Bahamut Lawful Good Called the Platinum Dragon, Bahamut is the god of justice, protection, nobility, and honor. Lawful good paladins often revere him, and metallic dragons worship him as the first of their kind. Monarchs are crowned in his name . He command s his followers thus: • Uphold the highest ideals of honor an d justice. 4- Be constantly vigilant against evil and oppos e it on all fronts. 4 Protect th e weak, liberate the oppressed, and defend just order. Corellon Unaligned The god of spring, beauty, and the arts, Corellon is th e patron of arcan e magic an d the fey. He seeded the world with arcan e magic and planted the most ancient forests. Artists an d musicians worship him, as do thos e wh o view spellcasting as an art, and his shrine s ca n be found throughout the Feywild and even in the natura l world. He despises Lolth an d her priests for leading th e drow astray. He urges his followers thus: 4 Cultivate beauty in all that you do, whethe r you're casting a spell, composing a saga, strummin g a lute, or practicing the arts of war. 4 Seek out lost magi c items, forgotten rituals, an d ancient works of art. Corellon might have inspired them in the world's first days. 4 Thwart the followers of Lolth at every opportunity. Erathis Unaligned Erathis, the god of civilization, is the mus e of great invention, founde r of cities, and author of laws. Rulers, judges, pioneers, an d devoted citizens revere her, and her temples hold prominen t places in most of the world's majo r cities. He r laws ar e many, but their purpos e is straightforward: 4 Work with others to achieve your goals. Communit y an d orde r ar e always stronger than the disjointed efforts of lone individuals.
4- Tame the wilderness to mak e it fit for habitation, an d defend the light of civilization against the encroachin g darkness. 4- Seek out new ideas, ne w inventions, n ew land s to inhabit, new wilderness to conquer. Build machines, build cities, build empires. Ioun Unaligned Ioun is the god of knowledge, skill, and prophecy. Sages, seers, and tacticians revere her, as do all wh o live by their knowledge and menta l power. Corellon is the patron of arcan e magic, but Ioun is the patron of its study. Libraries an d wizard academie s ar e built in he r name . He r command s ar e also teachings: 4 Seek the perfection of your min d by bringing reason, perception, and emotion into balanc e with one another. 4 Accumulate , preserve, an d distribute knowledge in all forms. Pursu e education, build libraries, and seek out lost an d ancient lore. 4 Be watchful at all time s for the followers of Vecna, w h o seek to control knowledge and keep secrets. Oppos e their schemes, unmas k their secrets, and blind them with th e light of trut h and reason. Kord Unaligned Kord is th e storm god and th e lord of battle. He revels in strength, battlefield prowess, and thunder. Fighters an d athletes revere him. He is a mercuria l god, unbridled and wild, w h o summon s storms over land an d sea; those wh o hope for better weathe r appeas e him with prayers an d spirited toasts. He gives few commands: 4- Be strong, but do not use your strength for wanton destruction. 4- Be brave an d scorn cowardic e in any form. 4- Prove your might in battle to win glory an d renown .
Melora Unaligned Melora is the god of the wilderness an d the sea. She is both the wild beast an d the peaceful forest, the raging whirlpool an d the quiet desert. Rangers, hunters, an d elves revere her, an d sailors mak e offerings to her befor e beginnin g voyages. He r strictures ar e these: • Protect the wild places of the world from destruction and overuse. Oppos e t h e rampan t spread of cities an d empires. • Hun t aberran t monsters an d othe r abomination s of nature . • Do not fear or condemn the savagery of nature . Live in harmon y with the wild. Moradin Lawful Good Moradin is the god of creation an d patron of artisans, especially miners an d smiths. He carved the mountain s from primordia l eart h and is the guardia n an d protector of the hearth an d the family. Dwarve s from all walks of life follow him. He demand s these behaviors of his followers: • Meet adversity with stoicism and tenacity. • Demonstrat e loyalty to your family, your clan, your leaders, and your people. 4 Strive to mak e a mar k on the world, a lasting legacy. To mak e somethin g that lasts is the highest good, whethe r you ar e a smith working at a forge or a rule r building a dynasty. Pelor Good God of the sun and summer, Pelor is the keeper of time. He supports those in need and opposes all that is evil. As the lord of agriculture and the bountiful harvest, he is the deity most commonly worshiped by ordinary humans, and his priests are well received wherever they go. Paladins and rangers are found amon g his worshipers. He directs his followers thus: 4- Alleviate suffering whereve r you find it. 4 Bring Pelor's light into places of darkness, showing kindness, mercy, an d compassion. 4 Be watchful against evil.
The Raven Queen Unaligned The name of the god of death is long forgotten, but she is called the Raven Queen. She is the spinner of fate and the patron of winter. She marks the end of each mortal life, and mourners call upon her during funera l rites, in the hope that she will guard the departed from the curse of undeath. She expects her followers to abide by these commandments: • Hold no pity for those wh o suffer and die, for deat h is the natura l en d of life. 4 Bring down the proud wh o try to cast off the chain s of fate. Punis h hubris wher e you find it. • Watc h for th e cults of Orcu s and stamp them out wheneve r they arise. Th e Demo n Princ e of the Undea d seeks to claim the Raven Queen's throne . Sehanine Unaligned God of the moo n and autumn , Sehanin e is the patron of trickery an d illusions. She ha s close ties to Corellon and Melora and is a favorite deity amon g elves and halflings. She is th e god of love, and scouts and thieves ask for her blessing on their work. He r teachings ar e simple: 4 Follow your goals an d seek your own destiny. • Keep to the shadows, avoiding the blazing light of zealous good and the utter darkness of evil. • Seek new horizons an d new experiences, and let nothing tie you down .
Evil and Chaotic Evil Deities The gods of evil and chaos exhort their followers to pursu e evil end s or commit destructive deeds. Here's a brief rundow n on the evil and chaotic evil deities at work in the DUNGEONS & DRAGON S world. Asmodeus is the evil god of the Nine Hells. He is patron of the powerful, god of tyranny and domination, an d the commande r of devils. Bane relishes his role as the evil god of wa r and conquest. Militaristic nations of human s an d goblins serve him and conque r in his name . Gruumsh is the chaotic evil god of destruction an d lord of maraudin g barbarian hordes. Wher e Bane command s conquest, Gruums h exhorts his followers to slaughter and pillage. Ore s ar e his most fervent followers. Lolth stands as the chaotic evil god of shadow, lies, an d spiders. Schemin g and treachery ar e he r commands, an d he r clerics ar e a constant force of disruption in the otherwis e stable society of the evil drow. Tharizdun is the chaotic evil god wh o created the Abyss. His existence is not widely known , an d only a few scattered cults still revere him. Afte r the Dawn War, Tharizdu n was imprisoned by the othe r gods, locked away for evils he ha s fostered. Whe n he is named , he hides behin d the titles of the Chaine d God an d the Elder Elemental Eye to keep the activities of his servants secret from the othe r gods. Tiamat is the evil god of wealth, greed, and envy. She urges he r followers to take vengeanc e for every slight, an d she is th e patron of chromati c dragons. Torog, the evil god of the Underdark , is the patron of jailers and torturers. Commo n superstition holds that if his nam e is spoken, the King that Crawls will burrow up from below an d dra g the hapless speake r undergroun d to an eternity of imprisonmen t an d torture . Vecna is the evil god of undead , necromancy, and secrets. He rules that which is not mean t to be known an d that whic h peopl e wish to keep secret. Zehir is the evil god of darkness, poison, an d assassins. Snake s ar e his favored creation, an d the snakelike yuan-ti revere him above all othe r gods.
GAINING LEVELS As your characte r goes on adventure s and gains experienc e points (XP), he or she advance s in level. Gainin g a level (also called leveling or leveling up) is one of the biggest reward s your characte r receives in th e game . Your characte r improves in several ways every time he or she gains a level. Each time you overcome a noncomba t encounter, defeat monsters, or complete a quest, your Dungeo n Maste r award s you experienc e points. Whe n you ear n enough experienc e points, you reach a new level. Each class description in Chapte r 4 includes tables that summariz e the benefits you gain at each new level. Step-by-Step Advancement This section gives a step-by-step overview of how to level u p your character. Your class description details the benefits your characte r gains at each level. For instance , if you're playing a slayer, consult the slayer section (starting on page 146) to find out wha t benefits your fighter gains at each level. At most levels, your characte r gains access to new capabilities: powers, class features, and feats. Th e game assume s that your characte r learns these capabilities in his or he r spar e time, studying tome s of lore or practicing a complex series of maneuvers. I n game terms, though, as soon as characters gain a level, they can use their new capabilities. L Ability Scores At 4th, 8th, 14th, 18th, 24th , and 28t h levels, increase two ability scores of your choice by 1. At 11th and 21st levels, every ability score increase s by 1. If you increas e an ability score to an even number, the related ability modifier goes up, an d that chang e affects powers, skills, an d defense s that rely on that ability score. Mak e a note, but don't chang e any numbers just yet. 2. Level Modifier If your character's new level is an even number, everything that is based on one-half his or her level become s better: increase all defenses, attack rolls, skill checks, an d ability checks by 1. In combination with any increased ability modifiers, you now have the information you need to increase those numbers. Go throug h your characte r sheet a n d note those increases. 3 . Paragon and Epic Tier Ifyou r characte r just reached 11th or 21st level, he or she ha s entered a new tier of play an d gains special capabilities associated with a paragon path or a n epic destiny. Mak e a note of any new capabilities you gain, whethe r it's a power, class feature, or somethin g else.
4. Hit Points Your characters class determine s the numbe r of hit points the characte r gains at each level. Add the numbe r to your character's total. If your character's Constitution score increased, the character's hit points increase by 1. Also, if the Constitution score increased to an even number, the character's numbe r of healing surges increase s by 1. 5. Class Features Consult your class description to see if your characte r gains a class featur e at the new level. Also, check if any of the character's class features have improved wit h th e new level. 6 . FeatS Your characte r starts with a feat of your choice at 1st level an d gains a feat at every even-numbere d level afte r that, plus one feat at 11th and 21st levels. 7. Powers At levels specified in your class description, your characte r gains access to new powers. Wheneve r you're given a choice of powers, you must choose a powe r that your characte r doesn't already have. Retraining Sometime s you mak e decisions whe n you creat e or advanc e your characte r that you later regret. Perhaps a powe r you chos e isn't working with your characte r concept, or a feat neve r come s into play the way you anticipated. Fortunately, you aren't stuck with bad characte r decisions, for you have an opportunit y to chang e a decision wheneve r your characte r levels up. Every time your characte r gains a level, you can retrain, 'lb do so, chang e one of the following: a feat, a power, or a trained skill. You can mak e only one chang e per level. If your characte r class tells you to replace one of your character's powers with a different powe r of a highe r level, this doesn't count as retraining, so you can still retrain a feat, a power, or a trained skill. Replacing a Feat You ca n use retraining to replace one feat with another. Your characte r must mee t the prerequisites of the new feat. You can't replace a feat if it's a prerequisite for any of your character's othe r attributes or if the feat is a featur e of your character's class, paragon path (page 79), or epic destiny (page 79). Replacing a Power You can use retraining to replace a powe r with anothe r powe r of the same type. Th e new powe r must be the same level (or lower) as the old powe r an d from the same class—a 5th-level daily attack cleric power for anothe r 5th-level daily attack cleric power, for example . You can't replace a powe r that ha s no level, such as a cleric's healing word; a power designated as a feature; or a powe r gained from a paragon path or an epic destiny. If a powe r ha s n o level but you chose it from a list of powers, you can replace it with a different powe r from that list.
