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Race Racial Traits

Dragonborn Average Height: 6'2"-6'8"


Average Weight: 220-320 lb.
Ability Scores: +2 Strength, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Draconic
Skill Bonuses: +2 History, +2 Intimidate
Dwarf Average Height: 4´ 3˝–4´ 9˝
Average Weight: 160–220 lb.
Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 5 squares
Vision: Low-light
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Eladrin Average Height: 5´ 5˝–6´ 1˝
Average Weight: 130–180 lb.
Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 History

Elf Average Height: 5´ 4˝–6´ 0˝


Average Weight: 130–170 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception
Half-Elf Average Height: 5´ 5˝–6´ 2˝
Average Weight: 130–190 lb.
Ability Scores: +2 Constitution, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven, choice of one other
Skill Bonuses: +2 Diplomacy, +2 Insight

Halfling Average Height: 3´ 10˝–4´ 2˝


Average Weight: 75–85 lb.
Ability Scores: +2 Dexterity, +2 Charisma
Size: Small
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Acrobatics, +2 Thievery

Human Average Height: 5´ 6˝–6´ 2˝


Average Weight: 135–220 lb.
Ability Scores: +2 to one ability score of your
choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Tiefling Average Height: 5´ 6˝–6´ 2˝
Average Weight: 140–230 lb.
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, choice of one other
Skill Bonuses: +2 Bluff, +2 Stealth

Genasi Average Height: 5'7" - 6'2"


Average Weight: 130-225 lb.
Ability Scores: +2 Strength, +2 Intelligence
Size: Medium
Speed: 6 Squares
Vision: Darkness
Languages: Common, Primordial
Skill Bonuses: +2 Endurance, +2 Nature
Drow Average Height: 5'4" - 6'0"
Average Weight: 130-170 lb.
Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6 Squares
Vision: Darkness
Languages: Common
Skill Bonuses: +2 Intimidate, +2 Stealth

Shadar-Kai Average Height: 5'7" - 6'0"


Average Weight: 130-170 lb.
Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 6 Squares
Vision: Low-light
Languages: Common
Skill Bonuses: +2 Acrobatics, +2 Stealth
Deva Average Height:
Average Weight:
Ability Scores:
Size:
Speed:
Vision:
Languages:
Skill Bonuses:
Bold:
Nimble Reaction:
Second Chance:

Gnome Average Height:


Average Weight:
Ability Scores:
Size:
Speed:
Vision:
Languages:
Skill Bonuses:
Bold:
Nimble Reaction:
Second Chance:

Goliath Average Height:


Average Weight:
Ability Scores:
Size:
Speed:
Vision:
Languages:
Skill Bonuses:
Bold:
Nimble Reaction:
Second Chance:

Orc Average Height:


Average Weight:
Ability Scores:
Size:
Speed:
Vision:
Languages:
Skill Bonuses:
Bold:
Nimble Reaction:
Second Chance:

Half-Orc Average Height:


Average Weight:
Ability Scores:
Size:
Speed:
Vision:
Languages:
Skill Bonuses:
Bold:
Nimble Reaction:
Second Chance:
Shifter Longtooth Shifter
Average Height: 5'7"-6'0"
Average Weight: 130-189 lb.
Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common
Skill Bonuses: +2 Athletics, +2 Endurance

RazorClaw Shifter
Average Height: 5'7"-6'0"
Average Weight: 130-180 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common
Skill Bonuses: + 2 Acrobatics, +2 Stealth

Warforged Average Height: 6'0"-6'6"


Average Weight: 270-300 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Endurance
Changeling Average Height:
Average Weight:
Ability Scores:
Size:
Speed:
Vision:
Languages:
Skill Bonuses:
Bold:
Nimble Reaction:
Second Chance:

Kalashtar Average Height: 5'8" - 6'3"


Average Weight: 130-220 lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 Squares
Vision: Normal
Languages: Common, Telepathy 5 (you can
communicate with any other creature that has a
language and is within line of sight and within 5
squares of you; this allows for two-way
communication)
Skill Bonuses: +2 Insight, +2 to choice of one
other
Dhampyr HALF-BLOOD
A dhampyr is not a true race like those presented
in
the Player’s Handbook. If you wish to play a
dhampyr,
choose another race as normal, and then select
the
Vampiric Heritage feat to gain dhampyr abilities.
If you do not select the Vampiric Heritage feat at
1st level, your Dungeon Master might require you
to explain how your character awakened
dhampyr
powers. Likewise, your Dungeon Master can rule
you
cannot retrain bloodline feats without an
explanation
of how your character loses such heritage when
retraining.

Minotaur Average Height: 7’ 1” – 7’ 5”


Average Weight: 320—350 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Nature, +2 Perception
Rakasta Average Height: 7’ 1” – 7’ 5”
Average Weight: 320—350 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Nature, +2 Perception
Racial Powers Description
Dragonborn Fury Born to fight, Dragonborn are a race of
-When you're bloodied, you gain a +1 wandering mercenaries, soldiers, and
racial bonus to attack rolls. adventurers. Long ago, their empire
contended for worldwide dominion, but now
Draconic Heritage only a few rootless clans of these honorable
-Your healing surge value is equal to warriors remain to pass on their legends of
one-quarter of your maximum hit points ancient glory.
+ your Constitution modifier
Play a Dragonborn if you want...
Dragon Breath -to look like a dragon.
As you open your mouth with a roar, the -to be the proud heir of an ancient, fallen
deadly power of your draconic kin blasts empire
to engulf your foes. -to breathe acid, cold, fire, lightning, or poison
-Encounter * Acid, Cold, Fire, Lightning, -to be a member of a race that favors the
or Poison Warlord, Fighter, and Paladin classes.
-Minor Action Close blast 3
-Targets: All creatures in area
-Attack: Strength +2 vs. Reflex,
Constitution +2 vs. Reflex, or Dexterity
+2 vs. Reflex
-Hit: 1d6 + Constitution modifier
damage
Increase to +4 bonus and 2d6 +
Constitution modifier damage at 11th
level, and to +6 bonus and 3d6 +
Constitution modifier damage at 21st
level
-Special: When you create your
character, choose Strength, Constitution,
or Dexterity as the ability score you use
when making attack rolls with this
power. You also choose the power's
damage type: acid,cold, fire, lightning, or
poison. These two choices remain
throughout your character's life and do
not change the power's other effects.
Cast-Iron Stomach Carved from the bedrock of the universe,
+5 racial bonus to saving throws against dwarves
poison. endured an age of servitude to giants before
winning
Dwarven Resilience their freedom. Their mighty mountain fortress-
You can use your second wind as a cities
minor action instead of a standard testify to the power of their ancient empires.
action. Even
those who live in human cities are counted
Dwarven Weapon Proficiency among the
You gain proficiency with the throwing staunchest defenders against the darkness
hammer and the warhammer. that threatens to engulf the world.

Encumbered Speed Play a dwarf if you want . . .


You move at your normal speed even - to be tough, gruff, and strong as bedrock.
when it would normally be reduced by - to bring glory to your ancestors or serve as
armor or a heavy load. Other effects that your
limit speed (such as difficult terrain or god’s right hand.
magical effects) affect you - to be able to take as much punishment as
normally. you
dish out.
Stand Your Ground - to be a member of a race that favors the
When an effect forces you to move— paladin,
through a pull, a push, or a slide—you cleric, and fighter classes.
can move 1 square less than the effect
specifies. This means an effect that
normally pulls, pushes, or slides
a target 1 square does not force you to
move unless you want to. In addition,
when an attack would knock you prone,
you can immediately make a saving
throw to avoid falling prone.
Eladrin Education Creatures of magic with strong ties to nature,
You gain training in one additional skill Eladrin live in cities in the twilight realm of the
selected from the skill list. Feywild. Their cities lie close enough to the
world that they sometimes cross over,
Eladrin Weapon Proficiency appearing briefly in mountain valleys or deep
You gain proficiency with the longsword. forest glades before fading back into the
Feywild.
Eladrin Will
You gain a +1 racial bonus to your Will Play an Eladrin if you want . . .
defense. In addition, you gain a +5 racial - to be otherworldly and mysterious.
bonus to saving - to be graceful and intelligent.
throws against charm effects. - to teleport around the battlefield, cloaked in
the magic of the Feywild.
Fey Origin - to be a member of a race that favors the
Your ancestors were native to the Wizard, Rogue, and Warlord classes.
Feywild, so you are considered a fey
creature for the purpose
of effects that relate to creature origin.

Trance
Rather than sleep, eladrin enter a
meditative state known as trance. You
need to spend 4 hours in this state to
gain the same benefits other races gain
from taking a 6-hour extended rest.
While in a trance, you are fully aware of
your surroundings and notice
approaching enemies and other events
as normal.

Fey Step
You can use fey step as an encounter
power.
-With a step, you vanish from one place
and appear in another.
Elven Weapon
Encounter Proficiency
* Teleportation Wild and free, elves guard their forested lands
-You
Movegain proficiency
Action Personal with the longbow using stealth and deadly arrows from the
and theTeleport
Effect: shortbow.up to 5 squares trees. They build their homes in close harmony
with the forest, so perfectly joined that
Fey Origin travelers often fail to notice that they have
-Your ancestors were native to the entered an elven community until it is too late.
Feywild,so you are considered a fey
creature for the purpose of effects that Play an elf if you want . . .
relate to creature origin. - to be quick, quiet, and wild.
- to lead your companions through the deep
Group Awareness woods and pepper your enemies with arrows.
-You grant non-elf allies within 5 squares - to be a member of a race that favors the
of you a +1 racial bonus to Perception Ranger,Rogue, and Cleric classes.
checks.

Wild Step
-You ignore difficult terrain when you
shift (even if you have a power that
allows you to shift multiple squares).

Elven Accuracy
-You can use elven accuracy as an
encounter power.
-With an instant of focus, you take
careful aim at your foe and strike with
the legendary accuracy of the elves.
-Encounter
-Free Action Personal
-Effect: Reroll an attack roll. Use the
Dilettante Descended from elves and humans, half-elves
-At 1st level, you choose an at-will power are a vital race in which the best features of
from a class different from yours. You elves and humans often appear.
can use that power as an encounter
power. Play a half-elf if you want . . .
-to be an outgoing, enthusiastic leader.
Dual Heritage -to be a charismatic hero equally at home in
-You can take feats that have either elf two different cultures.
or human as a prerequisite (as well as -to be a member of a race that favors the
those specifically for half-elves), as long Warlord, Paladin, and Warlock classes.
as you meet any other requirements.

