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4E Races and Classes

Gnomes typically dress in bright, often clashing


colors. They enjoy wearing accessories, such as hats,
Gnome vests and other raiment that allow them to pour on the
color. Gnomes often incorporate patterns of burrowing
RACIAL TRAITS animals or songbirds into the borders of their clothing,
and such motifs are often prominent in other artwork of
Average Height: 3' 4"- 3' 8" their kind.
Average Weight: 50-75 lbs. Gnomes have life spans much longer than
humans, but not quite as long as dwarves.
Ability Scores: +2 Intelligence, +2 Charisma
Size: Small Playing a Gnome
Speed: 5 squares
Gnomes are cunning and mischievous, ready
Vision: Low-light
with a hearty laugh and smarting prank on the unwary.
Originally creatures of the feywild, they were both
Languages: Common, Elvin
attracted by the needs of the wilderness of the mortal
Skill Bonuses: +2 Arcana, +2 Stealth
world and by their curiosity of the beings who dwell
Reactive Stealth: If you have cover or concealment
within in it.
when you make an initiative check, you can make a
Gnomes are hard-working, but unlike the stoic
Stealth check to escape notice.
dwarves, seek relief from boredom and monotony in
Fade Away: You can use fade away as an encounter
their daily lives with song, laughter and joy. They enjoy
power.
simple pleasures between bouts of work, often seeking
wealth or other treasures to enjoy for their work.
Fade Away Gnome Racial Power Gnomish communities are organized into
You turn invisible in response to an enemy’s attack. related, working clans who carry on the family business
Encounter Illusion from generations past. Most gnomes are expected to
Immediate Reaction Personal carry on their ancestor’s work, but on occasion a gnome
Trigger: You take damage. shows a knack for a new line of work, and may migrate
Effect: You are invisible until you attack or until the end to a new clan in the same or distant community to pick
of your next turn. up a new trade.
Wanderlust is common among younger gnomes,
Play a Gnome if you want… and is often the source of adventuring gnomes. Not yet
tied down in the affairs of apprenticeship, these gnomes
to be a prankish character who delights in causing tend to wander to find their place in the world before
mischief settling down into a particular clan.
to be fun-loving, vivacious and jovial.
to be a race that favors the illusionist, wizard or bard Gnomish Characteristics: Cunning, curious, crafty,
class. determined, eccentric, inventive, mischievous, optimistic,
resourceful
Physical Qualities
Gnomes are just under four feet in height and weigh Male Names: Addoaen, Baeras, Erfenn, Gimble,
about 60 lbs. They tend to have human proportions, but Hedarum, Neblin, Noblin, Vanerf
males sport well-groomed beards and both genders Female Names: Chikerva, Faerneba, Kaerenne,
have prominent noses and slightly pointed ears. Raerpinne, Rasenne, Wedenne
Gnomes tend to have earth-colored skin, ranging from
light tan to deep umber colors. Their hair tends to be a Gnome Adventurers
slightly lighter or darker shade than their skin, ranging Neblin is a gnome illusionist with a heart of gold.
from a platinum blonde to a night-black color. It is not Always ready with a pun, Neblin wields a knotted piece
uncommon for their hair and beards to quickly gray once of wood taken from the feywild as his magic wand.
they reach maturity. Dressed in a green jerkin with black underclothes, he is
always ready to sneak onto the battlefield to upsurp his

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4E Races and Classes
foes with illusions, announcing the superiority of his
gnomish mind as they fall prey to his powerful magic.
Gimble is a gnome bard and a scoundrel at
heart. There is nothing safe from his dexterous fingers,
and his skill with the ancestral, gem-studded lutes of his
forefathers is unmatched. He rides into battle singing his
companions praises and fighting with rapier. Those who
hear the approach of this gnomes ballads quake with
fear, for they know their doom is approaching.
Kaerenne is a gnome wizardess who draws her
magic from the powerful forces of primordial chaos.
Kaerenne has scorned the feywild ancestry of her old
clan to instead embrace the might of ancient magic even
older than the trees of the Wild Forest. Armed with an
orb of power dredged from the heart of the primordial
chaos itself, she intents to rain ruin upon her foes as she
pursues the path that will lead her to growing power and
prestige.

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4E Races and Classes
Half-Orc
RACIAL TRAITS Playing a Half-Orc
Half-orcs are the union of human and orc, a fate
Average Height: 5' 8"- 6' 6" usually brought about by one side forcing themselves on
Average Weight: 150-275 lbs. the other - most usually orcs raiding and plundering
human socities. However, this is not the case for all
Ability Scores: +2 Strength, +2 Wisdom half-orcs, and there are some places where humans and
Size: Medium orcs have willingly intermixed and the result is half-orc.
Speed: 6 squares
Vision: Low-light Half-orcs tend to come from two completely
different outlooks. Among orcs, half-orcs tend to be
Languages: Common, Orc smarter, though often not stronger. They are often
Skill Bonuses: +2 Intimidate, +2 Athletics bullied, but their cleverness tends to cause them to rise
Primal Hunter: You gain a +1 racial bonus to damage to positions of power among their brothers. Among
against bloodied foes human society, half-orcs tend to be pitied or looked
down as less intelligent or brutish. Half-orcs among
Dual Heritage: You can take feats that are either Orc or humans are often loners who use their brute strength to
Human, as long as you meet all other prerequisites. get what they want.

Primal Fury: You can use Primal Fury as an Encounter Half-orc Characteristics: Bully, brave, cunning, dense,
power intimidating.

Primal Fury Half-Orc Racial Power Male Names: Dench, Feng, Gell, Gorkan, Henk, Holg,
You unleash the savageness of the orc blood flowing Imsh, Krunk, Krusk, Lurtz, Ront, Shump, Thokk.
through your veins
Encounter Racial Female Names: Baggi, Emen, Engong, Gurthon,
Minor Action Personal Larutza, Myev, Neega, Ovak, Ownka, Shautha, Thranth,
Effect: If you make a melee attack roll and miss, you Thraska, Vola, Volen.
can roll again. You must take the second roll, even if it
is worse.

Play A Half-Orc if you want...


Half-Orc Adventurers
Krusk is a half-orc barbarian, raised among orcs and
To be an intimidating presence on the battlefield
taken in by humans after his tribe was wiped out for its
To be an outcast among civilized society misdeeds. Krusk burns with the inner rage of his orc
To be able to dish out as much punishment to the blood, but knows that his own tribe's wicked acts was
foes as you can what brought their downfall. He thus fights on the side of
To be a member of a race that favors the cleric, light, unleashing his naked fury on those deserving of his
fighter and barbarian classes. wrath.

Gorkan One-Eye is a half-orc cleric devoted to Kord, god


of strength. A former worshipper of the orcish god
Physical Qualities Gruumsh, he switched his alliegence after being bested
Half-orcs tend to have a burly frame and are fairly in a wrestling match by a cleric of Kord. Now Gorkan
impressive in height, averaging just a little over 6 feet. travels seeking to test his strength against all comers.
Half-orcs strongly resemble humans, with enlarged He has come to realize that while one person can have
incisors and a faint green or brown tint to their skin. amazing strength, the strength that comes from numbers
Half-orcs tend to have black hair and brown or yellow is even far more impressive, and has joined forces with a
eyes, though the full range of human hair and eye color wandering band of adventurers to allow him to take on
is possible. Male half-orcs do not grow beards, but do even more impressive opponents.
have profuse body hair. Females tend to be fairly husky
and almost squat. Their teeth are less pronounced, and Thrask is a half-orc mercenary fighter who wanders from
they have slightly less body hair than males. Half-orcs town to town, seeking odd jobs for coin or glory. Armed
rarely make their own clothes or equipment and tend to with a longsword and dressed in scale mail, Thrask is
follow either orc or human fashion, depending on whom constantly on the lookout for trouble, and willing to start it
they were raised among. where he can. Despite his mercenary ways, Thrask
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tends to take the side of the underdog in a fight, knowing dexterity keeps him from being hit, while a good
it will earn him more glory than going with the sure Constitution allows him to take a beating and keep
winner. In most cases, this generally means that Thrask going.
finds himself on the side of light, battling impossible
odds. Social Bard
The Social bard concentrates his combat
abilities on directing the ebb and flow of combat as well
as directing his ally’s actions during a fight. However,
Classes the social bard excels in the arena outside of combat –
making contacts, entertaining the populace and
investigating rumors and the like.
Bard
“Come and we shall sing of heroic deeds past and
Bard Class Features
treasures to be won this day”
Bardic Implement Mastery
A master of lore both magical and mundane You specialize in the use of one kind of
implement to gain additional abilities when you wield it.
CLASS TRAITS Choose one of the following forms of implement
Role: Leader mastery.
Power Source: Arcane, Martial
Key Abilities: Charisma, Strength, Dexterity Lute of Enchantment: Once per encounter as a minor
action, you can use your lute to gain one of the following
Armor Proficiencies: Cloth, leather two effects.
Weapon Proficiencies: Simple melee, military melee, You can designate one creature you have cast a
simple ranged bard song upon that has an effect that lasts until the
Bonus to Defense: +2 Will subject succeeds on a saving throw. That creature
takes a penalty to its saving throw against that effect
st equal to your Intelligence modifier.
Hit Points at 1 Level: 12 + Constitution score
Hit Points per level Gained: 5 Alternately, you can choose to extend the
Healing Surges Per Day: 7 + Constitution modifier duration of an arcane power at-will song that would
otherwise end at the end of your current turn. The effect
Trained Skills: Diplomacy and History. From the class instead ends at the end of your next turn.
skills list below, choose four trained skills at 1st level. You must play the lute to use this ability.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics Drums of War: Once per encounter as a minor action,
(Str), Bluff (Cha), Dungeoneering (Wis), Endurance you can use your drums to gain one of the following two
(Con), Insight (Wis), Nature (Wis), Perception (Wis), effects.
Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery All allies in a close burst 5 gain +1 AC and a +1
(Dex) bonus to hit and damage. This effect lasts the entire
encounter.
Build Options: War bard, Social bard All opponents in a close burst 5 suffer a –1
Class Features: Bardic Music, Ritual Casting penalty to AC and are weakened until the end of your
next turn.
Bards are entertainers and keeper of lore. They You must play the drums to use this ability.
travel from place to place gathering rumors and Pipes of Sounding: Once per encounter as a minor
knowledge, as well as entertaining those they encounter action, you can use your pipes of sounding to gain the
for a few coins. In combat, they are a jack-of-all-trades, following effect.
skilled in a wide variety of abilities and capable of filling You can sustain a bard utility song that would
in for nearly any role, though they do best at directing otherwise end at the end of your current turn. The effect
other’s actions in combat. instead ends at the end of your next turn.
You must play the pipes to use this ability.
Creating A Bard
Bardic Music
Once per encounter, you can play or sing a
War Bard Bardic song, inspiring your allies to greater deeds, or
The War bard concentrates on actual combat confusing your opponents. Regardless of how many
skills and tends to leap into the fray with his companions different uses you have for Bardic Music, you can use
to lay opponents low. Charisma drives the bard’s ability only such ability per encounter. The special ability or
to enhance his own abilities, while Strength drives the power you invoke works just like your other powers. A
bard’s ability to hit and deal damage in combat. A good
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4E Races and Classes
starting bard can choose two of the following musical Healing Hymn
options listed below. Using the healing hymn power, bards can heal
their allies with mystic songs.
Bardic Music: Countersong Bard Feature
You sing and play at your highest notes trying to mask Healing Hymn Bard Feature
the sounds of battle. You hum or play a musical note that soothes an ally’s
Encounter Arcane, Implement pain.
Immediate Interrupt Close burst 5 Encounter (Special) Arcane, Healing
(10 at 11th, 15 at 21st) Special: You can use this power twice per encounter,
Trigger: You or one of your allies is attacked by an but only once per round. At 16th level you can use
effect with the thunder or charm keyword. this power three times per encounter.
Target: You or one ally Minor Action Close burst 5
Effect: The target gains resist 5 thunder or charm. This (10 at 11th level, 15 at 21st level)
effect lasts until the end of your next turn. Target: You or one ally
In addition, if the triggering attack has a lingering Effect: The target can spend a healing surge and
effect, the target gets an immediate save to remove regain an additional number of hit points equal to
the effect. your Charisma modifier.
The bonus increases to resist 10 at 11th level, and 15 at
21st level. Ritual Casting
You gain the Ritual Caster feat as a bonus feat,
Bardic Music: Inspire Courage Bard Feature allowing you to use magical rituals.
You quickly chant a song of bravery, and raise your
allies’ morale for a few seconds. Level 1 At-Will Spellsongs
Encounter Arcane, Implement
Standard Action Close burst 5
(10 at 11th, 15 at 21st) Canny Strike Bard Attack 1
Target: You and all allies within burst You trick your adversary into making a tactical error that
Effect: Target gains a +1 power bonus to attack and gives your comrade a chance to strike
damage rolls. In addition, if the target is subjected At-Will Arcane, Weapon
to or currently affected by an effect with the fear Standard Action Melee weapon
keyword it gets an immediate saving throw to Target: One creature
remove it. This effect lasts until the end of your next Attack: Dexterity vs. Will
turn. Hit: 1[W] + Dexterity modifier damage.
The bonus increases to +2 at 11th level and +3 at 21st Increase damage to 2[W] + Strength modifier at 21st
level. level.
Effect: The target grants combat advantage until the
start of your next turn.
Bardic Music: Fascinating Song Bard Feature
A strange but soothing meody erupts from you,
enthralling your enemies in their steps
Inciting Strike Bard Attack 1
Encounter Arcane, Charm, Implement By striking in a skilled fashion, your allies are inspired to
Standard Action Ranged 10 fight longer.
Target: One creature within range At-Will Arcane, Weapon
(2 creatures at 11th level, 3 creatures at 21st level) Standard Action Melee or Ranged weapon
Attack: Charisma vs. Will Target: One creature
Hit: Target is immobilized and can’t take attacks agains Attack: Dexterity vs. AC
you until the end of your next turn. If you or your Hit: 1[W] + Dexterity modifier damage, and one ally you
allies attack the target, this effect ends immediately. can see within 5 squares gains temporary hit points
equal to your Intelligence modifier.
st
Increase damage to 2[W] + Dexterity modifier at 21
Bardic Music: Inspire ConfidenceBard Feature level.
A mellow melody motivates your allies to try their best.
Encounter Arcane
Standard Action Close burst 5
(10 at 11th, 15 at 21st)
Target: All allies within burst
Effect: Your allies gain a +2 power bonus to their skill
checks until the end of your turn. The bonus increases
to +3 at level 11, +4 at level 21, +5 at level 30.

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4E Races and Classes
Inhibiting Song Bard Attack 1 Level 1 Encounter Spellsongs
You play a strange verse, distracting your foe’s attention
from your allies. Amplifying Verse Bard Attack 1
At-Will Arcane, Thunder, Implement As you strike, you chant a heroic motto that allows you
Standard Action Ranged 5 and your ally to concentrate on the flow of battle.
Target: One creature Encounter Arcane, Weapon
Attack: Charisma vs. Will Standard Action Melee weapon
Hit: Charisma modifier thunder damage and the target Target: One creature
takes a penalty to attack rolls equal to your Attack: Dexterity vs. AC
Intelligence modifier until the end of your next turn. Hit: 1[W] + Dexterity modifier damage, you and one ally
within 5 squares gain a +1 power bonus to attack
and defenses until the end of your next turn and
Inspired Strike Bard Attack 1 temporary hit points equal to your Intelligence
With a word of encouragement, an ally takes a swing at modifier.
a foe.
At-Will Arcane, Weapon
Standard Action Melee or Ranged weapon Befuddled Terrain Bard Attack 1
Target: One creature You play your instrument, causing the ground to erupt
Attack: An ally of your choice who is adjacent to you or and shower your foes in a deadly spray of stone shards.
the target makes a melee basic attack against the Encounter Arcane, Implement, Thunder
target Standard Action Area burst 1 in 10 squares
Hit: Ally’s basic attack damage + your Charisma Target: All creatures in area
modifier. Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier thunder damage, and the
Note of Discord Bard Attack 1 target is knocked prone.
You unleash a shrill chord of music that disrupts the Effect: The power’s area is difficult terrain until the end
enemy. of your next turn. You can end this effect as a minor
At-Will Arcane, Thunder, Implement action.
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst Cause Fear Bard Attack 1
Attack: Charisma vs. Fortitude You play a dirge that causes the enemy’s knees to
Hit: 1d6 + Charisma modifier thunder damage. quake and their morale to falter
Increase damage to 2d6 + Charisma modifier at 21st Encounter Arcane, Fear, Implement, Psychic
level Standard Action Area burst 2 in 10 spaces
Target: All creatures in burst
Repelling Wave Bard Attack 1 Attack: Charisma vs. Will
A powerful chord sends waves of sound outward, Hit: 1[W] + Charisma modifier psychic damage and the
beating your enemies back. target is immobilized until the end of your next turn.
At-Will Arcane, Thunder, Implement
Standard Action Close blast 3 Couragous Strike Bard Attack 1
Target: Each creature in blast You deliver a blow that inspires your ally to fight harder.
Attack: Charisma vs. Fortitude Encounter Arcane, Weapon
Hit: 1d6 + Charisma modifier thunder damage, and you Standard Action Melee or Ranged weapon
push the target a number of squares equal to your Target: One creature
Intelligence modifier. Attack: Dexterity vs. AC
st
Increase damage to 2d6 + Charisma modifier at 21 Hit: 1[W] + Dexterity modifier and one ally within 5
level. squares gains a +2 power bonus to attack rolls until
the end of your next turn.
Warning Shout Bard Attack 1
You scream at your opponent, giving your ally enough
time to recover.
At-Will Arcane, Thunder, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier thunder damage and one
ally within 5 squares of you can make a saving throw.
Increase to 2d6 + Charisma modifier at 21st level.

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4E Races and Classes
Critical Strike Bard Attack 1 Raise the Banner Bard Attack 1
By seizing the moment to attack, you motivate your allies You land a timely blow against a foe, and your ally
to press on and rout your opponent. follows your lead.
Encounter Arcane, Weapon Encounter Arcane, Weapon
Standard Action Melee or Ranged weapon Standard Action Melee or Ranged weapon
Target: One creature Target: One creature
Attack: Dexterity vs. AC Attack: Strength vs. Reflex or Dexterity vs. Reflex
Special: Your target must grant you combat advantage Hit: 1[W] + Strength modifier damage. One ally
while making this attack adjacent to the target makes a melee basic attack
Hit: 1[W] + Dexterity modifier damage, and all allies against it as a free action. The ally adds your
within 3 squares gain a +2 power bonus to attack Intelligence modifier to the damage.
rolls against the target until the end of your next turn.
In addition, one ally within 5 squares of you can Level 1 Daily Spellsongs
spend a healing surge.
Accelerated Strike Bard Attack 1
Distracting Shout Bard Attack 1 You strike hard and fast, inciting your allies to follow your
By yelling an insult at your opponent, he lowers his example.
guard just long enough for an ally to take advantage. Daily Arcane, Weapon
Encounter Arcane, Implement, Thunder Standard Action Melee or Ranged weapon
Standard Action Ranged 5 Target: One creature
Target: One creature Attack: Dexterity vs. AC
Attack: Charisma vs. Will. Hit: 2[W] + Dexterity modifier.
Hit: 1d8 + Charisma modifier thunder damage, and one Effect: Until the end of the encounter, you and your
ally adjacent to the target gets a basic melee attack allies within 5 squares can shift as a minor action.
against the target. Your ally adds your Intelligence
modifier to the attack and damage. Burst of Awe Bard Attack 1
With a flick of your wrist and an intoned word, a burst of
Ghost Song Bard Attack 1 light staggers your foes and gives allies new hope.
You hum an eeriy tune that makes your opponents Daily Arcane, Implement, Radiant
uneasy. Standard Action Close burst 2
Encounter Arcane, Implement, Psychic Target: Each enemy in burst
Standard Action Close burst 2 Attack: Charisma vs. Will
Target: Each enemy in burst Hit: 1d6 + Charisma modifier radiant damage and the
Attack: Charisma vs. Will. target is dazed until the end of its next turn.
Hit: 1d8 + Charisma modifier psychic damage, and the Effect: You and all your allies in the burst regain 5 hit
target takes a –2 penalty to Will until the end of your points and receive 2 temporary hit points + your
next turn. Intelligence modifier.

Phantom Blow Bard Attack 1 Defensive Bulwark Bard Attack 1


After you strike, shadows seem to leap at the opponent Today, nobody dies.
from every angle, opening up potential assaults. Daily Arcane, Weapon
Encounter Arcane, Weapon, Illusion Standard Action Melee or Ranged weapon
Standard Action Melee or Ranged weapon Target: One creature
Target: One creature Attack: Strength vs. AC or Dexterity vs. AC
Attack: Dexterity vs. AC. Hit: 3[W] + Strength modifier damage or 3[W] +
Hit: 1[W] + Dexterity modifier damage and target is Dexterity modifier damage. Allies within 5 squares
considered flanked until the end of your next turn. of you gain a +1 power bonus to all defenses until
the end of the encounter.
Effect: Allies within 5 squares of you gain temporary hit
points equal to 5 + your Charisma modifier.

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Fascinate Bard Attack 1 Immediate Assistance Bard Attack 1
You play a melody that magically enraptures your foes. As your ally suffers at the hands of your foes, you leap
Daily Arcane, Charm, Implement, Psychic into the fray to aid him.
Standard Action Ranged 10 Daily Arcane, Weapon
Target: One creature Immediate Reaction Melee or Ranged weapon
Attack: Charisma vs. Will Trigger: An ally within 5 squares takes damage.
Effect: 1d6 + Charisma modifier psychic damage and Target: The opponent who attacked your ally
the target is stunned (save ends). Attack: If you are using a melee weapon, you can move
Miss: Charisma modifier psychic damage and no stun up to 5 squares closer to your ally before attacking.
(cannot be sustained). Make a Dexterity vs. AC attack
Sustain Minor: Charisma modifier psychic damage to Hit: 2[W] + Dexterity modifier damage
target. You cannot sustain this power if the Effect: The ally that was damaged can spend a healing
opponent successfully saves against the stun. surge.

Grease Bard Attack 1 Lullaby Bard Attack 1


By humming a little ditty, you conjure a field of an oil-like The droning sound of your instrument overwhelms your
substance, which covers a creature or the ground foes with a tide of magical weariness.
beneath your opponents. Daily Arcane, Implement, Sleep
Daily Arcane, Implement, Zone Standard Action Area burst 2 within 20 squares
Standard Action Ranged burst 2 within 10 Target: Each creature in burst
squares Attack: Charisma vs. Will
Target: Each creature in burst or one creature Hit: The target is slowed (save ends). If the target fails
Attack: Charisma vs. Reflex its first saving throw against this power, the target
Hit (burst): 1d6 + Charisma modifer and target is becomes unconsious (save ends).
knocked prone. Miss: The target is slowed (save ends).
Effect: Any creature that enters or moves through
the zone is subject to another attack. You can Shadow Image Bard Attack 1
dismiss this effect as a minor action. You close your eyes and let your imagination run wild.
Hit (creature): Target drops one hand-held item (your Daily Arcane, Implement, Illusion
choice) and cannot pick it back up until the end of Standard Action Ranged 10
your next turn. The target also gains a +4 power Effect: You conjure an illusionary image that occupies 1
bonus to escape grabs and a –4 penalty to initiate square within range. Every round, you can move the
grab attempts. This effect lasts until the end of your shadow image 3 squares as a move action. The
next turn. shadow image lasts until the end of the encounter. Any
creature that ends its turn next to the shadow image is
Hunter’s Horn Bard Attack 1 subject to a Charisma vs. Will attack. On a hit, the
A short blast of music precedes you and your allies attack deals 1d8 + Charisma modifier damage.
assault.
Daily Arcane, Implement, Psychic Tasha’s Hideous Laughter Bard Attack 1
Standard Action Close Burst 2 With a twist of your finger and quick limerick, an
Target: All creatures in burst opponent falls to the ground laughing uncontrollably,
Attack: Charisma vs. Will uplifting the chaos of combat if but for a few seconds.
Hit: 2d6 + Charisma modifier psychic damage. Target is Daily Arcane, Implement, Charm, Language-
weakened until the end of your next turn. Dependant
Effect: Allies within the burst gain a +2 power bonus to Standard Action Ranged 5
attack rolls until the end of your next turn. Target: One creature
Attack: Charisma vs. Will
Hit: Target falls prone and is stunned (save ends)
Effect: Until the end of the encounter, you and each ally
within sight, gain a +2 power bonus to attack rolls
against the target.

Level 2 Utility Spellsongs

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4E Races and Classes
Disengage Bard Utility 2 Violent Crescendo Bard Utility 2 A
Your feet hasten in speed, allowing you to withdraw A timely critical hit affords the opportunity to rally a
safely from battle. wounded ally.
Daily Arcane Encounter Arcane
Move Action Personal Immediate Reaction Ranged 5
Effect: Shift up to twice your speed. Trigger: An ally within range scores a critical hit.
Effect: The ally gains temporary hit points equal to your
Heraldic Shield Bard Utility 2 Charisma modifier.
You hold up your instrument, and shield of arcane
energy springs into existance, protecting you against Level 3 Encounter Spellsongs
imminent attacks.
Encounter Arcane, Force Bladeweave Bard Attack 3
Immediate Interrupt Personal Your weapon shifts and weaves, dizzying your opponent
Trigger: You are hit by an attack as you strike.
Effect: You gain a +4 power bonus to AC and Reflex Encounter Arcane, Weapon, Illusion
defense until the end of your next turn. Standard Action Melee weapon
Target: One creature
Lively Step Bard Utility 2 Attack: Dexterity vs. AC
A quick fanfare is all it takes to march faster. Hit: 2[W] + Dexterity modifier damage and the target is
Encounter Arcane dazed until the end of your next turn.
Minor Action Close burst 5
Target: You and each ally in burst Dazzling Flash Bard Attack 3
Effect: Until the end of your next turn, the targets speed You spread your hand toward the target, and a flash of
increases by 2 squares. bright light bursts in its eyes.
Encounter Arcane, Implement, Radiant
Rally the Wounded Bard Utility 2 Standard Action Ranged 10
Inspiring words help an ally recover and fight on. Target: One creature
Encounter Arcane, Healing Attack: Charisma vs. Will
Standard Action Ranged 5 Hit: 1d6 + Charisma modifier radiant damage and the
Target: You or one ally in range target is dazed until the end of your next turn.
Effect: The target can spend a healing surge.
Distorting Strike Bard Attack 3
Refreshing Song Bard Utility 2 You chant a song under your breath and strike with your
You play a pleasant tune that soothes your allies aches. weapon, sapping the strength from your opponent.
Daily Arcane, Healing Encounter Arcane, Weapon
Standard Action Close burst 1 Standard Action Melee or Ranged Weapon
Target: You or one creature Target: One creature
Effect: The target regains hit points as if it had spent a Attack: Dexterity vs. AC
healing surge without actually expending a healing Hit: 2[W] + Dexterity modifier damage and the target is
surge. Add your Intelligence modifier to the hit weakened until the end of its next turn.
points regained.
Inspiring War Cry Bard Attack 3
Resolve Bard Utility 2 As you strike, you shout a fierce war cry that heartens a
You convince yourself or an ally to shake off a nearby ally. He immediately attempts to shake off
debilitating effect. whatever condition troubles him most.
Encounter Arcane Encounter Arcane, Weapon
Minor Action Ranged 10 Standard Action Melee or Ranged weapon
Target: You or one ally Target: One creature
Effect: The target makes a saving throw with a power Attack: Dexterity vs. AC
bonus equal to your Charisma modifier. Hit: 2[W] + Dexterity modifier damage.
Effect: One ally who can hear you and is within 5
War Cry Bard Utility 2 squares of you makes a saving throw.
With a howl, you spring into combat.
Encounter Arcane
Minor Action Melee touch
Effect: You or an ally you touch gain a +1 power bonus
to hit and damage until the end of the encounter.

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4E Races and Classes
Ironthunder Horn Bard Attack 3 Glitterdust Bard Attack 5
You blow an eldritch horn that appears out of thin air, You throw a stream of shining purple dust that sticks to
pointing it at a foe in the distance and knocking him to your foe’s armor and eyes.
the ground. Daily Arcane, Implement
Encounter Arcane, Implement, Thunder Standard Action Ranged burst 2 in 20 squares
Standard Action Ranged 10 Target: Each creature in burst
Target: One creature Attack: Charisma vs. Reflex
Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier radiant damage and the
Hit: 2d8 + Charisma modifier thunder damage and target is blinded (save ends). The target suffers a –
knock the opponent prone. 5 penalty to Stealth checks and it ruins invisibility
until the end of the encounter.
Pyrotechnics Bard Attack 3 Miss: Target suffers a –5 penalty to Stealth checks and
With a wave of your hand and a snap of your fingers, a ruins invisiblity until the end of the encounter.
flash of fire erupts, followed by a cloud of black smoke.
Encounter Arcane, Implement, Fire Singing Blade Bard Attack 5
Standard Action Ranged 10 The sound of steel resounds with each blow you make.
Target: One creature Daily Arcane, Thunder, Weapon
Attack: Charisma vs. Reflex Minor Action Melee weapon
Hit: 1d10 + Charisma modifier fire damage, and the Target: One creature
target square and all adjacent squares are obscured Attack: Dexterity vs. AC
until the end of your next turn. Hit: 1[W] + 1d6 + Dexterity modifier thunder damage.
The target takes a –2 penalty to attack rolls until the
Shatter Bard Attack 3 end of your next turn.
A single high note creates a devastating resonance in a
nearby object, causing it to explode and shatter debris Wave of Grief Bard Attack 5
on your enemy. With a cry of sorrow, your foes believe the fight is
Encounter Arcane hopeless
Standard Action Area burst 1 within 10 squares Daily Arcane, Implement, Psychic
Target: One obstacle no larger than 1 square and all Standard Action Close blast 3
creatures in area Target: Each creature in blast
Attack: Charisma vs. Reflex Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier thunder damage to the Hit: 2d8 + Charisma psychic damage and the target
object, and 1d8 + Charisma modifier thunder takes a –2 penalty to attack rolls and defenses (save
damage to creatures. ends). If the target fails its save, it is restrained.

Level 5 Daily Spellsongs Level 6 Utility Spellsongs

Battle Hymn Bard Attack 5 Combined Talent Bard Utility 6


Singing the litenany of a heroic song of battle, you wade You lend your expertise to your companions, improving
into combat, inspiring an ally to continue the fight. their skill.
Daily Arcane, Weapon Encounter Arcane
Standard Action Melee or Ranged weapon Minor Action Close burst 5
Target: One creature Target: You and each ally in burst
Attack: Dexterity vs. AC Effect: Until the end of your next turn, aiding another is
Hit: 2[W] + Charisma modifier damage. a minor action that grants a +3 bonus.
Effect: One ally within 5 squares of you makes a saving
throw against one effect that the target caused and Heroism Bard Utility 6
that a save can end. With a word of encouragement, you unlock a heroic
potential.
Encounter Arcane
Standard Action Ranged 5
Target: You or one creature
Effect: The target gains temporary hit points equal to
your Intelligence modifier and gains an extra Second
Wind.

Page 10 of 99
4E Races and Classes
Raging Rhythm Bard Utility 6 Tactical Precision Bard Attack 7
With a steady beat, you whip your allies into a frenzy. You strike at the right time, encouraging your allies to
Daily Arcane work as a team.
Standard Action Close burst 5 Encounter Arcane, Weapon
Target: You and each ally in burst Standard Action Melee or Ranged weapon
Effect: The target gains temporary hit points equal to Target: One creature
your Intelligence modifier. In addition, the target Attack: Dexterity vs. AC
gains a +1 power bonus to attack, damage and Will Hit: 2[W] + Dexterity modifier damage
defense. However, the target suffers a –1 penalty to Effect: You and all allies within 5 squares gain a +2
AC. All of these benefits and penalties last until the power bonus to attack rolls and deal an additional
end of the encounter. 1d6 damage when attacking a creature that is
granting combat advantage. This lasts until the end
Soothing Touch Bard Utility 6 of your next turn.
Whispering ancient words of power, you touch your ally
and reinvigorate him. Level 9 Daily Spellsongs
Daily Arcane, Healing
Standard Action Melee touch Dirge of Discord Bard Attack 9
Target: You or one creature You play an eerie song of death that sows confusion
Effect: The target regains hit points as if it spent a among your foes.
healing surge, and the target may use a second Daily Arcane, Implement, Necrotic
wind as an immediate action, without expending any Standard Action Area burst 2 in 5 squares
healing surges or counting as having used their Target: All creatures within burst
second wind. Add your Intelligence modifier to the Attack: Charisma vs. Will
hit points regained. Hit: 3d6 + Charisma modifier necrotic damage, target is
slowed and takes a –2 penalty on attack rolls and
Swift Invisiblity Bard Utility 6 AC (save ends both)
A quick verse conceals you from opponent’s eyes. Miss: Half damage, target is slowed and takes a –2
Encounter Arcane, Illusion penalty on attack rolls and AC until the start of your
Minor Action Personal next turn.
Effect: You are invisible until the start of your next turn.
If you attack, you become visible. Hold Monster Bard Attack 9
With a piercing gaze, you assault the mind of your foe,
Level 7 Encounter Spellsongs making him freeze in his steps.
Daily Arcane, Implement, Charm, Psychic
Deafening Blast Bard Attack 7 Standard Action Ranged 10
The sound of an explosion ripples out from where you Target: One creature
point. Attack: Charisma vs. Will
Encounter Arcane, Implement, Thunder Hit: 2d8 + Charisma modifier psychic damage and the
Standard Action Area burst 2 in 10 squares target is restrained (save ends).
Target: All creatures within burst Miss: Half damage and the target is immobilized until
Attack: Charisma vs. Fortitude the end of its next turn.
Hit: 2d6 + Charisma modifier thunder damage and
target is deafened (save ends). Sound Burst Bard Attack 9
The roaring sound of a furious thunderstorm explodes at
Echoing Strike Bard Attack 7 your command, leaving your foes reeling in pain.
You strike, and the blow echoes over the opponent’s Daily Arcane, Implement, Thunder
body. Standard Action Area burst 2 in 20 squares
Encounter Arcane, Weapon, Thunder Attack: Charisma vs. Fortitude
Standard Action Melee or Ranged weapon Hit: 2d10 + Charisma modifier thunder damage, target is
Target: One creature stunned (save ends).
Attack: Dexterity vs. AC Miss: Half damage and the target is dazed until the end
Hit: 1[W] + Dexterity modifier and target takes 5 of its next turn.
ongoing thunder damage (save ends). One ally within 5
squares can spend a healing surge. Add your
Intelligence modifier to the hit points regained.

Page 11 of 99
4E Races and Classes
War Cry Bard Attack 9 Recovering Song Bard Utility 10
With a loud shout and a heroic charge, your foes flee You chant a soothing chorus, granting peace for a few
before you as your allies follow your lead. seconds in a pitched battle.
Daily Arcane, Weapon Daily Arcane, Healing
Standard Action Melee or Ranged weapon Standard Action Close burst 5
Target: One creature Targets: You and each ally in burst
Attack: Dexterity vs. AC Effect: Each target can activate their second wind, even
Special: If using a melee weapon, you must charge as if they have already used it for the encounter. Add your
part of this attack. Intelligence modifier to the hit points recovered. In
Hit: 2[W] + Dexterity modifier damage and the target addition, each target gains a +2 power bonus on its
moves its speed + your Intelligence modifier in saves until the end of your next turn.
squares away from you. The fleeing target avoids
unsafe squares and difficult terrain if it can. This Victorious Song Bard Utility 10
movement provokes opportunity attacks. Playing the anthem of ancient empires, you boost your
Effect: All allies within sight and 5 squares of you can allies’ morale to win the fight.
spend a healing surge. Daily Arcane
Standard Action Close burst 6
Whirling Weapon Bard Attack 9 Target: You and all allies within hearing range
You extend a hand and toss your weapon outward, Effect: Until the end of the encounter, the target gains a
surprising your enemies as it spins and cuts all in its +2 power bonus to attack rolls, skill checks, saves
path. and damage rolls.
Daily Arcane, Weapon
Standard Action Close blast 3 Level 13 Encounter Spellsongs
Target: Each enemy in blast
Attack: Dexterity vs. AC Dissonant Chord Bard Attack 13
Hit: 2[W] + Dexterity modifier damage, target grants You play a loud note, which is atrocious to hear, driving
combat advantage until the end of your next turn. your enemies back.
Encounter Arcane, Implement, Thunder
Level 10 Utility Spellsongs Standard Action Close burst 2
Target: Each enemy in burst
G’elsewhere Chant Bard Utility 10 Attack: Charisma vs. Fortitude
As you chant and touch your ally, golden sparks fly out, Hit: 2d8 + Charisma modifier thunder damage, an you
as he appears a distance away in relative safety. slide the target out of the burst area.
Daily Arcane
Move Action Melee touch Haunting Tune Bard Attack 13
Target: You, one ally, or one unattended object You sing a grim chorus and your foes shudder in fear.
Effect: The target teleports 10 squares away in a Encounter Arcane, Fear
random direction and must end up further away from all Standard Action Area burst 2 in 10 squares
enemies. Target: All creatures in burst
Lingering Chorus Bard Utility 10 Attack: Charisma vs. Will
Spectral voices continue to echo your song. Hit: 2d10 + Charisma modifier psychic damage. The
Daily Arcane target receives a –2 penalty to attack rolls and
Free Action Personal defenses until the end of your turn.
Effect: You do not need to spend an action to sustain
any of your Bardic Music for the rest of the encounter. In Shadowmend Bard Attack 13
addition, the bonus or number of targets for your Bardic As you strike your foe, you are covered in shadows. The
Music increases by 1 until the end of the encounter. resulting shadows cast over your allies and heal them.
Encounter Arcane, Weapon, Illusion, Healing
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + dexterity modifier damage and any ally within
5 squares can spend a healing surge.
Effect: You gain concealment until the end of your next
turn.

Level 15 Daily Spellsongs

Page 12 of 99
4E Races and Classes
Dolorous Blow Bard Attack 15 Puppeteer Bard Attack 15
You strike your opponent in the head, impairing his With a chuckle and a wiggle of your fingers, your foe
judgment when avoiding deadly blows. grimaces in pain and then falls under your control as if it
Daily Arcane, Weapon were a puppet.
Standard Action Melee or Ranged weapon Daily Arcane, Implement, Charm, Psychic
Target: One creature Standard Action Ranged 10
Attack: Dexterity vs. AC Target: One creature
Hit: 3[W] + Dexterity modifier damage. Until the end of Attack: Charisma vs. Will
the encounter, any attack roll against the target can Hit: 4d8 + Charisma modifier psychic damage. In
score a critical hit on a roll of 19-20. addition, the target is dominated until the end of your
Miss: Half damage. next turn (save ends). Suicidal actions grant an
immediate saving throw to remove the effect.
Menacing Shade Bard Attack 15 Miss: Half damage and the target is immobilized until
You close your eyes and imagine a huge creature bend the end of your next turn.
on murdering your foes. Sustain Minor: The effect persists until the end of your
Daily Arcane, Implement, Illusion next turn, up to a maximum of 5 minutes.
Standard Action Ranged 4 in 10 squares
Target: Up to four squares (see below) Level 16 Utility Spellsongs
Effect: You make a visual illusion of a creature object of
up Large size (2x2 squares). The illusion can be Haste Bard Utility 16
more than 10 squares from you or your line of sight You play a song with increased tempo, and your allies
or it fades out of existence. hurry to the rhythm.
You can move your image up to 6 Daily Arcane
squares as a move action. It makes a Charisma vs. Will Standard Action Close burst 5
attack against any opponent that ends its move adjacent Target: You and each ally in burst
to it. The attack deals 3d6 + Charisma modifier damage. Effect: Until the end of the encounter, you and all allies
The illusion lasts until the end of your next turn. speed increase by 2. In addition, the target gains a
Sustain Standard: The illusion lasts until the end of +1 power bonus to attack rolls and Reflex saves and
your next turn up to a maximum of 5 minutes. can make a basic attack as a move action.

