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RazorClaw Shifter
Average Height: 5'7"-6'0"
Average Weight: 130-180 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common
Skill Bonuses: + 2 Acrobatics, +2 Stealth
Warforged Average Height: 6'0"-6'6"
Average Weight: 270-300 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Endurance
Dhampyr HALF-BLOOD
A dhampyr is not a true race like those presented in
the Player’s Handbook. If you wish to play a dhampyr,
choose another race as normal, and then select the
Vampiric Heritage feat to gain dhampyr abilities.
If you do not select the Vampiric Heritage feat at
1st level, your Dungeon Master might require you
to explain how your character awakened dhampyr
powers. Likewise, your Dungeon Master can rule you
cannot retrain bloodline feats without an explanation
of how your character loses such heritage when
retraining.
Minotaur Average Height: 7’ 1” – 7’ 5”
Average Weight: 320—350 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Nature, +2 Perception
Trance
Rather than sleep, eladrin enter a meditative state
known as trance. You need to spend 4 hours in
this state to gain the same benefits other races
gain from taking a 6-hour extended rest. While in
a trance, you are fully aware of your surroundings
and notice approaching enemies and other events
as normal.
Fey Step
You can use fey step as an encounter power.
-With a step, you vanish from one place and
appear in another.
Encounter * Teleportation
Move Action Personal
Effect: Teleport up to 5 squares
Elven Weapon Proficiency Wild and free, elves guard their forested lands using
-You gain proficiency with the longbow and the stealth and deadly arrows from the trees. They build
shortbow. their homes in close harmony with the forest, so
perfectly joined that travelers often fail to notice that
Fey Origin they have entered an elven community until it is too late.
-Your ancestors were native to the Feywild,so you
are considered a fey creature for the purpose of Play an elf if you want . . .
effects that relate to creature origin. - to be quick, quiet, and wild.
- to lead your companions through the deep woods and
Group Awareness pepper your enemies with arrows.
-You grant non-elf allies within 5 squares of you a - to be a member of a race that favors the Ranger,Rogue,
+1 racial bonus to Perception and Cleric classes.
checks.
Wild Step
-You ignore difficult terrain when you shift (even if
you have a power that allows you to shift multiple
squares).
Elven Accuracy
-You can use elven accuracy as an encounter
power.
-With an instant of focus, you take careful aim at
your foe and strike with the legendary accuracy of
the elves.
-Encounter
-Free Action Personal
-Effect: Reroll an attack roll. Use the second roll,
even if it’s
lower.
Dilettante Descended from elves and humans, half-elves are a vital
-At 1st level, you choose an at-will power from a race in which the best features of elves and humans
class different from yours. You can use that power often appear.
as an encounter power.
Play a half-elf if you want . . .
Dual Heritage -to be an outgoing, enthusiastic leader.
-You can take feats that have either elf or human -to be a charismatic hero equally at home in two
as a prerequisite (as well as those specifically for different cultures.
half-elves), as long as you meet any other -to be a member of a race that favors the Warlord,
requirements. Paladin, and Warlock classes.
Group Diplomacy
-You grant allies within 10 squares of you a +1
racial bonus to Diplomacy checks.
Bonus At-Will Power Of all the civilized races, humans are the most adaptable
-You know one extra at-will power from your and diverse. Human settlements can be found almost
class. anywhere, and human morals, customs, and interests
vary greatly.
Bonus Feat
-You gain a bonus feat at 1st level. You must meet Play a human if you want . . .
the feat’s prerequisites. -to be a decisive, resourceful hero with enough
determination to face any challenge.
Bonus Skill -to have the most versatility and flexibility of
-You gain training in one additional skill from your any race.
class skill list. -to be able to excel at any class you choose.
Human Defense Bonuses
+1 to Fortitude, Reflex, and Will defenses.
Bloodhunt Heirs to an ancient, infernal bloodline, tieflings have no
-You gain a +1 racial bonus to attack rolls realms of their own but instead live within human
against bloodied foes. kingdoms and cities. They are descended from human
nobles who bargained with dark powers, and long ago
Fire Resistance their empire subjugated half the world. But the empire
-You have resist fire 5 + one-half your level. was cast down into ruin, and tieflings were left to make
their own way in a world that often fears and resents
Infernal Wrath them.