Replacing a Trained Skill You ca n use retraining to replace one trained skill with anothe r from your character's class list. You can't replace a skill if it's a prerequisit e for a feat, a power, or any othe r attribute you have, or if it's predetermine d by your class (such as Arcan a for wizards). If your character's class require s you to choos e one of two skills (such as either Dungeoneerin g or Nature), you can alter your choice by retraining, but you must replace one skill with the other. OTHER SOURCES Othe r DUNGEON S & DRAGON S supplements, including DUNGEON S & DRAGON S Insider, offer additional powers that you can choose from. Wheneve r you choose a new class power, you can select it from the list presented in this book or you can take a power of the same class, level, and type (attack or utility) from anothe r source. For example, when your slayer reaches 2nd level, you could select a 2nd-level fighter utility power from a source other than this book or you could choose one of the 2nd-level fighter utility powers in the "Knight" section of this book.
UNDERSTANDING POWERS Adventurers an d monsters have powers-specia l capabilities that have instantaneous or lingering effects. Some powers har m enemies, othe r powers help allies, and some powers do both. Powers can be magical or nonmagica l and include a wizard s spells, a cleric s healing prayers, a fighter's battle stances, and a dragon's breath. Characte r classes grant powers, as do some races, an d adventurers sometime s find additional powers in magi c items. POWER TYPES Ther e ar e two types of powers. • Attack Powers: Thes e powers ar e used to damag e or hinde r others. Some attack powers have beneficial effects as well. • Utility Powers: These powers have a variety of uses, including granting bonuses. Some ar e useful only outside combat, and others ar e useful only in combat. Some utility powers ca n be used in any situation. As adventurers gain levels, they acquir e a mix of attack powers and utility powers. A conscious creatur e affected by a powe r knows what a power has don e to it, regardless of th e power's type, unless the powe r specifies otherwise . Usage Types Whethe r a powe r is an attack powe r or a utility power, it has a usage type: at-will, encounter, or daily. Th e usage type tells you how often a powe r can be used. Regardless of a power's usage type, a characte r ca n use the powe r only if h e or she is able to take the action that the powe r require s (see "The Structur e of a Turn," page 21). At-Will Powers At-will powers ar e not expende d whe n they're used, so a characte r ca n use them again an d again. They represent easy weapo n swings or simple magical effects that requir e little effort to pull off Powers can be magical or nonmagical. They include a wizard's spells, a cleric's healing prayers, a fighter's battle stances, and a dragon's breath.
Encounter Powers An encounte r powe r can be used once pe r encounter. Whe n a characte r uses an encounte r power, the powe r is expended , and the characte r needs to take a short rest (page 29) before he or she can use th e powe r again. Encounte r powers produc e effects that ar e mor e powerful an d dramati c tha n at-will powers. A nonmagica l encounte r powe r represents a maneuve r or a stunt that a characte r can pull off only once before recuperating. Magical encounter powers requir e enough energy that their users must replenish their magic reserves durin g a short rest before using the powers again. Daily Powers A daily power can be used only once pe r day. Whe n a character uses a daily power, the powe r is expended , and the characte r must take an extended rest (page 29) before using the power again. Daily attack powers usually include an effect that takes place whethe r or not the attacks hit. As a result, daily powers typically have at least some useful effect every time they ar e used. Daily powers represent the most powerful effects that a characte r can produce, and using such a powe r takes a significant toll on a character's physical and menta l resources. Whe n a characte r uses a nonmagica l daily power, the characte r is reaching into dee p reserves of energy to pull off an amazin g deed. Whe n a characte r uses a magical daily power, th e characte r might be reciting a magical formul a of such complexity that his or he r min d ca n hold it for only so long; once the formula is recited, it is wiped from memor y an d can be regained only as part of an extended rest. Or the magi c of the powe r might be so strong that the character's min d an d body ca n harness it only onc e pe r day.
POWER FORMATS Powers ar e incredibly diverse, yet the way in which they ar e described follows a structure d format. Th e forma t ha s several variations, the mai n two being the format for player powers and tha t for monste r powers. Whateve r forma t is used, a powe r description follows thre e basic principles. Entries: A power's information is organized into name d entries. Th e entries' name s ar e a guide to wha t happen s in the entries: "Attack," "Hit," "Miss," and the like. Sequence : Th e orde r of entrie s in a powe r description is a general guide to the sequenc e in whic h the power's effects occur. For example , a n "Effect" entry might appea r befor e an "Attack" entry to show that somethin g happen s before the attack. Indentation : Whe n a powe r entry is indented, that entry is a subentry and is contingent on the entry above it. For instance, an indented "Secondary Attack" subentry right below the primar y attack's "Hit " entry is a reminde r that the secondar y attack occurs only if the primar y attack hits. Often, the text of an entry states whe n to proceed to a subentry. For example , the "Hit" entry that leads to a "Secondary Attack" subentr y most likely instructs the player to mak e the secondary attack. POWER EFFECTS Powers create a huge variety of effects: damage, healing, penalties, bonuses, conjured objects, zones of magical energy, and so on. The first step in understanding a power's effects is to read the definitions of the power's keywords (see "Keywords," discussed later in this chapter). The next step is making sure you're familiar with the other rules commonly used in powers. See the Rules Compendium for full details of these rules, or consult the glossary in this book for brief treatments. The most common rules are those regarding bonuses and penalties; damage, including the meaning of "[W]"; forced movement, including the rules for pulling, pushing, and sliding; healing; durations; saving throws, including the meaning of "save ends"; ongoing damage; and all conditions. Entries in a Power Description A powe r description contains various entries. Some entrie s appea r in every powe r description, whil e others appea r only whe n needed by a particula r power. This section presents the entrie s in the typical orde r of an adventure r power and provides explanations for each one.
Name, Type, and Level Th e first line of a powe r description is a colored ba r that contains the powers name , its type (attack or utility), its origin (a class, a race, or somethin g else), an d the powers level, if any. Th e color of the ba r indicates how often you can use the power: Gree n mean s the powe r is a n at-will power, red mean s it's an encounte r power, and black mean s it's a daily power. Flavor Text Th e next line, in italicized text, briefly explains wha t the power does, from the perspective of your characte r in the world. This material is intended to help you narrat e wha t your characte r is doing whe n he or she uses the power. Feel free to invent a description of the powe r yourself, sprinkling it with details specific to your character. Usage Th e first word on the next line tells you how often you ca n use th e power; that is, whethe r it is an at-will, an encounter, or a daily power. Keywords Th e power's keywords appea r next. Th e keywords tell you the powe r source, any damag e type s associated with the power, accessories you can use with it, an d othe r associated effects. See "Keywords " (page 69) for keyword definitions. Action Type The next line in a powe r description begins with the type of action required to use the power: standar d action, move action, mino r action, free action, immediat e reaction, immediat e interrupt, or opportunit y action. Some powers requir e no action to use. See "The Structur e of a Turn," page 21, for mor e information about action types. Attack/Utility Type and Range Th e power's attack/utility type and range appea r on the same line as th e power's action type. If the powe r creates an are a of effect (page 66), that fact is specified here . Th e attack/utility types ar e melee, ranged, area , close, and personal. See "Attack and Utility Types," page 65, for how each type works. Trigger Powers that ar e immediat e actions (interrupts or reactions) or opportunity actions have a trigger, which define s th e momen t you're allowed to use the power. Some powers that ar e free actions, or that requir e no action to use, have a trigger as well. See "Triggered Actions," page 22, for how triggered actions work. Prerequisite If a powe r description ha s this entry, a characte r must mee t the noted prerequisit e to select the power. Requirement If a powe r description ha s this entry, the requiremen t must be met every time the powe r is used. Some requirements ar e things that must have happene d recently, such as a characte r attacking someon e earlier in a turn . Othe r requirements ar e things a characte r must do to use th e power, such as wielding a certain weapon .
Target If a powe r directly affects one or mor e creature s othe r than the user, its description ha s a "Target" entry that specifies whom or wha t the powe r can affect. If a powe r directly affects only its user or th e environment, the powe r description lacks this entry. If the powe r description include s a secondary or a tertiary target, this entr y is labeled "Primar y Target" to distinguish this target definition from the power s othe r target definitions. See "Secondary Attacks" an d "Secondary Powers," below. See "Choosing Targets," later in this chapter, for the rules on target selection. Attack This entry specifies the ability modifie r used to mak e an attack roll with th e powe r an d which of the target's defense s the powe r attacks. Th e entry also notes any special modifiers that apply to the attack roll. If you use a powe r against multiple targets at once, you mak e a separate attack roll against each target. See "Attack Rolls," page 19, for mor e information on makin g an attack. H i t This entry specifies wha t happen s whe n a target is hit by the power's attack. If a powe r hits multipl e targets, this entry applies to each of those targets individually. Miss This entry specifies wha t happen s whe n a target is missed by the power's attack. If a powe r misses multiple targets, this entry applies to each of those targets individually. "Half damage " in this entry mean s a missed target takes damag e as if hit by the attack, but that damag e is halved. Roll the damag e specified in the power's "Hit " entry, add the appropriat e modifiers, an d deal half of the result (round down) to each target missed by the power's attack. Unless noted otherwise , th e "half damage " notation does not apply to ongoing damag e or to any othe r damagin g effects in the "Hit " entry. Effect Whateve r is described in an "Effect" entry simply happens, regardless of its position in th e sequenc e of entries. II the entry is part of an attack power, the effect happen s whethe r or not the attack hits. Unless otherwis e stated, an "Effect" entry is not repeated, even if the power attacks multiple targets. Secondary Attacks Some powers include secondary, or even tertiary, attacks. A "Hit," a "Miss," or an "Effect" entry tells the user whe n to mak e such an attack. Unless otherwis e noted, the attack type an d range of a secondary attack ar e the same as those of th e power's primar y attack, and the secondary attack doesn't requir e a separat e action from th e action used for the primar y attack. If a secondary attack ha s keywords tha t differ from those of the primar y attack, its keywords ar e noted in parentheses. Otherwise , the secondary attack ha s the same keywords.