Misfortune’s Curse Bard Attack 15 Project Image Bard Utility 16


You curse a foe and laugh at how unlucky he is to face You draw an image of yourself out of your mind and
you in combat. manifest it on the battlefield.
Daily Arcane, Implement, Charm, Psychic Daily Arcane, Illusion
Standard Action Ranged 5 Standard Action Ranged 10
Target: One creature Effect: You create an illusionary double of yourself that
Attack: Charisma vs. Will fills the target square. You can move the illusionary
Hit: 3d8 + Charisma psychic damage. Until the end of double at your speed as a minor action. If the
the encounter, the target must reroll any roll it makes illusion moves more than 10 squares away from you,
and take the lowest roll (save ends). the image ends. The illusion does not hinder
Miss: Until the end of the encounter, the target takes a movement, cannot be harmed, pushed, pulled or
–2 penalty to any roll it makes (save ends). shifted by a power and cannot make opportunity
attacks. As long as the illusionary double is in sight,
Otto’s Imperative Ambulation Bard Attack 15 when using a power, you can choose to have the
After you strike, your foe feels compelled to move power eminate from the illusionary double.
recklessly. Sustain Minor: The image persists.
Daily Martial, Weapon, Charm
Standard Action Melee or Ranged weapon Protégé Bard Utility 16
Target: One creature You speak encouraging words and hand an ally an
Attack: Dexterity vs. Will instrument. With no effort, he starts to play a
Hit: 3[W] + Dexterity modifier damage. Until the end of masterpiece.
the encounter, the target must first move 2 squares Daily Arcane
before taking any action (save ends). Standard Action Melee touch
Miss: Half damage. Target: One ally
Effect: The target gains the power to use Bardic songs
and Healing Hymn as if he were a bard of half your
level. In addition, he gains a +2 power bonus on
Reflex and Will defenses. These effects last until
the end of the encounter.
Page 13 of 99
4E Races and Classes
Ruin-Delver’s Fortune Bard Utility 16 Spectral Strike Bard Attack 17
The mistakes of the past will not be repeated. Your hands and weapon become ghostlike, enveloping
Daily Arcane your foe in shadow as you lunge forward.
Immediate Interrupt Ranged 10 Encounter Arcane, Weapon, Illusion
Trigger: A creature attacks you or your ally Standard Action Melee or Ranged weapon
Target: The ally being attacked Target: One creature
Effect: The target gains a power bonus to all defenses Attack: Dexterity + 2 vs. Reflex
equal to your Charisma modifier against the attack. Hit: 3[W] + Dexterity modifier damage. The target
In addition, the target takes no damage or ill effect considers all foes to have concealment until the end
on a miss. of your next turn.

Song of Grace Bard Utility 16 Thunderous Shout Bard Attack 17


A calming song lets you and your allies catch your You cup a hand near your mouth and let loose a yell that
breath. shatters everything in your path.
Encounter Arcane, Healing Encounter Arcane, Implement, Thunder
Standard Action Close burst 5 Standard Action Close blast 6
Target: You and each ally in burst Target: Each creature or object in blast
Effect: Each target can spend a Second Wind. Attack: Charisma vs. Fortitude
Special: This power’s effect does not count as the Hit: 4d6 + Charisma modifier thunder damage and the
target’s Second Wind for the encounter. target is deafened (save ends).

Level 19 Daily Spellsongs


Swift Flight Bard Utility 16
With a muttered word, you lift from the ground for a few Melf’s Slumber Arrows Bard Attack 19
seconds. You open your palm slightly and an arrow with swirling
Encounter Arcane green dust appears.
Minor Action Personal Daily Arcane, Sleep
Effect: You gain a speed of Fly 8 until the start of your Standard Action Ranged 20
next turn. Target: One creature
Attack: Charisma vs. Will
Level 17 Encounter Spellsongs Hit: 3d8 + Charisma modifier damage and target is
slowed (save ends). If the target fails its first saving
Blinking Assault Bard Attack 17 throw, it becomes unconscious (save ends).
You appear and disappear from reality for a few seconds Miss: Half damage and the target is slowed (save
as you approach your foe. ends).
Encounter Arcane, Teleportation, Weapon Sustain Standard: You fire another arrow.
Standard Action Melee or Ranged weapon
Special: If you are using a melee weapon, you can Mind Fog Bard Attack 19
move up to your speed before after striking without A thin mist erupts from the ground, playing tricks on your
provoking opportunity attacks. foe’s minds and aiding your allies.
Attack: Dexterity vs. AC Daily Arcane, Charm, Psychic, Healing, Zone
Hit: 2[W] + Dexterity modifier damage. Standard Action Close burst 5
Effect: You gain total concealment until the start of your Attack: All enemies within burst
next turn. Hit: 4d8 + Charisma modifier psychic damage. Target
takes a –5 penalty to Will defense (save ends).
Resonating Melody Bard Attack 17 Miss: Half damage. Target takes a –2 penalty to Will
You repeat a verse over and over, healing your allies defense (save ends).
and confounding your opponents. Effect: You and each ally within the area can spend a
Encounter Arcane, Psychic, Healing healing surge. In addition, you or any ally who
Standard Action Close burst 5 begins their turn inside the zone heals 5 hit points.
Target: Each foe in burst Sustain Minor: The zone persists
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage, and
target takes a –2 penalty to AC until the start of your
next turn.
Effect: you and each ally within the burst can spend a
healing surge.

Page 14 of 99
4E Races and Classes
Resounding Thunder Bard Attack 19 Nixie’s Grace Bard Utility 22
The sound of a tornado’s winds explodes in the ear of The feeling of a wave of water crashes over you and
any who dare attack your ally. your allies, protecting you from harm.
Daily Arcane, Thunder Daily Arcane
Standard Action Close blast 5 Standard Action Close burst 5
Target: One creature Targets: You and each ally in burst
Attack: 3d8 + Charisma modifier thunder damage nd Effect: Target gains resist 5 to all damage and a +2
ongoing 10 thunder damage (save ends). power bonus to all defenses until the end of the
Effect: Choose you or an ally within 5 squares. Until encounter.
the end of the encounter, any creatures that attacks Secondary Effect: You gain a swim speed of 6, low-
the chosen individual takes 3d8 + Charisma modifier light vision (if applicable) and can breathe
damage and ongoing 10 thunder damage (save underwater for up to 5 minutes.
ends). Likewise, the chosen ally gains a +2 power
bonus to AC. Renewed Vigor Bard Utility 22
A golden light emanates from your feet, giving you and
Thundercloud Bard Attack 19 your allies a burst of energy.
You sing a cadenza, and a standing wave of thunder Encounter Arcane, Healing
lingers in the area Standard Action Close burst 6
Daily Arcane, Implement, Conjuration, Thunder Targets: You and each ally in burst
Standard Action Area wall 10 in 10 squares Effect: Target can spend a Second Wind and gains
Effect: You create a wall of contiguous squares that temporary hit points equal to half your level. In
have continuous sound waves echoing through the addition, if the target is weakened or slowed, it gets
area that lasts until the end of your next turn. The a saving throw to remove the effect.
wall can be up to 10 squares long and 4 squares Special: this power’s effect does not count as the
high. The spaces occupied by the wall are target’s Second Wind for the encounter.
considered difficult terrain. If a creature enters the
wall, or starts it turn there, it takes 4d6 + Charisma Song of Orpheus Bard Utility 22
modifier thunder damage and is deafened (save Your music can lead the dead back to the world of the
ends). living.
Sustain Minor: The wall persists Daily Arcane, Healing
Standard Action Melee touch
Level 22 Utility Spellsongs Target: One corpse
Effect: The target makes a saving throw. If successful,
Battlecry Bard Utility 22 it is returned to life with 1 hit point.
With a bold shout, you rally your allies with a burst of
confidence. Level 23 Encounter Spellsongs
Daily Arcane, Healing
Target: You and all allies within burst Dimensional Strike Bard Attack 23
Effect: Target gains a power bonus on their next You incant a quick verse and vanish from sight and
damage roll equal to your Charisma modifier. The reappear elsewhere.
target must make this attack before the end of your Encounter Arcane, Weapon, Teleportation
next turn or lose the bonus. In addition, if the target Standard Action Melee or Ranged Weapon
is suffering from a charm or fear effect, it makes a Target: One creature
save against it with a +2 power bonus. Special: You can teleport up to 5 squares before or
after the attack. You gain combat advantage
Legendary Heroism Bard Utility 22 against the opponent you attack.
Legends never die. Attack: Dexterity vs. AC.
Daily Arcane Hit: 3[W] + Dexterity modifier damage.
Standard Action Melee touch
Target: You or one ally
Effect: The target gains temporary hit points equal to
your level. In addition, until the end of the encounter
the target gains a +4 power bonus to attack rolls,
skill checks, saves and is immune to fear effects.

Page 15 of 99
4E Races and Classes
Mirage Arcana Bard Attack 23 Misleading Feint Bard Attack 25
You close your eyes and imagine you and your allies are It’s always good to be two places at once.
fighting amongst the trees of a vast jungle. Daily Arcane, Weapon, Illusion
Encounter Arcane, Illusion, Implement, Zone Standard Action Melee or Ranged weapon
Standard Action Close burst 6 Target: One creature
Target: Each enemy in burst Attack: Dexterity vs. AC
Attack: Charisma vs. Will Hit: 5[W] + Dexterity modifier damage.
Hit: 2d8 + Charisma modifier psychic damage and the Effect: After attacking, you create an illusory duplicate
terrain in the area is considered difficult terrain to the of yourself that shares your square. The next attack
target until the end of your next turn. that hits you hits the duplicate instead, destroying it.
Effect: You and your allies in the area have total You then turn invisible until the end of your next turn.
concealment against melee attacks and If you attack, the invisibility ends.
concealment against ranged attacks. Sustain Minor: The illusory duplicate or invisibility
persists.
Nightmare’s Touch Bard Attack 23
A torrent of vile and hideous images appears in the mind Song of Discord Bard Attack 25
of your opponent. A dissonant melody makes your foes attack each other.
Encounter Arcane, Psychic Daily Arcane, Implement, Charm, Psychic
Standard Action Ranged 5 Standard Action Range burst 4 in 20 squares
Attack: Charisma vs. Will Target: Each creature in burst
Hit: 3d8 + Charisma modifier psychic damage and the Attack: Charisma vs. Will
target is restrained and weakened until the start of Hit: 3d10 + Charisma modifier psychic damage. On it’s
your next turn. turn, the target moves and attacks it closest ally with
a basic attack (save ends).
Shadow Evocation Bard Attack 23 Sustain Standard: The charm persists.
You unleash a wave of shadow, which your foes believe
to be a burning cloud of fire. Wail of Doom Bard Attack 25
Encounter Arcane, Implement, Illusion, Psychic You unleash a terrible requiem of agony that sucks at
Standard Action Ranged burst 4 in 20 squares your opponent’s soul.
Target: Each enemy in burst Daily Arcane, Implement, Necrotic
Attack: Charisma vs. Will Standard Action Close blast 6
Hit: 4d6 + Charisma modifier psychic damage. Target: Each creature in blast
Attack: Charisma vs. Will
Level 25 Daily Spellsongs Hit: 4d10 + Charisma modifier necrotic damage. The
target runs its speed + your Intelligence modifier
Otto’s Irresitible Dance Bard Attack 25 away from you. The fleeing target avoids unsafe
You assault your foes with an insideous rythmn, making squares and difficult terrain if it can. This movement
your foes caper and prance while your allies elegantly provokes opportunity attacks. In addition, the target
slide about them. takes a –2 penalty to attack rolls and defenses for
Daily Arcane, Charm, Psychic the rest of the encounter (save ends).
Standard Action Ranged 10 Miss: Half damage, and the target takes a –2 penalty to
Target: One creature defenses until the end of your next turn.
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage. Target is Level 27 Encounter Spellsongs
stunned; in addition, at the start of its turn, it
provokes an opportunity attack (save ends both). Angelic Chorus Bard Attack 27
Miss: Half damage and the target provokes an You sing with the accompaniment of angels, granting
opportunity attack. your allies strength, courage and vigor even as you lash
Effect: Until the end of the encounter, all allies within 5 out against your enemies.
squares can shift 1 square as a minor action and Encounter Arcane, Weapon
gain a +2 power bonus to Reflex defense and AC. Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Effect: Each ally within 5 squares can spend a healing
surge and heals extra hit points equal to your
Intelligence modifier.

Page 16 of 99
4E Races and Classes
Foe to Friend Bard Attack 27 Resonating Agony Bard Attack 29
You start to hum and point your closed fist at your A rumble courses through your foe, shaking his body
enemy, making him blink and think you are a trusted ally. from within.
Encounter Arcane, Implement, Charm, Psychic Daily Arcane, Implement, Thunder
Standard Action Ranged 5 Standard Action Melee Touch
Target: One creature Target: One creature
Attack: Charisma vs. Will Attack: Dexterity vs. Fortitude
Hit: 3d8 + Charisma modifier psychic damage. The Hit: 4d10 + Charisma modifier thunder damage and the
target cannot target you or include you in an attack target takes ongoing 15 thunder damage (save
until the end of your next turn. ends).
Miss: Half damage and target takes ongoing 10 thunder
Greater Shout Bard Attack 27 damage (save ends).
You inhale and then unleash an earth-shattering scream.
Encounter Arcane, Implement, Thunder Steely Shatter Bard Attack 29
Standard Action Close blast 6 With a perfect strike, your weapon sends a disruptive
Target: Each creature in blast resonance through your target.
Attack: Charisma vs. Fortitude Daily Arcane, Weapon, Thunder
Hit: 6d6 + Charisma modifier thunder damage and the Standard Action Melee or Ranged weapon
target is deafened (save ends). Target: One creature
Attack: Dexterity vs. AC
Light-hearted Melody Bard Attack 27 Hit: 6[W] + Dexterity modifier thunder damage.
You chant a mellow tune, and a brilliant ray of light Miss: Half damage.
blasts towards your opponent.
Encounter Arcane, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d10 + Charisma modifier radiant damage and the
target is blinded until the end of your next turn.

Level 29 Daily Spellsongs

Dirge of the Fallen Emperor Bard Attack 29


As you sing a requiem inspired by the ancient gods of
death, spectral skulls float from the sky sapping your
foes life force.
Daily Arcane, Implement, Necrotic, Zone
Standard Action Area burst 6 within 10
Target: All creatures in area
Attack: Charisma vs. Fortitude
Hit: 4d10 + Charisma modifier necrotic damage and the
target is weakened (save ends).
Miss: Half damage and the target is weakened until the
end of your next turn.
Sustain Minor: Make a Charisma vs. Fortitude attack
against each creature in the zone dealing 2d8 +
Charisma modifier necrotic damage and weakening
the target until the start of your next turn.

Page 17 of 99
4E Races and Classes
Inspire Awe War Chanter Attack 20
You showcase your finest vision of the chaos of battle,
placing dread in the hearts of your enemies.
Daily Arcane, Implement, Fear, Psychic
Standard Action Close burst 6
War Chanter Target: All enemies within burst
“I am the living embodiment of the sound of battle.” Attack: Charisma vs. Will
Hit: 4d8+Charisma modifier psychic damage. In
Prerequisite: Bard Class addition, until the end of the encounter, the target is
You are the fearless song of war, pushing those around stunned and takes a -2 penalty to attack and
you to greater heights. You might lead a warband or just defenses.(save ends separately)
be a walking bastion of inspiration during the Miss: Half damage. In addition, takes a -2 penalty to
mosthorrible battles. attack and defenses until the end of your next turn.

War Chanter Path Features Virtuoso


Inspire Toughness (11th level): When you use an “Watching my performance is the greatest experience a
action point to gain an extra action, you grant yourself creature can ever attain.”
and all allies within 5 squares temporary hitpoints equal
to half your level. Prerequisite: Bard Class
War Chanter Music (11th level): You can use two
Bardic music effects per encounter rather than one. In You are the center of attention, a walking
addition, you can combine two Bardic music effects by performer of grandiose reputation and talent.
just activating one. For example, you could sing counter Wherever you go, people usually come from far
song and inspire courage with a single standard action. and wide just to see you perform. Your performances
Singing Shout (16th level): Whenever activating Bardic have a supernatural effect on those who are near your
music effects you can grant any affected allies a +2 presence. Even your worst enemies begrudgingly
bonus on their next attack and damage roll before the admire or fear your talents even in the thick of battle.
end of your next turn.
Virtuoso Path Features
Inspire Recklessness War Chanter Attack 11
Your carelessly lunge into the fray, ferociously attacking Virtuoso Performance (11th level): When you use an
all in your path. action point to gain an extra action, you gain an
Encounter Arcane, Weapon additional use of Bardic Music for the encounter.
Standard Action Melee or Ranged weapon Fascinating Song (11th level): If you do not have the
Target: One creature Fascinating song Class feature, you now gain it. (If you
Special: You can use this power as part of a charge. already have it, add an additional target to its effect.)
Attack: Dexterity +2 vs. AC Sustaining Song (11th level): Once per encounter you
Hit: 3 [w] damage + Dexterity modifier. can make one ally within 6 squares automatically
Effect: You suffer a -2 penalty to AC until the start of succeed on a death or dying effect.
your next turn. In addition, one ally within 5 squares Revealing Melody (16th level): Whenever activating a
of you can use an encounter power either as part of Bardic music effect, you can grant any affected allies the
a charge as long as it has a range of melee. The ally ability to see through illusions and invisibility effects until
suffers -2 penalty to AC and gains a +2 bonus to his the end of your next turn.
attack roll if he chooses to use this power.
Jarring Song Virtuoso Attack 11
Inspire Legion War Chanter Utility 12 You play a high-pitched aria, which disrupts your foes
You jump to the front lines and unite your allies with the focus.
fervor of the ancient armies of the past. Encounter Arcane, Implement, Psychic
Daily Arcane Standard Action Close burst 5
Standard Action Close burst 12 Target: Each enemy in burst.
Target: All allies within burst Attack: Charisma vs. Fortitude
Effect: Until the end of the encounter, any ally within the Hit: 3d6+ Charisma modifier psychic damage. In
effect can use any other ally’s stat modifier if it is addition, you can move the target 1 square. This
higher than his for the purpose of attacking or provokes opportunity attacks.
dealing damage.

Page 18 of 99
4E Races and Classes
Song of Fury Virtuoso Utility 12 Shadow Illusion Shadowdancer Attack 11
You play a bandinerie inciting your allies with ferocious You create a shadow duplicate that stands right next to
vigor. you after striking.
Daily ✦ Arcane Encounter Arcane, Illusion
Standard Action Melee weapon
Standard Action Close burst 12
Target: One Creature
Target: All allies within burst
Attack: Dexterity vs. AC
Effect: The target gains temporary hit points equal to
Hit: 3 [w] + Dexterity modifier.
your level. In addition, the target gains a +2 power
Effect: You create a duplicate of yourself that stands in
bonus to attack rolls, damage rolls and will defense.
your square. Until the start of your next turn, all attacks
However, the target suffers a -2 penalty to AC. All of
have a 50% of hitting you. Creatures with special senses
these benefits and penalties last until the end of the
such as truesight, tremorsense or blindsight are immune
encounter.
to this effect.

Mindbending Melody Virtuoso Attack 20 Shadow Jump Shadowdancer Utility 12


You twist the thoughts of those enthralled by your You jump into your shadow and appear behind your foe.
performance. Encounter Arcane, Teleportation
Daily Arcane, Implement, Charm, Psychic Move Action Personal
Move Action Close burst 6 Effect: You teleport up to 5 squares. You can’t bring
Target: Any creature that is restrained by Fascinating other creatures with you.
Song
Attack: Charisma vs. Will
Summon Shadow Shadowdancer Attack 20
Hit: 4d10+Charisma modifier psychic damage. In
You harness the power of the shadowfell and infuse your
addition, target is dominated until the start of your
own shadow with fell power, directing it to attack your
next turn.
enemies.
Miss: Half damage and target is dazed until the end of
Daily Arcane, Conjuration, Implement
your next turn.
Standard Action Ranged 10
Target: One square in range
Shadowdancer Effect: You conjure an animated shadow that occupies
1 square within range. As a standard action, you can
“Now you see me… now you don’t.” order the shadow to move and attack an opponent
you designate. If you do not give the shadow an
Prerequisite: Bard Class order for a turn, it does nothing.

You are a living paradox, intriguing the masses by Greater Animated Shadow Level 20 Minion
staying out of sight. You usually keep to yourself and Medium shadow humanoid (undead) XP -
use your powers to deceive others. Dancing in the dark Initiative +16 Senses perception +16, darkvision
borders of reality and the shadowfell, you gain unnatural HP 1; a missed attack never damages a minion
powers of illusion and deception. You can almost never AC 34; Fortitude 32, Reflex 32, Will 32
be kept down, always having a trick up your sleeve. Immune disease, poison; Resist insubstantial, 15
necrotic; Vulnerable 10 radiant
Speed 6, fly 6 (hover); phasing
Shadowdancer Path Features
Shadow Claws (standard; at will)
Hide in Plain Sight (11th level): When you use an +25 vs. Reflex; 4d10 + 7 necrotic damage and target
action point to hide, you don’t have to have cover or is slowed until the end of its next turn.
concealment to make a stealth check. This effect lasts Infuse with Shadow (standard; at will)
until the end of your next turn. The target must be slowed to use this attack
Touch of Darkness (11th level): You gain a +2 bonus +25 vs. Fortitude; 4d10 + 7 necrotic damage and
on stealth checks. target takes ongoing 10 necrotic damage (save
Mark of the Shadowfell (16th level): You gain ends).
darkvision. Shadow’s Shroud (special; at will)
If a shadow is in dim or lesser light it can make a
stealth check as a free action and gains
concealment
Alignment Evil Languages Common
Skills Stealth +23
Str 23 (+16) Dex 23 (+16) Wis 23 (+16)
Con 23 (+16) Int 10 (+10) Cha 26 (+18)

Page 19 of 99
4E Races and Classes
Barbarian Level Bloodlust Extra Damage
“Today is a good day to die – for you”
1st-10th +1d6
A savage warrior who fearlessly strides into battle 11th – 20th +2d6
21st – 30th +3d6
CLASS TRAITS
Role: Striker.
Power Source: Primal
Key Abilities: Strength, Constitution, Wisdom Battle Frenzy Class Feature
You let the fight overtake you, becoming a whirlwind of
Armor Proficiencies: Cloth, leather, hide; light shield destruction
Weapon Proficiencies: Simple melee, military melee, Daily Primal
simple ranged Minor Action Personal
Bonus to Defense: +2 Fortitude Effect: You gain a +2 power bonus to hit and damage.
Hit Points at 1st Level: 17 + Constitution score Your Will defense increases by +1, but you take a -1
Hit Points per Level Gained: 7 penalty to AC. This bonus lasts for the duration of
Healing Surges per Day: 5 + Constitution Modifier an encounter, or for 5 minutes.
Trained Skills: Endurance. From the class skills list
below, choose three trained skills at 1st level. Level 1 At-Will Exploits
Class Skills: Athletics (Str), Intimidate (Cha), Nature
(Wis), Perception (Wis), Stealth (Dex) Power Strike Barbarian Attack 1
With a shout, you bring your weapon about forcefully into
Build Options: Wrecking barbarian, guerilla barbarian your foe.
Class Features: Battle Frenzy, Bloodlust At-will Primal, Weapon
Standard Action Melee Weapon
Target: One creature
Creating A Barbarian Attack: Strength vs. AC
Hit: 1 [W] damage + Strength damage
Effect: If you bloody a foe with this power, you gain a
Wrecking Barbarian +1 power bonus to hit until the end of your next turn.
You leap into combat, relishing in dropping foes and Increase damage to 2[W] at 21st level.
hewing away at opponents or their weapons and armor.
Driving Blow Barbarian Attack 1
Guerilla Barbarian You repeatedly bring your weapon against the foe,
You use the terrain to your advantage, making it hinder forcing him back
foes and hide your approach. You strike, and dart away, At-Will Primal, Weapon
denying your opponent a chance to strike back Standard Action Melee Weapon
Target: One creature
Barbarian Class Features Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You can push an
Bloodlust enemy back one square
Once per turn as a minor action, you can designate a foe Increase damage to 2[W] + Strength modifier at 21st
as the target of your bloodlust. level.
Once per round, you deal extra damage to your
target. The extra damage is based on your level. If you Sidestep Strike Barbarian Attack 1
can make multiple attacks in a round, you decide which You wait for your enemy to swing, sidestep the blow and
attack to apply the extra damage to after all the attacks counterattack
are rolled. At-Will Primal, Weapon
Bloodlust remains active until the end of the Standard Action Melee Weapon
encounter, until the target is defeated, or until you Target: One creature
designate a different target as the subject of your Attack: Strength vs. Reflex
bloodlust. Hit: 1[W] + Strength modifier damage. You can shift one
You can designate one enemy as the target of square after the attack.
your bloodlust at a time. Increase damage to 2[W] + Strength modifier at 21st
level.

Page 20 of 99
4E Races and Classes
Pummel Barbarian Attack 1 Send Flying Barbarian Attack 1
You strike your foe with your weapon and follow it up Your blow knocks your opponent into the air briefly, then
with an elbow smash, knee strike or a blow with the butt onto its back
of your weapon Encounter Primal, Weapon
At-Will Primal, Weapon Standard Action Melee Weapon
Standard Action Melee Weapon Requirement: You must be using a two-handed melee
Target: One creature weapon.
Attack: Strength vs. AC Target: One Creature
Hit: 1[W] + Strength modifier damage. Make a Attack: Strength vs. Fortitude
secondary attack Hit: 1[W] + Strength modifier and opponent is pushed 1
Secondary Target: Same creature square and knocked prone.
Secondary Attack: Strength vs. AC
Secondary Hit: 2 + Strength Modifier damage Level 1 Daily Exploits
Level 1 Encounter Exploits Fearsome Blow Barbarian Attack 1
You hammer an opponent with your weapon, weakening
Counterstrike Barbarian Attack 1 him.
When your opponent leaves himself defenseless when Daily Primal, Weapon
he buries his weapon into your skin, you strike. Standard Action Melee weapon
Daily Primal, Weapon Target: One creature
Immediate Reaction Melee Weapon Attack: Strength vs. Will
Trigger: When you are hit by an opponent’s melee Hit: 1[W] + Strength modifier and opponent is weakened
attack. (save ends).
Target: The opponent who hit you. Miss: Opponent is weakened until the end of your next
Attack: Strength vs. AC turn.
Hit: 1[W] + Strength modifier damage. If you are
bloodied, increase damage to 2[W] + Strength Hunter's Strike Barbarian Attack 1
modifier damage. You strike a foe, reducing his ability to escape you
Daily Primal, Weapon
Beast Strike Barbarian Attack 1 Standard Action Melee or Ranged Weapon
Like an enraged beast, you descend on your opponent Target: One creature
slashing and striking Attack: Strength vs. AC
Encounter Primal, Weapon Hit: 2[W] + Strength modifier and opponent is slowed
Standard Action Melee Weapon (save ends)
Target: One Creature Miss: Opponent is slowed until the end of your next turn.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Whirlwind of Destruction Barbarian Attack 1
Miss: 2 + Strength modifier damage. You rain down damage on all your foes
Effect: You may shift one space after the attack. Daily Primal, Weapon
Standard Action Close burst 1
Leaping Assault Barbarian Attack 1 Requirement: You must be using a two-handed melee
You charge, leaping into the air and bring your weapon weapon.
down on your opponent with a fearsome yell. Target: All foes in burst
Encounter Primal, Weapon Attack: Strength vs. AC
Standard Action Melee Weapon Hit: 1[W] + Strength modifier
Trigger: You charge an enemy Miss: Half damage.
Target: One Creature
Attack: Strength + 2 vs. AC. Level 2 Utility Exploits
Hit: 1[W] + Strength modifier damage and the opponent
is dazed until the end of your next turn. Beatdown Barbarian Utility 2
Seeing that your foe is battered, you prepare to finish
him off
Encounter Primal, Stance
Minor Action Ranged 10
Target: One bloodied enemy
Effect: You deal an extra +1d6 damage when you hit
the targeted foe for the remainder of the encounter

Page 21 of 99
4E Races and Classes
Grin and Bear it Barbarian Utility 2 Slashing Fury Barbarian Attack 3
You ignore the hit you just took and press on You bring your weapon about in a wide arc, aiming for
Encounter Healing, Martial your victim’s throat
Immediate Reaction Personal Encounter Primal, Weapon
Requirement: You must be bloodied Standard Action Melee Weapon
Trigger: You are hit by an attack Requirement: You must be using a two-handed melee
Effect: You can spend a healing surge to regain hit weapon
points. Target: One creature
Attack: Strength vs. AC.
Shrug it Off Barbarian Utility 2 Hit: 2[W] + Strength modifier damage. If you bloody the
You convince yourself to ignore a dehabilitating effect. opponent, he takes ongoing 5 damage (save ends).
Encounter Primal
Minor Action Personal Level 5 Daily Exploits
Target: You
Effect: You make an immediate saving throw with a Driving Attack Barbarian Attack 5
power bonus equal to your Constitution modifier. You repeatedly strike your opponent, keeping him on the
defensive
Surge Forward Barbarian Utility 2 Daily Primal, Weapon
You urge yourself into combat. Standard Action Melee Weapon
Encounter Primal Requirement: You must be using a two-handed melee
Minor Action Personal weapon.
Effect: You shift up to 2 squares towards an opponent. Target: One creature
Attack: Strength vs. AC
Level 3 Encounter Powers Hit: 2[W] + Strength modifier and your opponent suffers
a –2 penalty to attack rolls as long as you are
Cave Bear Strike Barbarian Attack 3 adjacent to the opponent.
You rise up to your full height and smash into your foe. Miss: Half damage, and the opponent takes a –1
Encounter Primal, Weapon penalty to attack rolls as long as you are adjacent to
Standard Action Melee Weapon it.
Requirement: You must be using a two-handed melee
weapon Tackling Strike Barbarian Attack 5
Target: One creature You barrel into your opponent, weapon first, driving him
Attack: Strength vs. AC. back.
Hit: 1[W] + Strength modifier damage and push the Daily Primal, Weapon
target 1 square. If you bloody the opponent, he is Standard Action Melee Weapon
also immobilized until the start of your next turn. Target: One creature
Attack: Strength vs. Fortitude
Crushing Strike Barbarian Attack 3 Hit: 2[W] + Strength modifier damage, and the opponent
A blow to the ribcage ought to take the wind out of your is pushed a number of squares equal to your
opponent’s sails. Constitution modifier
Encounter Primal, Weapon Miss: Half damage, and the opponent is pushed 1
Standard Action Melee Weapon square
Target: One creature
Attack: Strength vs. AC. Level 6 Utility Exploits
Hit: 1[W] + Strength modifier damage and the target
suffers a –1 penalty to AC and Fortitude until the Enemy at the Gates Barbarian Utility 6
end of your next turn. If you bloody the opponent, You rush your surprised foes before they can act
he is also dazed until your next turn. Encounter Primal
Free Action Personal
Effect: If you get to act in a surprise round, you can
move up to your speed towards an enemy that has
not yet acted.

Page 22 of 99
4E Races and Classes
Incite the Fury Barbarian Utility 6 Shock Trooper Barbarian Attack 7
You rouse a seething fury in your allies against your You drive into an enemy’s formation, disrupting it and
hated foes scattering the troops.
Daily Primal Encounter Primal, Weapon
Minor Action Close Burst 1 Standard Action Close burst 1
Effect: Allies gain a +1 power bonus to hit and damage Effect: Take a move action before making the attack.
when making melee attacks. The benefit lasts until Attack: Strength + 2 vs. Fortitude
the end of the encounter or for 5 minutes. Hit: 1[W] + Strength modifier to each opponent in burst
and shift each target a number of squares equal to
Shieldbiter Barbarian Utility 6 your Wisdom modifier.
You gnaw on the edge of your shield as you anticipate
battle. Level 9 Daily Exploits
Encounter Primal
Minor Action Personal Cut from Stem to Stern Barbarian Attack 9
Effect: You can spend a healing surge to regain hit With an overhand chop, you split your foe down the
points and gain a +1 power bonus to attack and middle.
damage until the start of your next turn. Daily Primal, Weapon
Standard Action Melee Weapon
Falcon’s Swipe Barbarian Utility 6 Requirement: You must be using a two-handed melee
You sweep in, attack, and leave your enemy unable to weapon.
counterattack. Attack: Strength vs. AC
Daily Primal, Stance Hit: 2[W] + Strength modifier and the opponent is
Minor Action Personal stunned until the end of your next turn.
Effect: You can make a single basic attack at any point Miss: Half damage and the opponent is dazed until the
during your movement as a standard action, and start of your next turn.
then finish your movement. You gain a +4 AC Weapon: If you are using an axe or a heavy blade, you
bonus against opportunity attacks after you make gain a power bonus to damage equal to your
the attack until the start of your next turn. Constitution modifier.

Level 7 Encounter Exploits Death Stroke Barbarian Attack 9


Before you go, they’ll go first.
Cave Bear’s Embrace Barbarian Attack 7 Daily Primal, Weapon
You wrap your weapon around your opponent, pinning Immediate Reaction Melee 1
them as you squeeze the life from them. Trigger: You are bloodied by an attack or reduced to 0
Encounter Primal, Weapon or fewer hit points.
Standard Action Melee Weapon Target: The creature that just attacked you
Requirement: You must be using a two-handed melee Attack: Strength + 2 vs. AC
weapon Hit: 3[W] + Strength modifier
Target: Strength vs. Reflex. Miss: Half damage.
Attack: 1[W] + Strength modifier and the target is
grabbed (until escape). Devastating Tornado Barbarian Attack 9
Sustain Minor: You sustain the grab and deal Strength You swing your weapon in a grand arc, downing all
modifier damage to the target. those near you
Daily Primal, Weapon
Crimson Wolverine Strike Barbarian Attack 7 Standard Action Close Burst 1
With a mad gleam in your eye, you unleash a deadly Requirement: You must be using a two-handed melee
stream of slashes at your foe. weapon.
Encounter Primal, Weapon Attack: Strength vs. AC
Standard Action Melee Weapon Hit: 2[W] + Strength modifier damage.
Requirement: You must be using a two-handed melee Miss: Half damage.
weapon.
Attack: Strength vs. AC Level 10 Utility Exploits
Hit: 2[W] + Strength modifier damage.

Page 23 of 99
4E Races and Classes
Dire Boar’s Tenacity Barbarian Utility 10 Shatter Armor Barbarian Attack 13
Attacks seem to simply roll off you without slowing you. You rain heavy blows down on your opponent’s armor,
Daily Primal, Stance tearing gaping holes in his protection as well as his flesh.
Minor Action Personal Encounter Primal, Weapon
Effect: You gain damage resistance equal to half your Standard Action Melee Weapon
level. Target: One creature
Attack: Strength vs. AC
Leap to Battle Barbarian Utility 10 Hit: 1[W} + Strength modifier and the opponent’s armor
You unleash a fierce battle cry as you leap boldly into is sundered (See sundered condition in Combat
the fray. section at end of this document).
Encounter Primal
Minor Action Personal Throw and Retrieve Barbarian Attack 13
Effect: you can move 3 squares, as long as you can You bring your weapon over your head and hurl with
end your move adjacent to an enemy. both hands, then move to retrieve it from the foe’s body.
Encounter Primal, Weapon
Lion’s Roar Barbarian Utility 10 Standard Action Ranged 5
You let out a ferocious war cry, driving your enemies Requirement: You must be using a two-handed melee
back in fear. weapon.
Daily Primal Target: One creature
Minor Action Close Burst 5 Attack: Strength vs. AC
Target: All creatures in burst Hit: 1[W] + Strength modifier damage and your weapon
Attack: Constitution vs. Will is now in a square adjacent to your opponent.
Hit: Opponent is weakened and dazed until the end of Effect: After making the attack you move up to 5
your next turn. squares to end adjacent to the target you attacked.
Miss: Opponent is weakened until the end of your next You may retrieve your weapon as a minor action.
turn.
Upside the Head Barbarian Attack 13
The Mystery of Woad Barbarian Utility 10 A quick blow scatters your opponent’s wits, letting you
The blue paint that covers your bare skin glows briefly, set up a deadly strike.
granting you mystical protection. Encounter Primal, Weapon
Daily Primal, Stance Standard Action Melee Weapon
Minor Action Personal Requirement: You must be using a two-handed melee
Effect: You gain a +2 power bonus to your AC and weapon.
Fortitude defense. Target: One creature
Attack: Strength vs. Fortitude
Relentless Pursuit Barbarian Utility 10 Hit: 1[W] + Strength modifier and the target is stunned
As you pull your weapon from your eviscerated foe, you until the end of your next turn.
rush towards your next opponent.
Daily Primal Level 15 Daily Exploits
Free Action Personal
Effect: If you drop an opponent to 0 hit points with a Throat Tearer Barbarian Attack 15
melee attack, you may take a move action as long You strike, trying to slice open your opponent’s throat.
as you move towards another enemy you can see. Daily Primal, Weapon
Standard Action Melee Weapon
Level 13 Encounter Exploits Target: One creature
Attack: Strength vs. AC
Nerve-Shattering Strike Barbarian Attack 13 Hit: 2[W] + Strength modifier, and 2 + Strength modifier
Your blow shatters your opponent’s will to fight. ongoing damage (save ends). If the opponent is
Encounter Primal, Weapon bloodied, he takes 5 + Strength modifier ongoing
Standard Action Melee Weapon damage (save ends).
Target: One creature Miss: Half damage, and no ongoing damage.
Attack: Strength vs. Will Weapon: If you are using an axe or a heavy blade, you
Hit: 2[W] + Strength modifier and the opponent is gain a power bonus to damage equal to your
weakened (save ends). Constitution modifier.