Group Diplomacy
-You grant allies within 10 squares of
you a +1 racial bonus to Diplomacy
checks.
Bold Halflings are a small race known for their
-You gain a +5 racial bonus to saving resourcefulness,quick wits, and steady nerves.
throws They are a nomadic folk who roam waterways
against fear. and marshlands. No people travel farther or
see more of what happens in the world than
Nimble Reaction halflings.
-You gain a +2 racial bonus to AC
against opportunity attacks. Play a halfling if you want . . .
-to be a plucky hero who is all too easy to
Second Chance underestimate.
-You can use second chance as an -to be likable, warm, and friendly.
encounter power. -to be a member of a race that favors the
- Luck and small size combine to work in Rogue,Ranger, and Warlock classes.
your favor as you dodge your enemy’s
attack.
-Encounter
-Immediate Interrupt Personal
-Effect: When an attack hits you, force
an enemy to roll the attack again. The
enemy uses the second roll, even if it’s
Bonus
lower. At-Will Power Of all the civilized races, humans are the most
-You know one extra at-will power from adaptable and diverse. Human settlements
your class. can be found almost anywhere, and human
morals, customs, and interests vary greatly.
Bonus Feat
-You gain a bonus feat at 1st level. You Play a human if you want . . .
must meet the feat’s prerequisites. -to be a decisive, resourceful hero with enough
determination to face any challenge.
Bonus Skill -to have the most versatility and flexibility of
-You gain training in one additional skill any race.
from your class skill list. -to be able to excel at any class you choose.

Human Defense Bonuses


+1 to Fortitude, Reflex, and Will
defenses.
Bloodhunt Heirs to an ancient, infernal bloodline, tieflings
-You gain a +1 racial bonus to attack have no realms of their own but instead live
rolls within human kingdoms and cities. They are
against bloodied foes. descended from human nobles who bargained
with dark powers, and long ago their empire
Fire Resistance subjugated half the world. But the empire was
-You have resist fire 5 + one-half your cast down into ruin, and tieflings were left to
level. make their own way in a world that often fears
and resents them.
Infernal Wrath
-You can use infernal wrath as an Play a tiefling if you want . . .
encounter power. -to be a hero who has a dark side to
-You call upon your furious nature to overcome.
improve your odds of harming your foe. -to be good at tricking, intimidating, or
-Encounter persuading
-Minor Action Personal others to do your will.
-Effect: You can channel your fury to -to be a member of a race that favors the
Elemental Origin
gain a +1 power bonus to your next Genasi are an inherent
Warlock,Warlord, contradiction.
and Rogue classes. Each
-Your ancestors were native to the
attack roll against an enemy that hit you Genasi embodies the potential chaos of air and
Elemental
since your Chaos, so Ifyou
last turn. areattack
your considered
hits fire, the order of earth and water, or the
an
andelemental creature
deals damage, addfor the purpose of ferocity of thunder and lightning. Genasi
effects that relate
your Charisma to creature
modifier origin
as extra manifest one of these facets of their elemental
damage. soul at all times. Their race is passionate and
Elemental Manifestation nearly as diverse as humans. Genasi can be
-Earthsoul found almost anywhere.
You gain a +1 racial bonus to your
Fortitude defense, a +1 racial bonus to Play a Genasi if want...
saving throws, and the Earthshock power -to struggle or experiment with the order and
chaos of your existence.
-Firesoul -to look for adaptability in personality and
You gain +1 racial bonus to your Reflex physical appearance.
defense, resist 5 fire, and the Firepulse -to be member of a race that favors the
power Swordmage and Warlord classes.
*At 11th level, the resistance improves
to 10 fire.
*At 21st level, the resistance improves
to 15 fire.

-Stormsoul
You gain +1 racial bonus to your
Fortitude defense, resist 5 lightning, and
the Promis of Storm power
*At 11th level, the resistance improves
to 10 lightning
*At 21st level, the resistance improves
to 15 lightning

-Watersoul
You can breathe underwater. You also
gain a +2 racial bonus to saving throws
against ongoing damage and the
Swiftcurrent power.

-Windsoul
You gain resist 5 cold and the
Windwalker power.
*At 11th level, the resistance improves
to 10 cold
*At 21st level, the resistance improves
to 15 cold

Earthshock Earthsoul Genasi Racial


Power
-The earth moves in response to your
Trance Drow are a decadent race of dark elves whose
- Rather than sleep, drow enter a beauty and sophistication fail to mask hearts
meditative state known as a trance. You all too often stained with evil. The vast
need to spend 4 hours in this state to majority of dark elves base their behavior and
gain the same benefits other races gain attitudes on the worship of the chaotic evil
from taking a 6 hour extended rest. goddess Lolth, also known as the Spider
While in this trance, you are fully aware Queen.
of your surroundings and notice
approaching enemies and other events Play a Drow if you want...
as normal. _to be good at skulking, striking quickly, and
employing a variety of dirty tactics.
Lolthtouched -to play a hero in search of redemption, or one
Once per encounter, you can use either who struggles to rise above the wickedness of
the Cloud of Darkness or Darkfire power. his or her people.
-to be a member of a race that favors the
Cloud of Darkness Ranger, Rogue, and Warlock classes.
A cloud of darkness obscures you, but
your vision pierces it.
- Encounter
- Minor Action Close burst 1
-Effect: This power creates a cloud of
darkness that remains in place until the
end of your next turn. The cloud blocks
line of sight for all creatures except you.
Any creature except you entirely within
the cloud is blinded.

Darkfire
A flickering halo of purple light surrounds
the target, making it easier to hit.
- Encounter
- Minor Action Ranged 10
- Target: One creature
- Attack: Intelligence +2 vs. Reflex,
Wisdom + 2 vs. Reflex, or Charisma +2
Winterkin
vs. Reflex Long eons in the Shadowfell have shaped the
Due to your
- Increase toconnection
+4 bonus at to11th
the Raven
level and shadarkai into a fiery and, some say, cruel
Queen,
+6 bonus youatgain
21stalevel
+1 bonus to Fortitude people. Fighting the apathy pervasive in their
defense.
- Hit: Until the end of your next turn, all home plane, shadar-kai live passionately and
attacks against the target have combat fearlessly, if grimly. They see themselves as
Shadow
advantage, Jaunt
and the target cannot instruments of death and dissolution, the
You
benefit from invisibility or concealment. bringers of the righteous end to complacency,
can use Shadow Jaunt as an
encounter power.
- Special: When you create your stagnation, and life itself. Theirs is a harsh
-character,
You step into
choose Intelligence, Wisdom, society of self-interest. Among shadar-kai, the
the shadows and become
insubstantial
or Charisma as until
thethe startscore
ability of your
younext
use strong of body and mind excel and create
turn.
when making attack rolls with this legends. The weak molder to dust, passing
power. This choice remains throughout into eternity unremembered.
your character's life and does not
change the power's other effects. Play a shadar-kai if you want . . .
-to use your shadow origins to enhance your
abilities with dark powers.
-to be part of a culture that values great deeds
and great power.
-to be a member of a race that favors the
Avenger, Bard, Fighter, Invoker, Ranger,
Rogue, Sorcerer, Warlord, and Wizard classes.
Longtooth Shifter Longtooth Shifter
Longtooth Shifting
You unleash the primal beast within and
take on a more savage countenance. RazorClaw Shifter
Encounter * Healing
Minor Action Personal
Special: You must be bloodied to use this
power.
Effect: Until the end of the encounter or
until rendered unconscious, you gain a
+2 bonus to damage rolls. In addition,
for as long as you are bloodied, you gain
regeneration 2 (regeneration 4 at 11th
level, regeneration 6 at 21st level).

RazorClaw Shifter
RazorClaw Shifting
You unleash the primal beast within and
take on a more savage countenance.
Encounter
Minor Action Personal
Special: You must be bloodied to use this
power.
Effect: Until the end of the encounter or
until rendered unconscious, you speed
increases by 2 and you gain +1 bonus to
AC and Reflex defense.

Living Construct Created as soldiers for a war that spelled the


As a living construct, you have the end of an age, warforged are artificial beings
following traits: that display a human level of intelligence and
- You gain +2 bonus to saving throws self-awareness. Warforged sentience
against ongoing damage. developed as a side effect of their creators’
- You don't need to eat, drink, or desire to have fully functional, adaptive
breathe, but this doesn't render you battlefield units. With no great war to fight, no
immune to any effect. ancient legacy to claim, and only the vestiges
- You need only 4 hours to benefit from of a culture developed within the past century,
an extended rest. warforged are an emergent people. Integrated
- When you roll a death saving throw, into the societies of peoples more numerous
you can take the better of your die roll than they, warforged are famed for their
or 10 as a result. You still die at your endurance and focus, in labor as well as
negative hit point total. combat.

Warforged Resolve Play a warforged if you want . .