Some secondary attacks have th e same targets as their primar y attacks, wherea s others have targets of their own, noted in "Secondary Target" entries. Secondary Powers Some powers encompass wha t ar e called secondary powers. A creatur e must use the encompassin g powe r to gain access to the secondary power. A secondary powe r require s a separat e action from the action used to perform the encompassin g power. A secondary powers entry specifies its action type, attack/utility type, range, and effects. If a secondary power ha s keywords that differ from those of the encompassing power, its keywords ar e noted in parentheses. Otherwise , the secondar y powe r ha s the same keywords. Some secondary powers have the same targets as their encompassing powers, wherea s others have targets of their own, noted in "Secondary Target" entries. Sustain If a creatur e uses a powe r that ha s a "Sustain" entry, it can kee p part of that powe r active by taking a specific type of action befor e the end of each of its turns. The creatur e canno t take this sustaining action until its tur n afte r it uses the powe r an d can take the action no mor e tha n once per round. Th e entry name specifies the action type that must be taken-most often minor, move, or standard. Th e entry the n notes whic h of the power's effects continue whe n the powe r is sustained. If the "Sustain" entry ha s an instantaneou s effect tha t occurs each time the powe r is sustained, that fact is noted in the entry too. Aftereffect An aftereffect automatically occurs afte r anothe r effect ends. An "Aftereffect" entry follows the effect it applies to, whic h is typically in a Hit" or an "Effect" entry. For example , a power's "Hit " entry might state that th e target is stunne d (save ends), an d the n the power's "Aftereffect" entry might state that the target is dazed instead of stunne d (save ends). Together those entrie s mea n that the target is dazed as soon as it saves against the stunne d condition. If a target is subjected to an aftereffect as a result of a save an d that save occurs whe n the target is makin g multiple saving throws, the aftereffect takes effect only after the target ha s mad e all of them. In othe r words, a target usually can't save against an aftereffect in the same tur n in which it is subjected to a n aftereffect. See "Saving Throws, " page 25, for how saving throws work. Failed Saving Throw Sometime s an effect change s whe n a target fails saving throws against it. Th e new effect, specified in a "Failed Saving Throw" entry, occurs only afte r the target ha s finished makin g all its saving throws at the end of its turn . Th e effect does not chang e if th e target fails a saving throw against it at a time othe r tha n th e end of its turn . For example, a fighter is subjected to an effect tha t worsens the first time she fails a saving throw against it. He r cleric companio n then grants he r a saving throw against the effect on his turn . She fails the saving throw, but the effect doesn't worsen, since she failed the saving throw on the cleric's turn , not at the
Level Th e strength of some powers increases as their users gain levels. Such a powers description contains one or mor e entrie s that specify wha t part of the powe r changes, an d in wha t ways, whe n its user reaches certain levels. For example , a powe r description might contain the following subentry beneath its "Hit " entry: "Level 21: 2d 8 + Intelligence modifie r fire damage. " Tha t mean s the "Hit" entry's damag e change s to the specified amoun t whe n the user reaches 21st level. Special Any unusua l information about the use of a power appears in this entry. For example , some powers can be used as basic attacks, which is noted in a "Special" entry. ATTACK AND UTILITY TYPES Powers in the DUNGEON S & DRAGON S world take man y forms. A fighter swings a greatsword at a foe; a range r looses an arrow at a distant target; a dragon exhales a blast of fire; a wizard create s a burst of lightning; a rogue tumble s through the midst of combat. Thes e example s illustrate the five attack and utility types: melee, ranged, close, area, and personal. Thes e type s differ primarily in two area s of the rules: targeting an d range. Mele e Power: A typical mele e attack involves using a weapon—a sword, a mace, a claw, a fist, an d the like—against a nearby target. A mele e power usually targets one or mor e individual creature s withi n the power s range. A mele e powers origin squar e is the space of the powers user, unless otherwis e noted. The range of a mele e powe r is specified in the power: as a numbe r of squares, such as "Melee 1" (an adjacent square); as the reach of the weapon used for the power, expressed as "Melee weapon"; or as far as the user can reach, "Melee touch." If a mele e powe r ha s multiple targets an d includes attack rolls or damag e rolls, those rolls ar e mad e separately against each target. Range d Power: A ranged attack is a strike against a distant target. A ranged powe r usually targets one or mor e creature s withi n its range. A ranged power's origin squar e is the space of the powers user, unless otherwis e noted. T h e range of a ranged powe r is specified in the power: as a numbe r of squares, such as "Ranged 10"; as the range of the weapo n used for the power, expressed as "Ranged weapon"; or as far as the user ca n see, "Ranged sight." If a ranged powe r ha s multiple targets and includes attack rolls or damag e rolls, those rolls ar e mad e separately against each target. A ranged power provokes opportunity attacks. Long Range: If a n attacker uses a ranged weapo n for an attack and the target is farthe r away tha n th e weapon's norma l range but within its long range, the attacker takes a -2 penalty to the attack roll. The attacker can't mak e the attack against a target beyond the weapon's long range. A ranged power that doesn't use a weapo n ha s a norma l range but no long range.
Close Power: Swinging a sword in an arc to hit every adjacent enemy with one blow or creating a blast of fire from the hands-thes e ar e example s of close attacks. A close powe r creates an are a of effect (usually a blast or a burst, see below) that emanate s from the power's user; the powers origin squar e is the user's space, unless otherwis e noted. Th e size of the are a of effect created by a close powe r is specified in the powe r as a numbe r of squares, such as "Close burst 10" or "Close blast 5." If a close power has multiple targets an d includes attack rolls or damag e rolls, the attack rolls ar e mad e separately against each target, but a single damag e roll is mad e against all the targets. Area Power: An area powe r creates an are a of effect (usually a burst or a wall, see below) that can originate in a distant square , such as a ball of fire that streaks across the battlefield an d explodes. A squar e within the power's range is th e origin squar e for the area of effect. Th e size of the are a created and the range of an are a power ar e specified in the powe r as a numbe r of squares, such as "Area burst 2 withi n 10 squares " or "Area wall 8 within 2 0 squares." If an are a powe r ha s multiple targets and includes attack rolls or damag e rolls, the attack rolls ar e mad e separately against each target, but a single damag e roll is mad e against all the targets. An area powe r provokes opportunity attacks. Personal Power: A personal powe r typically affects its user only. Examples include creating magi c armo r on oneself or giving oneself the ability to fly. Areas of Effect An area of effect is an are a of a specific size wher e a particula r effect take s place. The effects of most area powers and close powers ar e contained within one of thre e area s of effect: a blast, a burst, or a wall. Some mele e powers an d ranged powers creat e these area s of effect as well. For instance, a characte r might use a mele e powe r that involves a weapo n attack followed by a burst of divine radiance. Blast: A blast fills an area adjacent to its origin square , which is almost always the space of its creator. Th e area is a specified numbe r of square s on a side. For example, a close blast 3 is a 3-square-by-3-square area adjacent to its creator. T h e blast must be adjacent to its origin square , whic h is the space of the blast's creator. Th e origin squar e is not affected by the blast. A blast affects a target only if the target is in the blast's area and if ther e is line of effect from the origin squar e to the target. Burst : A burst starts in an origin squar e an d extends in all directions to a specified numbe r of square s from the origin square . For example , a power might create an area burst 2 withi n 10 squares, which mean s the powe r originates in
a squar e u p to 10 square s away from its creator and affects the origin squar e and every squar e within 2 square s of it (a 5-square-by-5-square area). A close burst uses the space of the burst's creator as its origin square , while an area burst uses a single squar e withi n range as the origin square . A burst affects a target only if ther e is line of effect from the burst's origin squar e to the target. Unless a power description says otherwise , a close burst does not affect its creator. However, an are a burst can affect its creator. Wall: A wall fills a specified numbe r of contiguous square s withi n range, starting from an origin square . For example , a wall 8 fills 8 contiguous squares. T h e square s can be lined u p horizontally or stacked vertically. A powe r specifies a wall's maximu m height in its description. Each squar e of the wall must shar e a side-no t just a corner-wit h at least one othe r squar e of the wall, but a squar e can shar e no mor e tha n two sides with othe r square s in the wall (this limitation does not apply whe n stacking square s on top of each other). A wall's creator can shape the wall withi n thos e limitations. A solid wall, such as a wall of ice or stone, canno t be created in occupied squares. Choosing Targets To use a powe r on a target, the target must be withi n the power's range and must not be completely behin d a barrier. If a powe r ca n target multiple creatures, each of those creature s must be an eligible target. Creatures, Enemies, and Allies: Th e most commo n targets ar e creatures, enemies, an d allies. Whe n you use a power, keep in min d that "creature" mean s a creatur e of any sort, whethe r that creatur e is an enemy or an ally of your character. "Enemy" mean s a foe of your character, and "ally" refers to your character's companion s in an encounter. Whe n a powe r targets your character's allies and refers to them as allies, they ar e free to ignore the power's effects. In contrast, your character's allies ar e treated the same as enemie s if they ar e included as targets of a powe r that specifically targets creatures, as opposed to allies or enemies. Targeting Objects: At the discretion of the Dungeo n Master, a power that targets one or mor e creature s ca n target one or mor e objects, as long as the numbe r of targets does not exceed the numbe r specified in th e power. For example , a player might want her wizard to attack a door with a spell that normally targets a single creature . If the DM says yes, the spell can't be used to target a creatur e and the door at the same time , since doing so would exceed the numbe r of targets specified in the power.