Page 24 of 99
4E Races and Classes
Reeling Blow Barbarian Attack 15 Death Titan’s Evisceration Barbarian Attack 17
You slip past your opponent’s defenses and strike at his You tower over your opponent and rain death on your
vulnerable areas. foe.
Daily Primal, Weapon Encounter Primal, Weapon
Standard Action Melee Weapon Standard Action Melee Weapon
Target: One creature Requirement: You must be using a two-handed melee
Attack: Strength vs. Fortitude weapon.
Hit: 2[W] and the target is stunned until the end of your Target: One creature
next turn. If the opponent is bloodied, the target is Hit: 2[W] + Strength modifier. If the target is bloodied,
stunned until the end of your next turn and the target takes an extra 1d6 damage and is
immobilized (save ends). weakened until the end of your next turn.
Miss: Half damage and the target is not stunned or Weapon: If you are using an axe or a heavy blade, you
immobilized. gain a power bonus to damage equal to your
Constitution modifier.
Level 16 Utility Exploits
Weapon Sunder Barbarian Attack 17
Blood Ape Gait Barbarian Utility 16 Your blow rains down on the opponent’s weapon,
Like a lumbering ape, you lurch about with great speed. rendering it useless
Daily Primal, Stance Encounter Primal, Weapon
Minor Action Personal Standard Action Melee Weapon
Effect: Your speed increases by 2 and you gain a +1 Target: One creature
power bonus to AC. Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and the target’s
Hunter’s Step Barbarian Utility 16 weapon is sunder until it is repaired (See sundered
You dog your enemy’s footsteps, refusing to yield. condition in Combat section later in this document).
Encounter Primal
Immediate Reaction Personal Level 19 Daily Exploits
Trigger: An adjacent enemy moves away from you.
Effect: Shift into the square that the enemy vacated. Clear the Forest Barbarian Attack 19
You have combat advantage against that enemy You enemies surround you like a deadly forest, so you
until the end of your next turn. strike at your opponent’s legs, felling them like saplings.
Daily Primal, Weapon
Indomitable Will Barbarian Utility 16 Standard Action Close Burst 1
Nothing can dissuade you from dispatching your foes. Requirement: You must be wielding a two-handed
Daily Primal melee weapon
Free Acton Personal Target: Each enemy in burst you can see
Effect: Immediately end any one dehabilitating effect on Attack: Strength vs. AC
you that has a save to end. Hit: 3[W] + Strength modifier and target is knocked
prone. If the target is bloodied they are also dazed
Thunderfury Boar Hide Barbarian Utility 16 until the end of your next turn.
You take the shock of the blow, and it does nothing to Miss: Half damage and the opponent is not knocked
you. prone or dazed.
Daily Primal Weapon: If you are using an axe or a heavy blade, you
Immediate Reaction Personal gain a power bonus to damage equal to your
Trigger: An enemy hits you with an attack. Constitution modifier.
Effect: You gain damage resistance 10 + Constitution
modifier against the attack.

Level 17 Encounter Exploits

Page 25 of 99
4E Races and Classes
Impaling Strike Barbarian Attack 19 Scorn Death Barbarian Utility 22
With a mighty sweep of your weapon, you pin your foe With a defiant roar, you send the Raven Queen away.
against a solid barrier, held in place with your weapon. You’ll let her take your enemies, but she won’t get you
Daily Primal, Weapon, Reliable today.
Standard Action Melee Weapon Daily Healing, Primal
Requirement: You must be wielding a two-handed Free Action Personal
melee weapon Trigger: You are reduced to 0 or fewer hit points
Target: One creature Effect: You can use a healing surge, even if you are
Attack: Strength vs. Reflex unconscious or dying. You can also stand from
Hit: 2[W] + Strength modifier and push the opponent a prone after healing.
number of squares equal to your Constitution Special: You cannot use this ability if you have no
modifier. If the opponent is bloodied, he takes an healing surges.
extra 1d6 damage. After each space you push the
foe, you shift into the opponent’s square. If the Terror of the Battlefield Barbarian Utility 22
opponent collides with an obstacle, you may discard They’re right to fear you; you’re going to kill them all.
your weapon to immobilize the opponent (save Daily Primal, Reliable
ends). Minor Action Personal
Weapon: If you are using a Spear or Heavy blade, you Effect: Spend a healing surge to deal 4d10 + Strength
gain a +2 bonus to hit with the attack. Modifier on your next successful attack against the
target of your Bloodlust ability, instead of your normal
Savage Wolf Strike Barbarian Attack 19 Bloodlust damage. You do not regain any hit points.
Like a rabid wolf, you tear and scratch at your opponent.
Daily Primal, Weapon Level 23 Encounter Exploits
Standard Action Melee Weapon
Targets: One, two or three creatures Primordial Blow Barbarian Attack 23
Hit: 1[W] + Strength modifier damage each. A target hit Like a vengeful god, you bring your weapon down on
once is dazed until the end of your next turn. A your foe – for the last time.
target hit twice is stunned until the end of your next Encounter Primal, Weapon, Acid, Cold, Fire,
turn. A target hit three times is weakened and Lightning, or Thunder
stunned until the end of your next turn. If the Standard Action Melee Weapon
opponent is bloodied, add an extra 1d6 damage to Requirement: You must be wielding a two-handed
each attack. melee weapon
Miss: Half damage per attack, and the target is not Target: One creature
dazed, stunned or weakened. The target does not Hit: 3[W] + Strength modifier acid, cold, fire, lightning or
take additional damage if it is bloodied. thunder damage. If the opponent is bloodied, you
deal 4[W] + Strength modifier acid, cold, fire,
Level 22 Utility Exploits lightning or thunder damage instead.

Dig In Barbarian Utility 22 Warding Strike Barbarian Attack 23


You plant your feet and you’re going nowhere. You parry the opponent’s attack with your own weapon,
Daily Primal, Stance then bring you weapon about to skewer him.
Minor Action Personal Encounter Primal, Weapon
Effect: You can make an immediate save to avoid Immediate Interrupt Melee Weapon
being pushed, pulled or shifted. Even if you fail the Requirement: You must be wielding a two-handed
save, you can’t be moved more than 1 square. melee weapon
Target: The attacking creature
Growing Fervor Barbarian Utility 22 Hit: 2[W] + Strength modifier damage. If the opponent
You thrive on the mayhem you create. is bloodied, you deal 3[W] + Strength modifier
Encounter Primal instead.
Minor Action Personal Effect: Until the end of your next turn, the target’s
Effect: You gain a number of temporary hit points equal attack rolls take a penalty equal to your Wisdom
to ½ the damage you inflict to a foe on your next modifier.
successful hit.
Level 25 Daily Exploits

Page 26 of 99
4E Races and Classes
Predator’s Wounding Barbarian Attack 25 Lumbering Blow Barbarian Attack 27
You wound your opponent, letting him weaken and bleed Like an unstoppable juggernaut, you launch yourself
out. towards an enemy, weapon raised to strike.
Daily Primal, Weapon Encounter Primal, Weapon
Standard Action Melee weapon Standard Action Melee Weapon
Requirement: You must be using a two-handed melee Target: One creature
weapon Effect: You can move your speed + 2 spaces before
Target: One creature making the attack.
Attack: Strength vs. Fortitude Attack: Strength + 2 vs. AC
Hit: 3[W] + Strength modifier damage and the target is Hit: 4[W] + Strength modifier damage.
slowed and takes ongoing 10 damage (save ends
both). Plowing Strike Barbarian Attack 27
Miss: Half damage and the target takes ongoing 10 You plow through the enemy lines, trampling foes
ongoing damage (save ends). underfoot as you race to reach your real enemy.
Encounter Primal, Weapon
Primordial Wrath Barbarian Attack 25 Standard Action Melee Weapon
You unleash the fury within you, striking at every foe you Effect: You can shift up to 6 squares and must end up
can reach as you rage across the battlefield. adjacent to an enemy
Daily Primal, Weapon Target: Every creature in path of movement
Standard Action Close Blast 6 Attack: Strength vs. Fortitude
Requirement: You must be wielding a two-handed Hit: 2[W] + Strength modifier and shift the target 1
melee weapon. square out of your path of movement. At the end of
Target: Every creature in blast your movement make a secondary attack against
Attack: Strength vs. AC the foe you end adjacent to.
Hit: 3[W] + Strength modifier. If an opponent is Secondary Attack: Strength vs. AC
bloodied, they take 4[W] + Strength modifier instead. Hit: 3[W] + Strength modifier.
Miss: Half damage. Miss: Shift target 1 square out of your path of
Effect: After making the attacks, you may shift to any movement. At the end of your movement make a
space in the blast. secondary attack against the foe you end adjacent
to.
Provoked Attack Barbarian Attack 25
How dare he strike you? He’ll pay for that! Level 29 Daily Exploits
Daily Primal, Stance
Minor Action Personal I Have Become Death Barbarian Attack 29
Effect: You can make a basic attack against an enemy With grim determination, you plan the death of your
you choose as an immediate reaction if it attacks opponent.
you. You gain a +2 bonus to hit the opponent if it is Daily Primal, Weapon
bloodied. Standard Action Melee Weapon
Requirement: You must be wielding a two-handed
Level 27 Encounter Exploits melee weapon
Target: One creature
Executing Strike Barbarian Attack 27 Attack: Strength vs. AC
Seeing a wounded enemy, you decide to take advantage Hit: 4[W] + Strength modifier. If you bloody the
and finish him off. opponent, you render it unconscious. If an
Encounter Primal, Weapon unconscious target takes any damage, it is no longer
Immediate Reaction Melee Weapon unconscious.
Requirement: You must be using a two-handed melee Miss: Half damage, and you daze the foe until the end
weapon of your next turn if it is bloodied.
Trigger: One creature you can see has just taken
damage.
Effect: You can shift up to 3 spaces towards the
creature.
Target: The creature that took damage
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, or 4[W] +
Strength modifier damage if the target is bloodied.

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4E Races and Classes
Lamentations of the Fallen Barbarian Attack 29 Grizzly Stature Barbarian Utility 12
You leave a trail of broken and bleeding corpses in your Your bulk swells, and you tower over your opponent.
wake. Daily Polymorph, Primal, Weapon
Daily Primal, Weapon Minor Action Personal
Standard Action Melee Weapon Effect: You become Large size. As a Large sized
Target: One creature creature, you take up a 2x2 space and gain Reach
Attack: Strength vs. Fortitude 2. You also increase your weapon damage by one
Hit: 2[W] + Strength damage and you knock the target size and gain a +2 power damage bonus to attacks.
prone. You can move up to ½ your speed and make This effect lasts for the entire encounter or you can
a second attack against another or the same target. dismiss the power as a minor action.
You can continue attacking and moving until you
miss an opponent or until you have made a total of Group Hug Barbarian Attack 20
10 attacks and moves. You scoop up your opponents, crushing them in your
Miss: Half damage and your attack and movement end. grip.
Daily Primal, Weapon
Standard Action Close burst 1
Requirement: You must be Large size or larger.
Target: All creatures of medium size or smaller in burst
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier and target is grabbed (until
Bear Warrior escape).
Special: As a standard action, you can make a basic
“He is neither man nor beast, but both and neither at the
melee attack against all grabbed opponents.
same time”

Prerequisite: Barbarian class


Beserker
You are a warrior who draws on the primal power of one “Yeeeaaaargh!”
of the most powerful animals – the bear. Infused with its
strength and cunning you sally forth to rend your foes Prerequisite: Barbarian class
with savage blows.
You are a warrior who looses himself in the frenzy of
Bear Warrior Features combat. You thrive on the pain you inflict and are coldly
blind to the wounds you take as you cleave your
Bear Warrior’s Action (11th level): When you spend opponent sloppily in two. There are few who can
an action point, you can take a move action in addition to withstand the pummeling you can deliver, and those who
a standard action. can, you intend to go down with your axe buried in their
chest as far as you can plant it.
Bear Warrior’s Grab (11th level): When you make a
successful attack, if the opponent is one size larger than Beserker Path Features
you or smaller, you may choose to also grab the
opponent (until escape). Beserker’s Action (11th level): When you spend an
action point, you can choose to recover your battle
Bear Hug (16th level): When you grab an opponent you frenzy class ability instead of taking an action.
can deal 1d6 damage with a minor action. Beserk Fury (16th level): When you spend an action
point to make an attack, the attack gains Close Burst 1.
Bear Claws Barbarian Attack 11
You strike an enemy over and over, flaying the flesh Beserker Exploits
from their bones.
Encounter Primal, Weapon
Standard Action Melee Weapon
Target: One or two creatures
Attack: Strength vs. AC; make 2 attacks
Hit: 1[W] + Strength modifier each. If you hit a target
with two attacks, you deal an extra 1[W] damage. If
the opponent is already bloodied, you deal an extra
1[W] damage.

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4E Races and Classes th
Ancestral Onslaught Beserker Attack 11 Familiar Kill (16 level): When facing an opponent of a
Shouting the name of your forefathers and ending the race you’ve faced and defeated previously, you get a
litany of your geneology with your own name, you let damage bonus equal to your Wisdom modifier to attacks
your enemy know exactly who sent them the afterlife as you make against the foe (minimum +1).
you cut them down.
Encounter Primal, Weapon Fate of My Enemies Trophy Hunter Attack 11
Standard Action Melee Weapon You hurl the severed head of a former foe into the
Target: One creature enemy’s midst, causing fear and panic.
Attack: Strength vs. AC Encounter Primal, Trophy
Hit: 3[W] + Strength modifier damage. If you bloody the Standard Action Area burst 1 within 10 squares
opponent, he is weakened (save ends). Target: Each creature in area
Attack: Strength vs. Will
Leap to the Attack Beserker Utility 12 Hit: 3d8 + Strength modifier psychic damage and the
Heedless of your companion’s shouts, you leap into the targets are weakened until the start of your next
fray. turn.
Daily Primal, Weapon Special: If the trophy is rendered from the same
No Action Personal creature type as the target, on a hit the target is
Effect: Make a Strength check with a +5 bonus and use weakened (save ends).
that as your initiative check result. If you get the first
turn in the encounter, you can shift up to your speed as Strength of the Enemy Trophy Hunter Utility 12
a free action before taking any other actions. You fondle the necklace of teeth, drawing on the
strength stored within your captured trophy to augment
A Fine Red Mist Beserker Attack 20 yourself.
This is going to be messy… Daily Primal, Trophy
Daily Primal, Weapon Minor Action Personal
Standard Action Melee Weapon Effect: You gain a +4 power bonus to attack and
Target: One creature damage until the start of your next turn.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. If the opponent Spirit of the Defeated Trophy Hunter Attack 20
is bloodied, you deal 4[W] + Strength modifier You force the spirit of your defeated foe to fight on your
damage instead. In either case, the target is dazed behalf.
until the end of your next turn. Daily Conjuration, Divine, Trophy
Miss: Half damage and the target is not dazed. Standard Action Ranged 10
Target: One creature adjacent to ghostly spirit
Trophy Hunter Attack: Strength vs. AC
“An’ this tooth is from the black dragon Rhyst. Ripped it Hit: 3d10 + Strength modifier damage
outta his skull just ‘afore I snapped his neck.” Effect: You conjure a ghostly spirit that resembles the
creature from which your trophy is made. It
Prerequisite: Barbarian class occupies one square within range, and the spirit
attacks an adjacent creature. Once per round as a
Glory doesn’t just come from facing and minor action, you can make the spirit attack an
defeating a foe, but proving to everyone else you’ve adjacent creature. Every round, you can move the
defeated them as well. If you’re strong enough, you can spirit 5 squares as a move action. It lasts until the
even draw on your enemy’s former strength to enhance end of the encounter.
your own abilities. You tend to decorate yourself in
grisly trophies taken from former foes that have crossed Mountain Man
your path before – armor made from the hide of a “Go home boy, before I’m forced to teach you a lesson”
dragon you’ve slain, a necklace of teeth made from
those who’ve crossed you and a belt weighed down with Prerequisite: Barbarian class, trained in Nature skill.
the severed heads or skulls of those foolish enough to
get in your way. Even your axe is made from the Steeped in the knowledge of the wilderness, you use the
shoulderblade of a giant you’ve felled. very terrain against an opponent to strike them down.
They never see you coming, and they never find the
th
Trophy (11 level): A trophy is a bit of memorabilia bodies.
rendered from a former opponent’s body (such as a
skull, teeth, fingers, ears, etc.). While you possess a Mountain Man Path Features.
trophy, you gain a +1 bonus to attacks vs. AC and a +1
bonus to your own Fortitude, Reflex and Will defenses.

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4E Races and Classes
Mountain Man’s Action (11th level): When you spend
an action point to take an extra action, you also gain a
move action.

Amid the Forest (11th level): You gain Stealth or


Nature as a trained skill.

Unseen Strike (16th level): When you make an attack


while hidden, you deal extra damage equal to your
Strength modifier.

Mountain Man Manuevers

Wrong Move Mountain Man Attack 11


Your wait for your enemy to make a move, and you
catch him with a thunderous strike.
Encounter Primal, Weapon
Immediate Interrupt Melee Weapon
Trigger: An adjacent enemy shifts or moves
Target: The enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is
immobilized until the end of your next turn.

I Work Alone Mountain Man Utility 12


You’re most dangerous when you have to do it yourself.
Daily Primal
Minor Action Personal
Trigger: No other allies are within 5 squares of the
opponent you are adjacent to.
Effect: You deal +1d6 damage to the opponent with
your attacks until the end of your turn.

Mountain Claims Another Mountain Man Attack 20


They’ll never find the body…
Daily Primal, Weapon
Standard Action Melee Weapon
Requirement: You must be using a two-handed
weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and you grab the
opponent.
Miss: Half damage and no grab.
Sustain Minor: You maintain the grab and deal 1[W]
damage.

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4E Races and Classes
Master of Rites Druid
Druid You focus primarily on Wisdom. Constitution is
often your second choice. Strength is not important
“I am the spirit that walks unheeded through the unless you want to have a back up in case magic
wilderness, unseen and feared” becomes ineffective.
♦ Suggested Feat: Ritual Caster (Human feat:
A protector of the natural world Human Perseverence)
♦ Suggested Skills: Heal, History, Nature,
CLASS TRAITS Religion
Role: Striker & Controller. You control the battlefield
♦ Suggested At-will Powers: Overheat, Thorns
with a myriad of effects that hinder or kill opponents
♦ Suggested Encounter Power: Chill, Magic
and/or use your companion and ability to change shape
Stones
to take out opponents.
Power Source: Primal. ♦ Suggested Daily Power: Shillelagh
Key Abilities: Wisdom, Strength, Constitution
Nature’s Protector Druid
Armor Proficiencies: Cloth, leather, hide You focus on your Constitution. Dexterity is a
Weapon Proficiencies: Simple melee, simple ranged great choice to improve upon your AC defense.
Implement: Mistletoe, Staff or Pact Dagger Strength often
Bonus to Defense: +2 Fortitude, +2 Will compliments the other two well since it helps with most
of your attacks while in wild shape.
st
Hit Points at 1 Level: 12 + Constitution score ♦ Suggested Feat: Toughness (Human feat:
Hit Points per Level Gained: 5 Combat Reflexes)
Healing Surges per Day: 7 + Constitution modifier ♦ Suggested Skills: Nature, Endurance,
Athletics, Perception
Trained Skills: Nature. From the class skills list below, ♦ Suggested At-will Powers: Tear, Stomp
choose four more trained skills at 1st level. ♦ Suggested Encounter Power: Pounce
Class Skills: Arcana (Int), Athletics (Str), Diplomacy ♦ Suggested Daily Power: Nip at the Heels
(Cha), Endurance (Con), Heal (Wis), History (Int), Insight
(Wis), Religion (Int), Stealth (Dex) Druid Class Features
Build Options: Feral Warrior Druid, Master of Rites
Druid, Nature’s Protector Druid Animal Companion
Class Features: Animal companion, Shapeshift, Stride, Your animal companion is an animal or beast
Ritual Casting that accompanies you on your travels. You may
determine what the animal companion looks like, but
Creating A Druid regardless of its appearance, it uses the rules below.
Druids depend on Wisdom for most of their • Ability Scores: Choose one set of ability
abilities or Strength when shapeshifting. Constitution is scores from below for your animal companion.
also useful, since it helps them stand up to damage. Set 1 (Strong Companion): Strength 15,
The three builds presented here are the feral warrior Dexterity 8, Constitution 10, Intelligence 2,
druid, the master of rites druid and the nature’s protector Wisdom 12, Charisma 8, AC 12 + level, Fort
druid. 12 + ½ level, Reflex 10 + ½ level, Will 11 +
½ level, Speed 5 squares.
Feral Warrior Druid Set 2 (Balanced Companion): Strength 12,
Dexterity 12, Constitution 10, Intelligence 2,
Your focus is Strength, and you’ll often choose
Wisdom 12, Charisma 8, AC 12 + level, Fort
to remain in your Offensive wild shape form just in case.
11 + ½ level, Reflex 11 + ½ level, Will 11 +
Constitution helps if you're going to get hit sometimes
½ level, Speed 6 squares.
while Wisdom is only important for spreading focus.
Set 2 (Quick Companion): Strength 8,
♦ Suggested Feat: Weapon Focus: Unarmed
Dexterity 15, Constitution 10, Intelligence 2,
(Human feat: Action Surge)
Wisdom 12, Charisma 8, AC 12 + level, Fort
♦ Suggested Skills: Athletics, Endurance, 10 + ½ level, Reflex 12 + ½ level, Will 11 +
Nature, and Stealth ½ level, Speed 8 squares.
♦ Suggested At-will Powers: Tear, Rake • The animal companion’s skills equal ½ your
♦ Suggested Encounter Power: Pack Tactics level + the companion’s appropriate skill
♦ Suggested Daily Power: Rend modifier. The animal companion has no trained
skilled, but benefits from any feat you have that
provides a bonus to skills.

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4E Races and Classes
• When you gain an increase to ability scores, modifier. Increase this to AC 11 + Wisdom or
your animal companion likewise gains an Dexterity modifier at 16th level and 12 + Wisdom or
increase in ability scores. You do not have to Dexterity modifier at 30th level.
increase the same ability scores on your animal Nature’s Protector: You gain +3 starting HP and +1
companion that you increase on your character. HP per level. When shapechanged, your AC is 16.
• You and your animal companion share the same Increase this AC to 19 at 16th level and to AC 22 at
hit point pool. If you or your animal companion 30th level.
are targeted by an attack, any hit points lost
come from the same source. If both you and Ritual Casting
your animal companion are affected by the You gain the Ritual Caster feat as a bonus feat,
same attack from the same source, you only allowing you to use magical rituals. You possess a ritual
take damage once from the attack, not twice. book, and it contains two rituals you have mastered:
• You and your animal companion share actions Animal Messenger and one other 1st-level ritual of your
in a round. Fortunately, your animal companion choice.
has a Standard action of its own, and you can
grant it a Move or Minor action from your own Shapechange
pool of actions. Your animal companion cannot Druids have an unusual bond to the natural
spend action points. world, allowing them to take the shape of a myriad of
• When you use or are affected by a power that animals. As a druid increases in level, he gains the
has a target of personal, it also benefits your ability to strengthen and modify his ability to change
animal companion. shape.
An animal companion has its own basic attack,
and can use any of your powers that have a Companion Stride
keyword in them. You have Terrain Walk of the type of your
choice. Choose between Earth Walk, Forest Walk, Ice
Animal Companion Basic Attack Class Feature Walk and Swamp Walk.
Your animal companion bites, claws, kicks or otherwise • Earth Walk: You treat boulders and other
strikes at your foe. difficult stony terrain as clear. At 11th level and
At-Will Primal, Companion higher you treat treacherous stony terrain as
Standard Action Melee 1 clear. At 21st level, once per day you can pass
through up to one square of a stone obstacle as
Target: One creature if clear terrain. You cannot end your movement
Attack: Strength vs. AC or Dexterity vs. AC in a stone obstacle.
Damage: 1d6 + Dexterity Modifier • Forest Walk: You treat trees and overgrowth
Increase to 2d6 + Dexterity modifier at 21st level. and other difficult plant-based terrain as clear.
Special: This power counts as a melee basic attack. At 11th level and higher you treat treacherous
When a power allows your animal companion to plant-based terrain as clear. At 21st level, once
make a melee or unarmed basic attack, the animal per day you can pass through up to one square
companion can use this power. of a plant creature as if clear terrain. You
cannot end your movement in a plant creature.
Favored Form • Ice Walk: You treat icy ground and other
Druids operate in a variety of ways. Some difficult snow-covered terrain as clear. At 11th
druids rely on their wild shape to protect allies and level and higher you treat treacherous icy or
nature alike; while others rely on the advantages it snow-covered terrain as clear. At 21st level,
brings when combating enemies. There are some once per day you can pass through up to one
druids who only shapechange as a last resort. These square of an icy obstacle as if clear terrain. You
druids, instead, focus on their magical talents and their cannot end your movement in an icy obstacle.
connection to Primordial Chaos or the Feywild. • Swamp Walk: You treat shallow water and
Choose one of the following options. other difficult bog-based terrain as clear. At 11th
Feral Warrior: When shapechanged, you gain a +2 level and higher you treat treacherous bog-
bonus to damage you deal with melee attacks. based terrain as clear. At 21st level, once per
When shapechanged, your AC is 13 + Wisdom or day you can pass through up to one square of a
Dexterity modifier. Increase this to AC 14 + Wisdom bog-based obstacle as if clear terrain. You
th
or Dexterity modifier at 16 level and 15 + Wisdom cannot end your movement in a bog-based
or Dexterity modifier at 30th level. obstacle.
Master of Rites: Pick one additional 1st level, non-
shapechange encounter power. You can exchange
that power like you would any other. When
shapechanged, your AC is 10 + Wisdom or Dexterity
Page 32 of 99
4E Races and Classes
Druids and Deities • Unless commanded by the druid, which is
Unlike clerics, druids tend and worship the normally a standard action, the monster
primordial forces that spawned the world. continues its attack against the last foe it was
As a druid, the primordials do not directly grant directed to attack, using its basic attack mode.
you powers. Instead, your knowledge of the secrets of A druid must use a standard action to command
the natural world grant you the ability to wield primal a monster he has summoned to use a special
powers. Druids usually congregate into sects where the attack.
secrets to these abilities are taught to its members, but • If a monster’s target is reduced to 0 hit points
in rare cases hermits or otherwise reclusive individuals and it has not been commanded to attack
stumble onto the secrets to wielding these great powers. another target, the summoned monster attempts
What you do with your powers once you have learned to move to end adjacent to the druid, awaiting
the secrets of the natural world is up to you, though if more orders.
you flagrantly abuse them, members of your sect or • A summoned monster lasts until dropped to 0 hit
another sect – or the primordial forces themselves – may points, the encounter ends or 5 minutes pass.
move against you.

Implement Druid Powers


Druids make use of mistletoe for many of their Your druid powers are called appeals. Some are better
primal powers. A druid wearing or holding enchanted for the shapeshifter druid and some are better for the
mistletoe can add its enhancement bonus to the attack controlling druid, but a druid can choose any power
rolls and damage rolls of druid powers, as well as druid when making a class selection.
paragon path powers, that have the implement keyword.
Without mistletoe, a druid can still use his powers, but he Class Features
or she doesn’t gain the bonus provided by the enchanted The druid has two class features that act like
implement. powers, shapechange and an animal shape basic attack.
An Athame, a special magical dagger also
known as a Pact Blade, can also be used as Implement
for druid powers, as well as druid paragon poers. These Shapechange Class Feature
daggers are often give to respected members of a You form melts and shifts, and in a blink of an eye you
druid’s circle. have become a savage animal.
Encounter Primal, Polymorph, Shapechange,
Summoned Monsters Stance
The druid has several abilities that lets him Minor Action Personal
summon monsters to aid him in combat. The following Effect: You take on the appearance of an animal of
rules apply to all summoned monsters. small or medium size. While in this shape, the following
• You may only have one summoned creature in rules apply.
existance. If you summon another creature • You cannot use manufactured weapons or
while you have one in existance, the first armor; these items meld into your new shape
creature instantly fades from existance. and cannot be accessed until you change back.
• The monster activates on the druid’s turn. The • You use your Animal Shape Basic attack to
monster’s turn starts when the druid’s turn perform your own attacks while in animal form.
starts, so it takes any ongoing damage, • You cannot activate any item’s special ability
regenerates and so forth at the same time as the that requires anything more than a free action to
druid. Likewise, the monster’s turn ends when activate.
the druid’s turn ends, so it makes any saving • Your AC becomes 13 + Dexterity or Intelligence
throws modifier.
• The monster has a Standard action, Move action • Upon taking animal shape, you can spend a
and Minor action each turn. Unlike an animal healing surge. This does not count against your
companion, it cannot use any of the druid’s ability to use a Second Wind.
powers and has its own pool of hit points. The • While in animal form, you can use any power or
summoned monster can make opportunity ability with the Shapechange keyword. You
attacks. cannot us a power or ability that does not have
• The monster can act in the turn it is summoned. the shapechange keyword while shapechanged.
As part of the summoning, the druid can • You can change back to your normal form as a
command it to attack a target of his choice. The Minor Action, ending the use of this ability for the
monster’s appearance does not cause surprise. encounter.
• The monster cannot use Action Points or use a Shapechange lasts until you are unconscious, are dying
Second Wind. or until you choose to change back to your normal form.
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4E Races and Classes
Outside of an encounter you can maintain Shapechange Primal Strike Druid Attack 1
for as long as you desire. Like a savage animal backed into a corner, you strike
out at your foes.
Animal Shape Basic Attack Druid Attack 1 At-Will Primal, Weapon, Companion,
You bite, claw, kick or otherwise strikes at your foe. Shapechange
At-Will Primal Standard Action Melee Weapon
Standard Action Melee 1 Target: One creature
Target: One creature Attack: Strength vs. AC
Attack: Strength vs. AC Hit: 1[W] + Strength modifier and you gain a +1 power
Damage: based on favored form bonus to hit until the end of your next turn.
Feral Warrior: 1d10 + Strength modifier Increase damage to 2[W] + Strength modifier at 21st
Increase to 2d10 + Strength modifier at 21st level level.
Master of Rites: 1d4 + Strength modifier
Increase to 2d4 + Strength modifier at 21st level Thorns Druid Attack 1
Nature’s Protector: 1d6 + Strength modifier You conjure thorns which dig into shins and heels
Increase to 2d6 + Strength modifier at 21st level painfully.
Special: This power counts as a melee basic attack. At-Will Primal, Implement, Conjuration
When a power allows you to make a melee or Standard Action Ranged 5
unarmed attack when shapeshifted, you can use this Target: One creature
power. Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage and half damage if
target moves before the start of your next turn.
Level 1 At-Will Appeals Increase damage to 2d6 + Wisdom modifier at 21st level.

Claw and Bite Druid Attack 1 Level 1 Encounter Appeals


You tear at your opponent with natural weapons.
At-Will Primal, Companion, Shapechange Chill to the Bone Druid Attack 1
Standard Action Melee Weapon Uttering an appeal to the Primordials, your palm full of
Requirement: You must be shapechanged to use this water plunges the enemy into the depths of winter.
power yourself Encounter Primal, Implement, Cold
Target: One or two creatures Standard Action Ranged 5
Attack: Strength vs. AC Target: One creature
Hit: 1[W] + Strength modifier damage and make a Attack: Wisdom vs. Fortitude
secondary attack against the same or an adjacent Hit: 2d6 + Wisdom modifier cold damage, and the
target. target is slowed until the start of your next turn.
Secondary Attack: Strength vs. AC Master of Rites: After the start of your next turn, the
Secondary Hit: 1[W] damage. target is still slowed (save ends).

Primal Fire Druid Attack 1 Entangle Druid Attack 1


You hold out your hand, palm up, and a swirling ball of With a word and a motion, you cause the very ground to
flame hovers over it that you can hurl or rake across an rise up and entwine about your foes.
opponent. Encounter Primal, Implement, Zone
At-Will Primal, Implement, Fire Standard Action Area burst 2 within 10 squares
Standard Action Melee or Ranged 10 Target: Each creature in area
Target: One creature Attack: Wisdom vs. Fortitude
Attack: Dexterity vs. Reflex Hit: 1d6 + Intelligence modifier.
Hit: 1d6 + Wisdom modifier fire damage. Effect: Target that enters the zone must immediately
Increase to 2d6 + Wisdom modifier fire damage at 21st stop moving. Any target already in zone is slowed.
level. Sustain Minor: The zone persists

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4E Races and Classes
Furious Wind Druid Attack 1 Heat Metal Druid Attack 1
At your command, a powerful wind blows in the direction You turn an opponent’s reliance on manufactured items
you point. against him.
Encounter Primal, Implement Daily Primal, Fire, Implement
Minor Action Ranged 10 Standard Action Ranged 20
Target: One creature Target: One creature using a manufactured weapon or
Attack: Wisdom vs. Fortitude armor
Hit: 1d6 + Wisdom modifier and shift the target a Attack: Wisdom vs. Fortitude
number of spaces equal to you Wisdom modifier. Hit: 2d4 + Wisdom modifier fire damage and ongoing
Fire 2 + Wisdom modifier.
Ice Lash Druid Attack 1 Miss: Half damage and no ongoing damage.
You whip your arm about, emulating the lashing of a
whip. Frost lashes out in the wake of your motion. Hold Animal Druid Attack 1
Encounter Primal, Ice, Implement You gaze deep into an animal’s eyes, holding it
Standard Action Close Burst 2 enraptured.
Target: Each target in burst Encounter Primal, Charm, Implement,
Attack: Wisdom vs. Fortitude Shapechange
Hit: 2d6 + Wisdom modifier cold damage and the target Standard Action Ranged 10
is slowed until the start of your next turn. Target: One natural beast
Master of Rites: The target treats all terrain it moves Attack: Wisdom vs. Will
through as difficult terrain until the start of your next Hit: The creature is stunned until the end of your next
turn. turn.
Sustained Move: The creature is stunned until the end
Magic Stones Druid Attack 1 of your next turn.
You pick up three rocks and lightly toss them in the air.
They hover, begin to spin and then rocket towards the Nip the Heels Druid Attack 1
enemy you point to. You bite threateningly at your enemy, drawing their
Encounter Primal, Implement attention to you.
Standard Action Ranged 5 Daily Primal, Companion, Shapechange, Weapon
Target: Up to 3 creatures Standard Action Melee Weapon
Special: Pick your targets before you roll the attack. Requirement: You must be shapedchanged to use this
You may pick the same target 3 times. ability yourself.
Attack: Wisdom vs. Reflex; make one attack against all Target: One creature
targets Attack: Strength vs. AC
Hit: 1d6 damage to each target, and you deal Wisdom Hit: 2[W] + Strength modifier
modifier damage to one target. Effect: Until the end of your next turn, if the target
moves or shifts away from you, shift one square and
Pounce Druid Attack 1 make an immediate basic attack against it.
With a burst of speed, you leap on your opponent,
scratching, clawing and biting.
Encounter Primal, Companion, Shapechange
Standard Action Melee 1
Requirement: You must be shapechanged to use this
power yourself.
Trigger: You charge an opponent
Attack: Dexterity vs. AC
Hit: 1d10 + Strength modifier damage and the target is
dazed until the start of your next turn.
Feral Warrior: If you hit, you also knock the target
prone.

Level 1 Daily Appeals

Page 35 of 99
4E Races and Classes
Rend Druid Attack 1 Level 2 Utility Appeals
With claws like razors, you cut into your enemy and
open a gaping wound. Animal Defender Druid Utility 2
Daily Primal, Companion, Reliable, Shapechange, Your animal companion steps in the way of your foes,
Weapon snapping at biting at your opponent’s heels.
Standard Action Melee 1 At-Will Primal, Companion
Requirement: You must be shapechanged to use this Minor Action Melee 1
power yourself. Effect: Your animal companion marks a foe it attacks.
Target: One creature The mark lasts until your animal companion attacks
Attack: Strength vs. AC; make two attacks another creature, change targets or the encounter
Hit: 1[W] + Strength modifier damage and if both ends.
attacks hit, the target takes 1d6 additional damage.
Barkskin Druid Utility 2
Rolling Fire Druid Attack 1 Your skin takes on a hard, bark-like covering, protecting
You conjure a rolling ball of fire and control where it you from physical attacks.
goes. Daily Primal, Companion, Shapechange
Daily Primal, Conjuration, Fire, Implement Minor Action Personal
Standard Action Ranged 10 Effect: You gain a +2 power bonus to AC until the end
Target: One creature adjacent to the flaming sphere of the encounter.
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier fire damage. Bestow Primal Healing Druid Utility 2
Effect: You conjure a Medium flaming sphere in an You appeal to primordial powers and gain the power to
unoccupied square within range, and the sphere attacks instantly heal wounds, and your touch momentarily
an adjacent creature. Any creature that starts its turn suffuses you or a wounded creature with a dim green
next to the flaming sphere takes 1d4 + Wisdom modifier glow.
fire damage. As a move action, you can move the Daily Primal, Healing
sphere up to 6 squares. Standard Action Melee touch
Sustain Minor: You can sustain this power until the end Target: You or one creature
of the encounter. As a standard action, you can Effect: The target regains hit points as if it had spent a
make another attack with the sphere. healing surge.

Shillelagh Druid Attack 1 Fog Cloud Druid Utility 2


You murmur a mystical word of power to the weapon in You exhale and a cloud of misty vapors shrouds you and
your hand, and you hear it harden in response just your allies.
before it connects with your foe. Encounter Primal, Zone
Daily Primal, Implement, Weapon Standard Action Area burst 3 within 20 squares
Standard Action Melee Weapon Effect: You create a zone of misty vapors that provides
Requirement: You must be wielding a quarterstaff or concealment. Targets adjacent to one another in
club the fog cloud have concealment, while any targets
Target: One creature not adjacent to one another have total concealment.
Attack: Strength +1 vs. AC Sustain Minor: The zone persists until the end of the
Hit: 3[W] + Strength + Wisdom modifier damage. encounter. You can dismiss the zone at any time as
Effect: You get a +1 power bonus to the attacks and a minor action.
damage of powers with the Implement keyword until
the end of the encounter
Goodberry Druid Utility 2
You pull a handful of enchanted blackberries from your
Summon Swarm Druid Attack 1
satchel and pass them around to your party for use at a
Stinging and biting, a swarm of ravenous insects heeds moments notice.
your call. Daily Primal, Healing
Daily Primal, Implement, Zone Standard Action
Standard Action Area burst 2 within 20 squares Effect: You create a number of goodberries equal to
Target: Each creature in zone your Wisdom modifier. Until the end of the day, you
Attack: Wisdom vs. Fortitude or an ally can eat one berry as a minor action to use
Hit: 1d6 + Wisdom modifier and target is dazed. a healing surge. The target also regains a number
Effect: Target that enters zone must stop movement. of extra hit points equal to your Wisdom modifier.
Target in zone is slowed.
Sustain Minor: The zone persists.

Page 36 of 99
4E Races and Classes
Sprint Druid Utility 2 Flame Blade Druid Attack 3
As you move across the field of battle, your form melts Uttering a mystical word, a blade of flame appears in
into that of a fast-moving animal. your hand to smite your enemies with.
Encounter Primal, Companion, Shapechange Encounter Primal, Implement, Flame
Move Action Personal Standard Action Melee 1
Effect: Move up to twice your speed. Target: One creature
Attack: Wisdom vs. Reflex
Tree Shape Druid Utility 2 Hit: 1d8 + Wisdom modifier fire damage.
Holding your arms outstretched, your body stiffens into Sustain Minor: You can sustain this power until the end
wood as you take on the semblance of a tree. of the encounter. As a standard action, you can
Encounter Primal, Polymorph make another attack with the flame blade. You can
Standard Action Personal dismiss the flame blade as a minor action.
Effect: You take on the appearance of a Medium tree.
You gain resist 20 to all attacks, but cannot move or Takedown Druid Attack 3
attack. It takes a Perception DC 20 check to discern You catch your opponent in your jaws and yank him off
you are anything other than an ordinary tree. his feet.
Sustain Standard: You remain in tree form. Encounter Primal, Companion, Shapechange
Standard Action Melee 1
Level 3 Encounter Appeals Target: One enemy
Hit: 1[W] + Strength modifier and the target is knocked
Blast of Wind Druid Attack 3 prone.
You call forth a terrible wind that batters foes.
Encounter Primal, Implement Level 5 Daily Appeals
Standard Action Area blast 3 within range 5
Target: All creatures in blast Anklebiter Druid Attack 5
Attack: Wisdom vs. Fortitude You snap at your opponent’s ankle, dealing a crippling
Hit: 1d6 + Wisdom modifier damage, and push the blow that forces him to stumble across the battlefield.
target a number of squares equal to your Wisdom Daily Primal, Companion, Shapechange
modifier. Standard Action Melee 1
Master of Rites: At the end of the push, the target falls Target: One creature
prone. Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and the target is
Catspaw Druid Attack 3 knocked prone. Until the end of the encounter, if the
You strike at your target and dare it to move again. target moves more than half its speed in a single
Encounter Primal, Companion, Shapechange, action, it falls prone at the end of its movement.
Weapon Miss: Half damage, and the target is not knocked
Standard Action Melee 1 prone.
Target: One creature
Attack: Strength vs. AC Poison Druid Attack 5
Hit: 2[W] + Strength modifier damage and you may You point your finger at an enemy and fill his body with
make a basic melee attack as an immediate reaction vile poison
if the target moves or shifts away from you this turn. Daily Primal, Implement, Poison
Nature’s Protector: You can use this attack as an Standard Action Ranged 10
opportunity attack if the target is moving away from Target: One creature
you. Attack: Wisdom vs. Fortitude
Feral Warrior: Half damage on a miss Hit: 3d6 + Wisdom modifier and the target takes
ongoing poison 2 + Wisdom modifier damage (save
Call Lightning Druid Attack 3 ends).
You appeal to the heavens, which sends down a bolt of Miss: Half damage and no ongoing damage.
shining blue lightning to strike your foe. Master of Rites: on a miss, ongoing Wisdom modifier
Encounter Primal, Electrical, Implement poison damage (save ends).
Standard Action Area burst 2 within Range 20
Target: All creatures in square
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier electricity damage, and the
target is dazed until the end of your next turn.