-You can use infernal wrath as an encounter
power. Play a tiefling if you want . . .
-You call upon your furious nature to improve -to be a hero who has a dark side to overcome.
your odds of harming your foe. -to be good at tricking, intimidating, or persuading
-Encounter others to do your will.
-Minor Action Personal -to be a member of a race that favors the
-Effect: You can channel your fury to gain a +1 Warlock,Warlord, and Rogue classes.
power bonus to your next attack roll against an
enemy that hit you since your last turn. If your
attack hits and deals damage, add
your Charisma modifier as extra damage.
Elemental Origin Genasi are an inherent contradiction. Each Genasi
-Your ancestors were native to the Elemental embodies the potential chaos of air and fire, the order of
Chaos, so you are considered an elemental earth and water, or the ferocity of thunder and lightning.
creature for the purpose of effects that relate to Genasi manifest one of these facets of their elemental
creature origin soul at all times. Their race is passionate and nearly as
diverse as humans. Genasi can be found almost
Elemental Manifestation anywhere.
-Earthsoul
You gain a +1 racial bonus to your Fortitude Play a Genasi if want...
defense, a +1 racial bonus to saving throws, and -to struggle or experiment with the order and chaos of
the Earthshock power your existence.
-to look for adaptability in personality and physical
-Firesoul appearance.
You gain +1 racial bonus to your Reflex defense, -to be member of a race that favors the Swordmage and
resist 5 fire, and the Firepulse power Warlord classes.
*At 11th level, the resistance improves to 10 fire.
*At 21st level, the resistance improves to 15 fire.
-Stormsoul
You gain +1 racial bonus to your Fortitude
defense, resist 5 lightning, and the Promis of
Storm power
*At 11th level, the resistance improves to 10
lightning
*At 21st level, the resistance improves to 15
lightning
-Watersoul
You can breathe underwater. You also gain a +2
racial bonus to saving throws against ongoing
damage and the Swiftcurrent power.
-Windsoul
You gain resist 5 cold and the Windwalker power.
*At 11th level, the resistance improves to 10 cold
*At 21st level, the resistance improves to 15 cold
Darkfire
A flickering halo of purple light surrounds the
target, making it easier to hit.
- Encounter
- Minor Action Ranged 10
- Target: One creature
- Attack: Intelligence +2 vs. Reflex, Wisdom + 2 vs.
Reflex, or Charisma +2 vs. Reflex
- Increase to +4 bonus at 11th level and +6 bonus
at 21st level
- Hit: Until the end of your next turn, all attacks
against the target have combat advantage, and
the target cannot benefit from invisibility or
concealment.
- Special: When you create your character, choose
Intelligence, Wisdom, or Charisma as the ability
score you use when making attack rolls with this
Winterkin Long eons in the Shadowfell have shaped the shadarkai
Due to your connection to the Raven Queen, you into a fiery and, some say, cruel people. Fighting the
gain a +1 bonus to Fortitude defense. apathy pervasive in their home plane, shadar-kai live
passionately and fearlessly, if grimly. They see
Shadow Jaunt themselves as instruments of death and dissolution, the
You can use Shadow Jaunt as an encounter bringers of the righteous end to complacency,
power. stagnation, and life itself. Theirs is a harsh society of self-
- You step into the shadows and become interest. Among shadar-kai, the strong of body and mind
insubstantial until the start of your next turn. excel and create legends. The weak molder to dust,
passing into eternity unremembered.
RazorClaw Shifter
RazorClaw Shifting
You unleash the primal beast within and take on a
more savage countenance.
Encounter
Minor Action Personal
Special: You must be bloodied to use this power.
Effect: Until the end of the encounter or until
rendered unconscious, you speed increases by 2
and you gain +1 bonus to AC and Reflex defense.