Range and Areas of Effect In many powers-particularl y mele e powers and ranged powers-th e range to a target is important. For instance, a ranged powe r that ha s a range of 10 can affect a target only if the target is withi n 10 square s of the power's user. In othe r powers-particularl y close powers an d are a powers—a target's position in relation to an area of effect is important. For instance , a close powe r that creates a burst 2 can affect a target only if the target is withi n th e burst. To determin e the range between a power's user and its target, count the numbe r of square s between them, including 1 squar e that the target occupies. If the target's space is larger tha n 1 square , it is an eligible target as long as any squar e of its space is withi n the power's range. A target is in an area of effect if at least 1 squar e of the target's space is in the area of effect. Line of Effect Whe n ther e is a clear line from one point to anothe r in an encounter, ther e is line of effect. Unless otherwis e noted, ther e must be line of effect between the origin squar e of a n effect an d its intended target for that target to be affected. If every imaginary line traced from the origin squar e to the target passes through or touches blocking terrain, ther e is no line of effect between the two. Fog, darkness, and similarly obscured square s block vision, but they don't block line of effect. If Albano n the wizar d hurls a fireball into a pitch-black room, he doesn't have to see creature s in the room for the fire to hit them. In contrast, a characte r can see through a transparen t wall of magical force but doesn't have line of effect through it. Th e characte r can see th e snarling demo n on the othe r side, but the wall blocks attacks. Line of Sight Typically the user of a powe r doesn't have to be able to see the power's targets. A few powers do requir e a user to be able to see a creatur e to target it, however. For instance, a powe r might specify that it targets "one creatur e you ca n see." In othe r words, the creatur e must be within the user's line of sight. To determin e whethe r a power's user can see a target, pick a corne r of the user's space an d trace an imaginary line from that corne r to any part of the target s space. Th e user can see the target if at least one line doesn't pass through or touch an object or an effect—such as a stone wall, a thick curtain , or a cloud of fog-tha t blocks the user's vision. Even if a power's user ca n see a target, objects an d effects can still partially block its view. If th e user can see a target but at least one line passes through an obstruction, the target has cover or concealment.
KEYWORDS A power's keywords summariz e importan t aspects of th e power. Wit h a glance at a power's keywords, you can learn various things about the power: wha t its power source is, whethe r it ha s any damag e types, and wha t special rules ar e required to use it. Keywords help in describing a power's effects and can aid in classifying types of powers. For example , powers tha t have the thunde r keyword ar e called thunde r powers, an d powers that creat e illusion effects have the illusion keyword. Various rules in the game , such as those for feats an d class features, refer to powers using keywords. For instance, a feat might grant a bonus to the damag e rolls of a character's fire powers, which is anothe r way of saying the characters powers tha t have the fire keyword. Keywords help determin e how, or if, a power works when a target has resistance, vulnerability, or immunit y to a damag e type or an effect type, or if the power interacts with the environment in some unusua l way. For example, a magic circle that forbids teleportation could block a power that ha s the teleportation keyword. Whe n first using a power, a player should mak e sur e he or she is familiar with the definitions of its keywords, if any. This section define s the most commo n keywords in the game and organize s them into five categories: powe r sources, schools of magic, accessories, damag e types, and effect types. Power Sources Every class relies on a particula r source of energy to fuel its powers. Th e source of a powe r is identified by its powe r source keyword. If a powe r has mor e than one powe r source keyword, the powe r counts as belonging to each of those powe r sources. T h e most commo n powe r sources ar e arcane , divine, martial, an d primal. Othe r powe r sources exist, including psionic an d shadow. These ar e the thre e powe r sources that ar e used in this book. Arcane : Drawin g on magical energy that permeate s the cosmos, the arcan e powe r source ca n be used for a variety of effects, from fireballs to flight to invisibility. Wizard s and warlocks ar e example s of arcan e magic users. Each class is the representative of a different tradition of arcan e study, and othe r traditions exist. Arcan e powers ar e called spells. Divine : Divine magi c come s from the gods, wh o grant powe r to their devotees, such as clerics and paladins. Divine magi c excels at healing, protection, and smiting enemie s of the gods. Divine powers ar e called prayers. Martial : Martial powers are not magic in the traditional sense, although some martial powers are well beyond the capabilities of ordinary mortals. Martial characters use their own strength an d willpower to vanquish their enemies. Training and dedication replace arcane formulas and prayers to grant power to fighters, rangers, and rogues, amon g others. Martial powers are called exploits.
Schools of Magic After generations of study, practitioners of arcan e magi c have identified various types of magic and have grouped the m into categories, which ar e called schools. Wizardr y is particularly focused on the schools, and wizards often specialize in the practice of one or two of th e schools. Each school of magi c includes a variety of damag e types and effects. Her e ar e the thre e commo n schools discussed in this book. Enchantment: Enchantmen t powers alter creatures' emotions, thoughts, an d actions, including beguiling onlookers, terrifying foes, and encouraging allies. Evocation: Evocation powers bring various magical effects into being, including explosions, rays of magical energy, an d lingering environmenta l effects. This is the most widely practiced school of magic. Illusion: Illusion powers deceive the min d or the senses, often creating elaborate apparitions. Illusions ar e also an effect type (page 74). Accessories T h e two accessory keywords-implemen t and weapon—indicate whethe r a power can be used with an implemen t or a weapon. Implement Th e implement keyword identifies a powe r that can be used with an implement: a n item, such as a wand , that certai n creature s ca n wield to channe l powers. An adventure r must have proficiency with an implemen t to use it with his or he r powers. An adventurer's class an d feats determin e his or her implement proficiencies. If an adventure r does have proficiency with an implement, he or she ca n use it with any of his or her implemen t powers. See "Implements, " page 333, for mor e about implements. Magic implements provide special benefits, such as bonuse s to attack rolls and damag e rolls, whe n used wit h implement powers. See "Magic Items," page 337, for mor e about magic implements. Weapon Th e weapo n keyword identifies a powe r that is used with a weapon (see "Weapons, " page 326). The range an d the damag e of a weapon powe r is usually determine d by the weapon used with it. A | W | in a power's damag e expression stands for the damag e dice of the weapon used with it (see "Damage, " page 24). If your characte r uses a weapon powe r with a weapo n that he or she ha s proficiency with, add the weapon's proficiency bonus to the attack rolls of that power. An adventurer's class and feats determin e his or he r weapon proficiencies. Magic weapons provide special benefits, such as bonuse s to attack rolls an d damag e rolls, whe n used with weapo n powers. See "Magic Items," page 337, for mor e about magi c weapons.
Damage Types Many attacks dea l a specific type of damage , and each damag e type ha s a keyword associated with it. • Acid: Corrosive liquid or vapor. • Cold: Ice crystals, arctic air, or frigid liquid. • Fire: Explosive bursts, fiery rays, or simple ignition. • Force: Invisible energy that can used as if it wer e solid. • Lightning: Electrical energy. • Necrotic: Deathly energy that deaden s flesh or wound s the soul. • Poison: Toxins that harm, hinder, or both. • Psychic: Effects tha t assault the mind . • Radiant: Searing whit e light or shimmerin g colors. • Thunder: Shock waves and deafenin g sounds. If a powe r ha s one of thes e keywords, it deals the associated type of damage . Th e exception is poison, whic h is a keyword for both a damag e type and an effect type (see "Poison," below). "Varies": If the notation "Varies" appears amon g a powers keywords, that mean s the powe r ha s variable damag e types, which the user or the circumstance s determine . Resistance and Vulnerability: Creature s sometime s have resistance or vulnerability to certain damag e types, an d some effects grant temporar y resistance or inflict short-term vulnerability. Adding and Removing Damage Types: If a powe r gains or loses damag e types, the powe r gains the keywords for any damag e type s that ar e added, and it loses the keywords for any damag e type s that ar e removed. However, the poison keyword is removed from a powe r only if that power neither deals poison damag e nor ha s any nondamagin g effects. For example , if a wizard casts shock sphere, a lightning power, through a magic staff that change s the damag e to fire, the powe r gains the fire keyword a n d loses the lightning keyword for that use, since the power is dealing fire damag e instead of lightning damage . Tha t use of the powe r can therefore benefit from effects, such as feats, that affect fire powers, but not from things that affect lightning powers.
Effect Types Effect type keywords signify the presenc e of particula r effects in powers, and man y of these keywords have special rule s that govern how their powers ar e used. Whethe r or not a n effect type keyword ha s special rules, othe r effects in the game refer to that keyword. For example , the charm keyword ha s no special rules, but some creature s gain a bonus to saving throws against charm powers. This section contains the definitions of th e game s mai n effect type keywords. Aura An aura is a continuous effect that emanate s from a creature . Unless noted otherwise , an aur a uses the following rules. Fills a n Area : Th e aur a fills the creature's space an d each squar e that is both within a specified distanc e of the creatur e and withi n line of effect of it. For example, an aur a 1 affects each squar e adjacent to the creature . A creatur e is normally unaffected by its own aura . Unaffecte d by th e Environment : The aur a is unaffected by environmen - tal phenomen a and terrain, although blocking terrain blocks an aura . For instance, an aura of fire is unaffected by an area of extreme cold. Overlappin g Auras: If aura s overlap and impos e penalties to the same roll or game statistic, a creatur e affected by the overlapping aura s is subjected to the worst penalty: the penalties ar e not cumulative . For instance , if a creatur e is affected by thre e overlapping aura s tha t each impos e a - 2 penalty to attack rolls, the creatur e take s a -2 penalty, not a - 6 penalty. Deactivatin g a n Aura : A creatur e ca n take a mino r action to deactivate or reactivate one of its auras. Deat h an d Unconsciousness End : A creature's aura s end immediately whe n it falls unconscious or dies. Channel Divinity A channe l divinity powe r allows a creatur e to harness the magic of the gods. A creatur e ca n use no mor e tha n one channe l divinity powe r per encounter. Charm A charm powe r controls a creature's actions in some way. This control is often represented by the creatur e being forced to move, being compelled to attack its ally, or being subjected to the dominate d condition. Some charm powers even beguile targets into unconsciousness. Conjuration A conjuration powe r produce s a conjuration, whic h is a creation of magical energy tha t resembles a creature , an object, or some othe r phenomenon . Even if a conjuration looks like a creatur e or displays some degre e of sentience, it is not considered a creature . Unless noted otherwise , a conjuration uses the following rules.
