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Chapter 4: Character Classes

Your class is the primary definition of what your character can do in the extraordinary magical landscape of the DUNGEONS & DRAGONS world. A class is more than a profession; it is your character’s calling. Your class choice shapes every action you take as you adventure across a spell-tangled, monster-ridden, battle-torn fantasy world. Will you be a gutsy, youthful sword fighter? A pact-sworn warlock with questionable ties? A gods-worshiping cleric who knows too much? A flamboyant rogue with a dagger up your sleeve? A tattooed wizard with a crystal staff? The choice is yours. This chapter includes the following material:

✦ Introducing the Classes: Discussion of the details that make up each class, and your first look at paragon paths and epic destinies.

✦ How to Read a Power: The specifics on how to understand your class’s powers and each power’s format and effects.

✦ The Classes: Class features and complete power descriptions for the cleric, the fighter, the paladin, the ranger, the rogue, the warlock, the warlord, and the wizard, as well as their paragon paths.

✦ Epic Destinies: A selection of epic destinies that your character can achieve.

Introducing the Classes

This chapter presents full descriptions of the following eight classes: Cleric (page 60): A divinely inspired warrior. Fighter (page 75): A master of martial combat. Paladin (page 89): A champion dedicated to a specific deity. Ranger (page 103): A ranged or two-weapon combat specialist. Rogue (page 116): A combatant who uses stealth and slyness to thwart enemies. Warlock (page 129): A wielder of arcane power gleaned from otherworldly entities. Warlord (page 143): A commander who leads from the front. Wizard (page 156): The world’s most powerful purveyor of magic. Each class description opens with a summary of the class’s basic traits and an overview of the class’s place in the world. Role: In battle, do members of the class act as defenders, strikers, leaders, or controllers? (See Chapter 2 for an explanation of these roles.) Each class has a role associated with it. Different classes approach their role in different ways, and many classes include limited elements of one or more other roles as well. For example, both the fighter and the paladin are defenders, but the fighter adds some aspects of the striker to his repertoire, while the paladin has some abilities often associated with leaders, such as healing. Power Source: Each of the eight classes draws its power from the arcane, the divine, or the martial power source. Key Abilities: Most classes have powers and other features that rely on three different ability scores. Characters of these classes generally want their three best scores in these abilities. Armor and Weapon Proficiencies: Different classes are proficient with different kinds of armor and weapons, shown in these two entries. An armor or weapon proficiency you gain from a class counts as the appropriate Armor Proficiency or Weapon Proficiency feat (see Chapter 6). Implement: If the class can use one or more kinds of implements, that information is noted here. Bonus to Defense: Each class gives you a bonus to one or more of your defenses. Hit Points: Each class description indicates how many hit points you have at 1st level and how many hit points you gain with each new level you attain. Healing Surges: Your class determines how many healing surges you can spend in a day. Trained Skills: Every class has a list of class skills, and you choose a specific number of trained skills from that list. Some classes give you a predetermined trained skill. The last few lines of the Class Traits section point to later parts of the class entry. Build Options and Class Features are more fully described in the next major sections. Creating a Character: The next section of a class entry describes each class build in more detail. A build is the theme you think about when choosing your powers and other abilities. The build you choose (if you choose one) suggests what abilities you should prioritize and gives you some guidance as you choose powers, at 1st level and as you gain levels. A build isn’t intended as a constraint, but as a way to help you make informed choices. If you want to be a fighter with a greataxe, rather than wielding a one-handed weapon and a shield, the great weapon fighter build points you toward the powers that are most effective in your hands. You can choose powers intended for the guardian fighter build instead, of course, and they might help your character be a little more balanced. Some of those powers, though, won’t be as good for you as they’d be for a fighter with a shield. Builds aren’t required; they exist to help guide your decisions. Each build includes suggestions for choosing feats, skills, and powers for your 1st-level character. These are only suggestions—you are free to choose the feats, skills, and powers that most appeal to you and best fit with your character concept. Class Features: Class features are abilities shared by every member of the class. Some class features are powers that every member of a class can use, such as the warlock’s eldritch blast or the cleric’s Channel Divinity ability. Others are more like racial traits—they’re not so much things you do as things that modify the effects of what you do. Powers: The longest section of a class description contains full descriptions of all the class’s at-will, encounter, and daily attack powers, as well as its utility powers. 

TIERS

Character Tiers describe levels of divinity. A racing horse for example would be a tier one being- as it is a living being born in the mortal realm without any divine power. A unicorn in comparison would be a tier 2 being- a creature born of the mortal realm but which contains some type of mystical properties. This can extend to races as well- with dwarves and elves being tier one beings unless one among them should achieve some quest on behalf of a deity which would grant them special status. For example, some elves who accomplish some great feat may become a Tier 2 being after death. Or a half-orc might accomplish a feat on behalf of the god Kipinga- which results in Kipinga making the half-orc a demi-god. See the chart below to see what characters and creatures fall under which tiers.