Living Construct Created as soldiers for a war that spelled the end of an
As a living construct, you have the following traits: age, warforged are artificial beings that display a human
- You gain +2 bonus to saving throws against level of intelligence and self-awareness. Warforged
ongoing damage. sentience developed as a side effect of their creators’
- You don't need to eat, drink, or breathe, but this desire to have fully functional, adaptive battlefield units.
doesn't render you immune to any effect. With no great war to fight, no ancient legacy to claim,
- You need only 4 hours to benefit from an and only the vestiges of a culture developed within the
extended rest. past century, warforged are an emergent people.
- When you roll a death saving throw, you can Integrated into the societies of peoples more numerous
take the better of your die roll or 10 as a result. than they, warforged are famed for their endurance and
You still die at your negative hit point total. focus, in labor as well as combat.
Fighter Fighter: Fighters are experts in armed Role: Defender. You are very tough and have the
combat,relying on muscle, training, and exceptional ability to contain enemies in melee.
pure grit to see them through. If you Power Source: Martial. You have become a master of
want to mix it up in close combat through endless hours of practice,
combat,protect your companions, and determination, and your own sheer physical
hack enemies into submission while toughness.
their attacks rain down fruitlessly on Key Abilities: Strength, Dexterity,
your heavily armored body, be a Wisdom,Constitution
fighter. Armor Proficiencies: Cloth, leather, hide,
chainmail,scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee,
simple ranged, military ranged
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Trained Skills: From the class skills list below, choose
three trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Heal
(Wis), Intimidate (Cha), Streetwise (Cha)
Paladin Paladin: Devout warriors and Role: Defender. You are extremely durable, with high
champions of their deities, paladins are hit points and the ability to wear the heaviest armor.
divinely inspired knights who fight at You can issue bold challenges to foes and compel
the front of a battle. If you want to them to fight you rather than your allies.
challenge foes to single combat, fight Power Source: Divine. You are a divine warrior, a
for a cause, and smite your foes with crusader and protector of your faith.
divine might, then paladin is the class Key Abilities: Strength, Charisma, Wisdom
for you. Armor Proficiencies: Cloth, leather, hide,
chainmail,scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military
melee,simple ranged
Implements: Holy symbol
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 10 + Constitution modifier
Trained Skills: Religion. From the class skills list
below,choose three more trained skills at 1st level.
Class Skills: Diplomacy (Cha), Endurance (Con),
Heal(Wis), History (Int), Insight (Wis), Intimidate
(Cha),Religion (Int)
Ranger Ranger: Expert trackers and scouts, Role: Striker. You concentrate on either ranged
rangers are wilderness warriors who attacks or two-weapon melee fighting to deal a lot of
excel at hit-and-run fighting. If you damage to one enemy at a time. Your attacks rely on
want to master both bow and blade, speed and mobility, since you prefer to use hit-and-
vanish into the woods like a ghost, and run tactics whenever possible.
bring down your foes before they know Power Source: Martial. Your talents depend on
you’re there, play a ranger. extensive training and practice, inner confidence, and
natural proficiency.
Key Abilities: Strength, Dexterity, Wisdom
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, military
melee,simple ranged, military ranged
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Dungeoneering or Nature (your
choice).
From the class skills list below, choose four more
trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str),
Dungeoneering (Wis), Endurance (Con), Heal
(Wis),Nature (Wis), Perception (Wis), Stealth (Dex)
Rogue Rogue: Thieves, scoundrels, dungeon- Role: Striker. You dart in to attack, do massive
delvers, jacksof-all-trades—rogues have damage, and then retreat to safety. You do best
a reputation for larceny and trickery. If when teamed
you want to slip into and out of the with a defender to flank enemies.
shadows on a whim, tumble across the Power Source: Martial. Your talents depend on
field of battle with little fear of enemy extensive training and constant practice, innate skill,
reprisal, and appear from nowhere to and natural coordination.