Occupies No Squares: Th e conjuration occupies no squares. Th e conjuration does not need to be supported by a solid surface, so it can float in the air. Unaffected by the Environment: Terrain and environmenta l phenomen a have no effect on the conjuration. For example , a conjuration that is an icy han d functions in a n infern o without penalty. Creator's Defenses: Normally, a conjuration cannot be attacked or physically affected. If a conjuration ca n be attacked or physically affected, it uses its
creator's defenses. Unless an attack specifically targets conjurations, only the attack's damag e (not including ongoing damage ) affects the conjuration. For example, an attack that would caus e a creatur e to take 2 0 cold damag e and become immobilized would instead deal only the cold damag e to a conjuration. Attacking with a Conjuration: Normally, a conjuration canno t attack. If a conjuration can attack, its creator make s the attack, determinin g line of effect from the conjuration as ifth e creator wer e in the conjuration's space. If line of sight is relevant, determin e it from the creator, not the conjuration. Movable Conjurations: If th e power used to create a conjuration allows it to be moved, it's a movable conjuration. At the end of the creator's turn, the movable conjuration end s if th e creator doesn't have line of effect to at least 1 squar e of the conjuration or if th e creator isn't within range (using the power's range) of at least 1 squar e of the conjuration. A conjuration can't be moved through blocking terrain. Death Ends: A conjuration end s immediately if its creator dies. Fear A fear power inspires fright. This fright is often represented by a creatur e being forced to move, taking a penalty to attack rolls or defenses, or granting comba t advantage. Healing A healing powe r restores hit points, usually either by restoring hit points immediately or by granting regeneration. Illusion An illusion powe r deceives the min d or the senses. Illusions often obstruct vision or redirect attacks. If an illusion powe r deals damage , the damag e itself is not an illusion. Users of arcan e magic, such as wizards, consider illusion to be one of the schools of magic (page 70). Poison A poison powe r delivers a nondamagin g poisonous effect, deals poison damag e (see "Damag e Types" above), or both. Stance Whe n a characte r uses a stance power, th e characte r assume s a stance that lasts until he or she assume s anothe r stance, falls unconscious, or dies. A stanc e also end s at the end of the encounter, unless the stance can be assumed at will. A characte r can assume no mor e tha n one stance per turn . Teleportation A teleportation powe r transports creature s or objects instantly from one location to another. Unless noted otherwise , you use the following rules when your characte r uses a teleportation powe r on a target, which might be your character, anothe r creature , or an object.
Instantaneous: Teleportation is instantaneous. Th e target disappears and immediately appears in the destination space you choose. Th e movement is unhindere d by intervening creatures, objects, or terrain. Destination Space: The destination of the teleportation must be an unoccupied space that the target can occupy without squeezing. If arriving in the destination space would cause the target to fall or if tha t space is hinderin g terrain, the target ca n mak e a saving throw. On a save, the teleportation is negated. Line of Sight: Th e user of th e teleportation powe r must have line of sight to the destination space. No Line of Effect: Neither the user of the teleportation powe r nor the target needs line of effect to the destination space. No Opportunity Actions: Th e target doesn't provoke opportunity actions for leaving its starting position. Immobilized or Restrained: Being immobilized or restrained doesn't prevent a target from teleporting. If a target teleports away from a physical restraint, a monster's grasp, or some othe r immobilizing effect that is located in a specific space, the target is no longer immobilized or restrained. Otherwise , the target teleports but is still immobilized or restrained whe n it reache s the destination space. Zone Powers that have the zone keyword creat e zones, which ar e magical area s that last for a round or more . Unless noted otherwise , a zone uses the following rules. Fills an Area: Th e zone fills each squar e in a specific area, which is usually a burst or a blast. Th e square s must be withi n line of effect of the origin square. Unaffected by Attacks and the Environment: Th e zone cannot be attacked or physically affected, an d terrain and environmenta l phenomen a have no effect on it. For example , a zone that deals fire damag e is unaffected by cold damage . Overlapping Zones: If zones overlap and impos e penalties to the same roll or game statistic, a creatur e affected by the overlapping aura s is subjected to the worst penalty: the penalties ar e not cumulative . For instance, if a creatur e is affected by two overlapping zones that each impos e a -2 penalty to all defenses, the creatur e takes a - 2 penalty, not a - 4 penalty. Movable Zones: If the power used to create a zone allows it to be moved, it's a movable zone. At the end of the creator's turn, the movable zone ends if the creator doesn't have line of effect to at least 1 squar e of the zone or if the creator isn't within range (using the power's range) of at least 1 squar e of the zone. A zone can't be moved through blocking terrain. Death Ends: A zone end s immediately if its creator dies.
CHARACTER CLASSES Characters in a DUNGEONS & DRAGON S game shar e man y commo n traits, including a thirst for excitement and a need to adventure . The y ar e heroes, compelled to explore the dark places of the world and take on the challenge s that lesser mer and wome n canno t stand against. Your characters class is a profession or vocation. It determine s the kind of adventure r you ca n become an d th e type s of things you can do in the game . Comba t prowess, magical aptitude, skills, an d othe r capabilities ar c defined and given boundarie s by your class. Most of the special abilities provided by your class fall into one of two categories: feature s and powers. Features ar e special talents your character learns. They mak e you better at a task related to your class, or they give you a special benefit in certain situations. If you play a wizard, for example , you gain class feature s that grant you benefits for a specific type of magic. As a fighter, on the othe r hand , you gain class feature s that hone your comba t skill. Powers ar e active abilities that represer special actions that a characte r can take, often durin g combat. A wizard's spells ar e all powers, as ar e a rogue's tricks and a fighter's devastating attacks. THE CLASSES This book provides all the information you need to creat e and play four distinct DUNGEONS & DRAGON S characte r classes: cleric, fighter, rogue, and wizard. Together, these form the classic adventuring party an d cover all the roles in the game . A brief description of each class follows, afte r whic h ar e the full write-ups for each class. Each write-up includes an explanation of the class's background and abilities, along with a step-by-step guide to creating a characte r of that class. A class provides a general set of abilities an d traits that all characters of that class share. Individual members of a class ca n vary wildly, however, and the type of characte r you can creat e within a given class leaves you plenty of room for customization. Thoug h your choices won't be unlimited with th e material in this book, whe n you add othe r products and information from DUNGEON S & DRAGON S Insider your options increase. Characters share many traits, including a thirsi for excitement and a need for adventure. Character class affects the type of adventurer you can become.
Cleric A cleric is a maste r of the divine magic granted by the gods. As a faithful servant of a deity, a cleric taps into the divine powe r sourc e to fuel his or her prayers. In combat, clerics excel at smiting their enemie s while they defend their allies. Clerics also wield powerful healing magic. A cleric fills the role of leader in an adventuring party. The type of cleric you ca n create using this book is a warpriest, a divine crusader who bravely storms dark dungeons, crumblin g ruins, an d othe r dangerou s locations. Fighter A fighter is a maste r of weapon combat, skilled in the use of heavy armo r and unmatche d in close-quarters fighting. Fighters draw on the martia l powe r source-th e innat e potential for greatness that every creatur e possesses. Their intense dedication an d endless training mak e the m unmatche d opponents. A fighter usually fills the role of defende r in an adventuring party, though some fighter types also lean toward the striker role. You can create two types of fighters using this book. A knight is a bold warrior skilled in defendin g against the forces of darkness. A slayer wields heavy weapons an d dishes out damag e at a remarkabl e rate. Rogue A rogue is a cunnin g trickster wh o relies on wits, speed, stealth, an d agility to evade enemies. Rogues wea r light armo r an d ca n use only a limited range of weapons. However, their ability to exploit an enemy's weaknesse s lets them mak e stealthy attacks that can devastate their foes. Like fighters, rogues use the martia l power source. However, whil e fighters focus primarily on weapon attacks, rogues excel at superhuma n feats of acrobatics an d stealth. A rogue fills the role of striker in an adventuring party. The type of rogue you can creat e using this book is a thief, an expert at getting into and out of places that won't yield to strength or magic. Wizard The wizard is a maste r of the arcan e powe r source. Arcan e magic permeate s the world and the planes beyond, and wizards understan d this energy better tha n anyone else. Employing thick books full of mysterious spells, wizard s can unleash explosive blasts of fire an d force, creat e illusions to trick an d confus e their enemies, an d even ben d time an d space to their will. A wizard fills the role of controller in an adventuring party. T h e type of wizard you can creat e using this book is a mage, a wiclder of a broad range of spells wh o specializes in a particula r school of magic.
PARAGON PATH You have survived an d thrived through ten levels of adventure . You've explored dan k dungeons, defeated vile monsters, and learned priceless secrets. You've started makin g a nam e for yourself. Now you're ready to take the next step: You're ready for your paragon path. As your class describe s your basic role in the party, your paragon path represents a particula r are a of expertis e or interest in the world itself. Some paragon paths allow specialization withi n your existing class or role, such as mastery of a particula r weapon or school of magic. Others demonstrat e your devotion to a specific deity or cause. Your paragon path grants you new features an d powers from 11th level to 20t h level. Rut adopting a paragon path doesn't mea n you stop advancing in your class. All the powers and feature s you gain from your paragon path come in addition to your class powers an d features, not instead of them. You don't stop being a slayer whe n you become a mythi c slayer. Instead, you gain new capabilities that extend, enhance , and complemen t the abilities of your class. Whe n your adventure r reache s 11th level, you select a paragon path from amon g the options available to you. This book presents one option for each type of character, but additional paragon paths appea r in othe r DUNGEONS & DRAGONS supplements and on DUNGEONS & DRAGON S Insider. You can select a different paragon path if you mee t the path's prerequisites; simply replace the noted features and powers of the path presented in this book with those of the new path. EPIC DESTINY Afte r twenty levels of adventure , wha t trials could be left to challenge you? You have conquered countless foes and become a hero to commo n folk everywhere. Deadly dragons an d gibbering aberrations have fallen to your might. Your gaze ha s begu n to tur n to the planes beyond the world, an d even to the gods themselves. Finally, you realize ther e ar e no heights you canno t achieve. It's time for you to assume your epic destiny and shape your legend in the universe forevermore. Like a paragon path , an epic destiny grants special powers and features in addition to your class features. Unlike paragon paths, epic destinies ar e not mer e specializations of your talents. Instead, they offer extraordinary abilities that represent your journe y toward your ultimat e fate as you define it. Whe n your adventure r reache s 21st level, you select an epic destiny from amon g th e options available to you. This book presents one epic destiny-th e Indomitabl e Champion , on page 245 . Additiona l epic destinies appea r in othe r DUNGEONS & DRAGON S supplements and on DUNGEONS & DRAGON S Insider. You can select a different epic destiny if you mee t the destiny's prerequisites (many destinies don't have any); simply replace th e noted features an d powers of the destiny presented in this book with those of the new destiny.
