4E Races and Classes

Gnome
RACIAL TRAITS Average Height: 3' 4"- 3' 8" Average Weight: 50-75 lbs. Ability Scores: +2 Intelligence, +2 Charisma Size: Small Speed: 5 squares Vision: Low-light Languages: Common, Elvin Skill Bonuses: +2 Arcana, +2 Stealth Reactive Stealth: If you have cover or concealment when you make an initiative check, you can make a Stealth check to escape notice. Fade Away: You can use fade away as an encounter power.

Gnomes typically dress in bright, often clashing colors. They enjoy wearing accessories, such as hats, vests and other raiment that allow them to pour on the color. Gnomes often incorporate patterns of burrowing animals or songbirds into the borders of their clothing, and such motifs are often prominent in other artwork of their kind. Gnomes have life spans much longer than humans, but not quite as long as dwarves.

Playing a Gnome
Gnomes are cunning and mischievous, ready with a hearty laugh and smarting prank on the unwary. Originally creatures of the feywild, they were both attracted by the needs of the wilderness of the mortal world and by their curiosity of the beings who dwell within in it. Gnomes are hard-working, but unlike the stoic dwarves, seek relief from boredom and monotony in their daily lives with song, laughter and joy. They enjoy simple pleasures between bouts of work, often seeking wealth or other treasures to enjoy for their work. Gnomish communities are organized into related, working clans who carry on the family business from generations past. Most gnomes are expected to carry on their ancestor’s work, but on occasion a gnome shows a knack for a new line of work, and may migrate to a new clan in the same or distant community to pick up a new trade. Wanderlust is common among younger gnomes, and is often the source of adventuring gnomes. Not yet tied down in the affairs of apprenticeship, these gnomes tend to wander to find their place in the world before settling down into a particular clan. Gnomish Characteristics: Cunning, curious, crafty, determined, eccentric, inventive, mischievous, optimistic, resourceful Male Names: Addoaen, Baeras, Erfenn, Gimble, Hedarum, Neblin, Noblin, Vanerf Female Names: Chikerva, Faerneba, Kaerenne, Raerpinne, Rasenne, Wedenne

Fade Away Gnome Racial Power You turn invisible in response to an enemy’s attack. Encounter Illusion Immediate Reaction Personal Trigger: You take damage. Effect: You are invisible until you attack or until the end of your next turn. Play a Gnome if you want…
to be a prankish character who delights in causing mischief to be fun-loving, vivacious and jovial. to be a race that favors the illusionist, wizard or bard class.

Physical Qualities
Gnomes are just under four feet in height and weigh about 60 lbs. They tend to have human proportions, but males sport well-groomed beards and both genders have prominent noses and slightly pointed ears. Gnomes tend to have earth-colored skin, ranging from light tan to deep umber colors. Their hair tends to be a slightly lighter or darker shade than their skin, ranging from a platinum blonde to a night-black color. It is not uncommon for their hair and beards to quickly gray once they reach maturity.

Gnome Adventurers
Neblin is a gnome illusionist with a heart of gold. Always ready with a pun, Neblin wields a knotted piece of wood taken from the feywild as his magic wand. Dressed in a green jerkin with black underclothes, he is always ready to sneak onto the battlefield to upsurp his

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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 Average Height: 5' 8"- 6' 6" Average Weight: 150-275 lbs. Ability Scores: +2 Strength, +2 Wisdom Size: Medium Speed: 6 squares Vision: Low-light Languages: Common, Orc Skill Bonuses: +2 Intimidate, +2 Athletics Primal Hunter: You gain a +1 racial bonus to damage against bloodied foes Dual Heritage: You can take feats that are either Orc or Human, as long as you meet all other prerequisites. Primal Fury: You can use Primal Fury as an Encounter power

Playing a Half-Orc
Half-orcs are the union of human and orc, a fate usually brought about by one side forcing themselves on the other - most usually orcs raiding and plundering human socities. However, this is not the case for all half-orcs, and there are some places where humans and orcs have willingly intermixed and the result is half-orc. Half-orcs tend to come from two completely different outlooks. Among orcs, half-orcs tend to be smarter, though often not stronger. They are often bullied, but their cleverness tends to cause them to rise to positions of power among their brothers. Among human society, half-orcs tend to be pitied or looked down as less intelligent or brutish. Half-orcs among humans are often loners who use their brute strength to get what they want. Half-orc Characteristics: Bully, brave, cunning, dense, intimidating. Male Names: Dench, Feng, Gell, Gorkan, Henk, Holg, Imsh, Krunk, Krusk, Lurtz, Ront, Shump, Thokk. Female Names: Baggi, Emen, Engong, Gurthon, Larutza, Myev, Neega, Ovak, Ownka, Shautha, Thranth, Thraska, Vola, Volen.

Primal Fury

Half-Orc Racial Power You unleash the savageness of the orc blood flowing through your veins Encounter Racial Minor Action Personal Effect: If you make a melee attack roll and miss, you can roll again. You must take the second roll, even if it is worse. Play A Half-Orc if you want... To be an intimidating presence on the battlefield To be an outcast among civilized society To be able to dish out as much punishment to the foes as you can To be a member of a race that favors the cleric, fighter and barbarian classes.

Half-Orc Adventurers
Krusk is a half-orc barbarian, raised among orcs and taken in by humans after his tribe was wiped out for its misdeeds. Krusk burns with the inner rage of his orc blood, but knows that his own tribe's wicked acts was what brought their downfall. He thus fights on the side of light, unleashing his naked fury on those deserving of his wrath. Gorkan One-Eye is a half-orc cleric devoted to Kord, god of strength. A former worshipper of the orcish god Gruumsh, he switched his alliegence after being bested in a wrestling match by a cleric of Kord. Now Gorkan travels seeking to test his strength against all comers. He has come to realize that while one person can have amazing strength, the strength that comes from numbers is even far more impressive, and has joined forces with a wandering band of adventurers to allow him to take on even more impressive opponents.

Physical Qualities

Half-orcs tend to have a burly frame and are fairly impressive in height, averaging just a little over 6 feet. Half-orcs strongly resemble humans, with enlarged incisors and a faint green or brown tint to their skin. Half-orcs tend to have black hair and brown or yellow eyes, though the full range of human hair and eye color is possible. Male half-orcs do not grow beards, but do have profuse body hair. Females tend to be fairly husky Thrask is a half-orc mercenary fighter who wanders from and almost squat. Their teeth are less pronounced, and town to town, seeking odd jobs for coin or glory. Armed they have slightly less body hair than males. Half-orcs with a longsword and dressed in scale mail, Thrask is rarely make their own clothes or equipment and tend to constantly on the lookout for trouble, and willing to start it follow either orc or human fashion, depending on whom where he can. Despite his mercenary ways, Thrask they were raised among. Page 3 of 99

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tends to take the side of the underdog in a fight, knowing it will earn him more glory than going with the sure winner. In most cases, this generally means that Thrask finds himself on the side of light, battling impossible odds. dexterity keeps him from being hit, while a good Constitution allows him to take a beating and keep going.

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, the social bard excels in the arena outside of combat – making contacts, entertaining the populace and investigating rumors and the like.

Classes
Bard
“Come and we shall sing of heroic deeds past and treasures to be won this day” A master of lore both magical and mundane CLASS TRAITS Role: Leader Power Source: Arcane, Martial Key Abilities: Charisma, Strength, Dexterity Armor Proficiencies: Cloth, leather Weapon Proficiencies: Simple melee, military melee, simple ranged Bonus to Defense: +2 Will
st Hit Points at 1 Level: 12 + Constitution score Hit Points per level Gained: 5 Healing Surges Per Day: 7 + Constitution modifier

Bard Class Features
Bardic Implement Mastery
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 mastery. Lute of Enchantment: Once per encounter as a minor action, you can use your lute to gain one of the following two effects. You can designate one creature you have cast a bard song upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throw against that effect equal to your Intelligence modifier. Alternately, you can choose to extend the duration of an arcane power at-will song that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. You must play the lute to use this ability. Drums of War: Once per encounter as a minor action, you can use your drums to gain one of the following two effects. All allies in a close burst 5 gain +1 AC and a +1 bonus to hit and damage. This effect lasts the entire encounter. All opponents in a close burst 5 suffer a –1 penalty to AC and are weakened until the end of your next turn. You must play the drums to use this ability. Pipes of Sounding: Once per encounter as a minor action, you can use your pipes of sounding to gain the following effect. You can sustain a bard utility song that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. You must play the pipes to use this ability.

Trained Skills: Diplomacy and History. From the class skills list below, choose four trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Endurance (Con), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex) Build Options: War bard, Social bard Class Features: Bardic Music, Ritual Casting Bards are entertainers and keeper of lore. They travel from place to place gathering rumors and knowledge, as well as entertaining those they encounter for a few coins. In combat, they are a jack-of-all-trades, skilled in a wide variety of abilities and capable of filling in for nearly any role, though they do best at directing other’s actions in combat.

Creating A Bard
War Bard
The War bard concentrates on actual combat skills and tends to leap into the fray with his companions to lay opponents low. Charisma drives the bard’s ability to enhance his own abilities, while Strength drives the bard’s ability to hit and deal damage in combat. A good

Bardic Music
Once per encounter, you can play or sing a Bardic song, inspiring your allies to greater deeds, or confusing your opponents. Regardless of how many different uses you have for Bardic Music, you can use only such ability per encounter. The special ability or power you invoke works just like your other powers. A

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starting bard can choose two of the following musical options listed below.

Healing Hymn
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 the sounds of battle. Encounter Arcane, Implement Immediate Interrupt Close burst 5 (10 at 11th, 15 at 21st) Trigger: You or one of your allies is attacked by an effect with the thunder or charm keyword. Target: You or one ally Effect: The target gains resist 5 thunder or charm. This effect lasts until the end of your next turn. In addition, if the triggering attack has a lingering effect, the target gets an immediate save to remove the effect. The bonus increases to resist 10 at 11th level, and 15 at 21st level. Bard Feature You quickly chant a song of bravery, and raise your allies’ morale for a few seconds. Encounter Arcane, Implement Standard Action Close burst 5 (10 at 11th, 15 at 21st) Target: You and all allies within burst Effect: Target gains a +1 power bonus to attack and damage rolls. In addition, if the target is subjected to or currently affected by an effect with the fear keyword it gets an immediate saving throw to remove it. This effect lasts until the end of your next turn. The bonus increases to +2 at 11th level and +3 at 21st level.

Healing Hymn

Bard Feature You hum or play a musical note that soothes an ally’s pain. Encounter (Special) Arcane, Healing Special: You can use this power twice per encounter, but only once per round. At 16th level you can use this power three times per encounter. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally Effect: The target can spend a healing surge and regain an additional number of hit points equal to your Charisma modifier.

Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.

Bardic Music: Inspire Courage

Level 1 At-Will Spellsongs Canny Strike Bard Attack 1 You trick your adversary into making a tactical error that gives your comrade a chance to strike At-Will Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. Will Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Effect: The target grants combat advantage until the start of your next turn. Inciting Strike Bard Attack 1 By striking in a skilled fashion, your allies are inspired to fight longer. At-Will Arcane, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and one ally you can see within 5 squares gains temporary hit points equal to your Intelligence modifier. st Increase damage to 2[W] + Dexterity modifier at 21 level.

Bardic Music: Fascinating Song Bard Feature
A strange but soothing meody erupts from you, enthralling your enemies in their steps Encounter Arcane, Charm, Implement Standard Action Ranged 10 Target: One creature within range (2 creatures at 11th level, 3 creatures at 21st level) Attack: Charisma vs. Will Hit: Target is immobilized and can’t take attacks agains you until the end of your next turn. If you or your allies attack the target, this effect ends immediately.

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

4E Races and Classes
Critical Strike Bard Attack 1 By seizing the moment to attack, you motivate your allies to press on and rout your opponent. Encounter Arcane, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Special: Your target must grant you combat advantage while making this attack Hit: 1[W] + Dexterity modifier damage, and all allies within 3 squares gain a +2 power bonus to attack rolls against the target until the end of your next turn. In addition, one ally within 5 squares of you can spend a healing surge.
Bard Attack 1 By yelling an insult at your opponent, he lowers his guard just long enough for an ally to take advantage. Encounter Arcane, Implement, Thunder Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will. Hit: 1d8 + Charisma modifier thunder damage, and one ally adjacent to the target gets a basic melee attack against the target. Your ally adds your Intelligence modifier to the attack and damage.

Raise the Banner Bard Attack 1 You land a timely blow against a foe, and your ally follows your lead. Encounter Arcane, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Strength vs. Reflex or Dexterity vs. Reflex Hit: 1[W] + Strength modifier damage. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds your Intelligence modifier to the damage. Level 1 Daily Spellsongs Accelerated Strike Bard Attack 1 You strike hard and fast, inciting your allies to follow your example. Daily Arcane, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier. Effect: Until the end of the encounter, you and your allies within 5 squares can shift as a minor action. Burst of Awe Bard Attack 1 With a flick of your wrist and an intoned word, a burst of light staggers your foes and gives allies new hope. Daily Arcane, Implement, Radiant Standard Action Close burst 2 Target: Each enemy in burst Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier radiant damage and the target is dazed until the end of its next turn. Effect: You and all your allies in the burst regain 5 hit points and receive 2 temporary hit points + your Intelligence modifier. Defensive Bulwark Bard Attack 1 Today, nobody dies. Daily Arcane, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Strength vs. AC or Dexterity vs. AC Hit: 3[W] + Strength modifier damage or 3[W] + Dexterity modifier damage. Allies within 5 squares 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.

Distracting Shout

Ghost Song Bard Attack 1 You hum an eeriy tune that makes your opponents uneasy. Encounter Arcane, Implement, Psychic Standard Action Close burst 2 Target: Each enemy in burst Attack: Charisma vs. Will. Hit: 1d8 + Charisma modifier psychic damage, and the target takes a –2 penalty to Will until the end of your next turn. Phantom Blow Bard Attack 1 After you strike, shadows seem to leap at the opponent from every angle, opening up potential assaults. Encounter Arcane, Weapon, Illusion Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC. Hit: 1[W] + Dexterity modifier damage and target is considered flanked until the end of your next turn.

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4E Races and Classes
Fascinate
Bard Attack 1 You play a melody that magically enraptures your foes. Daily Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Effect: 1d6 + Charisma modifier psychic damage and the target is stunned (save ends). Miss: Charisma modifier psychic damage and no stun (cannot be sustained). Sustain Minor: Charisma modifier psychic damage to target. You cannot sustain this power if the opponent successfully saves against the stun.

Immediate Assistance Bard Attack 1 As your ally suffers at the hands of your foes, you leap into the fray to aid him. Daily Arcane, Weapon Immediate Reaction Melee or Ranged weapon Trigger: An ally within 5 squares takes damage. Target: The opponent who attacked your ally Attack: If you are using a melee weapon, you can move up to 5 squares closer to your ally before attacking. Make a Dexterity vs. AC attack Hit: 2[W] + Dexterity modifier damage Effect: The ally that was damaged can spend a healing surge. Lullaby Bard Attack 1 The droning sound of your instrument overwhelms your foes with a tide of magical weariness. Daily Arcane, Implement, Sleep Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Charisma vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconsious (save ends). Miss: The target is slowed (save ends). Shadow Image Bard Attack 1 You close your eyes and let your imagination run wild. Daily Arcane, Implement, Illusion Standard Action Ranged 10 Effect: You conjure an illusionary image that occupies 1 square within range. Every round, you can move the shadow image 3 squares as a move action. The shadow image lasts until the end of the encounter. Any creature that ends its turn next to the shadow image is subject to a Charisma vs. Will attack. On a hit, the attack deals 1d8 + Charisma modifier damage. Tasha’s Hideous Laughter Bard Attack 1 With a twist of your finger and quick limerick, an opponent falls to the ground laughing uncontrollably, uplifting the chaos of combat if but for a few seconds. Daily Arcane, Implement, Charm, LanguageDependant Standard Action Ranged 5 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

Grease Bard Attack 1 By humming a little ditty, you conjure a field of an oil-like substance, which covers a creature or the ground beneath your opponents. Daily Arcane, Implement, Zone Standard Action Ranged burst 2 within 10 squares Target: Each creature in burst or one creature Attack: Charisma vs. Reflex Hit (burst): 1d6 + Charisma modifer and target is knocked prone. Effect: Any creature that enters or moves through the zone is subject to another attack. You can dismiss this effect as a minor action. Hit (creature): Target drops one hand-held item (your choice) and cannot pick it back up until the end of your next turn. The target also gains a +4 power bonus to escape grabs and a –4 penalty to initiate grab attempts. This effect lasts until the end of your next turn. Hunter’s Horn Bard Attack 1 A short blast of music precedes you and your allies assault. Daily Arcane, Implement, Psychic Standard Action Close Burst 2 Target: All creatures in burst Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier psychic damage. Target is weakened until the end of your next turn. Effect: Allies within the burst gain a +2 power bonus to attack rolls until the end of your next turn.

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4E Races and Classes
Disengage
Bard Utility 2 Your feet hasten in speed, allowing you to withdraw safely from battle. Daily Arcane Move Action Personal Effect: Shift up to twice your speed. Bard Utility 2 You hold up your instrument, and shield of arcane energy springs into existance, protecting you against imminent attacks. Encounter Arcane, Force Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn. Bard Utility 2 A quick fanfare is all it takes to march faster. Encounter Arcane Minor Action Close burst 5 Target: You and each ally in burst Effect: Until the end of your next turn, the targets speed increases by 2 squares.

Violent Crescendo

Heraldic Shield

Bard Utility 2 A timely critical hit affords the opportunity to rally a wounded ally. Encounter Arcane Immediate Reaction Ranged 5 Trigger: An ally within range scores a critical hit. Effect: The ally gains temporary hit points equal to your Charisma modifier.