Tier 8: Originals beings of the universe

Tier 7: Angels and Demons

Tier 6: Lords of Creation and Primordials

Tier 5: Continental Deities and First Fiends

Tier 4: Regional Deities and Fiend Chiefs

Tier 3: Demi-Gods and Initiate Fiends

Tier 2: Religious Spirits, Low Level Fiends, and Mythical Creatures

Tier 1: Mortal Beings and Mortal Creatures

To learn more about creatures and characters in each Tier, you can find them in the Monster Manual.

Within Each Tier, a character may level up (See levels). Each Tier contains ten levels and when a character surpasses the number of levels within a given Tier, they rise into the next Tier and begin again at level 1. Each Tier carries with it extended abilities (such as increased health, defenses, etc.) These bonuses are based on the size of a creature- as a Tier 5 dragon will have more HP than a Tier 5 gnome- but the multiplication of these bonuses are the same. See the chart below to find the tier bonuses.

Tier 8:

- x17 Base HP

- +8 Race Bonus Skills

- +8 Race Bonus Defenses

- +8 Race Proficiency Attacks

- +8 Damage (In Proficient Weapon)

Tier 7:

- x15 Base HP

- +7 Race Bonus Skills

- +7 Race Bonus Defenses

- +7 Race Proficiency Attacks

- +7 Damage (In Proficient Weapon)

Tier 6:

- x13 Base HP

- +6 Race Bonus Skills

- +6 Race Bonus Defenses

- +6 Race Proficiency Attacks

- +6 Damage (In Proficient Weapon)

Tier 5:

- x10 Base HP

- +5 Race Bonus Skills

- +5 Race Bonus Defenses

- +5 Race Proficiency Attacks

- +5 Damage (In Proficient Weapon)

Tier 4:

- x7 Base HP

- +4 Race Bonus Skills

- +4 Race Bonus Defenses

- +4 Race Proficiency Attacks

- +4 Damage (In Proficient Weapon)

Tier 3:

- x5 Base HP

- +3 Race Bonus Skills

- +3 Race Bonus Defenses

- +3 Race Proficiency Attacks

- +3 Damage (In Proficient Weapon)

Tier 2:

- x3 Base HP

- +2 Race Bonus Skills

- +2 Race Bonus Defenses

- +2 Race Proficiency Attacks

- +2 Damage (In Proficient Weapon)

Tier 1:

- Base HP

- Base Skills

- Base Defenses

- Base Attacks

- Base Weapon Damage

POWER TYPES AND USAGE

Every class has access to a mix of attack powers (used to harm your enemies in combat, more or less directly) and utility powers (used to overcome a variety of obstacles both in and out of combat). Within each type, different powers have different restrictions on how often you can use them: at-will, encounter, or daily. You can use a power whenever you are able to take the action the power requires. (Certain conditions, as defined in Chapter 9, prohibit you from taking actions.) Your DM might rule that you can’t use powers in special circumstances, such as when your hands are tied.

You can use your at-will powers as often as you want. They represent easy weapon swings or simple magical effects that don’t put any unusual strain on you or tax your resources in any way.

An encounter power can be used once per encounter. You need to take a short rest (page 263) before you can use one again. Encounter powers produce more powerful, more dramatic effects than at-will powers. If you’re a martial character, they are exploits you’ve practiced extensively but can pull off only once in a while. If you’re an arcane or divine character, these are spells or prayers of such power that they take time to re-form in your mind after you unleash their magic energy.

A daily power can be used once per day. Daily powers are the most powerful effects you can produce, and using one takes a significant toll on your physical and mental resources. If you’re a martial character, you’re reaching into your deepest reserves of energy to pull off an amazing exploit. If you’re an arcane magic-user, you’re reciting a spell of such complexity that your mind can only hold it in place for so long, and once it’s recited, it’s wiped from your memory. If you’re a divine character, the divine might that you channel to invoke these powers is so strong that you can harness it only once a day. Daily powers usually include an effect that takes place regardless of whether the power is used successfully. As a result, these limited resources are at least slightly beneficial every time you use them. Once you use a daily power, you need to take an extended rest (page 263) before you can use it again.

How to Read a Power

No part of the D&D game has as much variety as the powers that describe what characters can do. Even so, the way that various powers are described follows a structured format. Here’s the information you need to understand how a power works.

NAME AND LEVEL

The first line of a power description gives the name of the power, the class it’s associated with, the kind of power it is (attack or utility), and the power’s level (or the fact that it’s a class feature). In the above example, acid wave is an attack power that a wizard can choose at 19th level. Some powers, such as the racial powers in Chapter 3 and the feat powers in Chapter 6, carry different information on the right side of this line.

FLAVOR TEXT

The next section of a power description gives a brief explanation of what the power does, sometimes including information about what it looks or sounds like. The flavor text for acid wave appears here as an example. A power’s flavor text helps you understand what happens when you use a power and how you might describe it when you use it. You can alter this description as you like, to fit your own idea of what your power looks like. Your wizard’s magic missile spell, for example, might create phantasmal skulls that howl through the air to strike your opponent, rather than simple bolts of magical energy. When you need to know the exact effect, look at the rules text that follows.