-You can use Warforged Resolve as an -to be strong, tough, and built for battle.
enounter power. -to play a nonliving hero with a magical origin.
-You might be bloodied, but the battle is -to be a great defender, particularly a fighter.
far from over.
Encounter
Minor Action Personal
Special: You must be bloodied to use this
power.
Effect: You gain a number of temporary
hit points equal to 3 + one half your
level.
Dual Soul: Kalashtar look similar to humans, but their
At the start of your turn, you can make a outward appearance masks an inner
saving throw against each effect demeanor that is serene and wild - cerebral
currently rendering you dazed or and mad. The kalashtar fled Dal Quor, the
dominated. If you f ail the saving throw, Region of Dreams, eighteen centuries ago and
you do not make a saving throw against came to Eberron. Today they are strangers to
the effect at the end of your turn. Khorvaire, seeking refuge from agents of the
Dreaming Dark in temple keeps in the
Bastion of Mental Clarity: mountains of Adar.
You erect a psychic shield to protect
your mind from assault, and ward your Play a Kalashtar if you want...
allies as well. - to play a wise and contemplative character
Encounter who is capable of momentary madness.
Immediate Interrupt Close: Burst 5 - to be a stranger in a strange land, where
Trigger: An enemy hits or misses you every place you visit is full of wonder.
with an attack against your Will - to be a fugitive on the run from enemies that
Target: You and each ally in burst can anyone, anywhere.
Effect: Each target gains a +4 power - to be a member of a race that favors the
bonus to Will until the end of your next Bard, Cleric, Paladin and Warlock classes
turn.
Vampiric Heritage [Vampire A rare crossbreed with several of the powers
Bloodline] FEAT of a
Prerequisite: Living humanoid race vampire and none of the weaknesses, a
Benefit: You gain blood drain as an dhampyr
encounter is thought to be born of the union of a vampire
power. Additionally, you gain a +2 bonus male and a mortal female. The truth is that
to Perception and Insight checks to such
sense and recognize dhampyrs and hybrids are far more common than many folk
undead. think. A dhampyr can result from a vampire
Special: You are considered a vampire biting a pregnant female, as well as through
for the more
purpose of effects that relate to mundane means. Some offspring carry the
vampires. spark
of immortality in their veins for years, until the
Blood Drain kindling of fate gives the spark a place to
Vigor rushes through your body as you catch.
drain life energy from your victim
Encounter ✦ Healing Play a dhampyr if you want . . .
Standard Action Melee touch ✦ a character of a usual race but with a secret
Target: One living creature you have twist.
grabbed ✦ to play a hero a lot like a vampire.
Attack: Strength +2 vs. Fortitude, ✦ to have access to supernatural powers like
Constitution +2 vs. Fortitude, or those of a vampire.
Dexterity +2 vs. Fortitude
Hit: 1d4 + Constitution modifier damage,
and you can spend a healing surge.
Increase to +4 bonus and 2d4 +
Constitution
modifier damage at 11th level; +6 bonus MINOTAURS EMBODY the tension between
Ferocity:
and
If 3d4
you are+reduced
Constitution modifier
to 0 or damage civilization
fewer hit
at 21st you
points, level.
can make a melee basic and savagery—discipline and madness—
Special:before
attack Whenfalling
you select the Vampiric
unconscious. because
Heritage the minotaurs stand in two worlds. Tugged
feat, you determine
Heedless Charge: whether you use toward
Strength,
You gain a +2 racial bonus to AC against wanton violence but bound by conscience,
Constitution, or Dexterity
opportunity attacks to attack
you provoke with numerous
during
this power.
a charge. minotaurs are driven to rise above their dark
impulses. Such a minotaur walks the
Goring Charge: labyrinthine pathways of introspection,
You can use goring charge as an seeking the balance between the monstrous
encounter power. You charge the enemy and refined. Like a deadly maze, this personal
and gore it with your horns. journey has hazards and traps aplenty.
Encounter Innumerable minotaurs succumb to the wicked
Standard Action Melee 1 temptations staining their souls, whereupon
Requirement: You must charge and use they find themselves thralls to the dread
this power in place of a melee basic Baphomet, the Horned King. Minotaurs must
attack. struggle to become more than the beasts they
Target: One creature resemble or succumb to demonic brutality.
Attack: Strength + 4 vs. AC
Increase to +6 at 11th level, +8 at 21st Play a minotaur if you want . . .
level. ✦ to be a mighty warrior possessed of
Hit: 1d6 + Strength modifier damage, incredible
and the target is knocked prone. strength and endurance.
Increase the damage to 2d6 + Strength ✦ to be a monstrous adventurer struggling
modifier at 11th level and 3d6 + against
Strength modifier at 21st level. villainous tendencies.
✦ to be a member of a race that favors the
barbarian,
fighter, and warden classes.
The rakasta are a race of nomadic, catlike
humanoids. They walk erect, much like
humans, but are covered with soft, tawny fur
and have feline heads and features.
Class Description Class Traits
Cleric Cleric: Courageous and devout, Role: Leader. You lead by shielding allies
clerics are holy warriors and with your prayers, healing, and using
healers. If you want to blast foes powers that improve your allies’ attacks.
with divine powers, bolster your Power Source: Divine. You have been
companions with healing and invested with the authority to wield divine
magical power, and lead them power on behalf of a deity, faith, or
to victory with your wisdom and philosophy.
determination, play a cleric. 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
Fighter Fighter: Fighters are experts in Role:
at 1stDefender.
level. ClassYou
Skills:
are very
Arcana
tough
(Int),
and
armed combat,relying on Diplomacy
have the exceptional
(Cha), Healability to contain
muscle, training, and pure grit enemies
(Wis), History
in melee.
(Int), Insight (Wis), Religion
to see them through. If you (Int) Source: Martial. You have become a
Power
want to mix it up in close master of combat through endless hours of
combat,protect your practice, determination, and your own
companions, and hack enemies sheer physical toughness.
into submission while their Key Abilities: Strength, Dexterity,
attacks rain down fruitlessly on Wisdom,Constitution
your heavily armored body, be a Armor Proficiencies: Cloth, leather, hide,
fighter. 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)
Paladin Paladin: Devout warriors and Role: Defender. You are extremely durable,
champions of their deities, with high hit points and the ability to wear
paladins are divinely inspired the heaviest armor. You can issue bold
knights who fight at the front of challenges to foes and compel them to fight
a battle. If you want to you rather than your allies.
challenge foes to single combat, Power Source: Divine. You are a divine
fight for a cause, and smite your warrior, a crusader and protector of your
foes with divine might, then faith.
paladin is the class for you. 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)
Ranger Ranger: Expert trackers and Role: Striker. You concentrate on either
scouts, rangers are wilderness ranged attacks or two-weapon melee
warriors who excel at hit-and- fighting to deal a lot of damage to one
run fighting. If you want to enemy at a time. Your attacks rely on
master both bow and blade, speed and mobility, since you prefer to use
vanish into the woods like a hit-and-run tactics whenever possible.
ghost, and bring down your foes Power Source: Martial. Your talents depend
before they know you’re there, on extensive training and practice, inner
play a ranger. 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)
Rogue Rogue: Thieves, scoundrels, Role: Striker. You dart in to attack, do
dungeon-delvers, jacksof-all- massive damage, and then retreat to
trades—rogues have a safety. You do best when teamed
reputation for larceny and with a defender to flank enemies.
trickery. If you want to slip into Power Source: Martial. Your talents depend
and out of the shadows on a on extensive training and constant practice,
whim, tumble across the field of innate skill, and natural coordination.
battle with little fear of enemy Key Abilities: Dexterity, Strength, Charisma
reprisal, and appear from Armor Proficiencies: Cloth, leather
nowhere to Weapon Proficiencies: Dagger, hand
plant a blade in your foe’s back, crossbow, shuriken, sling, short sword
be a rogue. 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)
Warlock Warlock: Wielders of forbidden Role: Striker. Your attack powers are highly
lore, warlocks are dangerous damaging and often weaken or hamper the
practitioners of magic who turn target in some way. You can elude attacks
their baleful powers against by flying, teleporting, or turning invisible.
their enemies. If you want to Power Source: Arcane. You gain your
deal with mysterious powers, magical power from a pact you forge with a
scour enemies with potent powerful, supernatural force or an unnamed
blasts of eldritch energy, and entity.
bedevil them with potent Key Abilities: Charisma, Constitution,
curses, warlock is the best Intelligence
choice for you. 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)
Warlord Warlord: Hardy and skilled in Role:
close combat,warlords are Power Source:
brilliant leaders who have the Key Abilities:
Armor Proficiencies:
gift of inspiration. If you want to
lead the battle with the point of Weapon Proficiencies:
your sword, coordinate brilliant Implements:
tactics with your comrades, and Bonus to Defense:
bolster and heal them when Hit Points at 1st Level:
they falter, play a warlord. Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Wizard Wizard: Masters of potent Role:
arcane powers, wizards disdain Power Source:
physical conf lict in favor of Key Abilities:
awesome magic. If you want to Armor Proficiencies:
hurl balls of fire that incinerate Weapon Proficiencies:
your enemies, cast spells that Implements:
change the battlefield,or Bonus to Defense:
research arcane rituals that can Hit Points at 1st Level:
alter time and Hit Points Gained Per Level:
space, you should be a wizard. Healing Surges Per Day:
Trained Skills:
Class Features:
Avenger Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Barbarian Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Bard Role: Leader. Your spells inspire and
invigorate your allies. Your spells also
include significant control elements,
making controller a natural secondary role.
Power Source: Arcane. You channel magical
power through words and music, studying
long and hard to master the power
contained in the lore and sagas of old.
Key Abilities: Charisma, Intelligence,
Constitution
Armor Proficiencies: Cloth, leather, hide,
chainmail; light shield
Weapon Proficiencies: Simple melee,
longsword, scimitar, short sword, simple
ranged, military ranged
Implements: 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: 7 + Constitution
modifier
Trained Skills: Arcana. From the class skills
list below, choose four more trained skills
at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int),
Athletics (Str), Bluff (Cha), Diplomacy (Cha),
Dungeoneering (Wis), Heal (Wis), History
(Int), Insight (Wis), Intimidate (Cha), Nature
(Wis), Perception (Wis), Religion (Int),
Streetwise (Cha)
Druid Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Invoker Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Shaman Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Sorceror Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Warden Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Swordmage Swordmages apply the arcane Role: Defender. You are a melee combatant
arts to melee combat. The who uses spells to fight better.
combat skills they possess are Power Source: Arcane. You study ancient
enhanced by the magic they magical traditions and practice swordplay,
wield. The flourish of a developing arcane powers that work well
swordmage’s blade not only with your physical attacks.
bites with steel, but also with Key Abilities: Intelligence, Strength,
fire, lightning, or other powerful Constitution Armor Proficiencies: Cloth,
forces. You studied and leather Weapon Proficiencies: Simple
practiced for years to master melee, military light blades, military heavy
your skills. You mastered the blades, simple ranged
fundamentals of arcane magic Implements: Any light blade or heavy
and combined this academic blade. Your blade adds its enhancement
study with endless hours of bonus to attack rolls and damage rolls and
physical training. You might be any extra damage granted by a property (if
a young eladrin in search of applicable) when used as an implement.
your fortune, a stranger to the You do not gain your weapon proficiency
wider world outside the bonus to the attack roll when using your
seclusion of your homeland; a blade as an implement.
self-trained genasi sellsword, Bonus to Defense: +2 Will
gifted with an affinity for Hit Points at 1st Level: 15 + Constitution
elemental magic; the scion of a score
disgraced noble human family, Hit Points per Level Gained: 6
taught by the finest tutors in Healing Surges per Day: 8 + Constitution
your youth but now a footloose modifier
expatriate; or a half-elf arcane Trained Skills: Arcana. From the class skills
champion, rigorously trained in list below,choose three more trained skills
a war magic academy to serve at 1st level.
in the armies of your homeland. Class Skills: Arcana (Int), Athletics (Str),
Magical barriers of force swirl Diplomacy (Cha), Endurance (Con), History
around you, protecting you from (Int), Insight (Wis),Intimidate (Cha)
harm. The blade you carry is an
extension of your being, both
body and mind. It pulses with
eldritch energy as you prepare
to defend your allies and
unleash magical fury against
your foes.
Artificer Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Monk Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Ninja Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Earthbender Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Firebender Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Airbender Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Waterbende Role:
r Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Gladiator From the grand coliseums of Role:
respectable cities to Power Source:
the claustrophobic death rings Key Abilities:
of seedy settlements, arenas Armor Proficiencies:
present opportunities for Weapon Proficiencies:
warriors to test their mettle and Implements:
hone their talents. Some are Bonus to Defense:
cruel affairs, designed to put Hit Points at 1st Level:
victims in impossible situations Hit Points Gained Per Level:
from which they have little hope Healing Surges Per Day:
of escape. Others are centers of Trained Skills:
sport, where strength and honor Class Features:
are more
important than bloodletting.
Whatever the environment, the
arena draws a variety of
combatants to
delight and horrify gathered
crowds. This section offers a
range of motivations and
backgrounds to help
you visualize your unique
gladiatorial champion.
Class Features Implements
Channel Divinity Holy Symbol
Once per encounter you can invoke divine
power, filling yourself with the might of
your patron deity. With the divine might
you invoke you can wield special powers,
such as turn undead and divine fortune.
Some clerics learn other uses for this
feature; for instance, the divinity feats in
Chapter 6 grant characters with access to
the Channel Divinity class feature the
ability to use additional special powers.
Regardless of how many different uses for
Channel Divinity you know, you can use
only one such ability per encounter. The
special ability or power you invoke works
just like your other powers.

Healer’s Lore
Your study of healing allows you to make
the most of your healing prayers. When you
grant healing with one of your cleric powers
that has the
Combat Challenge
healing keyword, add your N/A
Wisdom
In combat, modifier
it’s dangerous
to the hittopoints
ignore thea
recipientEvery
fighter. regains.
time you attack an enemy,
whether the attack hits or misses, you can
HealingtoWord
choose mark that target. The mark lasts
Usingthe
until theendhealing
of yourword
next
power,
turn. clerics
While acan
target is marked,
grant their comrades it takes a –2 penalty
additional to
resilience
attack rolls for
with nothing any than
more attack that doesn’t
a short prayer.
include you as a target. A creature can be
subject to only one mark at a time. A new
Ritual Casting
You gain
mark supersedes
the Ritual a Caster
mark that
featwas
as aalready
bonus
feat,
in place.
allowing
In addition,
you to whenever
use magical a marked
rituals.
You possess
enemy that isa adjacent
ritual book,
to you
and shifts
it contains
or
two rituals
makes an attack
you havethatmastered:
does not include
the Gentleyou,
Repose
you can ritual
makeand a melee
one other
basic1st-level
attack against
ritual
of your
that enemy
choice.
as an immediate interrupt.