A

Level 3 Encounter Spellsongs Bladeweave Bard Attack 3 Your weapon shifts and weaves, dizzying your opponent as you strike. Encounter Arcane, Weapon, Illusion Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage and the target is dazed until the end of your next turn. Dazzling Flash Bard Attack 3 You spread your hand toward the target, and a flash of bright light bursts in its eyes. Encounter Arcane, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier radiant damage and the target is dazed until the end of your next turn. Distorting Strike Bard Attack 3 You chant a song under your breath and strike with your weapon, sapping the strength from your opponent. Encounter Arcane, Weapon Standard Action Melee or Ranged Weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage and the target is weakened until the end of its next turn. Inspiring War Cry Bard Attack 3 As you strike, you shout a fierce war cry that heartens a nearby ally. He immediately attempts to shake off whatever condition troubles him most. Encounter Arcane, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Effect: One ally who can hear you and is within 5 squares of you makes a saving throw.

Lively Step

Bard Utility 2 Inspiring words help an ally recover and fight on. Encounter Arcane, Healing Standard Action Ranged 5 Target: You or one ally in range Effect: The target can spend a healing surge.

Rally the Wounded

Refreshing Song

Bard Utility 2 You play a pleasant tune that soothes your allies aches. Daily Arcane, Healing Standard Action Close burst 1 Target: You or one creature Effect: The target regains hit points as if it had spent a healing surge without actually expending a healing surge. Add your Intelligence modifier to the hit points regained. Bard Utility 2 You convince yourself or an ally to shake off a debilitating effect. Encounter Arcane Minor Action Ranged 10 Target: You or one ally Effect: The target makes a saving throw with a power bonus equal to your Charisma modifier. Bard Utility 2 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.

Resolve

War Cry

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4E Races and Classes
Ironthunder Horn Bard Attack 3 You blow an eldritch horn that appears out of thin air, pointing it at a foe in the distance and knocking him to the ground. Encounter Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 2d8 + Charisma modifier thunder damage and knock the opponent prone. Pyrotechnics Bard Attack 3 With a wave of your hand and a snap of your fingers, a flash of fire erupts, followed by a cloud of black smoke. Encounter Arcane, Implement, Fire Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier fire damage, and the target square and all adjacent squares are obscured until the end of your next turn. Shatter Bard Attack 3 A single high note creates a devastating resonance in a nearby object, causing it to explode and shatter debris on your enemy. Encounter Arcane Standard Action Area burst 1 within 10 squares Target: One obstacle no larger than 1 square and all creatures in area Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier thunder damage to the object, and 1d8 + Charisma modifier thunder damage to creatures. Level 5 Daily Spellsongs Battle Hymn Bard Attack 5 Singing the litenany of a heroic song of battle, you wade into combat, inspiring an ally to continue the fight. Daily Arcane, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Charisma modifier damage. Effect: One ally within 5 squares of you makes a saving throw against one effect that the target caused and that a save can end. Glitterdust Bard Attack 5 You throw a stream of shining purple dust that sticks to your foe’s armor and eyes. Daily Arcane, Implement Standard Action Ranged burst 2 in 20 squares Target: Each creature in burst Attack: Charisma vs. Reflex Hit: 1d6 + Charisma modifier radiant damage and the target is blinded (save ends). The target suffers a – 5 penalty to Stealth checks and it ruins invisibility until the end of the encounter. Miss: Target suffers a –5 penalty to Stealth checks and ruins invisiblity until the end of the encounter. Singing Blade Bard Attack 5 The sound of steel resounds with each blow you make. Daily Arcane, Thunder, Weapon Minor Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + 1d6 + Dexterity modifier thunder damage. The target takes a –2 penalty to attack rolls until the end of your next turn. Wave of Grief Bard Attack 5 With a cry of sorrow, your foes believe the fight is hopeless Daily Arcane, Implement, Psychic Standard Action Close blast 3 Target: Each creature in blast Attack: Charisma vs. Will Hit: 2d8 + Charisma psychic damage and the target takes a –2 penalty to attack rolls and defenses (save ends). If the target fails its save, it is restrained. Level 6 Utility Spellsongs Combined Talent Bard Utility 6 You lend your expertise to your companions, improving their skill. Encounter Arcane Minor Action Close burst 5 Target: You and each ally in burst Effect: Until the end of your next turn, aiding another is a minor action that grants a +3 bonus. Heroism Bard Utility 6 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.

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4E Races and Classes
Raging Rhythm
Bard Utility 6 With a steady beat, you whip your allies into a frenzy. Daily Arcane Standard Action Close burst 5 Target: You and each ally in burst Effect: The target gains temporary hit points equal to your Intelligence modifier. In addition, the target gains a +1 power bonus to attack, damage and Will defense. However, the target suffers a –1 penalty to AC. All of these benefits and penalties last until the end of the encounter. Bard Utility 6 Whispering ancient words of power, you touch your ally and reinvigorate him. Daily Arcane, Healing Standard Action Melee touch Target: You or one creature Effect: The target regains hit points as if it spent a healing surge, and the target may use a second wind as an immediate action, without expending any healing surges or counting as having used their second wind. Add your Intelligence modifier to the hit points regained. Bard Utility 6 A quick verse conceals you from opponent’s eyes. Encounter Arcane, Illusion Minor Action Personal Effect: You are invisible until the start of your next turn. If you attack, you become visible.

Soothing Touch

Tactical Precision Bard Attack 7 You strike at the right time, encouraging your allies to work as a team. Encounter Arcane, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage Effect: You and all allies within 5 squares gain a +2 power bonus to attack rolls and deal an additional 1d6 damage when attacking a creature that is granting combat advantage. This lasts until the end of your next turn. Level 9 Daily Spellsongs Dirge of Discord Bard Attack 9 You play an eerie song of death that sows confusion among your foes. Daily Arcane, Implement, Necrotic Standard Action Area burst 2 in 5 squares Target: All creatures within burst Attack: Charisma vs. Will Hit: 3d6 + Charisma modifier necrotic damage, target is slowed and takes a –2 penalty on attack rolls and AC (save ends both) Miss: Half damage, target is slowed and takes a –2 penalty on attack rolls and AC until the start of your next turn. Hold Monster Bard Attack 9 With a piercing gaze, you assault the mind of your foe, making him freeze in his steps. Daily Arcane, Implement, Charm, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier psychic damage and the target is restrained (save ends). Miss: Half damage and the target is immobilized until the end of its next turn. Sound Burst Bard Attack 9 The roaring sound of a furious thunderstorm explodes at your command, leaving your foes reeling in pain. Daily Arcane, Implement, Thunder Standard Action Area burst 2 in 20 squares Attack: Charisma vs. Fortitude Hit: 2d10 + Charisma modifier thunder damage, target is stunned (save ends). Miss: Half damage and the target is dazed until the end of its next turn.

Swift Invisiblity

Level 7 Encounter Spellsongs Deafening Blast Bard Attack 7 The sound of an explosion ripples out from where you point. Encounter Arcane, Implement, Thunder Standard Action Area burst 2 in 10 squares Target: All creatures within burst Attack: Charisma vs. Fortitude Hit: 2d6 + Charisma modifier thunder damage and target is deafened (save ends). Echoing Strike Bard Attack 7 You strike, and the blow echoes over the opponent’s body. Encounter Arcane, Weapon, Thunder Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier and target takes 5 ongoing thunder damage (save ends). One ally within 5 squares can spend a healing surge. Add your Intelligence modifier to the hit points regained.

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4E Races and Classes
War Cry Bard Attack 9 With a loud shout and a heroic charge, your foes flee before you as your allies follow your lead. Daily Arcane, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Special: If using a melee weapon, you must charge as part of this attack. Hit: 2[W] + Dexterity modifier damage and the target moves its speed + your Intelligence modifier in squares away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks. Effect: All allies within sight and 5 squares of you can spend a healing surge. Whirling Weapon Bard Attack 9 You extend a hand and toss your weapon outward, surprising your enemies as it spins and cuts all in its path. Daily Arcane, Weapon Standard Action Close blast 3 Target: Each enemy in blast Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, target grants combat advantage until the end of your next turn. Level 10 Utility Spellsongs G’elsewhere Chant
Bard Utility 10 As you chant and touch your ally, golden sparks fly out, as he appears a distance away in relative safety. Daily Arcane Move Action Melee touch Target: You, one ally, or one unattended object Effect: The target teleports 10 squares away in a random direction and must end up further away from all enemies. Lingering Chorus Bard Utility 10 Spectral voices continue to echo your song. Daily Arcane Free Action Personal Effect: You do not need to spend an action to sustain any of your Bardic Music for the rest of the encounter. In addition, the bonus or number of targets for your Bardic Music increases by 1 until the end of the encounter.

Recovering Song

Bard Utility 10 You chant a soothing chorus, granting peace for a few seconds in a pitched battle. Daily Arcane, Healing Standard Action Close burst 5 Targets: You and each ally in burst Effect: Each target can activate their second wind, even if they have already used it for the encounter. Add your Intelligence modifier to the hit points recovered. In addition, each target gains a +2 power bonus on its saves until the end of your next turn. Bard Utility 10 Playing the anthem of ancient empires, you boost your allies’ morale to win the fight. Daily Arcane Standard Action Close burst 6 Target: You and all allies within hearing range Effect: Until the end of the encounter, the target gains a +2 power bonus to attack rolls, skill checks, saves and damage rolls.

Victorious Song

Level 13 Encounter Spellsongs Dissonant Chord Bard Attack 13 You play a loud note, which is atrocious to hear, driving your enemies back. Encounter Arcane, Implement, Thunder Standard Action Close burst 2 Target: Each enemy in burst Attack: Charisma vs. Fortitude Hit: 2d8 + Charisma modifier thunder damage, an you slide the target out of the burst area. Haunting Tune Bard Attack 13 You sing a grim chorus and your foes shudder in fear. Encounter Arcane, Fear Standard Action Area burst 2 in 10 squares Target: All creatures in burst Attack: Charisma vs. Will Hit: 2d10 + Charisma modifier psychic damage. The target receives a –2 penalty to attack rolls and defenses until the end of your turn. Shadowmend Bard Attack 13 As you strike your foe, you are covered in shadows. The 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

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4E Races and Classes
Dolorous Blow Bard Attack 15 You strike your opponent in the head, impairing his judgment when avoiding deadly blows. Daily Arcane, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage. Until the end of the encounter, any attack roll against the target can score a critical hit on a roll of 19-20. Miss: Half damage. Menacing Shade Bard Attack 15 You close your eyes and imagine a huge creature bend on murdering your foes. Daily Arcane, Implement, Illusion Standard Action Ranged 4 in 10 squares Target: Up to four squares (see below) Effect: You make a visual illusion of a creature object of up Large size (2x2 squares). The illusion can be more than 10 squares from you or your line of sight or it fades out of existence. You can move your image up to 6 squares as a move action. It makes a Charisma vs. Will attack against any opponent that ends its move adjacent to it. The attack deals 3d6 + Charisma modifier damage. The illusion lasts until the end of your next turn. Sustain Standard: The illusion lasts until the end of your next turn up to a maximum of 5 minutes. Misfortune’s Curse Bard Attack 15 You curse a foe and laugh at how unlucky he is to face you in combat. Daily Arcane, Implement, Charm, Psychic Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 3d8 + Charisma psychic damage. Until the end of the encounter, the target must reroll any roll it makes and take the lowest roll (save ends). Miss: Until the end of the encounter, the target takes a –2 penalty to any roll it makes (save ends). Otto’s Imperative Ambulation Bard Attack 15 After you strike, your foe feels compelled to move recklessly. Daily Martial, Weapon, Charm Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. Will Hit: 3[W] + Dexterity modifier damage. Until the end of the encounter, the target must first move 2 squares before taking any action (save ends). Miss: Half damage. Puppeteer Bard Attack 15 With a chuckle and a wiggle of your fingers, your foe grimaces in pain and then falls under your control as if it were a puppet. Daily Arcane, Implement, Charm, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 4d8 + Charisma modifier psychic damage. In addition, the target is dominated until the end of your next turn (save ends). Suicidal actions grant an immediate saving throw to remove the effect. Miss: Half damage and the target is immobilized until the end of your next turn. Sustain Minor: The effect persists until the end of your next turn, up to a maximum of 5 minutes. Level 16 Utility Spellsongs Haste
Bard Utility 16 You play a song with increased tempo, and your allies hurry to the rhythm. Daily Arcane Standard Action Close burst 5 Target: You and each ally in burst Effect: Until the end of the encounter, you and all allies speed increase by 2. In addition, the target gains a +1 power bonus to attack rolls and Reflex saves and can make a basic attack as a move action. Bard Utility 16 You draw an image of yourself out of your mind and manifest it on the battlefield. Daily Arcane, Illusion Standard Action Ranged 10 Effect: You create an illusionary double of yourself that fills the target square. You can move the illusionary double at your speed as a minor action. If the illusion moves more than 10 squares away from you, the image ends. The illusion does not hinder movement, cannot be harmed, pushed, pulled or shifted by a power and cannot make opportunity attacks. As long as the illusionary double is in sight, when using a power, you can choose to have the power eminate from the illusionary double. Sustain Minor: The image persists.

Project Image

Bard Utility 16 You speak encouraging words and hand an ally an instrument. With no effort, he starts to play a masterpiece. Daily Arcane Standard Action Melee touch 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

Protégé

4E Races and Classes
Ruin-Delver’s Fortune
Bard Utility 16 The mistakes of the past will not be repeated. Daily Arcane Immediate Interrupt Ranged 10 Trigger: A creature attacks you or your ally Target: The ally being attacked Effect: The target gains a power bonus to all defenses equal to your Charisma modifier against the attack. In addition, the target takes no damage or ill effect on a miss. Bard Utility 16 A calming song lets you and your allies catch your breath. Encounter Arcane, Healing Standard Action Close burst 5 Target: You and each ally in burst Effect: Each target can spend a Second Wind. Special: This power’s effect does not count as the target’s Second Wind for the encounter.

Spectral Strike Bard Attack 17 Your hands and weapon become ghostlike, enveloping your foe in shadow as you lunge forward. Encounter Arcane, Weapon, Illusion Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity + 2 vs. Reflex Hit: 3[W] + Dexterity modifier damage. The target considers all foes to have concealment until the end of your next turn. Thunderous Shout Bard Attack 17 You cup a hand near your mouth and let loose a yell that shatters everything in your path. Encounter Arcane, Implement, Thunder Standard Action Close blast 6 Target: Each creature or object in blast Attack: Charisma vs. Fortitude Hit: 4d6 + Charisma modifier thunder damage and the target is deafened (save ends). Level 19 Daily Spellsongs

Song of Grace

Swift Flight

Bard Utility 16 With a muttered word, you lift from the ground for a few seconds. Encounter Arcane Minor Action Personal Effect: You gain a speed of Fly 8 until the start of your next turn.

Level 17 Encounter Spellsongs Blinking Assault Bard Attack 17 You appear and disappear from reality for a few seconds as you approach your foe. Encounter Arcane, Teleportation, Weapon Standard Action Melee or Ranged weapon Special: If you are using a melee weapon, you can move up to your speed before after striking without provoking opportunity attacks. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Effect: You gain total concealment until the start of your next turn. Resonating Melody Bard Attack 17 You repeat a verse over and over, healing your allies and confounding your opponents. Encounter Arcane, Psychic, Healing Standard Action Close burst 5 Target: Each foe in burst 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.

Melf’s Slumber Arrows Bard Attack 19 You open your palm slightly and an arrow with swirling green dust appears. Daily Arcane, Sleep Standard Action Ranged 20 Target: One creature Attack: Charisma vs. Will Hit: 3d8 + Charisma modifier damage and target is slowed (save ends). If the target fails its first saving throw, it becomes unconscious (save ends). Miss: Half damage and the target is slowed (save ends). Sustain Standard: You fire another arrow. Mind Fog Bard Attack 19 A thin mist erupts from the ground, playing tricks on your foe’s minds and aiding your allies. Daily Arcane, Charm, Psychic, Healing, Zone Standard Action Close burst 5 Attack: All enemies within burst Hit: 4d8 + Charisma modifier psychic damage. Target takes a –5 penalty to Will defense (save ends). Miss: Half damage. Target takes a –2 penalty to Will defense (save ends). Effect: You and each ally within the area can spend a healing surge. In addition, you or any ally who begins their turn inside the zone heals 5 hit points. Sustain Minor: The zone persists

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4E Races and Classes
Resounding Thunder Bard Attack 19 The sound of a tornado’s winds explodes in the ear of any who dare attack your ally. Daily Arcane, Thunder Standard Action Close blast 5 Target: One creature Attack: 3d8 + Charisma modifier thunder damage nd ongoing 10 thunder damage (save ends). Effect: Choose you or an ally within 5 squares. Until the end of the encounter, any creatures that attacks the chosen individual takes 3d8 + Charisma modifier damage and ongoing 10 thunder damage (save ends). Likewise, the chosen ally gains a +2 power bonus to AC. Thundercloud Bard Attack 19 You sing a cadenza, and a standing wave of thunder lingers in the area Daily Arcane, Implement, Conjuration, Thunder Standard Action Area wall 10 in 10 squares Effect: You create a wall of contiguous squares that have continuous sound waves echoing through the area that lasts until the end of your next turn. The wall can be up to 10 squares long and 4 squares high. The spaces occupied by the wall are considered difficult terrain. If a creature enters the wall, or starts it turn there, it takes 4d6 + Charisma modifier thunder damage and is deafened (save ends). Sustain Minor: The wall persists Level 22 Utility Spellsongs Battlecry
Bard Utility 22 With a bold shout, you rally your allies with a burst of confidence. Daily Arcane, Healing Target: You and all allies within burst Effect: Target gains a power bonus on their next damage roll equal to your Charisma modifier. The target must make this attack before the end of your next turn or lose the bonus. In addition, if the target is suffering from a charm or fear effect, it makes a save against it with a +2 power bonus. Bard Utility 22 Legends never die. Daily Arcane 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.