plant a blade in your foe’s back, be a Key Abilities: Dexterity, Strength, Charisma
rogue. Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Dagger, hand crossbow,
shuriken, sling, short sword
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Stealth and Thievery. From the class
skills list below, choose four more trained skills at
1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff
(Cha), Dungeoneering (Wis), Insight (Wis), Intimidate
(Cha), Perception (Wis), Stealth (Dex), Streetwise
(Cha), Thievery (Dex)
Warlock Warlock: Wielders of forbidden lore, Role: Striker. Your attack powers are highly damaging
warlocks are dangerous practitioners of and often weaken or hamper the target in some way.
magic who turn their baleful powers You can elude attacks by flying, teleporting, or
against their enemies. If you want to turning invisible.
deal with mysterious powers, scour Power Source: Arcane. You gain your magical power
enemies with potent blasts of eldritch from a pact you forge with a powerful, supernatural
energy, and bedevil them with potent force or an unnamed entity.
curses, warlock is the best choice for Key Abilities: Charisma, Constitution, Intelligence
you. Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, wands
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: From the class skills list below, choose
four trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), History
(Int),Insight (Wis), Intimidate (Cha), Religion (Int),
Streetwise
(Cha), Thievery (Dex)
Avenger Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Barbarian Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Bard Role: Leader. Your spells inspire and invigorate your
allies. Your spells also include significant control
elements, making controller a natural secondary role.
Power Source: Arcane. You channel magical power
through words and music, studying long and hard to
master the power contained in the lore and sagas of
old.
Key Abilities: Charisma, Intelligence, Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail;
light shield
Weapon Proficiencies: Simple melee, longsword,
scimitar, short sword, simple ranged, military ranged
Implements: Wands
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana. From the class skills list below,
choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics
(Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering
(Wis), Heal (Wis), History (Int), Insight (Wis),
Intimidate (Cha), Nature (Wis), Perception (Wis),
Religion (Int), Streetwise (Cha)
Druid Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Invoker Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Shaman Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Sorceror Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Warden Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Swordmage Swordmages apply the arcane arts to Role: Defender. You are a melee combatant who uses
melee combat. The combat skills they spells to fight better.
possess are enhanced by the magic Power Source: Arcane. You study ancient magical
they wield. The flourish of a traditions and practice swordplay, developing arcane
swordmage’s blade not only bites with powers that work well with your physical attacks.
steel, but also with fire, lightning, or Key Abilities: Intelligence, Strength, Constitution
other powerful forces. You studied and Armor Proficiencies: Cloth, leather Weapon
practiced for years to master your skills. Proficiencies: Simple melee, military light blades,
You mastered the fundamentals of military heavy blades, simple ranged
arcane magic and combined this Implements: Any light blade or heavy blade. Your
academic study with endless hours of blade adds its enhancement bonus to attack rolls and
physical training. You might be a young damage rolls and any extra damage granted by a
eladrin in search of your fortune, a property (if applicable) when used as an implement.
stranger to the wider world outside the You do not gain your weapon proficiency
seclusion of your homeland; a self- bonus to the attack roll when using your blade as an
trained genasi sellsword, gifted with an implement.
affinity for elemental magic; the scion Bonus to Defense: +2 Will
of a disgraced noble human family, Hit Points at 1st Level: 15 + Constitution score
taught by the finest tutors in your Hit Points per Level Gained: 6
youth but now a footloose expatriate; Healing Surges per Day: 8 + Constitution modifier
or a half-elf arcane champion, Trained Skills: Arcana. From the class skills list
rigorously trained in a war magic below,choose three more trained skills at 1st level.
academy to serve in the armies of your Class Skills: Arcana (Int), Athletics (Str), Diplomacy
homeland. (Cha), Endurance (Con), History (Int), Insight
Magical barriers of force swirl around (Wis),Intimidate (Cha)
you, protecting you from harm. The
blade you carry is an extension of your
being, both body and mind. It pulses
with eldritch energy as you prepare to
defend your allies and unleash magical
fury against your foes.
Artificer Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Monk Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Ninja Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Earthbender Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Firebender Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Airbender Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Waterbender Role:
Power Source:
Key Abilities:
Armor Proficiencies:
Weapon Proficiencies:
Implements:
Bonus to Defense:
Hit Points at 1st Level:
Hit Points Gained Per Level:
Healing Surges Per Day:
Trained Skills:
Class Features:
Healing Word
Using the healing word power, clerics can grant their
comrades additional resilience with nothing more
than a short prayer.