Combat Superiority
You gain a bonus to opportunity attacks
equal to your Wisdom modifier. An enemy
struck by your opportunity attack stops
moving, if a move provoked the attack. If it
still has actions remaining, it can use them
to resume moving.

Fighter Weapon Talent


Choose either one-handed or two-handed
weapons. When using a weapon of your
chosen style, you gain a +1 bonus to attack
rolls.
Channel Divinity Holy symbol
-Once per encounter you can invoke divine Holy avenger
power, filling yourself with the might of
your patron deity. With the divine might
you invoke you can wield special powers,
such as divine mettle and divine strength.
Some paladins learn other uses for this
feature; for instance,
the divinity feats in grant characters with
access to the Channel Divinity class feature
the ability to use additional special powers.
Regardless of how many different uses for
Channel Divinity you know, you can use
only one such ability per encounter. The
special ability or power you invoke works
just like your other powers.

Divine Challenge
-The challenge of a paladin is filled with
divine menace. You can use the divine
challenge power to mark an enemy of your
choice.

Lay on Hands
-Using the lay on hands power, paladins can
grant their comrades additional resilience
with a touch of their hands and a short
prayer, though they must give of their own
strength to do so.
Fighting Style N/A
Choose one of the following fighting styles
and gain its benefit.

*Archer Fighting Style: Because of your


focus on ranged attacks, you gain
Defensive Mobility as a bonus feat.
*Two-Blade Fighting Style: Because of
your focus on two-weapon melee attacks,
you can wield a one-handed weapon in your
off hand as if it were an off-hand weapon.
(Make sure to designate on your character
sheet which weapon is main and which is
offhand.) In addition, you gain Toughness
as a bonus feat.

Hunter’s Quarry
-Once per turn as a minor action, you can
designate the enemy nearest to you as
your quarry. Once per round, you deal extra
damage to your quarry. The extra damage
is based on your level. If you can make
multiple attacks in a round, you decide
which attack to apply the extra damage to
after all the attacks are rolled. The hunter’s
quarry effect remains active until the end
of the encounter, until the quarry is
defeated, or until you designate a different
target as your quarry.
You can designate one enemy as your
quarry at a time.
-Level Hunter’s Quarry Extra Damage
*1st–10th +1d6
*11th–20th +2d6
*21st–30th +3d6

Prime Shot
If none of your allies are nearer to your
target than you are, you receive a +1
bonus to ranged attack rolls
against that target.
First Strike N/A
At the start of an encounter, you have
combat advantage against any creatures
that have not yet acted in that encounter.

Rogue Tactics
Rogues operate in a variety of ways. Some
rogues use their natural charm and cunning
trickery to deceive foes.Others rely on
brute strength to overcome their
enemies.Choose one of the following
options.
*Artful Dodger: You gain a bonus to AC
equal to your Charisma modifier against
opportunity attacks.
*Brutal Scoundrel: You gain a bonus to
Sneak Attack damage equal to your
Strength modifier.
The choice you make also provides bonuses
to certain rogue powers. Individual powers
detail the effects (if any) your Rogue
Tactics selection has on them.

Rogue Weapon Talent


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

Sneak Attack
Once per round, when you have combat
advantage against an enemy and are using
a weapon from the light blade, the
crossbow, or the sling weapon group, an
attack you make against that enemy deals
extra damage if the attack hits. You decide
whether to apply the extra damage after
making the damage roll. As you advance in
level, your extra damage increases.
Level Sneak Attack Damage
1st–10th +2d6
11th–20th +3d6
21st–30th +5d6
Eldritch Blast Rod
All warlocks know the eldritch blast at-will Wand
power. This power can be used as a basic
attack. You gain this
power as well as another at-will power as
determined by your Eldritch Pact.

Eldritch Pact
You have forged a pact with mysterious
entities that grant you your arcane powers.
Choose one of the following
pacts: fey pact, infernal pact, or star pact.
The pact you choose determines the
following warlock
abilities:

At-Will Spells: Your pact determines one of


the at-will spells you know.
Pact Boon: Each pact includes a pact boon.
The pact boon is a granted power you can
use to further hex your enemies.
The pact you take also provides bonuses to
certain warlock powers. Individual powers
detail the effects (if any) your Eldritch Pact
selection has on them.

*Fey Pact
You have forged a bargain with ancient,
amoral powers of the Feywild. Some are
primitive earth spirits, grim and menacing;
some are capricious wood, sky, or water
spirits; and others are incarnations of
seasons or natural forces who roam the
faerie realm like wild gods. They bestow
magic that ranges from feral and savage to
wondrous and enchanting.

-Eyebite: You know the eyebite at-will spell.


-Misty Step: You have the Misty Step pact
boon.You instantly transform into silver
mist that streams a short distance and
reforms, allowing you to flee or maneuver
to set up a deadly attack. When an enemy
under your Warlock’s Curse is
reduced to 0 hit points or fewer, you can
immediately teleport 3 squares as a free
action.

*Infernal Pact
Long ago a forgotten race of devils created
a secret path to power and taught it to the
tieflings of old to weaken their fealty to
Asmodeus. In his wrath, Asmodeus
destroyed the scheming devils and struck
their very names from the memory of all
beings—but you dare to study their perilous
secrets anyway.

-Hellish Rebuke: You know the hellish


rebuke at-will spell.
-Dark One’s Blessing: You have the Dark
One’s Blessing pact boon. You instantly
gain vitality from a cursed enemy when
that enemy falls. When an enemy under
Combat leader
Commanding presence
Inspiring presence
Tactical presence
Inspiring word

Arcane implement mastery Orb


Orb of imposition Staff
Staff of defense Wand
Wand of accuracy
Cantrips
Ritual casting
Spellbook
Rituals
Daily and utility spells
Capacity
Bardic Training
You gain the Ritual Caster feat as a bonus
feat, allowing you to use magical rituals.
You own a ritual book, and it contains two
rituals of your choice that you have
mastered: one 1st-level ritual that has bard
as a prerequisite and another 1st-level
ritual.
In addition, you can perform one bard ritual
per
day of your level or lower without
expending components, although you must
pay any other costs and use any focus
required by the ritual. At 11th level, you
can perform two bard rituals per day of
your level or lower without expending
components; at 21st level, you can perform
three.

Bardic Virtue
Bards praise many virtues in their stories,
telling tales of people whose particular
qualities set them above common folk. The
valor of dauntless heroes and the cunning
of great minds are among these virtues,
and a bard can choose to emphasize either
quality. Choose one of the following
options. The choice you make gives you the
benefit described below and also provides
bonuses to certain bard powers, as detailed
in those powers.

Virtue of Cunning:
Once per round, when an enemy attack
misses an ally within a number of squares
of you equal to 5 + your Intelligence
modifier, you can slide that ally 1 square as
a free action.

Virtue of Valor:
When any ally within 10 squares of you
reduces an enemy to 0 hit points or
bloodies an enemy, you can grant
temporary hit points to that ally
as a free action. The number of temporary
hit points equals 2 + your Constitution
modifier at 1st level, 5 + your Constitution
modifier at 11th level, and 8 + your
Constitution modifier at 21st level.

Majestic Word
The arcane power of a bard’s voice can
heal allies.
You gain the majestic word power.

Multiclass Versatility
You can choose multiclass feats from
several classes.

Skill Versatility
You gain a +1 bonus to untrained skill
checks.

Song of Rest
Swordbond
-By spending 1 hour of meditation with a
chosen light or heavy blade, you forge a
special bond with the weapon. As a
standard action, you can call your bonded
weapon to your hand from up to 10 squares
away. You can forge a bond with a different
blade using the same meditation process
(for instance, if you acquire a new blade
that has magical abilities). If you forge a
bond with a different blade, the old bond
dissipates. If your bonded weapon is broken
or damaged, you can spend 1 hour of
meditation to recreate the weapon from a
fragment. (This process automatically
destroys any other fragments of the
weapon in existence, so you can’t use it to
create multiple copies of a broken weapon.)

Swordmage Aegis
-You can place a magical warding upon a
foe, allowing you to respond to the foe’s
attacks against your allies with a
counterassault or a timely protection.
Choose one of the following Swordmage
Aegis powers. These powers are described
in full below.

*Aegis of Assault: You teleport to the side


of the attacker and respond with an attack
of your own.
*Aegis of Shielding: You deflect some of
the damage of an incoming attack.

Swordmage Warding
-While you are conscious and wielding
either a light blade or a heavy blade, you
maintain a field of magical force around
you.
This field provides a +1 bonus to AC, or a
+3 bonus if you are wielding a blade in one
hand and have your other hand free (not
carrying a shield, an off-hand weapon, a
two-handed weapon, or anything else). If
you become unconscious, your Swordmage
Warding benefit disappears. You can
restore it by taking a short rest or an
extended rest.
Powers Build Options
Prayers Battle Cleric
Devoted Cleric
Class Feature Prayers
Channel Divinity: Divine
Fortune Cleric Feature
Channel Divinity: Turn
Undead Cleric Feature
Healing Word Cleric Feature

Exploits Great Weapon Fighter


Guardian Fighter
Battlerager Fighter
Tempest Fighter
Prayers Avenging Paladin
Protecting Paladin
Class Feature Prayers
Channel Divinity: Divine
Mettle Paladin Feature
Channel Divinity: Divine
Strength Paladin Feature
Divine Challenge Paladin
Feature
Lay on Hands Paladin
Feature
Exploits Archer Ranger
Two-Blade Ranger
Beastmaster Ranger
Exploits Brawny Rogue
Trickster Rogue
Aerialist Rogue
Cutthroat Rogue
Pacts, Spells Deceptive Warlock
Scourge Warlock
Eldritch Pact
At-will spell
Pact boon

Fey pact
Eyebite
Misty step

Infernal pact
Hellish rebuke
Dark one’s blessing

Star pact
Dire radiance
Fate of the void
Implement
Exploits Inspiring Warlord
Class Feature Exploit Tactical Warlord
Inspiring Word Warlord Bravura Warlord
Feature Resourceful Warlord

Spells Control Wizard


Class Feature spells War Wizard
Ghost Sound Wizard Cantrip Illusionist Wizard
Light Wizard Cantrip Summoner Wizard
Mage Hand Wizard Cantrip
Prestidigitation Wizard
Cantrip

Isolating Avenger
Pursuing Avenger

Rageblood Barbarian
Thaneborn Barbarian
Cunning Bard
Valorous Bard
Prescient Bard
Guardian Druid
Predator Druid

Preserving Invoker
Wrathful Invoker

Bear Shaman
Panther Shaman

Chaos Sorceror
Dragon Sorceror
Storm Sorceror
Cosmic Sorceror

Earth Warden
Wild Warden
Assault Swordmage
Shielding Swordmage
Ensaring Swordmage
Tinkerer Artificer
Battlesmith Artificer