CLERIC Divine Leader: You lead by healing an d shielding allies wit h your prayers, an d by drawing on divine powe r to improve your allies' attacks. Your high Armo r Class and effective weapo n attacks let you lean toward defende r as a secondary role. W h y This Is the Class for You: You like playing a characte r wh o fights in the thick of comba t while wielding magic an d healing allies. The gods ar e a powerful force in the fantasy world of the DUNGEONS & DRAGON S game , but they do have their limits. In the earliest days of creation, durin g the Dawn War, all the gods fought the powerfu l beings known as the primordials for control of the world. In the aftermat h of their ancient wars, the gods wer e prevented from directly manifesting in the world for extended periods of time. Now they wa r amon g themselves, with good deities opposing the endless scheme s of their evil counterparts. In the world, they wage their struggles an d spread their influenc e through morta l followers wh o draw on their divine power. Clerics ar e battle leaders invested with divine power. A cleric might be a humbl e servant of a god or a divine enforcer, protecting wha t is sacred, questing for holy artifacts, and pursuing adventure in order to spread the tenets of his or her god. The commo n folk look to the gods for guidanc e an d aid, and each cleric is expected to act as a deity's emissary in the world. A cleric might lack a fighter's skill at arms or a wizard's ability to call down the deadliest spells. However, some of the greatest deeds accomplished by mortals have been inspired by a cleric's drive, vision, and ability to tur n a fractious grou p of adventurers into heroes. T h e type of cleric you can creat e with this book is the warpriest. Warpries t Key Abilities: Wisdom, Constitution Warpriests use a combination of religious dedication and keen insight to access the divine magic granted by the gods they serve. Using that magic to back u p impressive martia l ability, warpriests serve as th e shield of their faith. Warpriests protect the innocent from maraudin g monsters and lead adventuring expeditions into the dark unknown . The y ar e drawn to the borderlands between the scattered settlements of civilization an d the realms of chaos. There , they attend th e spiritual an d military needs of the population. Warpriests occupy the middl e groun d between the wizard and the fighter. They ar e trained to use weapon s an d armor, but it is their induction into th e mysteries of divine magi c that make s them unique . A warpriest ca n smas h an ore with a mac e on e momen t an d unleash divine powe r to smit e a vampir e the
next. Th e powe r of weapon s an d the might of magic mee t in the divine mandat e of the warpriest. CREATING A WARPRIEST This section walks you throug h the steps of creating a warpriest. As you mak e choices at each step, consider how those choices relate to your characters personality, backstory, an d goals. Consult the thre e class tables, one for each tier of play, for a summar y of wha t you gain as you advanc e in level. Domain and Deity Clerics derive their powe r from the gods, an d choosing which deity your characte r follows is an importan t first step whe n creating a warpriest. Th e deity your characte r follows helps to shape the powers you wield an d your place in the world. A domai n is a spher e of powe r that specific deities control. No god is powerful enough to claim the entirety of creation. Instead, each deity watche s over a specific portion of the world an d the activities of its people. As warrior clerics, warpriests have an affinity for deities associated with domain s that provide th e powe r and might needed to drive back the forces of evil. Two such domainsstorm and sun-ar e summarize d below. Each domai n mentions specific deities that ar e tied to it. Your Dungeo n Maste r might also have othe r gods you can choos e from that ar e specific to the campaig n world. Before you choose a domain , thin k about the kind of warpriest you want to play. Clerics of the storm domai n believe in taking the fight to the enemy. They focus on destructive attacks that set up a clear path for their allies' assault. Th e powers offered by the storm domai n leave creature s broken and vulnerabl e against the next attacks they face. Clerics of the su n domai n use their power primarily to shield their allies from enemy attacks. Such clerics might use magic to wra p their allies in protective ward s or to incapacitate their foes, leaving them unabl e to attack. Class Traits Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level. Bonus to Defenses: +1 to Fortitude, +1 to Wil l Healing Surges per Day: 7 + your Constitution modifier Armor Proficiencies: Cloth, leather, hide, chainmail; light shield, heavy shield Weapon Proficiencies: Simple melee, simple ranged Implement Proficiencies: Holy symbols Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (Int) Trained Skills: Religion, plus three more from the list of class skills
Storm Domain A storm might pass quickly, but the damag e it unleashe s lasts far longer. Th e wrat h a n d power of the storm god creates moments of fury that can echo through history. Th e storm is implacable until it ha s spent its energy—but by then, those wh o oppos e it have bee n destroyed. T h e storm domai n grants you the powers of thunde r an d lightning to smite your enemies, an d the secrets of win d to carr y your allies to safety a n d shield the m from harm. Select the storm domai n if you favor brutal attacks balanced against the cunnin g needed to effectively counte r your enemies' tactics. Kord is the god of storms. A mighty warrior wh o revels in strong drink , he is moody an d prone to anger, laughter, and gloom in equa l measures. H e expects his clerics to match his thirst for battle. Although Kord is a force for destruction, he ha s no stomach for bullies. Wanto n devastation or attacks on the weak and defenseless draw his fury. See page 109 for storm domai n feature s an d powers. Sun Domain The sun rises each day to drive back the shadows, forcing the monstrous creature s of the night to return to their dungeons an d caves. Unde r the sun's watchful guardianship, crops prosper, civilized folk expand their sway, and all creature s find comfort from the cold of night. T h e su n domai n allows you to comman d both aspects of the sun's power. You use its cleansing light to heal your allies' wound s and protect them from harm. Its burnin g rays allow you to blind and scorch your
enemies, punishin g the m whe n they emerge from the shadows to spread their evil. Select the su n domai n if you like striking a balanc e between protecting your allies an d punishin g your foes. Pelor is the god of the sun . He is a kindly deity wh o expects his priests to serve as his emissarie s across the world. As a cleric of Pelor, you tend to the sick a n d wounde d whereve r you find them. Whe n evil threaten s th e land, you carry Pelors light into the heart of darkness in an effort to banish that darkness forever. See page 115 for su n domai n features and powers. Race Choos e your race (page 35). Dwarf, elf, and huma n ar e particularly good choices for a warpriest. Dwarf Dwarve s ar e a natura l fit as warpriests, since they can gain a bonus to both Wisdom an d Constitution. Even better, as a dwarf, you ca n heal yourself by using your second wind as a mino r action. This ability is useful for a cleric, becaus e it allows you to recover from your own wound s while you use othe r healing powers on embattled allies. Th e dwarves' aptitude for the path of the cleric run s dee p in their culture . Notoriously suspicious of arcan e magic, dwarve s put their faith in th e powe r of the divine. E l f Elves can receive a bonus to Wisdom, makin g them a good choice for the cleric class. The elven accuracy racial power is an advantage for a warpriest, because it improves your chanc e of getting the full benefit out of your man y daily powers. Although arcan e spellcasters ar e commo n amon g the elves, they also maintain a strong bond with divine magic. Whe n the elves entered the world from the Fey wild, they faced long years of uncertainty. Even though they loved the natura l world, they wer e forced to adapt to survive withi n it. Durin g this time, elf clerics rose to prominenc e amon g their people. Now, elf warpriests ar e instrumenta l in defendin g their people and the allied races of the morta l world. Human Human s excel as clerics, becaus e the race's +2 bonus to any ability score ca n boost Wisdom, and the extr a feat ca n be used to improve defense s or weapon attacks. Human s ar e well known for their independenc e an d ambition, and these two traits ar e no less important in huma n warpriests. Clerics of othe r races ar e sometime s content to simply serve the gods, tending to their communities an d supporting th e existing social structure . A huma n cleric is mor e often driven to launch crusade s against evil, forge empire s unde r the banne r of a deity, a n d expan d a god s powe r in the world. As a huma n warpriest, you ar e a frontline warrior in the battles that play out betwee n the servants of evil an d good. You ar e dedicated to spreading your god's word far and wide whil e you seek out and crus h those wh o serve the darkness.
Ability Scores Determin e your ability scores (page 38), keeping in min d that a warpriest depend s on Wisdom to wield the most powerful divine magic. As a cleric, you ar e expected to use the gods' powe r with foresight and consideration. Constitution should be your secondhighest ability score, makin g you mor e durabl e in comba t an d maximizin g the effectiveness of several of your powers an d class features. You increas e two ability scores of your choice by 1 each whe n you reach certain levels: 4th, 8th, 14th, 18th, 24th , and 28th . In addition, all your ability scores increase by 1 at 11th and 21st levels. A good Strength score works well with the storm domain's focus on powe r an d fury. As an initiate of Kord, you revel in wrestling, weapon tourna - ments, and othe r physical contests. T h e sun domai n make s good use of a high Charisma , since most folk tur n to you for support and insight in time s of trouble. Clerics of Pelor ar e seen as natura l leaders in the settlements of the borderlands and in adventuring parties. Skills At 1st level, you have training in Religion. In addition, you choos e thre e mor e trained skills from th e following list of class skills: Arcana , Diplomacy, Heal, History, and Insight. See Chapte r 6 for information on skills. Because you ar e a cleric, the people you mee t have a natura l tendency to look to you for guidance . Training in Diplomacy helps you serve as your
adventuring party's spokesperson. Heal is a useful skill for aiding injured allies whe n your magic run s dry, whil e Insight helps you detect lies and sort friend from foe. Most clerics spend at least some of their time between adventure s studying at a templ e or shrine dedicated to their deity. Th e skills you choos e can help to define that part of your character's life. Your training in I Iistory might reflect a stern instructor wh o forced you to spend countless hours copying ancient texts as punishmen t for your tendenc y to get into brawls at the local tavern. Training in Diplomacy might have mad e you a leader in the communitie s of th e borderlands. Tha t in tur n might have inspired you to first take u p a life of adventure , vowing to take on the monstrou s threats that challenge those communities. Class Features and Powers Note which class feature s an d powers you gain at 1st level, as specified on the Warpriest Heroi c Tier table on page 87. Also note the powers an d class features you gain from the domai n you chos e for your character. Your choice of domai n provides a good guide for deciding whic h daily power to select at 1st level. If you opted for the storm domain , lesser aspect of wrath fits your abilities well. For a su n cleric, nimbus of holy shielding is a good choice for a daily power. Feats Choos e one feat at 1st level. You gain an additional feat at every even-numbered level, plus a feat at 11th an d 21st levels. See Chapte r 7 for information on feats. T h e divine devotion feat category presents options suitable for any warpriest. Thes e feats reflect the strength of your faith an d your knowledge of doctrine and divine magic. You can choos e feats tha t matc h the feel of your choice of deity, or that fit your character's personality and tactics. If you ar e a storm cleric, you should also look at feats from the weapon training category. A warpriest has proficiency with simpl e weapons, but you might wan t to take a feat to gain proficiency wit h a military weapon, which will be mor e effective in combat. Ifyo u don't car e about using a shield, the longspear is a good choice, becaus e it allows you to attack an enemy from a distance. Ifyo u prefer to use a shield, consider a weapo n such as the warhammer, which deals mor e damag e tha n a mac e or a spear. For su n clerics, the feats from the armo r training category ar e a useful option. You can upgrade to scale armo r to increase your AC, allowing you to avoid mor e attacks an d focus your healing abilities on your allies. As with skills, your choice of feats can reflect or inspire a sense of wh o your characte r wa s before becomin g a cleric. For example , proficiency with a military weapon might suggest a mercenar y warrior converted to your faith by a wandering mystic. Whe n you tie your character's story to your feats, you help mak e him or he r a living, breathing membe r of the world.