KEYWORDS

A power’s keyword entry gives you important rules information about the power. The first keyword indicates whether the power is an at-will, encounter, or daily power. (One example of each type is given above.) The color used in the line containing the power name also conveys this information: At-will powers have a green bar, encounter powers have a red bar, and daily powers have a black bar. The other keywords define the fundamental effects of a power. For instance, a power that deals acid damage is an acid effect and thus has the acid keyword. A power that has the poison keyword might deal poison damage, or it might slow the target, immobilize the target, or stun the target. But the poison keyword indicates that it’s a poison effect, and other rules in the game relate to that fact in different ways. Dwarves have a bonus to saving throws against poison effects, for example. Keywords help to determine how, or if, a power works when the target has resistance, vulnerability, or immunity to a damage type or an effect type, or if the power interacts with existing effects. For example, a ritual that forbids teleportation could block a power that has the teleportation keyword. Resistance or immunity to one keyword of a power does not protect a target from the power’s other effects. When damage of a power is described as more than one type, divide the damage evenly between the damage types (round up for the first damage type, round down for all others). For example, a power that deals 25 fire and thunder damage deals 13 fire damage and 12 thunder damage. If a power allows you to choose the damage type, the power then has that keyword for feats, resistances, and any other information that applies. For example, the wizard spell elemental maw does 6d6 + Intelligence modifier damage of a type chosen from the following list: acid, cold, fire, lightning, or thunder. If you choose lightning damage, the Astral Fire feat (+1 feat bonus to damage rolls when you use powers that have the fire or radiant keywords) doesn’t add to the power’s damage, but the Raging Storm feat (+1 feat bonus to damage rolls when you use powers that have the lightning or thunder keywords) does.

Aside from usage keywords (at-will, encounter, and daily), keywords fall into four categories. Power Source: The power sources described in this book are arcane, divine, and martial. Basic attacks, racial powers, and epic destiny powers have no power source.

Damage Type: Many powers create energy or a substance that deals damage to their targets. Acid: Corrosive liquid. Cold: Ice crystals, arctic air, or frigid liquid. Fire: Explosive bursts, fiery rays, or simple ignition. Force: Invisible energy formed into incredibly hard yet nonsolid shapes. Lightning: Electrical energy. Necrotic: Purple-black energy that deadens flesh and wounds the soul. Poison: Toxins that reduce a creature’s hit points. Psychic: Effects that target the mind. Radiant: Searing white light or shimmering colors. Thunder: Shock waves and deafening sounds.

Effect Type: Some powers are classified according to how their effects work. Charm: Mental effects that control or influence the subject’s actions. Conjuration: Powers that create objects or creatures of magical energy. Fear: Effects that inspire fright. Healing: Powers that restore hit points. Illusion: Powers that deceive the senses or the mind. Poison: Substances that hamper or impede a creature. Polymorph: Effects that alter a creature’s physical form. Reliable: If you miss when using a reliable power, you don’t expend the use of that power. Sleep: Powers that cause sleep or unconsciousness. Stance: A stance power lasts until the end of the encounter, for 5 minutes, or until you use another stance power. Teleportation: Powers that transport creatures instantaneously from one location to another. Zone: Powers that create lingering effects that extend over an area.

Accessories: These keywords identify items used with the power. If you have a proficiency bonus to attack rolls and damage rolls from your weapon or an enhancement bonus to your attack rolls and damage rolls from a magic weapon or an implement, you add that bonus when you use a power that has the associated keyword. Implement: Many arcane spells are more effective when used in conjunction with an implement—a wizard’s staff, orb, or wand, or a warlock’s rod or wand. Many divine prayers use holy symbols as implements. To grant its benefit to a divine character, a holy symbol must represent the character’s patron deity or one of a group of deities the character serves. It’s not necessary to have an implement in order to use a power that has the implement keyword. Weapon: Many martial powers, as well as several divine powers, can be used only if you’re wielding a weapon. (You can use an unarmed attack as your weapon.) A weapon’s reach or range determines the reach or range of a power it’s used with.

The next line of a power description begins with what type of action you have to take when you use the power. Most powers require a standard action. Some powers are move actions, a few are immediate interrupts or immediate reactions, a handful are minor actions or free actions, and a scant few require no action.

Trigger: An ally in range is hit by an attack Trigger: An adjacent enemy moves away from you Trigger: Some powers come into effect only if a triggering condition occurs. Examples of some typical “Trigger” entries are given above.

ATTACK TYPE AND RANGE

Following a power’s action type on the same line is the power’s attack type and its range. The four attack types are melee, ranged, close, and area. Each of these attack types (fully described in Chapter 9) has rules for range and targeting. Even though these terms are called “attack types,” they apply to utility powers as well as attack powers.

A melee power affects a target (or targets) within melee reach. Many melee powers require a weapon. You make a separate attack roll against each target. Melee weapon: A melee attack power that has a range of “weapon” allows you to attack a target within the reach of the weapon you’re wielding. Some weapons extend your reach beyond adjacent squares. Example: If you use a “Melee weapon” power while you’re wielding a dagger, you can attack a target within 1 square of you. If you’re wielding a halberd (a reach weapon), you can attack a target within 2 squares of you. Melee 1: A melee power that has a range of 1 can be used only on an adjacent target. Melee touch: A melee power that has a range of “touch” can be used on any target you can reach. (Some creatures larger than Medium size have a reach of more than 1 square.)