Centered Breath Monk

Rat Ninja
Scorpion Ninja

Shaping Earthbender
Quaking Earthbender

Harmonious Firebender
Raging Firebender
Zephyr Airbender
Hurricane Airbender

Torrential Waterbender
Calming Waterbender
Paragon Path Prerequisites Book
Anarch of Shyr Swordmage, Aegis of Forgotten Realm's Player's
Assault Guide
Coronal Guard Swordmage Forgotten Realm's Player's
Darkwalker Warlock, Dark Pact Guide
Forgotten Realm's Player's
Doomguide Any divine class, must Guide
Forgotten Realm's Player's
worship Kelemvor Guide
Drow Wanderer Drow, trained in Forgotten Realm's Player's
Dungeoneering Guide
Eartheart Defender Dwarf Fighter or Dwarf Forgotten Realm's Player's
Paladin Guide
Elemental Tempest Genasi, Extra Forgotten Realm's Player's
Manifestation Feat Guide
Evermeet Warlock Warlock Forgotten Realm's Player's
Ghost of Eventide Rogue from Cormyr, Guide
Forgotten Realm's Player's
Dalelands, Elturgard, Guide
Evereska, Gray Vale,
Luruar, or Sembia
Heartwarder Any divine class, must Forgotten Realm's Player's
worship Sune Guide
High Forest Scout Ranger, Archer Fighting Forgotten Realm's Player's
Style Guide
Impilturan Demonslayer Ranger, Two-Blade Forgotten Realm's Player's
Fighting Style Guide
Morninglord Any divine class, must Forgotten Realm's Player's
worship Amaunator Guide
Purple Dragon Knight Fighter, Paladin, or Forgotten Realm's Player's
Warlord, affiliated with Guide
Cormyr
Silverstar Any arcane or divine Forgotten Realm's Player's
class that can use an Guide
implement; must
worship Selune
Simbarch of Aglarond Wizard Forgotten Realm's Player's
Spellguard Wizard Wizard Forgotten Guide Player's
Realm's
Spellscarred Savant Must have at least one Forgotten Guide Player's
Realm's
spellscar, Student of Guide
the Plague multi-class
feat
Steelsky Liberator Dragonborn, Genasi, Forgotten Realm's Player's
Half-Orc, or Human Guide
Sword Coast Corsair Any martial class Forgotten Realm's Player's
Umbriri Swordmage Guide
Forgotten Realm's Player's
Wandering Swordmage Swordmage Guide
Forgotten Realm's Player's
War Wizard of Cormyr Wizard, affiliated with Guide
Forgotten Realm's Player's
Cormyr Guide
Whirlwind Genasi Genasi, Windsoul Forgotten Realm's Player's
Elemental Guide
Manifestation
Wildfire Genasi Genasi, Firesoul Forgotten Realm's Player's
Elemental Guide
Manifestation
Angelic Avenger Cleric class Player's Handbook
Divine Oracle Cleric class Player's Handbook
Radiant Servant Cleric class Player's Handbook
Warpriest Cleric class Player's Handbook
Iron Vanguard Fighter class Player's Handbook
Kensei Fighter class Player's Handbook
Pit Fighter Fighter class Player's Handbook
Swordmaster Fighter class Player's Handbook
Astral Weapon Paladin class Player's Handbook
Champion of Order Paladin class Player's Handbook
Hospitaler Paladin class Player's Handbook
Justiciar Paladin class Player's Handbook
Battlefield Archer Ranger class Player's Handbook
Beast Stalker Ranger class Player's Handbook
Pathfinder Ranger class Player's Handbook
Stormwarden Ranger class Player's Handbook
Cat Burglar Rogue class Player's Handbook
Daggermaster Rogue class Player's Handbook
Master Infiltrator Rogue class Player's Handbook
Shadow Assassin Rogue class Player's Handbook
Doomsayer Warlock class, Star Player's Handbook
Feytouched Pact Fey Pact
Warlock class, Player's Handbook
Life-Stealer Warlock class, Infernal Player's Handbook
Pact
Battle Captain Warlord class Player's Handbook
Combat Veteran Warlord class Player's Handbook
Knight Commander Warlord class Player's Handbook
Sword Marshal Warlord class, Player's Handbook
proficiency with heavy
blade
Battle Mage Wizard class Player's Handbook
Blood Mage Wizard class Player's Handbook
Spellstorm Mage Wizard class Player's Handbook
Wizard of the Spiral Wizard class, Player's Handbook
Tower proficiency with
longsword
Arcane Wellspring Sorceror Player's Handbook 2
Demonskin Adept Sorceror Player's Handbook 2
Dragonsoul Heir Sorceror, Dragon Magic Player's Handbook 2
class feature
Wild Mage Sorceror, Wild Magic Player's Handbook 2
class feature
Bloodwrath Guardian Warden Player's Handbook 2
Horned Champion Warden Player's Handbook 2
Storm Sentinel Warden Player's Handbook 2
Verdant Lord Warden Player's Handbook 2
Adroit Explorer Human Player's Handbook 2
Ancestral Incarnate Deva Player's Handbook 2
Bloodfury Savage Half-Elf Player's Handbook 2
Fey Beguiler Gnome Player's Handbook 2
Firstborn of Moradin Dwarf Player's Handbook 2
Halfling Scoundrel Halfling Player's Handbook 2
Moonstalker Shifter Player's Handbook 2
Scion of Arkhosia Dragonborn Player's Handbook 2
Shiere Knight Eladrin Player's Handbook 2
Stoneblessed Goliath Player's Handbook 2
Turathi Highborn Tiefling Player's Handbook 2
Twilight Guardian Elf Player's Handbook 2
Hammer of Judgment Avenger Player's Handbook 2
Oathsworn Avenger, Oath of Player's Handbook 2
Enmity power
Unveiled Visage Avenger Player's Handbook 2
Zealous Assassin Avenger, trained in Player's Handbook 2
Stealth
Bear Warrior Barbarian Player's Handbook 2
Fearbringer Thane Barbarian Player's Handbook 2
Frenzied Berserker Barbarian Player's Handbook 2
Wildrunner Barbarian, trained in Player's Handbook 2
Nature
Student of the Seven Bard, any multiclass Player's Handbook 2
Summer Rhymer feat
Bard, Virtue of Cunning Player's Handbook 2
class feature
Voice of Thunder Bard Player's Handbook 2
War Chanter Bard, Virtue of Valor Player's Handbook 2
class feature
Bloodmoon Stalker Druid, Wild Shape Player's Handbook 2
Guardian of the Living power
Druid Player's Handbook 2
Keeper of Gate
the Hidden Druid Player's Handbook 2
Flame
Sky Hunter Druid, Wild Shape Player's Handbook 2
Angelic Aspect power
Invoker Player's Handbook 2
Blightspeaker Invoker Player's Handbook 2
Flame of Hope Invoker Player's Handbook 2
Hammer of Vengeance Invoker Player's Handbook 2
Disciple of the World Shaman, Call Spirit Player's Handbook 2
Serpent Companion power
Ghost Panther Shaman, Call Spirit Player's Handbook 2
Companion power
Great Bear Shaman Shaman, Call Spirit Player's Handbook 2
Companion power
Spirit Tempest Shaman, Call Spirit Player's Handbook 2
Companion power
Avenging Slayer Fighter Martial Power
Dreadnought Fighter Martial Power
Dread Reaper Fighter Martial Power
Dwarven Defender Dwarf, Fighter Martial Power
Halfling Bounder Halfling, Fighter Martial Power
Inner Dragon Dragonborn, Fighter Martial Power
Knight Protector Fighter Martial Power
Polearm Master Fighter Martial Power
Ravager Fighter, Battlerager Martial Power
Vigor class feature
Shield Knight Fighter Martial Power
Shock Trooper Fighter Martial Power
Tiefling Warfiend Tiefling, Fighter Martial Power
Avalanche Hurler Ranger Martial Power
Blade Banshee Eladrin, Ranger Martial Power
Blade Dancer Ranger Martial Power
Feral Spirit Ranger, Beast Mastery Martial Power
class feature
Giantslayer Fighter or Ranger Martial Power
Hellborn Shadow Tiefling, Ranger Martial Power
Horizon Walker Ranger Martial Power
Pack Runner Ranger, Beast Mastery Martial Power
class feature, beast
companion (wolf)
Ruthless Punisher Ranger Martial Power
Sharpshooter Ranger Martial Power
Sylvan Archer Elf, Ranger Martial Power
Wildcat Stalker Ranger, Beast Mastery Martial Power
class feature, beast
companion (cat)
Cloaked Sniper Rogue, trained in Martial Power
Daring Acrobat Rogue, Stealth
trained in Martial Power
Acrobatics
Death Dealer Rogue Martial Power
Dread Fang Drow, Rogue Martial Power
Flying Blade Adept Rogue, Quick Draw feat Martial Power
Guildmaster Thief Rogue, trained in Martial Power
Halfling Quickblade Thievery
Halfling, Rogue Martial Power
Master Spy Rogue Martial Power
Rakish Swashbuckler Rogue Martial Power
Raven Herald Rogue, must worship Martial Power
the Raven Queen
Strong-Arm Enforcer Rogue, trained in Martial Power
Intimidate
Tiefling Hellstalker Tiefling, Rogue Martial Power
Battlelord of Kord Warlord Martial Power
Borderlands Marshal Warlord and Ranger Martial Power
Commando Captain Warlord Martial Power
Concordant Leader Genasi, Warlord Martial Power
Dujun of Erathis Warlord Martial Power
Earthfast Brigadier Warlord Martial Power
Flamebrow Commander Warlord, Bravura Martial Power
Presence class feature
Infernal Strategist Warlord, Resourceful Martial Power
Presence class feature
Longarm Marshal Warlord Martial Power
Platinum Warlord Warlord, good or lawful Martial Power
good
Spiral Tactician Eladrin, Warlord, Martial Power
Tactical Presence class
feature
Twiceborn Leader Warlord Martial Power
Dark Reckoner Warlock, Dark Pact Arcane Power
Entrancing Mystic Warlock Arcane Power
God Fragment Warlock, Vestige Pact Arcane Power
Hellbringer Warlock, Infernal Pact Arcane Power
Hexer Warlock Arcane Power
Master of the Starry Warlock, Star Pact Arcane Power
NightOracle
Sea Tyrant Warlock, Vestige Pact Arcane Power
Storm Scourge Warlock, Fey Pact Arcane Power
Arcane Wayfarer Wizard Arcane Power
Bonded Summoner Wizard Arcane Power
Hermetic Saboteur Wizard Arcane Power
Rimetongue Caller Wizard, Primordial Arcane Power
language
Unseen Mage Wizard Arcane Power
Weaver of Chance Wizard Arcane Power
Blizzard Mage Sorceror Arcane Power
Celestial Scholar Sorceror Arcane Power
Dragon Guardian Sorceror, Dragon Magic Arcane Power
class feature
Essence Mage Sorceror Arcane Power
Lightning Fury Sorceror, Storm Magic Arcane Power
class feature
Primordial Channeler Sorceror, Wild Magic Arcane Power
class feature
Arcane Hunter Swordmage, Agegis of Arcane Power
Ensnarement class
feature
Ghost Blade Swordmage Arcane Power
Sage of Fate's Bonds Swordmage, Aegis of Arcane Power
Ensnarement class
feature
Sigil Carver Swordmage, Aegis of Arcane Power
Shielding class feature
Sword of Assault Swordmage, Aegis of Arcane Power
Assault class feature
Ward Guardian Swordmage Arcane Power
Cunning Prevaricator Bard Arcane Power
Euphonic Bow Bard Arcane Power
Grave Caller Bard Arcane Power
Half-Elf Emissary Half-Elf, Bard Arcane Power
Karmic Shaper Bard, Virtue of Arcane Power
Prescience class
feature
Life Singer Bard Arcane Power
Radiant Fist Monk, trained in Playtest
Iron Master Religion
Ninja Playtest
Ki Master Ninja Playtest
Psycho Master Ninja Playtest
Void Master Ninja Playtest
Alchemist Savant You must be able to Eberron Player's Guide
make alchemical items