Nixie’s Grace

Bard Utility 22 The feeling of a wave of water crashes over you and your allies, protecting you from harm. Daily Arcane Standard Action Close burst 5 Targets: You and each ally in burst Effect: Target gains resist 5 to all damage and a +2 power bonus to all defenses until the end of the encounter. Secondary Effect: You gain a swim speed of 6, lowlight vision (if applicable) and can breathe underwater for up to 5 minutes. Bard Utility 22 A golden light emanates from your feet, giving you and your allies a burst of energy. Encounter Arcane, Healing Standard Action Close burst 6 Targets: You and each ally in burst Effect: Target can spend a Second Wind and gains temporary hit points equal to half your level. In addition, if the target is weakened or slowed, it gets a saving throw to remove the effect. Special: this power’s effect does not count as the target’s Second Wind for the encounter. Bard Utility 22 Your music can lead the dead back to the world of the living. Daily Arcane, Healing Standard Action Melee touch Target: One corpse Effect: The target makes a saving throw. If successful, it is returned to life with 1 hit point.

Renewed Vigor

Song of Orpheus

Level 23 Encounter Spellsongs Dimensional Strike Bard Attack 23 You incant a quick verse and vanish from sight and reappear elsewhere. Encounter Arcane, Weapon, Teleportation Standard Action Melee or Ranged Weapon Target: One creature Special: You can teleport up to 5 squares before or after the attack. You gain combat advantage against the opponent you attack. Attack: Dexterity vs. AC. Hit: 3[W] + Dexterity modifier damage.

Legendary Heroism

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

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

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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 Target: All enemies within burst Attack: Charisma vs. Will Hit: 4d8+Charisma modifier psychic damage. In addition, until the end of the encounter, the target is stunned and takes a -2 penalty to attack and defenses.(save ends separately) Miss: Half damage. In addition, takes a -2 penalty to attack and defenses until the end of your next turn.

War Chanter
“I am the living embodiment of the sound of battle.” Prerequisite: Bard Class You are the fearless song of war, pushing those around you to greater heights. You might lead a warband or just be a walking bastion of inspiration during the mosthorrible battles.

War Chanter Path Features
Inspire Toughness (11th level): When you use an action point to gain an extra action, you grant yourself and all allies within 5 squares temporary hitpoints equal to half your level. War Chanter Music (11th level): You can use two Bardic music effects per encounter rather than one. In addition, you can combine two Bardic music effects by just activating one. For example, you could sing counter song and inspire courage with a single standard action. Singing Shout (16th level): Whenever activating Bardic music effects you can grant any affected allies a +2 bonus on their next attack and damage roll before the end of your next turn.

Virtuoso
“Watching my performance is the greatest experience a creature can ever attain.” Prerequisite: Bard Class You are the center of attention, a walking performer of grandiose reputation and talent. Wherever you go, people usually come from far and wide just to see you perform. Your performances have a supernatural effect on those who are near your presence. Even your worst enemies begrudgingly admire or fear your talents even in the thick of battle.

Inspire Recklessness

Virtuoso Path Features
Virtuoso Performance (11th level): When you use an action point to gain an extra action, you gain an additional use of Bardic Music for the encounter. Fascinating Song (11th level): If you do not have the Fascinating song Class feature, you now gain it. (If you already have it, add an additional target to its effect.) Sustaining Song (11th level): Once per encounter you can make one ally within 6 squares automatically succeed on a death or dying effect. Revealing Melody (16th level): Whenever activating a Bardic music effect, you can grant any affected allies the ability to see through illusions and invisibility effects until the end of your next turn.

War Chanter Attack 11 Your carelessly lunge into the fray, ferociously attacking all in your path. Encounter Arcane, Weapon Standard Action Melee or Ranged weapon Target: One creature Special: You can use this power as part of a charge. Attack: Dexterity +2 vs. AC Hit: 3 [w] damage + Dexterity modifier. Effect: You suffer a -2 penalty to AC until the start of your next turn. In addition, one ally within 5 squares of you can use an encounter power either as part of a charge as long as it has a range of melee. The ally suffers -2 penalty to AC and gains a +2 bonus to his attack roll if he chooses to use this power.

Jarring Song Inspire Legion
War Chanter Utility 12 You jump to the front lines and unite your allies with the fervor of the ancient armies of the past. Daily Arcane Standard Action Close burst 12 Target: All allies within burst Effect: Until the end of the encounter, any ally within the effect can use any other ally’s stat modifier if it is higher than his for the purpose of attacking or dealing damage.

Virtuoso Attack 11 You play a high-pitched aria, which disrupts your foes focus. Encounter Arcane, Implement, Psychic Standard Action Close burst 5 Target: Each enemy in burst. Attack: Charisma vs. Fortitude Hit: 3d6+ Charisma modifier psychic damage. In addition, you can move the target 1 square. This provokes opportunity attacks.

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4E Races and Classes
Song of Fury
Virtuoso Utility 12 You play a bandinerie inciting your allies with ferocious vigor. Daily ✦ Arcane Standard Action Close burst 12 Target: All allies within burst Effect: The target gains temporary hit points equal to your level. In addition, the target gains a +2 power bonus to attack rolls, damage rolls and will defense. However, the target suffers a -2 penalty to AC. All of these benefits and penalties last until the end of the encounter.

Shadow Illusion

Shadowdancer Attack 11 You create a shadow duplicate that stands right next to you after striking. Encounter Arcane, Illusion Standard Action Melee weapon Target: One Creature Attack: Dexterity vs. AC Hit: 3 [w] + Dexterity modifier. Effect: You create a duplicate of yourself that stands in your square. Until the start of your next turn, all attacks have a 50% of hitting you. Creatures with special senses such as truesight, tremorsense or blindsight are immune to this effect.

Mindbending Melody

Virtuoso Attack 20 You twist the thoughts of those enthralled by your performance. Daily Arcane, Implement, Charm, Psychic Move Action Close burst 6 Target: Any creature that is restrained by Fascinating Song Attack: Charisma vs. Will Hit: 4d10+Charisma modifier psychic damage. In addition, target is dominated until the start of your next turn. Miss: Half damage and target is dazed until the end of your next turn.

Shadow Jump

Shadowdancer Utility 12 You jump into your shadow and appear behind your foe. Encounter Arcane, Teleportation Move Action Personal Effect: You teleport up to 5 squares. You can’t bring other creatures with you.

Summon Shadow

Shadowdancer
“Now you see me… now you don’t.” Prerequisite: Bard Class You are a living paradox, intriguing the masses by staying out of sight. You usually keep to yourself and use your powers to deceive others. Dancing in the dark borders of reality and the shadowfell, you gain unnatural powers of illusion and deception. You can almost never be kept down, always having a trick up your sleeve.

Shadowdancer Attack 20 You harness the power of the shadowfell and infuse your own shadow with fell power, directing it to attack your enemies. Daily Arcane, Conjuration, Implement Standard Action Ranged 10 Target: One square in range Effect: You conjure an animated shadow that occupies 1 square within range. As a standard action, you can order the shadow to move and attack an opponent you designate. If you do not give the shadow an order for a turn, it does nothing.

Greater Animated Shadow

Level 20 Minion

Shadowdancer Path Features
Hide in Plain Sight (11th level): When you use an action point to hide, you don’t have to have cover or concealment to make a stealth check. This effect lasts until the end of your next turn. Touch of Darkness (11th level): You gain a +2 bonus on stealth checks. Mark of the Shadowfell (16th level): You gain darkvision.

Medium shadow humanoid (undead) XP Initiative +16 Senses perception +16, darkvision HP 1; a missed attack never damages a minion AC 34; Fortitude 32, Reflex 32, Will 32 Immune disease, poison; Resist insubstantial, 15 necrotic; Vulnerable 10 radiant Speed 6, fly 6 (hover); phasing Shadow Claws (standard; at will) +25 vs. Reflex; 4d10 + 7 necrotic damage and target is slowed until the end of its next turn. Infuse with Shadow (standard; at will) The target must be slowed to use this attack +25 vs. Fortitude; 4d10 + 7 necrotic damage and target takes ongoing 10 necrotic damage (save ends). 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)

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4E Races and Classes Barbarian
“Today is a good day to die – for you” A savage warrior who fearlessly strides into battle CLASS TRAITS Role: Striker. Power Source: Primal Key Abilities: Strength, Constitution, Wisdom Armor Proficiencies: Cloth, leather, hide; light shield Weapon Proficiencies: Simple melee, military melee, simple ranged Bonus to Defense: +2 Fortitude Hit Points at 1st Level: 17 + Constitution score Hit Points per Level Gained: 7 Healing Surges per Day: 5 + Constitution Modifier Trained Skills: Endurance. From the class skills list below, choose three trained skills at 1st level. Class Skills: Athletics (Str), Intimidate (Cha), Nature (Wis), Perception (Wis), Stealth (Dex) Build Options: Wrecking barbarian, guerilla barbarian Class Features: Battle Frenzy, Bloodlust Level 1st-10th 11th – 20th 21st – 30th Bloodlust Extra Damage +1d6 +2d6 +3d6

Battle Frenzy

Class Feature You let the fight overtake you, becoming a whirlwind of destruction Daily Primal Minor Action Personal Effect: You gain a +2 power bonus to hit and damage. Your Will defense increases by +1, but you take a -1 penalty to AC. This bonus lasts for the duration of an encounter, or for 5 minutes.

Level 1 At-Will Exploits
Barbarian Attack 1 With a shout, you bring your weapon about forcefully into your foe. At-will Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1 [W] damage + Strength damage Effect: If you bloody a foe with this power, you gain a +1 power bonus to hit until the end of your next turn. Increase damage to 2[W] at 21st level.

Power Strike

Creating A Barbarian
Wrecking Barbarian
You leap into combat, relishing in dropping foes and hewing away at opponents or their weapons and armor.

Guerilla Barbarian
You use the terrain to your advantage, making it hinder foes and hide your approach. You strike, and dart away, denying your opponent a chance to strike back

Driving Blow

Barbarian Class Features
Bloodlust
Once per turn as a minor action, you can designate a foe as the target of your bloodlust. Once per round, you deal extra damage to your target. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. Bloodlust remains active until the end of the encounter, until the target is defeated, or until you designate a different target as the subject of your bloodlust. You can designate one enemy as the target of your bloodlust at a time.

Barbarian Attack 1 You repeatedly bring your weapon against the foe, forcing him back At-Will Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. You can push an enemy back one square Increase damage to 2[W] + Strength modifier at 21st level.

Sidestep Strike

Barbarian Attack 1 You wait for your enemy to swing, sidestep the blow and counterattack At-Will Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Reflex Hit: 1[W] + Strength modifier damage. You can shift one square after the attack. Increase damage to 2[W] + Strength modifier at 21st level.

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4E Races and Classes
Pummel
Barbarian Attack 1 You strike your foe with your weapon and follow it up with an elbow smash, knee strike or a blow with the butt of your weapon At-Will Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Make a secondary attack Secondary Target: Same creature Secondary Attack: Strength vs. AC Secondary Hit: 2 + Strength Modifier damage

Send Flying Barbarian Attack 1 Your blow knocks your opponent into the air briefly, then onto its back Encounter Primal, Weapon Standard Action Melee Weapon Requirement: You must be using a two-handed melee weapon. Target: One Creature Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier and opponent is pushed 1 square and knocked prone. Level 1 Daily Exploits Fearsome Blow
Barbarian Attack 1 You hammer an opponent with your weapon, weakening him. Daily Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Will Hit: 1[W] + Strength modifier and opponent is weakened (save ends). Miss: Opponent is weakened until the end of your next turn.

Level 1 Encounter Exploits Counterstrike Barbarian Attack 1 When your opponent leaves himself defenseless when he buries his weapon into your skin, you strike. Daily Primal, Weapon Immediate Reaction Melee Weapon Trigger: When you are hit by an opponent’s melee attack. Target: The opponent who hit you. Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. If you are bloodied, increase damage to 2[W] + Strength modifier damage. Beast Strike Barbarian Attack 1 Like an enraged beast, you descend on your opponent slashing and striking Encounter Primal, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Miss: 2 + Strength modifier damage. Effect: You may shift one space after the attack. Leaping Assault Barbarian Attack 1 You charge, leaping into the air and bring your weapon down on your opponent with a fearsome yell. Encounter Primal, Weapon Standard Action Melee Weapon Trigger: You charge an enemy Target: One Creature Attack: Strength + 2 vs. AC. Hit: 1[W] + Strength modifier damage and the opponent is dazed until the end of your next turn.

Hunter's Strike

Barbarian Attack 1 You strike a foe, reducing his ability to escape you Daily Primal, Weapon Standard Action Melee or Ranged Weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier and opponent is slowed (save ends) Miss: Opponent is slowed until the end of your next turn.

Barbarian Attack 1 You rain down damage on all your foes Daily Primal, Weapon Standard Action Close burst 1 Requirement: You must be using a two-handed melee weapon. Target: All foes in burst Attack: Strength vs. AC Hit: 1[W] + Strength modifier Miss: Half damage.

Whirlwind of Destruction

Level 2 Utility Exploits 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

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4E Races and Classes
Grin and Bear it
Barbarian Utility 2 You ignore the hit you just took and press on Encounter Healing, Martial Immediate Reaction Personal Requirement: You must be bloodied Trigger: You are hit by an attack Effect: You can spend a healing surge to regain hit points.

Slashing Fury

Shrug it Off Barbarian Utility 2 You convince yourself to ignore a dehabilitating effect. Encounter Primal Minor Action Personal Target: You Effect: You make an immediate saving throw with a power bonus equal to your Constitution modifier. Surge Forward Barbarian Utility 2 You urge yourself into combat. Encounter Primal Minor Action Personal Effect: You shift up to 2 squares towards an opponent. Level 3 Encounter Powers Cave Bear Strike Barbarian Attack 3 You rise up to your full height and smash into your foe. Encounter Primal, Weapon Standard Action Melee Weapon Requirement: You must be using a two-handed melee weapon Target: One creature Attack: Strength vs. AC. Hit: 1[W] + Strength modifier damage and push the target 1 square. If you bloody the opponent, he is also immobilized until the start of your next turn. Crushing Strike
Barbarian Attack 3 A blow to the ribcage ought to take the wind out of your opponent’s sails. Encounter Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC. Hit: 1[W] + Strength modifier damage and the target suffers a –1 penalty to AC and Fortitude until the end of your next turn. If you bloody the opponent, he is also dazed until your next turn.

Barbarian Attack 3 You bring your weapon about in a wide arc, aiming for your victim’s throat Encounter Primal, Weapon Standard Action Melee Weapon Requirement: You must be using a two-handed melee weapon Target: One creature Attack: Strength vs. AC. Hit: 2[W] + Strength modifier damage. If you bloody the opponent, he takes ongoing 5 damage (save ends).

Level 5 Daily Exploits Driving Attack
Barbarian Attack 5 You repeatedly strike your opponent, keeping him on the defensive Daily Primal, Weapon Standard Action Melee Weapon Requirement: You must be using a two-handed melee weapon. Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier and your opponent suffers a –2 penalty to attack rolls as long as you are adjacent to the opponent. Miss: Half damage, and the opponent takes a –1 penalty to attack rolls as long as you are adjacent to it.

Tackling Strike

Barbarian Attack 5 You barrel into your opponent, weapon first, driving him back. Daily Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier damage, and the opponent is pushed a number of squares equal to your Constitution modifier Miss: Half damage, and the opponent is pushed 1 square

Level 6 Utility Exploits Enemy at the Gates
Barbarian Utility 6 You rush your surprised foes before they can act 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.

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4E Races and Classes
Incite the Fury
Barbarian Utility 6 You rouse a seething fury in your allies against your hated foes Daily Primal Minor Action Close Burst 1 Effect: Allies gain a +1 power bonus to hit and damage when making melee attacks. The benefit lasts until the end of the encounter or for 5 minutes.

Shock Trooper

Shieldbiter Barbarian Utility 6 You gnaw on the edge of your shield as you anticipate battle. Encounter Primal Minor Action Personal Effect: You can spend a healing surge to regain hit points and gain a +1 power bonus to attack and damage until the start of your next turn. Falcon’s Swipe
Barbarian Utility 6 You sweep in, attack, and leave your enemy unable to counterattack. Daily Primal, Stance Minor Action Personal Effect: You can make a single basic attack at any point during your movement as a standard action, and then finish your movement. You gain a +4 AC bonus against opportunity attacks after you make the attack until the start of your next turn.

Barbarian Attack 7 You drive into an enemy’s formation, disrupting it and scattering the troops. Encounter Primal, Weapon Standard Action Close burst 1 Effect: Take a move action before making the attack. Attack: Strength + 2 vs. Fortitude Hit: 1[W] + Strength modifier to each opponent in burst and shift each target a number of squares equal to your Wisdom modifier.

Level 9 Daily Exploits Cut from Stem to Stern
Barbarian Attack 9 With an overhand chop, you split your foe down the middle. Daily Primal, Weapon Standard Action Melee Weapon Requirement: You must be using a two-handed melee weapon. Attack: Strength vs. AC Hit: 2[W] + Strength modifier and the opponent is stunned until the end of your next turn. Miss: Half damage and the opponent is dazed until the start of your next turn. Weapon: If you are using an axe or a heavy blade, you gain a power bonus to damage equal to your Constitution modifier. Barbarian Attack 9 Before you go, they’ll go first. Daily Primal, Weapon Immediate Reaction Melee 1 Trigger: You are bloodied by an attack or reduced to 0 or fewer hit points. Target: The creature that just attacked you Attack: Strength + 2 vs. AC Hit: 3[W] + Strength modifier Miss: Half damage. Barbarian Attack 9 You swing your weapon in a grand arc, downing all those near you Daily Primal, Weapon Standard Action Close Burst 1 Requirement: You must be using a two-handed melee weapon. Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Miss: Half damage.