A ranged power affects a target (or targets) at a distance. For details about how ranged attacks work, see page 270. Ranged weapon: A ranged attack power that has a range of “weapon” allows you to attack a target within your weapon’s range (see the table on page 219). If the target is farther away than normal range but within long range, you take a –2 penalty to attack rolls. Example: If you use a “Ranged weapon” power with a shortbow (normal range 15, long range 30), you take a –2 penalty when attacking targets 16–30 squares away, and you can’t attack creatures farther away than 30 squares. Ranged [number]: A ranged power that has a range expressed as a number can be used on a target within the indicated number of squares. Ranged sight: A ranged power that has a range of “sight” can be used on any target within line of sight. You still need line of effect to the target.

A close power creates an area of effect (page 272) that originates in a square of your space, and most close powers can hit multiple targets. For details about how close attacks work, see page 271. Close burst [number]: A close burst power allows you to target creatures or objects within the indicated number of squares from you in all directions. See page 272 for how to determine the area of a burst. Close blast [number]: A close blast power allows you to target creatures or objects within an adjacent area that is the indicated number of squares on a side. See page 272 for how to determine the area of a blast.

An area power creates an area of effect (page 272) that can originate in a distant square and hits multiple targets or creates an obstacle. For details about how area attacks work, see page 271. Area burst [number] within [number] squares: To use an area burst power, choose a square within the range indicated by the second number. The power affects targets in that square or within a number of squares equal to the first number. Area wall [number] within [number] squares: To use an area wall power, choose a square within the range indicated by the second number to be the wall’s origin square (page 272). The first number represents the number of squares the wall occupies (all of its squares must be within range).

A power that has a range of “personal” affects only you.

PREREQUISITE OR REQUIREMENT

Prerequisite: You must be trained in Stealth. Requirement: You must be wielding a light blade.

Certain powers are usable only if you meet a predetermined condition. Prerequisite: You must meet this provision to select this power. If you ever lose a prerequisite for a power (for example, if you use the retraining system to replace training in a skill with training in a different skill), you can’t use that power thereafter. Requirement: You must meet this provision to use this power. You can have the power in your repertoire, but it is not available to you unless you fulfill the requirement.

TARGET

Target: One creature Target: You or one ally Target: Each enemy in burst Targets: One, two, or three creatures Target: One object or unoccupied square

If a power directly affects one or more creatures or objects, it has a “Target” or “Targets” entry. When a power’s target entry specifies that it affects you and one or more of your allies, then you can take advantage of the power’s effect along with your teammates. Otherwise, “ally” or “allies” does not include you, and both terms assume willing targets. “Enemy” or “enemies” means a creature or creatures that aren’t your allies (whether those creatures are hostile toward you or not). “Creature” or “creatures” means allies and enemies both, as well as you.

ATTACK

Attack: Strength vs. AC Attack: Charisma vs. Will Attack: Constitution vs. Fortitude Attack: Intelligence + 4 vs. Reflex Attack: Dexterity vs. AC, one attack per target

Most attack powers that deal damage require you to make an attack roll. The “Attack” entry specifies the kind of attack you make and which of the target’s defenses you check against. If you have a modifier to your attack roll, that’s mentioned here as well. Example entries are given above. If your power can attack multiple targets, you make a separate attack roll against each target.

HIT

Hit: 1[W] + Strength modifier damage. Hit: 3d6 + Intelligence modifier force damage, and the target is dazed until the end of your next turn. Hit: 5d6 + Intelligence modifier acid damage, and ongoing 10 acid damage (save ends). Hit: The target is immobilized (save ends). Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both). Hit: 3d6 + Wisdom modifier thunder damage, and you push the target a number of squares equal to 3 + your Charisma modifier. Hit: 3[W] + Strength modifier damage, and you regain hit points as if you had spent a healing surge. Hit: 3[W] + Strength modifier damage, and you and each ally within 10 squares of you can spend a healing surge.