Battle Engineer Artificier Eberron Player's Guide


Chameleon Changeling Eberron Player's Guide
Clockwork Engineer Artificier Eberron Player's Guide
Exorcist of the Silver Any Divine class, must Eberron Player's Guide
Flame worship Silver Flame
Gatekeeper Mystagogue Any Primal class, Eberron Player's Guide
member of the
Gatekeepers
Lightwalker Kalashtar, must Eberron Player's Guide
worship the Path of
Light
Self-Forged Any race except Eberron Player's Guide
Warforged, must be an
Artificer
Warforged Juggernaught Warforged Eberron Player's Guide
Cannith Mastermaker Mark of Making feat Eberron Player's Guide
Deneith Protector Mark of Sentinel feat Eberron Player's Guide
Ghallanda Sanctuary Mark of Hospitality feat Eberron Player's Guide
Guardian
Jorasco Jadehand Mark of Healing feat Eberron Player's Guide
Kundarak Ghorad'din Mark of Warding feat Eberron Player's Guide
Lyrandar Wind-Rider Mark of Storm feat Eberron Player's Guide
Medani Trueseer Mark of Detection feat Eberron Player's Guide
Orien Swiftblade Mark of Passage feat Eberron Player's Guide
Phiarlan Phantasmist Mark of Shadow feat Eberron Player's Guide
Sivis Truenamer Mark of Scribing feat, Eberron Player's Guide
fluent in Supernal
Tharashk Wayfinder Ranger, Hunter's Eberron Player's Guide
Quarry class feature,
Mark of Finding feat
Thuranni Shadow Killer Mark of Shadow feat, Eberron Player's Guide
trained in Stealth
Vadalis Griffonmaster Ranger, Beast Mastery Eberron Player's Guide
class feature, Mark of
Handling feat
Abiding Reaper Shadar-kai Dragon 372
Doomspeaker Shadar-kai Dragon 372
Raven Consort 21st-level, shadar-kai, Dragon 372
must worship
the Raven Queen
Bloodknight Defender role, Dragon 371
Vampiric Heritage
feat
Deadstalker Vampiric Heritage feat Dragon 371
Scourge of Io Cleric class Dragon 369
Scale-Breaker Fighter class Dragon 369
Knight of Paladin class Dragon 369
the Unyielding Bastion
Wyrm-Hunter Ranger class Dragon 369
Hoard Raider Rogue class Dragon 369
Dragonbane Warlock class Dragon 369
Pactmaker
Dragon Warlord class Dragon 369
Marshal
Draconic Wizard class Dragon 369
Antithesis
Curseborn Drow race Dragon 367
Watcher of the Night Eladrin, rogue class Dragon 366
Student of Caiphon Warlock class, star pact Dragon 366
Arena Champion Trained in Intimidate, Dragon 368
at least one
Arena Fighting feat,
any martial class
Bloodbeast Minotaur Minotaur Dragon 369
Horned Champion Minotaur Dragon 369
Minotaur Kinspeaker Minotaur, leader role Dragon 369
Epic Path Prerequisites Book
Chosen 21st Level Forgotten Realm's Player's
Archmage 21st Level Wizard Guide
Player's Handbook
Deadly Trickster 21st level;Dexterity 21 Player's Handbook
or Charisma 21;
training in Acrobatics,
Bluff, Stealth or
Thievery
Demigod 21st Level Player's Handbook
Eternal Seeker 21st level Player's Handbook
Fatesinger 21st level Player's Handbook 2
Glorious Spirit 21st level, any Primal Player's Handbook 2
class
Harbringer of Doom 21st level Player's Handbook 2
Lorekeeper 21st level, Intelligence Player's Handbook 2
21 or Wisdom 21,
training in two
knowledge skills
Primal Avatar 21st level, any Primal Player's Handbook 2
class
Revered One 21st level, any Divine Player's Handbook 2
class
Arcane Sword 21st Level, Swordmage Arcane Power
Archlich 21st level, any arcane Arcane Power
class
Archspell 21st level, any arcane Arcane Power
class
Feyliege 21st level, any arcane Arcane Power
class, must have the
fey origin, be Half-Elf,
or a Warlock with the
Fey Pact
Immanence 21st level, any arcane Arcane Power
class
Lord of Fate 21st level, any arcane Arcane Power
class, unaligned
alignment
Magister 21st level, any arcane Arcane Power
class
Parable 21st level, Wizard Arcane Power
Sage of Ages 21st level, any arcane Arcane Power
class
Adamantine Soldier 21st level, Fighter or Martial Power
Warlord
Beastlord 21st level, Ranger, Martial Power
Beast Mastery class
feature
Dark Wanderer 21st level, Ranger or Martial Power
Rogue
Eternal Defender 21st level, Fighter Martial Power
Godhunter 21st level, Ranger or Martial Power
Rogue
Legendary General 21st level, Warlord Martial Power
Martial Archetype 21st level, any Martial Martial Power
class, paragon
multiclassing in a
martial class
Perfect Assassin 21st level, Rogue Martial Power
Undying Warrior 21st level, Fighter Martial Power
Warmaster 21st level, Warlord Martial Power
Champion of Prophecy 21st level Eberron Player's Guide
Dispossesed Champion 21st level Eberron Player's Guide
Mouning Savior 21st level Eberron Player's Guide
Sublime Flame 21st level, any Divine Eberron Player's Guide
class, must worship the
Silver Flame
DarkLord 21st level Dragon 372
Keybearer 21st level Dragon 372
Planeshaper 21st level Dragon 372
Prince of Hell 21st level Dragon 372
Punisher of the Gods 21st level Dragon 372
Storm Sovereign 21st level Dragon 372
Winter Sovereign 21st level; fey origin Dragon 372
Elf High Mage 21st-level wizard; Dragon 367
eladrin or elf
Harper of Legend 21st level; good or Dragon 367
lawful good
alignment; training in
any two of Diplomacy,
Insight,
Nature, or Stealth;
membership in the
Harpers
Mythic Sovereign 21st level; fighter, Dragon 367
paladin, ranger,
or warlord
Redeemed Drow 21st level, Drow race Dragon 367
Radiant One 21st level Dragon 366
Reborn Champion 21st level Dragon 365
Ritual Level Key Skill Book
Animal Messenger 1 Nature Player's Handbook
Comprehend Language 1 Arcana Player's Handbook
Gentle Repose 1 Heal Player's Handbook
Magic Mouth 1 Arcana Player's Handbook
Make Whole 1 Arcana Player's Handbook
Secret Page 1 Arcana Player's Handbook
Silence 1 Arcana Player's Handbook
Tenser's Floating Disk 1 Arcana Player's Handbook
Endure Elements 2 Arcana or Nature Player's Handbook
Eye of Alarm 2 Arcana Player's Handbook
Water Walk 2 Nature Player's Handbook
Detect Secret Doors 3 Arcana Player's Handbook
Arcane Lock 4 Arcana Player's Handbook
Enchant Magic Item 4 Arcana Player's Handbook
Hand of Fate 4 Religion Player's Handbook
Knock 4 Arcana Player's Handbook
Traveler's Feast 4 Nature Player's Handbook
Brew Potion 5 Arcana or Player's Handbook
Hallucinatory Item 5 Religion
Arcana Player's Handbook
Magic Circle 5 Arcana Player's Handbook
Commune with Nature 6 Nature Player's Handbook
Cure Disease 6 Heal Player's Handbook
Discern Lies 6 Religion Player's Handbook
Disenchant Magic Item 6 Arcana Player's Handbook
Leomund's Secret Chest 6 Arcana Player's Handbook
Phantom Steed 6 Arcana Player's Handbook
Sending 6 Arcana Player's Handbook
Speak with Dead 6 Religion Player's Handbook
Linked Portal 8 Arcana Player's Handbook
Raise Dead 8 Heal Player's Handbook
Remove Affliction 8 Heal Player's Handbook
Water Breathing 8 Arcana or Nature Player's Handbook
Wizard's Sight 8 Arcana Player's Handbook
Consult Mystic Sages 10 Arcana Player's Handbook
Detect Object 10 Arcana Player's Handbook
Drawmij's Instant Summons 12 Arcana Player's Handbook