Page 37 of 99
4E Races and Classes
Pummel Druid Attack 5 Greater Primal Healing Druid Utility 6
You slam into your foe relentlessly. You appeal to the primordial powers and gain the power
Daily Primal, Reliable, Companion, Shapechange, to instantly heal wounds, and your touch momentarily
Weapon suffuses you or a wounded creature with a bright green
Standard Action Melee Weapon glow.
Target: One creature Daily Primal, Healing
Primary Attack: Strength vs. AC; make two attacks Standard Action Melee touch
Reliable: If you miss with both primary attacks, you do Target: You or one creature
not expend the use of this power. Effect: The target regains hit points as if it had spent
Hit: 1[W] + Strength modifier damage and make one two healing surges.
secondary attack against the same target.
Secondary Attack: Strength vs. AC Summon Primal Protector Druid Utility 6
Hit: 1[W] + Strength modifier damage. You call to the wilderness around you, and it sends an
ally in response.
Snowstorm Druid Attack 5 Encounter Primal, Conjuration, Shapechange
With a wave of your hand, icy sleet rains down on the Standard Action Ranged 10
area you designate. Effect: You create a primal protector that obeys your
Daily Primal, Cold, Implement, Zone command. The primal protector can take the outward
Standard Action Area burst 2 within 20 squares appearance of any small-sized animal you choose. The
Target: Each creature in burst primal protector remains until dropped to 0 hit points, the
Attack: Wisdom vs. Fortitude encounter ends, or for 5 minutes.
Hit: 1d10 + Wisdom modifier cold damage.
Effect: The burst creates a zone of blowing ice and Primal Protector Level 6 Minion
snow that blocks line of sight and is considered Small natural beast XP -
difficult terrain until the end of your next turn. Initiative: +6 Senses Perception +7;low-light vision
Creatures that enter the zone or start their turns HP 1; a missed attack never damages a minion
there take 1d6 + Wisdom modifier cold damage. As AC 22; Fortitude 18, Reflex 18, Will 18
a move action, you can move the zone up to 6 Speed 8
squares.
Claws (standard; at-will)
Sustain Minor: The zone persists.
+13 vs. AC; 1d10+4 damage
Guarding Attack (standard; encounter)
Level 6 Utility Appeals Until the end of the primal protector’s next turn, if
you (the druid) are adjacent to either the primal
Animal Affinity Druid Utility 6 protector or the target, you gain a +2 power bonus to
You call upon the Animal Lords to grant a bit of their AC against the target’s attacks.
primal power to yourself or an ally. +13 vs. AC; 3d8+4 damage
Daily Primal, Shapechange Alignment Unaligned Languages –
Minor Action Melee Touch Str 19 (+7) Dex 16 (+6) Wis 16 (+6)
Effect: You grant a +2 power bonus to attack rolls for Con 16 (+6) Int 2 (-1) Cha 8 (+2)
the target. This power lasts until the end of the
encounter.
Wall of Fog Druid Utility 6
Camouflage Druid Utility 6 You create a billowing wall of gray fog that obscures
Like a chameleon, you blend into your surroundings. vision.
Daily Primal, Companion, Shapechange Daily Primal, Conjuration
Minor Action Personal Standard Action Area wall 8 within 10
Effect: You have superior cover until the start of your Effect: You conjure a wall that consists of contiguous
next turn as long as you do not move more 2 squares filled with arcane fog. The wall lasts until the
spaces. end of your next turn. It can be up to 8 squares long and
up to 4 squares high. The fog grants concealment to
creatures in its space and blocks line of sight.

Level 7 Encounter Appeals

Page 38 of 99
4E Races and Classes
Bear Hug Druid Attack 7 Pillar of Fire Druid Attack 9
You grab your enemy and maul them. A column of flame roars downward to engulf your foes.
Encounter Primal, Companion, Shapechange, Daily Primal, Fire, Implement
Weapon Standard Action Area burst 2 within 10 squares
Standard Action Melee Weapon Target: Each enemy in burst
Requirement: You must be shapechanged to use this Attack: Wisdom vs. Reflex
ability yourself. Hit: 2d10 + Wisdom modifier fire damage, and ongoing
Target: One creature your size, smaller or one size 5 + Wisdom modifier fire damage (save ends).
larger Miss: Half damage, and no ongoing fire damage.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target is Snapping Jaws Druid Attack 9
grabbed (until escape). You get a +2 to any checks, You bite and snap at the opponent, forcing him right
defenses, or saves triggered by the target if the where you want him to move.
result would end the grapple. Daily Primal, Companion, Shapechange, Weapon
Nature’s Protector: You can sustain the grab as a free Standard Action Melee 1
action. Target: One creature
Attack: You slide the target to any other square
Snare Druid Attack 7 adjacent to you, and then make a Strength vs. AC
You call out to the world around you, and it responds, attack.
ensnaring your foe. Hit: 3[W] + Dexterity modifier damage.
Encounter Primal, Implement, Zone Effect: Until the end of the encounter, as long as you
Standard Action Ranged 5 are adjacent to the target, you slide the target 1
Target: One creature in area square before making a melee attack against it.
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage and the target is Wall of Flames Druid Attack 9
immobilized (save ends). A blazing wall of flame erupts from the ground at your
command.
Spike Stones Druid Attack 7 Daily Primal, Conjuration, Fire, Implement
You curse the ground, and it erupts in cruel spikes of Standard Action Area wall 8 within 10 squares
hardened earth. Effect: You conjure a wall that consists of contiguous
Encounter Primal, Implement, Zone squares filled with arcane fire. It can be up to 8
Standard Action Burst 4 within 10 squares squares long and up to 4 squares high. The wall
Target: Each creature in area lasts until the end of your next turn. Any creature
Attack: Wisdom vs. Reflex that starts it turn adjacent to the wall takes 1d6 +
Hit: 1d8 + Wisdom modifier and target is slowed until the Wisdom modifier fire damage. If a creature moves
end your next turn. into the wall’s space or starts its turn there, the
Effect: The zone creates an area of difficult terrain that creature takes 3d6 + Wisdom modifier fire damage.
lasts until the end of your next turn. A creature that Entering a square occupied by the wall costs 3 extra
enters the zone or starts it turn there takes 1d8 + squares of movement. The wall blocks line of sight.
Wisdom modifier. Sustain Minor: The wall persists.
Sustain Minor: The zone persists.
Wither Druid Attack 9
Wildstrike Druid Attack 7 You glare at your opponent and his flesh desiccates,
You leap at the opponent, slashing and biting. eyes sink into his skull and his hair falls out in clumps.
Encounter Primal, Companion, Weapon, Daily Primal
Shapechange Standard Action Ranged 5
Standard Action Melee 1 Target: One creature
Attack: You shift up to 2 squares then make a Strength Attack: Wisdom vs. Fortitude
vs. AC attack. Hit: 2d10 + Wisdom modifier and the target is
Hit: 2[W] + Wisdom modifier. weakened (save ends).
Miss: Half damage and the target is weakened until the
Level 9 Daily Appeals end of your next turn.

Level 10 Utility Appeals

Page 39 of 99
4E Races and Classes
Mass Primal Healing Druid Utility 10 Armor of Thorns Druid Attack 13
With a wave of your hand, healing motes of green light Primordial power courses through you, creating a natural
engulf you and all nearby allies. armor of thick thorns that harms those that are near you.
Daily Primal, Healing Encounter Primal, Implement, Zone
Standard Action Close burst 5 Immediate Reaction Close burst 1
Targets: You and each ally in burst Trigger: A creature within range attacks you
Effect: The targets regain hit points as if they had spent Effect: 1d8 + Wisdom modifier damage, and you gain a
a healing surge. Add your Charisma modifier to the +2 power bonus to AC until the end of your next turn.
hit points regained. Master of Rites: You can sustain this power with a
Special: You cannot target both yourself and your minor action. In such a case, the effect persists and
animal companion with this power. damages any creature that enters the zone.

Summon Primal Hunter Druid Utility 10 Blazing Blizzard Druid Attack 13


You call to the wilderness around you, and it sends an You whisper a word of elemental power and hurl a
ally in response. flaming ball of ice. Waves of fire and ice explode
Encounter Primal, Conjuration, Shapechange outward from the point of impact.
Standard Action Ranged 10 Encounter Primal, Cold, Fire, Implement
Effect: You create a primal hunter that obeys your Standard Action Area burst 2 within 20 squares
command. The primal hunter can take the outward Target: Each creature in burst
appearance of any medium-sized animal you Attack: Wisdom vs. Fortitude
choose. The primal hunter remains until dropped to Hit: 3d6 + Wisdom modifier cold and fire damage.
0 hit points, the encounter ends, or for 5 minutes. Effect: This power’s area is difficult terrain until the end
of your next turn. Any creature that starts its turn in
Primal Hunter Level 10 Minion the area takes 5 cold and fire damage. You can
Medium natural beast XP - dismiss the effect as a minor action.
Initiative: +10 Senses Perception +7;low-light vision
HP 1; a missed attack never damages a minion Call Lightning Storm Druid Attack 13
AC 24; Fortitude 22, Reflex 22, Will 22 You summon a storm to hamper enemies.
Speed 8 Encounter Implement, Primal, Lightning, Thunder,
Claws (standard; at-will) Zone
+15 vs. AC; 2d6+5 damage Standard Action Area burst 6 within 10
Wolf Pack Tactics (standard; encounter) Target: Each creature in burst
Before primordial hunter attacks, shift you (the druid) Attack: Wisdom vs. Reflex
or the target 1 square as a free action. Hit: 1d10 + Wisdom modifier Lighting and Thunder
+15 vs. AC; 3d10+5 damage damage
Alignment Unaligned Languages – Effect: The burst creates a zone with a stormcloud
Str 21 (+10) Dex 17 (+8) Wis 17 (+8) overhead. Creatures that enter the zone or start
Con 17 (+8) Int 2 (-) Cha 8 (+4) their turns there take 1d10 + Wisdom modifier
Lightning and Thunder damage. As a move action,
you can move the zone up to 6 squares.
Venom Immunity Druid Utility 10 Sustain Minor: The zone persists.
With a thought, you neutralize the poison coursing
through your system.
Daily Primal, Shapechange
Minor Action Personal
Effect: You gain poison resistance 10 until the end of
the encounter. If you are struck by an attack that
deals ongoing poison damage, you gain a +5 bonus
to the saving throws.

Level 13 Encounter Appeals

Page 40 of 99
4E Races and Classes
Dire Pounce Druid Attack 13 Bellowing Roar Druid Attack 15
Like a great cat, you leap upon your foe and take them You roar with bestial power and shove your enemy to
down with a flurry of clawing and biting. make it focus on you.
Encounter Primal, Companion, Shapechange, Daily Primal, Companion, Shapechange, Weapon
Weapon Standard Action Melee 1
Minor Action Melee 1 Target: One creature
Effect: Until the end of the encounter, when you hit a Attack: Strength vs. AC
target with a charge attack, the target makes an Hit: 3[W] + Strength modifier damage, and you push the
immediate save or is knocked prone. target 2 squares.
Target: One creature Special: The target is marked by you until the end of
Trigger: You successfully hit the target with your the encounter, and all of your enemies within 2
charge this round. squares of you or the target are marked until the end
Attack: Strength +2 vs. Reflex of your next turn.
Hit: 1[W] + Strength modifier damage, and you knock Miss: The target and all of your enemies within 2
the target prone (save avoids). squares of you or the target are marked until the end
Feral Warrior: Hit or miss, you knock the target prone of your next turn.
(save avoids).

Maul Druid Attack 13 Fire Seeds Druid Attack 15


You attack the enemy and allow it no chance to retaliate You whisper to the acorn in your hands, then hurl it at
as you latch on. your enemy, where it explodes in fire.
Encounter Primal, Companion, Shapechange, Encounter Primal, Fire, Implement
Weapon Standard Action Burst 2 within 10 squares
Standard Action Melee Weapon Target: Every creature in area
Requirement: You must be shapechanged to use this Attack: Wisdom vs. Reflex
ability yourself. Hit: 3d8 + Wisdom modifier fire damage and 10
Target: One creature ongoing fire damage.
Attack: Strength vs. AC Miss: Half damage and no ongoing fire damage.
Hit: 1[W] + Strength modifier damage and the target is
grabbed (until escape). Make a secondary attack Food for the Worms Druid Attack 15
agains the same target. Your enemy will be better served filling the belly of
Secondary Attack: Strength vs. AC carrion birds and the worms of the earth.
Hit: 2[W] + Strength modifier damage Daily Primal, Companion, Shapechange, Weapon
Nature’s Protector: You can use the secondary attack Standard Action Melee Weapon
of this power as an At-Will when you have a target Target: One creature
grabbed. Attack: Strength vs. AC
Hit: 4[W] + Strength modifier.
Winter’s Claws Druid Attack 13 Miss: Half damage.
With a thought, your weapon becomes covered in Special: If the target is bloodied, this attack does 5[W]
supernatural frost. + Strength modifier damage on a hit (half damage
Encounter Primal, Cold, Companion, Weapon, on a miss) and can score a critical hit on a roll of 17-
Shapechange 20.
Standard Action Melee Weapon
Target: One creature Icy Blast Druid Attack 15
Attack: Strength vs. AC You create a tremendous blast of supernatural cold,
Hit: 3[W] + Wisdom modifier cold damage and the freezing your enemies.
target is immobilized until the start of your next turn. Daily Primal, Cold, Implement
Standard Action Close blast 5
Level 15 Daily Appeals Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 6d6 + Wisdom modifier cold damage, and the target
is immobilized (save ends).
Miss: Half damage, and the target is slowed (save
ends).

Page 41 of 99
4E Races and Classes
Icy Wall Druid Attack 15 Primal Mount Druid Utility 16
A wall of glittering, jagged ice appears at your command. You provide your ally with much needed assistance and
Daily Primal, Cold, Conjuration, Implement mobility.
Standard Action Area wall 12 within 10 squares Encounter Primal, Companion, Shapechange,
Effect: You conjure a solid wall of contiguous squares Stance
filled with arcane ice. The wall can be up to 12 Requirement: You must be shapechanged to use this
squares long and up to 6 squares high. ability yourself.
Any creature that starts its turn adjacent to the Minor Action Personal
wall takes 2d6 + Wisdom modifier cold damage. Effect: Until the end of the encounter an ally can use
The wall blocks line of sight and prevents you or your animal companion as a mount to gain a
movement. No creature can enter a square +4 power bonus to his speed and deal 3[W] +
containing the wall. Strength modifier damage on a charge. You and
Special: As a standard action, a creature can attack your ally occupy and threaten the same 2x2 square.
one square of the wall. Each square has 50 hit Each of you can still only attack on your own turns,
points. Any creature that makes a melee attack but move at the same time on your turn.
against the wall takes 2d6 cold damage. The wall
has vulnerability 25 to fire. If the wall is not Primal Stoneskin Druid Utility 16
destroyed, it melts away after 1 hour. You sprinkle a tiny pinch of diamond dust over the
subject, and his skin turns gray and hard as granite.
Empower Staff Druid Attack 15 Daily Primal
You strike your foe once while preparing a more deadly Standard Action Melee touch
assault. Target: You or one ally
Daily Implement, Primal, Reliable, Weapon Effect: The target gains resist 10 to all damage until the
Standard Action Melee Weapon end of the encounter or for 5 minutes.
Requirements: You must be wielding a staff
Target: One creature Slink Into Shadows Druid Utility 16
Attack: Make an attack with one encounter attack While the opponent is distracted, you slip into the
power of less than 15th level you have available. shadows and out of sight.
Reliable: If you miss with the attack, you do not expend Daily Primal, Companion, Shapechange
the use of either power. Immediate Reaction Personal
Hit: As the encounter power’s description, and pick a Trigger: An ally hits an opponent you are adjacent to.
second encounter power of a lower level. Until the Effect: You can shift 2 squares and make a Stealth
end of the encounter, if you are wielding your staff, check with a +3 bonus to attempt to hide.
you can use that power as a minor action.
Summon Primal Brute Druid Utility 16
Lightning Strike Druid Attack 15 You call to the wilderness around you, and it sends an
The sky alights with power, then strikes downward, ally in response.
blasting your enemy. Encounter Primal, Conjuration, Shapechange
Daily Primal, Implement, Lightning Standard Action Ranged 10
Standard Action Ranged 10 Effect: You create a primordial hunter that obeys your
Target: One creature command. The primal brute can take the outward
Attack: Wisdom vs. Reflex appearance of any Large-sized animal you choose. The
Hit: 3d8 + Wisdom modifier lightning damage and primordial hunter remains until dropped to 0 hit points,
ongoing 8 + Wisdom modifier lightning damage the encounter ends, or for 5 minutes.
(save ends).
Miss: Half damage and ongoing Wisdom modifier
lightning damage (save ends).

Level 16 Utility Appeals

Page 42 of 99
4E Races and Classes
Primal Brute Level 16 Minion Frozen Tomb Druid Attack 17
Large natural beast XP - You target an enemy with a freezing ray that briefly traps
Initiative: +9 Senses Perception +13;low-light vision him in an icy sarcophagus.
HP 1; a missed attack never damages a minion Encounter Primal, Cold, Implement
AC 28; Fortitude 28, Reflex 28, Will 28 Standard Action Ranged 20
Speed 8 Target: One creature
Claws (standard; at-will) Attack: Wisdom vs. Reflex
+19 vs. AC; 3d8+7 damage Hit: 3d10 + Wisdom modifier cold damage, and the
Visejaw Strike (standard; recharge 4 5 6) target is entombed in ice. While entombed, the
+17 vs. Fortitude; 4d12+7 damage and opponent is target is stunned, and attacks cannot gain line of
effect against it. This effect lasts until the end of
grabbed (until escape).
your next turn.
Crush (Standard; at-will)
The primal brute deals 4d12+7 damage to an
opponent it has grabbed (no attack roll required).
Wolverine Strike Druid Attack 17
Alignment Unaligned Languages – You slash at enemies ferociously, moving from one to
Str 24 (+15) Dex 19 (+12) Wis 21 (+13) the other.
Con 21 (+13) Int 2 (+4) Cha 8 (+7) Encounter Primal, Companion, Shapechange,
Weapon
Standard Action Melee 1
Target: One creature
Level 17 Encounter Appeals Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Brutal Strike Druid Attack 17 Feral Warrior: You gain a +4 bonus on the damage roll.
With a mighty swipe, you slash open your opponent’s Effect: After the attack, you shift one square and repeat
innards. the attack against another target within reach. You
Encounter Primal, Companion, Weapon, can then shift 1 square and repeat the attack against
Shapechange a third target within reach. After the final attack, you
Standard Action Melee Weapon can shift one square.
Attack: Strength vs. AC
Hit: 4[W] + Wisdom modifier and the target is stunned Level 19 Daily Appeals
until the end of your next turn.
Cloud of Poison Druid Attack 19
Primal Combust Druid Attack 17 Yellow-green vapors emerge from the ground with a
As you raise your hands upward, several foes hiss, forming a thick, toxic cloud.
spontaneously burst into flame. Daily Primal, Implement, Poison, Zone
Encounter Primal, Fire, Implement Standard Action Area burst 5 within 20 squares
Standard Action Area 2 within 20 squares Target: Each creature in burst
Target: Each creature in burst Hit: 1d10 + Wisdom modifier poison damage.
Attack: Wisdom vs. Reflex Effect: The burst creates a zone of poisonous vapors
Hit: 5d6 + Wisdom modifier fire damage. that lasts until the end of your next turn. A creature
that enters the zone or starts its turn there takes
1d10 + Wisdom modifier poison damage. As a
Ramstrike Druid Attack 17 move action, you can move the zone 3 squares.
You rush into an opponent and slam him with great Sustain Minor: The zone persists.
horns.
Encounter Primal, Companion, Shapechange,
Weapon
Standard Action Melee 1
Requirement: You must be shapechanged to use this
ability yourself.
Target: One creature
Special: You must charge as part of this attack.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target is
dazed until the end of your next turn.
Nature’s Protector: The target is stunned rather than
dazed.

Page 43 of 99
4E Races and Classes
Earthquake Druid Attack 17
With a sweep of your hands, the ground splits open, Razorboar Flurry Druid Attack 19
swallowing foes. Even a glancing blow can be especially painful.
Daily Primal, Implement, Zone Daily Primal, Companion, Shapechange, Weapon
Standard Action Burst 4 within 20 squares Standard Action Melee 1
Area Pit 8 within burst Target: One creature
Target: All creatures in burst Attack: Strength vs. AC
Hit: 2d10 + Wisdom modifier damage and the target is Hit: 3[W] + Strength modifier damage.
knocked prone. Miss: Half damage.
Effect: You create a pit that consists of contiguous Special: This attack can score a critical hit on a roll of
squares. It can be up to 8 squares long and is 20 18-20. If the target is bloodied either before or after
feet deep. Any creature in a pit square when the attack, it takes an additional 2[W] damage.
created must make a saving throw to avoid falling in
and taking 2d10 damage. A target that avoids falling Level 22 Utility Appeals
is placed prone adjacent to the pit (target’s choice of
squares). Elemental Tuning Druid Utility 22
Sustain Minor: The pit persists. If a target is still in the You reach into the elemental chaos and make it a part of
pit when you cease to sustain the power, the target your own essence.
takes 2d10 damage and is returned to the battlefield Daily Primal; Acid, Cold, Fire, Lightning or
prone. Thunder
Minor Action Personal
Faerie Clone Druid Attack 19 Effect: You gain resistance to one energy (acid, cold,
You take the place of an enemy and move to attack fire, lightning or thunder) 10 + Wisdom modifier until
unsuspecting enemies. the end of the encounter
Daily Primal, Conjuration, Teleportation
Standard Action Ranged 20 Fey Walk Druid Utility 22
Target: One natural creature You will yourself across the boundary between worlds,
Attack: Wisdom vs. Will teleporting a short distance. When you appear from the
Hit: The target is teleported to a harmless area within feywild, you are surrounded by a glamor of invisibility.
the feywild. Conjure a duplicate of the creature in Encounter Primal, Illusion, Teleportation
place of the original. The duplicate is a minion Move Action Personal
under your control. It can move and make at-will Effect: You become invisible and then teleport 4
attacks which deal average damage on a hit until the squares. The invisiblity lasts until the start of your
end of your next round. At the end of the effect, the next turn.
target returns in the same place as the duplicate left.
Sustain Standard: The effect persists until you are
attacked or move, or the duplicate is killed. You can
Regenerate Druid Utility 22
still take minor actions and make at-will attacks or You speak secret words and your ally briefly glows
move with the duplicate. There is no limit to how far green before his wounds begin to seal.
you can send the duplicate. Daily Healing
Special: You can cast this on yourself or a willing ally Standard Action Melee touch
without making an attack roll. Target: You or one ally
Miss: The target is teleported to a harmless area within Effect: The target gains Regeneration equal to your
the feywild until the end of your next round. Wisdom modifier for the remainder of the encounter.
If the target is reduced to 0 hit points, the
regeneration ceases.
Primal Fire Storm Druid Attack 19
A roiling cloud of fire scours your foes, lingering on the
battlefield until you allow it to burn itself out.
Summon Air Primordial Druid Utility 22
Daily Primal, Fire, Implement, Zone You reach out to the elemental chaos, and draw an ally
Standard Action Area burst 5 within 10 squares to aid your fight.
Target: Each enemy in burst Encounter Primal, Conjuration, Shapechange
Attack: Wisdom vs. Reflex Standard Action Ranged 10
Hit: 5d10 + Wisdom modifier fire damage. Effect: You create an air primordial that obeys your
Miss: Half damage. command. The air primordial looks like a towering
Effect: The burst creates a zone of fire that lasts until tornado with whip-like arms. The air primordial
the end of your next turn. Enemies that start their remains until dropped to 0 hit points, the encounter
turn in this zone take 1d10 + Wisdom modifier fire ends, or for 5 minutes.
damage.
Sustain Minor: The zone persists.
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Primordial Air Titan Level 22 Minion
Large elemental magical beast (air) XP - Primordial Fire Titan Level 22 Minion
Initiative: +19 Senses Perception +18 Large elemental magical beast (fire) XP -
HP 1; a missed attack never damages a minion Initiative: +17 Senses Perception +18
AC 34; Fortitude 25, Reflex 23, Will 24 HP 1; a missed attack never damages a minion
Speed 8 AC 34; Fortitude 25, Reflex 23, Will 24
Tornadic Lash (standard; at-will) Speed 8
+25 vs. AC; 3d6+8 damage, +3d6 damage if the Fiery fist (standard; at-will) Fire
primordial air titan has combat advantage. Reach 2; +25 vs. AC; 3d6+8 fire damage and
Wind Flurry (standard; recharge 5 6) ongoing fire 10.
Close burst 2; +23 vs. Reflex; 4d12+8 damage and Blast of Flame (standard; recharge 5 6)
targets are knocked prone. Area 2 in range 10; +23 vs. Reflex; 4d8+8 damage
Melt into Air (move; recharge 6) and ongoing fire 5 (save ends).
The primordial air titan becomes invisible until the Funeral Pyre (standard; daily, zone)
end of its next turn. Close blast 3; +23 vs. Reflex; 2d6+8 fire damage
Alignment Unaligned Languages – and target immobilized (save ends); Anyone starting
Str 22 (+17) Dex 27 (+19) Wis 24 (+18) turn or ending turn in zone takes 2d6+8 fire damage.
Con 24 (+18) Int 10 (+11) Cha 8 (+10) Sustain minor: zone persists.
Alignment Unaligned Languages –
Summon Earth Primordial Druid Utility 22 Str 24 (+17) Dex 27 (+19) Wis 24 (+18)
You reach out to the elemental chaos, and draw an ally Con 24 (+18) Int 10 (+11) Cha 8 (+10)
to aid your fight.
Encounter Primal, Conjuration, Shapechange
Standard Action Ranged 10 Level 23 Encounter Appeals
Effect: You create an earth primordial that obeys your
command. The earth primordial appears as a mountain Challenging Trumpet Druid Attack 23
of stone and loose earth. The earth primordial remains You let out a great call which your enemy is compelled
until dropped to 0 hit points, the encounter ends, or for 5 to answer.
minutes. Encounter Primal, Wild
Standard Action Ranged 6
Primordial Earth Titan Level 22 Minion Target: One creature
Large elemental magical beast (earth) XP - Attack: Strength vs. Will
Initiative: +17 Senses Perception +18 Hit: 3d10 + Strength modifier damage and the target
HP 1; a missed attack never damages a minion can only attack you until the end of its next turn.
AC 34; Fortitude 25, Reflex 23, Will 24 Nature’s Protector: The target takes a penalty to
Speed 8 attacks equal to your Strength modifier until the end
Rockslide slam (standard; at-will) of its next turn.
+25 vs. AC; 4d6+8 damage
Stone Slivers (standard; recharge 5 6) Companion Strike Druid Attack 23
The primordial earth titan slams its fist into the Your companion deals a timely blow to your enemy, and
ground and spikes of earth erupt in the target area. you use the opportunity to strike.
Area burst 2 within 10; +23 vs. Reflex; 5d10+8 Encounter Primal, Companion, Shapechange,
damage and area becomes difficult ground until the Weapon
start of the primordial earth titan’s next turn. Immediate Reaction Melee 1
Alignment Unaligned Languages – Trigger: An ally damages a creature adjacent to you
Str 27 (+19) Dex 22 (+17) Wis 24 (+18) Target: The creature your ally damaged
Con 24 (+18) Int 10 (+11) Cha 8 (+10) Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Summon Fire Primordial Druid Utility 22
You reach out to the elemental chaos, and draw an ally
to aid your fight.
Encounter Primal, Conjuration, Shapechange
Standard Action Ranged 10
Effect: You create a primordial hunter that obeys your
command. The primal brute can take the outward
appearance of any Large-sized animal you choose.
The primordial hunter remains until dropped to 0 hit
points, the encounter ends, or for 5 minutes.
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Control Weather Druid Attack 23 Savage Flurry Druid Attack 25
You manipulate one of mother nature’s finest You rend several opponents at once.
achievements with masterful hands. Daily Primal, Companion, Shapechange, Weapon
Encounter Implement, Lightning, Primal, Thunder Standard Action Close burst 1
Standard Action Area Burst 2 within 10 squares Target: All creatures in burst
Target: Each enemy in burst Attack: Strength vs. AC
Master of Rites: Until the end of the encounter, Hit: 2[W] + Strength modifier damage, and the target
Lightning attacks that hit a creature in the area deal takes ongoing 5 damage (save ends).
+1d6 lightning damage. Thunder attacks deal +1d6 Miss: Half damage and no ongoing damage.
thunder damage. Lightning and Thunder attacks Feral Warrior: the target takes ongoing 10 damage
deal +2d6 lightning and thunder damage. (save ends).
Attack: Wisdom vs. Reflex
Hit: 5d6 + Wisdom modifier Lightning and Thunder Spore Cloud Druid Attack 25
damage. You cover your enemy in mold spores that blossom to
Sustain Minor: Creatures entering or starting their turn provide life energy to your allies.
in the area take 2d6 + Wisdom modifier Lightning Daily Primal, Implement, Shapechange
and Thunder damage. If you are a Master of Rites, Standard Action Area burst 2 within 10 squares
increase to 4d6 + Wisdom modifier Lightning and Target: Each creature in burst
Thunder damage (don’t add the above bonus). Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier damage, and until the end
of the encounter, if the target is reduced to 0 hit
Level 25 Daily Appeals points, your allies within burst 1 of the target can
spend a healing surge.
Primordial Maw Druid Attack 25
You open a gate to very mouth of a Primordial of the Storm of Vengeance Druid Attack 25
elemental chaos, who hunger devours everything it can The sky darkens, then all hell breaks loose.
reach. Daily Primal, Implement, Acid, Fire, Lightning,
Daily Primal, Implement, Teleportation; Acid, Cold, Thunder, Zone
Fire, Lightning or Thunder Standard Action Burst 4 within 10 squares
Standard Action Area burst 4 within 20 squares Target: Each creature in burst
Target: Each creature in burst Attack: Wisdom vs. Reflex
Attack: Wisdom vs. Reflex Hit: 4d6 + Wisdom modifier acid, fire, lightning and
Hit: 6d6 + Wisdom modifier damage of a type chosen thunder damage. A creature may not reduce the
from the following list: acid, cold fire, lightning, or damage from this attack unless they are resistance
thunder. In addition, the target is pulled 2 squares to all four damage types.
toward the maw’s origin square. Master of Rites: Increase the damage to 6d6 +
Miss: Half damage, and no pull. Wisdom modifier acid, fire, lightning and thunder
Effect: This attack’s origin square becomes a vortex of damage.
energy. The burst creates an area of difficult terrain. Effect: The storm blocks line of sight, providing total
The effect remains until the end of your next turn. concealment to creatures inside it. Any creature that
Any creature that is pulled into the vortex takes 3d6 enters the cloud or starts its turn there takes 10 acid,
+ Wisdom modifier damage of a type chosen from fire, lightning, and thunder damage. The storm lasts
the following list: acid, cold, fire, lightning, or until the end of your next turn, or you can dismiss it
thunder. In addition, you teleport that creature to a as a minor action.
square within 20 squares of you. The creature Master of Rites: You can sustain the zone as a move
arrives at its destination prone and dazed until the action.
start of your next turn.
Level 27 Encounter Appeals

Coursing Fire Druid Attack 27


A blast of crackling black fire erupts from your hand,
charring the flesh and burning the souls of your foes.
Encounter Primal, Fire, Implement, Lightning
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 6d6 + Wisdom modifier fire and lightning damage.

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Manticore Spines Druid Attack 27 Blizzard Druid Attack 29
Your hair bristles, lengthens and sharpens like a javelin, A storm of bitterly cold hailstones pummels a wide swath
then launches at a foe. of ground and covers the area in ice.
Encounter Primal, Companion, Shapechange, Daily Primal, Cold, Implement, Zone
Weapon Standard Action Area burst 5 within 20 squares
Standard Action Ranged 10 Target: Each creature in burst
Requirement: You must be shapechanged to use this Attack: Wisdom vs. Fortitude
ablity yourself. Hit: 4d8 + Wisdom modifier cold damage, and the
Target: One creature target is immobilized (save ends).
Attack: Strength vs. AC, three attacks Miss: Half damage, and the target is slowed (save
Hit: 1[W] + Strength modifier damage per attack. If two ends).
attacks hit, deal an extra 1[W] damage. If three Effect: The burst creates a zone of ice. The zone is
attacks hit, deal an extra 2[W] damage. difficult terrain until the end of the encounter or for 5
minutes.
Poisoned Brambles Druid Attack 27
Thick tendrils erupt from the ground, their sharp barbs Vengeance of the Primordials Druid Attack 29
covered with oozing green poison. At your command, You weapon explodes with the primal fury of the
they lash at your foes, holding them fast. Primordials themselves.
Encounter Implement, Poison, Primal Daily Primal, Companion, Shapechange; Acid,
Standard Action Ranged 10 Cold, Fire, Lightning, Thunder
Attack: Wisdom vs. Fortitude Standard Action Melee weapon
Hit: 3d8 + Wisdom modifier poison damage, and the Target: One creature
target is immobilized, and takes a –2 penalty to AC Attack: Strength vs. AC
and reflex defenses until the end of your next turn. Hit: 7[W] + Strength modifier acid, cold, fire, lightning,
Master of Rites: The penalty to AC and Reflex defense and thunder damage. Resistance doesn’t reduce
is equal to 1 + your Wisdom modifier. the damage unless the target has resistance to all
five damage types, and only the weakest resistance
Primal Sunburst Druid Attack 27 applies. A target that has vulnerability to any one of
When you invoke the ancient primordials, a brilliant burst the five damage types is subject to that vulnerability.
of light explodes in front of you, healing your allies and Miss: Half damage.
searing your enemies.
Encounter Primal, Fire, Healing, Implement
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier fire damage.
Effect: You and each ally in the burst regain hit points Beastmaster
equal to 10 + your Charisma modifier and make a saving
throw.
“Growl”
Whirlwind of Blood Druid Attack 27 Prerequisite: Druid class, Animal Companion feature
You mercilessly slash at your foe, spilling copious
amount of its blood. You are more animal than the creature whose
Encounter Primal, Companion, Shapechange, skin you wear. Your consciousness often slips out of
Weapon your body, into that of the very animals around you,
Standard Action Melee Weapon driving their predatory nature with your cunning.
Target: One creature
Attack: Strength vs. AC.
Hit: 5[W] + Strength modifier damage. Beastmaster Path Features
Predatory Action (11th level): When you spend an
Level 29 Daily Appeals
action point to take an extra action, you also gain a +4
bonus to attack rolls until the start of your next turn.

Summoning Bond (11th level): When you summon a


creature, it gains a bonus to AC and damage rolls equal
to your Constitution modifier.

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Companion Action (16th level): When you spend an Devouring Stampede Beastmaster Attack 20
action point to take an extra action, you can grant that You infuse your animal companion with the forces of the
action to your animal companion or summoned creature. feywild, transforming it into a rampaging monster that
with a bellow, tramples or devours all in its way.
Beastmaster Appeals Daily Primal, Companion, Implement
Standard Action Ranged 10
Tooth and Fang Druid Attack 11 Target: One target within your animal companion’s or
Your jaws elongate and fill with vicious teeth as your summoned creatures speed in squares
hands become talon-like, allowing you to rend your Effect: Your animal companion increases in size by one
opponent to shreds. size category. Move your animal companion or
Encounter Primal, Shapechange summoned creature to the target. Any opponent in
Standard Action Melee 1 the path of movement is knocked prone.
Target: One or two creatures Attack: Strength vs. AC
Attack: Strength vs. AC; make two attacks Hit: 3d8 + Strength modifier damage.
Hit: 2[W] + Strength modifier each. Miss: Half damage
Special: Your animal companion or summoned
Animal Pack Druid Utility 12 creature returns to normal size after the attack.
You let out an animalistic howl, and a horde of animals
answers your call.
Daily Primal Green Druid
Standard Action Ranged 10
Effect: You summon an animal pack, which acts as you ”The creatures the Feywild are nothing before the might
direct. The pack is a mixture of medium and/or of the trees and the resilience of its plains”
small-sized animals that moves as a single unit. The
animal pack takes up a 2X2 square. It remains until Prerequisite: Druid
dismissed, destroyed or until 5 minutes pass.
There are those among the druids with
Animal Pack Level 12 Minion unusually green thumbs – sometimes quite literally. A
Large natural beast XP - green druid focuses his mastery of the Feywild to control
Initiative: +10 Senses Perception +7;low-light vision and call on the flora of that plane and the natural world.
HP 1; a missed attack never damages a minion
AC 26; Fortitude 24, Reflex 26, Will 22 Green Druid Path Features
Speed 8
Claws (standard; at-will) Hardwood Defense (11th level): When you spend an
+15 vs. AC; 1d8+5 damage action point to take an extra action, you gain a +2 bonus
Animal Pack Tactics (standard; encounter) to AC and Fortitude defense until the start of your next
If the target grants combat advantage, the animal turn.
pack deals +2d6 damage Plant Summons (11th level): When you summon
Alignment Unaligned Languages – creatures, you summon plants, not animals. Your
Str 22 (+12) Dex 24 (+13) Wis 20 (+11) summoned creatures are plant creatures.
Con 15 (+9) Int 2 (+2) Cha 8 (+5) Plant Companion (11th level): Your can replace your
animal companion with a plant companion.
Wild Growth (16th level): When you spend an action
point to take an extra action, you heal hit points equal to
your Wisdom modifier + ½ your level.