Combat Challenge N/A
In combat,
Ritual it’s dangerous to ignore a fighter. Every
Casting
time you the
You gain attack an enemy,
Ritual whether
Caster feat the attack
as a bonus feat,hits or
misses,
allowingyou
youcan choose
to use to mark
magical thatYou
rituals. target. The amark
possess
lasts until the end of your next turn. While
ritual book, and it contains two rituals you have a target is
marked,
mastered: it takes a –2 penalty
the Gentle Repose to attack
ritual androlls
onefor any
other
attack that doesn’t include
1st-level ritual of your choice.you as a target. A creature
can be subject to only one mark at a time. A new
mark supersedes a mark that was already in place. In
addition, whenever a marked enemy that is adjacent
to you shifts or makes an attack that does not include
you, you can make a melee basic attack against that
enemy as an immediate interrupt.
Combat Superiority
You gain a bonus to opportunity attacks equal to your
Wisdom modifier. An enemy struck by your
opportunity attack stops moving, if a move provoked
the attack. If it still has actions remaining, it can use
them to resume moving.
Lay on Hands
-Using the lay on hands power, paladins can grant
their comrades additional resilience with a touch of
their hands and a short prayer, though they must give
of their own strength to do so.
Fighting Style N/A
Choose one of the following fighting styles and gain
its benefit.
Prime Shot
If none of your allies are nearer to your target than
you are, you receive a +1 bonus to ranged attack rolls
against that target.
First Strike N/A
At the start of an encounter, you have combat
advantage against any creatures that have not yet
acted in that encounter.
Rogue Tactics
Rogues operate in a variety of ways. Some rogues use
their natural charm and cunning trickery to deceive
foes.Others rely on brute strength to overcome their
enemies.Choose one of the following options.
*Artful Dodger: You gain a bonus to AC equal to your
Charisma modifier against opportunity attacks.
*Brutal Scoundrel: You gain a bonus to Sneak Attack
damage equal to your Strength modifier.
The choice you make also provides bonuses to certain
rogue powers. Individual powers detail the effects (if
any) your Rogue Tactics selection has on them.
Rogue Weapon Talent
When you wield a shuriken, your weapon damage die
increases by one size. When you wield a dagger, you
gain a +1 bonus to attack rolls.
Sneak Attack
Once per round, when you have combat advantage
against an enemy and are using a weapon from the
light blade, the crossbow, or the sling weapon group,
an attack you make against that enemy deals extra
damage if the attack hits. You decide whether to
apply the extra damage after making the damage roll.
As you advance in level, your extra damage increases.
Level Sneak Attack Damage
1st–10th +2d6
11th–20th +3d6
21st–30th +5d6
Eldritch Blast Rod
All warlocks know the eldritch blast at-will power. Wand
This power can be used as a basic attack. You gain
this
power as well as another at-will power as determined
by your Eldritch Pact.
Eldritch Pact
You have forged a pact with mysterious entities that
grant you your arcane powers. Choose one of the
following
pacts: fey pact, infernal pact, or star pact. The pact
you choose determines the following warlock
abilities:
At-Will Spells: Your pact determines one of the at-will
spells you know.
Pact Boon: Each pact includes a pact boon. The pact
boon is a granted power you can use to further hex
your enemies.
The pact you take also provides bonuses to certain
warlock powers. Individual powers detail the effects
(if any) your Eldritch Pact selection has on them.
*Fey Pact
You have forged a bargain with ancient, amoral
powers of the Feywild. Some are primitive earth
spirits, grim and menacing; some are capricious
wood, sky, or water spirits; and others are
incarnations of seasons or natural forces who roam
the faerie realm like wild gods. They bestow magic
that ranges from feral and savage to wondrous and
enchanting.
-Eyebite: You know the eyebite at-will spell.