Hallucinatory Creature 12 Arcana Player's Handbook
Passwall 12 Arcana Player's Handbook
Shadow Walk 12 Arcana Player's Handbook
Eye of Warning 14 Arcana Player's Handbook
View Location 14 Arcana Player's Handbook
Consult Oracle 16 Religion Player's Handbook
Planar Portal 18 Arcana Player's Handbook
View Object 18 Arcana Player's Handbook
Forbiddance 20 Arcana Player's Handbook
Loremaster's Bargain 22 Religion Player's Handbook
Observe Creature 24 Arcana Player's Handbook
Voice of Fate 26 Religion Player's Handbook
True Portal 28 Arcana Player's Handbook
Create Campsite 1 Nature Player's Handbook 2
Glib Limerick* 1 Arcana Player's Handbook 2
Traveler's Chant* 1 Arcana Player's Handbook 2
Bloom 2 Nature Player's Handbook 2
Pyrotechnics 2 Arcana Player's Handbook 2
Tree Shape 2 Nature Player's Handbook 2
Affect Normal Fire 3 Arcana or Nature Player's Handbook 2
Lullaby* 3 Arcana Player's Handbook 2
Snare 4 Nature Player's Handbook 2
Animal Friendship 5 Nature Player's Handbook 2
Speak with Nature 5 Nature Player's Handbook 2
Call Wilderness Guide 6 Nature Player's Handbook 2
Fool's Speech* 6 Arcana Player's Handbook 2
Ironwood 6 Nature Player's Handbook 2
Tree Stride 6 Nature Player's Handbook 2
Wyvern Watch 6 Arcana Player's Handbook 2
Song of Sustenance* 8 Arcana Player's Handbook 2
Tune of Merriment* 9 Arcana Player's Handbook 2
Aria of Revelation* 10 Arcana Player's Handbook 2
Chorus of Truth* 10 Arcana Player's Handbook 2
Song of Restfulness* 10 Arcana Player's Handbook 2
Reverse Portal 12 Arcana Player's Handbook 2
Control Weather 14 Nature Player's Handbook 2
Amanuensis 1 Arcana Forgotten Realm's Player's
Arcane Mark 1 Arcana Guide Player's
Forgotten Realm's
Simbul's Conversion 1 Arcana or Heal Guide Player's
Forgotten Realm's
Seek Rumor 2 Arcana Guide Player's
Forgotten Realm's
Dark Light 4 Arcana Guide Player's
Forgotten Realm's
Feat of Strength 4 Nature Guide Player's
Forgotten Realm's
Clear the Path 6 Nature Guide Player's
Forgotten Realm's
Deathly Shroud 6 Arcana or Guide Player's
Forgotten Realm's
Duplicate 6 Religion
Arcana Guide Player's
Forgotten Realm's
Tiny Lanterns 6 Arcana Guide Player's
Forgotten Realm's
Analyze Portal 8 Arcana Guide Player's
Forgotten Realm's
Shadow Bridge 8 Arcana Guide Player's
Forgotten Realm's
Share Husk 8 Nature Guide Player's
Forgotten Realm's
Status 8 Arcana Guide Player's
Forgotten Realm's
Trailblaze 10 Nature Guide Player's
Forgotten Realm's
Walk Crossroads 14 Nature Guide Player's
Forgotten Realm's
Waterborn 14 Arcana or Nature Guide Player's
Forgotten Realm's
Time Ravager 14 Arcana Guide Player's
Forgotten Realm's
Purify Spellscarred 18 Heal Guide Player's
Forgotten Realm's
Soulguard 20 Heal Guide Player's
Forgotten Realm's
Divine Sight 22 Religion Guide Player's
Forgotten Realm's
Purge Spellplague 24 Arcana Guide Player's
Forgotten Realm's
Shift Mote 26 Arcana Guide Player's
Forgotten Realm's
Raise Land 30 Arcana Guide Player's
Forgotten Realm's
Purify Water 1 Arcana, Nature or Guide
Arcane Power
Religion
Unseen Servant 1 Arcana Arcane Power
Lower Water 2 Nature Arcane Power
Fool's Gold 3 Arcana Arcane Power
Beast Growth 4 Nature Arcane Power
Call of Friendship 4 Diplomacy Arcane Power
Object Reading 5 Arcana Arcane Power
Preserve Flame 6 Arcana Arcane Power
Shrink 6 Arcana Arcane Power
Anthem of Unity 8 Diplomacy Arcane Power
Detect Treasure 9 Arcana Arcane Power
Magic Map 9 Arcana Arcane Power
History Revealed 11 Arcana Arcane Power
Arcane Barrier 12 Arcana Arcane Power
Telepathic Bond 14 Arcana Arcane Power
Whispers of the Edifice 14 Arcana Arcane Power
Farsight 16 Arcana Arcane Power
Guards and Wards 18 Arcana Arcane Power
Imprisonment 28 Arcana Arcane Power
Corpse Light 2 Arcana or Open Grave
Last Sight Vision 2 Religion
Arcana or Open Grave
Undead Ward 3 Religion
Arcana Open Grave
Skull Watch 4 Arcana Open Grave
Undead Servitor 6 Arcana Open Grave
Gravesight 8 Arcana Open Grave
Corpse Gate 14 Arcana Open Grave
Fey Passage 6 Arcana or Nature Manual of the Planes
Shadow Passage 8 Arcana or Manual of the Planes
Demicache 12 Religion
Arcana Manual of the Planes
Elemental Transference 12 Arcana Manual of the Planes
Rope Trick 12 Arcana Manual of the Planes
Astral Guide 14 Religion Manual of the Planes
Scramble Portal 14 Arcana Manual of the Planes
Astral Sojourn 15 Religion Manual of the Planes
Create Teleportation Circle 15 Arcana Manual of the Planes
Far Sending 16 Arcana Manual of the Planes
Plane Shift 18 Arcana Manual of the Planes
Easy Passage 6 Arcana or Nature Draconomicon
Aura Mask 8 Arcana Draconomicon
Disorienting Portal 10 Arcana Draconomicon
Sentinel Eye 14 Arcana Draconomicon
False Aura 16 Arcana Draconomicon
Chamber of Vulnerability 20 Arcana Draconomicon
Ward the True Name 26 Arcana Draconomicon
Conceal Dragonmark 1 Arcana Eberron's Player's Guide
Fluid Funds 2 Arcana Eberron's Player's Guide
Summon Winds 3 Arcana or Nature Eberron's Player's Guide
Eavesdropper's Foil 4 Arcana Eberron's Player's Guide
Ancestral Whispers 6 Religion Eberron's Player's Guide
Find the Path 6 Nature Eberron's Player's Guide
Steed Summons 6 Arcana Eberron's Player's Guide
Spirit Idol 7 Heal Eberron's Player's Guide
Inquisitive Eyes 8 Arcana Eberron's Player's Guide
Enhance Vessel 10 Arcana Eberron's Player's Guide
Secure Shelter 10 Arcana or Nature Eberron's Player's Guide
Banish Illusions 11 Arcana Eberron's Player's Guide
Seeming 12 Arcana Eberron's Player's Guide
Masking Shroud 14 Arcana Eberron's Player's Guide
Fantastic Recuperation 16 Heal Eberron's Player's Guide
Scry Trap 20 Arcana Eberron's Player's Guide
Arcane Barrier 12 Arcana Dragon 366
Banish Vermin 1 Nature Dragon 366
Battlefield Elocution 3 Arcana or Dragon 366
Bolster Object 6 Religion
Arcana or Nature Dragon 366
Chameleon's Cloak 10 Arcana Dragon 366
Conceal Object 10 Arcana Dragon 366
Deceive Sensor 26 Arcana Dragon 366
Delay Affliction 4 Heal Dragon 366
Delver's Fire 2 Arcana or Nature Dragon 366
Earthen Ramparts 6 Arcana or Nature Dragon 366
Excavation 6 Arcana Dragon 366
Explorer's Fire 1 Arcana or Nature Dragon 366
Farsight 16 Arcana Dragon 366
Fastidiousness 1 Arcana Dragon 366
Memory Seal 18 Arcana Dragon 366
Mordenkainen's Ascent 6 Arcana Dragon 366
Mordenkainen's Joining 6 Arcana Dragon 366
Overland Flight 20 Arcana Dragon 366
Preserve Flame 6 Arcana Dragon 366
Preservation 2 Arcana or Nature Dragon 366
Planar Sending 14 Arcana Dragon 366
Safeguard 16 Arcana Dragon 366
Scribe 10 Arcana Dragon 366
Signal of Pursuit 8 Arcana Dragon 366
Statis Shell 16 Arcana Dragon 366
Teleport Catcher 18 Arcana Dragon 366
Tenser's Binding 10 Arcana Dragon 366
Tenser's Lift 8 Arcana Dragon 366
True Sending 20 Arcana Dragon 366
Visage of Life 12 Arcana or Dragon 366
Voicecatcher Veil 14 Religion
Arcana Dragon 366
Wizard's Curtain 1 Arcana Dragon 366
Wizard's Escape 6 Arcana Dragon 366
Feat Tier Type Prerequisites
Action Surge Heroic Racial Human