Every power that requires an attack roll includes a “Hit” entry, which explains what happens when an attack roll succeeds. Example entries are given above. See “Attacks and Defenses,” page 269, for how to make attack rolls, how to deal damage, and how to apply various effects, including conditions and forced movement. Ongoing damage is a fixed amount rather than an amount determined by a die roll. Ongoing damage is applied to a target each round at the start of the target’s turn until the target makes a successful saving throw. If a “Hit” (or “Effect”) entry contains “(save ends)” or “(save ends both),” the indicated consequence of the successful attack persists until the target makes a successful saving throw. If a hit grants you the ability to compel the target to move, whether through forced movement or teleportation, you can move it any number of squares up to the number specified (or not move it at all, if you so choose). Some powers add modifiers to attack rolls or damage rolls. These modifiers apply to any roll of the dice, but not to ongoing damage or other static, nonvariable effects. The paladin’s wrath of the gods prayer, for example, adds her Charisma modifier to her and her allies’ damage rolls until the end of the encounter. When her cleric ally invokes flame strike, the damage equals 2d10 + Wisdom modifier + the paladin’s Charisma modifier fire damage and ongoing 5 fire damage. The ongoing damage doesn’t increase, because it’s a static effect. Whenever you affect a creature with a power, that creature knows exactly what you’ve done to it and what conditions you’ve imposed. For example, when a paladin uses divine challenge against an enemy, the enemy knows that it has been marked and that it will therefore take a penalty to attack rolls and some damage if it attacks anyone aside from the paladin. Applying a Penalty: When a power description includes wording such as “a penalty to attack rolls equal to your Charisma modifier,” that means you subtract the value of your ability modifier from the result or the numerical quantity that’s being penalized. If your ability modifier is not a positive number, it does not provide a penalty. Regaining Hit Points: Some powers allow you or someone else to regain hit points. Sometimes the recipient of this benefit needs to spend a healing surge (page 293), but if a power description includes the wording “as if . . . had spent a healing surge,” then the beneficiary gains the appropriate number of hit points but does not spend a healing surge to do so. Within x Squares of You: When this language appears in a power description, treat the effect it refers to as a close burst for the purpose of determining line of effect. Duration: Most powers take effect and then end— their effects are instantaneous, perhaps as brief as a single swing of your sword. Some powers last beyond your turn, however—for instance, until the end of the current encounter or until the end of your next turn. If you use a power outside combat, it lasts for 5 minutes unless otherwise noted.

MISS

Miss: Half damage. Miss: Half damage, and no ongoing fire damage. Miss: Half damage, and the target is not pushed or immobilized.

Sometimes the dice are against you, and you miss your target. Missing isn’t always the end of the story, however. A miss can indicate a splash effect, a glancing blow, or some other incidental effect of a power. Examples of some typical “Miss” entries are given above. Half Damage: When you calculate half damage, remember to apply the rule about rounding down (page 11). If a damage roll produces a result of 1, half of that damage is 0.

SECONDARY TARGET AND SECONDARY ATTACK

Secondary Target: One creature within 3 squares of you Secondary Target: The same or a different target Secondary Target: Each enemy adjacent to the primary target Secondary Targets: Two creatures within 10 squares of the primary target

Some powers allow you to make secondary (or even tertiary) attacks. The power description indicates if you can make such an attack after the previous attack was a hit, if that attack was a miss, or regardless of whether the previous attack hits or misses. Unless otherwise noted, the range of a secondary (or tertiary) attack is the same as for the attack that preceded it.

EFFECT

Effect: Until the end of your next turn, the target’s attack rolls against you take a penalty equal to your Wisdom modifier. Effect: You become invisible and then teleport 4 squares. The invisibility lasts until the start of your next turn. Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action. Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier.

Many powers produce effects that take place regardless of whether your attack roll succeeds, and other powers have effects that occur without an attack roll being required. Example entries are given above. The effects of powers are as varied as the powers themselves. Some effects impose a condition on the power’s target. Other effects provide a bonus or a benefit (for you or your allies) or a penalty (for enemies). Still others change the nature of the battlefield or create something that didn’t exist a moment ago. Two kinds of powers—conjurations and zones— produce distinctive effects that are governed by special rules.

Powers that have the conjuration keyword create objects or creatures of magical energy. Unless a power description says otherwise, a conjuration can’t be attacked or physically affected, and allies of the conjuration’s creator can move through the space a conjuration occupies, but enemies can’t. A conjuration uses your ability scores and defenses to determine the outcome of attacks it makes and attacks against it (if such attacks are possible). Environmental phenomena and other forces have no effect on a conjuration unless a power description says otherwise. For example, a conjuration that produces an icy hand functions in a fiery, volcanic cavern without penalty. If a power allows you to move a conjuration, at least 1 square that the conjuration occupies must remain within the power’s range. If you move far enough away from a conjuration that it is no longer in range, its effect immediately ends. If a conjuration’s creator is slain, the conjuration immediately ends.

The zone keyword applies to powers that create lingering effects that extend over an area. For example, some zones create terrain effects, such as difficult terrain or scorching fire that harms anyone who enters it. Zones cannot be attacked or otherwise physically affected unless a power description says otherwise. If zones overlap and impose penalties to the same roll or score, creatures in the overlapping area are subject to the worst penalty; the penalties are not cumulative. Similarly, a target in the overlapping area takes damage from whichever zone deals the most damage, regardless of damage type. Environmental effects, attacks, and other forces have no effect on a zone unless a power description says otherwise. For example, a zone that deals fire damage is in no way diminished by a power that deals cold damage. If a power allows you to move a zone, at least 1 square that the zone covers must remain within the power’s range. If you move far enough away from a zone that it is no longer in range, its effects immediately end. Unless otherwise specified, a zone fills a power’s area of effect. Use the standard rules for areas of effect to determine which squares it fills. If a zone’s creator is slain, the zone immediately ends.