Plant Companion
Your plant companion is an animal or beast that
accompanies you on your travels. You may determine
what the plant companion looks like, but regardless of its
appearance, it uses the rules below.
Ability Scores: Strength 18, Dexterity 11,
Constitution 10, Intelligence 2, Wisdom 12,
Charisma 8, AC 12 + level, Fort 12 + ½
level, Reflex 10 + ½ level, Will 11 + ½ level,
Speed 5 squares.
• The plant companion’s skills equal ½ your level
+ the companion’s appropriate skill modifier.
The animal companion has no trained skilled,
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4E Races and Classes
but benefits from any feat you have that Green Growth Green Druid Utility 12
provides a bonus to skills. Stretching out to the sun, you and your companion heal
• When you gain an increase to ability scores, your wounds.
your plant companion likewise gains an increase Daily Primal, Companion, Healing, Shapechange
in ability scores (it does not gain ability Standard Action Personal
increases from previous levels). You do not Effect: You regain hit points as if you had spent two
have to increase the same ability scores on your healing surges, plus your Wisdom modifier.
plant companion that you increase on your
character. Tap Roots Green Druid Attack 20
• You and your plant companion share the same You cross your arms and the ground erupts in thick
hit point pool. If you or your plant companion roots, dragging opponents into the ground as it crushes
are targeted by an attack, any hit points lost the life from them.
come from the same source. If both you and Daily Primal, Implement, Shapechange, Zone
your plant companion are affected by the same Standard Action Area burst 4 within 10 squares
attack from the same source, you only take Target: Each creature in burst
damage once from the attack, not twice. Attack: Wisdom vs. Reflex
• You and your plant companion share actions in Hit: 2d10 + Wisdom modifier damage, and the target is
a round. Fortunately, your plant companion has immobilized (save ends).
a Standard action of its own, and you can grant Effect: The burst creates a zone of difficult terrain that
it a Move or Minor action from your own pool of lasts until the end of your next turn.
actions. Your animal companion cannot spend Sustain Minor: When you sustain the power, repeat the
action points. attack against any creature within the zone that is
• When you use or are affected by a power that not immobilized, and deal 1d10 damage to creatures
has a target of personal, it also benefits your that are immobilized.
animal companion.
A plant companion has its own basic attack, and
can use any of your powers that have a Companion
Primordial Scion
keyword in them.
”Bah, the Feywild is overrun, corrupted and tamed by the
fey who live there. But the Primordial Chaos runs pure
Plant Companion Basic Attack Class Feature and has not forgotten the laws of the wild – hunt or be
Your plant companion strikes by slamming its hard body hunted.”
or appendages into a foe.
At-Will Primal, Companion Prerequisite: Druid
Standard Action Melee 1
Target: One creature For some, they are drawn by the siren call of the
Attack: Strength vs. AC or Dexterity vs. AC primordial immortals. For others, it is the lure of power
Damage: 1d6 + Dexterity Modifier of pure elemental energy. For a small few, madness
Increase to 2d6 + Dexterity modifier at 21st level. drives them to draw on the power of chaos. Whatever
Special: This power counts as a melee basic attack. the reason, these druids have dismissed the ties of
When a power allows your plant companion to make a nature and have instead allied themselves with
melee or unarmed basic attack, the plant companion can elemental power.
use this power.
Primordial Scion Path Features
Green Druid Appeals
Elemental Infusion (11th level): When using an attack
Tendril Smash Green Druid Utility 11 power, you can choose to change the damage to an
You hold forth your arms and ivy-covered stalks lash out elemental type of your choice.
at your enemy. Elemental Affinity (11th level): When you spend an
Encounter Primal, Implement, Shapechange action point to perform an extra action, you gain
Standard Action Close burst 5 Resistance 10 to one energy type (acid, cold, electricity
Target: All creatures in burst or fire) until the end of your next turn.
Attack: Wisdom vs. AC Elemental Overcharge (16th level): When you spend
Hit: 2d8 + Wisdom modifier. an action point to perform an extra action, any attack you
make deals an extra 1d6 damage of elemental damage
(acid, cold, electricity or fire) of your choice until the end
of your next turn.

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Primordial Scion Appeals Fly-by attack (11 level): When in wild shape, you can
use your standard action before, during, or after your
Energy Wave Primordial Scion Attack 11 movement in a round. If you can already do this, you
A swirling distortion appears in the air as you gather gain a +1 bonus to each of your movement modes
together elemental energy and send it coruscating to instead.
obliterate your enemies.
Encounter Primal, Implement, Acid, Cold, Sky Marshal’s Action (11th level): You can spend an
Electricity, or Fire action to regain one druid encounter power with the
Standard Action Area burst 5 in 15 squares shapechange keyword that you have already used,
Target: All creatures in burst instead of taking an extra action.
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage of your choice of Eagle’s Claw Strike (16th level): When you hit a
Acid, Cold, Electricity or Fire. creature of your size or smaller with a melee attack, you
Effect: The area is treated as difficult terrain until the may push that creature a number of squares equal to
end of your next turn. your Strength modifier. It takes 1d4 damage for every
square pushed in this way. You must move with the
creature.
Elemental Aura Primordial Scion Utility 12
You call upon the energies of Primordial Chaos to
surround and suffuse you.
Screeching Descent Sky Marshal Attack 11
Daily Primal, Aura, Acid, Cold, Electricity or Fire You come down on your foe with a piercing yell and an
Minor Action Aura 3 equally piercing blow.
Effect: You surround yourself in a supernatural aura of Encounter Primal, Companion, Shapechange,
elemental energy (acid, cold, electricity or fire). Weapon
Anyone entering or ending their turn in the aura Requirement: You must be shapechanged or using a
takes damage energy damage equal to your flying mount to use this ability yourself.
Wisdom modifier and is slowed. Standard Action Melee weapon
Sustain Minor: The aura persists Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage and target takes
Chaos Grinder Primordial Scion Attack 20
a –5 penalty to perception checks (save ends).
With a flick of your wrist, you send you enemy to the
deepest, hellish regions of Primordial Chaos.
Daily Primal, Implement, Acid, Cold, Electricity, Fire
Hummingbird Strike Sky Marshal Utility 12
Standard Action Close blast 5 You dart in and confuse your opponent when you pull
Target: One creature in burst back at the last moment to allow your partner an
Attack: Wisdom vs. Fortitude advantage.
Hit: The target is whisked away to Primordial Chaos Encounter Primal, Stance, Weapon
and takes 2d8 + Wisdom modifier Acid, Cold, Minor Action Personal
Electricity and Fire damage each round (save ends). Effect: When dealing damage with a successful hit, you
On a successful save, the target is returned to the may grant an ally adjacent to the target you hit
space from which he vanished, but is stunned until combat advantage against the target until the
the end of his next turn. beginning of your next turn.
Miss: Half damage and the target is dazed until the end
of your next turn. Go for the Eyes Sky Marshal Attack 20
You gouge your opponent in the eyes with sharp claws.
Daily Primal, Companion, Reliable, Shapechange,
Weapon
Standard Action Melee Weapon
Sky Marshal Target: One creature
Nobody ever looks up. They’ll pay for that mistake Attack: Strength vs. Reflex
dearly. Hit: 3[W] + Strength modifier damage and target is
blinded until it receives healing; then target is blinded
Prerequisite: Druid, Avian Shape (save ends).
Lord of the skies, the Sky Marshal moves in for
his strike before flitting off to prepare another. Despite
its name, this paragon path doesn’t actually require flight
to use its powers. Druids will often rename it to fit their
preferred form.

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4E Races and Classes
Arcane Implement Mastery
Enchanter You specialize in the use of one kind of
implement to gain additional abilities when you wield it.
Choose one of the following forms of implement
“Yes, look at me, and tremble, for I will make you your mastery.
own doom, by your own hand.” Orb of Imposition: Once per encounter as a free action,
you can use your orb to gain one of the following two
The enchanter is a master of charms and spells that buff effects.
himself and his companions. You can designate one creature you have cast a
wizard spell upon that has an effect that lasts until the
CLASS TRAITS subject succeeds on a saving throw. That creature takes
Role: Controller. a penalty to its saving throws against that effect equal to
Power Source: Arcane your Wisdom modifier.
Key Abilities: Intelligence, Wisdom, Dexterity Alternatively, you can choose to extend the
duration of an effect created by a wizard at-will spell
Armor Proficiencies: Cloth (such as cloud of daggers or ray of frost) that would
Weapon Proficiencies: Dagger, quarterstaff otherwise end at the end of your current turn. The effect
Implements: Orbs, staffs, wands instead ends at the end of your next turn.
Bonus to Defense: +2 Will You must wield an orb to use this ability. Control
st wizards select this form of mastery because it helps
Hit Points at 1 Level: 10 + Constitution score extend the duration of their control effects.
Hit Points per Level Gained: 4 Staff of Defense: A staff of defense grants you a +1
Healing Surges per Day: 6 + Constitution modifier bonus to AC. In addition, once per encounter as an
immediate interrupt, you gain a bonus to defense against
Trained Skills: Arcana. From the class skills list below, one attack equal to your Constitution modifier. You can
choose three more trained skills at 1st level. declare the bonus after the Dungeon Master has already
Class Skills: Diplomacy (Cha), Dungeoneering (Wis), told you the damage total. You must wield your staff to
Historiy (Int), Insight (Wis), Nature (Int), Religion (Int) benefit from these features. This form of mastery is
useful for all wizards, particularly if you dabble in both
Build Options: Manipulative enchanter, Buff enchanter control and damage-dealing spells.
Wand of Accuracy: Once per encounter as a free
Creating an Enchanter action, you gain a bonus to a single attack roll equal to
your Dexterity modifier. You must wield your wand to
Manipulative Enchanter benefit from this feature. This form of mastery is good for
You specialize in powers that make your war wizards because it helps increase their accuracy
enemies into puppets and tools for your own use. with damaging powers.

Buff Enchanter Cantrips


You specialize in powers that enhance the Cantrips are minor spells you gain at 1st level.
abilities of your allies You can use the cantrips as at-will powers.

Implements Master of Charms


Any spell you use with the Charm keyword you
Wizards make use of orbs, staffs, and wands to
can choose to sustain as a minor action. When
help channel and direct their arcane powers. Every
sustained, you can continue to control the target’s
wizard has mastery of one type of implement (see “Class
actions as indicated by the power, though you do not
Features”).
cause additional damage when you do so. The target
Without an implement, a wizard can still use his
can end the charm with a successful saving throw.
or her powers. A wizard wielding a magic orb, staff, or
wand can add its enhancement bonus to the attack rolls
and the damage rolls of wizard powers, as well as Ritual Casting
wizard paragon path powers, that have the implement You gain the Ritual Caster feat as a bonus feat, allowing
keyword. you to use magical rituals.

Wizard Class Features Spellbook


You possess a spellbook, a book full of mystic
You have the following class features.
lore in which you store your rituals and your daily and
utility spells.
Rituals: Your book contains three 1st-level rituals of
your choice that you have mastered. At 5th level, and
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4E Races and Classes
again at 11th, 15th, 21st, and 25th level, you master two Daze Enchanter Attack 1
more rituals of your choice and add them to your You snap your fingers, temporarily blanking the
spellbook. Any ritual you add must be your level or opponent’s mind.
lower. At-Will Arcane, Psychic, Implement
Daily and Utility Spells: Your spellbook also holds your Standard Action Ranged 10
daily and utility spells. You begin knowing two daily Target: One creature
spells, one of which you can use on any given day. Each Attack: Intelligence vs. Will
time you gain a level that lets you select a daily spell or a Hit: 1d6 + Intelligence modifier psychic damage, and
utility spell, choose two different daily spells or utility the target is immobilized until the end of its turn.
spells of that level to add to your book. Increase the damage to 2d6 + Intelligence modifier at
After an extended rest, you can prepare a st
21 level.
number of daily and utility spells according to what you
can cast per day for your level. You can’t prepare the Confused Hostility Enchanter Attack 1
same spell twice. You well up an opponent’s secret desire to harm an ally
If you replace a spell because of gaining a level and unleash its hate.
or through retraining, the previous spell vanishes from At-Will Arcane, Charm, Implement
your spellbook and is replaced by the new spell. Standard Action Ranged 5
Capacity: A typical spellbook has 128 pages. Each spell Target: One creature
takes up 1 page. A ritual takes up a number of pages Attack: Intelligence vs. Will
equal to its level. Hit: The target makes a basic attack against an
adjacent creature it is allied to. It adds your Intelligence
Enchanter Powers modifier to the damage.
Your encounter powers are called spells. Most
of your spells influence the mind of others, tricking them Level 1 Encounter Spells
or controlling them into performing how you desire.
Other spells you know augment the abilities of your Backstabbing Charm Enchanter Attack 1
allies. A few both hinder your enemies and assist your As your opponent readies to strike you, he pauses, and
allies. in turn is struck down from behind by one of his own
allies.
Class Features Encounter Arcane, Psychic, Implement
Standard Action Close blast 5
Light Enchanter Cantrip Target: One creature in range
With a wave of your hand, you cause a bright light to Attack: Intelligence vs. Will
appear on the tip of the object you choose. Hit: The creature provokes an Opportunity Attack from
At-Will Arcane all adjacent creatures, including its own allies, who
Minor Action Ranged 5 must attack.
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The Offensive Charm Enchanter Attack 1
light fills the target’s square and all squares within 4 A mystic aura only you can see settles on the opponent,
squares of it. The light lasts for 5 minutes. Putting out as opposite aura coalesces on an ally.
the light is a free action. Encounter Arcane, Psychic, Implement
Special: You can have only one light cantrip active at a Standard Action Ranged 10
time. If you create a new light, your previously cast light Target: One creature
winks out. Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage. Until
Silent Image Enchanter Cantrip the end of your next turn, one ally adjacent to either
With a clap, you create an illusory image that emanates you or the target gains a +1 power bonus to all
from somewhere close by. defenses against the target’s attacks.
At-Will Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You create a medium-sized noiseless image of
whatever you wish. The image can freely move within
the square it was created, but can moved through
without harm. It can provide concealment, but not cover.

Level 1 At-Will Spells

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4E Races and Classes
Ray of Stupidity Enchanter Attack 1 Dispel Magic Enchanter Utility 2
A yellow ray strikes out from your finger and strikes an With a wave of your hand, you disperse a spell in place.
opponent, robbing it of its ability to reason. Daily Arcane
Daily Arcane, Implement, Psychic Standard Action Ranged 10
Standard Action Ranged 10 Target: One conjuration or zone
Target: One creature Attack: Intelligence vs. the Will defense of the creator
Attack: Intelligence vs. Will of the conjuration or the zone
Hit: 2d6 + Intelligence modifier psychic damage and the Hit: The conjuration or zone is destroyed. All its effects
opponent is restrained until the end of your next end, including those that normally last until a target
turn. saves.

Level 1 Daily Spells Level 3 Encounter Spells

Enchanted Slumber Enchanter Attack 1 Compelling Directive Enchanter Attack 3


As sand slips through your fingers, your enemies are You motion with your finger for an opponent to
overcome with weariness. approach, and he cannot refuse.
Daily Arcane, Implement, Sleep Encounter Arcane, Implement, Psychic
Standard Action Area burst 2 within 20 squares Standard Action Ranged 10
Target: Each creature in burst Target: One creature
Attack: Intelligence vs. Will Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails Hit: 1d8 + Intelligence modifier psychic damage and the
its first saving throw against this power, the target opponent immediately moves your Charisma
becomes unconsious (save ends). modifier towards you. This move grants Opportunity
Miss: The target is slowed (save ends). Attacks.

Charm Humanoid Enchanter Attack 1 Ray of Dizziness Enchanter Attack 3


You gaze deeply into the eyes of another and he greets A ray of brilliant light flashes outward at an enemy, who
you as an old friend. is stunned with vertigo
Daily Arcane, Charm Encounter Arcane, Implement, Psychic
Standard Action Ranged 5 Standard Action Ranged 10
Target: One humanoid creature Target: One creature
Attack: Intelligence vs. Will Attack: Intelligence vs. Will
Hit: The target becomes an ally and friendly towards Hit: 1d10 + Intelligence modifier psychic damage and
you for the duration of the encounter. If you request the target is dazed until the end of your next turn.
the target to perform an action contrary to its nature,
it gains an immediate saving throw to end the Staggering Thoughts Enchanter Attack 3
charm. If you or another ally use a power to cause You press your hand to your temple and fill your
harm to the target, the power ends instantly. enemy’s mind with distracting thoughts.
At the end of each encounter or after every 5 Encounter Arcane, Implement, Psychic
minutes, the target gains a saving throw to end the Standard Action Close burst 3
charm. You may end the charm at any time as a Target: All creatures in burst
minor action. The target has full memory of its Attack: Intelligence vs. Will
actions while charmed. Hit: 1d10 + Intelligence modifier psychic damage and
Sustain Standard: The power lasts another encounter the target is immobilized until the end of your next
or 5 minutes. turn.

Level 2 Utility Spells Level 5 Daily Spells


Avoidance Enchanter Utility 2
You bolster an ally’s defenses.
Encounter Arcane
Immediate Reaction Ranged 5
Trigger: An ally is attacked
Effect: The ally gains a +2 power bonus to AC or
defenses against the attack.

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4E Races and Classes
Touch of Idiocy Enchanter Attack 5 Rage Enchanter Utility 6
You snap your fingers and your enemy can’t seem to You instill a primal rage in an ally.
think straight. Daily Arcane
Daily Arcane, Psychic Minor Action Ranged 10
Standard Action Ranged 5 Target: One ally
Target: One creature Effect: The target gains a +2 power bonus to attacks
Attack: Intelligence vs. Will and damage and gains temporary hit points equal to
Hit: 2d6 + Intelligence modifier psychic damage and the your Charisma modifier until the end of the
target takes a –2 penalty to Will defense until the encounter or 5 minutes.
end of the encounter.
Miss: Half damage and the target takes a –1 penalty to Level 7 Encounter Spells
Will defense until the end of your next turn.
Crushing Despair Enchanter Attack 7
Ensnaring Zone Enchanter Attack 5 Waves of hopelessness fans out from your outstretched
You fill an area with dazzling motes of light. Those who hand, washing over your foes and weakening them.
enter the area risk never leaving. Encounter Arcane, Implement, Psychic
Daily Arcane, Implement, Zone Standard Action Close blast 5
Standard Action Area burst 2 in 20 squares Target: All creatures in blast
Target: Each creature in burst Attack: Intelligence vs. Will
Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage and the
Hit: The target is immobilized (save ends). target suffers a –1 penalty to attacks and all
Effect: The burst creates a zone of psychic energy that defenses until the end of its next turn. The target is
fills the area until the end of the encounter or for 5 also weakened until the end of its next turn.
minutes. The zone is considered difficult terrain.
Any creature that ends its move in the web is Enchanted Mire Enchanter Attack 7
immobilized (save ends). Dizzying thoughts spiral from your mind, confounding
and slowing enemies who pass through the stream of
Mindlock Enchanter Attack 5 conflicting thoughts.
Your thoughts streak from your mind and wrap about an Encounter Arcane, Implement, Psychic, Zone
opponent, squeezing the life from them. Standard Action Area burst 3 in 10 squares
Daily Arcane, Psychic, Conjuration, Implement Target: All creatures in burst
Standard Action Ranged 20 Attack: Intelligence vs. Will
Effect: You conjure a snake-like construct of psychic Hit: 1d8 + Intelligence modifier psychic damage and the
energy in an unoccupied square within range, and the opponent is slowed until the end of your next turn.
construct attacks. As a move action, you can move the Effect: You create a zone of invading thoughts that
construct up to 6 squares. counts as difficult terrain until the end of your next
Target: One creature adjacent to the construct turn.
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier psychic damage, and Mental Thrust Enchanter Attack 7
the construct grabs the target. If the target attempts to You focus a single thought of hate and drive it at the
escape, the construct uses your Reflex or Will defense. opponent, hurling him away.
Sustain Minor: A target grabbed by the construct takes Encounter Arcane, Implement, Psychic
1d8 + Intelligence modifier psychic damage when you Standard Action Ranged 10
sustain this power. As a standard action, you can attack Target: One creature
another target with the construct, but it must release a Attack: Intelligence vs. Reflex
target it has grabbed. Hit: 2d10 + Intelligence modifier psychic damage, and
you push the target 3 squares and it is knocked
Level 6 Utility Spells prone.

Heroism Enchanter Utility 6 Level 9 Daily Spells


With a gesture, you fill an ally with the courage and
mettle of a true hero.
Encounter Arcane
Minor Action Ranged 10
Target: One ally
Effect: The target gains a +1 power bonus to AC,
defenses, attack rolls and skill checks until the end
of your next turn.

Page 54 of 101
4E Races and Classes
Mind Blade Enchanter Attack 9 Resistance Enchanter Utility 10
A ghostly blade of pure thought materializes nearby, and You make yourself or another creature in range resistant
you direct it to strike your hated foe. to a particular kind of damage.
Daily Arcane, Implement, Conjuration, Psychic Daily Arcane
Standard Action Ranged 10 Minor Action Ranged 10
Effect: You conjure a sword of pure psychic energy in Target: You or one creature
an unoccupied square within range, and it attacks. As a Effect: The target gains resistance equal to your level +
move action, you can move the sword to a new target Intelligence modifier until the end of the encounter or for
within range. The sword lasts until the end of your next 5 minutes against a damage type you choose. Choose
turn. the damage type from the following list: acid, cold, fire,
Target: One creature adjacent to the sword force, lightning, necrotic, poison, psychic, radiant or
Attack: Intelligence vs. Reflex thunder.
Hit: 1d10 + Intelligence modifier psychic damage.
Sustain Minor: When you sustain the sword, it attacks Level 13 Encounter Spells
again.
Feeblemind Enchanter Attack 13
Suggestion Enchanter Attack 9 You crush a sphere of glass in your hand, and your
You softly speak words of advice, and you opponent opponent clasps his head in agony.
agrees with your wisdom. Encounter Arcane, Implement, Psychic
Daily Arcane, Charm, Implement, Language- Standard Action Ranged 10
Dependant Target: One creature
Standard Action Ranged 5 Attack: Intelligence vs. Will
Target: One creature Hit: 3d6 + Intelligence modifier psychic damage and the
Attack: Intelligence vs. Will opponent takes a –2 penalty to Will defense until the
Hit: 2d8 + Intelligence modifier psychic damage and end of your next turn.
you can give an order to the target to spend a
standard, move or minor action on its turn to perform Hold Monster Enchanter Attack 13
an action of your choice. You hold your open palm to your opponent, and he
Miss: Half damage and the target is dazed until the end freezes in his tracks.
of its next turn. Encounter Arcane, Implement, Psychic
Standard Action Ranged 5
Wall of Thought Enchanter Attack 9 Target: One, two or three creatures
A shimmering wall of mental energy solidifies nearby. Attack: Intelligence vs. Will; one attack per target
Daily Arcane, Conjuration, Psychic, Implement Special: If you target only one creature with this power,
Standard Action Area wall 8 in 10 squares you gain a +4 power bonus to the attack roll.
Effect: You conjure a wall of psychic energy that Hit: 2d6 + Intelligence modifier psychic damage and the
consists of contiguous squares. It can be up to 8 opponent is immobilized until the end of your next
squares long and up to 4 squares high. The wall lasts turn.
until the end of your next turn. Any creature that
attempts to pass through the wall must make a saving Word of Pain Enchanter Attack 13
throw. If it fails, it takes 3d6 + Intelligence modifier You utter a single word, and your opponents double over
psychic damage and is pushed back a number of in agony.
squares equal to your Charisma modifier. Encounter Arcane, Implement, Psychic
Sustain Minor: The wall persists. Standard Action Close burst 3
Target: All creatures in burst
Level 10 Utility Spells Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence psychic damage and the
Enchanted Fortune Enchanter Utility 10 opponent is slowed until the end of your next turn.
You subtlety twist an allies fortune to their favor.
Daily Arcane, Implement Level 15 Daily Spells
Minor Action Melee touch
Target: You or one ally
Effect: The target makes an immediate saving throw.
For the rest of the encounter, when the target makes
a save, he makes two rolls and takes the one of his
or her choice.

Page 55 of 101
4E Races and Classes
Charm Monster Enchanter Attack 15 Greater Heroism Enchanter Utility 16
You gaze into the eyes of an enemy, and it beholds a With a gesture, you fill your allies with the courage and
friend. mettle of a true hero.
Daily Arcane, Charm, Implement Encounter Arcane
Standard Action Ranged 10 Minor Action Close burst 10
Target: One creature Target: All allies in burst
Attack: Intelligence vs. Will Effect: The target gains a +2 power bonus to AC,
Hit: The target becomes an ally and friendly towards defenses, attack rolls and skill checks until the end of
you for the duration of the encounter. If you request your next turn.
the target to perform an action contrary to its nature,
it gains an immediate saving throw to end the Mental Fortitude Enchanter Utility 16
charm. If you or another ally use a power to cause In your mind you build an unassailable tower of pure
harm to the target, the power ends instantly. thought that protects you and your allies.
At the end of each encounter or after every 5 Encounter Arcane, Zone
minutes, the target gains a saving throw to end the Move Action Close burst 5
charm. You may end the charm at any time as a Target: All allies in burst
minor action. The target has full memory of its Effect: You and the targets gain a +4 bonus to saving
actions while charmed. throws until the end of the encounter against attacks with
Sustain Standard: The power lasts another encounter the psychic keyword as long as they remain within 5
or 5 minutes. squares of you.

Bewildering Word Enchanter Attack 15 Usurp Will Enchanter Utility 16


You speak a jumble of phrases into your hand, then cast With mild concentration, you upset an opponent’s
the words at your opponent, befuddling them. chances of shaking off your magic.
Daily Arcane, Charm, Implement, Psychic Encounter Arcane
Standard Action Area burst 3 in 10 squares Minor Action Ranged 10 squares
Target: All creatures in burst Target: One creature
Attack: Intelligence vs. Will Effect: The target takes a penalty to its next saving
Hit: 2d8 + Intelligence modifier psychic damage and the throw equal to you Charisma bonus.
target is restrained (save ends).
Miss: Half damage and the target is immobilized until Level 17 Encounter Spells
the end of its next turn.
Crushing Thoughts Enchanter Attack 17
Fog of the Mind Enchanter Attack 15
With a thought, a powerful force grips your opponent and
Gray vapors charged with blue motes springs from your crushes them.
hands, filling the area you specify and numbing the Encounter Arcane, Implement, Psychic
minds of your enemies. Standard Action Area burst 2 in 20 squares
Daily Arcane, Implement, Psychic, Zone Target: Each creature in burst
Standard Action Area burst 3 in 10 squares Attack: Intelligence vs. Reflex
Target: All enemies in cloud Hit: 3d8 + Intelligence modifier psychic damage, and
Attack: Intelligence vs. Will the target is immobilized until the end of your next turn.
Hit: 2d8 + Intelligence modifier psychic damage and the Effect: Enter a square within the power’s area costs 4
target takes a –4 penalty to Will defense until the end of extra squares of movement. This effect ends at the end
the encounter. of your next turn, and you can dismiss it as a minor
Miss: Half damage and the target takes a –2 penalty to action.
Will defense until the end of your next turn.
Effect: The area grants concealment.
Sustain Minor: The area persists. Creatures who start
or end their turn in the cloud are subject to an
Intelligence vs. Will attack and if hit suffer a –2
penalty to Will defense until the end of the
encounter.

Level 16 Utility Spells

Page 56 of 101
4E Races and Classes
Mental Outburst Enchanter Attack 17 Antipathy Enchanter Utility 22
You take the violent thoughts of an opponent and turn it You scribe a symbol in the air, and your opponents dare
against his fellows. not approach.
Encounter Arcane, Implement, Psychic Daily Arcane, Implement, Zone
Standard Action Area burst 3 in 10 squares Standard Action Close burst 2
Primary Target: One creature in origin square Effect: You create a zone of unpleasantness that
Attack: Intelligence vs. Will moves with you. Any creature who starts it turn or
Hit: 2d8 + Intelligence modifier psychic damage enters the zone must make a saving throw or be
Secondary Targets: All other creatures in burst pushed outside the burst. The zone lasts until the
Secondary Attack: Intelligence vs. Will end of your next turn.
Hit: All targets take damage equal to the primary Sustain Minor: The zone persists until the end of your
target’s basic attack value. next turn.

Psychic Lockdown Enchanter Attack 17 Suppress Resistance Enchanter Utility 22


You batter the opponent with his own mind, locking him With effort, you strip away an opponent’s ability to resist
in indecision. your magic.
Encounter Arcane, Psychic, Implement Daily Arcane
Standard Action Ranged 20 Standard Action Ranged 20 squares
Target: One creature Target: One creature
Attack: Intelligence vs. Reflex Effect: Choose an effect a creature is already affected
Hit: 3d10 + Intelligence modifier psychic damage, and by. If the affected creature fails its next save against an
the target is stunned until the end of your next turn. effect, it does not get to save against the effect until the
end of the scene.

Level 19 Daily Spells Level 23 Encounter Spells

Mass Suggestion Enchanter Attack 19 Insanity Enchanter Attack 23


You softly speak words of advice, and you opponents You cackle into your hand, then cast the laughter at your
agrees with your wisdom. opponent, driving them mad.
Daily Arcane, Charm, Implement, Language- Encounter Arcane, Charm, Implement, Psychic
Dependant Standard Action Area burst 5 in 20 squares
Standard Action Close burst 5 Target: All creatures in burst
Target: All creatures in burst Attack: Intelligence vs. Will
Attack: Intelligence vs. Will Hit: 3d6 + Intelligence modifier psychic damage and the
Hit: 5d6 + Intelligence modifier psychic damage and target is stunned until the end of your next turn.
you can give an order to the target to spend a
standard, move or minor action on its turn to perform Mental Onslaught Enchanter Attack 23
an action of your choice. You focus your thoughts and crush your opponent’s
Miss: Half damage and the target is dazed until the end mind
of its next turn. Encounter Arcane, Implement, Psychic
Standard Action Ranged 20 squares
Pact of Vengeance Enchanter Attack 19 Target: One creature
A mumbled curse, and your opponent dares not attack Attack: Intelligence vs. Will
you. Hit: 4d6 + Intelligence modifier psychic damage and the
Daily Arcane, Implement opponent is immobilized until the end of your next
Standard Action Ranged 10 turn.
Target: One creature
Attack: Intelligence vs. Will Temptation’s Undoing Enchanter Attack 23
Hit: 5d6 + Intelligence modifier damage. You feel the opponent’s desire to harm you, then
Miss: Half damage. violently scorn his wishes, pushing them away as you
Effect: For the remainder of the encounter, if the target punish their thoughts.
makes an attack that includes you, it suffers 5 points Encounter Arcane, Implement, Psychic
of damage. Standard Action Close burst 5
Target: All creatures in burst
Level 22 Utility Spells Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier psychic damage and
you push the opponent a number of squares equal to
your Charisma modifier.

Page 57 of 101
4E Races and Classes
Mental Maze Enchanter Attack 25
Level 25 Daily Spells You trap an enemy within his own mind, leaving him to
wander the corridors of his own thoughts.
Blinding Word Enchanter Attack 25 Daily Arcane, Implement, Psychic, Teleportation
You speak a single word, and your opponent’s world Standard Action Ranged 10
goes dark Target: One creature
Daily Arcane, Implement, Psychic Attack: Intelligence vs. Will
Standard Action Close burst 5 Hit: 3d12 + Intelligence modifier psychic damage.
Target: All creatures in burst Effect: You trap the target within its own thoughts.
Attack: Intelligence vs. Will While caught in its thoughts, the target cannot see, move
Hit: 6d6 + Intelligence modifier psychic damage and the or affect the world around him any way. Similarly, no
opponent is blind (save ends). one can see or attack the creature lost in its own
Miss: Half damage and the opponent is blind (save thoughts. The creature remains visible as a ghostly
ends). outline in the square it occupied; it is harmless to all
other beings and creatures can move through or attack
Final Rebuke Enchanter Attack 25 through the square without penalty. One its turn each
You scorn your opponent, and he dies. round, the target can attempt an Intelligence check
Daily Arcane, Implement, Psychic against your Will defense to escape as a standard
Standard Action Ranged 20 action. The target gains a cumulative +5 bonus to this
Target: One creature check each time it fails. Upon escaping its thoughts, the
Attack: Intelligence vs. Will creature returns to the space it occupied (or, if occupied,
Hit: 9d6 + Intelligence modifier psychic damage and the the nearest available unoccupied space of its choice),
target is stunned (save ends). and the power ends.
Miss: Half damage and the target is stunned until the
end of your next turn. Level 27 Encounter Spells

Mass Charm Monster Enchanter Attack 25 Domination Enchanter Attack 27


You gaze into the eye of your enemies, and they behold You magically compel an enemy to attack its nearest
a friend. ally.
Daily Arcane, Charm, Implement Encounter Arcane, Charm, Implement, Psychic
Standard Action Area burst 5 in 20 squares Standard Action Ranged 20
Target: All creatures in burst Target: One creature
Attack: Intelligence vs. Will Attack: Intelligence vs. Will
Hit: The target becomes an ally and friendly towards Hit: 3d10 + Intelligence modifier psychic damage. On
you for the duration of the encounter. If you request the target’s next turn, you control its actions: You
the target to perform an action contrary to its nature, can move it a number of squares equal to your
it gains an immediate saving throw to end the Wisdom modifier, and it then makes a basic attack
charm. If you or another ally use a power to cause against its nearest ally.
harm to the target, the power ends instantly.
At the end of each encounter or after 5 minutes, Level 29 Daily Spells
the target is freed of the charm. You may end the
charm at any time as a minor action. The target has Euthenizing Word Enchanter Attack 29
full memory of its actions while charmed. You speak a single word, and your opponent dies.
Daily Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 9d6 + Intelligence modifier psychic damage and
opponent is stunned (save ends).
Miss: Half damage and the opponent is dazed (save
ends).

Page 58 of 101
4E Races and Classes
Mass Hold Monster Enchanter Attack 29 Ignoring Charm Mindwarper Utility 12
With a thought, you paralyze a crowd of enemies. You pass your hand before your face, and your enemies
Daily Arcane, Implement, Psychic forget about you.
Standard Action Close burst 20 Daily Arcane, Charm
Target: Each enemy in burst Standard Action Personal
Attack: Intelligence vs. Will Effect: Any opponent who wants to target you or
Hit: 2d10 + Intelligence modifier psychic damage, and include you in an area of effect must make a saving
the target is stunned (save ends). throw to do so. If you attack, you break the charm until
Miss: Half damage, and the target is dazed (save the start of your next turn.
ends). Sustain Minor: The power persists.

Fall Upon The Enemy Mindwarper Attack 20


You fill the enemy with bloodlust against its own kind.
Daily Arcane, Charm, Reliable
Standard Action Area burst 3 in 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Mindwarper Effect: Each turn, the target moves to its closest ally
“You don’t want to cross me. You want to help me.” and attacks it with a basic attack (save ends).

Prerequisite: Enchanter class

People don’t need to think, unless you think for them.


Warden of Charms
Minds are easily malleable to your suggestions, and you “My magic will surround and protect you. Now, defeat
revel in controlling other’s thoughts and actions as if they your enemy with confidence.”
were your own.
Prerequisite: Enchanter class
Mindwarper Path Features Magic can provide protection and power to your allies,
Direct (11th level): You can give up your own standard
when correctly applied. A simple charm can turn a
action to grant an ally an immediate action (standard,
mediocre combatant into a fearsome dreadnought, or
move or minor).
turn a fearsome dreadnought into an unstoppable force
Mindwarper Action (11th level): When you spend an
on the battlefield. You know the magic to accomplish
action point to take an extra action, you gain a +4 bonus
this, and you are unafraid to use it on yourself and your
to attack rolls with powers that have the psychic keyword
allies. If your foes are smart, they’ll rightly fear you.
until the start of your next turn.
Mental Recovery (16th level): If you lose control of a
charmed individual that was under the effect of a Charm Warden of Charms Class Features
Humanoid or Charm Monster spell, you regain the spell Charming Action (11th level): When you use an action
for the day. point for an extra action, you can grant an ally a +1
power bonus to attacks and defenses until your next turn
Mindwarper Spells as well.
Cursing Charm (11th level): When you successfully
use a power on an enemy creature, you may also give it
Assisting Charm Mindwarper Attack 11 You look pleedingly
a –1 penalty to all defenses if you don’t add your
Your pleading gaze meets the eyes of an enemy, who
Intelligence modifier to the damage you deal.
moves to defend you.
Dread Charm (16th level): When you successfully hit a
Encounter Arcane, Charm, Implement, Psychic
creature with a power, you deal an extra 1d6 psychic
Standard Action Ranged 10
damage.
Target: One creature
Attack: Intelligence vs. Will Warden of Charms Spells
Effect: The target moves its speed towards an enemy
you direct and makes a basic attack against the
designated enemy with a +2 bonus to hit.

Page 59 of 101
4E Races and Classes
Castigating Strike Warden of Charms Attack 11
You draw a mystic symbol in the air, blasting your
opponents backward.
Encounter Arcane, Implement, Psychic
Standard Action Close blast 5
Target: All creatures in blast
Attack: Intelligence vs. Will
Effect: 2d8 + Intelligence modifier psychic damage and
the opponent is pushed a number of squares equal to
your Charisma modifier and is knocked prone.

Protective Zone Warden of Charms Utility 12


You draw a mystic circle about you, and you and your
allies are mystically protected from harm.
Daily Arcane, Implement, Psychic, Zone
Minor Action Close burst 3
Target: All allies in burst
Effect: You create a zone that provides a +2 power
bonus to the defense of all allies within the zone and
grants resist 5 to damage to allies. The zone persists
until the end of the encounter or 15 minutes.

Restorative Charm Warden of Charms Attack 20


You blast a foe with psychic energy, and heal an ally.
Daily Arcane, Healing, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Effect: 4d10 + Intelligence modifier psychic damage
and an ally within 5 squares may spend a healing
surge to regain hit points. The ally gains extra hit
points equal to your Charisma modifier.
Miss: Half damage and an ally within 5 squares may
spend a healing surge to regain hit points.

Page 60 of 101
4E Races and Classes
Monk Class Features
Monk
Combat Stance
“I don’t need weapons to defeat you; I AM a weapon” Monks tend to learn specific combat styles, often
based on legendary figures or on the observed motions
A master of mystical unarmed martial arts and perceived supernatural abilities of animals, such as
Crane Style, Tiger Style or even Seven Drunken Monkey
CLASS TRAITS Style. Also, many of the individual powers listed here
Role: Striker and Defender. Your attacks are focused are renamed under certain styles with various evocative
at taking out individual enemies and you have names. For example, under the Tiger Style, Springing
defensive abilities to contain opponents in melee. Strike might be known as Tiger Takes A Leap.
Power Source: Ki. By mastering the supernatural force While the names of the styles are myriad in
within you, you exibit abilities that border on the nature, they can be broken down into one of three styles
impossible. and provides a special stance daily power to the monk,
Key Abilities: Wisdom, Dexterity, Strength, in addition to his normal list of powers.
Constitution.
Balanced Style: This style relies on a mix of powerful
Armor Proficiencies: Cloth attacks and moves designed to disable or avoid an
Weapon Proficiencies: Simple melee opponent’s counterattack. A character with the balanced
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will style gains the Balanced Stance class power.

st
Hit points at 1 Level: 12 + Constitution score Balanced Stance Monk Class Feature
Hit points per Level Gained: 5 You have learned to fight with powerful attacks, but also
Healing Surges per Day: 5 + Constitution modifier have learned to mix in defensive maneuvers.
Encounter Ki, Stance
Trained Skills: Tumble. From the class skills list Minor Action Personal
below, choose three trained skills at 1st level. Effect: You gain a +1 bonus to hit. Increase this bonus
Class Skills: Athletics (Str), Endurance (Con), Heal to +2 at 11th level and +3 at 21st level.
(Wis), Intimidate (Cha), Stealth (Dex)
Defensive Style: This style relies on drawing the
Build Options: Offensive monk, defensive monk attacker in and disabling them or otherwise rendering
Class Features: Flurry of Blows, Ki Strike them unable to attack. It also tends to several moves
that allow the monk to avoid strikes aimed at him. A
character with the defensive style gains the Defensive
Creating A Monk Stance class power.
Offensive Monk Defensive Stance Monk Class Feature
To master your body, you must push it to the
You let an enemy’s strength become his weakness in
limit, and there is no greater push than that obtained in
combat.
the struggle of life and death. Your own body is more
Encounter Ki, Stance
reliable and far more deadly than an ordinary weapon,
Minor Action Personal
and you do not hesitate to put it to work to prove your
Effect: You gain a +1 bonus to AC. Increase this bonus
martial prowess is superior. You focus your chi to learn
to +2 at 11th level and +3 at 21st level.
and perform maneuvers that directly assist your attacks,
though an occasional chi stunt that puts you in a better
Offensive Style: This style relies on powerful strikes
position or wards an opponent’s attack is nothing to scoff
and aggressive tactics to take down enemies quickly. A
at.
character with the offensive style gains the Offensive
Stance class power.
Defensive Monk
You’ve been trained to use the enemy’s strength
Offensive Stance Monk Class Feature
against him. An aggressive enemy is careless, and easy
You take your mastery of combat to the enemy. A
to take advantage of. You tend to only fight when you
defeated foe does not fight back.
must, and have learned to focus your chi to perform to
Encounter Ki, Stance
endure great hardships and perform other miraculous
Minor Action Personal
feats of the mind and body. Those who dwell on the
Effect: You gain a +1 bonus to damage. Increase this
fight are doomed to die in it, while those are prepared for
bonus to +2 at 11th level and +3 at 21st level.
combat and approach it with caution will survive to fulfill
their life-long pursuits. You intend to be one of the latter.