Level 7 Encounter Exploits Cave Bear’s Embrace
Barbarian Attack 7 You wrap your weapon around your opponent, pinning them as you squeeze the life from them. Encounter Primal, Weapon Standard Action Melee Weapon Requirement: You must be using a two-handed melee weapon Target: Strength vs. Reflex. Attack: 1[W] + Strength modifier and the target is grabbed (until escape). Sustain Minor: You sustain the grab and deal Strength modifier damage to the target. Barbarian Attack 7 With a mad gleam in your eye, you unleash a deadly stream of slashes at your foe. Encounter Primal, Weapon Standard Action Melee Weapon Requirement: You must be using a two-handed melee weapon. Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage.

Death Stroke

Devastating Tornado

Crimson Wolverine Strike

Level 10 Utility Exploits

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4E Races and Classes
Dire Boar’s Tenacity Barbarian Utility 10 Attacks seem to simply roll off you without slowing you. Daily Primal, Stance Minor Action Personal Effect: You gain damage resistance equal to half your level. Leap to Battle Barbarian Utility 10 You unleash a fierce battle cry as you leap boldly into the fray. Encounter Primal Minor Action Personal Effect: you can move 3 squares, as long as you can end your move adjacent to an enemy. Lion’s Roar
Barbarian Utility 10 You let out a ferocious war cry, driving your enemies back in fear. Daily Primal Minor Action Close Burst 5 Target: All creatures in burst Attack: Constitution vs. Will Hit: Opponent is weakened and dazed until the end of your next turn. Miss: Opponent is weakened until the end of your next turn.

Shatter Armor

Barbarian Attack 13 You rain heavy blows down on your opponent’s armor, tearing gaping holes in his protection as well as his flesh. Encounter Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W} + Strength modifier and the opponent’s armor is sundered (See sundered condition in Combat section at end of this document). Barbarian Attack 13 You bring your weapon over your head and hurl with both hands, then move to retrieve it from the foe’s body. Encounter Primal, Weapon Standard Action Ranged 5 Requirement: You must be using a two-handed melee weapon. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and your weapon is now in a square adjacent to your opponent. Effect: After making the attack you move up to 5 squares to end adjacent to the target you attacked. You may retrieve your weapon as a minor action. Barbarian Attack 13 A quick blow scatters your opponent’s wits, letting you set up a deadly strike. Encounter Primal, Weapon Standard Action Melee Weapon Requirement: You must be using a two-handed melee weapon. Target: One creature Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier and the target is stunned until the end of your next turn.

Throw and Retrieve

Upside the Head The Mystery of Woad Barbarian Utility 10
The blue paint that covers your bare skin glows briefly, granting you mystical protection. Daily Primal, Stance Minor Action Personal Effect: You gain a +2 power bonus to your AC and Fortitude defense.

Relentless Pursuit

Barbarian Utility 10 As you pull your weapon from your eviscerated foe, you rush towards your next opponent. Daily Primal Free Action Personal Effect: If you drop an opponent to 0 hit points with a melee attack, you may take a move action as long as you move towards another enemy you can see.

Level 15 Daily Exploits Throat Tearer
Barbarian Attack 15 You strike, trying to slice open your opponent’s throat. Daily Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier, and 2 + Strength modifier ongoing damage (save ends). If the opponent is bloodied, he takes 5 + Strength modifier ongoing damage (save ends). Miss: Half damage, and no ongoing damage. Weapon: If you are using an axe or a heavy blade, you gain a power bonus to damage equal to your Constitution modifier.

Level 13 Encounter Exploits Nerve-Shattering Strike
Barbarian Attack 13 Your blow shatters your opponent’s will to fight. Encounter Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Will Hit: 2[W] + Strength modifier and the opponent is weakened (save ends).

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4E Races and Classes
Reeling Blow
Barbarian Attack 15 You slip past your opponent’s defenses and strike at his vulnerable areas. Daily Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Fortitude Hit: 2[W] and the target is stunned until the end of your next turn. If the opponent is bloodied, the target is stunned until the end of your next turn and immobilized (save ends). Miss: Half damage and the target is not stunned or immobilized.

Death Titan’s Evisceration Barbarian Attack 17
You tower over your opponent and rain death on your foe. Encounter Primal, Weapon Standard Action Melee Weapon Requirement: You must be using a two-handed melee weapon. Target: One creature Hit: 2[W] + Strength modifier. If the target is bloodied, the target takes an extra 1d6 damage and is weakened until the end of your next turn. Weapon: If you are using an axe or a heavy blade, you gain a power bonus to damage equal to your Constitution modifier.

Level 16 Utility Exploits Blood Ape Gait
Barbarian Utility 16 Like a lumbering ape, you lurch about with great speed. Daily Primal, Stance Minor Action Personal Effect: Your speed increases by 2 and you gain a +1 power bonus to AC.

Hunter’s Step Barbarian Utility 16 You dog your enemy’s footsteps, refusing to yield. Encounter Primal Immediate Reaction Personal Trigger: An adjacent enemy moves away from you. Effect: Shift into the square that the enemy vacated. You have combat advantage against that enemy until the end of your next turn. Indomitable Will
Barbarian Utility 16 Nothing can dissuade you from dispatching your foes. Daily Primal Free Acton Personal Effect: Immediately end any one dehabilitating effect on you that has a save to end.

Weapon Sunder Barbarian Attack 17 Your blow rains down on the opponent’s weapon, rendering it useless Encounter Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier damage, and the target’s weapon is sunder until it is repaired (See sundered condition in Combat section later in this document). Level 19 Daily Exploits Clear the Forest
Barbarian Attack 19 You enemies surround you like a deadly forest, so you strike at your opponent’s legs, felling them like saplings. Daily Primal, Weapon Standard Action Close Burst 1 Requirement: You must be wielding a two-handed melee weapon Target: Each enemy in burst you can see Attack: Strength vs. AC Hit: 3[W] + Strength modifier and target is knocked prone. If the target is bloodied they are also dazed until the end of your next turn. Miss: Half damage and the opponent is not knocked prone or dazed. Weapon: If you are using an axe or a heavy blade, you gain a power bonus to damage equal to your Constitution modifier.

Thunderfury Boar Hide Barbarian Utility 16 You take the shock of the blow, and it does nothing to you. Daily Primal Immediate Reaction Personal Trigger: An enemy hits you with an attack. Effect: You gain damage resistance 10 + Constitution modifier against the attack. Level 17 Encounter Exploits

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4E Races and Classes
Impaling Strike
Barbarian Attack 19 With a mighty sweep of your weapon, you pin your foe against a solid barrier, held in place with your weapon. Daily Primal, Weapon, Reliable Standard Action Melee Weapon Requirement: You must be wielding a two-handed melee weapon Target: One creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier and push the opponent a number of squares equal to your Constitution modifier. If the opponent is bloodied, he takes an extra 1d6 damage. After each space you push the foe, you shift into the opponent’s square. If the opponent collides with an obstacle, you may discard your weapon to immobilize the opponent (save ends). Weapon: If you are using a Spear or Heavy blade, you gain a +2 bonus to hit with the attack.

Scorn Death

Barbarian Utility 22 With a defiant roar, you send the Raven Queen away. You’ll let her take your enemies, but she won’t get you today. Daily Healing, Primal Free Action Personal Trigger: You are reduced to 0 or fewer hit points Effect: You can use a healing surge, even if you are unconscious or dying. You can also stand from prone after healing. Special: You cannot use this ability if you have no healing surges.

Savage Wolf Strike

Barbarian Attack 19 Like a rabid wolf, you tear and scratch at your opponent. Daily Primal, Weapon Standard Action Melee Weapon Targets: One, two or three creatures Hit: 1[W] + Strength modifier damage each. A target hit once is dazed until the end of your next turn. A target hit twice is stunned until the end of your next turn. A target hit three times is weakened and stunned until the end of your next turn. If the opponent is bloodied, add an extra 1d6 damage to each attack. Miss: Half damage per attack, and the target is not dazed, stunned or weakened. The target does not take additional damage if it is bloodied.

Terror of the Battlefield Barbarian Utility 22 They’re right to fear you; you’re going to kill them all. Daily Primal, Reliable Minor Action Personal Effect: Spend a healing surge to deal 4d10 + Strength Modifier on your next successful attack against the target of your Bloodlust ability, instead of your normal Bloodlust damage. You do not regain any hit points. Level 23 Encounter Exploits Primordial Blow
Barbarian Attack 23 Like a vengeful god, you bring your weapon down on your foe – for the last time. Encounter Primal, Weapon, Acid, Cold, Fire, Lightning, or Thunder Standard Action Melee Weapon Requirement: You must be wielding a two-handed melee weapon Target: One creature Hit: 3[W] + Strength modifier acid, cold, fire, lightning or thunder damage. If the opponent is bloodied, you deal 4[W] + Strength modifier acid, cold, fire, lightning or thunder damage instead. Barbarian Attack 23 You parry the opponent’s attack with your own weapon, then bring you weapon about to skewer him. Encounter Primal, Weapon Immediate Interrupt Melee Weapon Requirement: You must be wielding a two-handed melee weapon Target: The attacking creature Hit: 2[W] + Strength modifier damage. If the opponent is bloodied, you deal 3[W] + Strength modifier instead. Effect: Until the end of your next turn, the target’s attack rolls take a penalty equal to your Wisdom modifier.

Level 22 Utility Exploits Dig In
Barbarian Utility 22 You plant your feet and you’re going nowhere. Daily Primal, Stance Minor Action Personal Effect: You can make an immediate save to avoid being pushed, pulled or shifted. Even if you fail the save, you can’t be moved more than 1 square.

Warding Strike

Growing Fervor Barbarian Utility 22 You thrive on the mayhem you create. Encounter Primal Minor Action Personal Effect: You gain a number of temporary hit points equal to ½ the damage you inflict to a foe on your next successful hit.

Level 25 Daily Exploits

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4E Races and Classes
Predator’s Wounding
Barbarian Attack 25 You wound your opponent, letting him weaken and bleed out. Daily Primal, Weapon Standard Action Melee weapon Requirement: You must be using a two-handed melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: 3[W] + Strength modifier damage and the target is slowed and takes ongoing 10 damage (save ends both). Miss: Half damage and the target takes ongoing 10 ongoing damage (save ends).

Lumbering Blow

Barbarian Attack 27 Like an unstoppable juggernaut, you launch yourself towards an enemy, weapon raised to strike. Encounter Primal, Weapon Standard Action Melee Weapon Target: One creature Effect: You can move your speed + 2 spaces before making the attack. Attack: Strength + 2 vs. AC Hit: 4[W] + Strength modifier damage.

Plowing Strike

Primordial Wrath

Barbarian Attack 25 You unleash the fury within you, striking at every foe you can reach as you rage across the battlefield. Daily Primal, Weapon Standard Action Close Blast 6 Requirement: You must be wielding a two-handed melee weapon. Target: Every creature in blast Attack: Strength vs. AC Hit: 3[W] + Strength modifier. If an opponent is bloodied, they take 4[W] + Strength modifier instead. Miss: Half damage. Effect: After making the attacks, you may shift to any space in the blast.

Barbarian Attack 27 You plow through the enemy lines, trampling foes underfoot as you race to reach your real enemy. Encounter Primal, Weapon Standard Action Melee Weapon Effect: You can shift up to 6 squares and must end up adjacent to an enemy Target: Every creature in path of movement Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier and shift the target 1 square out of your path of movement. At the end of your movement make a secondary attack against the foe you end adjacent to. Secondary Attack: Strength vs. AC Hit: 3[W] + Strength modifier. Miss: Shift target 1 square out of your path of movement. At the end of your movement make a secondary attack against the foe you end adjacent to.

Provoked Attack

Barbarian Attack 25 How dare he strike you? He’ll pay for that! Daily Primal, Stance Minor Action Personal Effect: You can make a basic attack against an enemy you choose as an immediate reaction if it attacks you. You gain a +2 bonus to hit the opponent if it is bloodied.

Level 29 Daily Exploits I Have Become Death
Barbarian Attack 29 With grim determination, you plan the death of your opponent. Daily Primal, Weapon Standard Action Melee Weapon Requirement: You must be wielding a two-handed melee weapon Target: One creature Attack: Strength vs. AC Hit: 4[W] + Strength modifier. If you bloody the opponent, you render it unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: Half damage, and you daze the foe until the end of your next turn if it is bloodied.

Level 27 Encounter Exploits Executing Strike
Barbarian Attack 27 Seeing a wounded enemy, you decide to take advantage and finish him off. Encounter Primal, Weapon Immediate Reaction Melee Weapon Requirement: You must be using a two-handed melee weapon 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
You leave a trail of broken and bleeding corpses in your wake. Daily Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Fortitude Hit: 2[W] + Strength damage and you knock the target prone. You can move up to ½ your speed and make a second attack against another or the same target. You can continue attacking and moving until you miss an opponent or until you have made a total of 10 attacks and moves. Miss: Half damage and your attack and movement end.

Grizzly Stature

Barbarian Utility 12 Your bulk swells, and you tower over your opponent. Daily Polymorph, Primal, Weapon Minor Action Personal Effect: You become Large size. As a Large sized creature, you take up a 2x2 space and gain Reach 2. You also increase your weapon damage by one size and gain a +2 power damage bonus to attacks. This effect lasts for the entire encounter or you can dismiss the power as a minor action.

Group Hug

Bear Warrior
“He is neither man nor beast, but both and neither at the same time” Prerequisite: Barbarian class You are a warrior who draws on the primal power of one of the most powerful animals – the bear. Infused with its strength and cunning you sally forth to rend your foes with savage blows.

Barbarian Attack 20 You scoop up your opponents, crushing them in your 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 escape). Special: As a standard action, you can make a basic melee attack against all grabbed opponents.

Beserker
“Yeeeaaaargh!” Prerequisite: Barbarian class You are a warrior who looses himself in the frenzy of combat. You thrive on the pain you inflict and are coldly blind to the wounds you take as you cleave your opponent sloppily in two. There are few who can withstand the pummeling you can deliver, and those who can, you intend to go down with your axe buried in their chest as far as you can plant it.

Bear Warrior Features
Bear Warrior’s Action (11th level): When you spend an action point, you can take a move action in addition to a standard action. Bear Warrior’s Grab (11th level): When you make a successful attack, if the opponent is one size larger than you or smaller, you may choose to also grab the opponent (until escape). Bear Hug (16th level): When you grab an opponent you can deal 1d6 damage with a minor action.

Beserker Path Features
Beserker’s Action (11th level): When you spend an action point, you can choose to recover your battle frenzy class ability instead of taking an 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 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.

Beserker Exploits

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Beserker Attack 11 Shouting the name of your forefathers and ending the litany of your geneology with your own name, you let your enemy know exactly who sent them the afterlife as you cut them down. Encounter Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. If you bloody the opponent, he is weakened (save ends).

Ancestral Onslaught

4E Races and Classes th

Familiar Kill (16 level): When facing an opponent of a race you’ve faced and defeated previously, you get a damage bonus equal to your Wisdom modifier to attacks you make against the foe (minimum +1).

Leap to the Attack

Beserker Utility 12 Heedless of your companion’s shouts, you leap into the fray. Daily Primal, Weapon No Action Personal Effect: Make a Strength check with a +5 bonus and use that as your initiative check result. If you get the first turn in the encounter, you can shift up to your speed as a free action before taking any other actions.

Fate of My Enemies Trophy Hunter Attack 11 You hurl the severed head of a former foe into the enemy’s midst, causing fear and panic. Encounter Primal, Trophy Standard Action Area burst 1 within 10 squares Target: Each creature in area Attack: Strength vs. Will Hit: 3d8 + Strength modifier psychic damage and the targets are weakened until the start of your next turn. Special: If the trophy is rendered from the same creature type as the target, on a hit the target is weakened (save ends). Strength of the Enemy Trophy Hunter Utility 12
You fondle the necklace of teeth, drawing on the strength stored within your captured trophy to augment yourself. Daily Primal, Trophy Minor Action Personal Effect: You gain a +4 power bonus to attack and damage until the start of your next turn.

A Fine Red Mist

Beserker Attack 20 This is going to be messy… Daily Primal, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. If the opponent is bloodied, you deal 4[W] + Strength modifier damage instead. In either case, the target is dazed until the end of your next turn. Miss: Half damage and the target is not dazed.

Trophy Hunter
“An’ this tooth is from the black dragon Rhyst. Ripped it outta his skull just ‘afore I snapped his neck.” Prerequisite: Barbarian class Glory doesn’t just come from facing and defeating a foe, but proving to everyone else you’ve defeated them as well. If you’re strong enough, you can even draw on your enemy’s former strength to enhance your own abilities. You tend to decorate yourself in grisly trophies taken from former foes that have crossed your path before – armor made from the hide of a dragon you’ve slain, a necklace of teeth made from those who’ve crossed you and a belt weighed down with the severed heads or skulls of those foolish enough to get in your way. Even your axe is made from the shoulderblade of a giant you’ve felled.
th Trophy (11 level): A trophy is a bit of memorabilia rendered from a former opponent’s body (such as a skull, teeth, fingers, ears, etc.). While you possess a trophy, you gain a +1 bonus to attacks vs. AC and a +1 bonus to your own Fortitude, Reflex and Will defenses.

Spirit of the Defeated Trophy Hunter Attack 20 You force the spirit of your defeated foe to fight on your behalf. Daily Conjuration, Divine, Trophy Standard Action Ranged 10 Target: One creature adjacent to ghostly spirit Attack: Strength vs. AC Hit: 3d10 + Strength modifier damage Effect: You conjure a ghostly spirit that resembles the creature from which your trophy is made. It occupies one square within range, and the spirit attacks an adjacent creature. Once per round as a minor action, you can make the spirit attack an adjacent creature. Every round, you can move the spirit 5 squares as a move action. It lasts until the end of the encounter.

Mountain Man
“Go home boy, before I’m forced to teach you a lesson” Prerequisite: Barbarian class, trained in Nature skill. Steeped in the knowledge of the wilderness, you use the very terrain against an opponent to strike them down. They never see you coming, and they never find the bodies.

Mountain Man Path Features.

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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.