-Misty Step: You have the Misty Step pact boon.You
instantly transform into silver mist that streams a
short distance and reforms, allowing you to flee or
maneuver to set up a deadly attack. When an enemy
under your Warlock’s Curse is
reduced to 0 hit points or fewer, you can immediately
Combat leader
Commanding presence
Inspiring presence
Tactical presence
Inspiring word
Arcane implement mastery Orb
Orb of imposition Staff
Staff of defense Wand
Wand of accuracy
Cantrips
Ritual casting
Spellbook
Rituals
Daily and utility spells
Capacity
Bardic Training
You gain the Ritual Caster feat as a bonus feat,
allowing you to use magical rituals. You own a ritual
book, and it contains two rituals of your choice that
you have mastered: one 1st-level ritual that has bard
as a prerequisite and another 1st-level ritual.
In addition, you can perform one bard ritual per
day of your level or lower without expending
components, although you must pay any other costs
and use any focus required by the ritual. At 11th
level, you can perform two bard rituals per day of
your level or lower without expending components;
at 21st level, you can perform three.
Bardic Virtue
Bards praise many virtues in their stories, telling tales
of people whose particular qualities set them above
common folk. The valor of dauntless heroes and the
cunning of great minds are among these virtues, and
a bard can choose to emphasize either quality.
Choose one of the following options. The choice you
make gives you the benefit described below and also
provides bonuses to certain bard powers, as detailed
in those powers.
Virtue of Cunning:
Once per round, when an enemy attack misses an ally
within a number of squares of you equal to 5 + your
Intelligence modifier, you can slide that ally 1 square
as a free action.
Virtue of Valor:
When any ally within 10 squares of you reduces an
enemy to 0 hit points or bloodies an enemy, you can
grant temporary hit points to that ally
as a free action. The number of temporary hit points
equals 2 + your Constitution modifier at 1st level, 5 +
your Constitution modifier at 11th level, and 8 + your
Constitution modifier at 21st level.
Majestic Word
Swordbond
-By spending 1 hour of meditation with a chosen light
or heavy blade, you forge a special bond with the
weapon. As a standard action, you can call your
bonded weapon to your hand from up to 10 squares
away. You can forge a bond with a different blade
using the same meditation process (for instance, if
you acquire a new blade that has magical abilities). If
you forge a bond with a different blade, the old bond
dissipates. If your bonded weapon is broken or
damaged, you can spend 1 hour of meditation to
recreate the weapon from a fragment. (This process
automatically destroys any other fragments of the
weapon in existence, so you can’t use it to create
multiple copies of a broken weapon.)
Swordmage Aegis
-You can place a magical warding upon a foe, allowing
you to respond to the foe’s attacks against your allies
with a counterassault or a timely protection. Choose
one of the following Swordmage Aegis powers. These
powers are described in full below.
*Aegis of Assault: You teleport to the side of the
attacker and respond with an attack of your own.
*Aegis of Shielding: You deflect some of the damage
of an incoming attack.
Swordmage Warding
-While you are conscious and wielding either a light
blade or a heavy blade, you maintain a field of
magical force around you.
This field provides a +1 bonus to AC, or a +3 bonus if
you are wielding a blade in one hand and have your
other hand free (not carrying a shield, an off-hand
weapon, a two-handed weapon, or anything else). If
you become unconscious, your Swordmage
Warding benefit disappears. You can restore it by
taking a short rest or an extended rest.