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4E Races and Classes
Flurry of Blows Straight Punch Monk Attack 1
Monks are known for lightning-quick series of You simply strike out at your foe with a well-timed fist to
blows in combat, and you can strike your opponent the opponent’s midsection.
multiple times in a short span of time. When you make At-Will Ki, Unarmed
an attack against a single opponent in melee, you can Standard Action Melee unarmed
choose to take a –2 penalty to hit to deal additional Target: One creature
damage as shown below. Attack: Wisdom +2 vs. AC
Hit: 1[W]
Level Flurry Increase damage to 2[W] at 21st level.
Damage
1st-10th +1d6 Level 1 Encounter Insights
11th-20th +2d6
21st-30th +3d6 Circle Kick Monk Attack 1
You bring your leg up as you twist in a circle, planting
the blow squarely into your opponent.
Unarmed Strike Encounter Ki, Unarmed
You are exceptionally skilled with unarmed Standard Action Melee unarmed
strikes and do not treat them as improvised weapons. Target: One creature
You can use your unarmed strike with any power that is Attack: Dexterity vs. AC
a melee weapon or melee unarmed attack. Hit: 2[W] + Dexterity modifier damage and push the
target 1 square.
Weapon Prof Damage Properties Offensive Stance: You gain a bonus to the damage roll
Unarmed Strike +3 1d6 Off-hand equal to your Strength modifier.

Level 1 At-Will Insights Shatterstrike Monk Attack 1


You slam your fist into and through your opponent’s
Furious Strike Monk Attack 1 face.
You lash out with a rapid series of blows, but only one Encounter Ki, Unarmed
needs to connect. Standard Action Melee unarmed
At-Will Martial, Weapon Target: One creature
Standard Action Melee weapon Attack: Strength vs. AC
Attack: Dexterity vs. AC Hit: 2[W] + Strength modifier
Target: 1[W] + Strength modifier damage. Offensive Stance: You push the opponent a number of
Increase to 2[W] + Strength modifier at 21st level. spaces equal to your Wisdom modifier.
Miss: Half Strength modifier damage.
Springing Strike Monk Attack 1
High Kick Monk Attack 1 You lurch at your opponent, strike, and then fall back
You extend your leg straight out and catch the opponent before he can counterattack.
under the chin, knocking him back. Encounter Ki, Weapon
At-Will Martial, Unarmed Standard Action Melee weapon
Standard Action Melee unarmed Target: One creature
Target: Strength vs. AC Attack: Dexterity vs. AC
Attack: Dexterity vs. AC Hit: 1[W] + Dexiterity modifier damage
Hit: 1[W] + Strength modifier and push the target back 1 Special: You can move up to 3 squares before and
square. after the attack.
Increase to 2[W] + Strength modifier at 21st level. Defensive Stance: You gain a +4 power bonus to AC
against opportunity attacks while moving.
Split Kick Monk Attack 1
You leap into the air and strike two opponents at once.
At-Will Martial, Unarmed
Standard Action Melee unarmed
Target: One creature
Attack: Dexterity vs. AC; make two attacks
Hit: 1[W] damage each
Increase damage to 2[W] at 21st level.

Page 62 of 101
4E Races and Classes
Stunning Strike Monk Attack 1 Hundred Force Throw Monk Attack1
You strike an opponent’s chi point, causing him to wince You grab your opponent and bodily hurl them across the
in pain. battlefield.
Encounter Ki, Unarmed Daily Ki, Unarmed
Standard Action Melee unarmed Standard Action Melee unarmed
Target: One creature Target: One creature of Large size or smaller
Attack: Wisdom vs. AC Attack: Dexterity vs. AC
Hit: 1[W] + Wisdom modifier damage and the opponent Hit: 2[W] + Dexterity modifier damage, and you shift the
is immobilized until the start of your next turn. opponent 2 squares and is prone.
Balanced Stance: You gain a bonus to damage equal Defensive Stance: You shift the opponent a number of
to your Wisdom modifier. squares equal to your Wisdom modifier, and the
opponent is prone.
Sweeping Strike Monk Attack 1
You bend low, sweeping your leg outward and sending Pressure Point Strike Monk Attack 1
the opponent to the ground. A simple blow in just the right area disrupts your
Encounter Ki, Weapon opponent’s chi, rendering him helpless.
Standard Action Melee weapon Daily Ki, Unarmed
Target: One creature Standard Action Melee unarmed
Attack: Wisdom vs. Reflex Target: One creature
Hit: 1[W] + Wisdom modifier damage, and you knock the Attack: Wisdom vs. Fortitude
target prone. Hit: 2[W] + Wisdom modifier and the opponent is dazed
Balanced Stance: On a miss, the target is knocked until the end of your next turn.
prone (save avoids). Miss: Half damage and the opponent is not dazed.
Balanced Stance: On a miss, you still daze the target
Tumbleback Strike Monk Attack 1 until the end of your next turn.
You strike at your opponent and tumble aside in one
fluid motion. Level 2 Utility Insights
Encounter Ki, Unarmed
Standard Action Melee unarmed Agile Climb Monk Utility 2
Target: One creature You use your momentum to quickly climb a surface.
Attack: Dexterity vs. AC Encounter Ki
Hit: 2[W] + Dexterity modifier Move Action Personal
Effect: After the attack, you can shift 1 square. Prerequisite: You must be trained in Athletics.
Defensive Stance: You can shift a number of squares Effect: You do not grant combat advantage while you
equal to your Wisdom modifier. climb.

Level 1 Daily Insights Coiled Jump Monk Utility 2


You leap amazing distances without a running start.
Brutal Strike Monk Attack 1 At-Will Ki
You call upon your chi and drive it through your strike. Move Action Personal
Daily Ki, Weapon Prerequisite: You must be trained in Athletics
Standard Action Melee weapon Effect: Make a high jump or a long jump. Determine
Target: One creature the DC of the Athletics check as though you had a
Attack: Strength vs. AC running start. The distance you jump cannot exceed
Offensive Stance: You gain a bonus to the attack your speed.
roll equal to your Wisdom modifier
Hit: 3[W] + Strength modifier damage Deflect Projectiles Monk Utility 2
Miss: Half damage. With timed precision, you bat aside a deadly projectile
aimed at you
Encounter Ki
Immediate Reaction Personal
Trigger: You are hit by a ranged weapon
Effect: You force the target to reroll the attack. Take
the new result, whether better or worse.
Defensive Stance: The attacker takes a –2 penalty on
the rerolled attack.

Page 63 of 102
4E Races and Classes
Dodging Roll Monk Utility 2 Blocking Strike Monk Attack 5
You use your expertise to weave through a foe’s attacks You block an opponent’s attack, and then hit them hard.
unharmed. Daily Ki, Weapon
Encounter Ki Standard Action Melee weapon
Move Action Personal Target: One creature
Prerequisite: You must be trained in Acrobatics. Attack: Dexterity vs. AC
Effect: You can shift 3 squares. Hit: 2[W] + Dexterity modifier damage.
Balanced Stance: You can shift a number of squares Effect: Until the end of the encounter, the target takes
equal to half your speed. damage equal to your Dexterity modifier each time it
attacks you, and you can shift as an immediate
Level 3 Encounter Insights reaction after such an attack.
Defensive Stance: You can shift a number of squares
Entangling Strike Monk Attack 3 equal to your Wisdom modifier as an immediate
You grab onto your opponent and don’t let go. reaction after the attack.
Encounter Ki, Weapon
Standard Action Melee weapon Crippling Strike Monk Attack 5
Target: One creature You topple your enemy with a devastating blow and
Attack: Dexterity vs. AC force him to stumble about the battlefield
Hit: 2[W] + Strength modifier and you grab the target Daily Ki, Weapon
(until escape). Standard Action Melee weapon
Defensive Stance: You can shift one space after the Target: One creature
attack. Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and the target is
Sliding Strike Monk Attack 3 knocked prone. Until the end of the encounter, if the
You weave about your opponent, and with a well-placed target moves more than half its speed in a single
strike you stand where he once was. action, it falls prone at the end of its movement.
Encounter Ki, Weapon Miss: Half damage, and the target is not knocked
Standard Action Melee weapon prone.
Target: One creature
Attack: Wisdom vs. AC Deep Blow Monk Attack 5
Hit: 2[W] + Wisdom modifier damage, and you switch Your chi wells up within you and is expended in a
squares with the target. You may shift one square powerful blow.
afterward. Daily Ki, Unarmed
Balance Stance: You can shift a number of squares Standard Action Melee unarmed
equal to your Wisdom modifier. Target: One creature
Attack: Strength vs. AC
Takedown Monk Attack 3 Offensive Stance: You gain a bonus to hit equal to
You grab your opponent and forcibly send them to the your Wisdom modifier with the attack.
ground. Hit: 2[W] + Strength modifier damage, and ongoing
Encounter Ki, Unarmed damage equal to 5 + your Wisdom modifier (save
Standard Action Melee unarmed ends).
Target: One creature Miss: Half damage, and no ongoing damage.
Attack: Strength vs. AC
Offensive Stance: You gain a bonus to the attack Weakening Strike Monk Attack 5
roll equal to your Strength modifier. Your blow leaves your opponent sore and stiff.
Hit: 1[W] + Strength modifier damage, and the target is Daily Ki, Unarmed
knocked prone. Standard Action Melee unarmed
Balanced Stance: You gain a bonus to damage equal Target: One creature
to your Wisdom modifier. Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and target is
Level 5 Daily Insights weakened (save ends).
Miss: Half damage, and no weakness.

Level 6 Utility Insights

Page 64 of 102
4E Races and Classes
Featherlight Steps Monk Utility 6 Wisdom of the Masters Monk Utility 6
You move with speed and grace. Your allies benefit from your unique insights.
At-Will Ki Daily Ki
Move Action Personal Minor Action Ranged 10
Effect: You move at +2 speed. Target: One ally
Effect: Any ally within 10 squares of you who attempts
Mind over Body Monk Utility 6 an untrained check with a skill in which you are
You do not let the weakness of flesh impede your trained gains a power bonus to checks with a single
actions. skill of your choice equal to your Wisdom modifier.
Encounter Ki The ally must be able to see or hear you to gain this
Immediate Interrupt Personal bonus. The benefit lasts until the end of the
Trigger: You are hit by an attack against your Fortitude encounter or for 5 minutes.
defense.
Prerequisite: You must be trained in Endurance. Level 7 Encounter Insights
Effect: Gain a +2 power bonus to your Fortitude
defense against the triggering attack. Crushing Strike Monk Attack 7
You deliver a blow that leaves your foe reeling.
Rising Steps Monk Utility 6 Encounter Ki, Weapon
With a few short hops, you quickly climb a surface. Standard Action Melee weapon
At-Will Ki Target: One creature
Move Action Personal Attack: Strength vs. Fortitude
Prerequisite: You must be trained in Athletics. Hit: 1[W] + Strength modifier damage, and the target
Effect: Make an Athletics check to climb a surface. You takes a –1 penalty to AC and Reflex defense until
can move at your full speed during this climb. the end of your next turn.
Offensive Stance: The penalty to AC and Reflex
Slow Fall Monk Utility 6 defense is equal to your Strength modifier.
You hold your arms out and slowly exhale, allowing your
chi to slow your rapid decent. Flaming Fists Monk Attack 7
Encounter Ki Drawing upon your inner chi, your hands erupt in flame.
Free Action Personal Encounter Ki, Fire, Unarmed
Effect: You treat a fall as 5 feet shorter per level when Standard Action Melee unarmed
determining damage you take from falling. Shorten Target: One creature
the distance by use of this ability before applying the Attack: Strength vs. Reflex
damage reducing effects of a successful tumble. Hit: 1[W] + Strength modifier fire damage.

Still Mind Monk Utility 6 One-two Strike Monk Attack 7


You clear your mind and push away any attempts to One blow is quickly followed with another.
subvert it. Encounter Ki, Unarmed
Encounter Ki Standard Action Melee unarmed
Immediate Interrupt Personal Target: One creature
Trigger: You are hit by an attack against your Will Attack: Wisdom vs. AC
defense. Hit: 2[W] + Wisdom modifier damage
Prerequisite: You must be trained in Endurance. Miss: Make a secondary attack against the target.
Effect: Gain a +2 power bonus to your Will defense Secondary Attack: Wisdom vs. AC
against the triggering attack. Balanced Stance: You gain a bonus to the attack
roll for the secondary attack equal to your Dexterity
modifier.
Hit: 1[W] + Dexterity modifier damage.

Whirlwind Strike Monk Attack 7


You’ve got a fist for everyone around you.
Encounter Ki, Weapon
Standard Action Melee 1
Target: All creatures in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier.

Page 65 of 102
4E Races and Classes
Level 9 Daily Insights
Abundant Step Monk Utility 10
Burrowing Worm Fist Monk Attack 9 You slip between the cracks of reality and appear
You strike the ground with your fist, and the ground elsewhere.
erupts as it sends a line of power to pummel your Encounter Ki, Teleportation
opponent. Move Action Personal
Daily Ki Effect: You teleport up to 6 squares.
Standard Action Close burst 1 and Ranged 10
Target: One creature in range Burst of Speed Monk Utility 10
Hit: 2[W] + Strength modifier damage and You draw upon your chi reserves and move with
Effect: All squares adjacent to you are considered lightning speed across the battlefield.
difficult terrain, as is the line of squares from you to Daily Ki
your target. The squares remain difficult terrain until Minor Action Personal
the start of your next turn. Effect: Until the end of your turn, you gain a bonus to
your speed equal to your Wisdom modifier.
Knockout Strike Monk Attack 9
A well-placed blow takes your foe out of the fight. Cheetah’s Steps Monk Utility 10
Daily Ki, Unarmed You move with speed and grace.
Standard Action Melee unarmed At-Will Ki
Target: One creature Move Action Personal
Attack: Wisdom vs. AC Effect: You move at +4 speed.
Hit: 2[W] + Wisdom modifier damage, and the target is
knocked unconsious (save ends). If the unconsious Diamond Body Monk Utility 10
target takes any damage, it is no longer You quickly nullify poison coursing through your veins.
unconscious. Daily Ki
Minor Action Personal
Spinning Strike Monk Attack 9 Effect: You gain poison resistance 10 until the end of
With a mighty leap, you spin in the air, striking everyone the encounter. If you are struck by an attack that
around you deals ongoing poison damage, you gain a +5 bonus
Daily Ki, Weapon to the saving throws.
Standard Action Close burst 1
Target: All creatures in burst Evasive Leap Monk Utility 10
Attack: Dexterity vs. AC You leap back, narrowly avoiding attack aimed against
Hit: 2[W] + Strength modifier. you.
Miss: Half damage. Daily Ki
Immediate Interrupt Personal
Tidal Strike Monk Attack 9 Trigger: You are hit by an attack
With fluid motions, you outmaneuver your enemy, Effect: You take half damage from the attack that just
placing him right where you want him to be, then strike. hit you. You are also stunned and take a –2 penalty
Daily Ki, Unarmed to all defenses until the end of your next turn.
Standard Action Melee unarmed
Target: One creature Eyes in the Back of Your Head Monk Utility 10
Attack: You slide the target to any other square Without even looking, you can see what’s going on
adjacent to you, then make a Dexterity vs. AC attack behind you.
Hit: 3[W] + Dexterity modifier damage At-Will Ki
Effect: Until the end of the encounter, as long as you Minor Action Personal
are adjacent to the target, you slide the target 1 Effect: Until the end of your next turn, you do not grant
square before making a melee attack against it. Combat Advantage when flanked.

Level 10 Utility Insights Wholeness of Body Monk Utility 10


You draw upon your inner chi to heal your wounds.
Agile Tumble Monk Utility 10 Daily Ki
A quick somersault puts you where you want to be. Minor Action Personal
At-Will Ki Effect: You gain hit points as if you had spent a healing
Minor Action Personal surge. You do not actually spend a healing surge.
Prerequisite: You must be trained in Acrobatics.
Effect: When you shift, you treat difficult terrain as Level 13 Encounter Insights
clear.
Page 66 of 102
4E Races and Classes
Fists of Ice Monk Attack 13 Locking Grasp Monk Attack 15
You expel your chi, and your hands begin to smoke as You wrap yourself around the opponent and squeeze the
they glaze over with crystals of frost. life from him.
Encounter Ki, Cold, Unarmed Daily Ki, Reliable, Weapon
Standard Action Melee unarmed Standard Action (Special) Melee Weapon
Attack: Strength vs. Reflex Special: You can use this power as a minor action if
Hit: 2[W] + Strength modifier cold damage, and the you have already grabbed a creature. Doing so
victim is slowed and dazed until the end of your next requires no attack roll.
turn. Target: One creature
Attack: Dexterity vs. AC
Paralyzing Strike Monk Attack 13 Hit: 2[W] + Dexterity modifier damage, and you grab the
With a well-placed blow, you sever an opponent from his target. Until the target escapes, you have cover,
chi. and any melee attack or ranged attack that misses
Encounter Ki, Unarmed you hits the target instead.
Standard Action Melee unarmed Sustain Minor: Sustain the grab for another round.
Target: One creature The third time you sustain the grab after using this
Attack: Wisdom vs. AC power, the target falls unconscious. If an
Hit: 1[W] + Wisdom modifier damage, and the target is unconscious target takes any damage, it is no longer
stunned until the end of your next turn. unconscious.
Balanced Stance: The target is stunned until the end of
your next turn. Quivering Palm Monk Attack 15
You attack the enemy’s chi, disrupting it and causing
Unbalancing Strike Monk Attack 13 death.
You evade your enemy’s blows and land a decisive blow Daily Ki, Reliable, Unarmed
that staggers your enemy and threatens to topple it. Standard Action Melee 1
Encounter Ki, Weapon Target: One creature
Standard Action Melee weapon Attack: Wisdom vs. Will
Target: One creature Hit: [2]W + Wisdom modifier damage and the opponent
Attack: Dexterity vs. AC is stunned until the end of your next turn.
Hit: 3[W] + Dexterity modifier damage, and the target Sustain Minor: The target is marked. If you stop
cannot shift until the end of your next turn. sustaining the power, the target takes 2[W] +
Defensive Stance: If the target provokes an opportunity Wisdom modifier damage
attack from you before the start of your next turn,
you gain a bonus to the attack roll and damage roll Thunderous Fists Monk Attack 15
with the opportunity attack equal to your Strength You direct your chi into your strike. As you connect with
modifier, and you knock the target prone on a hit. the enemy, it resonates with concussive force.
Daily Ki, Reliable, Thunder, Unarmed
Windborne Strike Monk Attack 13 Standard Action Melee unarmed
You blow rises from the bottom of the feet and Target: One creature
terminates with your extended hand as it smashes into Attack: Strength vs. AC
the enemy. Hit: 2[W] + Strength modifier thunder damage and
Encounter Ki, Weapon generate a burst 1 area centered on target. If you
Standard Action Melee weapon miss with this attack you do not expend the power.
Target: One creature Secondary Targets: All creatures in burst
Attack: Strength + 2 vs. AC except you (including original target).
Hit: 2[W] + Strength modifier damage and you can push Attack: Strength vs. Fortitude
the target up to 3 squares. If the target collides with Hit: 1[W] + Strength modifier thunder damage
an obstacle or another opponent, both take 1d6 each and target is stunned until the end of
damage, and the target ends it movement in the your next turn.
square it occupied before the collision.
Offensive Stance: You add your Wisdom modifier to Level 16 Utility Insights
collision damage, and the target is knocked prone
on a collision.

Level 15 Daily Insights

Page 67 of 102
4E Races and Classes
Fatal Flaw of the Enemy Monk Utility 16 Rolling Dodge Monk Utility 16
You see the weakness in the enemy’s defenses, and You slide out of harm’s way with an elegant grace.
strike. Encounter Ki
Daily Ki, Weapon Immediate Interrupt Personal
Minor Action Personal Trigger: An enemy targets you with an attack
Prerequisite: You must be trained in Insight. Prerequisite: You must be trained in Acrobatics.
Effect: Until the end of your next turn, any of your Effect: Make a Wisdom check with a +5 power bonus.
attacks can score a critical hit on a roll of 18-20. You can shift a number of spaces equal to the result
divided by 5.
Frozen Soul Monk Utility 16
You exhale your chi, and the air turns chill about you. Master of Many Stances Monk Utility 16
Daily Ki, Cold, Zone You are a master of many forms of martial arts, weaving
Standard Action Close burst 1 the various maneuvers together as a single style.
Effect: You create a zone of cold that moves with you. Daily Ki, Stance
The squares in the burst are treated as difficult Minor Action Personal
terrain, though you are unaffected. Anyone making Effect: You gain a +2 power bonus to AC, and to
a melee attack against you suffers 2d6 + Wisdom damage. You are treated as using Defensive Style
modifier cold damage. Anyone moving adjacent to and Offensive style when using this stance.
you or ending your turn adjacent to you takes
Wisdom modifier damage cold damage. Level 17 Encounter Insights
Sustain Minor: The zone persists.
Fists of Frozen Fury Monk Attack 17
Internal Flames Monk Utility 16 As you concentrate on your chi, your hands erupt into
You chi boils over, and your body is engulfed in raging flickering blue flames.
red flames. Encounter Ki, Fire, Ice, Unarmed
Daily Ki, Fire, Zone Standard Action Melee unarmed
Standard Action Close burst 1 Attack: Wisdom vs. AC
Effect: You create a zone that moves with you. Anyone Hit: 3[W] + Wisdom modifier fire and ice damage, and
making a melee attack against you suffers 2d6 + the victim is stunned until the end of your next turn.
Wisdom modifier fire damage. Anyone moving
adjacent to you or ending your turn adjacent to you Roaming Whirlwind Monk Attack 17
takes 1d6 + Wisdom modifier fire damage. You unleash blow after blow, leaving a wake of fallen
Sustain Minor: The zone persists. opponents behind you.
Encounter Ki, Weapon
Medatative Levitation Monk Utility 16 Standard Action Close burst 1
You focus your chi and it keeps you aloft. Attack: Dexterity vs. AC
Daily Ki Hit: 2[W] + Dexterity modifier
Move Action Personal Effect: shift up to 3 spaces and make a secondary
Effect: You can fly at your speed with an altitude of 1 attack.
square. You can hover, if you so choose. Also, as a Secondary Attack: Dexterity vs. AC
move action, you can fly straight upward one square with Hit: 2[W] + Dexterity modifier
no altitude limit. If you take any forward movement, you Effect: shift up to 3 spaces and make a tertiary
immediately drop to an altitude of 1 square. attack.
Sustain Move: You continue flying. Tertiary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier.
Quickling’s Pace Monk Utility 16
You could beat a quickling in a race.
At-Will Ki
Move Action Personal
Effect: You move at +6 speed.

Page 68 of 102
4E Races and Classes
Vengeance Blow Monk Attack 17 Mighty Throw Monk Attack 19
You strike a deadly blow, and if your enemy tries to You use a foes own momentum to toss him about.
return it, you take him out. Daily Ki, Unarmed
Encounter Ki, Weapon Standard Action Melee unarmed
Standard Action Melee weapon Target: One creature
Target: One creature Attack: Dexterity vs. Fortitude
Attack: Strength vs. Fortitude Hit: 4[W] + Dexterity modifier damage, and you slide the
Hit: 3[W] + Strength modifier damage. If the target target a number of squares equal to your Strength
attacks you before the start of your next turn, you modifier. If an obstacle (including a creature) arrests
can attack it again as an immeditate interrupt and the slide, both the target and the obstacle take 1d6
deal 2[W] + Dexterity modifier damage if you hit. damage and the target ends its movement in the
Offensive Stance: The attack you make as an square it occupied before it collided with the
immediate interrupt gains a bonus to the attack roll obstacle.
equal to your Dexterity modifier. Defensive Stance: A collision with an obstacle deals
extra damage equal to your Wisdom modifier, and
Level 19 Daily Insights the target is knocked prone.
Miss: You slide the target a number of squares equal to
Ground Hammer Monk Attack 19 your Strength modifier, and no damage from
You strike the ground, and your enemies are scattered. obstacles.
Daily Ki, Thunder, Unarmed
Standard Action Close burst 3 Snake’s Assault Monk Attack 19
Target: All creatures in burst After striking boldly, you dog your opponent as he
Attack: Strength vs. Reflex attempts to elude you.
Hit: 4[W] + Strength modifier thunder damage and push Daily Ki, Weapon
the target 3 squares. At the end of movement, the Standard Action Melee weapon
target is prone. Target: One creature
Miss: Half damage and the target is prone. Attack: Wisdom vs. AC
Hit: 6[W] + Wisdom modifier damage.
Furious Flurry Monk Attack 19 Effect: When the adjacent target attempts to move or
Too many strikes to block one from getting through… shift away, you can shift 1 square as an immediate
Daily Ki, Weapon reaction. The target can make a saving throw to end
Standard Action Melee weapon this effect.
Target: One creature
Attack: Wisdom vs. AC Level 22 Utility Insights
Hit: 5[W] + Wisdom modifier damage.
Effect: Until the end of your next turn, all of the target’s Expunge Chi Monk Utility 22
defenses against your attacks take a penalty equal You gather up your negative chi and exhale, transferring
to your Wisdom modifier. your suffering to your opponent.
Balanced Stance: Until the end of your next turn, the Daily Ki
target takes a penalty to hit you equal to your Immediate Reaction Melee 1
Wisdom modifier. Trigger: You are affected by an ongoing condition
Sustain Minor: Sustain the penalty for another round. Effect: You transfer any ongoing condition you are
affected by to an enemy you are adjacent to. The target
gains an immediate saving throw to end the condition.

Flight of the Mind Monk Utility 22


You free yourself of earthly bonds and soar into the sky.
Daily Ki
Minor Action Personal
Effect: You fly at your speed. You can also hover.
Sustain Minor: You continue flying.

Page 69 of 102
4E Races and Classes
Leap of the Clouds Monk Utility 22 Monstrous Strike Monk Attack 23
You leap upwards, and up, and up. You use your chi to shift your muscles behind one
Encounter Ki massive attack.
Move Action Personal Encounter Ki, Weapon
Prerequisite: You must be trained in Athletics. Standard Action Melee weapon
Effect: Make two consecutive Athletics checks to jump, Attack: Strength vs. AC
with a +5 power bonus to each. You don’t have to Offensive Stance: You gain a power bonus to hit equal
land between the jumps and can exceed your to your Wisdom modifier.
normal movement. Hit: 4[W] + Strength modifier damage, and you push the
target a number of squares equal to 2 + your
Lightning Steps Monk Utility 22 Wisdom modifier.
You are a blur of motion.
At-Will Ki Reed in the Storm Monk Attack 23
Move Action Personal You allow your opponent to do your work for you, and
Effect: You move at +8 speed. add your own blow.
Encounter Ki, Weapon
Master of Many Stances Monk Utility 22 Immediate Interrupt Melee 1
You are a master of many forms of martial arts, weaving Trigger: You are attacked by an opponent
the various maneuvers together as a single style. Target: One creature adjacent to you
Daily Ki, Stance Attack: Dexterity vs. AC
Minor Action Personal Defensive Stance: You gain a bonus to the attack roll
Effect: You gain a +3 bonus to AC, to damage and to equal to your Wisdom modifier.
hit. You are treated as using Balanced Style, Hit: The attack originally aimed at you deals damage to
Defensive Style and Offensive style when using this the target you choose, and you deal 1[W] +
stance. Dexterity modifier damage as well.
Miss: You are hit instead and take normal damage from
Masterful Dodge Monk Utility 22 the opponent’s attack.
You draw upon your chi to perform a feat of inhuman
litheness. Fluttering Petal Strike Monk Attack 23
Encounter Ki Like a falling flower petal on the wind, you weave
Move Action Personal through your enemies raining destruction upon them.
Prerequisite: You must be trained in Acrobatics. Encounter Ki, Weapon
Effect: You can shift twice your speed. You can climb at Standard Action Melee 1
full speed as part of this move. If an enemy attacks Target: One creature
you while you shift, you gain a +4 bonus to AC Attack: Dexterity vs. AC
against that attack. Hit: 2[W] + Dexterity modifier. You can shift 1 square
and make another attack against the same or a
Perfect Self Monk Utility 22 different target. You may continue to make attacks
You have achieved perfection, and little can harm you. and shift until you miss or you have made a number
Daily Ki of attacks equal to ½ your level.
Minor Action Personal
Effect: You gain damage resist 10 for the duration of Level 25 Daily Insights
the encounter.
Exploding Heart Strike Monk Attack 25
Level 23 Encounter Insights With a well-placed strike, you set up a concussive blast
to detonate the foe upon its death.
Channel Lightning Monk Attack 23 Daily Ki, Reliable, Unarmed
You pull the chi from deep within you and unleash it as a Standard Action Melee unarmed
bolt of lightning at your enemies. Target: One creature
Encounter Ki, Electricity Attack: Wisdom vs. AC
Standard Action Close burst 5 Hit: 4[W] + Wisdom modifier damage.
Target: All creatures in area Balanced Stance: The target is stunned until the end of
Attack: Wisdom vs. AC your next turn.
Hit: 3[W] + Wisdom modifier electricity damage. Sustain Minor: The target takes ongoing 10 damage
and is slowed (save ends both).

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Predator’s Stance Monk Attack 25 Flying Assault Monk Attack 27
You counter your opponent’s attack with a ferocious You leap into the air and charge your opponent
strike of your own. Encounter Ki, Weapon
Daily Ki, Stance Standard Action Melee Weapon
Minor Action Personal Special: You can charge as part of the attack
Effect: You can make a basic attack against an enemy Target: One creature
you choose as an immediate interrupt if it attacks Attack: Strength vs. AC
you. Hit: 4[W] + Strength modifier.
Special: This stance counts as Offensive Stance for Effect: You gain a fly movement rate equal to your
use with other monk abilities. speed + 2 until the end of your next turn.

Immolating Strike Monk Attack 25 Zen Strike Monk Attack 27


You boil your hatred into your chi and unleash it upon An utterly perfect strike lays your opponent low.
your enemy, who becomes a pillar of raging fire. Encounter Ki, Weapon
Daily Ki, Fire, Unarmed Standard Action Melee weapon
Standard Action Melee 1 Target: One creature
Target: One creature Attack: Strength vs. AC, Fortitude, Reflex
Attack: Strength vs. AC Special: You make one attack roll, and you hit if the roll
Hit: 3[W] + Strength modifier fire damage and the target equals or exceeds any of the three defenses.
takes ongoing 10 fire damage and is immobilized Hit: 4[W] + Strength modifier damage. Add an extra
(save ends both). 1[W] damage if the attack hits two defenses. The
Miss: Half damage, and the target takes ongoing 10 fire target is also stunned until the end of your next turn
damage (save ends). if the attack roll hits all three defenses.
Offensive Stance: You deal an extra 2[W] damage if
Two Places at Once Monk Attack 25 the attack hits all three defenses, in addition to
You call upon you chi to make a perfect duplicate of stunning to the target until the end of your next turn.
yourself, and then use it to attack from a flanking
position. Level 29 Daily Insights
Daily Ki, Unarmed
Standard Action Melee 1 Death Touch Monk Attack 29
Target: One creature With a complex series of taps, you kill your opponent.
Attack: Dexterity vs. AC; make two attacks Daily Ki, Unarmed
Special: You gain combat advantage on the target Standard Action Melee unarmed
Hit: 3[W] + Dexterity modifier each. If both attacks hit, Target: One creature
you deal an extra 2[W] damage. Attack: Dexterity vs. AC
Hit: 7[W] + Wisdom modifier damage
Zephyr’s Steps Monk Attack 25 Balanced Stance: The opponent is also stunned (save
You melt into a soft wind, then strike out of nowhere. ends).
Daily Ki, Weapon Miss: Half damage.
Standard Action Melee weapon Balanced Stance: The opponent is also immobilized
Target: One creature (save ends).
Attack: Wisdom vs. AC
Hit: 6[W] + Wisdom modifier damage, and you become Stormblow Monk Attack 29
invisible. You move to any square adjacent to the Like a summer storm, you blow hammers your
target and reappear at the start of your next turn. opponents with thunder and lightning.
You have combat advantage against the target until Daily Ki, Lightning, Thunder, Unarmed
the end of your next turn. Standard Action Close Blast 5
Miss: Half damage, you can shift 1 square to another Target: All creatures in burst
square adjacent to the target, and you have combat Attack: Dexterity vs. AC
advantage against the target until the end of your Hit: 5[W] + Dexterity modifier lightning and thunder
next turn. damage, and the opponent is knocked prone.
Balanced Stance: You can shift a number of squares Miss: Half damage
equal to your Wisdom modifier instead of moving or
shifting one square.

Level 27 Encounter Insights

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Sunward Strike Monk Attack 29 Stumble and Fall Drunken Master Utility 12
Your blow carries you into the air like a rising sun, even You stumble and roll about the battlefield, mimicking a
as your opponent falls like the setting sun. drunken stagger.
Daily Ki, Fire, Unarmed Daily Ki, Stance
Standard Action Melee unarmed Minor Action Personal
Target: One creature Effect; You gain a +4 bonus to AC against Opportunity
Attack: Strength vs. AC attacks, and can shift 1 square as a minor action.
Hit: 6[W] + Strength modifier fire damage and the Treat this as a Defensive Stance for the use of monk
opponent is pushed three spaces, and lands prone. powers.
Offensive Stance: The opponent also takes ongoing 10
fire damage (save ends). Breath of Flame Drunken Master Attack 20
Miss: Half damage and the opponent is knocked prone. You expel the alcohol in your system as a fiery flame.
Daily Ki, Fire
Standard Action Close blast 5
Target: All creatures in blast
Attack: Constitution vs. Reflex
Hit: 3d10 + Constitution modifier fire damage.
Drunken Master Miss: Half damage.
“***Braphf***. Oh, excuse me, that was a good year.”
Master of Eternal Spring
Prerequisite: Monk class, Offensive Stance “Let your mind blossom like the gentle flower as it greets
the dawn.”
You are an unorthodox warrior who can turn any item
into a weapon. You confound and confuse your Prerequisite: Monk class, Defensive Stance
opponent with surprising – and often unexpected
attacks. When not in combat, you tends to celebrate to You are a philosopher-warrior who seeks enlightenment
excess, but your friends know it’s just how you blow off through the purification of your body. As a side effect,
steam, and that you’ll be ready for the next fight at a you tap into supernatural abilities that can astound and
moment’s notice. mystify both your allies and opponents.

Drunken Master Path Features Master of Eternal Spring Path Features


Everything’s A Weapon (11th level): Whenever you Purpose of Action (11th level): Whenever you spend
use an improvised weapon, it has a +2 proficiency, deals an action point to take an extra action, you gain a bonus
1d8 damage, and if it can be thrown, has a range of to hit equal to your Wisdom modifier on all of your
10/20. standard actions for the turn.
Punishing Strike Action (11th level): When you spend Eternal Action (16th level): Whenever you spend an
an action point to take an extra action, you also add one- action point to take an extra action, you can make a
half your level to the damage dealt by any of your secondary basic attack with the action using the same
standard action attacks this turn. attack vs. defense.
Unorthodox Fighting (16th level): You surprise your
enemy with an unexpected move that turns out to be an Master of Eternal Spring Insights
attack. Increase the damage you deal when using an
unarmed strike by a number equal to your Wisdom Flowering Petal Strike Master of Eternal
modifier (minimum +1). Spring Attack 11
You open your arms outward, striking all opponents
Drunken Master Insights around you.
Encounter Ki, Unarmed, Force
Corkscrew Rush Drunken Master Attack 11 Standard Action Close burst 1
You launch your body in a spinning spiral at your enemy. Target: All creatures in burst
Encounter Ki, Unarmed Attack: Dexterity vs. AC
Standard Action Melee unarmed Hit: 2[W] + Dexterity modifier force damage.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is
prone.

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Rise to the Sun Master of Eternal Zephyr’s Strike Student of the
Spring Utility 12 Four Winds Attack 11
You draw upon your inner chi, removing maladies and Like a fierce breeze, you dash in, strike, and move away.
healing yourself or your allies. Encounter Ki, Weapon
Daily Ki, Healing Standard Action Melee weapon
Minor Action Melee touch Special: You may move up to half your speed before
Target: You or ally touched and after the attack. You must move at least 2
Effect: You spend a healing surge and the target can spaces before and after the attack.
take a Second Wind and make a save for one Target: One creature
condition that can be ended with a save. Attack: Dexterity vs. AC
Special: The use of this ability does not count as the Hit: 1[W] + Dexterity modifier damage.
target’s Second Wind for the encounter. Effect: The target cannot make an opportunity attack
against you when you move as part of this attack.
Lotus Blossom Strike Master of Eternal
Spring Attack 20 Ride the Wind Student of the
You extend your hand outward, flattening your foes with Four Winds Utility 12
concussive force. You draw upon the four winds to aid your movement.
Daily Ki, Unarmed, Force Daily Ki
Standard Action Close Blast 5 Minor Action Personal
Primary Target: One creature in blast Effect: You gain a +5 power bonus to Acrobatics and
Attack: Wisdom vs. Reflex Athletics check until the end of your next turn.
Hit: 3[W] + Strength modifier force damage and the Sustain Minor: The power lasts until the end of your
target is knocked prone. next turn. You can sustain this power up to 5
Secondary Targets: All other creatures in blast minutes.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier force damage and the Four Winds Strike Student of the
target is knocked prone. Four Winds Attack 20
Miss: Half damage and the target is pushed 1 square. You repeatedly pummel your opponents
Daily Ki, Unarmed
Student of the Four Winds Standard Action Melee unarmed
Target: One, two, three or four creatures
“I am but a leaf on the wind, at the mercy of creation” Attack: Dexterity vs. AC; roll for each attack
Hit: 1[W] + Dexterity modifier damage. If you hit an
Prerequisite: Monk Class, Balanced Stance opponent with two attacks, it is immobilized until the
end of your next turn. If you hit an opponent with
You have dedicated yourself to wandering creation to three strikes, it is dazed until the end of your next
learn its secrets. Movement and stealth are your friend turn. If you hit an opponent with all four strikes, it is
on your journey to greater learning. stunned until the end of your next turn.