4E Races and Classes

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
“I am the spirit that walks unheeded through the wilderness, unseen and feared” A protector of the natural world CLASS TRAITS Role: Striker & Controller. You control the battlefield with a myriad of effects that hinder or kill opponents and/or use your companion and ability to change shape to take out opponents. Power Source: Primal. Key Abilities: Wisdom, Strength, Constitution Armor Proficiencies: Cloth, leather, hide Weapon Proficiencies: Simple melee, simple ranged Implement: Mistletoe, Staff or Pact Dagger Bonus to Defense: +2 Fortitude, +2 Will
st Hit Points at 1 Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier

You focus primarily on Wisdom. Constitution is often your second choice. Strength is not important unless you want to have a back up in case magic becomes ineffective. ♦ Suggested Feat: Ritual Caster (Human feat: Human Perseverence) ♦ Suggested Skills: Heal, History, Nature, Religion ♦ Suggested At-will Powers: Overheat, Thorns ♦ Suggested Encounter Power: Chill, Magic Stones ♦ Suggested Daily Power: Shillelagh

Nature’s Protector Druid
You focus on your Constitution. Dexterity is a great choice to improve upon your AC defense. Strength often compliments the other two well since it helps with most of your attacks while in wild shape. ♦ Suggested Feat: Toughness (Human feat: Combat Reflexes) ♦ Suggested Skills: Nature, Endurance, Athletics, Perception ♦ Suggested At-will Powers: Tear, Stomp ♦ Suggested Encounter Power: Pounce ♦ Suggested Daily Power: Nip at the Heels

Trained Skills: Nature. From the class skills list below, choose four more trained skills at 1st level. Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Religion (Int), Stealth (Dex) Build Options: Feral Warrior Druid, Master of Rites Druid, Nature’s Protector Druid Class Features: Animal companion, Shapeshift, Stride, Ritual Casting

Druid Class Features
Animal Companion
Your animal companion is an animal or beast that accompanies you on your travels. You may determine what the animal companion looks like, but regardless of its appearance, it uses the rules below. • Ability Scores: Choose one set of ability scores from below for your animal companion. Set 1 (Strong Companion): Strength 15, Dexterity 8, 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. Set 2 (Balanced Companion): Strength 12, Dexterity 12, Constitution 10, Intelligence 2, Wisdom 12, Charisma 8, AC 12 + level, Fort 11 + ½ level, Reflex 11 + ½ level, Will 11 + ½ level, Speed 6 squares. Set 2 (Quick Companion): Strength 8, Dexterity 15, Constitution 10, Intelligence 2, Wisdom 12, Charisma 8, AC 12 + level, Fort 10 + ½ level, Reflex 12 + ½ level, Will 11 + ½ level, Speed 8 squares. • The animal companion’s skills equal ½ your level + the companion’s appropriate skill modifier. The animal companion has no trained skilled, but benefits from any feat you have that provides a bonus to skills.

Creating A Druid
Druids depend on Wisdom for most of their abilities or Strength when shapeshifting. Constitution is also useful, since it helps them stand up to damage. The three builds presented here are the feral warrior druid, the master of rites druid and the nature’s protector druid.

Feral Warrior Druid
Your focus is Strength, and you’ll often choose to remain in your Offensive wild shape form just in case. Constitution helps if you're going to get hit sometimes while Wisdom is only important for spreading focus. ♦ Suggested Feat: Weapon Focus: Unarmed (Human feat: Action Surge) ♦ Suggested Skills: Athletics, Endurance, Nature, and Stealth ♦ Suggested At-will Powers: Tear, Rake ♦ Suggested Encounter Power: Pack Tactics ♦ Suggested Daily Power: Rend

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When you gain an increase to ability scores, your animal companion likewise gains an increase in ability scores. You do not have to increase the same ability scores on your animal companion that you increase on your character. • You and your animal companion share the same hit point pool. If you or your animal companion are targeted by an attack, any hit points lost come from the same source. If both you and your animal companion are affected by the same attack from the same source, you only take damage once from the attack, not twice. • You and your animal companion share actions in a round. Fortunately, your animal companion has a Standard action of its own, and you can grant it a Move or Minor action from your own pool of actions. Your animal companion cannot spend action points. • When you use or are affected by a power that has a target of personal, it also benefits your animal companion. An animal companion has its own basic attack, and can use any of your powers that have a Companion keyword in them.

4E Races and Classes
modifier. Increase this to AC 11 + Wisdom or Dexterity modifier at 16th level and 12 + Wisdom or Dexterity modifier at 30th level. Nature’s Protector: You gain +3 starting HP and +1 HP per level. When shapechanged, your AC is 16. Increase this AC to 19 at 16th level and to AC 22 at 30th level.

Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered: Animal Messenger and one other 1st-level ritual of your choice.

Shapechange
Druids have an unusual bond to the natural world, allowing them to take the shape of a myriad of animals. As a druid increases in level, he gains the ability to strengthen and modify his ability to change shape.

Stride
You have Terrain Walk of the type of your choice. Choose between Earth Walk, Forest Walk, Ice Walk and Swamp Walk. • Earth Walk: You treat boulders and other difficult stony terrain as clear. At 11th level and higher you treat treacherous stony terrain as clear. At 21st level, once per day you can pass through up to one square of a stone obstacle as if clear terrain. You cannot end your movement in a stone obstacle. • Forest Walk: You treat trees and overgrowth and other difficult plant-based terrain as clear. At 11th level and higher you treat treacherous plant-based terrain as clear. At 21st level, once per day you can pass through up to one square of a plant creature as if clear terrain. You cannot end your movement in a plant creature. • Ice Walk: You treat icy ground and other difficult snow-covered terrain as clear. At 11th level and higher you treat treacherous icy or snow-covered terrain as clear. At 21st level, once per day you can pass through up to one square of an icy obstacle as if clear terrain. You cannot end your movement in an icy obstacle. • Swamp Walk: You treat shallow water and other difficult bog-based terrain as clear. At 11th level and higher you treat treacherous bogbased terrain as clear. At 21st level, once per day you can pass through up to one square of a bog-based obstacle as if clear terrain. You cannot end your movement in a bog-based obstacle.

Animal Companion Basic Attack Class Feature Your animal companion bites, claws, kicks or otherwise strikes at your foe. At-Will Primal, Companion Standard Action Melee 1
Target: One creature Attack: Strength vs. AC or Dexterity vs. AC Damage: 1d6 + Dexterity Modifier Increase to 2d6 + Dexterity modifier at 21st level. Special: This power counts as a melee basic attack. When a power allows your animal companion to make a melee or unarmed basic attack, the animal companion can use this power.

Favored Form
Druids operate in a variety of ways. Some druids rely on their wild shape to protect allies and nature alike; while others rely on the advantages it brings when combating enemies. There are some druids who only shapechange as a last resort. These druids, instead, focus on their magical talents and their connection to Primordial Chaos or the Feywild. Choose one of the following options. Feral Warrior: When shapechanged, you gain a +2 bonus to damage you deal with melee attacks. When shapechanged, your AC is 13 + Wisdom or Dexterity modifier. Increase this to AC 14 + Wisdom th or Dexterity modifier at 16 level and 15 + Wisdom or Dexterity modifier at 30th level. Master of Rites: Pick one additional 1st level, nonshapechange encounter power. You can exchange that power like you would any other. When shapechanged, your AC is 10 + Wisdom or Dexterity

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4E Races and Classes
Druids and Deities
Unlike clerics, druids tend and worship the primordial forces that spawned the world. As a druid, the primordials do not directly grant you powers. Instead, your knowledge of the secrets of the natural world grant you the ability to wield primal powers. Druids usually congregate into sects where the secrets to these abilities are taught to its members, but in rare cases hermits or otherwise reclusive individuals stumble onto the secrets to wielding these great powers. What you do with your powers once you have learned the secrets of the natural world is up to you, though if you flagrantly abuse them, members of your sect or another sect – or the primordial forces themselves – may move against you. • Unless commanded by the druid, which is normally a standard action, the monster continues its attack against the last foe it was directed to attack, using its basic attack mode. A druid must use a standard action to command a monster he has summoned to use a special attack. If a monster’s target is reduced to 0 hit points and it has not been commanded to attack another target, the summoned monster attempts to move to end adjacent to the druid, awaiting more orders. A summoned monster lasts until dropped to 0 hit points, the encounter ends or 5 minutes pass.

Implement
Druids make use of mistletoe for many of their primal powers. A druid wearing or holding enchanted mistletoe can add its enhancement bonus to the attack rolls and damage rolls of druid powers, as well as druid paragon path powers, that have the implement keyword. Without mistletoe, a druid can still use his powers, but he or she doesn’t gain the bonus provided by the enchanted implement. 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 daggers are often give to respected members of a druid’s circle.

Druid Powers
Your druid powers are called appeals. Some are better for the shapeshifter druid and some are better for the controlling druid, but a druid can choose any power when making a class selection.

Class Features
The druid has two class features that act like powers, shapechange and an animal shape basic attack.

Summoned Monsters
The druid has several abilities that lets him summon monsters to aid him in combat. The following rules apply to all summoned monsters. • You may only have one summoned creature in existance. If you summon another creature while you have one in existance, the first creature instantly fades from existance. • The monster activates on the druid’s turn. The monster’s turn starts when the druid’s turn starts, so it takes any ongoing damage, regenerates and so forth at the same time as the druid. Likewise, the monster’s turn ends when the druid’s turn ends, so it makes any saving throws • The monster has a Standard action, Move action and Minor action each turn. Unlike an animal companion, it cannot use any of the druid’s powers and has its own pool of hit points. The summoned monster can make opportunity attacks. • The monster can act in the turn it is summoned. As part of the summoning, the druid can command it to attack a target of his choice. The monster’s appearance does not cause surprise. • The monster cannot use Action Points or use a Second Wind.

Shapechange Class Feature You form melts and shifts, and in a blink of an eye you have become a savage animal. Encounter Primal, Polymorph, Shapechange, Stance Minor Action Personal Effect: You take on the appearance of an animal of small or medium size. While in this shape, the following rules apply. • You cannot use manufactured weapons or armor; these items meld into your new shape and cannot be accessed until you change back. • You use your Animal Shape Basic attack to perform your own attacks while in animal form. • You cannot activate any item’s special ability that requires anything more than a free action to activate. • Your AC becomes 13 + Dexterity or Intelligence modifier. • Upon taking animal shape, you can spend a healing surge. This does not count against your ability to use a Second Wind. • While in animal form, you can use any power or ability with the Shapechange keyword. You cannot us a power or ability that does not have the shapechange keyword while shapechanged. • You can change back to your normal form as a Minor Action, ending the use of this ability for the encounter. Shapechange lasts until you are unconscious, are dying 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 for as long as you desire.

Primal Strike

Animal Shape Basic Attack

Druid Attack 1 You bite, claw, kick or otherwise strikes at your foe. At-Will Primal Standard Action Melee 1 Target: One creature Attack: Strength vs. AC Damage: based on favored form Feral Warrior: 1d10 + Strength modifier Increase to 2d10 + Strength modifier at 21st level Master of Rites: 1d4 + Strength modifier Increase to 2d4 + Strength modifier at 21st level Nature’s Protector: 1d6 + Strength modifier Increase to 2d6 + Strength modifier at 21st level Special: This power counts as a melee basic attack. When a power allows you to make a melee or unarmed attack when shapeshifted, you can use this power.

Druid Attack 1 Like a savage animal backed into a corner, you strike out at your foes. At-Will Primal, Weapon, Companion, Shapechange Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier and you gain a +1 power bonus to hit until the end of your next turn. Increase damage to 2[W] + Strength modifier at 21st level.

Thorns

Level 1 At-Will Appeals Claw and Bite
Druid Attack 1 You tear at your opponent with natural weapons. At-Will Primal, Companion, Shapechange Standard Action Melee Weapon Requirement: You must be shapechanged to use this power yourself Target: One or two creatures Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and make a secondary attack against the same or an adjacent target. Secondary Attack: Strength vs. AC Secondary Hit: 1[W] damage. Druid Attack 1 You hold out your hand, palm up, and a swirling ball of flame hovers over it that you can hurl or rake across an opponent. At-Will Primal, Implement, Fire Standard Action Melee or Ranged 10 Target: One creature Attack: Dexterity vs. Reflex Hit: 1d6 + Wisdom modifier fire damage. Increase to 2d6 + Wisdom modifier fire damage at 21st level.

Druid Attack 1 You conjure thorns which dig into shins and heels painfully. At-Will Primal, Implement, Conjuration Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d6 + Wisdom modifier damage and half damage if target moves before the start of your next turn. Increase damage to 2d6 + Wisdom modifier at 21st level.

Level 1 Encounter Appeals Chill to the Bone
Druid Attack 1 Uttering an appeal to the Primordials, your palm full of water plunges the enemy into the depths of winter. Encounter Primal, Implement, Cold Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Fortitude Hit: 2d6 + Wisdom modifier cold damage, and the target is slowed until the start of your next turn. Master of Rites: After the start of your next turn, the target is still slowed (save ends). Druid Attack 1 With a word and a motion, you cause the very ground to rise up and entwine about your foes. Encounter Primal, Implement, Zone Standard Action Area burst 2 within 10 squares Target: Each creature in area Attack: Wisdom vs. Fortitude Hit: 1d6 + Intelligence modifier. Effect: Target that enters the zone must immediately stop moving. Any target already in zone is slowed. Sustain Minor: The zone persists

Primal Fire

Entangle

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4E Races and Classes
Furious Wind Druid Attack 1 At your command, a powerful wind blows in the direction you point. Encounter Primal, Implement Minor Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 1d6 + Wisdom modifier and shift the target a number of spaces equal to you Wisdom modifier. Ice Lash
Druid Attack 1 You whip your arm about, emulating the lashing of a whip. Frost lashes out in the wake of your motion. Encounter Primal, Ice, Implement Standard Action Close Burst 2 Target: Each target in burst Attack: Wisdom vs. Fortitude Hit: 2d6 + Wisdom modifier cold damage and the target is slowed until the start of your next turn. Master of Rites: The target treats all terrain it moves through as difficult terrain until the start of your next turn. Druid Attack 1 You pick up three rocks and lightly toss them in the air. They hover, begin to spin and then rocket towards the enemy you point to. Encounter Primal, Implement Standard Action Ranged 5 Target: Up to 3 creatures Special: Pick your targets before you roll the attack. You may pick the same target 3 times. Attack: Wisdom vs. Reflex; make one attack against all targets Hit: 1d6 damage to each target, and you deal Wisdom modifier damage to one target. Druid Attack 1 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.

Heat Metal

Druid Attack 1 You turn an opponent’s reliance on manufactured items against him. Daily Primal, Fire, Implement Standard Action Ranged 20 Target: One creature using a manufactured weapon or armor Attack: Wisdom vs. Fortitude Hit: 2d4 + Wisdom modifier fire damage and ongoing Fire 2 + Wisdom modifier. Miss: Half damage and no ongoing damage.

Hold Animal

Magic Stones

Druid Attack 1 You gaze deep into an animal’s eyes, holding it enraptured. Encounter Primal, Charm, Implement, Shapechange Standard Action Ranged 10 Target: One natural beast Attack: Wisdom vs. Will Hit: The creature is stunned until the end of your next turn. Sustained Move: The creature is stunned until the end of your next turn.

Nip the Heels

Pounce

Druid Attack 1 You bite threateningly at your enemy, drawing their attention to you. Daily Primal, Companion, Shapechange, Weapon Standard Action Melee Weapon Requirement: You must be shapedchanged to use this ability yourself. Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier Effect: Until the end of your next turn, if the target moves or shifts away from you, shift one square and make an immediate basic attack against it.

Level 1 Daily Appeals

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4E Races and Classes
Rend
Druid Attack 1 With claws like razors, you cut into your enemy and open a gaping wound. Daily Primal, Companion, Reliable, Shapechange, Weapon Standard Action Melee 1 Requirement: You must be shapechanged to use this power yourself. Target: One creature Attack: Strength vs. AC; make two attacks Hit: 1[W] + Strength modifier damage and if both attacks hit, the target takes 1d6 additional damage.

Level 2 Utility Appeals Animal Defender Druid Utility 2 Your animal companion steps in the way of your foes, snapping at biting at your opponent’s heels. At-Will Primal, Companion Minor Action Melee 1 Effect: Your animal companion marks a foe it attacks. The mark lasts until your animal companion attacks another creature, change targets or the encounter ends. Barkskin
Druid Utility 2 Your skin takes on a hard, bark-like covering, protecting you from physical attacks. Daily Primal, Companion, Shapechange Minor Action Personal Effect: You gain a +2 power bonus to AC until the end of the encounter.

Rolling Fire

Druid Attack 1 You conjure a rolling ball of fire and control where it goes. Daily Primal, Conjuration, Fire, Implement Standard Action Ranged 10 Target: One creature adjacent to the flaming sphere Attack: Wisdom vs. Reflex Hit: 2d6 + Wisdom modifier fire damage. Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Wisdom modifier fire damage. As a move action, you can move the sphere up to 6 squares. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere. Druid Attack 1 You murmur a mystical word of power to the weapon in your hand, and you hear it harden in response just before it connects with your foe. Daily Primal, Implement, Weapon Standard Action Melee Weapon Requirement: You must be wielding a quarterstaff or club Target: One creature Attack: Strength +1 vs. AC Hit: 3[W] + Strength + Wisdom modifier damage. Effect: You get a +1 power bonus to the attacks and damage of powers with the Implement keyword until the end of the encounter

Bestow Primal Healing Druid Utility 2 You appeal to primordial powers and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim green glow. Daily Primal, Healing Standard Action Melee touch Target: You or one creature Effect: The target regains hit points as if it had spent a healing surge. Fog Cloud
Druid Utility 2 You exhale and a cloud of misty vapors shrouds you and your allies. Encounter Primal, Zone Standard Action Area burst 3 within 20 squares Effect: You create a zone of misty vapors that provides concealment. Targets adjacent to one another in the fog cloud have concealment, while any targets not adjacent to one another have total concealment. Sustain Minor: The zone persists until the end of the encounter. You can dismiss the zone at any time as a minor action.