Powers Build Options
Prayers Battle Cleric
Devoted Cleric
Class Feature Prayers
Channel Divinity: Divine Fortune
Cleric Feature
Channel Divinity: Turn Undead
Cleric Feature
Healing Word Cleric Feature
Fey pact
Eyebite
Misty step
Infernal pact
Hellish rebuke
Dark one’s blessing
Star pact
Dire radiance
Fate of the void
Implement
Isolating Avenger
Pursuing Avenger
Rageblood Barbarian
Thaneborn Barbarian
Cunning Bard
Valorous Bard
Prescient Bard
Guardian Druid
Predator Druid
Preserving Invoker
Wrathful Invoker
Bear Shaman
Panther Shaman
Chaos Sorceror
Dragon Sorceror
Storm Sorceror
Cosmic Sorceror
Earth Warden
Wild Warden
Assault Swordmage
Shielding Swordmage
Ensaring Swordmage
Tinkerer Artificer
Battlesmith Artificer
Centered Breath Monk
Rat Ninja
Scorpion Ninja
Shaping Earthbender
Quaking Earthbender
Harmonious Firebender
Raging Firebender
Zephyr Airbender
Hurricane Airbender
Torrential Waterbender
Calming Waterbender
Paragon Path Prerequisites Book
Anarch of Shyr Swordmage, Aegis of Assault Forgotten Realm's Player's Guide
Evasion Paragon
Feywild Protection Paragon
Fiery Rebuke Paragon
Fleet-Footed Paragon
Great Fortitude Paragon
Hammer Rhythm Paragon
Heavy Blade Opportunity Paragon
Improved Second Wind Paragon
Inescapable Force Paragon
Iron Will Paragon
Lasting Frost Paragon
Light Blade Precision Paragon
Lightning Arc Paragon
Lightning Reflexes Paragon
Mettle Paragon
Point-Blank Shot Paragon
Polearm Gamble Paragon
Psychic Lock Paragon
Resounding Thunder Paragon
Running Shot Paragon
Scimitar Dance Paragon
Second Implement Paragon
Secret Stride Paragon
Seize the Moment Paragon
Shield Specialization Paragon
Sly Hunter Paragon
Solid Sound Paragon
Spear Push Paragon
Spell Focus Paragon
Steady Shooter Paragon
Sweeping Flail Paragon
Twofold Curse Paragon
Uncanny Dodge Paragon
Underfoot Paragon
Arcane Mastery Epic
Axe Mastery Heroic
Blind-Fight Heroic
Bludgeon Mastery Heroic
Epic Resurgence Heroic
Flail Mastery Heroic
Flanking Maneuver Heroic
Font of Radiance Heroic
Heavy Blade Mastery Heroic
Irresistible Flame Heroic
Light Blade Mastery Heroic
Pick Mastery Heroic
Spear Mastery Heroic
Spell Accuracy Heroic
Triumphant Attack Heroic
Two-Weapon Flurry Heroic
Unfettered Stride Heroic
Initiate of the Faith Heroic
Student of the Sword Heroic
Soldier of the Faith Heroic
Warrior of the Wild Heroic
Sneak of Shadows Heroic
Pact Initiate Heroic
Student of Battle Heroic
Arcane Initiate Heroic
Novice Power Heroic
Acolyte Power Heroic
Adept Power Heroic
Advantage of Cunning Heroic
Anger Unleashed Heroic
Arcane Spellfury Heroic
Auspicious Lineage Heroic
Bardic Knowledge Heroic
Blurring Claws Heroic
Combat Medic Heroic
Coordinated Explosion Heroic
Crushing Earthstrength Heroic
Deadly Rage Heroic
Disciplined Wild Soul Heroic
Distant Advantage Heroic
Echoes of Thunder Heroic
Enraged Boar Form Heroic
Expert Ritualist Heroic
Ferocious Tiger Form Heroic
Fey Trickster Heroic
Goliath Greatweapon Heroic
Prowess
Gorebrute Charge Heroic
Group Stealth Heroic
Guaranteed Retribution Heroic
Implement Expertise Heroic
Improved Armor of Faith Heroic
Improved Bull Rush Heroic
Improved Dragon Soul Heroic
Improved Grab Heroic
Improved Majestic Word Heroic
Improved Rageblood Vigor Heroic
Thaneborn Advance
Two-Weapon Opening
Unrelenting Assault
Unyielding Stone
Versatile Master
Vexing Flanker
Wild Spellfury
Wildblood Speed
Ancient Stone
Bow Mastery
Burst of Savagery