Student of the Four Winds Path Features Temple Monk


Perpetuity of Motion (11th level): When you spend an
action point to take an extra action, you increase your “When you can pluck the stone from my hand, I have
speed by 2 for the turn. nothing more to teach you.”
Precise Flurry (11th level): When making a flurry of
blows attack, you do not suffer a –2 penalty to hit. Prerequisite: Monk Class
Unending Traverse (16th level): When you spend an
action point to take an extra action, you may also take a You have dedicated your life to mastering, and perhaps
move action. passing on, the mystical knowledge that you have
accumulated. You are ready and eager to teach your
Student of the Four Winds Insights accumulated knowledge to others, hoping that one day
they too will find enlightenment in the path laid before
them.

Temple Monk Path Features


A Lesson to Learn (11th level): When you spend an
action point to take an extra action, you can grant that
action to another ally within 5 squares of you that can
see you.

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Master and Student (16th level): When you spend an
action point to take an extra action, you grant an ally
adjacent to you an immediate opportunity attack against
the target you attack.

All-Knowing Strike Temple Monk Attack 11


You strike at your opponent, noting his defenses and
how to bypass them.
Encounter Ki, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC or Dexterity vs. AC
Hit: 2[W] + Strength modifier damage or 2[W] +
Dexterity modifier damage and you or an ally within
5 squares gains a +2 power bonus to hit the target
until the end of your next turn.

Stance of the Master Temple Monk Utility 12


You pass your chi to an ally, granting them knowledge of
your martial arts
Daily Ki, Stance
Standard Action Melee touch
Target: One ally
Effect: You grant your ally the use of one stance you
have access to. The ally can use the stance until
the end of the encounter. The use of this power
does not count against your own use of the stance.

Strike of the Ancient Master Temple Monk


Attack 20
Calling upon ancient wisdom, you deliver an
unbelievable blow to your enemy.
Daily Ki, Unarmed, Reliable
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4[W] + Wisdom modifier damage and the target is
knocked prone and is stunned until the end of your
next turn.

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type of implement (see “Class Features”). Without an
implement, a necromancer can still use his or her
Necromancer powers. A necromancer wielding a staff, wand or
anatheme can add its enhancement bonus to the attack
“First, I kill you…” rolls and damage rolls of necromancer powers, as well
as necromancer paragon path powers, that have the
CLASS TRAITS implement keyword.
Role: Controller
Power Source: Arcane. You channel the power of foul Necromancer Class Features
arcane magic, infusing it with the dead to animate them
You have the following class features
and lashing out with it against the living to kill them.
Key Abilities: Intelligence, Wisdom, Dexterity
Ritual Casting
Armor Proficiencies: Cloth You gain the Ritual Caster feat as a bonus feat, allowing
Weapon Proficiencies: Dagger, quarterstaff, scythe you to use magical rituals.
Implements: Staffs, wands, anatheme
Bonus to Defense: +1 Fortitude, +1 Will Shadow Implement Mastery
You specialize in the use of one kind of
st
Hit Points at 1 Level: 10 + Constitution score implement to gain additional abilities when you wield it.
Hit Points per level Gained: 4 Choose one of the following forms of implement
Healing Surges per Day: 6 + Constitution modifier mastery.
Anatheme: Once per encounter as a free action, you
Trained Skills: Arcana. From the class skills list below, can grant any summoned creature a bonus to a single
choose three more trained skills at 1st level. attack roll equal to your Intelligence modifier. You must
Class Skills: Diplomacy (Cha), Dungeoneering (Wis), wield your anatheme to benefit from this feature.
History (Int), Insight (Wis), Nature (Int), Religion (Int) Staff of Defense: A staff of defense grants you a +1
bonus to AC. In addition, once per encounter as an
Build Options: Army of the Dead necromancer, Cursed immediate interrupt, you gain a bonus to defense against
necromancer one attack equal to your Constitution modifier. You can
declare this bonus after the Dungeon Master has already
Necromancers are powerful spellcasters who deal with told you the damage total. You must wield your staff to
the magic of death and the dead. They know the dread benefit from these features.
secrets to raising the dead back to unlife to serve them Wand of Accuracy: Once per encounter as a free
or to call down ruin on their enemies. action, you gain a bonus to a single attack roll equal to
your Dexterity modifier. You must wield your wand to
Creating A Necromancer benefit from this feature.
Necromancers have powerful abilities, but tend
to specialize in one of two character builds: army of the Shadow Manipulation
dead necromancer or cursed necromancer. Every Choose one of the following two abilities for
necromancer relies on Intelligence for attack powers, manipulating shadow.
and secondarily on Wisdom, Dexterity and often Shadow Curse: You focus on cursing your enemy and
Constitution. gain the Shadow Curse power.

Army of the Dead Necromancer Shadow Curse Necromancer Class Ability


Your favorite powers rely on the summoning and With a gesture, you cause the power of the shadowfell to
use of undead creatures to fight for you. You also favor suffuse your enemy.
powers that leave behind a mostly intact enemy corpse At-Will Arcane, Necrotic
so you can animate it for your own use. Minor Action Close burst 10
Target: One creature in burst
Effect: The target takes an extra 1d6 damage from all
Cursed Necromancer
attacks (save ends).
You rely on the powers of shadow to harm your
Increase the damage to 2d6 at 21st level.
opponents and tend to keep an enemy at range so you
can blast them with your spells.
Summon Undead: You focus on summoning and
creating undead, and have an undead minion at your
Implements disposal. You must spend a minor action to command
Necromancers make use of staffs, wands and your undead, allowing it to move and attack as you direct
anatheme (pact dagger) to help channel and direct their (it uses its own actions to move and attack). If you do
arcane powers. Every necromancer has mastery of one not give it a command, the undead stands idly.

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When you gain a level, the undead minion gains Hand of the Grave Necromancer Attack 1
8 hit points (and increases its healing surge amount), At your command, a filthy gray hand erupts from the
and you increase all its attack rolls and defenses ground, grabbing your opponent and impeding their
(including AC) by +1. When you gain an ability point movement.
increase, so does your undead minion. You do not need At-Will Arcane, Implement
to increase the same ability scores on your minion as Standard Action Close burst 10
you increase on your character. Target: One creature in burst
Your undead minion can use any of your powers Attack: Intelligence vs. AC
that have the Minion keyword as if it were using an Hit: 1d6 + Intelligence modifier damage and the
unarmed attack. If the minion uses this power it counts opponent is slowed until the end of your next turn.
as your use for the encounter or the day. st
Increase to 2d6 + Intelligence modifier damage at 21
If your undead minion is slain or destroyed, you level.
can create a new one after an extended rest.
Necrotic Cyst Necromancer Attack 1
Undead Minion Level 1 Minion You plant a seed of Arcane energy in your victims, which
Medium natural animate (undead) XP - erupts into painful, oozing boils.
Initiative: +0 Senses: perception –1, darkvision At-Will Arcane, Implement, Necrotic
HP 18 ;Bloodied 9; Healing Surge 4; Surges 6 Standard Action Close blast 3
AC 16; Fortitude 13, Reflex 14, Will 11 Target: All creatures in blast
Immune disease, poison Attack: Intelligence vs. Fortitude
Speed 5 Hit: 1d6 + Intelligence modifier necrotic damage and
Slam (standard; at-will) ongoing 2 necrotic damage (save ends).
+4 vs. AC; 1d10 + Str mod Increase to 2d6 + Intelligence modifier necrotic damage
(increase to 2d6 + Str mod at 11th level and to 3d6 + st
at 21 level.
Str mod at 21st level)
Alignment: Unaligned Reaper’s Blow Necromancer Attack 1
Str 13 (+1) Dex 16 (+3) Wis 8 (-1) Your weapon blazes with black energy as you strike your
Con 10 (+0) Int 1 (-5) Cha 3 (-4) opponent.
At-Will Arcane, Necrotic, Weapon
Spellbook Standard Action Melee weapon
You possess a spellbook, a book full of mystic Special: You must be using a dagger or scythe
lore in which you store your rituals and your daily and Target: One creature
utility spells. Attack: Dexterity vs. AC
Rituals: Your book contains three 1st-level rituals of Hit: 1[W] + Dexterity modifier necrotic damage and you
your choice that you have mastered. At 5th level, and gain temporary hit points equal to your Wisdom
again at 11th, 15th, 21st, and 25th level, you master two modifier.
more rituals of your choice and add them to your Increase to 2[W] + Dexterity modifier necrotic damage at
st
spellbook. Any ritual you add must be your level or 21 level.
lower.
Daily and Utility Spells: Your spellbook also holds your Rot Necromancer Attack 1
daily and utility spells. You begin knowing two daily You point your finger at an opponent and a black ray
spells, one of which you can use on any given day. Each lashes out, withering flesh where it strikes.
time you gain a level that lets you select a daily spell or a At-Will Arcane, Implement, Necrotic
utility spell, choose two different daily spells or utility Standard Action Ranged 10
spells of that level to add to your book. Target: One creature
After an extended rest, you can prepare a Attack: Intelligence vs. Fortitude
number of daily and utility spells according to what you Hit: 2d4 + Intelligence modifier necrotic damage.
can cast per day for your level. You can’t prepare the Increase to 4d4 + Intelligence modifier necrotic damage
same spell twice. at 21st level.
If you replace a spell because of gaining a level Special: This power counts as a ranged basic attack.
or through retraining, the previous spell vanishes from When a power allows you to make a ranged basic
your spellbook and is replaced by the new spell. attack, you can use this power.
Capacity: A typical spellbook has 128 pages. Each spell
takes up 1 page. A ritual takes up a number of pages
equal to its level.

Level 1 At-Will Spells

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4E Races and Classes
Skeletal Claws Necromancer Attack 1 Taint the Blood Necromancer Attack 1
The flesh peels back from your hand, revealing knife- You point at the target and utter a foul curse, filling its
sharp bones to rake an opponent’s flesh with. blood with taint from the shadowfell.
At-Will Arcane, Unarmed Encounter Arcane, Implement, Necrotic
Standard Action Melee unarmed Standard Action Ranged 15
Target: One creature Target: One creature
Attack: Dexterity vs. AC Attack: Intelligence vs. Will
Hit: 1d8 + Dexterity modifier damage. Hit: 1d10 + Intelligence modifier necrotic damage and
Increase to 2d8 + Dexterity modifier damage at 21st the target takes a –2 penalty to Fortitude defense
level. and attack rolls until the end of your next turn.
Special: This attack counts as a basic melee attack. Special: If you have the Arcane Curse ability, the target
is affected by Arcane Curse.
Level 1 Encounter Spells
Level 1 Daily Spells
Ghoul Strike Necromancer Attack 1
With a word, your hand turns grey and numb, filled with Blood Weapon Necromancer Attack 1
necrotic power. A quick chant, and your weapon licks phantasmal lips as
Encounter Arcane, Melee, Minion, Necrotic it hungers for blood.
Standard Action Melee weapon Daily Arcane, Weapon
Requirement: You must be using a dagger, unarmed Standard Action Melee weapon
attack, quarterstaff or scythe. Special: You must be using a dagger, unarmed attack,
Target: One creature quarterstaff or scythe
Attack: 1[W] + Dexterity modifier necrotic damage and Target: One creature
the target is dazed until the end of your next turn. Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier. For the rest of the
Hand of Glory Necromancer Attack 1 encounter, whenever you hit the target again with
Your upheld hand shimmers with black fire, and the the same weapon, you deal an additional 1d6
flaring darkness dazzles your foes. damage.
Encounter Arcane, Implement, Necrotic
Standard Action Close burst 3 Hungry Spirit Necromancer Attack 1
Target: All creatures in burst You reach into the shadowfell and draw forth a hungry
Attack: Intelligence vs. Fortitude ghost that pursues your opponents.
Hit: 2d6 + Intelligence modifier necrotic damage. Daily Arcane, Conjuration, Implement, Necrotic
Standard Action Ranged 5
Life Leech Necromancer Attack 1 Target: One creature adjacent to hungry spirit
A blast of black fire rolls over the battlefield, drawing out Attack: Intelligence vs. Fortitude
the life of those unfortunate to be in the blast. Hit: 2d6 + Intelligence modifier necrotic damage.
Encounter Arcane, Implement, Necrotic Effect: You conjure a Medium hungry spirit that is
Standard Action Close burst 3 insubstansial, and the hungry spirit attacks an
Target: All enemies in burst adjacent creature. Any creature that starts its turn
Attack: Intelligence vs. Fortitude next to the hungry spirit takes 1d4 + Intelligence
Hit: 1d10 + Intelligence modifier necrotic damage and modifier necrotic damage. As a move action you
you or one ally within the burst gains the same can move the hungry spirit up to 6 squares, even
number of temporary hit points. through solid obstacles. The hungry spirit is not
affected by difficult terrain and cannot end its
Ray of Palsy Necromancer Attack 1 movement in a solid obstacle. If you do not have
A sickly purple beam erupts from your gnarled finger, line of sight to the hungry spirit at the end of its
striking your opponent. movement, you can only spend a move action to
Encounter Arcane, Implement, Necrotic recall the spirit, moving it back towards a square
Standard Action Close blast 5 where you can gain line of sight to it.
Target: One creature in range Sustain Minor: You can sustain this power until the end
Attack: Intelligence vs. Reflex of the encounter. As a standard action, you can
Hit: 2d8 + Intelligence necrotic damage and the target make another attack with the hungry spirit.
is weakened until the end of your next turn.

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Pestilential Vapor Necromancer Attack 1 Spook Necromancer Utility 2
You cause the ground to split open, releasing foul You take on a frightening appearance
purplish vapors. Encounter Arcane, Fear, Zone
Daily Arcane, Implement, Poison Standard Action Close burst 3
Standard Action Area burst 2 within 10 squares Effect: Any creature that attempts to enter the zone or
Target: Each creature in burst is in the zone at the start of its turn is subject to an
Attack: Intelligence vs. Fortitude Intelligence vs. Will attack. If you hit, the target is
Hit: 1d8 + Intelligence modifier poison damage pushed out of the zone and suffers a –2 penalty to
Miss: Half damage attacks and damage until the end of your next turn.
Effect: The cloud lasts until the end of your next turn. The zone moves with you.
Any creature that enters the cloud or starts its turn Sustain Minor: The zone persists
there is subject to another attack. You can dismiss
the cloud as a minor action. Summon Swarm Necromancer Utility 2
You summon a swarm of vermin to confound your foes.
Undead Blight Necromancer Attack 1 Daily Arcane, Conjuration, Zone
Your voice carries across to the shadowfell, and the Standard Action Area burst 1 in 10 squares
dead respond Effect: You create a zone filled with red-eyed black
Daily Arcane, Conjuration, Implement, Necrotic rats. The zone is treated as difficult terrain. Any
Standard Action Area wall 5 within 10 squares creature that starts or ends its turn in the zone is
Effect: You conjure a wall that consists of contiguous dazed and suffers a –2 penalty to AC until the end of
squares filled with undead corpses. The wall lasts until its next turn.
the end of your next turn. Any creature that starts its Sustain Minor: The zone persists. As a move action,
turn adjacent to the wall is subject to an attack of you can move the zone up to 5 squares.
Dexterity vs. AC and takes 1d6 + Intelligence modifier Special: If the zone is struck by a burst or blast attack
necrotic damage on a successful hit. A creature can that encompasses the zone, you must make a
make a bull rush to attempt to move through the wall, but saving throw or the zone is destroyed.
must otherwise move around it. The wall does not block
line of sight, but counts as an ally for providing cover. Level 3 Encounter Spells
As a move action, you can move the wall up to 5
spaces. If the wall moves more than 10 squares away Ghastly Blast Necromancer Attack 3
from you, it vanishes. You open your mouth and exhale green vapors that seek
Sustain Minor: The wall persists out your enemy and nauseate them.
Encounter Arcane, Implement, Necrotic
Level 2 Utility Spells Standard Action Close blast 5
Target: Each creature in blast
Blood Pact Necromancer Utility 2 Attack: Intelligence vs. Fortitude
You slice open your hand, letting the blood flow freely Hit: 1d6 + Intelligence modifier necrotic damage and the
and the spirits of the Shadowfell swarm to protect you. target is dazed until the end of your next turn.
Daily Arcane
Minor Action Personal Leech Drain Necromancer Attack 3
Effect: You gain a +3 bonus to saving throws until the You hold your hand upward and draw out the life of your
end of the encounter. opponent for yourself.
Encounter Arcane, Minion, Implement, Necrotic
Bone Armor Necromancer Utility 2 Standard Action Ranged 10
The bones of the dead bind around you, protecting you Target: One creature
from harm. Attack: Intelligence vs. Fortitude
Daily Arcane, Conjuration Hit: 1d10 + Intelligence modifier necrotic damage and
Minor Action Personal you heal a like amount of temporary hit points.
Effect: You conjure a suit of plate armor that grants you
a +7 armor bonus. You do not suffer non-proficiency
or skill check penalties for wearing the armor.

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Mummy’s Touch Necromancer Attack 3 Level 6 Utility Spells
Speaking words of ancient power, you empower your
weapon with a deadly curse. Face of the Dead Necromancer Utility 6
Encounter Arcane, Minion, Necrotic, Weapon You touch a fallen foe, and your features twist to match it
Standard Action Melee weapon in life.
Requirement: You must be using a dagger, unarmed Daily Arcane, Illusion
attack, quarterstaff or scythe. Minor Action Melee touch
Target: One creature Effect: By touching a deceased creature, you copy their
Attack: Dexterity vs. AC appearance, including build, size and apparent gear.
Hit: 1[W] + Dexterity modifier damage and the target You gain neither the abilities or mannerism of the
cannot spend a healing surge (save ends). chosen form, though you sound like the creature you
take the appearance of – though you do not gain
Level 5 Daily Spells access to any languages the creature knew.
The illusion lasts for 1 hour, although you can end it
Cannibalize Necromancer Attack 5 as a minor action. You must keep the same
You feed off the flesh of the undead. appearance for the entire duration.
Daily Arcane, Healing, Reliable Anyone who attempts to see through your ruse
Standard Action Melee 1 makes an insight check opposed by your bluff
Target: One undead creature check, and you gain a +5 power bonus to your
Attack: Dexterity vs. AC check.
Hit: 1[W] + Dexterity modifier damage and you heal a
like amount. Friend of the Deceased Necromancer Utility 6
Special: You automatically hit and critical your own The undead treat you as one of their own
undead or a willing undead ally. Daily Arcane, Charm
Standard Action Ranged 5
Clutch of the Grave Necromancer Attack 5 Target: You or one creature
You call to the Shadowfell, and it answers with a ghostly Effect: Undead minions will not willingly attack the
hand that grasps at your foes. target and all other undead must make a saving
Daily Arcane, Conjuration, Implement, Necrotic throw if they wish to include the target in an attack.
Standard Action Ranged 20 If the target attacks, the protection is broken.
Effect: You conjure a shadowy, human-sized hand in Sustain Standard: If the target is within range, you can
an unoccupied square within range, and the hand sustain the effect.
attacks. As a move action, you can move the hand
up to 6 squares. Since it is a tiny object, it must Shadow Door Necromancer Utility 6
enter the square of the opponent it is to attack. You step into a shadow, and emerge elsewhere.
Target: Once creature in the same square as the hand Daily Arcane, Teleportation
Attack: Intelligence vs. Reflex Move Action Personal
Hit: 2d8 + Intelligence modifier necrotic damage, and Effect: Teleport 10 squares. You can’t take other
the hand grabs the target. If the target attempts to creatures with you.
escape, the hand uses your Fortitude or Reflex
defense. Summon Blood Golem Necromancer Utility 6
Sustain Minor: A target grabbed by the hand takes You slit your wrist, and from the flowing blood, a minion
1d8+Intelligence modifier necrotic damage when you forms.
sustain this power. As a standard action, you can Daily Arcane, Conjuration
attack another target with the hand, but it must Standard Action Ranged 10
release a target it has grabbed. Effect: You summon a blood golem that obeys your
command. The blood golem appears to be a burly
Feast of Blood Necromancer Attack 5 humanoid composed of rippling blood. The blood golem
Your canines elongate and you hunger for blood. remains until dropped to 0 hit points, the encounter
Daily Arcane, Minion, Weapon ends, or for 5 minutes.
Standard Action Melee weapon
Requirement: You must use a dagger, unarmed attack,
quarterstaff or scythe.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier and you gain temporary
hit points equal to the damage you inflict.
Miss: Half damage.

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4E Races and Classes
Blood Golem Level 6 Minion Vampiric Strike Necromancer Attack 7
Medium natural animate (undead) XP - Your gaze settles on an opponent and you vow he will
Initiative +7 Senses perception +6; low-light vision survive the battle.
Blood Trail (aura 1); the squares surround a blood Encounter Arcane, Necrotic
golem are considered difficult terrain Standard Action Ranged 10
HP 1; a missed attack never damages a minion. Target: One creature
AC 22; Fortitude 18, Reflex 19, Will 18 Attack: Intelligence vs. Fortitude
Immune disease, poison Hit: 1d6 + Intelligence modifier necrotic damage and
Speed 6 you gain temporary hit points equal to the damage
Slam (standard;at-will) you deal. In addition, the target cannot use a
+13 vs. AC; 1d10+4 healing surge (save ends).
Slick as Blood (immediate interrupt; at-will)
When blood golem is grabbed; make a saving throw Level 9 Daily Spells
to escape grab
Alignment Unaligned Languages – Bite of the King Necromancer Attack 9
Str 16 (+6) Dex 19 (+7) Wis 16 (+6) With extended canines, you draw out the life of your foe,
Con 13 (+4) Int 1 (-1) Cha 1 (-1) healing your own wounds.
Daily Arcane, Healing, Necrotic, Reliable, Weapon
Level 7 Encounter Spells Standard Action Melee weapon
Requirement: You must use a dagger, unarmed attack,
Hand of Death Necromancer Attack 7 quarterstaff or scythe.
You hold up your hand which erupts in crackling black Target: One creature
fire, dealing death to those who gaze at it. Attack: Dexterity vs. AC
Encounter Arcane, Necrotic Hit: 3[W] + Dexterity modifier necrotic damage, and you
Standard Action Close burst 3 regain hit points as if you had spent a healing surge.
Target: All creatures in burst
Attack: Intelligence vs. Will Necrotic Lash Necromancer Attack 9
Hit: 2d6 + Intelligence modifier necrotic damage and the A whip of black fire springs from your upward palms and
target is dazed. seeks out an enemy.
Daily Arcane, Implement, Necrotic, Poison
Howling Bite Necromancer Attack 7 Standard Action Ranged 10
You unleash a hellish howl revealing a mouth filled with Target: One creature
needle-like teeth. Attack: Intelligence vs. Fortitude
Encounter Arcane, Minion, Weapon Hit: 2d12 + Intelligence modifier necrotic damage, and
Standard Action Melee weapon the target takes ongoing 5 poison damage and is
Requirement: You must use a dagger, unarmed attack, slowed (save ends both).
quarterstaff or scythe. Miss: Half damage, and the target is slowed (save
Special: You can shift up to 3 squares before making ends).
an attack.
Target: One creature Plague Necromancer Attack 9
Attack: Dexterity + 2 vs. AC You plunge your hand into the soil and pull out the
Hit: 2[W] + Dexterity modifier damage. cancer of the earth and cast it at your opponents.
Daily Arcane, Necrotic
Waves of Fatigue Necromancer Attack 7 Standard Action Area burst 3 in 10 squares
You send out waves of strength-draining energy, Target: All creatures in burst
weakening your opponents. Attack: Intelligence vs. Fortitude
Encounter Arcane, Necrotic Hit: 2d8 + Intelligence modifier necrotic damage, and
Standard Action Close blast 5 the target is weakened (save ends).
Target: All creatures in blast Miss: Half damage, and the target has a –2 to all
Attack: Intelligence vs. Fortitude defenses (including AC) (save ends).
Hit: 2d6 + Intelligence modifier necrotic damage and the
target is weakened until the end of your next turn.

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4E Races and Classes
Wall of Teeth Necromancer Attack 9 Summon Bone Golem Necromancer Utility 10
A wall of whirling white teeth shimmers into existence, You snap a femur in half and toss it to the ground. As
snapping and biting at all who dare to approach it. you murmur arcane words, the bone grows and
Daily Arcane, Conjuration, Necrotic, Implement assembles itself into a minion.
Standard Action Area wall 8 in 10 squares Daily Arcane, Conjuration
Effect: You conjure a wall that consists of contiguous Standard Action Ranged 10
squares filled with snapping teeth. It can be up to 8 Effect: You summon a bone golem that obeys your
squares long and 4 squares high. The wall lasts command. The bone golem appears to be a
until the end of your next turn. Any creature that skeletal, four-armed humanoid wielding swords
starts it turn adjacent to the wall takes 1d6 + made of bone. The bone golem remains until
Intelligence modifier necrotic damage. If a creature dropped to 0 hit points, the encounter ends, or for 5
moves into the wall’s space or starts its turn there, minutes.
the creature takes 3d6 + Intelligence modifier
necrotic damage. Entering a square occupied by Bone Golem Level 10 Minion
the wall costs 3 extra squares of movement. The Medium natural animate (undead) XP -
wall blocks line of sight. Initiative +15 Senses perception +9; low-light vision
Sustain Minor: The wall persists. HP 1; a missed attack never damages a minion.
AC 26; Fortitude 22, Reflex 23, Will 22
Level 10 Utility Spells Immune disease, poison
Speed 6
Death’s Command Necromancer Utility 10 Bone Sword (standard; at-will)
You whisper words of power, and the undead knits itself The bone golem makes two attacks against the
back together, awaiting your command. same or adjacent targets; +17 vs. AC; 1d6 + 3
Encounter Arcane, Charm, Necrotic damage. This also holds true for opportunity
Minor Action Ranged 10 attacks.
Effect: You restore a destroyed undead minion to Slashing Flurry (standard; encounter)
unlife, under your command for the rest of the Close burst 1;+17 vs. AC; 4d6 + 5 damage to each
encounter. The minion cannot be higher level than target
you. You can command the undead minion as a Alignment Unaligned Languages –
minor action (it uses its own actions to carry out your Str 18 (+9) Dex 21 (+15) Wis 18 (+9)
orders). The minion remains under your control for Con 15 (+7) Int 1 (+1) Cha 1 (+1)
the duration of the encounter, for 5 minutes or until
destroyed, at which time it crumbles to dust and Level 13 Encounter Spells
cannot be revived.
Chill of the Grave Necromancer Attack 13
Ghost Armor Necromancer Utility 10 You whisper ancient curses and the ground where you
You intone the names of the dead, and their spirits rise point explodes in chilling black fire.
from the ground and swirl about you in protection. Encounter Arcane, Cold, Implement, Necrotic
Daily Arcane Standard Action Area burst 2 in 20 squares
Minor Action Personal Target: Each creature in burst
Effect: Until the end of the encounter, you are treated Attack: Intelligence vs. Fortitude
as having concealment, and enemies 5 or more Hit: 3d6 + Intelligence modifier cold and necrotic
squares away from you cannot see you. damage.
Effect: This power’s area is difficult terrain until the end
Protection of the Grave Necromancer Utility 10 of your next turn. Any creature that starts it turn in
You dust yourself or another with a bit of grave dirt, the area takes 5 cold and necrotic damage. You
making them resistant to necrotic attacks. can dismiss the effect as a minor action.
Daily Arcane
Minor Action Melee touch Dust and Ashes Necromancer Attack 13
Effect: You or the target creature gains immunity to With a word, you destroy your foe.
necrotic, poison or disease damage until the end of Encounter Arcane, Implement, Necrotic
the encounter or for 5 minutes. Choose the damage Standard Action Close blast 5
type from the following list: necrotic, poison or Target: One creature in blast
disease. Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier necrotic damage and
the target is stunned until the end of your next turn.

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4E Races and Classes
Freeze the Lifeblood Necromancer Attack 13 Body Theft Necromancer Attack 15
With a word, you paralyze your foes. You reach forth and steal the very life essence from your
Encounter Arcane, Implement, Necrotic foe, using its life essence to heal your own wounds.
Standard Action Area burst 1 in 10 squares Encounter Arcane, Minion, Necrotic, Weapon
Attack: Intelligence vs. Will Standard Action Melee weapon
Hit: 2d6 + Intelligence necrotic damage, and the target Requirement: You must use a dagger, unarmed attack,
is immobilized until the end of your next turn. quarterstaff or scythe.
Target: One creature
Wraithstrike Necromancer Attack 13 Attack: Dexterity vs. Fortitude
Your weapon turns to shadow, bypassing armor and Hit: 4[W] + Dexterity modifier necrotic damage and you
draining essence with its touch. regain hit points as if you had spent two healing
Encounter Arcane, Minion, Weapon, Necrotic surges.
Standard Action Melee weapon
Requirement: You must use a dagger, unarmed attack, Cloying Hands Necromancer Attack 15
quarterstaff or scythe. Pale gray hands erupt from the ground, pulling your
Attack: Dexterity + 2 vs. Reflex opponent down as they rend his flesh.
Hit: 2[W] + Dexterity modifier damage and the target is Daily Arcane, Conjuration, Implement, Necrotic,
slowed until the end of your next turn. Zone
Standard Action Area burst 1 within 10 squares
Level 15 Daily Spells Target: Each creature in burst
Attack: Dexterity vs. Reflex
Army of the Dead Necromancer Attack 15 Hit: 3d10 + Intelligence modifier necrotic damage, and
You lift up your hands, and the dead rise from the the target is immobilized (save ends).
ground. Effect: The area is considered difficult terrain. Any
Encounter Arcane, Conjuration, Implement creature that is in the area at the start of your turn is
Standard Action Area wall 12 in 10 squares attacked.
Effect: You conjure a wall of adjacent squares filled Sustain Minor: The zone persists. You can move the
with undead creatures. The wall can be up to 12 zone up to 3 spaces as a move action. Any
squares long. immobilized creature shifts with the zone.
You make a Dexterity vs. AC attack
against any enemy that is adjacent to the wall on your Level 16 Utility Spells
turn. On a hit, you deal 2d6 + Intelligence modifier
necrotic damage. The wall can also make opportunity Burrowing Worm Necromancer Utility 16
attacks. Creatures cannot enter a square containing the The earth moves aside as you sink into it.
wall, but can bull rush, shift, push or pull a square to Encounter Arcane, Minion
create an opening to move through. The wall is Standard Action Personal
imperious to damage (undead rise to take the place of Effect: You gain a speed of burrow 8 until the end of
any that fall). If the wall becomes non-continuous, you your next turn.
must spend a move action to adjust to wall to become Sustain Minor: You can sustain this power until the end
continuous again. of the encounter or for 5 minutes. If you don’t
The wall provides cover as if it were an sustain it, you rise to the surface harmlessly.
allied creature.
Sustain Minor: The wall persists. As a move action, Consume the Dying Necromancer Utility 16
you can move the wall up to 5 squares, even You devour the souls of the dying enemy to heal your
reorientating the squares as long as they remain own wounds.
adjacent. Encounter Arcane, Healing
Special: The wall counts as a minion with an unarmed Immediate Reaction Close burst 10
attack for the purpose of being able to use powers Trigger: One creature is reduced to 0 hit points or less
with the Minion keyword. in burst.
Effect: You regain hit points as if you had spent a
healing surge plus additional hit points equal to your
Intelligence modifier.

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4E Races and Classes
Shade Necromancer Utility 16 Level 19 Daily Spells
You take on a dark, translucent quality like a ghostly
shadow. Decimate Necromancer Attack 19
Encounter Arcane, Minion You fire a purple ray of rotting energy and whatever it
Immediate Interrupt Personal touches turns to fine gray dust.
Trigger: A ranged or melee attack hits you. Daily Arcane, Implement
Effect: The attacker must reroll the attack roll. Standard Action Ranged 10
Target: One creature or object
Wraithform Necromancer Utility 16 Attack: Intelligence vs. Reflex
You shed your mortal form, becoming shadow. Special: You don’t need to make an attack roll to hit an
Encounter Arcane, Minion unattended object with this power.
Minor Action Personal Hit: 5d10 + Intelligence modifier damage, and ongoing
Effect: You become insubstantial, allowing you to pass 10 damage (save ends). If the target saves, it takes
through obstacles and ignore difficult terrain. You ongoing 5 damage (save ends).
cannot end your movement in an obstacle. In Miss: 3d10 + Intelligence modifier damage, and
addition, you gain concealment, and if you are in dim ongoing 5 damage (save ends).
or lesser light, you gain total concealment. This
power lasts until the end of the encounter. It can be Finger of Death Necromancer Attack 19
dismissed as a minor action. You point your finger at your enemy and speak his
doom.
Level 17 Encounter Spells Daily Arcane, Implement, Necrotic
Standard Action Ranged 10
Consume the Living Necromancer Attack 17 Target: One creature
You open your mouth and draw the living essence out of Attack: Intelligence vs. Fortitude
your foes, consuming it to give you strength. Hit: 4d12 + Intelligence modifier necrotic damage and
Encounter Arcane, Implement, Necrotic the target is knocked unconscious and takes
Standard Action Close blast 5 ongoing 10 necrotic damage (save ends both). If
Target: All creatures in blast the target takes damage from another source other
Attack: Intelligence vs. Fortitude than the ongoing damage, it is no longer
Hit: 2d8 + Intelligence modifier necrotic damage and unconscious.
you gain the same number of temporary hit points Miss: Half damage and the target is immobilized until
(once, regardless of the number of foes you affect). the end of your next turn.

Death’s Embrace Necromancer Attack 17 Grasp of the Shadowfell Necromancer Attack 19


You whisper your foe’s doom, and he collapse into a Clawed hands made of black fire erupt from the ground,
fitful stupor. grasping at those nearby.
Encounter Arcane, Implement, Necrotic, Sleep Daily Arcane, Implement, Necrotic, Zone
Standard Action Ranged 10 Standard Action Area burst 4 within 10 squares.
Target: One creature Target: All creatures in burst
Attack: Intelligence vs. Will Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage and the target is Hit: 2d10 + Intelligence modifier necrotic damage, and
slowed and takes ongoing 5 necrotic damage (save the target is immobilized (until escape).
ends both). If the target fails its first saving throw Effect: The burst creates a zone of difficult terrain that
against this power, the target becomes unconscious lasts until the end of your next turn.
(save ends). Sustain Minor: You sustain the power. Repeat the
attack against any creature within the zone that is
Exacting Toll Necromancer Attack 17 not immobilized, and deal 1d10 necrotic damage to
You tear into your opponent, exacting a toll of blood. creatures that are immobilized.
Encounter Arcane, Minion, Necrotic, Weapon
Standard Action Melee weapon Send to Orcus Necromancer Attack 19
Requirement: You must use a dagger, unarmed attack, You rend your enemy, causing him to stumble back.
quarterstaff or scythe. Daily Arcane, Minion, Reliable, Weapon
Target: One creature Standard Action Melee weapon
Attack: Dexterity vs. AC Requirement: You must use a dagger, unarmed attack,
Hit: 2[W] + Dexterity modifier necrotic damage and quarterstaff or scythe.
ongoing 5 damage (save ends). Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier, and push the target 3
squares.
Page 83 of 102
4E Races and Classes
…Then I Raise You Necromancer Utility 22
Level 22 Utility Spells With a gesture, you turn a fallen foe against his former
allies.
Mass Burrow Necromancer Utility 22 Daily Arcane, Charm, Conjuration, Necrotic
Black motes of darkness surround you and your allies, Minor Action Ranged 10
and they sink into the ground with you. Target: One dead creature
Daily Arcane Effect: You raise one dead opponent under your control
Standard Action Close burst 5 as a minion. The target has 1 hit point but otherwise
Targets: You and each ally in burst uses the stats of the original creature. It does not
Effects: All targets gain a speed of Burrow 8 until the gain any spent encounter or daily powers nor can it
end of your next turn. use action points or spend healing surges.
Sustain Minor: You can sustain this power until the end As a standard action you can direct the target to
of the encounter or for 5 minutes. If you don’t attack another creature of your choice, which it will
sustain this power, all targets rise to the surface do so attacking with its most potent attack. If you
unharmed. give no command to the target, it stands idly.
The minion remains until slain, until the end of the
Summon Lich Vestige Necromancer Utility 22 encounter or 5 minutes.
You pour the dust of an ancient lich on the ground
before you. As you murmur arcane words, the dust Level 23 Encounter Spells
swirls into a shadow of the former lich.
Daily Arcane, Conjuration Clutch of Orcus Necromancer Attack 23
Standard Action Ranged 10 You clench your fist tightly, and blood begins to seep
Effect: You summon a lich vestige that obeys your from your opponent’s blank-staring eyes.
command. The lich vestige appears to be a Encounter Arcane, Implement, Necrotic
shadowy, skeletal humanoid dressed in the Standard Action Ranged 20
vestments of a wizard. The lich vestige is intelligent, Target: One creature
and will fight to the best of its ability even when not Attack: Intelligence vs. Fortitude
commanded to act. The lich vestige remains until Hit: 3d6 + Intelligence modifier necrotic damage, and
dropped to 0 hit points, the encounter ends, or for 5 the target is stunned until the end or your next turn.
minutes.
Fangs of Doom Necromancer Attack 23
Lich Vestige Level 22 Minion You lunge forward and plunge your weapon into a foe,
Medium natural animate (undead) XP - drinking away his life force.
Initiative +15 Senses perception +9; low-light vision Encounter Arcane, Minion, Weapon
Death Chill (aura 1); those in aura suffer 10 cold Standard Action Melee weapon
damage each turn. Requirement: You must be using a dagger, unarmed
HP 1; a missed attack never damages a minion. attack, quarterstaff or scythe
AC 34; Fortitude 31, Reflex 32, Will 33 Attack: Dexterity vs. AC
Immune disease, poison Hit: 3[W] + Dexterity modifier and you regain a healing
Speed 6 surge.
Shadowfire bolt (standard; at-will) Special: If a minion makes this attack, you may choose
+29 vs. AC; 4d6 + 8 necrotic damage to regain one of your own healing surges.
Consuming darkness (standard; encounter)
area 2 within 15; +27 vs. Fortitude; 3d12 + 8 necrotic Screams of the Damned Necromancer Attack 23
damage and target is blind (save ends) The ground splits open at your command, and
Alignment Evil Languages Common screaming ghosts tear toward your opponents.
Str 22 (+17) Dex 24 (+18) Wis 27 (+19) Encounter Arcane, Implement, Necrotic
Con 15 (+13) Int 10 (+11) Cha 10 (+11) Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic damage.