Shillelagh

Summon Swarm

Druid Attack 1 Stinging and biting, a swarm of ravenous insects heeds your call. Daily Primal, Implement, Zone Standard Action Area burst 2 within 20 squares Target: Each creature in zone Attack: Wisdom vs. Fortitude Hit: 1d6 + Wisdom modifier and target is dazed. Effect: Target that enters zone must stop movement. Target in zone is slowed. Sustain Minor: The zone persists.

Goodberry Druid Utility 2 You pull a handful of enchanted blackberries from your satchel and pass them around to your party for use at a moments notice. Daily Primal, Healing Standard Action Effect: You create a number of goodberries equal to your Wisdom modifier. Until the end of the day, you or an ally can eat one berry as a minor action to use a healing surge. The target also regains a number of extra hit points equal to your Wisdom modifier.

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4E Races and Classes
Sprint Druid Utility 2 As you move across the field of battle, your form melts into that of a fast-moving animal. Encounter Primal, Companion, Shapechange Move Action Personal Effect: Move up to twice your speed. Tree Shape
Druid Utility 2 Holding your arms outstretched, your body stiffens into wood as you take on the semblance of a tree. Encounter Primal, Polymorph Standard Action Personal Effect: You take on the appearance of a Medium tree. You gain resist 20 to all attacks, but cannot move or attack. It takes a Perception DC 20 check to discern you are anything other than an ordinary tree. Sustain Standard: You remain in tree form.

Flame Blade

Druid Attack 3 Uttering a mystical word, a blade of flame appears in your hand to smite your enemies with. Encounter Primal, Implement, Flame Standard Action Melee 1 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier fire damage. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the flame blade. You can dismiss the flame blade as a minor action. Druid Attack 3 You catch your opponent in your jaws and yank him off his feet. Encounter Primal, Companion, Shapechange Standard Action Melee 1 Target: One enemy Hit: 1[W] + Strength modifier and the target is knocked prone.

Takedown

Level 3 Encounter Appeals Blast of Wind
Druid Attack 3 You call forth a terrible wind that batters foes. Encounter Primal, Implement Standard Action Area blast 3 within range 5 Target: All creatures in blast Attack: Wisdom vs. Fortitude Hit: 1d6 + Wisdom modifier damage, and push the target a number of squares equal to your Wisdom modifier. Master of Rites: At the end of the push, the target falls prone. Druid Attack 3 You strike at your target and dare it to move again. Encounter Primal, Companion, Shapechange, Weapon Standard Action Melee 1 Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage and you may make a basic melee attack as an immediate reaction if the target moves or shifts away from you this turn. Nature’s Protector: You can use this attack as an opportunity attack if the target is moving away from you. Feral Warrior: Half damage on a miss Druid Attack 3 You appeal to the heavens, which sends down a bolt of shining blue lightning to strike your foe. Encounter Primal, Electrical, Implement 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.

Level 5 Daily Appeals Anklebiter
Druid Attack 5 You snap at your opponent’s ankle, dealing a crippling blow that forces him to stumble across the battlefield. Daily Primal, Companion, Shapechange Standard Action Melee 1 Target: One creature Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier damage, and the target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked prone.

Catspaw

Poison

Call Lightning

Druid Attack 5 You point your finger at an enemy and fill his body with vile poison Daily Primal, Implement, Poison Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude Hit: 3d6 + Wisdom modifier and the target takes ongoing poison 2 + Wisdom modifier damage (save ends). Miss: Half damage and no ongoing damage. Master of Rites: on a miss, ongoing Wisdom modifier poison damage (save ends).

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4E Races and Classes
Pummel
Druid Attack 5 You slam into your foe relentlessly. Daily Primal, Reliable, Companion, Shapechange, Weapon Standard Action Melee Weapon Target: One creature Primary Attack: Strength vs. AC; make two attacks Reliable: If you miss with both primary attacks, you do not expend the use of this power. Hit: 1[W] + Strength modifier damage and make one secondary attack against the same target. Secondary Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage.

Greater Primal Healing Druid Utility 6 You appeal to the primordial powers and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a bright green glow. Daily Primal, Healing Standard Action Melee touch Target: You or one creature Effect: The target regains hit points as if it had spent two healing surges. Summon Primal Protector Druid Utility 6 You call to the wilderness around you, and it sends an ally in response. Encounter Primal, Conjuration, Shapechange Standard Action Ranged 10 Effect: You create a primal protector that obeys your command. The primal protector can take the outward appearance of any small-sized animal you choose. The primal protector remains until dropped to 0 hit points, the encounter ends, or for 5 minutes.
Level 6 Minion Small natural beast XP Initiative: +6 Senses Perception +7;low-light vision HP 1; a missed attack never damages a minion AC 22; Fortitude 18, Reflex 18, Will 18 Speed 8 Claws (standard; at-will) +13 vs. AC; 1d10+4 damage Guarding Attack (standard; encounter) Until the end of the primal protector’s next turn, if you (the druid) are adjacent to either the primal protector or the target, you gain a +2 power bonus to AC against the target’s attacks. +13 vs. AC; 3d8+4 damage Alignment Unaligned Languages – Str 19 (+7) Dex 16 (+6) Wis 16 (+6) Con 16 (+6) Int 2 (-1) Cha 8 (+2)

Snowstorm

Druid Attack 5 With a wave of your hand, icy sleet rains down on the area you designate. Daily Primal, Cold, Implement, Zone Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Wisdom vs. Fortitude Hit: 1d10 + Wisdom modifier cold damage. Effect: The burst creates a zone of blowing ice and snow that blocks line of sight and is considered difficult terrain until the end of your next turn. Creatures that enter the zone or start their turns there take 1d6 + Wisdom modifier cold damage. As a move action, you can move the zone up to 6 squares. Sustain Minor: The zone persists.

Primal Protector

Level 6 Utility Appeals Animal Affinity Druid Utility 6 You call upon the Animal Lords to grant a bit of their primal power to yourself or an ally. Daily Primal, Shapechange Minor Action Melee Touch Effect: You grant a +2 power bonus to attack rolls for the target. This power lasts until the end of the encounter. Camouflage
Druid Utility 6 Like a chameleon, you blend into your surroundings. Daily Primal, Companion, Shapechange Minor Action Personal Effect: You have superior cover until the start of your next turn as long as you do not move more 2 spaces.

Wall of Fog Druid Utility 6 You create a billowing wall of gray fog that obscures vision. Daily Primal, Conjuration Standard Action Area wall 8 within 10 Effect: You conjure a wall that consists of contiguous squares filled with arcane fog. The wall lasts until the 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

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4E Races and Classes
Bear Hug
Druid Attack 7 You grab your enemy and maul them. Encounter Primal, Companion, Shapechange, Weapon Standard Action Melee Weapon Requirement: You must be shapechanged to use this ability yourself. Target: One creature your size, smaller or one size larger Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and the target is grabbed (until escape). You get a +2 to any checks, defenses, or saves triggered by the target if the result would end the grapple. Nature’s Protector: You can sustain the grab as a free action. Druid Attack 7 You call out to the world around you, and it responds, ensnaring your foe. Encounter Primal, Implement, Zone Standard Action Ranged 5 Target: One creature in area Attack: Wisdom vs. Fortitude Hit: 2d6 + Wisdom modifier damage and the target is immobilized (save ends).

Pillar of Fire

Druid Attack 9 A column of flame roars downward to engulf your foes. Daily Primal, Fire, Implement Standard Action Area burst 2 within 10 squares Target: Each enemy in burst Attack: Wisdom vs. Reflex Hit: 2d10 + Wisdom modifier fire damage, and ongoing 5 + Wisdom modifier fire damage (save ends). Miss: Half damage, and no ongoing fire damage.

Snapping Jaws

Snare

Druid Attack 9 You bite and snap at the opponent, forcing him right where you want him to move. Daily Primal, Companion, Shapechange, Weapon Standard Action Melee 1 Target: One creature Attack: You slide the target to any other square adjacent to you, and then make a Strength vs. AC attack. Hit: 3[W] + Dexterity modifier damage. Effect: Until the end of the encounter, as long as you are adjacent to the target, you slide the target 1 square before making a melee attack against it.

Wall of Flames

Spike Stones

Druid Attack 7 You curse the ground, and it erupts in cruel spikes of hardened earth. Encounter Primal, Implement, Zone Standard Action Burst 4 within 10 squares Target: Each creature in area Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier and target is slowed until the end your next turn. Effect: The zone creates an area of difficult terrain that lasts until the end of your next turn. A creature that enters the zone or starts it turn there takes 1d8 + Wisdom modifier. Sustain Minor: The zone persists. Druid Attack 7 You leap at the opponent, slashing and biting. Encounter Primal, Companion, Weapon, Shapechange Standard Action Melee 1 Attack: You shift up to 2 squares then make a Strength vs. AC attack. Hit: 2[W] + Wisdom modifier.

Druid Attack 9 A blazing wall of flame erupts from the ground at your command. Daily Primal, Conjuration, Fire, Implement Standard Action Area wall 8 within 10 squares Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts it turn adjacent to the wall takes 1d6 + Wisdom modifier fire damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 + Wisdom modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. Sustain Minor: The wall persists.

Wither Wildstrike

Level 9 Daily Appeals

Druid Attack 9 You glare at your opponent and his flesh desiccates, eyes sink into his skull and his hair falls out in clumps. Daily Primal Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Fortitude Hit: 2d10 + Wisdom modifier and the target is weakened (save ends). Miss: Half damage and the target is weakened until the end of your next turn.

Level 10 Utility Appeals

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4E Races and Classes
Mass Primal Healing Druid Utility 10 With a wave of your hand, healing motes of green light engulf you and all nearby allies. Daily Primal, Healing Standard Action Close burst 5 Targets: You and each ally in burst Effect: The targets regain hit points as if they had spent a healing surge. Add your Charisma modifier to the hit points regained. Special: You cannot target both yourself and your animal companion with this power. Summon Primal Hunter Druid Utility 10 You call to the wilderness around you, and it sends an ally in response. Encounter Primal, Conjuration, Shapechange Standard Action Ranged 10 Effect: You create a primal hunter that obeys your command. The primal hunter can take the outward appearance of any medium-sized animal you choose. The primal hunter remains until dropped to 0 hit points, the encounter ends, or for 5 minutes.
Level 10 Minion Medium natural beast XP Initiative: +10 Senses Perception +7;low-light vision HP 1; a missed attack never damages a minion AC 24; Fortitude 22, Reflex 22, Will 22 Speed 8 Claws (standard; at-will) +15 vs. AC; 2d6+5 damage Wolf Pack Tactics (standard; encounter) Before primordial hunter attacks, shift you (the druid) or the target 1 square as a free action. +15 vs. AC; 3d10+5 damage Alignment Unaligned Languages – Str 21 (+10) Dex 17 (+8) Wis 17 (+8) Con 17 (+8) Int 2 (-) Cha 8 (+4)

Armor of Thorns

Druid Attack 13 Primordial power courses through you, creating a natural armor of thick thorns that harms those that are near you. Encounter Primal, Implement, Zone Immediate Reaction Close burst 1 Trigger: A creature within range attacks you Effect: 1d8 + Wisdom modifier damage, and you gain a +2 power bonus to AC until the end of your next turn. Master of Rites: You can sustain this power with a minor action. In such a case, the effect persists and damages any creature that enters the zone. Druid Attack 13 You whisper a word of elemental power and hurl a flaming ball of ice. Waves of fire and ice explode outward from the point of impact. Encounter Primal, Cold, Fire, Implement Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Wisdom vs. Fortitude Hit: 3d6 + Wisdom modifier cold and fire damage. Effect: This power’s area is difficult terrain until the end of your next turn. Any creature that starts its turn in the area takes 5 cold and fire damage. You can dismiss the effect as a minor action.

Blazing Blizzard

Primal Hunter

Venom Immunity

Druid Utility 10 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.

Druid Attack 13 You summon a storm to hamper enemies. Encounter Implement, Primal, Lightning, Thunder, Zone Standard Action Area burst 6 within 10 Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: 1d10 + Wisdom modifier Lighting and Thunder damage Effect: The burst creates a zone with a stormcloud overhead. Creatures that enter the zone or start their turns there take 1d10 + Wisdom modifier Lightning and Thunder damage. As a move action, you can move the zone up to 6 squares. Sustain Minor: The zone persists.

Call Lightning Storm

Level 13 Encounter Appeals

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4E Races and Classes
Dire Pounce
Druid Attack 13 Like a great cat, you leap upon your foe and take them down with a flurry of clawing and biting. Encounter Primal, Companion, Shapechange, Weapon Minor Action Melee 1 Effect: Until the end of the encounter, when you hit a target with a charge attack, the target makes an immediate save or is knocked prone. Target: One creature Trigger: You successfully hit the target with your charge this round. Attack: Strength +2 vs. Reflex Hit: 1[W] + Strength modifier damage, and you knock the target prone (save avoids). Feral Warrior: Hit or miss, you knock the target prone (save avoids).

Bellowing Roar

Druid Attack 15 You roar with bestial power and shove your enemy to make it focus on you. Daily Primal, Companion, Shapechange, Weapon Standard Action Melee 1 Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and you push the target 2 squares. Special: The target is marked by you until the end of the encounter, and all of your enemies within 2 squares of you or the target are marked until the end of your next turn. Miss: The target and all of your enemies within 2 squares of you or the target are marked until the end of your next turn.

Maul

Druid Attack 13 You attack the enemy and allow it no chance to retaliate as you latch on. Encounter Primal, Companion, Shapechange, Weapon Standard Action Melee Weapon Requirement: You must be shapechanged to use this ability yourself. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and the target is grabbed (until escape). Make a secondary attack agains the same target. Secondary Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage Nature’s Protector: You can use the secondary attack of this power as an At-Will when you have a target grabbed. Druid Attack 13 With a thought, your weapon becomes covered in supernatural frost. Encounter Primal, Cold, Companion, Weapon, Shapechange Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Wisdom modifier cold damage and the target is immobilized until the start of your next turn.

Fire Seeds

Druid Attack 15 You whisper to the acorn in your hands, then hurl it at your enemy, where it explodes in fire. Encounter Primal, Fire, Implement Standard Action Burst 2 within 10 squares Target: Every creature in area Attack: Wisdom vs. Reflex Hit: 3d8 + Wisdom modifier fire damage and 10 ongoing fire damage. Miss: Half damage and no ongoing fire damage.

Food for the Worms

Winter’s Claws

Druid Attack 15 Your enemy will be better served filling the belly of carrion birds and the worms of the earth. Daily Primal, Companion, Shapechange, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 4[W] + Strength modifier. Miss: Half damage. Special: If the target is bloodied, this attack does 5[W] + Strength modifier damage on a hit (half damage on a miss) and can score a critical hit on a roll of 1720.

Icy Blast

Level 15 Daily Appeals

Druid Attack 15 You create a tremendous blast of supernatural cold, freezing your enemies. Daily Primal, Cold, Implement Standard Action Close blast 5 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).

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4E Races and Classes
Icy Wall
Druid Attack 15 A wall of glittering, jagged ice appears at your command. Daily Primal, Cold, Conjuration, Implement Standard Action Area wall 12 within 10 squares Effect: You conjure a solid wall of contiguous squares filled with arcane ice. The wall can be up to 12 squares long and up to 6 squares high. Any creature that starts its turn adjacent to the wall takes 2d6 + Wisdom modifier cold damage. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall. Special: As a standard action, a creature can attack one square of the wall. Each square has 50 hit points. Any creature that makes a melee attack against the wall takes 2d6 cold damage. The wall has vulnerability 25 to fire. If the wall is not destroyed, it melts away after 1 hour.

Primal Mount Druid Utility 16 You provide your ally with much needed assistance and mobility. Encounter Primal, Companion, Shapechange, Stance Requirement: You must be shapechanged to use this ability yourself. Minor Action Personal Effect: Until the end of the encounter an ally can use you or your animal companion as a mount to gain a +4 power bonus to his speed and deal 3[W] + Strength modifier damage on a charge. You and your ally occupy and threaten the same 2x2 square. Each of you can still only attack on your own turns, but move at the same time on your turn. Primal Stoneskin
Druid Utility 16 You sprinkle a tiny pinch of diamond dust over the subject, and his skin turns gray and hard as granite. Daily Primal Standard Action Melee touch Target: You or one ally Effect: The target gains resist 10 to all damage until the end of the encounter or for 5 minutes.

Empower Staff

Druid Attack 15 You strike your foe once while preparing a more deadly assault. Daily Implement, Primal, Reliable, Weapon Standard Action Melee Weapon Requirements: You must be wielding a staff Target: One creature Attack: Make an attack with one encounter attack power of less than 15th level you have available. Reliable: If you miss with the attack, you do not expend the use of either power. Hit: As the encounter power’s description, and pick a second encounter power of a lower level. Until the end of the encounter, if you are wielding your staff, you can use that power as a minor action. Druid Attack 15 The sky alights with power, then strikes downward, blasting your enemy. Daily Primal, Implement, Lightning Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 3d8 + Wisdom modifier lightning damage and ongoing 8 + Wisdom modifier lightning damage (save ends). Miss: Half damage and ongoing Wisdom modifier lightning damage (save ends).

Slink Into Shadows Druid Utility 16 While the opponent is distracted, you slip into the shadows and out of sight. Daily Primal, Companion, Shapechange Immediate Reaction Personal Trigger: An ally hits an opponent you are adjacent to. Effect: You can shift 2 squares and make a Stealth check with a +3 bonus to attempt to hide. Summon Primal Brute Druid Utility 16 You call to the wilderness around you, and it sends an ally in response. 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.