Equipment You have proficiency with th e following type s of armor: cloth, leather, hide, and chainmail. You ca n also use light shields an d heavy shields. You have proficiency with the following weapo n types: simple mele e an d simple ranged. You also have proficiency with holy symbols, although you channe l your divine magic through a weapon whe n you use most of your warpriest powers. Whe n it come s to armor, heavier is better. You have 100 g p to buy your starting equipment. Unless you have a Dexterity of 16 or higher, you should buy chainmail. Otherwise , hide armo r is a good choice. A shield helps to increase your Armo r Class, but you might want to consider purchasing a two-handed weapo n instead. Otherwise , a mac e or a spea r is a good choice for a starting character. You should also purchas e a holy symbol an d a ranged weapon, either a crossbow or a sling. Defenses and Hit Points Calculate your defense s using your ability modifiers an d the bonus for your character's armo r an d shield (see "Defenses," page 40). In addition, you gain a +1 bonus to Fortitude and Will. You start with hit points equa l to 12 + your Constitution score. You gain 5 hit points each time you gain a level. You have a numbe r of healing surges per day equa l to 7 +you r Constitution modifier. Alignment and Final Details At this point, you should have all the mechanica l details of your characte r determined . Ther e ar e a few mor e decisions to make . Pick an alignment (page 44), which represents a basic outlook on the world that helps shape how your characte r acts. Your character's alignment should match your deity's, but it doesn't have to. If you opt for a different alignment, think about how your character's persona l ethos clashes with your deity's teachings. Does that conflict play a role in your past? Finally, check with your DM to see wher e you ar e from in the campaign setting, the people you already know, and what your curren t situation is. It also helps to spend a few minute s working out how or if you know the othe r players' characters. HEROIC WARPRIEST In the heroic tier, your abilities as a warpriest focus on directing the magic offered by your domain . You learn to call down new effects as your mastery increases.
WARPRIES T HEROI C TIER Total Feats XP Level Known Class Features and Powers 0 1 1 Healing word Domain features and powers Channel divinity powers Daily power 1,000 2 +1 Utility power 2,250 3 — Domain encounter power 3,750 +1 Ability score increase Holy cleansing 5,500 5 — Domain feature v Dally power 7,500 6 Utility power 10,000 •••••• — Domain encounter power 13,000 8 +1 Ability score increase Resurrection 16,500 9 — Daily power 20,500 10 +1 Domain feature Utility power Level 1: Healing Word Healing word allows you to invigorate an d restore your allies using the power of divine magic. As you gain levels, you ca n restore mor e hit points with each use. Healing word is a close burst, but it affects only on e creature . You can use this power without provoking opportunit y attacks, but remembe r that you must still be within range of the ally wh o needs healing. Benefit: You gain the healing word power. You whisper a brie/prayer as divine light washes over your ally, mending wounds and soothing the spirit. Encounter (Special) 4 Healing Minor Action Close burst 5 (10 at 11 th level, 1 5 at 21 st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1 d6 additional hit points. Level 6: 2d6 additional hit points. Level 17: 3d6 additional hit points. Level 76:4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26:6d6 additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Level 1: Domain Features Whe n you choos e a domain , you establish a path for your warpriest that grants you distinctive abilities. You ar e a cleric of the storm or a cleric of the sun, forever binding yourself to the faith that grants you your power. Benefit: You gain benefits associated with your domain , which include special features plus two at-will attack powers, one utility power, and one encounte r attack power. See page 109 for the storm domai n benefits and page 115 for the sun domai n benefits. Level 1: Channel Divinity Powers Onc e per encounte r you can invoke divine power, filling yourself with the might of your patron deity. Benefit: You gain the smite undead powe r plus a channe l divinity powe r associated with your domai n (storm, page 109, or sun, page 115). You can use only one channe l divinity powe r pe r encounter. Smite Undead The gods created life, an d most deities view undea d creature s as abomination s that must be destroyed. As a warpriest, you lead the fight against such creatures, scouring them with the divine energy you channe l through your weapon attacks. You scorch an undead foe with your weapon, driving it hack and then binding it in place. Encounter • Channel Divinity, Divine, Radiant, Weapon Standard Action Melee weapon Target: One undead creature Attack: Wisdom vs. Wil l H i t 2[W] + Wisdom modifier radiant damage, and you push the target a number of squares up to 3 + your Constitution modifier. The target is immobilized until the end of your next turn. Level 11: 3[W| + Wisdom modifier radiant damage. Level 27:4|W| + Wisdom modifier radiant damage. Miss: Half damage. Special: You can use only one channel divinity power per encounter.
Level 1: Daily Power By channelin g the powe r of your faith, you can unleash attacks that devastate your foes. However, thes e most powerful prayers ar e so potent that they can be called on only once per day. Benefit: You gain one of the following powers of your choice. Nimbus of Holy Shielding From the time you first learned to invoke this prayer, you have felt the divine energy of your faith alive inside you. You stand protected in comba t by your own righteousness, dividing the battlefield into those w h o stand at your side an d those wh o will fall to your wrath. A nimbus of radiant energy flashes from your weapon, creating a pattern of gleaming runes that offer protection to your allies and agony to your enemies. Daily • Divine, Radiant, Weapon Standard Action Close burst 1 Target: Each enemy in the burst Attack: Wisdom vs. Wil l Hit: 1 [W| + Wisdom modifier radiant damage. Effect: Each ally within 2 squares of you gains a +2 power bonus to all defenses. The bonus lasts until the end of the encounter. Lesser Aspect of Wrath As a warpriest, you ar e able to set aside a part of your own identity as you allow an ancient divine spirit of battle to reside within you. Some warpriests embrac e this experience , letting memorie s of ancient wars against the primordials wash over them. Others use this prayer sparingly, fearing the aspects boundless wrat h and its ability to tur n them into mindless battle fanatics. You glow with the wrath of your god. Daily • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. Will Hit: 1 |W| + Wisdom modifier radiant damage. Effect: You gain 10 temporary hit points. Until the end of the encounter, you gain a +1 power bonus to attack rolls, and any enemy that ends its turn adjacent to you takes radiant damage equal to your Constitution modifier.
Levy of Judgment Warpriests wh o stand against a single powerful enemy favor this prayer. Whethe r you engage in morta l comba t wit h a dragon or a primordial, or seek to bring a foul villain or a n evil high priest to justice, your attack places a divine mar k upon your enemy tha t twists fate to tur n an ally's failed attack into a success. Divine energy crackles from your weapon as you deliver punishing judgment upon your enemy. Daily • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W| + Wisdom modifier radiant damage. Miss: Half damage. Effect: Once before the end of the encounter, when an ally misses the target with an attack roll, you can use a free action to let that ally reroll the attack roll. Level 2: Utility Power As you hone your faith, that faith is rewarde d with the powe r to aid an d heal your allies. Benefit : You gain one of the following powers ofyou r choice. Bless You sanctify the field of battle, calling down the gods' blessings on your allies in their momen t of need. The blessing is powerful enough to persist through any fight, helping to expedit e victory. You beseech your deity to bless you and your allies. / / # w Daily • Divine Minor Action Close burst 20 Target: You and each ally in the burst Effect: Each target gains a +1 power bonus to attack rolls until the end of the encounter. Cure Light Wounds In the thick of combat, you forgo an attack or other action to channe l divine energy that heals you or a wounde d comrade . Particularly when an ally is incapacitated or ha s used his or her second wind, your touch can be the differenc e betwee n life and death. You utter a simple prayer, and your touch momentarily suffuses you or a wounded creature with a dim silver light that heals minor injuries. Daily • Divine, Healing Standard Action Melee touch Target You or one creature Effect: The target regains hit points as if it had spent a healing surge.
Resurgent Strength You understan d the importanc e of taking a fight to your foes. To that effect, your healing prayer imbue s you or an ally with a lust for battle whil e also curin g a grievous wound . This healing prayer staunches wounds while also providing your ally with energy to redouble an attack. Daily • Divine, Healing Minor Action Close burst 3 Target: You or one ally in the burst Effect: The target can spend a healing surge. In addition, the target gains a +4 power bonus to damage rolls until the end of your next turn. Shield of Faith Th e powe r ofyou r faith protects you an d your allies whil e also serving as a battle standard . I n th e great battles of th e past, warpriests used shield of faith not only for its defensive powe r but also as a rallying point. A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks. Daily • Divine Minor Action Close burst 5 Target: You and each ally in the burst Effect: Each target gains a +2 power bonus to AC until the end of the encounter. Level 3: Domain Encounter Power Your chosen domai n continue s to shape your mastery of divine power, letting you channe l the energy of sun or storm in combat. Benefit: You gain an encounte r attack powe r associated with your domai n (storm, page 109, or sun, page 115). Level 4: Ability Score Increase Your constant training hone s your body an d mind . Benefit: You increase two ability scores of your choice by 1. Level 4: Holy Cleansing T h e connection between divine powe r an d the energy of life grants you the ability to focus an d channe l the vitality withi n yourself and your companions. Wit h little mor e tha n a thought, your power can scour even the most debilitating effects of disease, poison, or magic . Benefit: You gain the holy cleansing power.
You channel healing energyr into yourself or an ally driving out disease and other ills. Daily • Divine Minor Action Close burst 5 Target: You or one ally in the burst Effect: The target makes a saving throw with a +5 power bonus against each effect on him or her that a save can end. In addition, if the target suffers from a disease, he or she can spend a healing surge to improve the disease by 2 stages. The target regains no hit points for spending the healing surge. If the target is subject to a petrifying effect, that effect ends but the target loses any remaining healing surges. Level 5: Domain Feature T h e domai n that is your focus allows you to channe l additional divine power through your healing word. Benefit: You gain a featur e associated wit h your domai n (storm, page 109, or sun, page 115). Level 5: Daily Power You never forget tha t your divine prayers serve a singula r purpose . You ar e a warrior, boun d an d determine d to take the fight to the enemie s of your faith with increasingly powerful comba t powers. Benefit: You gain one of the following powers of your choice. Divine Castigation As a cleric, you ar e dedicated to leading and protecting your allies in combat. As a warpriest, you year n to confront your foes. From the first time you called on your divine powe r in combat, you have sought the perfect balanc e between offense an d defense. Now, you can unleash a devastating strike that leaves a foe reeling and lets you rebuke each attack the enemy make s with a vicious counterstrike . Your prayer of castigation fuels your attack, leaving your foe at your mercy each time it lashes out against you. Daily • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier radiant damage. Miss: Half damage. Effect: Until the end of the encounter, whenever the target attacks you or any of your allies, it provokes an opportunity attack from you.