SUSTAIN

Sustain Minor: The zone persists. Sustain Minor: You slide the target 1 square, whether you hit or miss. Sustain Minor: When you sustain the power, you make a secondary attack. Sustain Move: You can sustain this power until the end of the encounter or for 5 minutes. Sustain Standard: You remain invisible as long as you don’t make an attack.

If a power has a “Sustain” entry, you can keep that power active by taking a specified type of action (minor, move, or standard) during your turn. The “Sustain” entry tells you if a power has an effect that occurs when you take the action to sustain it. See “Durations,” page 278, for more about sustaining a power.

Cleric

CLASS TRAITS Role: Leader. You lead by shielding allies with your prayers, healing, and using powers that improve your allies’ attacks. Power Source: Divine. You have been invested with the authority to wield divine power on behalf of a deity, faith, or philosophy. Key Abilities: Wisdom, Strength, Charisma

Armor Proficiencies: Cloth, leather, hide, chainmail Weapon Proficiencies: Simple melee, simple ranged Implement: Holy symbol Bonus to Defense: +2 Will

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

Trained Skills: Religion. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (Int)

Clerics are battle leaders who are invested with divine power. They blast foes with magical prayers, bolster and heal companions, and lead the way to victory with a mace in one hand and a holy symbol in the other. Clerics run the gamut from humble servants of the common folk to ruthless enforcers of evil gods. As a cleric, the deity (or deities) you choose to revere goes a long way toward defining you, or at least how other people in the world see you. You could be a platinum-garbed envoy of Bahamut seeking justice throughout the land, a shadowy follower of Sehanine with a roguish streak, a burly disciple of Kord who believes the virtue of strength is sufficient for all challenges, or a dwarf cleric of Moradin bringing honor to the denizens of your mountain home. Will you protect what is sacred to your god, quest for legendary holy artifacts, pursue a life of evangelical adventuring, or attempt all these deeds and more?

CREATING A CLERIC

All characters (regardless of class) receive 1 At-Will prayer for a Spirit of the character's choice. This spirit must derive from a language the character is fluent in. Clerics and Paladins specifically must be from a specific region (such as Southern Zezen, or Northern Hattun), and must chose a specific pantheon of deities. These religious class thus establish unofficial subclasses through these choices.

CLERIC POWERS

All characters (regardless of class) receive 1 At-Will prayer for a Spirit of the character's choice. For clerics, this default is changed to 2 Spirits, 1 Demigod, and 1 Regional Deity. For each level-up between Levels 2-5; the Cleric may gain 1 additional prayer per level-up for Regional Deities (Daily), Demigods (Encounter), or Spirits (At-Will). For levels 6-10; the character may gain 1 additional prayer per level-up for Lords of Creation (Daily), or Continental Deities (Encounter). All prayers must however remain within the character's selected pantheon (low, medium, and high deities), geography (demigods), and language (spirits).

Fighter

CLASS TRAITS Role: Defender. You are very tough and have the exceptional ability to contain enemies in melee. Power Source: Martial. You have become a master of combat through endless hours of practice, determination, and your own sheer physical toughness. Key Abilities: Strength, Dexterity, Wisdom, Constitution

Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged Bonus to Defense: +2 Fortitude

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

Trained Skills: From the class skills list below, choose three trained skills at 1st level. Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha)

Fighters are determined combat adepts trained to protect the other members of their adventuring groups. Fighters define the front line by bashing and slicing foes into submission while reflecting enemy attacks through the use of heavy armor. Fighters draw weapons for gold, for glory, for duty, and for the mere joy of unrestrained martial exercise. Regardless of your level of skill and the specific weapons you eventually master, your motivations determine who you defend and who you slay. You could be a noble champion who pledges your blade to gallant causes, a calculating mercenary who cares more for the clink of gold than praise, a homeless prince on the run from assassins, or a blood-loving thug looking for the next good fight. Your future is yours. When you unsheathe your weapon, what battle cry flies from your lips?

CREATING A FIGHTER

Fighters are divided into two subclasses: martial artists and warriors. Martial artists specialize in one-on-one combat while warriors are more suited for group encounters and large-scale battles. Martial artists gain a bonus to attack rolls for their choice of either unarmed, melee, or ranged weapons equal to their Tier. Warriors in contrast gain a bonus to any one defense of their choice equal to their Tier.

FIGHTER POWERS

Paladin

CLASS TRAITS Role: Defender. You are extremely durable, with high hit points and the ability to wear the heaviest armor. You can issue bold challenges to foes and compel them to fight you rather than your allies. Power Source: Divine. You are a divine warrior, a crusader and protector of your faith. Key Abilities: Strength, Charisma, Wisdom

Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield Weapon Proficiencies: Simple melee, military melee, simple ranged Implements: Holy symbol Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will

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

Trained Skills: Religion. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int)

Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves. Paladins smite enemies with divine authority, bolster the courage of nearby companions, and radiate as if a beacon of inextinguishable hope. Paladins are transfigured on the field of battle, exemplars of divine ethos in action. To you is given the responsibility to unflinchingly stand before an enemy’s charge, smiting them with your sword while protecting your allies with your sacrifice. Where others waver and wonder, your motivation is pure and simple, and your devotion is your strength. Where others scheme and steal, you take the high road, refusing to allow the illusions of temptation to dissuade you from your obligations. Take up your blessed sword and sanctified shield, brave warrior, and charge forward to hallowed glory!