Lightning Strike

Level 16 Utility Appeals

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4E Races and Classes
Level 16 Minion Large natural beast XP Initiative: +9 Senses Perception +13;low-light vision HP 1; a missed attack never damages a minion AC 28; Fortitude 28, Reflex 28, Will 28 Speed 8 Claws (standard; at-will) +19 vs. AC; 3d8+7 damage Visejaw Strike (standard; recharge 4 5 6) +17 vs. Fortitude; 4d12+7 damage and opponent is grabbed (until escape). Crush (Standard; at-will) The primal brute deals 4d12+7 damage to an opponent it has grabbed (no attack roll required). Alignment Unaligned Languages – Str 24 (+15) Dex 19 (+12) Wis 21 (+13) Con 21 (+13) Int 2 (+4) Cha 8 (+7)

Primal Brute

Frozen Tomb

Druid Attack 17 You target an enemy with a freezing ray that briefly traps him in an icy sarcophagus. Encounter Primal, Cold, Implement Standard Action Ranged 20 Target: One creature Attack: Wisdom vs. Reflex Hit: 3d10 + Wisdom modifier cold damage, and the target is entombed in ice. While entombed, the target is stunned, and attacks cannot gain line of effect against it. This effect lasts until the end of your next turn. Druid Attack 17 You slash at enemies ferociously, moving from one to the other. Encounter Primal, Companion, Shapechange, Weapon Standard Action Melee 1 Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage Feral Warrior: You gain a +4 bonus on the damage roll. Effect: After the attack, you shift one square and repeat the attack against another target within reach. You can then shift 1 square and repeat the attack against a third target within reach. After the final attack, you can shift one square.

Wolverine Strike

Level 17 Encounter Appeals Brutal Strike
Druid Attack 17 With a mighty swipe, you slash open your opponent’s innards. Encounter Primal, Companion, Weapon, Shapechange Standard Action Melee Weapon Attack: Strength vs. AC Hit: 4[W] + Wisdom modifier and the target is stunned until the end of your next turn. Druid Attack 17 As you raise your hands upward, several foes spontaneously burst into flame. Encounter Primal, Fire, Implement Standard Action Area 2 within 20 squares Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: 5d6 + Wisdom modifier fire damage.

Level 19 Daily Appeals Cloud of Poison
Druid Attack 19 Yellow-green vapors emerge from the ground with a hiss, forming a thick, toxic cloud. Daily Primal, Implement, Poison, Zone Standard Action Area burst 5 within 20 squares Target: Each creature in burst Hit: 1d10 + Wisdom modifier poison damage. Effect: The burst creates a zone of poisonous vapors 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 move action, you can move the zone 3 squares. Sustain Minor: The zone persists.

Primal Combust

Ramstrike

Druid Attack 17 You rush into an opponent and slam him with great 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.

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4E Races and Classes
Druid Attack 17 With a sweep of your hands, the ground splits open, swallowing foes. Daily Primal, Implement, Zone Standard Action Burst 4 within 20 squares Area Pit 8 within burst Target: All creatures in burst Hit: 2d10 + Wisdom modifier damage and the target is knocked prone. Effect: You create a pit that consists of contiguous squares. It can be up to 8 squares long and is 20 feet deep. Any creature in a pit square when created must make a saving throw to avoid falling in and taking 2d10 damage. A target that avoids falling is placed prone adjacent to the pit (target’s choice of squares). Sustain Minor: The pit persists. If a target is still in the pit when you cease to sustain the power, the target takes 2d10 damage and is returned to the battlefield prone.

Earthquake

Razorboar Flurry

Druid Attack 19 Even a glancing blow can be especially painful. Daily Primal, Companion, Shapechange, Weapon Standard Action Melee 1 Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Miss: Half damage. Special: This attack can score a critical hit on a roll of 18-20. If the target is bloodied either before or after the attack, it takes an additional 2[W] damage.

Level 22 Utility Appeals Elemental Tuning Druid Utility 22 You reach into the elemental chaos and make it a part of your own essence. Daily Primal; Acid, Cold, Fire, Lightning or Thunder Minor Action Personal Effect: You gain resistance to one energy (acid, cold, fire, lightning or thunder) 10 + Wisdom modifier until the end of the encounter Fey Walk Druid Utility 22 You will yourself across the boundary between worlds, teleporting a short distance. When you appear from the feywild, you are surrounded by a glamor of invisibility. Encounter Primal, Illusion, Teleportation Move Action Personal Effect: You become invisible and then teleport 4 squares. The invisiblity lasts until the start of your next turn. Regenerate Druid Utility 22 You speak secret words and your ally briefly glows green before his wounds begin to seal. Daily Healing Standard Action Melee touch Target: You or one ally Effect: The target gains Regeneration equal to your Wisdom modifier for the remainder of the encounter. If the target is reduced to 0 hit points, the regeneration ceases. Summon Air 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 an air primordial that obeys your command. The air primordial looks like a towering tornado with whip-like arms. The air primordial remains until dropped to 0 hit points, the encounter ends, or for 5 minutes.

Faerie Clone

Druid Attack 19 You take the place of an enemy and move to attack unsuspecting enemies. Daily Primal, Conjuration, Teleportation Standard Action Ranged 20 Target: One natural creature Attack: Wisdom vs. Will Hit: The target is teleported to a harmless area within the feywild. Conjure a duplicate of the creature in place of the original. The duplicate is a minion under your control. It can move and make at-will attacks which deal average damage on a hit until the end of your next round. At the end of the effect, the 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 still take minor actions and make at-will attacks or move with the duplicate. There is no limit to how far you can send the duplicate. Special: You can cast this on yourself or a willing ally without making an attack roll. Miss: The target is teleported to a harmless area within the feywild until the end of your next round.

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. Daily Primal, Fire, Implement, Zone Standard Action Area burst 5 within 10 squares Target: Each enemy in burst Attack: Wisdom vs. Reflex Hit: 5d10 + Wisdom modifier fire damage. Miss: Half damage. Effect: The burst creates a zone of fire that lasts until the end of your next turn. Enemies that start their turn in this zone take 1d10 + Wisdom modifier fire damage. Sustain Minor: The zone persists.

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4E Races and Classes
Level 22 Minion Large elemental magical beast (air) XP Initiative: +19 Senses Perception +18 HP 1; a missed attack never damages a minion AC 34; Fortitude 25, Reflex 23, Will 24 Speed 8 Tornadic Lash (standard; at-will) +25 vs. AC; 3d6+8 damage, +3d6 damage if the primordial air titan has combat advantage. Wind Flurry (standard; recharge 5 6) Close burst 2; +23 vs. Reflex; 4d12+8 damage and targets are knocked prone. Melt into Air (move; recharge 6) The primordial air titan becomes invisible until the end of its next turn. Alignment Unaligned Languages – Str 22 (+17) Dex 27 (+19) Wis 24 (+18) Con 24 (+18) Int 10 (+11) Cha 8 (+10)

Primordial Air Titan

Summon Earth 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 an earth primordial that obeys your command. The earth primordial appears as a mountain of stone and loose earth. The earth primordial remains until dropped to 0 hit points, the encounter ends, or for 5 minutes.
Level 22 Minion Large elemental magical beast (earth) XP Initiative: +17 Senses Perception +18 HP 1; a missed attack never damages a minion AC 34; Fortitude 25, Reflex 23, Will 24 Speed 8 Rockslide slam (standard; at-will) +25 vs. AC; 4d6+8 damage Stone Slivers (standard; recharge 5 6) The primordial earth titan slams its fist into the ground and spikes of earth erupt in the target area. Area burst 2 within 10; +23 vs. Reflex; 5d10+8 damage and area becomes difficult ground until the start of the primordial earth titan’s next turn. Alignment Unaligned Languages – Str 27 (+19) Dex 22 (+17) Wis 24 (+18) Con 24 (+18) Int 10 (+11) Cha 8 (+10)

Level 22 Minion Large elemental magical beast (fire) XP Initiative: +17 Senses Perception +18 HP 1; a missed attack never damages a minion AC 34; Fortitude 25, Reflex 23, Will 24 Speed 8 Fiery fist (standard; at-will) Fire Reach 2; +25 vs. AC; 3d6+8 fire damage and ongoing fire 10. Blast of Flame (standard; recharge 5 6) Area 2 in range 10; +23 vs. Reflex; 4d8+8 damage and ongoing fire 5 (save ends). Funeral Pyre (standard; daily, zone) Close blast 3; +23 vs. Reflex; 2d6+8 fire damage and target immobilized (save ends); Anyone starting turn or ending turn in zone takes 2d6+8 fire damage. Sustain minor: zone persists. Alignment Unaligned Languages – Str 24 (+17) Dex 27 (+19) Wis 24 (+18) Con 24 (+18) Int 10 (+11) Cha 8 (+10)

Primordial Fire Titan

Level 23 Encounter Appeals Challenging Trumpet
Druid Attack 23 You let out a great call which your enemy is compelled to answer. Encounter Primal, Wild Standard Action Ranged 6 Target: One creature Attack: Strength vs. Will Hit: 3d10 + Strength modifier damage and the target can only attack you until the end of its next turn. Nature’s Protector: The target takes a penalty to attacks equal to your Strength modifier until the end of its next turn. Druid Attack 23 Your companion deals a timely blow to your enemy, and you use the opportunity to strike. Encounter Primal, Companion, Shapechange, Weapon Immediate Reaction Melee 1 Trigger: An ally damages a creature adjacent to you Target: The creature your ally damaged Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage.

Primordial Earth Titan

Companion Strike

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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4E Races and Classes
Control Weather
Druid Attack 23 You manipulate one of mother nature’s finest achievements with masterful hands. Encounter Implement, Lightning, Primal, Thunder Standard Action Area Burst 2 within 10 squares Target: Each enemy in burst Master of Rites: Until the end of the encounter, Lightning attacks that hit a creature in the area deal +1d6 lightning damage. Thunder attacks deal +1d6 thunder damage. Lightning and Thunder attacks deal +2d6 lightning and thunder damage. Attack: Wisdom vs. Reflex Hit: 5d6 + Wisdom modifier Lightning and Thunder damage. Sustain Minor: Creatures entering or starting their turn in the area take 2d6 + Wisdom modifier Lightning and Thunder damage. If you are a Master of Rites, increase to 4d6 + Wisdom modifier Lightning and Thunder damage (don’t add the above bonus).

Savage Flurry

Druid Attack 25 You rend several opponents at once. Daily Primal, Companion, Shapechange, Weapon Standard Action Close burst 1 Target: All creatures in burst Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and the target takes ongoing 5 damage (save ends). Miss: Half damage and no ongoing damage. Feral Warrior: the target takes ongoing 10 damage (save ends). Druid Attack 25 You cover your enemy in mold spores that blossom to provide life energy to your allies. Daily Primal, Implement, Shapechange Standard Action Area burst 2 within 10 squares Target: Each creature in burst Attack: Wisdom vs. Fortitude Hit: 3d8 + Wisdom modifier damage, and until the end of the encounter, if the target is reduced to 0 hit points, your allies within burst 1 of the target can spend a healing surge. Druid Attack 25 The sky darkens, then all hell breaks loose. Daily Primal, Implement, Acid, Fire, Lightning, Thunder, Zone Standard Action Burst 4 within 10 squares Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: 4d6 + Wisdom modifier acid, fire, lightning and thunder damage. A creature may not reduce the damage from this attack unless they are resistance to all four damage types. Master of Rites: Increase the damage to 6d6 + Wisdom modifier acid, fire, lightning and thunder damage. Effect: The storm blocks line of sight, providing total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid, fire, lightning, and thunder damage. The storm lasts until the end of your next turn, or you can dismiss it as a minor action. Master of Rites: You can sustain the zone as a move action.

Spore Cloud

Level 25 Daily Appeals Primordial Maw
Druid Attack 25 You open a gate to very mouth of a Primordial of the elemental chaos, who hunger devours everything it can reach. Daily Primal, Implement, Teleportation; Acid, Cold, Fire, Lightning or Thunder Standard Action Area burst 4 within 20 squares Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: 6d6 + Wisdom modifier damage of a type chosen from the following list: acid, cold fire, lightning, or thunder. In addition, the target is pulled 2 squares toward the maw’s origin square. Miss: Half damage, and no pull. Effect: This attack’s origin square becomes a vortex of energy. The burst creates an area of difficult terrain. The effect remains until the end of your next turn. Any creature that is pulled into the vortex takes 3d6 + Wisdom modifier damage of a type chosen from the following list: acid, cold, fire, lightning, or thunder. In addition, you teleport that creature to a square within 20 squares of you. The creature arrives at its destination prone and dazed until the start of your next turn.

Storm of Vengeance

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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4E Races and Classes
Manticore Spines
Druid Attack 27 Your hair bristles, lengthens and sharpens like a javelin, then launches at a foe. Encounter Primal, Companion, Shapechange, Weapon Standard Action Ranged 10 Requirement: You must be shapechanged to use this ablity yourself. Target: One creature Attack: Strength vs. AC, three attacks Hit: 1[W] + Strength modifier damage per attack. If two attacks hit, deal an extra 1[W] damage. If three attacks hit, deal an extra 2[W] damage. Druid Attack 27 Thick tendrils erupt from the ground, their sharp barbs covered with oozing green poison. At your command, they lash at your foes, holding them fast. Encounter Implement, Poison, Primal Standard Action Ranged 10 Attack: Wisdom vs. Fortitude Hit: 3d8 + Wisdom modifier poison damage, and the target is immobilized, and takes a –2 penalty to AC and reflex defenses until the end of your next turn. Master of Rites: The penalty to AC and Reflex defense is equal to 1 + your Wisdom modifier. Druid Attack 27 When you invoke the ancient primordials, a brilliant burst of light explodes in front of you, healing your allies and 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 equal to 10 + your Charisma modifier and make a saving throw. Druid Attack 27 You mercilessly slash at your foe, spilling copious amount of its blood. Encounter Primal, Companion, Shapechange, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC. Hit: 5[W] + Strength modifier damage.

Blizzard

Druid Attack 29 A storm of bitterly cold hailstones pummels a wide swath of ground and covers the area in ice. Daily Primal, Cold, Implement, Zone Standard Action Area burst 5 within 20 squares Target: Each creature in burst Attack: Wisdom vs. Fortitude Hit: 4d8 + Wisdom modifier cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.

Poisoned Brambles

Vengeance of the Primordials Druid Attack 29
You weapon explodes with the primal fury of the Primordials themselves. Daily Primal, Companion, Shapechange; Acid, Cold, Fire, Lightning, Thunder Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 7[W] + Strength modifier acid, cold, fire, lightning, and thunder damage. Resistance doesn’t reduce the damage unless the target has resistance to all five damage types, and only the weakest resistance applies. A target that has vulnerability to any one of the five damage types is subject to that vulnerability. Miss: Half damage.

Primal Sunburst

Beastmaster
“Growl” Prerequisite: Druid class, Animal Companion feature You are more animal than the creature whose skin you wear. Your consciousness often slips out of your body, into that of the very animals around you, driving their predatory nature with your cunning.

Whirlwind of Blood

Beastmaster Path Features
Predatory Action (11th level): When you spend an 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.

Level 29 Daily Appeals

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Companion Action (16th level): When you spend an action point to take an extra action, you can grant that action to your animal companion or summoned creature.

4E Races and Classes
Devouring Stampede
Beastmaster Attack 20 You infuse your animal companion with the forces of the feywild, transforming it into a rampaging monster that with a bellow, tramples or devours all in its way. Daily Primal, Companion, Implement Standard Action Ranged 10 Target: One target within your animal companion’s or summoned creatures speed in squares Effect: Your animal companion increases in size by one size category. Move your animal companion or summoned creature to the target. Any opponent in the path of movement is knocked prone. Attack: Strength vs. AC Hit: 3d8 + Strength modifier damage. Miss: Half damage Special: Your animal companion or summoned creature returns to normal size after the attack.

Beastmaster Appeals Tooth and Fang
Druid Attack 11 Your jaws elongate and fill with vicious teeth as your hands become talon-like, allowing you to rend your opponent to shreds. Encounter Primal, Shapechange Standard Action Melee 1 Target: One or two creatures Attack: Strength vs. AC; make two attacks Hit: 2[W] + Strength modifier each.

Animal Pack Druid Utility 12 You let out an animalistic howl, and a horde of animals answers your call. Daily Primal Standard Action Ranged 10 Effect: You summon an animal pack, which acts as you direct. The pack is a mixture of medium and/or small-sized animals that moves as a single unit. The animal pack takes up a 2X2 square. It remains until dismissed, destroyed or until 5 minutes pass.
Level 12 Minion Large natural beast XP Initiative: +10 Senses Perception +7;low-light vision HP 1; a missed attack never damages a minion AC 26; Fortitude 24, Reflex 26, Will 22 Speed 8 Claws (standard; at-will) +15 vs. AC; 1d8+5 damage Animal Pack Tactics (standard; encounter) If the target grants combat advantage, the animal pack deals +2d6 damage Alignment Unaligned Languages – Str 22 (+12) Dex 24 (+13) Wis 20 (+11) Con 15 (+9) Int 2 (+2) Cha 8 (+5)

Green Druid
”The creatures the Feywild are nothing before the might of the trees and the resilience of its plains” Prerequisite: Druid There are those among the druids with unusually green thumbs – sometimes quite literally. A green druid focuses his mastery of the Feywild to control and call on the flora of that plane and the natural world.

Animal Pack

Green Druid Path Features
Hardwood Defense (11th level): When you spend an action point to take an extra action, you gain a +2 bonus to AC and Fortitude defense until the start of your next turn. Plant Summons (11th level): When you summon creatures, you summon plants, not animals. Your summoned creatures are plant creatures. 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, Page 48 of 100

4E Races and Classes
but benefits from any feat you have that provides a bonus to skills. • When you gain an increase to ability scores, your plant companion likewise gains an increase in ability scores (it does not gain ability increases from previous levels). You do not have to increase the same ability scores on your plant companion that you increase on your character. • You and your plant companion share the same hit point pool. If you or your plant companion are targeted by an attack, any hit points lost come from the same source. If both you and your plant companion are affected by the same attack from the same source, you only take damage once from the attack, not twice. • You and your plant companion share actions in a round. Fortunately, your plant companion has a Standard action of its own, and you can grant it a Move or Minor action from your own pool of actions. Your animal companion cannot spend action points. • When you use or are affected by a power that has a target of personal, it also benefits your animal companion. A plant companion has its own basic attack, and can use any of your powers that have a Companion keyword in them.