Enduring Font
Enduring Rage
Epic Fortitude
Epic Reflexes
Epic Will
Ferocious Critical
Thaneborn Conqueror
Transcendent Lineage
Unyielding Fortitude
Vanishing Act
Acolyte of Divine Secrets
Arcane Prodigy
Bardic Dilettante
Berserker's Fury
Defender of the Wild
Disciple of Divine Wrath
Initiate of the Old Faith
Spirit Talker
Arcane Fire
Arcane Fury
Arcane Implement
Proficiency
Arcane Reserves
Darkfire Implement
Draconic Spellcaster
Dual Implement Spellcaster
Elemental Echo
Elven Arcane Precision
Fanged Magic
Magic of the Ages
Magic of the Mists
Mountain Hammer
Spellcasting
Nimble Spellcaster
Predatory Magic
Rune Scribed Soul
Twist the Arcane Fabric
Wrathful Magic
Combat Virtuoso
Extended Prescience
Feyborn Charm
Friendly Deception
Infernal Clamor
Infuriating Escape
Prescient Fortification
Rousing Voice
Focusing Spellfury
Rising Spellfury
Sorcerous Assassin
Student of the Cosmos
Tempest Magic
Triggered Chaos
True Dragon's Soul
Warding Soul
Closing Advantage
Combat Casting
Eladrin Swordmage Advance
Elemental Blade
Attunement
Grasping Ensnarment
Immortal Warding
Improved Swordmage
Warding
Risky Aegis
Accursed Coordination
Curse of Io's Blood
Cursed Advantage
Dooming Action
Empowering Shadows
Reckless Curse
Vengeful Curse
Vestige Adept
Careful Summoner
Destructive Wizardry
Eladrin Sword Wizardry
Elemental Empowerment
Enlarge Spell
Gnome Phantasmist
Phantom Echoes
Remembered Wizardry
Arcane Admixture
Arcane Ritualist
Disheartening Presence
Majestic Rescue
Prescient Aid
Song of Inspiration
Cosmic Spellfury
Sorcerous Reserves
Sorcerous Vision
Storm Spellfury
Greater Swordmage
Warding
Ensaring Flourish
Greater Aegis of Shielding
Vigourous Assault
Relentless Curse
Shared Pact
Vestige Versatility
Improved Orb of Deception
Improved Tome of
Readiness
Improved Wand of Accuracy
Explosive Spellcasting
Quickened Spellcasting
Trusted Spellcasting
Bard Implement Expertise
Multiclass Mastery
Prescient Resurgence
Supreme Majesty
Fury of the Storm
Master of the Cosmic Cycle
Ruthless Spellfury
Sorceror Implement
Expertise
Binding Ensnarement
Charging Aegis
Extended Aegis
Shared Warding
Curse of Doom Ensured
Ephemeral Stride
Vestige Mastery
Warding Curse
Warlock Implement
Expertise
Focused Wizardry
Nightmare Wizardry
Vengeful Summoner
Wizard Implement Expertise
Arcane Aegis
Bardic Ritualist
Healing Song
Heart of the Blade
Implement Master
Learned Spellcaster
Sorcerous Power
Soul of Sorcery
Student of Malediction
Walker in Gloom
Benighted Birthright Shadar-kai
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Vicious Mockery (bard, see Player’s Handbook 2, page69): If you hit with this
power, the damage dealt is psychic and necrotic. This power gains the Necrotic
keyword.
Name Level Type 1 Type 2
Lance of Faith 1 At-Will Attack
Priest’s Shield 1 At-Will Attack
Righteous Brand 1 At-Will Attack
Sacred Flame 1 At-Will Attack
Cause Fear 1 Encounter Attack
Divine Glow 1 Encounter Attack
Healing Strike 1 Encounter Attack
Wrathful Thunder 1 Encounter Attack
Avenging Flame 1 Daily Attack
Beacon of Hope 1 Daily Attack
Cascade of Light 1 Daily Attack
Guardian of Faith 1 Daily Attack
Bless 2 Daily Utility
Cure Light Wounds 2 Daily Utility
Divine Aid 2 Encounter Utility
Sanctuary 2 Encounter Utility
Shield of Faith 2 Daily Utility
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will Attack
At-Will
Class
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric
Cleric