Inspire Fervor A warpriest must fight from the front, leading the faithful into battle an d serving as an exempla r of courage, martia l skill, an d determina - tion. Whe n you channe l divine powe r into your battle cry, your exampl e inspires righteous fervor in the allies wh o fight at your side. Your attack allows your allies to move into more advantageous positions. Daily • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier radiant damage. Miss: Half damage. Effect: Each ally within 2 squares of you can shift up to 2 squares as a free action. Any ally who ends this shift adjacent to the target can make a melee basic attack against it as a free action. Weapon of the Gods As you increase in might, you gain the ability to infus e the powe r of your faith into weapons. By calling on th e strength of your deity, you empowe r a weapo n wielded by yourself or an ally with the power of holy vengeance . Each strike with the weapo n smites a foe with radiant energy and weaken s its ability to stand fast against subsequent attacks. The weapon you touch glows with divine radiance, enhancing its attacks. Daily • Divine Minor Action Melee touch Target: One held weapon Effect: Until the end of the encounter, the target deals 1 d6 extra radiant damage when used with a weapon attack. In addition, whenever an enemy is hit by a weapon attack using the target, that enemy takes a -2 penalty to AC until the end of the next turn of the target's wielder. Level 6: Utility Power As your allies look to you mor e an d mor e for leadership on the battlefield, you reward their faith in you with mor e powerful prayers of protection. Benefit: You gain one of the following powers of your choice. Cure Serious Wounds In the heat of combat, you channe l your divine powe r throug h a life-giving touch. You restore a grievously wounde d ally to health an d put hi m or her back in the fight, ready to repay your commo n foe with deadly retribution.
You utter a simple prayer ami gain the power to instantly heal wounds. Your touch su ffuses you or a wounded creature with a bright silver light that restores health and vigor. Daily • Divine, Healing Standard Action Melee touch Target: You or one creature Effect: The target regains hit points as if it had spent two healing surges. Light of Revelation Th e primordials sought refuge in the dark corners of the cosmos before the gods finally defeated them. This prayer calls on the same light used by the deities in that ancient struggle, granting you the ability to spot hidden enemie s an d smite nearby foes. You call forth a mote of divine light that reveals and scours your foes. Daily • Divine, Radiant, Zone Minor Action Close burst 1 Target: You and each ally in the burst Effect: Each target gains a +5 power bonus to Insight checks and Perception checks until the end of your next turn. The burst also creates a zone of bright light that lasts until the end of your next turn. When any enemy in the zone makes an attack, that enemy takes 5 radiant damage. Sustain Minor: The zone persists until the end of your next turn. Mark of Victory You have mastered the ability to focus your divine might into rune s an d glyphs, just as the symbol of your deity on your armo r or clothing mark s the powe r of your faith. It is said that in ages past, the gods themselves used mark of victory to show their legions of angels whic h enemy to slay next. In your hands, the mar k helps ensur e your foe's demise . You place a glowing glyph upon your foe, marking it for destruction at the hands of you and your allies. Daily • Divine Minor Action Close burst 5 Target: One enemy in the burst Effect: Until the end of the encounter, you and your allies gain a +2 power bonus to attack rolls and damage rolls against the target. Level 7: Domain Encounter Power You draw on your chosen domai n to grant you even greater powe r in combat. Benefit: You gain an encounte r attack powe r associated with your domai n (storm, page 109, or sun, page 115).
Level 8: Ability Score Increase You reap the reward of constant challenge by increasing your physical and menta l well-being. Benefit: You increase two ability scores of your choice by 1. Level 8: Resurrection As your powe r increases, so too doe s your statur e within the rank s of the defenders of your faith. You gain the ability to overcome death itself—a mark of high powe r that make s you the envy of warriors an d kings. Benefit: You gain th e resurrection power. With the power of the gods at your command, not even death is a barrier to your quest. Daily • Divine, Healing Standard Action Melee 1 Requirement: You must use this power at the end of an extended rest. Target One creature that died no more than 24 hours ago Effect: The target is restored to life with full hit points and healing surges. The target takes a -1 penalty to attack rolls, skill checks, ability checks, and saving throws until it has reached three milestones or taken three extended rests. Level 9: Daily Power You have risen to the highest heroic ranks of th e followers of your god, and your powe r on the battlefield reflects this. Benefit: You gain one of th e following powers of your choice. Champion of the Gods Th e gods' enemie s have learned to avoid clerics wh o invoke this deadly prayer. By imbuin g your body with divine essence, you gain an edge in comba t over even the most hardene d foes. Though your form does not change , your enemie s perceive you as a towering presence, possessed of the might of the gods. Divine power flows out from your weapon to raze nearby foes, granting you strength as you take to the battlefield to champion your deity's cause. Daily • Divine, Weapon Standard Action Close burst 1 Target: Each enemy in the burst Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. Effect: Until the end of the encounter, you gain a power bonus to melee damage rolls, to Strength checks, and to Athletics checks equal to your Constitution modifier.
Divine Punishment As a warpriest, you ar e dedicated to defendin g your allies. However, through the darkest hours of combat, you have learned to refocus that dedication even whe n you canno t protect your companion s as well as you would like. Drawin g strength from wounde d friends, you unleash the wrath of the gods against a hated foe. The injuries sustained by your allies let you channel vengeance into a powerful attack. Daily • Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 3[W| + Wisdom modifier damage, plus 5 damage per bloodied ally within 5 squares of you. Miss: Half damage. Pariah's Curse As a leader, a warpriest understand s that a grou p of dedicated allies is a mor e powerful foe tha n a single champion . By unleashin g the power of a pariah's curse, you force a foe to break from its allies, doomin g tha t enemy to die alone. Your divine power curses a foe, causing the creature to lash out at its allies when they come too close. Daily • Divine, Weapon Standard Action Melee weapon Target: One enemy Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. Effect: Any enemy that ends its turn adjacent to the target takes 10 damage. The effect lasts until the end of the encounter. Level 10: Domain Feature As you nea r the end of the heroic tier, the powe r of your domai n become s an intrinsic part of you. Th e domai n featur e you gain at this level reward s the allies w h o have fought faithfully at your side, allowing you to grant a boon to a comrad e in each round of combat. Benefit: You gain a feature associated with your domai n (storm, page 109, or sun, page 115). Level 10: Utility Power As you prepar e to leave the heroic tier behind , you ar e rewarded for your faith. You gain the powe r to furthe r protect yourself and your allies in the heat ofbattle .
Benefit: You gain one of the following powers of your choice. Battle Surge This powerfu l praye r ha s turne d the tide of countless battles. Your divine might grants a boost of vigor to keep you an d your allies fighting whe n the need is greatest. You turn the tide of battle by healing allies near you and filling them with courage. Daily • Divine, Healing Standard Action Close burst 5 Target: You and each ally in the burst Effect: Each target regains hit points as if he or she had spent a healing surge. In addition, each target gains a +2 power bonus to attack rolls until the end of your next turn. Radiant Armor Your foe's mightiest attacks ar e like a drizzle of rain against a stone keep whe n you use this powerful defensive prayer. Your god's will can keep you or your ally safe from any foe's blow, whethe r from a titan's club or a dragon's jaws. A foe's attack is suddenly blocked by a suit of shimmering radiant armor that fades as quickly as it appears. Daily • Divine Immediate Interrupt Close burst 5 Trigger: You or an ally within 5 squares of you takes damage. Target: The character in the burst who takes the damage Effect: The damage dealt to the target is reduced to 0. Any other effects still apply. Wall of Shields As your mastery of divine magi c increases, you learn to weave prayers that can bring divine objects into th e world from the astral realms. Wall of shields forms a protective phalan x aroun d you an d your allies, its divine powe r stopping attackers in their tracks. A wall of glittering shields, each inscribed with the symbol of your deity, appears between you and your foes. Daily • Conjuration, Divine Standard Action Area wall 8 within 10 squares Effect: You conjure a wall that lasts until the end of your next turn. The wall can be up to 4 squares high. While you or any ally is in the wall or adjacent to it, that character gains a +2 power bonus to AC. Any enemy that enters the wall is immobilized until the start of its next turn. Sustain Minor: The wall persists until the end of your next turn.
PARAGON WARPRIEST Having mastered the fundamenta l powers of your domain , you now concentrat e on refining your skill at wielding divine magic. In the paragon tier, your capabilities improve to match the demons, titans, and simila r enemie s you might face. Paragon Path: Devout Warpriest At 11th level, your warpriest takes on the devout warpriest paragon path (see page 7 9 for details on paragon paths). Your faith and devotion have elevated you to a new perspective, a new state of communio n betwee n you an d your god. This devotion brings with it new powers and othe r rewards as your god recognizes and fully accepts the service you have pledged. Prerequisite: Only a warpriest ca n take this paragon path. WARPRIEST PARAGON TIER Total Feats XP Level Known Class Features and Powers 26,000 11 +1 Ability score increase Devout Action (devout warpriest] Divine resurgence [devout warpriest) Transcendent Blessing [devout warpriest] 32,000 • 12 +1 Domain utility power [devout warpriest] • 39,000 13 — Domain encounter power 47,000 14 +1 Ability score increase 57,000 • 15 • — Daily power 69,000 16 +1 Domain feature [devout warpriest] Utility power 83,000 • 17 • — Domain encounter power 99,000 18 +1 Ability score increase 119,000 19 — power •••••• • 143,000 20 +1 Domain daily power [devout warpriest]
Level 11: Ability Score Increase Your improved physical and menta l prowess highlights your entranc e into the paragon tier. Benefit: Each of your ability scores increase s by 1. Level 11: Devout Action Devout warpriest paragon path feature Your god favors bold and decisive action, an d whe n you face a situation that pushe s you beyond your limits, your faith is rewarded . Benefit: You gain a benefit associated with your domai n (storm, page 109, or sun, page 115). Level 11: Divine Resurgence Devout warpriest paragon path feature Your actions have earne d the attention of your god, and you can call on a reserve of divine powe r durin g the most dir e situations. Benefit: You gain the divine resurgence power. A pale golden light suffuses you and your allies, restoring your vigor and getting you hack into the fight Encounter • Divine Minor Action Close burst 5 Target: You and one ally in the burst Effect: Each target regains the use of his or her second wind. In addition, you regain the use of a cleric encounter attack power of level 20 or lower from your domain. Level 11: Transcendent Blessing Devout warpriest paragon path feature In recognition of your faith an d service, you surpass the limits of the natural world an d take a step closer to the divine. Benefit: You learn the Superna l language. You also gain a benefit associated with your domai n (storm, page 109, or sun, page 115). Level 12: Domain Utility Power Devout warpriest paragon path feature Your god grants you a boon, focusing the powe r of your chosen domain . Benefit: You gain a utility powe r associated with your domai n (storm, page 109, or sun, page 115).