CREATING A PALADIN

While there are no official subclasses for Paladins, there are Paladin orders- these are guilds in which paladins are raised and taught. Paladins must belong to a specified Paladin Order. These orders are The Order of The King's Table (Zezen), The Order of the Sword (Aliaanza'nchi), The Order of the Horse (Si), The Order of the Sea (Koraha), The Order of the Dog (Ulinawi), and The Order of the Jaguar (Hattun). Members of the Order of the King's Table gain a bonus to Will Defense equal to their Tier. Members of the Order of the Sword gain a bonus to Intimidate equal to their Tier. Members of the Order of the Horse gain a bonus to Reflex Defense equal to their Tier. Members of the Order of the Sea gain a bonus to Perception equal to their Tier. Members of the Order of the Dog gain a bonus to Stealth equal to their Tier. Members of the Order of the Jaguar gain a bonus to Acrobatics equal to their Tier.

PALADIN POWERS

Paladins may choose powers from Fighters (Warrior Subclass) and/or Clerics.

Ranger

CLASS TRAITS Role: Striker. You concentrate on either ranged attacks or two-weapon melee fighting to deal a lot of damage to one enemy at a time. Your attacks rely on speed and mobility, since you prefer to use hit-andrun tactics whenever possible. Power Source: Martial. Your talents depend on extensive training and practice, inner confidence, and natural proficiency. Key Abilities: Strength, Dexterity, Wisdom

Armor Proficiencies: Cloth, leather, hide Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged Bonus to Defense: +1 Fortitude, +1 Reflex

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

Trained Skills: Dungeoneering or Nature (your choice). From the class skills list below, choose four more trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Nature (Wis), Perception (Wis), Stealth (Dex

Rangers are watchful warriors who roam past the horizon to safeguard a region, a principle, or a way of life. Masters of bow and blade, rangers excel at hit-andrun assaults and can quickly and silently eliminate foes. Rangers lay superb ambushes and excel at avoiding danger. As a ranger, you possess almost supernaturally keen senses and a deep appreciation for untamed wilderness. With your knowledge of the natural world, you are able to track enemies through nearly any landscape, using the smallest clue to set your course, even sometimes the calls and songs of beasts and birds. Your severe demeanor promises a deadly conclusion to any enemy you hunt. When you catch sight of your quarry, will the transgressor perish by swift bow shots from a distance, or by the twofold blades that glint and glitter in each of your battle-scarred hands?

CREATING A RANGER

Rangers are divided into two subclasses: snipers and trackers. Snipers specialize in stealth and concealment while approaching their targets. They may specialize in hand-to-hand weapons or ranged weapons, but ultimately exist to strike the enemy and retreat or hide before their target can react. Trackers are skilled at their knowledge of nature- particularly in wildlife behavior. Snipers gain a bonus to their choice of Stealth or Speed equal to their Tier. Trackers gain a bonus to their choice of Nature or Perception equal to their Tier.

RANGER POWERS

Rogue

CLASS TRAITS Role: Striker. You dart in to attack, do massive damage, and then retreat to safety. You do best when teamed with a defender to flank enemies. Power Source: Martial. Your talents depend on extensive training and constant practice, innate skill, and natural coordination. Key Abilities: Dexterity, Strength, Charisma

Armor Proficiencies: Cloth, leather Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword Bonus to Defense: +2 Reflex

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

Trained Skills: Stealth and Thievery. From the class skills list below, choose four more trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex)

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

CREATING A ROGUE

Rogues are divided into two subclasses: artful dodgers and brutal scoundrels. Artful dodgers specialize in thievery and striking attacks. They may specialize in assassination or in raids, but ultimately exist to strike the enemy and retreat or hide before their target can react. Brutal scoundrels are stronger and more intimidating than their counterparts- favoring a fight for honor or for fun. Artful Dodgers gain a bonus to their choice of Thievery or Acrobatics equal to their Tier. Brutal Scoundrels gain a bonus to their choice of Athletics or Intimidate equal to their Tier.

ROGUE POWERS

Warlock

CLASS TRAITS Role: Striker. Your attack powers are highly damaging and often weaken or hamper the target in some way. You can elude attacks by flying, teleporting, or turning invisible. Power Source: Arcane. You gain your magical power from a pact you forge with a powerful, supernatural force or an unnamed entity. Key Abilities: Charisma, Constitution, Intelligence

Armor Proficiencies: Cloth, leather Weapon Proficiencies: Simple melee, simple ranged Implements: Rods, wands Bonus to Defense: +1 Reflex, +1 Will

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

Trained Skills: From the class skills list below, choose four trained skills at 1st level. Class Skills: Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise (Cha), Thievery (Dex)

Warlocks channel arcane might wrested from primeval entities. They commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses. Armed with esoteric secrets and dangerous lore, warlocks are clever and resourceful foes. However you came to your arcane knowledge, you need not accept the poor reputation warlocks sometimes endure. You could be a libram-toting scholar captivated by ominous lore, a foot-loose wanderer searching for elusive ultimate truths, a devil-touched hunter using infernal spells to eliminate evil, or even a black-clad mercenary who uses sinister trappings to discourage prying strangers and unwanted attention. On the other hand, you could be a true diabolist using your gifts to tyrannize the weak—some warlocks unfortunately are exactly that. The pacts are complete. The rites have concluded. The signs are drawn in blood, and the seals are broken. Your destiny beckons.