Level 25 Daily Spells

Page 84 of 102
4E Races and Classes
Annihilating Sphere Necromancer Attack 25 Trap the Soul Necromancer Attack 25
You draw out part of the dark heart of the Shadowfell, You hold forth a sapphire gem and speak the opponent’s
depositing it in front of your enemies secret name. It’s body becomes stone-like and falls
Daily Arcane, Implement, Necrotic, Zone lifeless to the ground as a terrified image of the
Standard Action Area burst 1 in 20 squares opponent materializes in the gem’s facets.
Target: All creatures in burst Daily Arcane, Implement, Psychic, Teleportation
Attack: Intelligence vs. Fortitude Standard Action Ranged 10
Hit: 6d6 + Intelligence modifier necrotic damage and Target: One creature
the target is pulled into the sphere’s origin square. Attack: Intelligence vs. Will
Miss: Half damage, and no pull. Hit: 2d12 + Intelligence modifier psychic damage.
Effect: The attack’s origin becomes a sphere of Effect: You trap the target’s life force in a gem. You
shadowfell darkness that remains until the end of gain temporary hit points equal to the target’s
your next turn. Any creature that is pulled into the Constitution modifier. While trapped, the target’s
sphere is drawn into the Shadowfell for 3 turns, in body falls prone to the ground and the target cannot
which they take ongoing 10 damage. While trapped see, move or affect the world outside in any way.
in the shadowfell, the target cannot see, move or Likewise, no one can harm the creature’s prone
affect the world in any way. Similarly, no one can body or life force within the gem.
see or attack the creature. After 3 turns, the On its turn each round, the target takes ongoing
creature returns to the battlefield 10 squares in any 10 psychic damage and can attempt an Intelligence
direction from the sphere, prone and dazed until the check against your Will defense to escape as a
start of your next turn. standard action. The target gains a cumulative +5
Sustain Standard: The zone persists and any creature bonus to the check each time it fails. Upon escaping
in the zone is attacked as above. As a move action the gem, the creature returns to its body and the
you can move the zone up to 5 squares. If you pass gem shatters.
over a creature’s space as a part of the sphere’s
movement, the creature can make a saving throw to Webs of the Widow Necromancer Attack 25
avoid being pulled into the sphere. Black hourglasses appear on you palms, from which
cascade equally black, sticky webs of life-draining
Terrifying Strike Necromancer Attack 25 energy.
You bury your weapon into your foe, and onlookers Daily Arcane, Implement, Necrotic, Web
tremble in fear of your power. Standard Action Area burst 3 in 20 squares
Daily Arcane, Fear, Reliable, Weapon Target: Each creature in burst
Standard Action Melee weapon Attack: Intelligence vs. Reflex
Requirement: You must use a dagger, unarmed attack, Hit: 4d6 + Intelligence modifier necrotic damage, and
quarterstaff or scythe. the target is immobilized (save ends).
Target: One creature Effect: The burst creates a web-filled zone until the end
Attack: Dexterity vs. AC of the encounter or for 5 minutes. The zone is
Hit: 5[W] + Dexterity modifier damage, and all of your difficult terrain. Any creature in the web at the start
enemies within 5 squares suffer a –2 penalty to all of its turn takes 4d6 necrotic damage. Any creature
attacks, defenses and AC until the end of your next turn. that ends it move in the web is immobilized (save
ends).

Level 27 Encounter Spells

Reaper’s Culling Necromancer Attack 27


You slice into your opponents, taking them down in
droves.
Encounter Arcane, Minion, Weapon
Standard Action Close burst 1
Requirements: You must be using a dagger, unarmed
attack, quarterstaff or scythe.
Target: All creatures in burst
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage.

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4E Races and Classes
Shadowfell Rime Necromancer Attack 27 Legion of Death Necromancer Attack 29
A blast of crackling black flame erupts from the ground, The damned of the shadowfell rise up to destroy your
immolating your foes. enemies.
Encounter Arcane, Cold, Implement, Necrotic Daily Arcane, Conjuration, Wall, Necrotic
Standard Action Close blast 5 Standard Action Area Wall 15 within 10 squares
Target: Each enemy in blast Effect: You conjure a wall of adjacent squares filled
Attack: Intelligence vs. Fortitude with undead creatures. The wall can be up to 15
Hit: 6d6 + Intelligence modifier cold and necrotic squares long.
damage You make a Dexterity vs. AC attack
against any enemy that is adjacent to the wall on your
Tormenting Spirits Necromancer Attack 27 turn. On a hit, you deal 3d10 + Intelligence modifier
You bedevil an opponent with the souls of the unquiet necrotic and cold damage. The wall can also make
dead. opportunity attacks. Creatures cannot enter a square
Encounter Arcane, Implement, Charm, Psychic containing the wall, but can bull rush, shift, push or pull a
Standard Action Ranged 20 square to create an opening to move through, so long as
Target: One creature it does make the section non-continuous with the rest of
Attack: Intelligence vs. Will the squares. The wall is imperious to damage (undead
Hit: 3d10 + Intelligence modifier psychic damage. On rise to take the place of any that fall).
the target’s next turn it is dazed and takes its only The wall provides total cover as if it
action to strike itself with a basic attack, were an allied creature.
automatically hitting itself. Sustain Minor: The wall persists. As a move action,
you can move the wall up to 5 squares, even
Level 29 Daily Spells reorientating the squares as long as they remain
adjacent.
Special: The wall counts as a minion making an
Death’s Grip Necromancer Attack 29
unarmed attack for the purpose of being able to use
You speak a word of power, and your opponents die. powers with the Minion keyword.
Daily Arcane, Implement, Necrotic
Standard Action Close burst 10
Target: Each enemy in burst Magic Jar Necromancer Attack 29
Attack: Intelligence vs. Fortitude You burn the soul out of an opponent, and use its body
Hit: 2d10 + Intelligence modifier and the target takes to attack your foes.
ongoing 15 necrotic damage (save ends). If the Daily Arcane, Implement, Psychic, Teleportation
target saves, it takes ongoing 10 necrotic damage Standard Action Ranged 20
(save ends). If the target makes the secondary Target: One creature
save, it takes ongoing 5 necrotic damage (save Attack: Intelligence vs. Will
ends). Hit: 4d10 + Intelligence modifier psychic damage.
Miss: Half damage and ongoing 10 necrotic damage Effect: You teleport into the opponent’s body, taking
(save ends). If the target saves, it takes ongoing 5 control of it. The target’s hit points are replaced with
necrotic damage (save ends). your own, if lower. On your next turn, you can use
the opponent’s body to move and attack. You may
use your own powers through the target’s body or
make an attack using the target’s basic attack. If the
target takes damage, it loses hit points, not you. On
the opponent’s turn, it can attempt an Intelligence
check against your Will defense to expel you as a
standard action. The target gains a cumulative +5
bonus to this check each time it fails. On a success,
or if the target is reduced to 0 or fewer hit points, you
are expelled from the target’s body into an adjacent
space, and the control ends.

Page 86 of 102
4E Races and Classes
Lesser Flesh Golem Level 12 Minion
Large natural animate (construct) XP -
Initiative: +4 Senses Perception +5; darkvision
HP: 1; a minion takes no damage from a missed attack
Grave Robber AC: 24; Fortitude 26, Reflex 21, Will 22
Speed 6; can’t shift
“It is Alive!” Slam (standard; at will)
Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5
Prerequisites: Necromancer, Summon Undead class damage, and the target is dazed (save ends).
feature Double Slam (standard; at will)
the lesser flesh golem makes two slam attacks.
You prowl the cemeteries and graveyards, seeking Alignment Unaligned Languages –
corpses and cadavers with which to raise under your Str 20 (+11) Dex 7 (+4) Wis 8 (+5)
command. You experiment with stitching together Con 22 (+12) Int 3 (+2) Cha 3 (+2)
bodies into horrid creations as well as taking apart
decaying bodies to understand the intimate workings of Meat for the Beast Grave Robber Attack 20
the body. You flense flesh from your opponent, feeding it to your
minions and strengthening them.
Grave Robber Path Features Daily Arcane, Weapon, Necrotic
Minion’s Action (11th level): When you spend an Standard Action Melee weapon
action point for an extra action, you can grant that action Target: One creature
to your minion or summoned undead. Attack: Dexterity vs. AC
Dire Intelligence (11th level): Your undead minion and Hit: 3[W] + Dexterity necrotic damage.
any summonded undead have an Intelligence of 6, Miss: Half damage.
allowing it to continue acting against the last opponent it Effect: One summoned creature or your undead minion
was commanded to attack without you having to spend gains temporary hit points equal to half the damage.
an action commanding the undead.
Act as One (16th level): When you spend an action Lich Ascendant
point, your undead minion or one of your summoned
undead within 5 squares gains a standard action as well. “Let the gods be jealous with the gift of immortality. I will
wrench the secret to eternal life from other sources”
Explosive Cadaver Grave Robber Attack 11
Your knowledge of corpses allows you to turn a cadaver Prerequisites: Necromancer class
into a bomb.
Encounter Arcane, Necrotic You fear death, and it drives you to seek immortality, no
Standard Action Ranged burst 1 in 10 squares matter what the cost. There is a greater purpose for you
Target: One dead creature that death would deny you from completing the task.
Attack: Automatic hit You are so close; you need gather only a few more
Hit: The corpse explodes and cannot be animated components and your immortality will be secured
Secondary Targets: All creatures in burst forever.
Secondary Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier necrotic damage Lich Ascendant Path Features
Recovering Action (11th level): When you spend an
Summon Flesh Golem Grave Robber Attack 12 action point, you can choose to spend a healing surge
You pull a hunk of flesh from your satchel and whisper instead of taking an extra action.
secret words of power. Tossing the lump of flesh to the Eyes of Hate (11th level): You gain low-light vision.
ground, it wriggles and grows, screaming, into a fleshy Haleful Action (16th level): When you spend an action
abomination. point, you regain hit points as if you had spent a healing
Daily Arcane, Conjuration surge without actually using one.
Standard Action Ranged 10 Eyes of Night (16th level): You gain darkvision.
Effect: You summon a lesser flesh golem. The lesser
flesh golem remains until destroyed or until the end of Lich Ascendant Spells
the encounter.

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Eyes of the Damned Lich Ascendant Attack 11 Sacrifice of Blood Scion of Orcus Attack 11
You focus your red-eyed gaze on an opponent, cursing Exalting Orcus, you smite an opponent
him. Encounter Arcane, Minion, Necrotic, Weapon
Encounter Arcane, Necrotic Standard Action Melee weapon
Standard Action Ranged 10 Requirement: You must be using a dagger, unarmed
Target: One creature attack, quarterstaff or scythe.
Attack: Intelligence vs. Fortitude Target: One creature
Hit: 2d6 + Intelligence modifier and the target is Attack: Dexterity + 2 vs. AC
immobilized until the end of its next turn. Hit: 1[W] + Dexterity modifier necrotic damage and you
gain an equal amount of temporary hit points.
Chilling Aura Lich Ascendant Utility 12
The chill of the grave surrounds and suffuses you. Bolster Undead Scion of Orcus Utility 12
At-will Arcane, Aura, Cold Beseeching Orcus, you strengthen your undead allies.
Minor Action Close burst 1 Encounter Arcane
Effect: Creatures that start or end their turn adjacent to Minor Action Close burst 5
you take half your level cold damage. Effect: All undead in the burst lose any vulnerability
radiant and gain resistance radiant 5 instead. Increase
Gaze of Acerek Lich Ascendant Attack 20 this to resistance radiant 10 at 21st level.
You level your eyeless gaze at your foe and the
pinpricks of reddish light flare with unholy power. Ruby Ray of Orcus Scion of Orcus Attack 20
Daily Arcane, Necrotic A ruby ray lances out from your hand, striking your
Standard Action Ranged 15 opponent dead.
Target: One creature Daily Arcane, Necrotic, Reliable
Attack: Intelligence vs. Fortitude Standard Action Ranged 20
Hit: 4d8 + Intelligence modifier necrotic damage and Target: One creature
the target is stunned until the end of your next turn. Attack: Intelligence vs. Fortitude
Hit: 4d12 + Intelligence modifier necrotic damage.
Scion of Orcus
Undead Hunter
“Die fool, and serve your true master, Lord Orcus!”
“Back to the pit with you! You have no place among the
Prerequisite: Necromancer class living!”

Being alive is a curse; the dead do not hunger, sleep nor Prerequisite: Necromancer class, Shadow Curse class
do they die of old age. Orcus has given you power to ability, Undead Hunter feat
command the dead; one day he will grant you unlife for
your meritous service in bringing the gift of undeath to You use the foul powers of necromancy against the very
those around you. creatures empowered by it, blasting them back to the
nether from which they sprang.
Scion of Orcus Path Features
Necrotic Action (11th level): When you spend an Undead Hunter Path Features
action point to take a standard action, you gain deal Radiant Death (11th level): When targeting undead,
extra damage equal to your Constitution modifier you can change the Necrotic keyword of any power you
necrotic damage for any attacks you make during your use to Radiant.
turn. Hunter’s Action (11th level): When you use a action
Dying Blow (11th level): When you are reduced to 0 or point, you deal extra damage equal to your Constitution
less hit points, you can make an immediate basic attack modifier to any undead you attack that turn.
against a foe adjacent to you.
Favor of Orcus (16th level): When you spend an action
point, you or one of your allies within 5 squares can Undead Hunter Spells
spend a healing surge to regain hit points.

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Sever the Tie Undead Hunter Attack 11
Speaking ancient words of power, you render undead
foes inert.
Encounter Arcane, Necrotic
Standard Action Area burst 3 within 10
Target: All creatures in burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage and the
target is immobilized until the end of your next turn.

Protective Sigil Undead Hunter Utility 12


You draw a silvery symbol into the air, and your foes
recoil from you.
Daily Arcane, Fear, Zone
Standard Action Close burst 2
Effect: You create a zone that repels opponents. Any
enemy that wishes to enter the zone must make a
saving throw or end its movement in the square
outside the zone. Opponents cannot target an
attack to creatures in the zone and the zone blocks
line of sight for ranged, burst and blast attacks. If
you or an ally in the zone attacks you break the
protection.
Sustain Minor: The zone persists.

Insatiable Hunger Undead Hunter Attack 20


You dangle a bit of rotted meat before you and speak a
secret word of power, driving those that hear it to
cannibalism.
Daily Arcane, Charm, Psychic
Standard Action Area burst 3 in 15 squares
Target: All creatures in burst
Attack: Intelligence vs. Will.
Hit: 2d8 + Intelligence modifier psychic damage and on
the target’s next turn, it moves to its closest ally and
makes a basic attack against it.
Miss: Half damage and the target is immobilized until
the end of its next turn.

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Background (Cha)
Backgrounds are a group of circumstances that
Expertise give an indication of what sort of childhood a character
might have endures; the experiences of a street rat
The expertise system is a skill subsystem that might very much differ from that young noble.
allows players to add flavor to their character without
sacrificing combat ability. This system can be used to Barbarian: Born and raised in the wilderness in a
simulate hobbies, professions, background skills or primitive culture.
anything in between. Cityborn: An average childhood, raised in a big city.
Criminal: The character was quickly inducted into
illegal activities and the seedier side of life.
Farmborn: An average childhood, raised on a farm,
Expertise and Expertise Ranks with skill around animals and growing crops
An expertise is an area or subject in which your Feral: Raised by wild animals; the character has a
character has some form of unusual competency. Each strange kinship with animals and unusual habits and
rank a character has in this expertise (novice, senses.
apprentice, journeyman, master, grand master) grants a Noble: Born in to wealth and privilege, the character
cumulative +1 bonus to checks involving that expertise. has a fairly extensive grasp of etiquette and the benefits
and curses of political manueverings
Ruralborn: An average childhood
Rank Bonus Cost Servant: Born to second-class citizens in a wealthy
Novice +1 1 household,
Apprentice +2 2 Slave: A child of slavery, either born into it or inducted
Skilled +3 3 into slavery at a later time, and now freed.
Master +4 4 Street Rat: Likely an orphan, the character has knows
Grand Master +5 5 the darker side of city life and how to survive in the
shadows of it.

Beginning Ranks Craft: Arts (Cha)


st
At 1 level, a character starts with 5 expertise Art expertise involves the creation of an
points to spend as they wish. Each rank costs one point, aesthetic or provocative piece, be it a written work, an
and you cannot start with more than 3 points in a single art piece, or a written piece of music. There is some
expertise. overlap between art expertise and performance
expertise.
Additional Ranks - Composition
Every four levels, you gain an additional point of - Choreography
expertise, to spend as you wish. - Literature (or a genre)
- Painting (or a given medium)
Expertise Checks - Sculpture
When a character wishes to use their expertise, - Storytelling (or a genre)
they make the following roll:

1d20 + ½ level + bonus from ranks + appropriate ability Craft: Practical (Wis)
modifier. Pragmatic craft expertise deals with the creation
of items needed for day-to-day life, such as cooking,
The DC for this check is based on the blacksmithing, or carpentry.
complexity of the action being attempted, or the item
being created. - Architecture
- Blacksmithing
Expertise Descriptions - Carpentry
Below are the major categories of expertises - Cooking
and sample choices a character can make. The relevant - Rope Braiding
ability modifier for a given category or expertise is - Tailor
indicated in parethesis ( ): - Tanning
- Weaving

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Craft: Precision (Int)
Precision craft expertise deals with creating - Barkeep
objects that make life easier and/or require precise - Bureaucrat
measurement to get right such as working with - Butler/Maid
chemicals, making tools, or creating mechanical devices. - Bosun/Boatswain
- Inkeeper
- Alchemy - Librarian
- Armorer - Soldier
- Cheesemaking - Town crier
- Jewelry-making - etc.
- Lye production
- Mechanation Profession: Skilled (Int)
- Metalsmithing (Gold, Silver, etc.) Skill profession expertise deals with skills that
- Mirror craft require advanced knowledge to perform correctly.
- Poisonmaking Individuals of this level of profession usually have
- Trapmaking specialty within their field of work. They usually involve
- Toolsmithing planning and/or leadership skills. People in these
- Weaponsmithing positions are rarely easily replaced.

Performance (Cha) - Architect (Style of building)


Performance expertise deals with active types of - Courtier (Specific country)
expression such as dance, song or recital. There may be - Diplomat (Specific country)
some overlap between perform and craft: art expertise, - General (Specific country)
typically with creation and recital of a poem, or - Magistrate (Specific region)
composition and choreography of a dance. - Mayor (Specific town/city)
- Sage (Area of study)
- Acting - Scholar (Area of study)
- Ceremony (tea service, presentation) - Ship’s Captain (Type of boat)
- Dance - etc.
- Instrument (or family of instruments)
- Oration
- Song

Profession: Labor (Con)


Labor profession expertise deals with skills that
require a fair amount of physical labor in order to make a
living. They often require just a strong back and little
thinking. People in these professions are often easy to
replace.

- Common Laborer
- Ditch-digger
- Farmer
- Fisherman
- Groundskeeper
- Mercenary
- Miner
- Sailor
- Waiter
- etc.

Profession: Semi-Skilled (Wis)


Semi-skilled profession expertise deals with
skills that require a mix of physical, social and mental
skills in order to make a living. They require a mix of
people skills, some physical labor and the ability to think
on one’s feet. People in these positions must have a
trained replacement.
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Bardic Music: Empire’s Overture Feat Power
Feats An ancient melody gives your ally a supernatural boost
of confidence and valor.
Encounter Arcane
Standard Action Close burst 10
Target: You or one ally
Heroic Tier Feats Effect: Target gains a +2 power bonus to attack rolls
and Fortitude defense until the end of your next turn.
Avian Shape [Druid] In addition, the target gains temporary hit points
Prerequisites: Dex 13, Shapechange class feature equal to 5 + your Charisma modifier.
Benefit: While shapechanged into animal form, you can The temporary hit points increase to 10 +
th
fly at half your movement rate with an altitude of 3. You Charisma modifier at 11 level and 15 + Charisma
st
cannot hover. modifier at 21 level.
Special: You can only apply one shape feat at a time
while shapechanged Goblin Fighter [Gnome]
Prerequisites: Gnome
Death Commander [Necromancer] Benefit: You gain a +1 bonus to attacks and damage
Prerequisites: Int 13, Summon Undead class feature against goblin creatures (see Goblin in the Monster
Benefit: Your summoned creatures gain a +1 feat Manual)
bonus to attacks, AC and defenses.
Gnomish Senses [Gnome]
Death Rage [Half-Orc] Prerequisites: Gnome
Prerequisite: Half-orc Benefit: You gain a +2 bonus to Perception checks.
Benefit: When dropped to 0 or less hit points, you do
not fall unconscious until the end of your next turn Grizzly Shape [Druid]
Prerequisites: Str 13, Shapechange class feature
Defensive Shape [Druid] Benefit: While shapechanged into animal form, you
Prerequisites: Con 13, Shapechange class feature increase your basic animal attack by one die.
Benefit: When shapechanged into animal form, you Special: You can only apply one shape feat at a time
gain a +1 feat bonus to AC and mark creatures who you while shapechanged
successfully hit with your attacks.
Half-Orc Brute [Half-Orc]
Disruptive Strike [Monk] Prerequisites: Half-orc
Prerequisites: Wis 15, monk Benefit: You gain proficiency with all axes and a +2 feat
Benefit: If you score a critical hit on an opponent when bonus to damage rolls with greataxes and all clubs.
you use flurry of blows, the opponent is immobilized until
the end of your next turn. Half-Orc Fury [Half-Orc]
Prerequisites: Half-orc
Eagle-Eyed Shape [Druid] Benefit: When you use your Primal Fury ability, you
Prerequisites: Wis 13, Shapechange class feature gain a +2 feat bonus to the new attack roll.
Benefit: While shapechanged into animal form, you
treat Perception as a trained skill. Improved Balanced Stance [Monk]
Special: You can only apply one shape feat at a time Prerequisites: Cha 13, Balanced Stance class feature.
while shapechanged Benefit: When using Balanced Stance, you gain a +1
feat bonus to Saving throws.
Empire’s Overture [Bardic Music]
Prerequisites: Bardic Music class feature, Cha 15 Improved Defensive Stance [Monk]
Benefit: You add Empire’s Overture to your list of Prerequisites: Int 13, Defensive Stance class feature.
Bardic Music powers. Benefit: When using Defensive Stance, you gain a +1
feat bonus to AC.

Improved Offensive Stance [Monk]


Prerequisites: Con 13, Offensive Stance class feature.
Benefit: When using Offensive Stance, you gain +1
Temporary hit point per level.

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Intimidating Warrior [Half-Orc] Benefit: While shapechanged into animal form, you
Prerequisites: Half-orc gain a +2 feat bonus to AC.
Benefit: You gain a +2 feat bonus to Intimidate checks Special: You can only apply one shape feat at a time
in a combat encounter. while shapechanged

Iron Fists [Monk] Skulking Shape [Druid]


Prerequisite: Unarmed Strike class feature Prerequisites: Dex 13, Shapechange class feature
Benefit: Your unarmed strike deals 1d8 damage Benefit: While shapechanged into animal form, you
instead of 1d6. treat Stealth as a trained skill.
Special: You can only apply one shape feat at a time
while shapechanged
Lingering Melody [Bard]
Prerequisites: Cha 15, bard, Bardic music class
feature
Stealthy Fade [Gnome]
Benefit: You can use an additional bardic music power Prerequisites: Trained in Stealth, Fade Away ability,
per encounter. Gnome
Benefit: You can use fade away once an encounter as
a minor action when you make a Stealth check, instead
Musical Font [Bard] of using it as an immediate reaction when hit.
Prerequisites: Bardic music feature
Benefit: You gain access to the other two basic bardic
music options you do not have.
Undead Hunter [Necromancer]
Prerequisites: Shadow Curse class ability
Benefit: You can choose to remove the Necrotic
Offensive Shape [Druid] keyword from your attacks.
Prerequisites: Str 13, Shapechange class feature
Benefit: While shapechanged into animal form, you
gain a +1 feat bonus to melee attacks and add your Paragon Tier Feats
Strength modifier to damage when you have combat
advantage.
Adamantine Fists [Monk]
Prerequisites: Unarmed Strike class feature
Pummeling Blows [Monk] Benefit: Your unarmed strike deals 1d10 damage
Prerequisites: Monk, Flurry of Blows class ability instead of 1d6 damage.
Benefit: The extra damage dice from your Flurry of
Blows class feature increases from d6s to d8s.
Bone Knitting [Necromancer]
Prerequisites: Summon Undead class feature
Resilient Minion [Necromancer] Benefit: When a summoned undead is reduced to 0 hit
Prerequisites: Con 13, Summon Undead class feature points, make a save. If you succeed, it remains at 1 hit
Benefit: Your undead minion uses your Constitution point.
score to determine its base hit points.
Combined Attributes [Druid]
Resonant Heroism [Bardic Music] Prerequisities: Shapechange class feature
Prerequisites: Bardic Music class feature, Cha 15 Benefit: You can combine two heroic tier shape feats
Benefit: You add Resonant Heroism to your list of when shapechanged.
Bardic Music powers.
Dire Shape [Druid]
Bardic Music: Resonant Heroism Feat Power Prerequisites: Shapechange class feature
The song of epic heroes inspires your allies to Benefit: While shapechanged into animal form, you are
unsurpassed bravery. Large size and gain a +2 damage bonus to Strength-
Encounter Arcane based melee attacks. As a Large sized creature, you
Standard Action Close burst 10 take up a 2x2 space and have Reach 2.
Target: You or one ally
Effect: Target gains a +2 power bonus to all defenses
until the end of your next turn. Everlasting Chant [Bardic Music]
The bonus increases to +3 at 11th level and +4 at 21st Prerequisite: Bardic Music class feature, Cha 17
level. Benefit: You can add Everlasting Chant to your list of
bardic music powers.
Rhino-Hided Shape [Druid]
Prerequisites: Con 13, Shapechange class feature
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Bardic Music: Everlasting Chant Feat Power Improved Defensive Shape [Druid]
With a powerful song, you exhort your ally to fight on Prerequisites: Defensive Shape, Shapechange class
beyond his limits. feature
Encounter Arcane Benefit: While shapechanged into animal form, you
Immediate Interrupt Close burst 10 gain a +2 feat bonus to AC.
Trigger: You or one of your allies falls to 0 or lower hit
points
Target: You or one ally
Improved Offensive Shape [Druid]
Effect: The target can act normally while under 0 hit Prerequisites: Offensive Shape, Shapechange class
points until the end of the next turn. If the target feature
takes any strenuous actions such as attacking then Benefit: While shapechanged into animal form, you
he or she automatically fails his or her death or gain a +2 feat bonus to melee attacks.
dying save for the round.
Improved Terrain Walk [Druid]
Gnomish Invisibility [Gnome] Prerequisites: Terrain Walk class feature
Prerequisite: Gnome, Fade Away racial ability Benefit: Based on the terrain walk ability you have,
Benefit: You can use gnomish invisiblity once a day. your ability to avoid the hazards of terrain increases as
listed below.
Earth Walk: You ignore damage from treacherous
Gnomish Invisibility Gnome Racial Ability terrain if that terrain is the result of rubble, uneven
You fade out of sight, and remain that way. ston, or earth.
Daily Racial Forest Walk: You ignore damage from treacherous
Standard Action Personal terrain if that terrain is the result of trees,
Effect: You become invisible until the end of your next underbrush, plants, or natural growth.
turn. If you attack, the power ends. Ice Walk: You ignore damage from treacherous terrain
Sustain Standard: The invisibility persists. You can if that terrain is the result of ice or snow.
sustain the ability until the end of an encounter or for Swamp Walk: You ignore damage from treacherous
5 minutes. terrain if that terrain is the result of bog, mud or
shallow water.
Grasping Strike
Prerequisites: Str 15, Dex 15 Lord of the Undead [Necromancer]
Benefit: When you miss with a melee unarmed attack Prerequisite: Int 15, Summon Undead class feature
and you wouldn’t otherwise still deal damage on the Benefit: You can command your undead minion or
miss, you can make a grab attack against that enemy as summoned undead as a move action instead of a
a minor action. standard action.

Furious Recovery Martial Arts Master [Monk]


Prerequisites: Half-orc Prerequisite: Int 15, monk, Defensive Stance,
Benefit: When you first become bloodied, you regain Offensive Stance or Balanced Stance
your Primal Fury racial power. Benefit: You can take a second stance from the list of
Defensive Stance, Offensive Stance or Balanced
Hovering Flight Stance.
Prerequisite: Fly speed, Dex 15
Benefit: You can hover while flying. This allows you to Precise Flurry [Monk]
shift and make opportunity attacks while flying. You do Prerequisites: Dex 15, monk, Flurry of Blows class
not need to take a move action to remain in the air. feature
Benefit: You do not take a penalty to hit when making a
Improved Avian Shape [Druid] Flurry of Blows attack.
Prerequisites: Avian Shape, Shapechange class
feature Practiced Balance
Benefit: While shapechanged into animal form, you can Prerequisite: Skill Training (Athletics)
fly at your full movement rate with an altitude of 6. Benefit: You may replace an Acrobatics check with an
Athletics check to Balance or to perform an Acrobatic
Improved Charge [Half-Orc] Stunt.
Prerequisites: Half-orc
Benefit: When you charge, increase your speed by +2. Riddle of Steel [Bardic Music]
Prerequisites: Bardic Music class feature, Cha 17

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4E Races and Classes
Benefit: You can add Riddle of Steel to your list of General of the Undead [Necromancer]
bardic music. Prerequisites: Int 21, Cha 13, Summon Undead class
feature
Bardic Music: Riddle of Steel Feat Power Benefit: You can command your undead minion or
With a quick recitation of a dwarven chant, your ally’s summoned undead as a minor action instead of a
skin becomes as hard as steel. standard action.
Encounter Arcane
Immediate Interrupt Close burst 10
(Close burst 15 at 21st level)
Legendary Shape [Druid]
Trigger: You or one of your allies is attacked Prerequisites: Wild Shape class feature, Str 21, Wis
Target: You or one ally 13, Shapechange class feature
Effect: Target gains resist 5 to all damage until the end Benefit: While shapechanged into animal form, you are
of your next turn. Increase the bonus to resist 10 at Huge size and gain a +3 damage bonus to Strength-
21st level. based melee attacks as well as increase your attack dies
by two. As a Huge sized creature, you take up a 3x3
space and have Reach 3.
Tumbling Traverse
Prerequisite: Skill Training (Acrobatics)
Benefit: You may replace an Athletics check to Jump or
Ki Mastery [Monk]
Climb or with an Acrobatics check. Prerequisite: Monk
Benefit: Once per encounter, you can spend an action
point to regain the use of a daily monk power you’ve
Twilight Sight [Gnome] already used today, instead of taking an extra action.
Prerequisite: Gnome
Benefit: You gain darkvision.
Plant Shape [Druid]
Prerequisites: Shapechange class feature
Epic Tier Feats Benefit: You can shapechange into the form of a
mobile plant. You gain the following benefits when
shapechanged.
Elemental Shape [Druid] • You gain the plant subtype
Prerequisites: Shapechange class feature • Resist acid, weapons and poison equal to ½
Benefit: You can shapechange into a form composed level.
of elemental chaos. You retain your humanoid shape
• Your attacks also deal poison damage and a
while in elemental shape, allowing you full use of your
successful hit deals ongoing 5 poison damage
gear and Shapeshift powers. You gain the Earth, Acid,
(save ends).
Air, Fire, Ice, Lightning or Water subtype. You must
select the subtype when you gain this feat. According to
the subtype you take, you gain the following benefits Martial Arts Genius [Monk]
when shapechanged. Prerequisite: Int 19, monk, Martial Arts Master
• Earth. Resist damage 5. You gain a +1 bonus Benefit: You can use all three stances – Defensive
to damage. Stance, Offensive Stance or Balanced Stance.
• Acid. Resist acid equal to your level. Your
melee attacks deal acid damage. Perfect Terrain Walk [Druid]
• Air. Resist thunder equal to your level. Your Prerequisites: Improved Terrain Walk, Terrain Walk
ranged attacks deal thunder damage. class feature
• Fire. Resist fire equal to your level. Your melee Benefit: Based on the terrain walk ability you have,
attacks deal fire damage. your ability to avoid the hazards of terrain increases as
• Ice. Resist cold equal to your level. Your melee listed below.
attacks deal cold damage. Earth Walk: You can pass through spaces of an
• Lightning. Resist lightning equal to your level. obstacle if that terrain is the result of rubble, uneven
Your ranged attacks deal lightning damage. stone, or earth as if it were clear. You must start
adjacent to the obstacle, and you have a movement
Epic Inspiration [Bard] rate of 2 while passing through the obstacle. You
cannot end your movement in the obstacle
Prerequisites: Bardic Music class feature, Cha 21, Int
Forest Walk: You can pass through spaces of an
17
obstacle if that terrain is the result of trees,
Benefit: All of your bardic music can affect one extra
underbrush, plants, or natural growth as if it were
target and increase any bonus to defense by +1.
clear. You must start adjacent to the obstacle, and
you have a movement rate of 2 while passing

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4E Races and Classes
through the obstacle. You cannot end your
movement in the obstacle. Student of the Wild
Ice Walk: You can pass through spaces of an obstacle [Multiclass Druid]
if that terrain is the result of ice or snow as if it were Prerequisites: Str 13
clear. You must start adjacent to the obstacle, and Benefit: You gain training in the Nature skill. You can
you have a movement rate of 2 while passing use the shapechange class feature once per day as a
through the obstacle. You cannot end your minor action.
movement in the obstacle.
Swamp Walk: You can pass through 2 spaces of an
obstacle if that terrain is the result of bog, mud or Totem Brother
shallow water. [Multiclass Barbarian]
Prerequisites: Str 13
Benefit: You gain training in the Endurance skill. You
Razor Claws can use the Battle Frenzy class feature once a day when
Prerequisites: Str 19, Con 19 bloodied.
Benefit: When you make a melee attack while
shapechanged, you can score a critical hit on a natural
19 or 20.

Unarmed Strike Mastery


Prerequisites: Str 19, Con 19
Benefit: When you make a melee unarmed attack, you
can score a critical hit on a natural 19 or 20.

Multiclass Feats
Initiate of the Wild
[Multiclass Druid]
Prerequisites: Wis 13
Class/Skill: Druid/Nature
Benefit: You gain training in the Nature skill. You can
use the Stride class feature of the Druid for one
encounter per day.

Seeker of the Song


[Multiclass Bard]
Prerequisites: Cha 13
Benefit: You gain training in one skill from the bard’s
skill list.
Once per day, you can use the bard’s Bardic
Music power and gain one Bardic Music power.
In addition, you can use a bardic instrument as
an implement when using a bard power or a bard
paragon path power.

Student of the Empty Hand


[Multiclass Monk]
Prerequisite: Str 13 or Dex 13
Benefit: You gain training in the Acrobatics skill.
Once per day, you can use the Flurry of Blows class
feature.

Student of the Grave


[Multiclass Necromancer]
Prerequisites: Int 13
Benefit: you gain training in the Arcana skill. You can
use Summon Undead as a daily power.

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4E Races and Classes
Trumpet of the Raging Mountain Level 13+
Equipment This deafening trumpet unleashes a resonating echo in
your foes ears
Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp
Lvl 18 +4 85,000 gp Lvl 22 +6 2,125,000 gp
Implement: Bardic instrument (pipes)
Magic Items Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Armor Power (Daily Arcane, Implement, Thunder):
Standard action. As the bard’s deafening blast power.
Dragonborn Armor
Crafted from the shed scales of dragons, this armor
imbues its wearers with draconic might. Arm Slot Items
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Feet Slot Items
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Armor: Scale
Enhancement: AC
Sidestep Boots Level 9
Property: Add +1 hit points equal to the armor’s These enchanted boots let you easily shift around an
enhancement bonus. opponent.
Power (Daily Acid, Electricity, Cold or Fire): Item Slot: Feet 4,200 gp
Standard Action. Make a close burst 5 attack (Con vs. Power (Encounter): Immediate Interrupt. You can shift
Reflex) to deal 1d10 + Constitution energy damage to all 1 space.
foes in burst. Energy type is fixed during item creation.
Lvl 13-18: 2d10 + Constitution energy damage. Hand Slot Items
Lvl 23-28: 3d10 + Constitution energy damage.
Head Slot Items
Weapons
Skull Cap Level 6
Blade of Songs Level 2+ This bone head covering empowers your spells with
Every swing made with this weapon fills the air with necrotic energy.
pleasing sounds. Item Slot: Head 4,200 gp
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Property: Your spells gain the Necrotic keyword
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Power (Encounter Necrotic): Minor Action. Spells
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp you cast with the necrotic keyword deals +1d6 necrotic
Weapon: Light blade, heavy blade damage until the end of your turn.
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus Neck Slot items
Power (Daily): Free Action. You regain the use of
another bardic music for this encounter.
Rings
Musical Instruments
Ring of Advice Level 23
This ring grants you supernatural insight.
Pipes of Pain Level 5+ Item Slot: Ring 425,000 gp
This deafening trumpet unleashes a resonating echo in Property: Gain a +5 item bonus to Insight
your foes ears Power (Daily): Minor Action. Each time you make an
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Insight check during this encounter, roll twice and take
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp the higher result.
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Implement: Bardic instrument (pipes)
Enhancement: Attack rolls and damage rolls
Ring of Feather Fall Level 4
Critical: +1d6 damage per plus This silver rings slows your descent safely.
Power (Daily): Free action. Use this power when you Item Slot: Ring 840 gp
hit with an attack using this bardic instrument. Deal an Power (Daily): Free Action. You take no damage from
extra 1d10 damage. a fall, regardless of the distance, and do not fall prone at
Level 15 or 20: 2d10 extra damage. the end of the fall.
Level 25 or 30: 3d10 extra damage.

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4E Races and Classes
Waist Slot Items
Wondrous Items
Potions
Acidblood Potion Level 10
This potion provides minor protection against acid
attacks.
Potion 500 gp
Power (Consumable): Minor Action. Drink this potion
to gain Acid Resistance 15 until the end of your next
turn.

Barkskin Potion Level 5


This potion provides minor protection against attacks.
Potion 100 gp
Power (Consumable): Minor Action. Drink this potion
to gain Damage Resistance 5 until the end of your next
turn.

Dragonscale Potion Level 15


This potion protects you from most attacks
Potion 2,500 gp
Power (Consumable): Minor Action. Drink this potion
to gain Damage Resistance 15 until the end of your next
turn.

Fireblood Potion Level 10


This potion provides minor protection against fire
attacks.
Potion 500 gp
Power (Consumable): Minor Action. Drink this potion
to gain Fire Resistance 15 until the end of your next turn.

Iceblood Potion Level 10


This potion provides minor protection against cold
attacks.
Potion 500 gp
Power (Consumable): Minor Action. Drink this potion
to gain Cold Resistance 15 until the end of your next
turn.

Quickblood Potion Level 10


This potion provides minor protection against electrical
attacks.
Potion 500 gp
Power (Consumable): Minor Action. Drink this potion
to gain Electricity Resistance 15 until the end of your
next turn.

Steelwater Potion Level 10


This potion provides protection against attacks
Potion 500 gp
Power (Consumable): Minor Action. Drink this potion
to gain Damage Resistance 10 until the end of your next
turn.
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4E Races and Classes

Combat Rules
Conditions

Sundered
Weapons that are sundered can only be used to make a
basic attack until it can be repaired at the end of an
encounter, after short rest. You cannot use any special
powers of a magic weapon until it has been repaired.

Armor that is sundered only applies ½ its armor bonus


and no other abilities until it can be repaired at the end of
an encounter. You cannot use any special powers of
magic armor until it has been repaired.

Implements that are sundered cannot be used to


augment abilities until it can be repaired at the end of an
encounter, after a short rest.

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4E Races and Classes

Rituals
Create Mindless Undead
Level: 8 Component Cost: 250 gp
Category: Creation Market Price: 680 gp
Time: 1 hour Key Skill: Religion
Duration: Permanent

You target one or more fresh corpses, causing


them to rise as skeletons or zombies. You can create
skeletons or zombies (or a mix of the two), with a total
level worth equal to twice your level.
The undead follow your commands and serve
until destroyed.
You cannot exceed controlling more than 4
times your level in level of undead at any one time. If
you create additional undead that exceeds this limit, the
extra undead become uncontrolled.

Create Greater Undead

Page 100 of 102


4E Races and Classes

Monsters

Page 101 of 102


4E Races and Classes

Special Thanks
To malcolm_n of ENWorld for a wonderful base on
which to build the druid within, Saric of the Wizards
forum for the basis of the bard and Vaalingrade Ashland
of the Wizards forum for the ideas for expertise.

Page 102 of 102

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