Agile Hunter Heroic Class Ranger, Hunter's Quarry class


feature, Dex 15

Alertness Heroic Racial


Armor of Bahamut Heroic Racial
Armor Proficiency Heroic Racial
(Chainmail)
Armor Proficiency Heroic Racial
Armor(Hide)
Proficiency Heroic Racial
(Leather)
Armor Proficiency Heroic Racial
Armor(Plate)
Proficiency Heroic Racial
(Scale)
Astral Fire Heroic Racial
Avandra's Rescue Heroic Racial
Backstabber Heroic Racial
Blade Opportunist Heroic Racial
Burning Blizzard Heroic Racial
Combat Reflexes Heroic Racial
Corellon's Grace Heroic Racial
Dark Fury Heroic Racial
Defensive Mobility Heroic Racial
Distracting Shield Heroic Racial
Dodge Giants Heroic Racial
Dragonborn Frenzy Heroic Racial
Dragonborn Senses Heroic Racial
Durable Heroic Racial
Dwarven Weapon Heroic Racial
Throwing
Eladrin Soldier Heroic Racial
Enlarged Dragon Heroic Racial
Breath
Escape Artist Heroic Racial
Expanded Spellbook Heroic Racial
Far Shot Heroic Racial
Far Throw Heroic Racial
Fast Runner Heroic Racial
Ferocious Rebuke Heroic Racial
Group Insight Heroic Racial
Halfling Agility Heroic Racial
Harmony of Erathis Heroic Racial
Healing Hands Heroic Racial
Hellfire Blood Heroic Racial
Human Perserverance Heroic Racial
Improved Dark One's Heroic Racial
Blessing
Improved Fate of the Heroic Racial
Improved Void
Initiative Heroic Racial
Improved Misty Step Heroic Racial
Inspired Recovery Heroic Racial
Ioun's Poise Heroic Racial
Jack of All Trades Heroic Racial
Kord's Favor Heroic Racial
Lethal Hunter Heroic Racial
Light Step Heroic Racial
Linguist Heroic Racial
Long Jumper Heroic Racial
Lost in the Crowd Heroic Racial
Melora's Tide Heroic Racial
Pelor's Radiance Heroic Racial
Potent Challenge Heroic Racial
Power Attack Heroic Racial
Powerful Charge Heroic Racial
Precise Hunter Heroic Racial
Press the Advantage Heroic Racial
Quick Draw Heroic Racial
Raging Storm Heroic Racial
Raven Queen's Heroic Racial
Blessing
Ritual Caster Heroic Racial
Sehanine's Reversal Heroic Racial
Shield Proficiency Heroic Racial
Shield(Heavy)
Proficiency Heroic Racial
(Light)
Shield Push Heroic Racial
Skill Focus Heroic Racial
Skill Training Heroic Racial
Sure Climber Heroic Racial
Surprise Knockout Heroic Racial
Tactical Assault Heroic Racial
Toughness Heroic Racial
Two-Weapon Defense Heroic Racial
Two-Weapon Fighting Heroic Racial
Weapon Focus Heroic Racial
Weapon Proficiency Heroic Racial
Wintertouched Heroic Racial
Action Recovery Paragon
Agile Athelete Paragon
Arcane Reach Paragon
Armor Specialization Paragon
(Chainmail)
Armor Specialization Paragon
(Hide)
Armor Specialization Paragon
(Plate)
Armor Specialization Paragon
(Scale)
Back to the Wall Paragon
Blood Thirst Paragon
Combat Anticipation Paragon
Combat Commander Paragon
Danger Sense Paragon
Deadly Axe Paragon
Defensive Advantage Paragon
Devastating Critical Paragon
Distant Shot Paragon
Dwarven Durability Paragon
Empowered Dragon Paragon
Breath
Evasion Paragon
Feywild Protection Paragon
Fiery Rebuke Paragon
Fleet-Footed Paragon
Great Fortitude Paragon
Hammer Rhythm Paragon
Heavy Blade Paragon
ImprovedOpportunity
Second Wind Paragon
Inescapable Force Paragon
Iron Will Paragon
Lasting Frost Paragon
Light Blade Precision Paragon
Lightning Arc Paragon
Lightning Reflexes Paragon
Mettle Paragon
Point-Blank Shot Paragon
Polearm Gamble Paragon
Psychic Lock Paragon
Resounding Thunder Paragon
Running Shot Paragon
Scimitar Dance Paragon
Second Implement Paragon
Secret Stride Paragon
Seize the Moment Paragon
Shield Specialization Paragon
Sly Hunter Paragon
Solid Sound Paragon
Spear Push Paragon
Spell Focus Paragon
Steady Shooter Paragon
Sweeping Flail Paragon
Twofold Curse Paragon
Uncanny Dodge Paragon
Underfoot Paragon
Arcane Mastery Epic
Axe Mastery Heroic
Blind-Fight Heroic
Bludgeon Mastery Heroic
Epic Resurgence Heroic
Flail Mastery Heroic
Flanking Maneuver Heroic
Font of Radiance Heroic
Heavy Blade Mastery Heroic
Irresistible Flame Heroic
Light Blade Mastery Heroic
Pick Mastery Heroic
Spear Mastery Heroic
Spell Accuracy Heroic
Triumphant Attack Heroic
Two-Weapon Flurry Heroic
Unfettered Stride Heroic
Initiate of the Faith Heroic
Student of the Sword Heroic
Soldier of the Faith Heroic
Warrior of the Wild Heroic
Sneak of Shadows Heroic
Pact Initiate Heroic
Student of Battle Heroic
Arcane Initiate Heroic
Novice Power Heroic
Acolyte Power Heroic
Adept Power Heroic
Advantage of Cunning Heroic
Anger Unleashed Heroic
Arcane Spellfury Heroic
Auspicious Lineage Heroic
Bardic Knowledge Heroic
Blurring Claws Heroic
Combat Medic Heroic
Coordinated Explosion Heroic
Crushing Earthstrength Heroic
Deadly Rage Heroic
Disciplined Wild Soul Heroic
Distant Advantage Heroic
Echoes of Thunder Heroic
Enraged Boar Form Heroic
Expert Ritualist Heroic
Ferocious Tiger Form Heroic
Fey Trickster Heroic
Goliath Greatweapon Heroic
Prowess
Gorebrute Charge Heroic
Group Stealth Heroic
Guaranteed Heroic
Retribution
Implement Expertise Heroic
Improved Armor of Heroic
Improved Faith
Bull Rush Heroic
Improved Dragon Soul Heroic
Improved Grab Heroic
Improved Majestic Heroic
Improved Word
Rageblood Heroic
Vigor
Improved Roar of Heroic
Triumph
Insightful Preservation Heroic
Invigorating Pursuit Heroic
Invoker Defense Heroic
Markings of the Heroic
Markings Blessed
of the Victor Heroic
Melee Training Heroic
Oncoming Storm Heroic
Potent Rebirth Heroic
Primal Fury Heroic
Primal Instinct Heroic
Protector Spirit Adept Heroic
Radiant Power Heroic
Resonating Covenant Heroic
Restful Healing Heroic
Revitalizing Font of Life Heroic
Rising Fury Heroic
Savage Assault Heroic
Scouring Wrath Heroic
Shadow Skulk Heroic
Shared Healing Spirit Heroic
Sorcerous Blade Heroic
Channeling
Speed Loader Heroic
Spirit Speaker Heroic
Stalker Spirit Adept Heroic
Strength of Valor Heroic
Sudden Roots Heroic
Surging Flame Heroic
Thirst for Battle Heroic
Timely Respite
Two-Weapon Threat
Weapon Expertise
Wildblood Cunning
Wild Senses
Agile Opportunist
Arcane Flexibility
Ascendant Lineage
Astral Renewal
Beasthide Shifting
Charging Rampage
Cliffwalk Shifting
Draconic Spellfury
Earthstrength Resolve
Enhanced Font of Life
Fade Ally
Guardian Spirit
Hunting Wolf Form
Inexorable Pursuit
Improved Cunning
Improved Valor
Lyric of Rejuvenation
Nimble Spirit
Onslaught of Enmity
Overbearing
Retribution
Paragon Defenses
Preserver's Vengeance
Protected Isolation
Quick Recovery
Quick Wild Shape
Rageblood Recovery
Reserve Maneuver
Speaker of the Gods
Stalking Panther Form
Strength from Pain
Surprising
Disappearance
Thaneborn Advance
Two-Weapon Opening
Unrelenting Assault
Unyielding Stone
Versatile Master
Vexing Flanker
Wild Spellfury
Wildblood Speed
Ancient Stone
Bow Mastery
Burst of Savagery
Enduring Font
Enduring Rage
Epic Fortitude
Epic Reflexes
Epic Will
Ferocious Critical
Thaneborn Conqueror
Transcendent Lineage
Unyielding Fortitude
Vanishing Act
Acolyte of Divine
Secrets
Arcane Prodigy
Bardic Dilettante
Berserker's Fury
Defender of the Wild
Disciple of Divine
Initiate ofWrath
the Old Faith
Spirit Talker
Arcane Fire
Arcane Fury
Arcane Implement
Proficiency
Arcane Reserves
Darkfire Implement
Draconic Spellcaster
Dual Implement
Spellcaster
Elemental Echo
Elven Arcane Precision
Fanged Magic
Magic of the Ages
Magic of the Mists
Mountain Hammer
Spellcasting
Nimble Spellcaster
Predatory Magic
Rune Scribed Soul
Twist the Arcane
Fabric
Wrathful Magic
Combat Virtuoso
Extended Prescience
Feyborn Charm
Friendly Deception
Infernal Clamor
Infuriating Escape
Prescient Fortification
Rousing Voice
Focusing Spellfury
Rising Spellfury
Sorcerous Assassin
Student of the Cosmos
Tempest Magic
Triggered Chaos
True Dragon's Soul
Warding Soul
Closing Advantage
Combat Casting
Eladrin Swordmage
Advance
Elemental Blade
Attunement
Grasping Ensnarment
Immortal Warding
Improved Swordmage
Warding
Risky Aegis
Accursed Coordination
Curse of Io's Blood
Cursed Advantage
Dooming Action
Empowering Shadows
Reckless Curse
Vengeful Curse
Vestige Adept
Careful Summoner
Destructive Wizardry
Eladrin Sword Wizardry
Elemental
Empowerment
Enlarge Spell
Gnome Phantasmist
Phantom Echoes
Remembered Wizardry
Arcane Admixture
Arcane Ritualist
Disheartening
Presence
Majestic Rescue
Prescient Aid
Song of Inspiration
Cosmic Spellfury
Sorcerous Reserves
Sorcerous Vision
Storm Spellfury
Greater Swordmage
Warding
Ensaring Flourish
Greater Aegis of
Shielding
Vigourous Assault
Relentless Curse
Shared Pact
Vestige Versatility
Improved Orb of
Deception
Improved Orb of
Impositon
Improved Staff of
Defense
Improved Tome of
Binding
Improved Tome of
Readiness
Improved Wand of
Accuracy
Explosive Spellcasting
Quickened Spellcasting
Trusted Spellcasting
Bard Implement
Expertise
Multiclass Mastery
Prescient Resurgence
Supreme Majesty
Fury of the Storm
Master of the Cosmic
Cycle
Ruthless Spellfury
Sorceror Implement
Expertise
Binding Ensnarement
Charging Aegis
Extended Aegis
Shared Warding
Curse of Doom
Ensured
Ephemeral Stride
Vestige Mastery
Warding Curse
Warlock Implement
Expertise
Focused Wizardry
Nightmare Wizardry
Vengeful Summoner
Wizard Implement
Expertise
Arcane Aegis
Bardic Ritualist
Healing Song
Heart of the Blade
Implement Master
Learned Spellcaster
Sorcerous Power
Soul of Sorcery
Student of Malediction
Walker in Gloom
Benighted Birthright Shadar-kai
Blighting Power Shadar-kai; bard, sorcerer,
swordmage, warlock, or wizard
class
Benefits Book
You gain a +3 bonus to attack rolls you make during any action Player's Handbook
you gained by spending an Action Point
When you score a critical hit with a melee attack against the Player's Handbook
target of your Hunter's Quarry, you can shift as a free action, and
the enemy takes a -2 penalty on attack rolls against you until the
end of your next turn.
Player's Handbook
Player's Handbook
Player's Handbook

Player's Handbook
Player's Handbook

Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
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Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook

Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook

Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Player's Handbook 2
Forgotten Realm's Player's
Guide Player's
Forgotten Realm's
Guide Player's
Forgotten Realm's
Guide Player's
Forgotten Realm's
Guide Player's
Forgotten Realm's
Guide Player's
Forgotten Realm's
Guide Player's
Forgotten Realm's
Guide Player's
Forgotten Realm's
Guide Player's
Forgotten Realm's
Guide
Forgotten Realm's Player's
Guide
Forgotten Realm's Player's
Guide
Forgotten Realm's Player's
Guide
Forgotten Realm's Player's
Guide Player's
Forgotten Realm's
Guide Player's
Forgotten Realm's
Guide Player's
Forgotten Realm's
Guide Player's
Forgotten Realm's
Guide Player's
Forgotten Realm's
Guide Player's
Forgotten Realm's
Guide Player's
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Guide Player's
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Guide Player's
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Forgotten Realm's Player's
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Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Arcane Power
Open Grave
Open Grave
Open Grave
Open Grave
Open Grave
Open Grave
Open Grave
Manual of the Planes
Manual of the Planes
Manual of the Planes
Manual of the Planes
Manual of the Planes
Manual of the Planes
Manual of the Planes
Manual of the Planes
Manual of the Planes
Manual of the Planes
Manual of the Planes
Draconomicon
Draconomicon
Draconomicon
Draconomicon
Draconomicon
Draconomicon
Draconomicon
You gain resist 5 necrotic and a +2 feat bonus to saving throws Dragon 372
against ongoing necrotic damage.
You gain a benefit with any of the following attack powers you
know.

Booming Blade (swordmage, see Forgotten Realms Player’s


Guide, page 27): If the target starts its turn adjacent to you and
moves away, the damage dealt is necrotic and thunder damage.
This power gains the
Necrotic keyword.

Dragonfrost (sorcerer, see Player’s Handbook 2, page 139): If


you hit with this power, the damage dealt is cold and necrotic.
This power gains the Necrotic keyword.

Hellish Rebuke (warlock, see Player’s Handbook, page 132): If


you hit with this power, the damage dealt is fire and necrotic.
This power gains the Necrotic keyword.

Ray of Frost (wizard, see Player’s Handbook, page 159):If you hit
with this power, the damage dealt is cold and necrotic. This
power gains the Necrotic keyword.

Vicious Mockery (bard, see Player’s Handbook 2, page69): If you


hit with this power, the damage dealt is psychic and necrotic.
This power gains the Necrotic keyword.
Name Level Type 1 Type 2
Lance of Faith 1 At-Will Attack
Priest’s Shield 1 At-Will Attack
Righteous Brand 1 At-Will Attack
Sacred Flame 1 At-Will Attack
Cause Fear 1 Encounter Attack
Divine Glow 1 Encounter Attack
Healing Strike 1 Encounter Attack
Wrathful Thunder 1 Encounter Attack
Avenging Flame 1 Daily Attack
Beacon of Hope 1 Daily Attack
Cascade of Light 1 Daily Attack
Guardian of Faith 1 Daily Attack
Bless 2 Daily Utility
Cure Light Wounds 2 Daily Utility
Divine Aid 2 Encounter Utility
Sanctuary 2 Encounter Utility
Shield of Faith 2 Daily Utility
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will
Class
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric