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Assassin: Paragon Tier
Venomed Soul Venomous Action (11th level): When you spend Soul Venom Venomed Soul Attack 20
an action point to take an extra action, you gain a You send a venomous hex into the wound you create. As long
One cut is all I need to end your life. as you keep the eye of death on this foe, the venom does its
bonus to attack rolls equal to your Constitution modi-
deadly work.
fier against enemies taking ongoing poison damage.
Prerequisite: Assassin Daily Poison, Shadow
The bonus lasts until the end of your next turn. In
Minor Action Ranged 10
addition, you can apply a Master of Poisons effect to Target: One creature
You are a venomed soul, a student of an ancient text
one of your weapons or a piece of ammunition. Effect: Once before the end of the encounter, when you hit
called The Book of All Venoms. Zehir wrote this book the target with a weapon attack, you can cause the target
Persistent Venom (16th level): The poison effect
at the dawn of creation, and within its pages he out- to take ongoing 15 poison damage (save ends). While the
of your Master of Poisons is no longer lost on a miss. target is your assassins shroud target, it takes a 5 penalty
lined the invention of every poison that is, was, and
Instead the first target hit by the poisoned item suf- to saving throws against this ongoing damage.
ever shall be. Over the centuries, several thieves have
fers the effect.
stolen fragments of the book, from adventurers des-
About the Author
perate to find a poisons antidote to ambitious slayers Mike Mearls is the Lead Designer for the DUNGEONS &
eager to unleash poison so powerful that even Zehir Venomed Soul Hexes DRAGONS roleplaying game. His recent credits include H1:
balked at crafting them. Keep on the Shadowfell and Players Handbook 2.
Inescapable VenomVenomed Soul Attack 11
A green mist flows from your weapon as you strike your en-
Venomed Soul Path Features emy. Using your shadow magic, you leave even the undead
Poisoned Soul (11th level): You gain resist 5 vulnerable to your poisons.
poison. The resistance increases to 10 at 21st level. Encounter Shadow, Weapon
Master of Poisons (11th level): Whenever you Standard Action Melee weapon
Target: One creature
take a short or an extended rest, you can poison one
Attack: Dexterity vs. AC
of your weapons or a piece of ammunition. Choose Hit: 2[W] + Dexterity modifier damage, and the target gains
one of the poison effects given below. The next time vulnerable 5 poison until the end of your next turn.
you attack with the poisoned item before your next
short or extended rest, the target suffers the chosen Venomous Kiss Venomed Soul Utility 12
effect if the attack hits. The effect is lost if the attack With a flick of your wrist, you douse your weapon with a
deadly venom.
misses.
Encounter Poison, Shadow
The target takes extra poison damage equal to
Minor Action Personal
5 + your Constitution modifier. Effect: Choose one weapon youre carrying. The next time you
The target is immobilized until the end of your hit a target with that weapon before the end of your next
next turn. turn, the target takes 2d6 extra poison damage.
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Assassin
Epic Tier
By Mike Mearls
Illustrations by Emrah Elmasli
TM & 2009 Wizards of the Coast LLC. All rights reserved. September 20 09 | D R AG O N 37 9
35
Assassin: Epic Tier
Level 23 Encounter Hexes Wraiths Assault Assassin Attack 23 Reapers Touch Assassin Attack 25
You move through your enemies like a shadow, advancing on With an innocuous tap, you place an echo of death energy into
your chosen foe despite the defenses around it. your foes body and soul.
Cruel Shadows Assassin Attack 23
Your attack bends and twists your enemys shadow, causing it Encounter Shadow, Weapon Daily Implement, Necrotic, Shadow
to terrify that enemy. Standard Action Melee weapon Standard Action Melee touch
Effect: Before the attack, you fly your speed + 4, and you gain Target: One creature
Encounter Fear, Psychic, Shadow, Weapon phasing and become insubstantial during the movement. Attack: Dexterity vs. Fortitude
Standard Action Melee weapon Target: One creature Hit: Ongoing 25 necrotic damage (save ends).
Target: One creature Attack: Dexterity vs. AC Aftereffect: Ongoing 15 necrotic damage (save ends).
Attack: Dexterity vs. Will Hit: 3[W] + Dexterity modifier damage. Miss: Ongoing 15 necrotic damage (save ends).
Hit: 3[W] + Dexterity modifier psychic damage. Until the end Aftereffect: Ongoing 10 necrotic damage (save ends).
of your next turn, you can slide the target 3 squares as a Effect: Until the end of the encounter, whenever you hit the
free action when any creature ends its turn adjacent to the Level 25 Daily Hexes target with a shadow attack, it takes a 5 penalty to saving
target. throws against this powers ongoing damage until the end
Night Stalker: The target also grants combat advantage of your next turn.
until the end of your next turn. Assassins Scalpel Assassin Attack 25
You ready the perfect attack to slay your foe, confident that
you can score the killing blow under the right circumstances.
Wall of Death Assassin Attack 25
Obsidian Spiders Assassin Attack 23
You call forth a shadowy construct built from the shards of
With a gesture, you cause the shadows around your foes to Daily Reliable, Shadow, Weapon
your previous victims. It howls in pain and lashes out with
transform into black spiders, which swarm over them and Standard Action Melee weapon
long tendrils as the souls trapped within seek to escape.
deliver dozens of poisonous bites. Target: One creature
Attack: Dexterity vs. AC. You can score a critical hit on a roll of Daily Conjuration, Implement, Necrotic, Shadow
Encounter Implement, Poison, Shadow Standard Action Area wall 5 within 10 squares
1820. After making the attack roll, you can turn the attack
Standard Action Area burst 1 within 10 Effect: You conjure a wall of darkness that lasts until the end of
into a miss.
squares your next turn. The wall can be up to 4 squares high, and it
Hit: 6[W] + Dexterity modifier damage.
Target: Each creature in burst blocks line of sight for creatures other than you. Any enemy
Attack: Dexterity vs. Fortitude. If the target is your assassins that starts its turn in the wall or adjacent to it takes 15
shroud target, you gain a +2 bonus to the attack roll. Folded Shadow Assassin Attack 25
necrotic damage, plus 5 damage for each of your shrouds
Hit: 3d8 + Dexterity modifier poison damage. As you lunge at your enemy, your blade slices deep into it, and on that enemy. Whenever a creature drops to 0 hit points
you disappear into its shadow. or fewer within 5 squares of the wall, the walls length can
Shadow Swap Assassin Attack 23 Daily Shadow, Weapon increase by 2 squares.
As you strike at your foe, your shadows mingle. Standard Action Melee 1 Sustain Minor: The wall persists.
Target: One creature
Encounter Shadow, Weapon
Attack: Dexterity vs. AC
Standard Action Melee weapon
Hit: 5[W] + Dexterity modifier damage.
Target: One creature
Miss: Half damage.
Attack: Dexterity vs. AC
Effect: You shift 1 square into the targets space and remain
Hit: 3[W] + Dexterity modifier damage. The next time you are
there until the end of your next turn. While there, you are
subjected to an effect that a save can end before the end of
insubstantial, you move with the target (this movement
your next turn, the target is also subjected to that effect.
doesnt provoke opportunity attacks), and any melee or
Bleak Disciple: When the target is subjected to the effect
ranged attack that misses you hits the target instead, unless
that a save can end, the target takes damage equal to your
the target is the attacker. When the effect ends, you slide 1
Constitution modifier.
square to a square adjacent to the target.
Sustain Minor: The effect persists.
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Assassin: Epic Tier
Level 27 Encounter Hexes Shadows of Doom Assassin Attack 27 Shadow Puppet Assassin Attack 29
Your foes shadow writhes as it gains a malevolent will of its You reach into your foes shadow and rip away part of its es-
own. It strikes the moment your foe lets its guard down. sence, which you use to manipulate the foe like a puppet.
Ambush from Thin Air Assassin Attack 27
You appear suddenly next to your foe and make a deadly Encounter Shadow, Weapon Daily Charm, Implement, Psychic, Shadow
attack. Standard Action Melee weapon Standard Action Melee touch
Target: One creature Target: One creature
Encounter Shadow, Teleportation, Weapon Attack: Dexterity vs. AC Attack: Dexterity vs. Will
Standard Action Melee 1 Hit: 3[W] + Dexterity modifier damage. Until the end of your Hit: 4d8 + Dexterity modifier psychic damage, and the target
Effect: Before the attack, you teleport 20 squares to a square next turn, the target takes 3 damage each time it takes any is dominated (save ends). Until the target saves against this
adjacent to your assassins shroud target. This teleportation action other than a free action. effect, when any enemy leaves a square adjacent to the
does not require line of sight. Bleak Disciple: The target instead takes damage equal to target or makes a ranged attack while adjacent to it, you
Target: Your assassins shroud target your Constitution modifier each time it takes any action can use an opportunity action to compel the target to make
Attack: Dexterity vs. Reflex other than a free action. a melee basic attack as a free action against that enemy.
Hit: 3[W] + Dexterity modifier damage. Miss: Half damage, and the target is dominated until the end
of your next turn.
Last Word Assassin Attack 27 Level 29 Daily Hexes
Having studied your enemy, you are now ready to end its life Three Shadow Venoms Assassin Attack 29
with a single strike. Doom Foretold Assassin Attack 29 You draw the essence of shadow into your weapon and trans-
Encounter Shadow, Weapon As your weapon slices your foe, you lay bare the root of its form it into a deadly mixture of three poisons.
Standard Action Melee weapon doom. Your next strike is the last one you ll need. Daily Poison, Shadow, Weapon
Target: Your assassins shroud target Standard Action Melee weapon
Daily Shadow, Weapon
Attack: Dexterity vs. AC Target: One creature
Standard Action Melee weapon
Hit: 3[W] + Dexterity modifier damage. Attack: Dexterity vs. Fortitude
Target: One creature
Effect: If you invoked your shrouds on the target as part of the Hit: 2[W] + Dexterity modifier damage, and the target is weak-
Attack: Dexterity vs. AC
attack, roll d12s instead of d6s for that damage. ened (save ends) and takes ongoing 15 poison damage
Hit: 7[W] + Dexterity modifier damage.
Miss: Half damage. (save ends).
Reaper in Black Assassin Attack 27 Effect: You use your assassins shroud against the target up to Miss: Half damage, and the target takes a 5 penalty to
In your foes eyes, you become an avatar of death. Your pres- four times. damage rolls (save ends) and takes ongoing 5 poison
ence is enough to hold the foe rapt with fear, and your other damage (save ends).
Effect: The target is dazed (save ends).
enemies sense that creatures impending doom. Intent to Murder Assassin Attack 29
Encounter Fear, Implement, Psychic, Shadow You have studied your foe long enough. Now is the time to end
Standard Action Ranged 5 its life.
Target: One creature
Daily Shadow, Weapon
Attack: Dexterity vs. Will
Standard Action Melee weapon
Hit: 3d10 + Dexterity modifier psychic damage, and the target
Target: One enemy that has four of your shrouds on it
is immobilized until the end of your next turn. In addition,
Attack: Dexterity vs. Reflex
you slide each enemy within 5 squares of the target 1
Hit: Damage equal to your bloodied value, or twice that if the
square.
target is helpless.
Night Stalker: The number of squares you slide each
Miss: Damage equal to your healing surge value, or twice that
enemy equals 3.
if the target is helpless.
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Assassin: Epic Tier
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Warden Essentials
By Tavis Allison and Eytan Bernstein
Illustrations by Brandon Leach, Empty Room Studios
TM & 2009 Wizards of the Coast LLC. All rights reserved. September 20 09 | D R AG O N 37 9
39
Warden Essentials
One of the joys DUNGEONS & DRAGONS offers is Not So Fast: Marking healing surges, at first it might be easy for you
the ability to play a hero of legend. Throughout to soak all the hits you take. Nevertheless, think
Marking is your fundamental tool in forcing your ene-
human history, one of the times that people have twice when youre far enough below bloodied
mies to attack you even when theyd rather be going
most needed to create the legend of a hero is when that youd drop if every marked enemy hits you.
after your friends. Learning how and when to mark a
a culture defined by their kinship to their natural Also, be careful about marking when your heal-
target is essential for all defenders, and the warden is
environment must defend it against an expansionist ing resources are running low. Its true that your
no exception. To master the wardens role, you need
outsider. These warriors drew upon their myths and job is to draw attacks, but its an inefficient use of
to understand the unique class features that relate
their courage to confront the heavier armament of the your partys resources if youre the only one who is
to marking: Natures Wrath, which is how you mark
invaders. This archetype also thrives in the worlds spending healing surges in an encounter. If youre
enemies, and the powers wardens fury and wardens
of fantasy, and the warden offers players the chance typically the one calling for a rest because youre
grasp, which are how you punish foes that disobey
to become a hero who brings this legacy to life. tapped out while others have plenty of surges left,
your mark and attack someone else. First, however,
Understanding how a warden functions is essential its time to step back on your marking and allow
you need to remember the universals.
to creating and playing a character who lives up to its other melee characters take their share of the
legendary heritage while helping the party create a hits.
new set of legends. Marking 101 Only one mark at a time can apply to a target. If
A marked target has a harder time hitting your you mark an enemy that has already been marked
The BasiCs allies. Your mark imposes a 2 penalty to attack by one of your allies, you replace his or her mark
rolls when the marked enemys attack doesnt with yours. Unless its obvious that your friend
When the goodfolk of the woods are in trouble they hang include you as a target. Since your defenses are has bitten off more than he or she can chew, its
a silver crescent from the highest bough in memory of those frequently a few points higher than the rest of a good idea to talk it over before you replace the
who protected them after Nerath could not. Sometimes your partys, the foe you mark might be frustrated mark. (Talking it over can also provide you with a
youll see it and come in time to help them. Sometimes itll to discover that it makes every one of your allies good opportunity to show the way your character
work like a scarecrow to run off their foes. And sometimes at least as hard to hit as you are. However, keep in thinks and speaks. With a little effort, coordina-
not. Then its your job to avenge what was done so thor- mind that your mark doesnt protect your friends tion among characters can enhance the fun and
oughly that the next interloper will think long and hard if an enemy can hit both you and your allies with drama of an exciting fight scene instead of dis-
about harming a creature thats raised the crescent sign. the same attack. When fighting a foe that uses rupting the players immersion.)
~ Dyfan of the Wild Wood lots of area and close attacks, focus on tactical
positioning to keep your allies out of reach of an
You have a wealth of tools to build an effective effect that could hit you.
warden, from the race you choose to the magic items Marking says hit me. As a warden, you might
you seek. All these different paths lead to the same be tempted to mark multiple enemies every
goal. You must prevent your foes from getting past round. Before you do, be sure that youre ready
you to the softer targets among your allies, and you to be hit by every one of those foes. You can help
need to become sufficiently resilient that you can avoid that worst-case scenario by making sure
take more punishment than anyone else in the party your defenses are as high as possible. If youve
without going down. Your class features help you with built your warden to max out your hit points and
both aspects of this job.
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Warden Essentials
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Warden Essentials
your friends is relatively short-range, its considerably Stand Tall: Second Wind employ extra effects, all wardens rely on second wind
easier for foes to avoid than a paladins divine chal- and Saving Throws for some aspects of their role. The first is survivability.
lenge or the aegis powers of a swordmage. What you When youre within a few hits of going down, you
If youre playing your role to the fullest, your warden
have instead is a wealth of options for limiting your might have to give up an attack for the healing second
will be taking more attacks than anyone else in
foes ability to move away from you. Using these well wind provides, but if youre knocked unconscious you
the party. Thats as it should be! Your high defenses
requires attention to tactics, but in the right combina- lose considerably more attack potential! Impregnabil-
should ensure that fewer of those attacks hit, and
tion, they can make fighting a warden as painful as ity is another benefit of second wind for a warden.
when they do you have class features that allow you
escaping from a briar patch. A good tactic is to move into the thick of the enemy,
to take it without needing to call for help from your
Slowing foes is an effective way of keeping them mark them all, and then pump your defenses with
leader. The first of these is Font of Life, which gives
away from your friends. All wardens have some slow- second wind so that all the attacks you draw bounce
you a chance to shrug off a condition that a save can
ing ability with wardens grasp, and you can enhance right off. Second wind is useful enough for a warden
end before it can even affect you. The second is your
this dimension of stickiness from first level. The that, like your encounter attack powers, you should
Guardian Might, which adds an extra effect to your
weight of earth at-will lets you slow the foe you attack, expect to use it in each fight, and plan when to do so
second wind. Although your build, and the feats it lets
and the Sudden Roots feat does the same for those for maximum effectiveness.
you choose, determines various aspects of how you
who provoke an opportunity attack. Once slowed, a
marked enemy is going to have a hard time getting
out of reach of your grasp. Adding difficult terrain
can make slow nearly as good as immobilize. Look for
opportunities to corner enemies in areas of difficult
terrain whenever you can, and consider powers such
as hungry earth and form of winters herald that allow
you to create areas of your own. Finally, you should
try to position yourself in bottlenecks where the fea-
tures of the battlefield help keep your enemies and
your allies separate. You might choose powers that
allow you to force enemy movement to put it on the
wrong side of such bottlenecks, and delay or ready
actions in combat so that you can take turns letting
others strike through a bottleneck before you step
up and plug it again. When the battlefield doesnt
provide a bottleneck, look for ways to use walls and
well-defended teammates to make sure that you can
use wardens fury to hit the only squares from which
your opponents would be tempted to attack your
friends.
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Warden Essentials
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Warden Essentials
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Warden Essentials
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Warden Essentials
Font of Vengeance Limitless Wrath Limbs of the Tree Spider Warden Attack 7
Prerequisite: 11th level, warden, Font of Life Prerequisite: 21st level, warden, Natures Wrath You stab your weapon arm straight up, and it sprouts long,
sharp wooden protrusions that stab out at your enemies like
class feature class feature
spider legs.
Benefit: When you save against ongoing damage Benefit: When an enemy marked by you drops
Encounter Primal, Weapon
at the start of your turn, if you are adjacent to and can to 0 hit points, you can use Natures Wrath as a free Standard Action Close burst 3
make an opportunity attack against the creature that action, even if you have already used it this turn and Target: Two creatures in burst
inflicted the ongoing damage, you deal damage to even if it is not during your turn. Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
that creature equal to your Strength modifier.
warden evOCaTiOns Entangling Shield Warden Utility 10
Quickening Font Your shield sprouts vines that grab at your enemy.
Prerequisite: 11th level, warden, Font of Life Daily Primal
Wardens Lunge Warden Attack 1 Immediate Interrupt Personal
class feature
You lunge at your foe, making an attack it cannot ignore. Requirement: You must be wielding a shield.
Benefit: When you save against an effect at the
At-Will Primal, Weapon Trigger: You are hit with a melee attack
start of your turn, your speed increases by 1 until the Target: The triggering creature
Standard Action Melee weapon
end of your turn. Target: One creature Effect: You gain a +4 bonus to the defense targeted by the trig-
Attack: Strength vs. AC gering attack until the end of your next turn. If the trigger-
Hit: 1[W] + Strength modifier damage. ing attack misses, the target is immobilized until the end of
Vengeful Grasp Level 21: 2[W] + Strength modifier damage. your next turn, or until you move away from the creature,
Effect: You mark the target until the end of your next turn. whichever comes first.
Prerequisite: 11th level, warden, wardens grasp
Special: When you charge, you can use this power in place of a
power
melee basic attack. Stalactite Hook Warden Attack 13
Benefit: When you make a wardens grasp attack,
Your weapon arm transforms into a spike of rock that skewers
you can choose to push the target 3 squares rather Storm Throw Warden Attack 3 your foe and pulls it closer.
than slide it 1 square. Calling lightning down from the clouds, you hurl your electri- Encounter Primal, Weapon
fied weapon at your foe. Standard Action Melee 2
Target: One creature
Epic Tier Feats Encounter Lightning, Primal, Weapon
Standard Action Ranged 5 Attack: Strength vs. AC
Any feat in this section is available to a character of Requirement: You must throw your weapon at the target. Hit: 3[W] + Strength modifier damage, you pull the target 1
21st level or higher who meets the prerequisites. Target: One creature square, and the target is slowed until the end of your next
Attack: Strength vs. Fortitude turn.
Hit: 1[W] + Strength modifier damage + 1d8 lightning dam-
Dazing Fury age, and you gain resist 10 lightning until the end of your
next turn.
Prerequisite: 21st level, warden, wardens fury
Effect: Your weapon returns to your hand.
power
Benefit: When you hit with wardens fury, instead
of granting combat advantage, the target is dazed
until the end of your next turn.
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Warden Essentials
Vine Poultice Warden Utility 16 Primal Cascade Warden Utility 22 ParagOn PaTh
You summon healing vines from the ground and pack the You transform into a cascade of rushing water, flowing over
wound with them, creating an efficacious bandage. the earth to a nearby location where you reform.
Daily Healing, Primal Encounter Polymorph, Primal
Minor Action Melee touch Move Action Personal
Guardian of Two Worlds
Target: You or one creature Effect: You shift your speed, ignoring difficult terrain and water.
Effect: The target can spend a healing surge and make a saving
I protect civilization from nature and nature from
throw against each effect it is suffering from that a save can
end.
Form of the Lightning Lord Warden Attack 29 civilization.
As you speed up, the world slows down around you. You
become living lightning. You dart around the landscape,
Reckless Ram Assault Warden Attack 17
leaving your sting where you will.
Prerequisite: Warden
You grow massive rams horns and bound at your foe, sending
Daily Lightning, Polymorph, Primal, Teleportation
both him and you flying. You are the guardian of two worlds. You know the
Minor Action Personal
Encounter Primal, Weapon Effect: You assume the form of the lightning lord until the end perils of the wild, but you also know the corruption
Standard Action Melee weapon of the encounter. While in this form, as a move action, you that dwells in the heart of civilization. Many wardens
Requirement: You must charge and use this power in place of can teleport up your speed. Any enemy you have marked
a melee basic attack. and that is adjacent to you when you start this move takes eschew civilization in favor of the purity of nature.
Target: One creature lightning damage equal to your Strength modifier. Although you see the virtue in their point of view,
Attack: Strength vs. AC Once during this encounter, you can make the following you have chosen to straddle both realms in the hopes
Hit: 4[W] + Strength modifier damage, and both you and your attack while you are in this form.
target fall prone. of keeping an eye on each. You know that if either
Standard Action Ranged 10
Target: One enemy becomes too dominant, neither can flourish. So you
Land Shark Charge Warden Attack 19 Attack: Strength +6 vs. Fortitude live and work, instructing people on how to interact
Hit: 3d10 lightning damage, and you teleport the target 10 with and be respectful of the forest, but also protect-
You sink into the earth, tunnel under the ground, reemerge
squares to a space adjacent to you. The target is slowed and
under your foe, and skewer it with your weapon. ing them from deadly predators and harsh storms.
dazed until the end of your next turn.
Daily Primal, Weapon Miss: Half damage, and you teleport the target 10 squares
Standard Action Melee weapon to a space adjacent to you.
Requirement: You must charge and use this power in place of
a melee basic attack.
Special: You receive a +2 bonus to the attack roll instead of
the normal +1 bonus for a charge. You do not provoke
opportunity attacks for movement made during this charge.
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, the target falls prone,
and the target grants combat advantage (save ends).
Miss: Half damage, and the target falls prone.
Effect: You gain a +2 power bonus to your AC and Fortitude
until the end of your next turn.
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Warden Essentials
Guardian of Two Worlds Path Stand of the Protector Utility 12 About the Authors
Tavis Allison lives in New York City, is always eager to meet
Features Guardian of Two Worlds
new people around the gaming table, and can be reached
Guardian Trick (11th level): When you spend Those who stand near you are revived and refreshed by your easily via Facebook.
stalwart presence.
an action point to gain an extra action, if you are in
Daily Primal, Stance Eytan Bernstein hails from New York City. He spends
guardian form, you can make your guardian form
Minor Action Personal his days writing and editing history books for a major edu-
attack with that action even if you have already made Effect: At the start of your turn, when you use your Font of Life cational publisher. By night, he works as a game designer,
that attack this encounter. class feature, a single ally adjacent to you can also make a editor, and developer. His many previous credits for Wizards
Tangling Wild (11th level): While you are in single saving throw against an effect that a save can end as of the Coast include Adventurers Vault, Open Grave: Secrets of
a free action. the Undead, and Arcane Power.
guardian form, any enemy marked by you that starts
its turn adjacent to you is slowed until the end of its
Form of the Stag Knight Attack 20
next turn.
Guardian of Two Worlds
The Warden of Both Worlds (16th level): On
You become the stag knight, a creature of legend that stalks
your turn, the first time you hit an enemy marked by the borderland to protect those who cannot protect themselves.
you, you can make one saving throw against an effect Daily Polymorph, Primal
that a save can end as a free action. Minor Action Personal
Effect: You assume the form of the guardian of both worlds
until the end of the encounter. While in this form, you can
Guardian of Two Worlds use Natures Wrath to mark any enemy within 2 squares
Evocations instead of just adjacent enemies.
Once during this encounter, you can make the following
weapon attack while you are in this form.
Strike of the Sentinel Attack 11 Immediate Interrupt Melee weapon
Guardian of Two Worlds Trigger: A creature marked by you hits an ally with a melee
Your attack forces your enemies to stand their ground and face attack
your threat. Target: The triggering enemy
Attack: Strength vs. AC
Encounter Primal, Weapon Hit: 4[W] + Strength modifier damage, and the ally hit with
Standard Action Melee weapon the triggering attack gains a +4 bonus to the defense that
Attack: Strength vs. AC the triggering attack targeted until the end of your next
Target: One creature turn.
Hit: 2[W] + Strength modifier damage, and any enemy adja- Miss: Half damage.
cent to you and marked by you is immobilized until the end Special: When you spend an action point to gain an extra
of its next turn. action while in this guardian form, and you have already
used this attack, you gain another use of this attack this
encounter.
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Cleric
Essentials
Wisdom of the Gods
By Logan Bonner
Illustrations by Tyler Jacobson
TM & 2009 Wizards of the Coast LLC. All rights reserved. September 20 09 | D R AG O N 37 9
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Cleric Essentials: Wisdom of the Gods
Devotion and religious knowledge define all clerics, Channel Divinity Healing Word
but beyond those categories, theyre a varied bunch.
The basic powers for the Channel Divinity class fea- The baseline healing option all clerics have, healing
The aggressive, forest-dwelling elf cleric of Corellon
ture are enough for many players, but you can gain word is a straightforward way to keep your allies up
and the pacifist, urban halfling devoted to Erathis
more by taking deity-specific or domain-based Chan- and fighting. Dont forget your Healers Lore feature,
both have greater faith than most people, but they
nel Divinity feats. Since you can use only one of these too! Your healing word allows your ally to regain hit
approach interactions and battles in far different
powers per encounter, you have little reason to grab a points equal to his or her healing surge value + your
ways. The greatest influence on any cleric is his or her
whole bunch of them. Wisdom modifier + 1d6 at first level, with no extra
god, and all things flow from this divine worship.
Both divine fortune and turn undead are pretty effort on your part.
However your enemies are introduced to the
straightforward, and its easy to tell when to use them. Wait for It: Keep track of how many additional hit
might of your god, your allies will remember the
Divine fortune is a fallback power if you have no other points your healing word grants, and encourage your
assistance you give them through healing and boons
Channel Divinity powers to use, but its not that great allies to monitor their healing surge values. This sort
of divine strength.
a power. Consider picking up a Channel Divinity feat of preparation can keep you from wasting healing
that you know you want to use every fight, so you have on people who havent taken much damage. You can
The BasiCs something useful out of Channel Divinity. make it easier on yourself by just waiting till someone
Healers Mercy: Any cleric can take the healers is bloodied to heal them. Especially at low levels, you
The first enemy of faith is doubt. To walk the path to mercy power (Divine Power, page 30) instead of turn could run out of healing word uses during a fight. Con-
divine glory, your first step must be confident. Burn the undead. Even if you arent playing a shielding cleric, sider holding off on using healing word until an ally is
doubt from your mind and trust in your connection to the you might consider this option if you know your cam- in serious danger, to make sure you dont run out of
divine. paign is unlikely to feature many undead. Its also a uses before you need them.
To Walk Avandras Road great power for when the whole party is beaten up. Feats: Since healing word is such a prominent,
You can trigger healers mercy to heal all your allies, multi-use power, look at the Divine Power feats that
Though all clerics are leaders, they have a wide then use your second wind on your next turn to heal enhance it. Consider Defensive Healing Word, which
breadth of ways to help their allies. You can fight yourself. gives your target a bonus to all defenses for a turn,
up close and personal, say prayers from the back and Extended Healing to extend the burst if youre a
rank, or use powers that dont cause physical pain at back-rank cleric. When you reach epic level, you can
all! Most of your leader abilities come through your The heal sKill take Supreme Healer, which lets you heal two people
powers rather than class features, so make sure you per use, doubling the amount of healing you give, but
Although its not mandatory, the Heal skill is
pick powers that improve your ability to help out your extremely useful for all clerics. Even after you not increasing the number of actions you use to do so.
allies by healing them or by granting them bonuses. run out of healing powers, you can use this skill
Though the cleric is a leader, the class can also to grant saving throws, trigger second winds, and
emulate a controller to some degree. Look for powers keep allies from dying.
that give your enemies penalties and lock them down
if you want to play this way.
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Cleric Essentials: Wisdom of the Gods
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Cleric Essentials: Wisdom of the Gods
Players Handbook along with recovery strike from attacks that use Wisdom. With this build, you should ing role, or you wont enjoy playing a shielding cleric.
Divine Power. If you take recovery strike and righteous grab a variety of powers. Beacon of hope might not This build can bring a lot of healing to the table,
brand, you will have a power to lay down more deal damage, but it has a huge effect on the battle. and it functions well as the sole leader in a party. A
damage on a target and one to protect an ally from Many powers are like this, and you can pick up a shielding cleric can also pick up the slack in a group
damage. couple without affecting your damage output too without a controller.
If your party has multiple leaders, take high- much. However, if you gravitate toward those powers Alternate your feat picks between those that
damage powers. The cleric is, by default, an awesome exclusively, consider taking the shielding cleric build increase your healing and control abilities and ones
healer, but try not to take more healing powers than instead. that give you a little more defense, extra hit points, or
you need. Keep your healing powers down to just For your at-wills, definitely take the amazing increases to skills and noncombat abilities. Since you
healing word and maybe one other power. (Consider a sacred f lame power. For your second choice, compare dont have any pressure to increase your damage, you
daily utility that gives you a lot of bang for your buck, lance of faith with gaze of defiance (from the Players can fill those feat slots in other interesting ways.
such as cure light wounds or mass cure light wounds.) Handbook Heroes: Series 1 miniatures set). If youre
building a radiant-focused caster and want a more
Devoted Cleric predictable bonus, take the former. If youd like to
Show the strength of the gods in all you do. Burn down take advantage of a monsters low Will, take the latter.
As with the battle cleric, you can build a better hOw MuCh healing is
foes with the light of the heavens, fill your comrades with
the might of the devout, and heal wounds so you can devoted cleric if youre aware of the capabilities of the enOugh?
preserve the life bestowed upon us by the divine forces. other characters in the party. You might go heavy on The cleric is a great healer out of the gate. You
Initiation rites of Guaron-doa Monastery low-damage, high-control powers if you have no con- can make your cleric an even better healer, but it
troller, or choose several defense-boosting powers if is possible to have too much healing. After a few
your party is full of melee characters. combats, see if you had healing powers remain-
This build relies primarily on Wisdom-based ranged
ing after each encounter, or if you spent more
attacks, and stays out of the thick of combat. The actions healing when youd rather have been
radiant attacks that constitute the core of this build Shielding Cleric attacking. If you run into this problem, consider
earned it the nickname laser cleric. Worry less Embody observation and control in your actions. Rage is retraining to replace some of those powers.
about your defenses and weapons. Instead concen- not a boon, but a liability. Safeguard those who lack your Your play style will color your tolerance for the
trate on getting a good holy symbol and pick feats that discipline, for they too can be tools of the gods if you provide number of healing powers you want. If you play
enhance your ranged powers. Not many feats work proper guidance. a shielding cleric, for instance, you might want
great for every cleric in this build, since its such a to heal people most rounds. Still, if you find that
The Tenets of Iouns Watchers
your character offers healing round after round,
broad category. Look through the racial feat options
and the other PCs refuse the healing because
and your deitys Channel Divinity and domain feats. The less aggressive, self-sacrificing shielding cleric theyre still in good shape, you can replace some
(Divine Power, page 30) presents a different way to of your healing with options that increase your
Power Selection play a class. Instead of doing damage with your own damage or give offensive benefits to allies.
With Divine Power, you have more options to make attacks, you use powers that give big bonuses to allies
a consistent devoted cleric who uses ranged attacks. and nasty control effects to enemies. This build plays
However, avoid skipping over some of the great close differently from other builds and classes, so its not for
everybody. Make sure youre happy with a support-
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Cleric Essentials: Wisdom of the Gods
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Cleric Essentials: Wisdom of the Gods
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Cleric Essentials: Wisdom of the Gods
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Cleric Essentials: Wisdom of the Gods
Word of Retaliation
Prerequisite: Cleric, healing word power
Benefit: When you use healing word, the target
regains extra hit points equal to the number of ene-
mies adjacent to him or her.
Assured Healing
Prerequisite: 11th level, cleric
Benefit: When you miss with a divine attack
power with the healing keyword, and that power has
no effect on a miss, you or one ally within 5 squares
of you regains hit points equal to your Charisma
modifier.
Gamblers Word
Prerequisite: 11th level, cleric, healing word power
Benefit: Once per encounter, when you score a
Vengeful Flare Cleric Attack 1 Angelic Witnesses Cleric Utility 2
critical hit, you gain an additional use of your healing
Seeing your ally in pain, you vow vengeance as you rain holy Your prayers bring the attention of ghostly minor angels, who
word power during this encounter. fire upon your foe. stand and silently observe you in battle.
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Cleric Essentials: Wisdom of the Gods
Destined Duel Cleric Attack 3 Forgemasters Flame Cleric Attack 7 Sacred Armistice Cleric Attack 15
You mark an enemy with a holy sigil and cause your ally to The astral fire you call down limns your foe, possibly causing it Your prayer affects a short-term pact of peace and gives you
rise up and defeat this foe. to become sluggish, and it provides healing to an ally. the divine sanction to heal the wounds of battle.
Encounter Divine, Implement, Radiant Encounter Divine, Fire, Healing, Weapon Daily Divine, Fear, Implement
Standard Action Ranged 5 Standard Action Melee weapon Standard Action Close blast 5
Target: One creature Target: One creature Target: Each creature in blast
Attack: Wisdom vs. Reflex Attack: Strength vs. AC Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage, and an ally Hit: 2[W] + Strength modifier fire damage. If youve used a Hit: The target cannot attack (save ends).
within 5 squares of you gains a +2 power bonus to attack Channel Divinity power this encounter, you mark the target Effect: Until the end of the encounter, when you use healing
rolls against the target until the end of your next turn. If you until the end of your next turn and an ally within 5 squares word, the target of that power gains a +5 power bonus to
use healing word on that ally this turn, the ally also gains a of you can spend a healing surge. If you havent, the target all defenses until the end of your next turn.
+4 power bonus to damage rolls against the target until the grants combat advantage and is slowed until the end of
end of your next turn. your next turn. Prayer Made Real Cleric Utility 22
Each prayer you recite builds on the one before it, culminating
Divine Juggernaut Cleric Attack 5 Reverent Mettle Cleric Utility 10 in a great boon that makes you and your allies into a divine
Your body surges with the manifestation of divine wrath, and You blunt an attack against your comrade using only your army.
even simple prayers make your onslaught more forceful. devout will. Calling upon your deity allows you to perform this Daily Divine
Daily Divine, Weapon trick again. Minor Action Area burst 2 within 10
Standard Action Melee weapon Encounter Divine Target: You and each ally in burst
Target: One creature Immediate Interrupt Close burst 5 Effect: The target gains a +2 power bonus to saving throws. If
Attack: Strength vs. AC Trigger: An ally within 5 squares of you takes damage from an you used healing word this turn, the target also gains a +2
Hit: 2[W] + Strength modifier damage. attack power bonus to all defenses. If you used a Channel Divinity
Miss: Half damage. Target: The triggering ally in burst power since the start of your last turn, the target also gains
Effect: Until the end of the encounter, when you use a Channel Effect: Reduce the triggering attacks damage by 5 + your a +1 power bonus to attack rolls. The effect lasts until the
Divinity or healing word power, the target takes damage Charisma modifier. end of the encounter.
equal to your Charisma modifier and you and each ally Special: When you use your Channel Divinity power you may
adjacent to you gain temporary hit points equal to your regain the use of reverent mettle. About the Author
Charisma modifier. Logan Bonner has worked on D&D Miniatures, Forgotten
Chains of Blazing Light Cleric Attack 13 Realms Players Guide, Adventurers Vault, Players Handbook
Gift of Good Fortune Cleric Utility 6 Columns of intense, fiery light blast down and mark your foes 2, and Arcane Power in his time as a designer at Wizards
You beseech the divine forces that shape destiny and fate to with divine sigils, leaving them shaken. of the Coast. He has designed both familiars and alchemy,
smile on your ally. encouraging people to be both social and anti-social.
Encounter Divine, Implement, Radiant
Encounter Divine Standard Action Area burst 2 within 10
Minor Action Ranged 10 Target: Up to four creatures in burst
Target: One ally Attack: Wisdom vs. Reflex
Effect: The target makes a saving throw. If you used divine for- Hit: The target is dazed until the end of your turn. If youve
tune this turn, the ally receives a bonus to the saving throw used a Channel Divinity power this encounter, then the
equal to the bonus your divine fortune grants. next time the target is hit by an attack before the end of
your next turn, that attack deals 5 + your Charisma modi-
fier extra radiant damage.
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Fighter:
The Great Weapon By Robert J. Schwalb
Illustrations by Adam Paquette (Empty Room Studios),
James Kei McClellan, and Sean Macdonald
Rain drenched the students. It cut runnels through their
filth, mingling with their sweat. Still, they worked, strug-
gling to heft the greatswords. Their captain watched, and
his compliments were rare.
Captain Tytos Long stood near the gate, his arms folded
behind his back. Water darkened his clothes, washing his
face until a steady stream fell from his nose. His eyes f licked
from trainee to trainee, but he never moved.
Sergeant Fess was a different story. The stocky dwarf
paced between the students, barking commands, spitting
insults, grabbing arms to adjust posture, all the while shak-
ing his head in disgust. They would never be more than
militiamen. There wasnt a true fighter in the lot.
Enough, said Tytos, his voice a whisper, but so sharp it
cut through the thunder.
Blades dropped to the mud. Students followed. Rain.
Gasps. Groans. All a tangle of bodies, sweat, and mud.
Awful, he said.
They expected this. Tytos had a reputation for being a
bastard and the students didnt expect anything different
from their master.
The captain unfolded his fingers and reached down to
pick up a muddy blade from the training field. He inspected
it, turning it over in his hands. He rubbed blade clean.
This, he said, is not a toy. Not something to be dis-
carded no matter how tired you are. This is the only thing
standing between you and death. Yes, its heavy. Yes, its a
right beast to fight with, but its your salvation. You cant THE WAR COLLEGE
TM & 2009 Wizards of the Coast LLC. All rights reserved. September 20 09 | D R AG O N 37 9
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Fighter: The Great Weapon
hide behind plate armor on the battlefield. You have no fighters might become tempest fighters. Guardian enough training, a student can catch up and add
shield to stop your enemys swords. All you have between fighters are drawn from cautious warriors, while muscle over a frame that can support it.
you and death is your weapon. Drop the weapon and you great weapon fighters tend to become the catch-all for Great weapon fighters emphasize striker as a
die. Its as simple as that. everyone else. secondary role, meaning their attacks focus more
Sergeant? How many do you count still holding their on damage output rather than locking down their
weapons? enemies. For this reason, Strength is essential since
One sir... no. Two. The greaT it grants accuracy and damage output. Hitting is far
You two. Youre done. Go inside and get something to more important than just marking an enemy since
weaPOn FighTer
eat. these fighters depend on dropping enemies before
The easiest fighter archetype to play is undoubt-
The rest of you...youre dead, and the dead dont their opponents get a chance to hit them back.
edly the great weapon fighter. Concerned with
eat. Go clean your weapons. When youre done, apologize To keep their Strength high, great weapon fighters
dishing out as much damage as possible, this
to the smith for soiling his good work. Tomorrow, you might character uses the biggest weapons and takes rarely have good defenses. Rather than worry about
just be hungry enough to pay attention, yes? the most punishment. What a great weapon keeping Reflex and Will high, instructors toughen
The yard cleared, leaving the sergeant and the captain. fighter gains in simplicity, though, it loses in their students by subjecting them to endurance train-
Captain? durability. Sword-and-board fighters have the ing, developing their core strength, and having them
Yes, sergeant? better defenses, battleragers can generate their do grueling exercises so they can withstand injuries
Any hope for them? own temporary hit points, and tempest fighters on the battlefield. This all translates into high hit
possess enough mobility to escape when the sit-
Not a bit, Fess, not a bit. points and to get them, you need a high Constitution.
uation gets tough. The great warrior has to take
For all that great weapon fighters devote train-
it on the chin round after round until, as is often
Students selected for fighter training spend a year the case, he or she drops and starts praying for ing to building their mass, the instructors never
learning the fundamental techniques, such as how to 20s on death saving throwsnot an ideal option minimize the importance of battlefield awareness.
position themselves to contain their foes and how to for players who just want their characters to hit Students are constantly tested by being placed in
gain mastery with military weapons. The demanding the bad guy and knock it down. Luckily, you can tough situations where they must anticipate attacks
training chews up many trainees, and the attrition do a few things to avoid the pitfalls common to or suffer a stinging strike from a direction they over-
rate in this discipline is the highest in the War Col- playing these characters. This is where the War looked. Wisdom is of vital importance since it helps
College comes in.
lege. Those who drop out often become warriors, the fighter keep his opponent from running away.
militia, and common soldiers. Those who succeed Since you need only two abilities to make this class
move on to advanced training in one of four curricu- work, you might be tempted to put all your points
lums, each tied to the fighting disciplines taught in Making the Cut in Strength. With the right race, you can easily start
the War College since Nerath founded it. You are strong enough to pick up the great weapon, but with a 20. As impressive and awesome as that is,
The fighting disciplines correspond to the four how long can you hold it? doing so grants you only a 14 Constitution and an
available fighter builds. Each course tests the trainee ~Captain Tytos Long 11 in one other ability score. Not only does this drop
in different ways, which is why instructors sort stu- your hit points and surges, but it also makes your
dents based on their performance throughout their Students selected for great weapon training demon- other defenses vulnerable. Optimal races (see below)
first year. Strong and hardy fighters gravitate toward strate strength and endurance. Instructors look for offset this risk by boosting Constitution.
the battlerager discipline, while quick and agile natural talent combined with hidden potential. With
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Fighter: The Great Weapon
Potential
Natural talent~ability scores~guides many instruc-
tors in decisions about which course a student will
follow, but its not the only factor. Potential also fig-
ures prominently in these decisions. Larger, bulkier
students can make excellent great weapon fighters,
while small and slighter students might drift toward
another path. While the instructors are careful to not
let race be the only deciding factor, natural proclivi-
ties found in heritage and culture are the best test for
determining a trainees future.
Racial Adjustments
The most common way to pick a race for a class
and build is through ability adjustments. The great
weapon fighter, as discussed above, favors Strength,
Constitution, and Wisdom, so any race granting a
bonus to these abilities is ideal. Race-class combina-
tions rate from optimal to disadvantaged. Optimal
combinations provide a bonus to the primary ability
(Strength) and either of the classs secondary abilities
(Constitution or Wisdom). Advantaged combinations Racial Features rigors and keeps you healthy even when exploring
provide a bonus to Strength or to both Constitution pestilential areas.
Although ability adjustments are important, they
and Wisdom. Standard combinations provide a bonus Size: Gnomes and halflings have a tough time as
dont tell the entire story. Skill bonuses, size, and
to either Constitution or Wisdom, while disadvantage great weapon fighters since they cannot wield two-
fixed assets such as the elf s Wild Step racial feature
combinations provide a bonus to two abilities unre- handed weapons. Small great weapon fighters must
all weigh heavily toward how a race can perform as a
lated to the great weapon fighter. use versatile weapons instead, but they do not benefit
class.
Optimal Combinations (Strength and Constitution or from the versatile property. Faced with these disad-
Skills: Although you might not rely on skills in
Strength and Wisdom): Goliath, minotaur, longtooth vantages, you might consider a different build for a
the way other characters do, you can benefit from
shifter, warforged Small fighter.
any skill that helps you negotiate the battlefield and
Advantaged (Strength or Constitution and Wisdom): Racial Powers: Most races offer unique powers
also deal with combats consequences. Athletics is an
Dragonborn, dwarf, genasi, half-orc, human to help distinguish them from other races while also
obvious choice since it covers climbing, jumping, and
Standard (Constitution or Wisdom): Deva, elf, gnoll, suggesting key tactics. Racial powers tend to fall into
swimming. Heal is also good for attending to fallen
half-elf, kalashtar, razorclaw shifter one of three categories: offense, defense, or mobility.
comrades or treating persistent injuries (such as dis-
Disadvantaged (other): Changeling, drow, eladrin,
ease). Finally, Endurance shields you from travels
gnome, halfling, shadar-kai, tiefling
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Fighter: The Great Weapon
Great weapon fighters benefit from defensive powers Captain Janus Storn from a greataxe really worth the 5% loss to accuracy?
to shore up lower defenses and bolster durability. Producing great weapon fighters and tactical war- Some weapons without high accuracy compensate by
Offensive Powers: Changeling, deva, dragonborn, lords, Janus Storn understands the perils in relying granting the high crit quality, but again, you have a
drow, elf, genasi, gnoll, half-orc, longtooth shifter, too much on offense. He teaches techniques to 5% chance each time you swing to deal extra damage
minotaur, tiefling temper the recklessness the style breeds and focuses that is the equivalent of hitting the target with a basic
Defensive Powers: Changeling, deva, drow, gnome, on battlefield awareness and weapon training that attack, and youre just as likely to drop the target on
goliath, halfling, kalashtar, longtooth shifter, razor- emphasizes polearms and heavy blades. In his mind, that attack even if you had just scored a regular hit.
claw shifter, warforged a great weapon is useless when you are vulnerable to Racial Feats: Feats tied to races reinforce your
Mobility Powers: Eladrin, genasi, razorclaw shifter, attacks, so his methods teach his students to isolate natural talents while also opening new tactics to
shadar-kai enemies and concentrate their attacks against a single help you overcome your enemies. Racial feats might
No Powers: Dwarf, half-elf, human enemy. encourage specific weapon choices, but they can
Accuracy Feats: Anything that helps your accu- also shore up potential weaknesses by offsetting
Core Training racy and your damage output is ideal. The following lower attack modifiers. Good examples include the
chart shows accuracy at 1st level based on assets. Low Dwarven Weapon Training feat, Action Surge for
Great weapons are deceptively complex. You might think
AC describes artillery and brutes. Average AC is typi- humans, Dragonborn Frenzy, Eladrin Soldier, Group
you just have to connect, but theres a lot more to it as you
cal for controllers, lurkers, and skirmishers. High AC Assault, Lingering Wrath, and so on.
will soon see.
~Captain Tytos Long is typical for soldiers.
Captain Tytos Long
ARMOR CLASS
Six captains oversee all training at Caer Storogal, Condition Low Average High Although popular, Captain Storn frequently ventures
but two captains manage the great weapon fight- Strength 17 (+6) 70% 60% 50%
away from Caer Storogal because he prefers to spend
ers. While Janus Storn and Tytos Long are talented Strength 18 (+7) 75% 65% 55%
his time in the field and protecting the settlements
warriors and gifted instructors, their techniques are High Accuracy (+8) 80% 70% 60%
around the War College. His frequent absences shift
as far apart as one can get. Storn is patient, and he Weapon Expertise (+9) 85% 75% 65%
many students into Captain Tytos Longs care, which
cultivates students by reinforcing the strong qualities, is an assignment many students come to rue. Long is
while Long uses endless drills and pushes students The table can help you decide what sort of weapon impatient, cruel, and demanding, and he pushes his
to the brink of exhaustion and despair, chiseling the to use as well as whether you need the Weapon students to meet his high demands.
forms into his students minds. Expertise feat right away. If youre going with a high Captain Long emphasizes offense over defense,
Combat training shapes your tactics and capabili- accuracy weapon (a greatsword), consider picking claiming the enemy proves no threat when its dead.
ties on the battlefield. While powers express your up proficiency in the fullblade and wait on Weapon His students focus on physical development to build
training, feats can perform in a similar capacity. Your Expertise. On the other hand, you achieve the same muscle and durability, while learning to master axes,
instructor encourages feat selection based on the les- result with a greataxe and the Weapon Expertise feat. hammers, picks, and similar weapons. Those students
sons you learned at the War College. At a certain level, accuracy is more important than who Long doesnt break and drive out from Caer
damage. An enemy can take between two to three Storogal count themselves among the most fearsome
hits before fallingfewer if youre using encounter warriors the War College creates.
or daily powers. Is the extra point on average gained Armor Feats: Losing a shield leads many players
to invest in Armor Proficiency (plate) as their first
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Fighter: The Great Weapon
feat. The +1 AC over scale armor is a solid bonus, Heroic Tier Feats Scrappy
though you gain a check penalty. Consider how many Prerequisite: Small size
Any feat in this section is available to a character of
AC-boosting feats you might wish to take. Armor Spe- Benefit: When wielding a one-handed versatile
any level who meets the prerequisites.
cialization (scale) at 11th level gives you +1 AC and weapon in two hands, you gain a +1 bonus to damage
negates the speed penalty, but combine Armor Pro- rolls. This bonus increases to +2 at 11th level and +3
ficiency (plate) and Armor Specialization (plate) and Brutal Tactics
at 21st level.
you come out a bit further ahead. Prerequisite: Fighter, Fighter Weapon Talent
Durability Feats: Instead of building up your class feature
defenses to compensate for your low defenses, focus Benefit: While you flank an enemy and wield a
Paragon Tier Feats
on hit points. Be sure to pick up Toughness and two-handed weapon, the ally with whom you flank Any feat in this section is available to a charac-
Durable early since youll be blowing through healing the enemy can reroll any damage die that displays a ter of 11th level or higher who meets the other
surges at an alarming rate. 1 when making a melee attack against the flanked prerequisites.
Weapon Feats: Weapon properties such as brutal enemy. The ally can reroll each die once.
and high crit can enhance a great weapon build. Mastered Technique
Brutal weapons prevent you from rolling minimum Fighter Weapon Specialization Prerequisite: 11th level, fighter, Fighter Weapon
damage by letting you reroll any damage dice equal Prerequisite: Fighter, Fighter Weapon Talent Talent class feature
to or less than the brutal value, giving you more con- class feature Benefit: You gain a +1 feat bonus to AC until the
sistent higher damage rolls. High crit great weapons Benefit: You gain a +1 bonus to damage rolls end of your next turn when you hit with an attack
gain even more from critical hits because the base die when you hit with an attack using a weapon of the using a weapon of the style you chose for the Fighter
size is bigger. Best of all, one Superior Weapon Train- style you chose for the Fighter Weapon Talent class Weapon Talent class feature.
ing feat can give you both of these properties when feature.
you become proficient with the massive execution
Pinning Challenge
axe.
Forceful Opportunist Prerequisite: 11th level, fighter, Fighter Weapon
Prerequisite: Fighter, Fighter Weapon Talent Talent class feature
FighTer FeaTs class feature Benefit: Whenever you hit a target already
Benefit: Whenever you hit a target with an oppor- marked by you with a two-handed weapon and when
With the proper training, youll never miss your shield.
tunity attack, you can push the target 1 square and using a basic attack, the target is also immobilized
~Captain Tytos Long
shift into the square the target vacated. until the start of your next turn.
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Fighter: The Great Weapon
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Fighter: The Great Weapon
Savage Advance Fighter Attack 1 Restoring Strike Fighter Attack 3 Inertia Strike Fighter Attack 7
Your enemy falls back beneath your savage attack, but you Your weapon impacts with a satisfying crunch, filling you with Your tremendous swing carries your weapon through one
pursue to finish the job. new confidence. enemy and into anyone else in your reach.
Daily Martial, Weapon Encounter Martial, Weapon Encounter Martial, Weapon
Standard Action Melee weapon Standard Action Melee weapon Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon. Requirement: You must be wielding a two-handed weapon. Requirement: You must be wielding a two-handed weapon.
Target: One creature Target: One creature Target: One creature
Effect: Before the attack, you slide the target 1 square, and you Attack: Strength -2 vs. AC Attack: Strength -2 vs. AC
shift into the square the target vacated. Hit: 1[W] + Strength modifier + Constitution modifier damage, Hit: 2[W] + Strength modifier damage, and any enemy adja-
Attack: Strength 2 vs. AC and before the end of your next turn, you can use your sec- cent to you other than the target takes damage equal to
Hit: 3[W] + Strength + Constitution modifier damage. ond wind as a minor action. your Constitution modifier.
Miss: Half damage.
Brutal Advance Fighter Attack 5 Murderous Assault Fighter Attack 9
Wicked Strike Fighter Attack 1 After throwing your enemy back, you charge to deliver the You slam your weapon into your foe and surge in one smooth
Your weapon might be cumbersome, but it packs quite a killing blow. motion to swing again at another foe.
punch when it connects. Daily Martial, Weapon Daily Martial, Weapon
At-Will Martial, Weapon Standard Action Melee weapon Standard Action Melee weapon
Standard Action Melee weapon Requirement: You must be wielding a two-handed weapon. Requirement: You must be wielding a two-handed weapon.
Requirement: You must be wielding a two-handed weapon. Target: One creature Target: One creature
Target: One creature marked by you Attack: Strength vs. AC Attack: Strength vs. AC
Attack: Strength -2 vs. AC Hit: 1[W] + Strength modifier damage, and you push the target Hit: 2[W] + Strength modifier damage.
Hit: 1[W] + Strength modifier + Constitution modifier. 3 squares. Special: If you have combat advantage against the target,
Level 21: 2[W] + Strength modifier damage + twice your Con- Miss: No damage, and you push the target 3 squares. you deal extra damage equal to your Strength modifier.
stitution modifier. Effect: After the attack, you can make a charge attack against Effect: You can make a charge attack against a different target.
Special: You can use this power in place of a melee basic the same target as a free action. If you hit with this attack,
attack. you deal extra damage equal to your Constitution modifier Mighty Surge Fighter Utility 10
and the target falls prone.
You dig deep to find the strength you need to overcome your
Whos Next? Fighter Utility 2 foes.
When the foe crumples, you move forward to find your next Line in the Sand Fighter Utility 6
Daily Healing, Martial
opponent. You trace a line on the ground with your weapon, daring your Minor Action Personal
Encounter Martial enemies to cross it. Effect: You can spend a healing surge, and you also gain a +2
Move Action Personal Daily Martial, Zone power bonus to all defenses and a +1 power bonus to at-
Requirement: You must have reduced a nonminion enemy to Minor Action Close burst 1 tack rolls until the end of your next turn. Until the end
0 hit points during this turn. Requirement: You must be trained in Intimidate. of the encounter, each time you spend a healing surge, you
Effect: You shift up to your speed and gain a bonus to your Target: One creature gain a +2 power bonus to all defenses and a +1 power
next damage roll made before the end of your next turn Effect: The burst creates a zone that lasts until the end of the bonus to attack rolls until the end of your next turn.
equal to the number of squares you moved from your start- encounter or until you leave the zone. Any enemy inside
ing position. the zone grants combat advantage to you.
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Fighter: The Great Weapon
Leaping Assault Fighter Attack 13 Bitter Harvest Fighter Attack 17 Slash and Kick Fighter Attack 23
You spring through your foes to rip apart an enemy with a You smash through the pressing host to set your eyes and your Your weapon tears through your foe, allowing you to follow up
savage swing. weapon on your chosen foe. with a forceful kick to send the enemy sprawling.
Encounter Martial, Weapon Encounter Martial, Weapon Encounter Martial, Weapon
Standard Action Melee weapon Standard Action Close burst 1 Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon. Requirement: You must be wielding a two-handed weapon. Requirement: You must be wielding a two-handed weapon.
You must be trained in Athletics. Primary Target: Each enemy in burst Target: One creature
Effect: Before the attack, you move up to your speed. This Primary Attack: Strength vs. Fortitude Primary Attack: Strength vs. AC
movement does not provoke opportunity attacks from any Hit: Constitution modifier damage, and you push the target 1 Hit: 2[W] + Strength modifier damage, and you make a sec-
enemy marked by you. squares. ondary attack against the same target.
Target: One creature Effect: You shift 1 square and make a secondary melee attack. Secondary Attack: Strength vs. Fortitude
Attack: Strength vs. AC Secondary Target: An enemy marked by you Special: If you are bloodied, you gain a +4 bonus to your
Hit: 2[W] + Strength modifier + Constitution modifier damage. Secondary Attack: Strength -2 vs. Fortitude attack roll.
Hit: 2[W] + Strength modifier + Constitution modifier Hit: You push the target a number of squares equal to your
damage. Constitution modifier and the target falls prone.
Hurricane Strike Fighter Attack 15
You swing your blade around you and the momentum carries
you forward so you can do it again.
Toppling Finish Fighter Attack 19 Time to Die Fighter Attack 25
In one smooth stroke, you topple the enemy and bring your You ve battled this enemy long enough: Putting all your
Daily Martial, Weapon strength behind the attack, you fling the foe away and then
weapon back to plunge it down into its struggling body.
Standard Action Close burst 1 leap after it to bring the battle to a bloody close.
Requirement: You must be wielding a two-handed weapon. Daily Martial, Reliable, Weapon
Primary Target: Each enemy in burst that you can see Standard Action Melee weapon Daily Martial, Weapon
Primary Attack: Strength vs. AC Requirement: You must be wielding a two-handed weapon. Standard Action Melee weapon
Hit: 1[W] + Strength modifier + Constitution modifier damage. Primary Target: One creature Requirement: You must be wielding a two-handed weapon.
Effect: After the attack you can move up to 3 squares and Primary Attack: Strength vs. Fortitude Target: One creature
make a secondary attack in a close burst 1. Hit: The target falls prone. Attack: Strength vs. AC
Secondary Target: Each enemy in burst that you can see Effect: You make a secondary attack against the same target. Hit: 3[W] + Strength modifier damage, and you push the target
Secondary Attack: Strength vs. AC Secondary Attack: Strength vs. AC a number of squares equal to your Constitution modifier.
Hit: Strength modifier + Constitution modifier damage. Hit: 5[W] + Strength modifier damage. Miss: Half damage, and you push the target 2 squares.
Miss: Half damage Effect: You make a charge attack against the same target as a
Special: If the target grants combat advantage to you, your free action. If this attack hits, in addition to the damage from
Warding Steel Fighter Utility 16 the attack, you push the target a number of squares equal to
attack deals extra damage equal to 3 + your Constitution
You whip your weapon up to intercept your enemies attacks. modifier. your Constitution modifier and your target falls prone.
Encounter Martial
Minor Action Personal Battle Furor Fighter Utility 22 Wild Offensive Fighter Attack 27
Requirement: You must be wielding a two-handed weapon. Your weapon moves with astonishing speed, leaving those you
When you draw upon your reserves, your fury rises and adds
Effect: You gain a power bonus equal to your Constitution strike reeling in pain.
terrible weight to your attacks.
modifier to AC and Fortitude until the start of your next
turn. Encounter Martial, Stance Encounter Martial, Weapon
Minor Action Personal Standard Action Melee weapon
Effect: Until the stance ends, whenever you would regain hit Requirement: You must be wielding a two-handed weapon.
points, you gain any hit points in excess of your maximum Target: One, two, or three creatures
value as temporary hit points. Each time you regain hit Attack: Strength 2 vs. AC
points, you gain a bonus to your next damage roll equal to Hit: 2[W] + Strength modifier + Constitution modifier damage,
your Constitution modifier. and the target grants combat advantage to you until the
end of your next turn.
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Fighter: The Great Weapon
Image of Death Fighter Attack 29 greaT weaPOn Great Weapon Master Exploits
As your enemies fall beneath your blade, you become the very
image of deatha menacing presence sparking terror in all MasTer
who behold you. Grim Warning Great Weapon Master Attack 11
Daily Martial, Weapon Theres an art to handling a weapon this big. A vicious strike from your weapon reminds the enemy why
Standard Action Melee weapon attacking you is such a bad idea.
Target: One creature
Attack: Strength -2 vs. AC Prerequisite: Fighter, Fighter Weapon Talent Encounter Martial, Weapon
class feature Immediate Reaction Melee weapon
Hit: 5[W] + Strength modifier + twice your Constitution modi-
Trigger: An enemy hits or misses you with a melee attack
fier damage.
Requirement: You must be wielding a two-handed weapon.
Miss: Half damage.
You have always found the art of wielding a great Target: The triggering enemy
Effect: Until the end of the encounter, you gain combat advan-
weapon appealing, and during your training you Attack: Strength -2 vs. AC
tage against any enemy marked by you.
Hit: 3[W] + Strength modifier + Constitution modifier damage.
focused your efforts toward mastering its forms
and techniques. Although your instructors gave you
invaluable insights into using these weapons, only
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Fighter: The Great Weapon
Blocking Maneuver Great Weapon Master Utility 12 ments as luck, but the veterans know the truth: You Brutal Momentum Siegebreaker Utility 12
Adjusting your grip, you move your weapon to intercept the are a killing machine. Thats why they call you the Your attacks fall with such fury that your enemy cannot pos-
attack. siegebreaker. Oh, not because you are good at driv- sibly defend against them all.
Encounter Martial ing enemies off, but because you are damn good at Encounter Martial, Stance
Immediate Interrupt Personal Minor Action Personal
punching holes through your enemies defenses and
Requirement: You must be wielding a two-handed weapon. Effect: Until the stance ends, whenever you hit an enemy with
Trigger: An enemy you have marked makes an attack against bringing stalemates to sudden, bloody ends. an at-will attack power using a two-handed weapon, your
you next attack against that enemy gains +2 power bonus to
Effect: You end the mark to gain a +4 bonus to AC and Reflex the attack roll.
until the end of your next turn.
Siegebreaker Features
Special: You cannot mark this enemy until the end of your Bonerender (11th level): Once per round, when Shattering Blow Siegebreaker Attack 20
next turn. you make a melee attack using a two-handed weapon Your weapon crashes into the foe, splitting it wide and leaving
against an enemy granting combat advantage to you, it gasping as its vitality sprays the air.
Scattering Strike Great Weapon Master Attack 20
your attack deals extra damage equal to your Consti- Daily Martial, Reliable, Weapon
After delivering a crippling strike to your foe, you reverse the Standard Action Melee weapon
weapon to clear yourself some space.
tution modifier.
Requirement: You must be wielding a two-handed weapon.
Brutal Action (11th level): When you hit with Target: One creature
Daily Martial, Weapon
Standard Action Melee weapon a melee attack using a two-handed weapon, you Attack: Strength vs. AC
Requirement: You must be wielding a two-handed weapon. can spend an action point to gain a +1[W] bonus Hit: 2[W] + Strength modifier damage, and the target is dazed
Target: One creature and takes ongoing 10 damage (save ends both).
to the damage roll. At 21st level, this extra damage
Attack: Strength vs. AC Special: If the target granted combat advantage to you, it
Hit: 2[W] + Strength modifier damage, and the target is weak- increases to +2[W]. also falls prone.
ened (save ends). Youre Next (16th level): Every time you reduce
Effect: You push each adjacent creature other than the target a nonminion enemy to 0 hit points, one enemy within About the Author
2 squares. Robert J. Schwalb is a freelance game designer with numer-
5 squares of you grants combat advantage to you until
ous design and development credits to his name. His most
the end of your next turn. recent works include the Divine Power, Eberron Players Guide,
siegeBreaKer Eberron Campaign Guide, Players Handbook 2, P2 Demon
Queens Enclave, Manual of the Planes, Martial Power, Draconomi-
Siegebreaker Exploits con I: Chromatic Dragons, the Forgotten Realms Players Guide,
This? This is bonebreaker. Let me introduce him to you.
and numerous articles in Dragon and Dungeon magazines.
Bitter Strike Siegebreaker Attack 11 Robert lives in Tennessee with his wife Stacee and his para-
Prerequisite: Fighter, Fighter Weapon Talent trooper battle cats.
So fierce is your attack that your enemy panics, ignoring your
class feature allies for one disastrous moment.
Encounter Fear, Martial, Weapon
You might have trained at a fighting school or served Standard Action Melee weapon
in a military outfit, but you found all that discipline Requirement: You must be wielding a two-handed weapon.
and all that rigorous training unnecessary. You see no Target: One creature
Attack: Strength vs. AC
finesse in swinging an axe. You hit someone and they Hit: 2[W] + Strength modifier damage, and the target grants
fall. If they dont fall, youre doing it wronga problem combat advantage to all attackers until the end of your next
corrected by just hitting them harder next time. Some turn.
warriors sneer at you, dismissing your accomplish-
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Adventurers of the Realms:
Displaced Lands and By Chris Tulach
Dire Frontiers Illustrations by Mike Faille
Cartography by Rob Lazzaretti
TM & 2009 Wizards of the Coast LLC. All rights reserved. September 20 09 | D R AG O N 37 9
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Adventurers of the Realms
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Adventurers of the Realms
ancestral craft in secret. Deep in the wilds, some Shyran Spiritblade easT riFT
of these students found masters that had become Powers
sympathetic with the primal world, carrying on an During the Spellplague, the dwarven realm known
ancient discipline that blended arcane prowess with Spirit Beckoned Shyran Spiritblade Attack 11 as the Great Rift underwent a cataclysmic event. A
primal resonance. You have carried on this tradition, As you strike your foe with your blade, your spirit companion large portion of the land fell deep into the Underdark,
calling your spirit ally to your mystic blade, resulting senses its weakness. creating a massive cavity known as Underchasm. The
in a fighting style unknown to almost all others on Encounter Primal, Weapon remainder of the kingdom, known as East Rift, serves
Toril. Standard Action Melee weapon as a bulwark against the terrors of the Underdark that
You have an intense bond to both your blade and Target: One creature
Attack: Intelligence or Wisdom vs. AC
your spirit friend, such that both have become insepa- Hit: 2[W] + Intelligence or Wisdom modifier damage.
rable from you. You often act as an emissary between Effect: Until the end of your next turn, you gain a +2 power
the wilds of the frontier and the learned halls of civi- bonus on attack rolls with spirit powers against the target,
and a successful attack knocks the target prone.
lization, spending time in both worlds. Your balanced
upbringing means others often rely upon you to be
One with the Blade Shyran Spiritblade Utility 12
the source of stability when things go awry.
You coax your spirit companion into your blade, making your
attacks more precise.
Shyran Spiritblade Daily Primal, Spirit
Features Minor Action Personal
Effect: Your spirit companion disappears. You may spend a
Spiritblades Action (11th level): Whenever healing surge, and you gain a +2 power bonus to melee
you spend an action point to take an extra action, weapon attacks until the end of the encounter or until you occasionally creep up through the Underchasm.
enemies adjacent to your spirit companion are next use call spirit companion.
Eartheart serves as the fortified capital of East
marked by you until the end of your next turn. Rift. It is built along cliff sides with narrow, switch-
Spiritspell Assault Shyran Spiritblade Attack 20
Shyran Spirit Warding (11th level): When back stairs and griffon ferries providing the primary
You charge your blade with arcane energy, and as you strike,
your spirit companion is adjacent to you, you you focus another spell through your spirit companion. means of mobility between various districts of the
gain a +1 bonus to Fortitude, Reflex, and Will city. One of these districts, Hammergate, is the for-
Daily Arcane, Force, Primal, Weapon
defenses. Standard Action Melee weapon eign quarter of the city and the source of much trade
Totem Blade (11th level): You can use a light Target: One creature and intrigue. Many nondwarf adventurers from East
blade or heavy blade as an implement for your Primary Attack: Intelligence vs. AC
Hit: 3[W] + Intelligence modifier force damage. Rift hail from its bustling streets.
shaman powers and shyran spiritblade powers. Effect: Make a secondary attack with one of your swordmage East Rifts primary lookout for Underchasm is
Unbreakable Bond (16th level): If your spirit at-will attack powers, as if you were in your sprit a fortress known as Underwatch, which lies near
would disappear as a result of damage dealt to it, companions square.
the partially overrun former dwarven stronghold of
as a free action, you may instead take the damage Underhome. Expeditions into the Underchasm are
and if you do, your spirit companion is unaffected launched from the garrison town but the folk that live
by the attack. in it are wary of Underdark spies and infiltrators, so
patrols are strictly screened by vigilant guards both
before and after an expedition.
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Adventurers of the Realms
herOiC Tier FeaTs the depths. Vowing to defend their heritage at all Underchasm Darkwatcher
costs, many of these deep earth dwellers made pacts Powers
The following feats are available to a character of any of power to keep their kind safe and strike back at
level who meets the prerequisites. the creeping evils on the edges of their enclaves. You Deepdark Strike
have chosen this path, becoming a stalwart protector Underchasm Darkwatcher Attack 11
of your kind, but it was not without sacrifice that you
Hammergate Conniver came to your power.
Your weapon is wreathed in an impenetrable blackness, which
darkens your enemys eyes when you strike.
Prerequisites: East Rift regional background
You have emerged from the depths of the Under- Encounter Arcane, Weapon
Benefit: When you succeed on a Bluff check, gain
chasm and have seen and heard terrible things that Standard Action Melee weapon
a +3 bonus to your next Diplomacy or Intimidate Target: One creature
few others have experienced firsthand. Your dark
check in the encounter. Attack: Constitution vs. AC
connection to entities beyond this world has steeled Hit: 1[W] + Constitution modifier damage, and the target is
your resolve to fight against the enemies of your blinded until the end of your next turn.
Underwatch Vigilant people, and your bond with the earth is unbreakable.
Prerequisites: East Rift regional background You serve as a valuable guide when your group heads Cursefire Light
Benefit: You may reroll any monster knowledge underground, but youre also a very capable protector Underchasm Darkwatcher Utility 12
check made to identify or gain information on a crea- when the time comes to fight, steeled by years of a Your body is ablaze in an eerie green flame that feeds off your
curses, bolstering you.
ture of the aberrant origin, keeping the second result. harsh, lightless existence.
You also gain a +2 feat bonus on Insight checks. Daily Arcane, Stance
Minor Action Personal
Underchasm Darkwatcher Effect: Until the stance ends, whenever an enemy cursed by
ParagOn PaTh Path Features you hits you with an attack, you can choose to gain 5 tem-
porary hit points or make a saving throw.
Stoneform Curse (11th level): Whenever you
spend an action point to take an extra action, crea- Form of the Umber Hulk
Underchasm Darkwatcher tures under your Warlocks Curse are also marked. Underchasm Darkwatcher Attack 20
I bear the gifts of the earth and power from beyond this Pierce the Darkness (11th level): You gain dark- Your eyes take on an insectlike appearance, you sprout anten-
realm, and with these weapons, I am a most formidable vision. If you already possess darkvision, you gain a nae from atop your head, and a pair of sharp mandibles grows
+2 bonus to Perception checks. out from your mouth. At the moment you choose, you can gaze
foe.
upon your enemies and sow confusion in their ranks.
Darkstone Tendrils (16th level): You gain
Daily Polymorph, Primal
Prerequisites: Warden and warlock, East Rift combat advantage against an enemy that is both
Minor Action Personal
regional background cursed by you and marked by you. Effect: You assume the guardian form of the umber hulk.
While you are in this form, you gain a +2 power bonus
to AC and Fortitude defense. In addition, you also gain
Not all that lived in the western Great Rift perished
tremorsense 5 and a burrow speed of 2.
during the calamity that resulted in the creation of Once during this encounter, you can make the following attack
the Underchasm. Some managed to survive in small, while you are in this form.
isolated groups by keeping themselves one step ahead Standard Action Close blast 3
Target: Each enemy in blast
of the drow and other Underdark horrors that prowl Attack: Constitution or Charisma vs. Will
Hit: Target slides 1 square and is dazed (save ends).
Miss: Target slides 1 square.
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Adventurers of the Realms
Ruinspoke Scrounger
Prerequisites: Tymanther regional background
Benefit: Once per day, when you miss on an
attack roll with an alchemical item, roll a d20. On a
result of 10 or higher, that item is not expended and
can be retrieved at the end of the encounter.
Thymaran Engineer
Prerequisites: Tymanther regional background
Benefit: You may reroll any skill check made as a
countermeasure to a trap, keeping the second result.
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Adventurers of the Realms
ParagOn PaTh Dragonfoe Ragespell Path Resilient Denial Dragonfoe Ragespell Utility 12
Features After you are hit by a particularly devastating attack, you
channel your fury and attune your arcane energies to resist
Ragespells Action (11th level): If you spend an another such strike.
Dragonfoe Ragespell action point to take an attack action against a single Daily Arcane
The fury in my blood strengthens both my body and my target, you deal 1d10 extra damage or deal 2d10 Immediate Reaction Personal
mind. extra damage if the target is size Large or larger. Trigger: An attack bloodies you.
Effect: Choose one of the following damage types: acid, cold,
Sorcerous Rage (11th level): When you are
fire, lightning, poison, or thunder damage. You gain resist
Prerequisites: Barbarian and sorcerer, Tyman- raging, your sorcerer at-will attack powers deal an 15 against that damage type until the end of the encounter.
ther regional background extra 1d6 damage and score critical hits on a natural
roll of 19 or 20. Arcane Overload Dragonfoe Ragespell Attack 20
While the dragonborn suffered under the reign of the Sorcerers Rampage (16th level): Whenever You charge your weapon with crackling arcane power. When
you score a critical hit, you may use a sorcerer at-will your attack lands, the foe is awash in an explosion of wither-
Empress Dragon of Skelkor, many were left adrift in
ing energy, and the residual energy envelops your weapon.
the world, their families and homes taken from them attack power as a free action. This replaces any attack
Daily Arcane, Weapon
without warning or care. Some of these dragonborn you might have from the Rampage barbarian class
Standard Action Melee weapon
from the tribes at the fringes of civilization learned feature. Target: One creature
to awaken their latent magic and fuel their primal Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier damage and the target is weak-
fury with arcane power. Becoming the scourge of Dragonfoe Ragespell ened (save ends).
dragons and their allies, these relentless warriors Powers Miss: Half damage.
lived to bring down their prey. In time, they taught Effect: The next time you hit with a weapon power before the
their secrets to tribes of other races that also suffered end of your next turn, you can use a sorcerer at-will or en-
Sorcerers Fury Dragonfoe Ragespell Attack 11 counter attack power as a free action that does not provoke
under draconic rule. You are one of their kind, a A burst of energy erupts from your blade as you plunge it into opportunity attacks.
dragonfoe ragespell, a cauldron of rage and power set your enemy, pushing away those near it.
upon a mission to rid the world of the creatures that Encounter Arcane, Weapon About the Author
once enslaved your people. Standard Action Melee weapon Originally thought to have been raised from a humble Mid-
Target: One creature western family, Chris Tulach actually fell to Earth in a
You blend the primal fury of your tribes roots
Attack: Strength vs. AC meteorite-shaped capsule flung from a planet far outside our
with your innate manipulation of arcane forces to Hit: 3[W] + Strength force damage, and all creatures adjacent galaxy. While under the yellow rays of Sol, Chriss nerdity
become the ultimate big game hunter. You prefer to to the target are pushed 2 squares. far surpasses that of any normal human. Using this precious
take on your sworn enemydragonsbut your abili- gift only for good, he has become the D&D Organized Play
Content Developer, responsible for the development and
ties lend themselves well to bringing down any big
deployment of DUNGEONS & DRAGONS organized play pro-
threat your group might face. You take many risks grams. He is also the co-author of E2 Kingdom of the Ghouls.
getting up close to creatures that tower above you, but
you know that without fully giving into the fury that
constantly smolders within you, there would be no
future for your tribe.
September 20 09 | D R AG O N 37 9
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DESIGN & DEV ELOPMEN T
Character Classes
By Mike Mearls
Illustrations byWillam O'Conner
Building a new character class is the most difficult At this step, you need to look at all the other
design task in D&D. A class is the largest single classes in the game and figure out where your class
design piece in the game. It consists of everything fits in. Does it have an interesting story hook? Do you
from new powers and class features to basic stuff like have a compelling new mechanic in mind that this
weapon proficiencies, skill lists, and hit point pro- class can use? This is the elevator pitch that youre
gressions. In a way, designing a class is like building using to convince players to check out the class. If
a narrative and mechanical universe for a gamer to it fails, nobody wants to play your class. Whats the
play around in. Someone might play a class across 30 point in designing it?
TM & 2009 Wizards of the Coast LLC. All rights reserved. September 20 09 | D R AG O N 37 9
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DESIGN & DEV ELOPMEN T
The assassin: Im a creature of the Shadowfell that A bad opening statement fails to build a clear, excit- A druid has a mix of melee attacks while in beast
will strangle you with your own shadow. ing picture of the class. It might hint at something form and area and close attacks when in humanoid
interesting, but it doesnt deliver it. Its an elevator form. Psionic characters fuel their powers with
As you can see, none of these opening statements pitch that falls flat. points.
mentions role or other fiddly, mechanical bits. At
this stage, you want to create a clear, vivid image of 2. Know Your Destination A Coherent Theme: The classs powers should
the character class. In some ways, youre creating the all make sense when they are explained in terms
Once you have a good opening statement, its time to
iconic character for that class. of the game world. If the character in a novel was
start building the classs features and the core themes
A good statement is your argument to players for a member of the class, its abilities should all have
to its powers. At this point, its a good idea to create a
why they should play your class. It explains why the a common theme and connecting story element.
prototype of a 10th-level character in the class as an
class is interesting. This is a subtle point, but its important to help
exercise in laying down what the class should do in
define the character class.
terms of powers and features.
Bad Justifications The goal of this exercise is to build broad themes.
Those three points apply to class features and
You cant have the good without the bad, and its easy At this stage of the design, we know what the class
powers. Ideally, a classs features allow it to fill its role
to fall flat on your face at this step. A weak opening is. Now we need to know, what does this class do? Jot
while also showing off why the class is interesting.
statement leads to either a mushy, poorly conceived down some basic power ideas that capture the class,
The powers then extend the basic structure created
character class or, if you eventually catch your mis- and then think about how those ideas can translate
by the features.
take down the line, a lot of reworking to bring some into themes and multiple powers across different
There are some warning signs to look at for at this
clarity and interesting, compelling hooks to the class. levels.
stage:
Bad statements tend to focus on details or dwell A class should have a few types of abilities that
too much on making the class unique in ways that enforce your opening statement:
The class does the same thing over and over again.
are dull. If a power source and a role appear as key,
You need to broaden the class or find a way to add
defining traits in your opening statement, then youre A Nifty Trick: What does this class do that other
more builds to it. If your power concepts are all
probably in trouble. Sure, a martial controller might classes wish they could do? This ability might relate
variations on a single, narrow theme, you need to
be an interesting idea, but people dont play D&D to to its role, but it doesnt need to. As an example,
find more themes.
explore the intersection of a role with a power source. assassins can teleport through shadows. A warden
They want interesting characters, not labels arranged is so durable that it saves at the start of its turn.
If you played the class without telling everyone
in a new order! This trick should be something that the class can
else you had a new class, would they notice? If not,
Players want to be mighty fighters, cunning do at-will.
the class needs a more interesting, direct theme,
rogues, and powerful psions. Those concepts evoke
mechanic, or ability that shows off its unique abili-
interesting images, not just bundles of mechanics. A New Type of Power: The class should have
ties in play.
Things like role and power source are useful identi- powers that are new or should use its powers in a
fiers in the game, but theyre design tools. Theyre not way that feels different and interesting. An avenger
None of the classs abilities make sense without
the chrome that excites players. creates zones that isolate him and his chosen foe.
linking them to everything else. Its possible that
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DESIGN & DEV ELOPMEN T
the class is too complicated. This might be OK if weak opening statement. Its core concept might also Assassin: Im brittle, but good luck spotting me.
playtesting shows that things work fine, but a good be a bit too narrow to sustain an entire class. You
class has abilities that are interesting and fun on either need to refine your statement or find a way to Wizard: I dont need armor or hit points. Ill stop you
their own. The total package needs to be interest- broaden it a little. dead in your tracks before you can reach me.
ing, but the individual toys should also be fun. A good limit provides an interesting cue for the
character and provokes design that dovetails from it. These sorts of limitations help mold how a player uses
3. Limits Inspire Creativity The avenger is a great example of this process. Early the class, and they also push the class into becoming
on, we decided that we wanted to keep the avenger one piece of the larger party.
Up above, I described a character class as a sort of
out of armor. That suggested a fast, mobile, stealthy
universe that a player gets to mess around in. Because
weapon of the gods, rather than an armored knight Putting It All Together
D&D is a group game, you cant build a class that
or a crusading warrior. We cast him as a monk (in
does everything. That undermines the concept of No simple list of design rules or ideas will ever make
the non-martial arts sense) and that helped kick off
teamwork and makes your class too good. In fact, the it easy to design a good class. Its a lot of work, and
a series of discussions and ideas that led to the final
right limits help to further define the class and make dont be surprised if you end up tossing out as many
class.
it more interesting. ideas as you keep. If you have a good concept and a
Extremes help here, rather than mincing, vague
Some limits are imposed by the basic needs of role. clear destination, though, all that effort has a much
generalities. Push your class into a corner, and then
A striker usually shouldnt have an AC thats too high, better chance of yielding something interesting.
see how it grows to fit its limited space. In some cases,
otherwise the party doesnt need a defender. The
If youre alone, youre dead. If your friends show up to help, About the Author
Mike Mearls is the Lead Designer for the DUNGEONS &
that only makes things worse for you DRAGONS roleplaying game. His recent credits include H1:
Keep on the Shadowfell and Players Handbook 2.
one exception would be if the class also has shades this is also a good method to help differentiate builds
of a different role. Thus, a striker that tends toward within a class.
defender might wear heavy armor and have respect- Here are some limitations that R&D has used in
able hit points, but a striker shaded with controller the past to make classes more distinct:
should be limited to light armor and average hit
points. Invoker: I get my biggest blasts when you hurt my
This rule is particularly useful when it comes to friends.
powers. A unique mechanic or structure of powers
makes a class memorable, but a gap in an array of Avenger: If youre alone, youre dead. If your friends
powers is just as memorable and interesting, particu- show up to help, that only makes things worse for you.
larly if another class fills that hole.
If you find your classs power list starting to sprawl Druid: Im most effective if I dart between melee and
into incoherence, your class might suffer from a ranged attacks.
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We parted shortly after, but I continued to think of field known as dating. And I know just the person to Must we go there? Jeesh. I can still feel the sting of
Paul and his plea for help. This wasnt just about the helpa self-proclaimed authority who is never shy my braces cutting into my upper lip from fake smiling
cheese Danish. He, like so many others, needs help in when it comes to unsolicited advice. as I watched them dance over the gymnasium floor to
another area. Hi Mom, I said, calling at my usual time. Unfor- Almost Paradise.
What if dating did have rules? Even better, what if tunately its also Law and Orders usual time. Maybe well come back to Judys advice later. No
D&D rules applied to dating? Why do you always call when my show is on? she need for all of us to feel bad about ourselves.
Some rules already do. Think about that guy whos answered in typical fashion. You either better be in But before we turn The Players Handbook into a
a sucker for tall, thin model types with an IQ equal an ambulance or waiting for one in a ditch. Playas Handbook, here are some basics to remember.
to the average daily temperature of Siberia. Hes Dont be alarmed. Judys not heartless. My evening
blinded. Or the girl who continues to date losers, phone call is more regular than the changing of the
despite her friends firsthand arguments of why she guard, so she must think Im just calling to talk about seCreTs are FOr
needs to dump him. Shes deafened. Or what about recipes or who guest-hosted on The View. squirrels
Why do you always call when my show is on? she While Dungeon Masters have the ability to keep
their rolls private (and we trust them why?), the rest
answered in typical fashion. You either better be in an of us have to lay it all out in the open. Believe me, Ive
ambulance or waiting for one in a ditch. tried claiming 6s to be 9s, and watched fellow group
members nudge the playmat a fraction of a second
upon realizing they rolled a 1, but its no use. New
the girl who gets all tongue-tied and clammy in the Law and Order is on approximately 37 times
DM has the eyes of a beholder and every one of them
presence of Wil Wheaton and would have passed out a day, so conflict is inevitable, I reminded her.
will call us out.
into a pile of advanced reading copies if she werent Besides, I need some dating advice.
Most of us only have two eyes and a pair of ears
paralyzed in fear? Yep. I I mean shewas petrified. Thats enough to cut off Sam Waterson. I thought
(if were lucky), and apparently thats not enough to
Wouldnt it be great if you could make a skill youd never ask.
decipher your beloveds true intentions. Take Paul
check before you actually hit on someone? Drunk frat Before I can explain further, she kicked things off
again. He went onwhat he perceived to bea great
guy: DC 4. Sober sorority snob: DC 25. Knowing isnt with her favorite rule: put yourself out there.
first date with a girl named Amy. She claimed to
just half the battle. Its the whole battle. Just imagine Thats actually pretty dangerous in D&D, I said.
be normal, and mature, and not a fan of the
the hit points you could spare. Especially if youre a squishy wizard. You should
stupid games that surround relationships. Paul was
And how much more confident would you feel really stay in the background and let those who can
relieved. Finally! He could be himself and not worry
showing up to a blind date with a shield? Maybe some handle things take the brunt.
about how Chapter 3 of whatever dating book she was
bracers for your feelings? Asking someone for a date Typical, she said. Remember 7th grade when
reading was going to contradict him.
wouldnt be so traumatic, would it? you let your supposed best friend dance with Todd
Paul sent Amy a text message following the date
Im no relationship expert, but I am a procrastina- Putter, and next thing you know theyre dating for
reiterating how great it was to meet her and how he
tor with a deadline so Ive decided to come up with three years? You loved Todd Putter!
was looking forward to date number two. But alas
my own set of rules to help navigate the Be-Mine
there wasnt going to be a second date. Amy wrote
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C O N F E S S I O N S O F A F U L L -T I M E W I Z A R D
Paul off claiming he was too aggressive. Thats right. abound in the dating world! That subject youve been your chair in a crowded bar (I love this one because
The normal, mature, not-into-dating-games woman casing? You may not be alone. Im very lazy and usually wearing heels).
was threatened by a text message. Good riddance, I You think youre the only one with eyes? Judy Judy likes to say move it or lose it but thats usu-
say. asked me once about my dogs painfully cute vet. If ally in regard to slow drivers and grocery shoppers
hes that good-looking, believe me, youve already got who leave their carts in the center of the aisles. Shes
competition. not messing around and neither should you. Plotting
sTarT seeing Things I hate competition almost as much as dogs hate your move action is very important. Just as the name
thermometers. implies, move actions let you either position your-
In D&D its good to use minis and battle grids to visu-
My point? Dont let an enemy surprise you and self to a more desirable location, like closer to your
alize the action. With dating the same is true, except
move on in your action! Be ready to strike at a subjector, if youre so bold, you may have already
that you dont have props. And I mean it. No props. If
your date is not a D&D player, busting out your minis
and telling them all about your tiefling warlord is not You think youre the only one with eyes? Judy asked me
a turn-on. Trust me. But back to the action.
Judy is a big believer that visualization leads to
once about my dogs painfully cute vet. If hes that good-
fruition. The visions of triple red sevens dancing in looking, believe me, youve already got competition.
her head as I write this is the only explanation I have
for why she brings home so many oversized checks moments notice. Sure, it may provoke an oppy, but readied an action and walked right up to them. But
from upstate New York casinos. Before you even land who cares? If you succeed, the reward will be much what to do when you get there?
a date, visualizing the action can position you to take sweeter. Alls fair in love and war. We all look forward to standard actions during
advantage of opportunities and be ready for hidden game play, but in the realm of datinghello, theyre
obstacles. scary! This includes horrible things like talking,
The world is your battle grid. (Thanks, Judy.) geTTing sOMe aCTiOn asking for a phone number, introducing yourself and
How so? Well, leering from behind a corner does not enduring/using cheesy pick up lines. Sorry. Most
scream approach me! so remember its just as impor- Sorry to be the bearer of bad news, but you have to
turns have to include a standard action unless you
tant to position yourself in such a location that offers take some actions to get some action. Judy wants you
want to be perpetually free.
you concealment from being obvious but still grant- to put yourself out there, but out there doesnt mean
ing you full view of your subjects. putting your paralyzed self in the path of a big rig.
Here are your options. leave yOur MarK
Free actions include a look, a wink (cheesy but
eyes On The Prize I cant stop you), a smile or a wave. Although these A girlfriend of mine had tickets to a comedy show,
actions are free, make sure you use them sparingly. so she brought this guy she was interested in. Inter-
No one likes a surprise round in D&D. Usually it You dont want to be that guy. ested is the key word here. They werent technically
means you failed your perception check or, in the Do people still buy strangers drinks? If so, thats dating although they had been out quite a few times
case of my group, forgot to do one. Hidden enemies considered a minor action. So would offering a girl in what most would construe as romantic-inspired sit-
uations. Anyway, the guy ends up giving his number
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to the waitress at the club, right in front of my friend! clearly not the guy for her. Neither guy looks like a juju, she left after breakfast but not before popping a
He didnt think there was anything wrong with this. hero. homemade lasagna in the oven for later.
What do you have to do to a guy to make him realize Maybe the intentions were good, but the execution Poor guy. He never had a chance. Thank goodness
youre on a date? she asked. was terrible. If Guy 1 had an action point, that would this one worked out. Who wants to compete with
You should mark him, I said. have been a good time to use it. football-shaped toast?
This of course was lost on her as shes not a D&D If Girl had a wingman instead, perhaps he or she
player, but I may have converted her after explaining would have tried bull rush to rid Girl of Guy 1 (and
what I meant. Guy 2 for that matter, whos probably not above hit- ThaTs whaT Friends
A marked target will automatically take damage ting on an unmarked subject) before their half-ass are FOr
should he or she hit on another drama went down. All good wingmen/women have
Heres a great Judy-ism: Build a bridge and get over
What do you have to do to a guy to make him realize it. If only it were that easy. And if we played by D&D
youre on a date? she asked. You should mark him, I said. rules, it would be. Just knowing that Tabitha has good
friends with healing powers makes her a little extra
confident in combat. Maybe too confident sometimes.
target. probably needed to use bull rush. unfortunately
Why not get yourself some cover, Tabby, instead of
Brilliant, she said. From now on Im bringing a most rolls result in a critical fail.
using all your move actions to chase gnolls around
Property Of stamp and a scarlet colored ink pad on
the playmat with your flaming sphere? But I digress.
all my dates.
And yes, gentlemen, shes still available. sealing The deal You may not have healing surges in real life, but you
might have friends. Thats what theyre for.
Another friend was dating a really great guy. He was Dating can be overwhelming, sure. But just like
winging iT smart and funny and as focused on her as a service D&D, the more experience you get, the quicker youll
dog is focused on his master. Yet she wasnt 100% level, and with every level comes greater advantages.
Having back-up is a great idea both on and off the confident he was ready to commit. This guy was also Game on.
battle grid. In D&D its called flanking. In dating, its a huge football fan and talked about opening day of
called having a wingman. Heres a tactic I dont rec- the season with the same enthusiasm and fervor that About the Author:
As you read this, Shelly Mazzanoble is probably on the phone
ommend you try at home: shed surely be talking about their pending nuptials with her mother.
Guy 1 is interested in Girl, so he enlists the help of one day. So she delivered a coup de grace in the shape
Guy 2. Guy 1 and Girl go out to a bar; once there, Guy of showing up at his house on opening day to cook
2 (already at the bar) fake chokes on the cherry in his him football-shaped French toast (I know!) with mini
whiskey sour so Guy 1 can save him and look like a Dallas Cowboy flags (sort of the metaphorical flag
hero to Girl. All goes as planned until Guy 1 and Guy she was sticking in his helpless body) perched atop
2 burst into giggles the second Guy 1s arms encircle the powdered sugar-covered pile of sweet, syrupy
Guy 2s waist. Girl believes that if Guy 1 needs to goodness. Not wanting to disrupt his game-watching
employ such juvenile tactics to win her affection, hes
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Artifacts
T
BY BART CARROLL & S T E V E W I N T ER
Illustration by William O'Connor
Last month, we discussed the history of And this might only be a small part of what the artifact
would allow him to do. In short, there is no limit to what
magic items (or more properly magi-
you, as the DM, decide an artifact can accomplish. (2E
cal items, as Steve Winter pointed out).
Dungeon Masters Guide)
This month, we look at those rarest, most
powerful, and most coveted of all magic Those artifacts which you bring into play should be so
items: artifacts. Wondrous entities, their carefully guarded by location and warding devices and
cataloging and powers once existed as a monsters that recovery of any one is an undertaking of such
set of tables in the back of the Dungeon magnitude that only very powerful characters, in concert,
and after lengthy attempts have any chance whatsoever of
Masters Guide and whose possession
attaining one. (1E Dungeon Masters Guide)
often caused many a DM to attempt to
divest them from their players character Last month, we discussed the history of magic items
record sheets. (or more properly magical items, as Steve Winter
pointed out). This month, we look at those rarest,
The misty past holds many secrets. Great wizards and most powerful, and most coveted of all magic items:
powerful clerics, not to mention the deities themselves, used artifacts. Wondrous entities, their cataloging and
spells and created items that are beyond the ken of modern powers once existed as a set of tables in the back of
knowledge. These items survive as artifacts, but their the Dungeon Masters Guide and whose possession
means of creation are long gone. (3E Dungeon Masters often caused many a DM to attempt to divest them
Guide) from their players character record sheets.
The 4th Edition DMG2 releases this month, which
Upon learning the proper command, an artifact might includes the return of two of the games earliest arti-
allow a character to raise all his ability scores to their facts: the Cup and Talisman of AlAkbar and the Rod
maximum or turn an enemy bones to jelly. The artifact of Seven Parts. As so, this month we wanted to take a
might allow the character to summon meteor swarms, look back at the history of artifacts in general, as well
utter a power word, resurrect, or stop time once per day at as tell the tale of these key artifacts in particular.
will. He might be able to summon powerful monsters and From their earliest appearance, artifacts by their
easily bend them to his will. He could discover the power to nature were designed to be utterly unique items:
dominate the minds of others, enslaving them to his desires. Each artifact is a singular thing of potent powers
TM & 2009 Wizards of the Coast LLC. All rights reserved. September 20 09 | D R AG O N 37 9
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and possibly strange side effects as well. Regardless never form part of a randomly placed treasure and so C. Fear reaction possible in any creature within
of how many of these items come into your campaign, are not on any treasure table. The DM must always 20 of the item whenever a major or primary
only 1 of each may exist. As each is placed by you choose to include each particular artifact in his power is used; all, including possessor, must save
or found by player characters, you must draw a line game (2E DMG). versus magic or flee in panic
through its listing on the table to indicate it can no As singular items, artifacts were largely meant
D. Fumble reaction possible (as C. above)
longer be discovered randomly. (from the 1E DMG) to be created in concert with the individual DM.
Artifacts originally came in two distinct but ill- Because of the unique nature of each artifact and E. Greed and covetousness reaction in all intel-
defined classes: artifacts, which were created by relic, their powers are only partially described. For ligent creatures viewing the item; save versus
insane, inscrutable, and usually long-dead wizards, the most part, the 1E DMG did not typically state the magic or attack possessor and steal the item -
and relics, which were created by insane, inscrutable, exact powers of artifacts; instead, each artifacts entry associates are only 25% likely to have to check;
and long-dead clerics or gods. Collectively they were provided a number of effects to be chosen from wildly henchmen check loyalty first, failure then
referred to as artifacts and relics, but individual diverse tables of benevolent, malevolent, and prime requires saving throw as above
items were seldom identified as one or the other. powers. For example, the original Hand of Vecna
With a few artifacts debuting in Eldritch Wizardry, granted its user: F. Lycanthropy inflicted upon the possessor, type
a more complete list appeared in the miscellaneous according to alignment of item, change to animal
10 minor benign powers; form involuntary and 50% likely (1 check only)
magic tables of the 1st Edition DMG. Players allowed
truly random rolls on the treasure charts might actu- 5 major benign powers; whenever confronted and attacked by an enemy
ally hit the jackpot and gain an artifact, if they first G. Treasure within 5 radius of mineral nature
2 prime powers;
accessed the right miscellaneous magic table (a 3% (metal or gems) of nonmagical type is reduced
chance) and then the artifact listing on that table (a 2 minor malevolent effects; by 20%-80% as the item consumes it to sustain its
1% chance altogether meaning that three out of power
every thousand rolls would randomly kick out an arti- 2 major malevolent effects; and
fact). While those odds might seem ridiculously low, H. User becomes ethereal whenever any major
1 side effect!
they were the same as for almost every other miscel- or primary power of the item is activated, and
laneous magic item, be it an efreeti bottle, portable hole, Without republishing every one of these original there is 05% cumulative chance that he or she
sphere of annihilation, or mere, humble folding boat. tables, the side effects alone offer fairly telling insight will thereafter become ethereal whenever a
The artifacts table (Table III.E, Special) also listed into their chaotic miscellany: stress (combat, life-or-death, difficult problem
the sale value of each artifact in gold pieces but with a involving users decision) situation exists; the
footnote indicating that the items had no experience Side Effects ethereal state lasts until stress is removed
point value. Simply possessing an artifact was enough A. Alignment of possessor permanently changed I. User becomes fantastically strong (18/00 - 19
of a power boost that granting XP at the same time to that of item if 18/00 already) but very clumsy; so Dexter-
would be duplication of effort. ity is reduced by as many points as strength
In later editions, artifacts lost something of this B. Charisma of possessor reduced to 3 as long as
was increased, and so no to hit bonuses are
randomness. From 2nd Edition on, players could no item is owned
allowed for strength, and a -2 for clumsiness is
longer simply stumble across them: These devices
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given instead; furthermore, the individual must N. Whenever any power of the item is used, rOd OF seven ParTs
be checked as if he or she has a fumble spell cast temperature within a 6 radius is raised 20-50
upon him or her whenever any item is handled degrees F. for 2-8 turns (moves with item) The Wind Dukes of Aaqa are the legendary creators
or spell is to be cast by the user of this artifact. It is said that they constructed the
O. Whenever the major or prime power of the
Rod to use in a great battle of Pesh where Chaos and
J. User cannot touch or be touched by any (even item is used, temperature within a 6 radius is
Law contended. There, the Rod was shattered and
magical) metal; metal simply passes through his lowered 20-80 degrees F. for 2-12 turns (moves
its parts scattered, but the enchantments of the item
or her body as if it did not exist and has no effect with item)
were such that nothing could actually destroy it, so
K. User has a poison touch which requires that P. Whenever the prime power is used the pos- that if its sections are recovered and put together in
humans and man-sized humanoids (but not sessor must save versus magic or lose 1 level of the correct order, the possessor will wield a weapon
undead) save versus poison whenever touched experience of surpassing power (1E DMG).
As its described in the 4th Edition DMG2, the Rod
L. User has limited omniscience and may Q. Whenever the prime power is used, those
makes a likely candidate for not a singular but rather
request the DM to answer 1 question per game creatures friendly to the user within 20, exclud-
a linked series of expeditionsset across any number
day (answer is given with limitations set by DMs ing the user, will sustain 5-20 hit points of
of levelsto recover its seven parts. The original Rod
discretion, with overall campaign factors and damage
did at least offer some small help in the overall quest,
knowledge of player vs. player character overrid-
R. Whenever this item is used as a weapon to as each part would impart to the owner a sense of
ing considerations)
strike an enemy, it does double normal damage direction as to where the next one could be found.
M. User has short-duration super charismatic to the opponent but the wielder takes (normal) Aside from the malevolent and side effects conveyed
effect upon creatures of the same basic align- damage just as if he or she had been struck by upon its owner, the 1E version also came with its
ment - evil, good, neutral (chaotic, lawful, true) the item own special curse of ownership, for as soon as three
- so that they will willingly join and serve the joining sections are fitted together, the possessor is
character for 1-4, 2-8, or 3-12 turns (depending unable to let go of the Rod as long as he or she lives,
upon how exact the alignment match is); there- until all parts are joined.
after the effect of the dweomer wears off and the Of course, finding the seven parts only met one
creature will no longer serve due to realization condition of the Rod. To be fully operational, the parts
of the enchantment and fear of it (and hostility is also had to be correctly recombinedno easy task,
possible) since any two parts incorrectly assembled would
result in the greater part teleporting 100 to 1,000
miles away (presumably to an entirely new location).
Even then, a complete Rod came with a built-in criti-
cal failure: each time a prime power is used, there is
a 1 in 20 (5%) chance that the whole will fly into its
component pieces and teleport 100-1,200 miles away
in random directions.
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However difficult it was to find and connect the CuP and TalisMan for a good-aligned party. Originally, certain classes
parts, sadly there was no consolation along the way (cleric, druid, paladin, or ranger) could fill the Cup
for carrying around an incomplete Rod; originally OF alaKBar with holy water and immerse the Talisman into the
no single part has any power or effect alone. This fluid to create a potion once a week, determined
Know ye, O stranger, that this story begins long randomly:
was to change in later versions. The Rod featured in
ago, in the Seventh Dynasty of the Sultans of Arir. 15 healing potion
its own 2nd Edition boxed adventure written by Skip
During the reign of Sultan Amhara, infidel invaders 610 extra-healing potion
Williams. In it, the individual parts had their own
swarmed from the East, swallowing Annan defenders 1115 poison antidote balm
powers and command words:
and driving refugees before them. Their violent wave 1617 cure disease salve
cure light wounds 5/day (ruat) threatened even the magnificent capital city of Khai- 18-9 remove curse ointment
slow 1/day (coelum) bar, in which Arirs greatest treasures were hidden for
20 raise dead balm
haste 1/day (fiat)
safekeeping. By repute this treasure included more
In later versions, these artifacts were also given
gems of all kinds than there were stars in the sky; and
gust of wind 5/day ( justitia) powers beyond the random tables of the 1E DMG. The
of course, the treasure beside which all others pale -
true seeing 1/day (ecce) Cup could bless on contact and cure light wounds, while
the Cup and Talisman of AlAkbar. (I9: Day of AlAkbar)
the Talisman could cure disease on contact and remove
hold monster 1/day (lex) Both the Cup and Talisman featured in the adven-
curse. Together, both artifacts could also resurrect a
ture module I9: Day of AlAkbar. Further history of
heal 1/day (rex) slain comrade up to seven times/week.
these artifacts described them as great treasures
Yet, as with the Rod of Seven Parts, the Cup and
Connecting various numbers of parts unlocked which had to be protected at all costs. They were
Talisman had their own curious drawbacks as well as
increasing powers, mostly related to the Rods original hidden in a place of safety, surrounded by guards and
powersparticularly if non-good characters possessed
background association with the wind dukes ( f ly, wards of organic, mystical, and mechanical nature.
or dared use either one. Using the Cup resulted in
control winds, wind walk); this also built the Rod itself History records that the invaders were beaten off at
such a character losing 5d6 pounds every time; using
into an increasingly greater melee weapon, from the very gates of Khaibar, but the Sultan was tragi-
the Talisman aged a character 330 years until he or
a horsemans mace +1 up to a quarterstaff +5. A fully cally killed at the height of the fighting. He alone
she became a deathless withered zombie guardian
assembled Rod ultimately provided the ability to cast apparently knew the only safe method of retrieving
of the very Talisman itself.
resurrectionbut doing so always resulted in the Rod the Cup and Talisman (and the rest of the treasure);
scattering and teleporting away, leaving behind just for many spiritual and temporal leaders made bold
the smallest part. proclamations about being appointed by Providence
While assembling this version of the Rod unlocked to lead Arir, followed inevitably by an expedition to
further powers, it unlocked further side effects as retrieve the Cup and Talisman, from which none ever
wellfrom making the owner fastidious, to being returned.
able never to lie, refusing to determine anything ran- Holy treasure hidden somewhere in the desert
domly, or always taking things literallyin essence, seems the perfect MacGuffin for adventurers (and
playing up the Rods background as an instrument of Indiana Jones). Once found, the Cup and Talisman
lawfulness and providing further roleplaying mate- could actually be used as the ultimate healing vessels
rial for its owner.
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advenTure hOOKs If you pick up the DMG2, you might consider the fol- About the Author
Steve Winter has wasted approximately three-fifths of his
lowing options and story hooks around them:
moderately long life, and the entirety of his professional
The 4E DMG2 states: at a fundamental level, artifacts career, in service to D&D in one form or another. The rest of
Retrace the Sultans failed quest to find the
are magic items whose role in the game has far more the time was invested blissfully staring at clouds, playing tag,
missing Cup and Talisman, especially as they reading comics, and painting miniatures.
to do with the story of your adventure or campaign
are needed to cure a plague (perhaps a zombie
than it does with the actual game effects of the items. Bart Carroll is most frequently found underground,
plague, with Halloween around the corner).
As such, while artifacts exhibit traits of magic although he infrequently will lair in desolate wildernesses.
items, they stand above and beyond such common The Cup and Talisman have been misused by a The globular body of the author is supported by levitation,
and he floats slowly about as he wills. Atop the sphere are
itemsif not in terms of absolute power, then in the church or cult of dubious or outright evil intent;
10 eyestalks, while in his central area are a great eleventh
role they play in your campaigns. Artifacts cannot worried relatives have lost contact with its mem- eye and a large mouth filled with pointed teeth. His body is
be created by known means, they carry no price to bers, who have been transformed into zombies protected by a hard chitinous covering. The author's eyestalks
be purchased, and they cannot be easily destroyed. now guarding the artifacts. and eyes are also protected, although less well. Because of
his particular nature, Bart is able to withstand the loss of his
Artifacts cannot be rendered down into so much eyestalks which will eventually grow back (1 week per lost
Create powers for the individual parts of the Rod
residuum, but will only be sundered with supreme and member).
of Seven Parts, or assign command words for
specific effort that is, if they dont simply leave on
each one which must be discovered as well (as if
their own accord when dissatisfied with their owner
rituals).
or when they feel the proper time has come. From the
earliest editions, artifacts have always been items of The Rod has long been associated with its antag-
singular identity; the concordance rules of 4th Edi- onist, Miska the Wolf-Spider. Weve provided
tion look to integrate this sense of uniqueness with an the old stats; if youve been using the Monster
artifacts powers and relationship with its owner. Builder to create your own creatures, wed love
Of course, artifacts also serve as compelling story to see your results for updating Miska to 4th
devices, not only in how they interact with their Edition. Send them (export your .xml file) to
owners, but how they are discovered in the first place. [email protected].
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A
BY CH R IS T U L ACH
illustrations by Eric L. Williams Living Forgotten Realms play has really taken off in
the year since the campaign launched. Weve been
rapidly expanding play offerings for it, and this fall,
we have lots more going on with our biggest shared-
world program. Check it out!
Mini-CaMPaigns!
Right now, the first 2 adventures for the Embers of
Dawn mini-campaign are available for organizers to
order. Set in Returned Abeir and with a companion
Adventurers of the Realms article in Dragon #376,
the mini-campaign is a great way to introduce Living
Forgotten Realms play to a group of new players or to
start up that new character youve been wanting to
try. All the adventures play out as a tightly-connected
story for 1st to 4th level characters, and one adven-
ture is releasing each month through January 2010,
when the finale will premiere at D&D Experience.
The mini-campaign fun doesnt stop there. The week-
end of October 34, we are conducting a public test of
a potential new Wizards Play Network offering called
LFR Excursions. Essentially, its a mini-campaign in
a kit, available to any Gateway-level WPN organizer
and playable only at public locations like game stores
and libraries. The public test will run at nine selected
TM & 2009 Wizards of the Coast LLC. All rights reserved. September 20 09 | D R AG O N 37 9
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R PGA R EPORT
locations around the U.S., and well look at feedback represent characters and monsters, and (of course) a New Living Forgotten Realms
from the test to determine the final form of the kits 16-page adventure with a full-color cover featuring Adventures Releasing This Month
offered. If youd like to play in the public test and give the art from the novel. If youre a player who doesnt Check out the latest adventure offerings for
us feedback, head to the Wizards Community sites have a Living Forgotten Realms character, you can September!
Living Forgotten Realms Group for a list of locations! either create one on-site (character creation rules are
provided in the kit) or use one of six pre-generated September 2, 2009
Weekend in the Realms 2: characters presented on full-color, double-sided char- CORM1-5 In the Bleak Midwinter
November 68 acter cards. There is something rotten in the city of Suzail. While
Make plans to head out to your nearby play loca- the Midwinter Festival brings throngs of competitors,
Join us once again this year as we explore a deso-
tion to get in on the fun, as this adventure is exclusive merchants, and spectators, it also brings an element
late region of Faern with this years Weekend in
to the weekend. A list of nearby play locations will be of danger. When the Crown turns to the PCs for help,
the Realms! Bring your existing 1st-4th level Living
available through the Event Locator or on the Living its up to them to uncover what lurks under the citys
Forgotten Realms character to play this exclusive,
Forgotten Realms Wizards Community Group later snow and ice. A Living Forgotten Realms adventure
one-time adventure called The Icy Queens Cross-
in October. set in Cormyr for characters levels 14.
ing, written by Shawn Merwin. Set in the cold
northern realm of Narfell, the 4-hour adventure takes
place in the aftermath of the events depicted in the LFRs New Home: Wizards ADCP1-1 Jungle Hunt (Wizards Play Network
new Forgotten Realms novel The Fall of Highwatch, Community Public Play Only)
which releases on November 4. This is the first time While we will continue to have a Living Forgotten A great hunt has been called in the jungles of Chult.
weve done an adventure with a novel tie-in, and we Realms page on the D&D website, we are tran- The Amnian trading costers of Port Nyranzaru are
sincerely hope to do more in the future! Heres the sitioning most of the content to the new Wizards competing to see which one can bring in the big-
adventures description: Community site, which launched mere weeks ago. gest, rarest beasts as trophies, and theyre looking
The Wizards Community is the place to go to get the for adventuring companies to do the hunting. Are
The Icy Queens Crossing latest information on all of our play offerings, read you and your companions up to the challenge? A
In a region so dangerous that even the most savage blogs, contribute to the Wiki page, view the event Living Forgotten Realms adventure set in Chult for
of Nar tribes fear trespassing there, a group of heroes calendar, discuss topics in the forums, participate in characters levels 1-14. At least four of the characters
has a chance to change the face of a war-torn land. polls, and much more! While were still in the process in the party must be members of the same Adventur-
This adventure has locations and characters from of adding a lot of content, you can already help con- ing Company in order to play this adventure, and all
the Forgotten Realms novel The Fall of Highwatch. tribute and share by heading over there. Create your of the characters at the same table must be within a
A Weekend in the Realms exclusive adventure set own profile, add friends and groups, and explore all single level band (14, 47, 710, or 1114).
in Narfell for Living Forgotten Realms characters of the site has to offer!
levels 14. September 9, 2009
All the materials a DM needs to run the adventure MOON1-5 Lost Love
will be provided in the kit, including a double-sided Moonshadow, an old eladrin adventurer, has been
poster map of all the encounters, a sheet of tokens to missing for years: Long enough to be forgotten by
September 20 09 | D R AG O N 37 9
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man, but an eladrins life is much longer than most. All those who came before you have disappeared or About the Author
An old love seeks to find out what happened to him. A been left a ruin of their former selves, leaving you Originally thought to have been raised from a humble Mid-
western family, Chris Tulach actually fell to Earth in a
Living Forgotten Realms adventure set in The Moon- to wonder, Will you share their fate? A two-round meteorite-shaped capsule flung from a planet far outside our
shae Isles for characters levels 710. This adventure Living Forgotten Realms adventure that is Part 2 of galaxy. While under the yellow rays of Sol, Chriss nerdity
continues the Fey Gates of the Sea of Swords major the Embers of Dawn mini-campaign, set in Sambral far surpasses that of any normal human. Using this precious
gift only for good, he has become the D&D Organized Play
quest that started in BALD1-5 Lost Refuge. for characters levels 14. It is recommended that you
Content Developer, responsible for the development and
play the Embers of Dawn mini-campaign adventures deployment of Dungeons & Dragons organized play programs.
SPEC1-3 Ghosts of the Past (Wizards Play Net- in sequential order with one character for the best He is also the co-author of E2 Kingdom of the Ghouls.
work Public Play Until January 1, 2010) enjoyment and play possibilities within the mini-
Every year, coronal Ilsevele Miritar, ruler of Myth campaign, but it is not required.
Drannor, hires a group of adventurers to cleanup
one of the many dangerous ruins within her forest September 30, 2009
kingdom. This year she is looking for several groups. DRAG1-5 White Petal Falling
What ghosts of the past have forced the eladrin to Intrigue and conflict flow through Nathlekhs under-
seek outside help and abandon their cautious ways? A belly. A subversive organization has taken over the
Living Forgotten Realms adventure set in Myth Dran- gambling trade in Nathlekh Citys foreign quarter
nor for characters levels 114. There are four versions and is using its newfound influence to reshape poli-
of this adventure, one for each level band. All of the tics in the region. Extortion, murder, and martial arts
characters at the same table must be within a single combine in this exotic city at the end of the Golden
level band (14, 47, 710, or 1114). Way. A Living Forgotten Realms adventure set in the
Dragon Coast for characters levels 710.
September 16, 2009
CORE1-11 Drawing a Blank
The city of Westgate is the focus of many rumors
and plots. Recent stories tell of faceless skulkers who
wander the citys streets at night and then vanish
into thin air when confronted. Who or what could be
causing this phenomenon? A Living Forgotten Realms
adventure set in Westgate for characters levels 1114.
September 20 09 | D R AG O N 37 9
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TM & 2009 Wizards of the Coast LLC. All rights reserved. September 20 09 | D R AG O N 37 9
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group, and let us know how we can make the experi- content for you to find something that connects with In Case You Dont Know Him
ence even better and use it to its full potential. the characters or campaigns youre running or play- Bill Slavicseks gaming life was forever changed when he
discovered Dungeons & Dragons in 1976. He became a
ing in. Lots of short articles leads to a 5-day-a-week
PaX release schedule. Were beginning to build toward
gaming professional in 1986 when he was hired by West End
Games as an editor. He quickly added developer, designer,
this plan, and it should be fully engaged before the and creative manager to his resume, and his work helped
If youre on the West Coast this weekend, the PAX shape the Paranoia, Ghostbusters, Star Wars, and Torg roleplay-
end of the year.
expo will be in Seattle with all kinds of computer ing games. He even found some time during that period to do
game and media goodness. Well be on hand, show- PrOduCT sneaK PeeKs freelance work for D&D 1st Edition. In 1993, Bill joined the
staff of TSR, Inc. as a designer/editor. He worked on a bunch
ing off D&D and Magic, among other things. Chris of 2nd Edition material, including products for core D&D,
Perkins will be around throughout the show, so find Now lets look at content fresh from two upcoming Dark Sun, Ravenloft, and Planescape. In 1997, he was part
him and say hello. Well be showing off the D&D D&D products. The first is The Hatchlands, show- of the TSR crowd that moved to Seattle to join Wizards of the
Coast, and in that year he was promoted to R&D Director for
Monster Builder, running RPGA events, and hosting casing a place in Underdark. The second comes from
D&D. In that position, Bill oversaw the creation of both the
a panel called The Art of the Dungeon Master with Martial Power 2 and details Martial Practices. Enjoy, 3rd Edition and 4th Edition of the D&D Roleplaying Game.
Chris, James Wyatt, and Steve Schubert. Its going to and keep playing! He was one of the driving forces behind the D&D Insider
be fun! project, and he continues to oversee and lead the creative
strategy and effort for Dungeons & Dragons.
dragOn Magazine Bills enormous list of credits includes Alternity, d20
Modern, d20 Star Wars, Pokemon Jr., Eberron Campaign
and dungeOn Setting, the D&D For Dummies books, and his monthly
Ampersand (&) column for Dragon Magazine.
Magazine
Chris Youngs will talk about the next topic at greater
length in the near future, but I wanted to give you an
inside look at what were thinking about for the digi-
tal magazines. Moving forward, youre going to see
shorter articles more often than longer ones. Theyre
easier to read online, and they allow us to tackle
more content in a faster time frame. Which means
that well be showcasing more articles every month,
allowing us to cover more ground and provide more
September 20 09 | D R AG O N 37 9
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The haTChlands Alternate Theories of the few weak beholders. Occasionally, in an aftereffect of
Hatching the Great Mothers birth, a fragment of her shell con-
For paragon tier and epic tier characters As unyieldingly solitary beings, beholders cant be denses into a new pulsing egg.
said to have a culture or a set of common myths. If threatened, the egg immediately hatches,
The Hatchlands loop through the lowest reaches of birthing a completely grown, fully intelligent
the Underdark like an endless ulcerated intestine. They do seem to be born with a flicker of collective
memory about the Great Hatching. The story given beholder. Left to its own devices, it develops for
According to drow legend, the network of pocked, a longer period, until it hatches as a higher-level
unstable passageways came into congruence with the here is the most commonly told, both by beholders
themselves and by surface world scholars. However, beholder.
Far Realm long ago, ever so briefly. That tiny contact
warped lifeless matter and flesh alike. Beholders beholders are notorious theorizers. If prompted, they
were the abominable result. might be tempted to spout alternate versions of the The Impulse
story. Examples reported by adventures surviving No single beholder dares to claim the Hatchlands as
beholder captivity include: its exclusive domain. At rare times, the beholders of
Legend of the Great Hatching the Underdark feel a sick, uneasy feeling deep in their
Before the height of the empire of Nihilath came The apocalyptic event that resulted in the Great
globular bellies. After a period of nauseated confu-
the Great Hatching. During this apocalyptic event, Hatching was Torogs maddened crawl through the
sion, they identify this effect as a call to fellowship
the lower depths of the Underdark shuddered and Underdark.
from the Great Mother. If they permit themselves to
burbled. Vents appeared in its unstable rock, each of Beholder eggs condensed from the bodily effluvia speak of it at all, they ashamedly call this feeling the
them a festering wound in the fabric of reality. The of Torog, the crawling god. impulse. It compels them to abandon their comfort-
Great Mother, progenitor of the beholders, was born able state of mutual hostility to come together toward
beneath the earth, called into life by the unfiltered, The Great Mother was summoned by the primordi-
a common purpose.
maddening illumination of the Far Realm. She tore als to destroy Torog, their hated foe.
The Hatchlands serves as neutral ground for
herself from an egg that was her first worldly form. beholders. Within its confines, they can restrain their
The Great Mother does not literally exist. She is
The pieces of the Great Mothers shattered shell dis- instinctive desire to violently establish dominance
a personification by foolish early beholders of the
persed throughout the Underdark. over all other creatures. Here, they can achieve this
Hatchlands eggs, which itself was an anomalous
Each shell piece attempted to recall its earlier feat without the impulse, though they seldom see a
but entirely natural phenomenon.
shape. Most managed to become again what all reason to do so.
had once been part of: an egg. However, each piece The original beholder egg was accidentally created Upon arrival in the Hatchlands, the strongest
contained only a fraction of the vigor the original by illithids. When beholders formed from it, they beholder senses the wishes of the Great Mother. It
egg possessed. Still, when these lesser eggs hatched, destroyed the illithids. (To accept this story, one uses its genius intellect to create a plan to carry out
beholders slipped forth from their slimy ruins. must believe the beholders claim that they caused those desires. It then lays out these instructions to the
The first beholders were paragons of insanity. the downfall of the empire of Nihilath.) others as they arrive. Vexed by each others company,
They immediately fell into a murderous struggle for the beholders leave as quickly as possible, fanning out
supremacy. Most died, though a few proved capable The Hatchlands Today to perform their separate roles in the scheme.
of a hint of self-preservation. These fled the hatch-
Lonely, dank, and suffused with an acrid stink of ele-
ing slaughter. They swept through the Underdark,
mental wrongness, the Hatchlands are now home to a
claiming lofty chambers and secure redoubts for
themselves.
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MarTial PraCTiCes you pay the cost in coins or other treasure. Learning Performing a Martial
a martial practice costs half the market price if you Practice
Beyond the exploits for which theyre famed, martial learn it from another player character. You should The steps to perform a martial practice correspond to
adventurers can push the bounds of what is pos- assume that you are paying for the supplies needed the headers of the practices description. The martial
sible for ordinary mortals by mastering challenging for training, not for your allys work and time. practices dont include action types in their descrip-
techniques called martial practices. Using these rare Purchase: If you can find a merchant that deals in tions, but you can infer what type of actions you
methods, an adventurer can run for days, swim to rare goods, you can pay the market price of a martial might take to perform the activities that benefit from
great depths, and even create magic items. Although practice to acquire it. the practice.
martial practices approach whats possible with ritu- Find in Treasure: You might also find martial Time: Martial practices take time to perform. You
als, they exist wholly in the realm of martial power. practices in the form of ancient manuals hidden away might have to adopt the right physical and mental
A martial practice is similar to a ritual. To learn in dusty libraries or haunted castles. Practices con- state, sweat over a forge to craft an item, or painstak-
martial practices, you must first have the Practiced tained within these texts offer detailed instructions ingly camouflage your partys campsite.
Study feat. To use a martial practice, you must so that with careful study you can master them. The Component Costs: Martial practices are strenu-
then acquire a practice, master it, and perform it. Dungeon Master deducts the market price of a mar- ous. Unlike rituals, which require only a material
A practice you master must be associated with a tial practice you find from treasure you earn. component cost, most martial practices require an
skill in which you are trained. The component costs expenditure of healing surges. This cost reflects the
sometimes include healing surges. After you finish Mastering Martial Practices strain on your body and mind.
performing a practice, you gain its benefit. You must master a martial practice before you are A few martial practices also require materials to
able to perform it. To master a practice, you must: properly perform them. When a practice has a com-
Practiced Study Acquire the martial practice ponent cost, you must pay the price from your store
Prerequisite: Any martial class of treasure, whether youre spending coins, gems, or
Have the Practiced Study feat other valuables. The component cost represents the
Benefit: You can master and perform martial prac-
tices. You learn one martial practice of your level or Meet or exceed the practices level requirement price of equipment, bribes, and raw materials.
lower. You pay the component cost, including both treasure
Be trained in at least one of the key skills for the and healing surges, when you complete the practice.
practice If you cannot pay the full cost, the practice has no
Acquiring Martial Practices effect.
You can learn the rudiments of martial practices Study the martial practice for a total of 8 hours
The studying process differs depending on how you Skills: Each practice lists one or more key skills,
from a master or purchase them on the open market. and you must be trained in at least one of these skills
Unless you find the practice as part of treasure, youll acquired the martial practice. If you acquired it
through training, the study period takes place at the to perform the practice. Some practices also require
pay something for it. skill checks to determine your efforts effectiveness.
Learn through Training: Any character who has same time as acquiring the practice. If you bought
or found the practice, the time is spent closely study- Usually, the practice succeeds regardless of the check
mastered a martial practice can teach it to you. The result and high results produce the best effects.
instructor can be another player character or an NPC ing the manual and repeating the lessons and steps
you meet. Training is costly and arduous. Usually, within the text.
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Unless a practice says otherwise, you make your skill Alter Ego Speech without Words
check at the end of its performance. As with rituals,
With a little makeup and a bit of misdirection, you can be No language barrier can keep you from communicating.
you cannot take 10 on this check.
anyone.
Level: 3 Component Cost: 1 healing surge
Level: 8 Component Cost: 1 healing surge Time: 5 minutes Market Price: 50 gp
Effects of a Martial Practice and 50 gp Duration: 10 minutes Key Skill: Diplomacy (no check)
After you finish performing a practice, you gain its Time: 1 hour Market Price: 275 gp
benefit for the practices duration. Sometimes its Duration: 24 hours Key Skill: Bluff Through pantomime, you communicate with a nonhostile
creature you can see, even if it does not speak your language.
instantaneous: Youve learned the information or You alter your own appearance or the appearance of an ally The creature must have an Intelligence score higher than 3. You
completed the task. Other times, you gain a benefit who is present throughout your performance of the practice. can communicate simple ideas and concepts, such as figuring
The disguise can alter facial and physical features and appear to out where a monster went, where one might find fresh water,
for a set amount of time, or you create a permanent
modify height and weight by up to 10%. You can also use this if theres a safe place to camp, and so on. Conveying complex
object. martial practice to disguise gender, race, and age. ideas might require a skill challenge, at the Dungeon Masters
Make a Bluff check with a +5 bonus. Your result determines discretion.
the Insight check a creature must make to determine that the
Assistance person you disguised is not who he or she appears to be.
You can use this practice to impersonate another humanoid.
Typically you must perform the martial practice
When you interact with a creature that is familiar with the
without help. Any exceptions are noted in a practices person youre imitating, that creature gains a +10 bonus to its
description. Insight check.
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