CREATING A WARLOCK

Warlocks are divided into three subclasses: druids, mystics, and witch doctors. Druids specialize in magic deriving from the natural world- such as animals and plants. Mystics specialize in magic deriving from the forces of the multiverse- such as solar power, gravity, and time. Witch Doctors derive power from the Void- the realm which exists outside of the universe. Druids gain a bonus to their choice of Nature equal to their Tier, or may choose to add one "Natural Language" to their list of languages. Mystics gain a bonus to their choice of Nature equal to their Tier, or may choose to add one "Divine Language" to their list of languages. Witch Doctors gain a bonus to their choice of Nature equal to their Tier, or may choose to add one "Fiend Language" to their list of languages.

WARLOCK POWERS

Warlord

Role: Leader. You are an inspiring commander and a master of battle tactics. Power Source: Martial. You have become an expert in tactics through endless hours of training and practice, personal determination, and your own sheer physical toughness. Key Abilities: Strength, Intelligence, Charisma

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

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

Trained Skills: From the class skills list below, choose four trained skills at 1st level. Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha)

Warlords are accomplished and competent battle leaders. Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight. Your ability to lead others to victory is a direct result of your history. You could be a minor warchief looking to make a name for yourself, a pious knightcommander on leave from your militant order, a youthful noble eager to apply years of training to life outside the castle walls, a calculating mercenary captain, or a courageous marshal of the borderlands who fights to protect the frontier. Regardless of your background, you are a skillful warrior with an uncanny gift for leadership. The weight of your armor is not a hindrance; it is a familiar comfort. The worn weapon grip molds to your hand as if it were a natural extension of your arm. It’s time to fight and to lead.

CREATING A WARLORD

Warlords are divided into two subclasses: inspiring and tactical warlords. Both subclasses draw from the same power lists, but have different approaches to combat. Inspiring warlords lead by example and are most likely to be the first to strike an enemy and the last to run from them. Tactical warlords lead from the back, measuring the best strategies for overcoming an obstacle and are less likely to enter combat. Inspiring warlords gain a bonus to their choice of Charisma Attack or Diplomacy equal to their Tier. Tactical warlords gain a bonus to their choice of Will Defense or Intimidate equal to their Tier.

WARLORD POWERS

Wizard

CLASS TRAITS Role: Controller. You exert control through magical effects that cover large areas—sometimes hindering foes, sometimes consuming them with fire. Power Source: Arcane. You channel arcane forces through extensive study, hidden knowledge, and intricate preparation. To you, magic is an art form, an expressive and powerful method by which you seek to control the world around you. Key Abilities: Intelligence, Wisdom, Dexterity

Armor Proficiencies: Cloth Weapon Proficiencies: Dagger, quarterstaff Implements: Orbs, staffs, wands Bonus to Defense: +2 Will

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

Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Int), Religion (Int)

Wizards are scions of arcane magic. Wizards tap the true power that permeates the cosmos, research esoteric rituals that can alter time and space, and hurl balls of fire that incinerate massed foes. Wizards wield spells the way warriors brandish swords. Magic lured you into its grasp, and now you seek to master it in turn. You could be a bespectacled sage searching for dusty tomes in forgotten sepulchers, a scarred war mage plying foes with fireballs and foul language in equal measure, a disgruntled apprentice who absconded with your master’s spellbooks, an eladrin upholding the magical tradition of your race, or even a power-hungry student of magic who might do anything to learn a new spell. A cloak of spells enfolds you, ancient rituals bolster your senses, and runed implements of your craft hang from your belt. Effervescing arcane lore pulses through your consciousness, a constant pressure craving release. When will you know enough magic to storm the ramparts of reality itself?

CREATING A Wizard

Wizards are divided into three subclasses based on their implement: orb, staff, and wand wizards. All three subclasses draw from the same power lists, but have different approaches to arcana. Orb-based wizards base their arcana on foresight- attempting to look beyond the barriers of time and space to see future outcomes and objects in far away lands. Staff-based wizards rely on nature for arcana- harnessing the powers of the natural world to aid their power. Wand-based wizards draw their arcana from memory- from spell books and songs. Orb-based wizards gain a bonus to their choice of Initiative or Perception equal to their Tier. Staff-based wizards gain a bonus to their choice of Nature or Diplomacy equal to their Tier. Wand-based wizards gain a bonus to their choice of Dungeoneering or Insight equal to their Tier.

WIZARD POWERS

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