Green Growth

Green Druid Utility 12 Stretching out to the sun, you and your companion heal your wounds. Daily Primal, Companion, Healing, Shapechange Standard Action Personal Effect: You regain hit points as if you had spent two healing surges, plus your Wisdom modifier.

Tap Roots Green Druid Attack 20 You cross your arms and the ground erupts in thick roots, dragging opponents into the ground as it crushes the life from them. Daily Primal, Implement, Shapechange, Zone Standard Action Area burst 4 within 10 squares Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: 2d10 + Wisdom modifier damage, and the target is immobilized (save ends). Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. Sustain Minor: When you sustain the power, repeat the attack against any creature within the zone that is not immobilized, and deal 1d10 damage to creatures that are immobilized.

Primordial Scion
”Bah, the Feywild is overrun, corrupted and tamed by the fey who live there. But the Primordial Chaos runs pure and has not forgotten the laws of the wild – hunt or be hunted.” Prerequisite: Druid For some, they are drawn by the siren call of the primordial immortals. For others, it is the lure of power of pure elemental energy. For a small few, madness drives them to draw on the power of chaos. Whatever the reason, these druids have dismissed the ties of nature and have instead allied themselves with elemental power.

Plant Companion Basic Attack Class Feature Your plant companion strikes by slamming its hard body or appendages into a foe. At-Will Primal, Companion Standard Action Melee 1 Target: One creature Attack: Strength vs. AC or Dexterity vs. AC Damage: 1d6 + Dexterity Modifier Increase to 2d6 + Dexterity modifier at 21st level. Special: This power counts as a melee basic attack. When a power allows your plant companion to make a melee or unarmed basic attack, the plant companion can use this power. Green Druid Appeals Tendril Smash
Green Druid Utility 11 You hold forth your arms and ivy-covered stalks lash out at your enemy. Encounter Primal, Implement, Shapechange Standard Action Close burst 5 Target: All creatures in burst Attack: Wisdom vs. AC Hit: 2d8 + Wisdom modifier.

Primordial Scion Path Features
Elemental Infusion (11th level): When using an attack power, you can choose to change the damage to an elemental type of your choice. Elemental Affinity (11th level): When you spend an action point to perform an extra action, you gain Resistance 10 to one energy type (acid, cold, electricity or fire) until the end of your next turn. Elemental Overcharge (16th level): When you spend 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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4E Races and Classes
Primordial Scion Appeals Energy Wave
Primordial Scion Attack 11 A swirling distortion appears in the air as you gather together elemental energy and send it coruscating to obliterate your enemies. Encounter Primal, Implement, Acid, Cold, Electricity, or Fire Standard Action Area burst 5 in 15 squares Target: All creatures in burst Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier damage of your choice of Acid, Cold, Electricity or Fire. Effect: The area is treated as difficult terrain until the end of your next turn. Primordial Scion Utility 12 You call upon the energies of Primordial Chaos to surround and suffuse you. Daily Primal, Aura, Acid, Cold, Electricity or Fire Minor Action Aura 3 Effect: You surround yourself in a supernatural aura of elemental energy (acid, cold, electricity or fire). Anyone entering or ending their turn in the aura takes damage energy damage equal to your Wisdom modifier and is slowed. Sustain Minor: The aura persists

th Fly-by attack (11 level): When in wild shape, you can use your standard action before, during, or after your movement in a round. If you can already do this, you gain a +1 bonus to each of your movement modes instead.

Sky Marshal’s Action (11th level): You can spend an action to regain one druid encounter power with the shapechange keyword that you have already used, instead of taking an extra action. Eagle’s Claw Strike (16th level): When you hit a creature of your size or smaller with a melee attack, you may push that creature a number of squares equal to your Strength modifier. It takes 1d4 damage for every square pushed in this way. You must move with the creature.

Elemental Aura

Chaos Grinder

Primordial Scion Attack 20 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 Standard Action Close blast 5 Target: One creature in burst Attack: Wisdom vs. Fortitude Hit: The target is whisked away to Primordial Chaos and takes 2d8 + Wisdom modifier Acid, Cold, Electricity and Fire damage each round (save ends). On a successful save, the target is returned to the space from which he vanished, but is stunned until the end of his next turn. Miss: Half damage and the target is dazed until the end of your next turn.

Screeching Descent Sky Marshal Attack 11 You come down on your foe with a piercing yell and an equally piercing blow. Encounter Primal, Companion, Shapechange, Weapon Requirement: You must be shapechanged or using a flying mount to use this ability yourself. Standard Action Melee weapon Target: One creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier damage and target takes a –5 penalty to perception checks (save ends). Hummingbird Strike
Sky Marshal Utility 12 You dart in and confuse your opponent when you pull back at the last moment to allow your partner an advantage. Encounter Primal, Stance, Weapon Minor Action Personal Effect: When dealing damage with a successful hit, you may grant an ally adjacent to the target you hit combat advantage against the target until the beginning of your next turn.

Go for the Eyes

Sky Marshal
Nobody ever looks up. They’ll pay for that mistake dearly. Prerequisite: Druid, Avian Shape 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.

Sky Marshal Attack 20 You gouge your opponent in the eyes with sharp claws. Daily Primal, Companion, Reliable, Shapechange, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. Reflex Hit: 3[W] + Strength modifier damage and target is blinded until it receives healing; then target is blinded (save ends).

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4E Races and Classes
Arcane Implement Mastery

Enchanter
“Yes, look at me, and tremble, for I will make you your own doom, by your own hand.” The enchanter is a master of charms and spells that buff himself and his companions. CLASS TRAITS Role: Controller. Power Source: Arcane Key Abilities: Intelligence, Wisdom, Dexterity Armor Proficiencies: Cloth Weapon Proficiencies: Dagger, quarterstaff Implements: Orbs, staffs, wands Bonus to Defense: +2 Will
st Hit Points at 1 Level: 10 + Constitution score Hit Points per Level Gained: 4 Healing Surges per Day: 6 + Constitution modifier

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

Creating an Enchanter
Manipulative Enchanter
You specialize in powers that make your enemies into puppets and tools for your own use.

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 mastery. Orb of Imposition: Once per encounter as a free action, you can use your orb to gain one of the following two effects. You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier. Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. You must wield an orb to use this ability. Control wizards select this form of mastery because it helps extend the duration of their control effects. Staff of Defense: A staff of defense grants you a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff to benefit from these features. This form of mastery is useful for all wizards, particularly if you dabble in both control and damage-dealing spells. Wand of Accuracy: Once per encounter as a free action, you gain a bonus to a single attack roll equal to your Dexterity modifier. You must wield your wand to benefit from this feature. This form of mastery is good for war wizards because it helps increase their accuracy with damaging powers. Cantrips are minor spells you gain at 1st level. You can use the cantrips as at-will powers.

Buff Enchanter
You specialize in powers that enhance the abilities of your allies

Cantrips

Implements
Wizards make use of orbs, staffs, and wands to help channel and direct their arcane powers. Every wizard has mastery of one type of implement (see “Class Features”). Without an implement, a wizard can still use his 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 wizard paragon path powers, that have the implement keyword.

Master of Charms
Any spell you use with the Charm keyword you can choose to sustain as a minor action. When sustained, you can continue to control the target’s actions as indicated by the power, though you do not cause additional damage when you do so. The target can end the charm with a successful saving throw.

Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.

Wizard Class Features
You have the following class features.

Spellbook
You possess a spellbook, a book full of mystic 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 Page 51 of 101

again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower. Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice. If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell. 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.

4E Races and Classes
Daze Enchanter Attack 1 You snap your fingers, temporarily blanking the opponent’s mind. At-Will Arcane, Psychic, Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of its turn. Increase the damage to 2d6 + Intelligence modifier at st 21 level. Confused Hostility Enchanter Attack 1 You well up an opponent’s secret desire to harm an ally and unleash its hate. At-Will Arcane, Charm, Implement Standard Action Ranged 5 Target: One creature Attack: Intelligence vs. Will Hit: The target makes a basic attack against an adjacent creature it is allied to. It adds your Intelligence modifier to the damage. Level 1 Encounter Spells Backstabbing Charm Enchanter Attack 1 As your opponent readies to strike you, he pauses, and in turn is struck down from behind by one of his own allies. Encounter Arcane, Psychic, Implement Standard Action Close blast 5 Target: One creature in range Attack: Intelligence vs. Will Hit: The creature provokes an Opportunity Attack from all adjacent creatures, including its own allies, who must attack. Offensive Charm Enchanter Attack 1 A mystic aura only you can see settles on the opponent, as opposite aura coalesces on an ally. Encounter Arcane, Psychic, Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +1 power bonus to all defenses against the target’s attacks.

Enchanter Powers
Your encounter powers are called spells. Most of your spells influence the mind of others, tricking them or controlling them into performing how you desire. Other spells you know augment the abilities of your allies. A few both hinder your enemies and assist your allies.

Class Features Light
Enchanter Cantrip With a wave of your hand, you cause a bright light to appear on the tip of the object you choose. At-Will Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out. Enchanter Cantrip With a clap, you create an illusory image that emanates from somewhere close by. 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.

Silent Image

Level 1 At-Will Spells
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4E Races and Classes
Ray of Stupidity Enchanter Attack 1 A yellow ray strikes out from your finger and strikes an opponent, robbing it of its ability to reason. Daily Arcane, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage and the opponent is restrained until the end of your next turn. Level 1 Daily Spells Enchanted Slumber Enchanter Attack 1 As sand slips through your fingers, your enemies are overcome with weariness. Daily Arcane, Implement, Sleep Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconsious (save ends). Miss: The target is slowed (save ends). Charm Humanoid Enchanter Attack 1 You gaze deeply into the eyes of another and he greets you as an old friend. Daily Arcane, Charm Standard Action Ranged 5 Target: One humanoid creature Attack: Intelligence vs. Will Hit: The target becomes an ally and friendly towards you for the duration of the encounter. If you request the target to perform an action contrary to its nature, it gains an immediate saving throw to end the charm. If you or another ally use a power to cause harm to the target, the power ends instantly. At the end of each encounter or after every 5 minutes, the target gains a saving throw to end the charm. You may end the charm at any time as a minor action. The target has full memory of its actions while charmed. Sustain Standard: The power lasts another encounter or 5 minutes. Level 2 Utility 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.

Dispel Magic

Enchanter Utility 2 With a wave of your hand, you disperse a spell in place. Daily Arcane Standard Action Ranged 10 Target: One conjuration or zone Attack: Intelligence vs. the Will defense of the creator of the conjuration or the zone Hit: The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.

Level 3 Encounter Spells Compelling Directive Enchanter Attack 3 You motion with your finger for an opponent to approach, and he cannot refuse. Encounter Arcane, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage and the opponent immediately moves your Charisma modifier towards you. This move grants Opportunity Attacks. Ray of Dizziness Enchanter Attack 3 A ray of brilliant light flashes outward at an enemy, who is stunned with vertigo Encounter Arcane, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d10 + Intelligence modifier psychic damage and the target is dazed until the end of your next turn. Staggering Thoughts Enchanter Attack 3 You press your hand to your temple and fill your enemy’s mind with distracting thoughts. Encounter Arcane, Implement, Psychic Standard Action Close burst 3 Target: All creatures in burst Attack: Intelligence vs. Will Hit: 1d10 + Intelligence modifier psychic damage and the target is immobilized until the end of your next turn. Level 5 Daily Spells

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4E Races and Classes
Touch of Idiocy Enchanter Attack 5 You snap your fingers and your enemy can’t seem to think straight. Daily Arcane, Psychic Standard Action Ranged 5 Target: One creature Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage and the target takes a –2 penalty to Will defense until the end of the encounter. Miss: Half damage and the target takes a –1 penalty to Will defense until the end of your next turn.
Enchanter Attack 5 You fill an area with dazzling motes of light. Those who enter the area risk never leaving. Daily Arcane, Implement, Zone Standard Action Area burst 2 in 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: The target is immobilized (save ends). Effect: The burst creates a zone of psychic energy that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).

Rage

Enchanter Utility 6 You instill a primal rage in an ally. Daily Arcane Minor Action Ranged 10 Target: One ally Effect: The target gains a +2 power bonus to attacks and damage and gains temporary hit points equal to your Charisma modifier until the end of the encounter or 5 minutes.

Level 7 Encounter Spells Crushing Despair Enchanter Attack 7 Waves of hopelessness fans out from your outstretched hand, washing over your foes and weakening them. Encounter Arcane, Implement, Psychic Standard Action Close blast 5 Target: All creatures in blast Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage and the target suffers a –1 penalty to attacks and all defenses until the end of its next turn. The target is also weakened until the end of its next turn. Enchanted Mire Enchanter Attack 7 Dizzying thoughts spiral from your mind, confounding and slowing enemies who pass through the stream of conflicting thoughts. Encounter Arcane, Implement, Psychic, Zone Standard Action Area burst 3 in 10 squares Target: All creatures in burst Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage and the opponent is slowed until the end of your next turn. Effect: You create a zone of invading thoughts that counts as difficult terrain until the end of your next turn. Mental Thrust Enchanter Attack 7 You focus a single thought of hate and drive it at the opponent, hurling him away. Encounter Arcane, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Reflex Hit: 2d10 + Intelligence modifier psychic damage, and you push the target 3 squares and it is knocked prone. Level 9 Daily Spells

Ensnaring Zone

Mindlock Enchanter Attack 5 Your thoughts streak from your mind and wrap about an opponent, squeezing the life from them. Daily Arcane, Psychic, Conjuration, Implement Standard Action Ranged 20 Effect: You conjure a snake-like construct of psychic energy in an unoccupied square within range, and the construct attacks. As a move action, you can move the construct up to 6 squares. Target: One creature adjacent to the construct Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier psychic damage, and the construct grabs the target. If the target attempts to escape, the construct uses your Reflex or Will defense. Sustain Minor: A target grabbed by the construct takes 1d8 + Intelligence modifier psychic damage when you sustain this power. As a standard action, you can attack another target with the construct, but it must release a target it has grabbed. Level 6 Utility Spells Heroism
Enchanter Utility 6 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.

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4E Races and Classes
Mind Blade Enchanter Attack 9 A ghostly blade of pure thought materializes nearby, and you direct it to strike your hated foe. Daily Arcane, Implement, Conjuration, Psychic Standard Action Ranged 10 Effect: You conjure a sword of pure psychic energy in an unoccupied square within range, and it attacks. As a move action, you can move the sword to a new target within range. The sword lasts until the end of your next turn. Target: One creature adjacent to the sword Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier psychic damage. Sustain Minor: When you sustain the sword, it attacks again.
Enchanter Attack 9 You softly speak words of advice, and you opponent agrees with your wisdom. Daily Arcane, Charm, Implement, LanguageDependant Standard Action Ranged 5 Target: One creature Attack: Intelligence vs. Will Hit: 2d8 + Intelligence modifier psychic damage and you can give an order to the target to spend a standard, move or minor action on its turn to perform an action of your choice. Miss: Half damage and the target is dazed until the end of its next turn.

Resistance

Enchanter Utility 10 You make yourself or another creature in range resistant to a particular kind of damage. Daily Arcane Minor Action Ranged 10 Target: You or one creature Effect: The target gains resistance equal to your level + Intelligence modifier until the end of the encounter or for 5 minutes against a damage type you choose. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant or thunder.

Level 13 Encounter Spells Feeblemind Enchanter Attack 13 You crush a sphere of glass in your hand, and your opponent clasps his head in agony. Encounter Arcane, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 3d6 + Intelligence modifier psychic damage and the opponent takes a –2 penalty to Will defense until the end of your next turn. Hold Monster Enchanter Attack 13 You hold your open palm to your opponent, and he freezes in his tracks. Encounter Arcane, Implement, Psychic Standard Action Ranged 5 Target: One, two or three creatures Attack: Intelligence vs. Will; one attack per target Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll. Hit: 2d6 + Intelligence modifier psychic damage and the opponent is immobilized until the end of your next turn. Word of Pain Enchanter Attack 13 You utter a single word, and your opponents double over in agony. Encounter Arcane, Implement, Psychic Standard Action Close burst 3 Target: All creatures in burst Attack: Intelligence vs. Will Hit: 3d6 + Intelligence psychic damage and the opponent is slowed until the end of your next turn. Level 15 Daily Spells

Suggestion

Wall of Thought Enchanter Attack 9 A shimmering wall of mental energy solidifies nearby. Daily Arcane, Conjuration, Psychic, Implement Standard Action Area wall 8 in 10 squares Effect: You conjure a wall of psychic energy that consists of contiguous squares. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that attempts to pass through the wall must make a saving throw. If it fails, it takes 3d6 + Intelligence modifier psychic damage and is pushed back a number of squares equal to your Charisma modifier. Sustain Minor: The wall persists. Level 10 Utility Spells Enchanted Fortune
Enchanter Utility 10 You subtlety twist an allies fortune to their favor. Daily Arcane, Implement 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.

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4E Races and Classes
Charm Monster Enchanter Attack 15 You gaze into the eyes of an enemy, and it beholds a friend. Daily Arcane, Charm, Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: The target becomes an ally and friendly towards you for the duration of the encounter. If you request the target to perform an action contrary to its nature, it gains an immediate saving throw to end the charm. If you or another ally use a power to cause harm to the target, the power ends instantly. At the end of each encounter or after every 5 minutes, the target gains a saving throw to end the charm. You may end the charm at any time as a minor action. The target has full memory of its actions while charmed. Sustain Standard: The power lasts another encounter or 5 minutes. Bewildering Word Enchanter Attack 15 You speak a jumble of phrases into your hand, then cast the words at your opponent, befuddling them. Daily Arcane, Charm, Implement, Psychic Standard Action Area burst 3 in 10 squares Target: All creatures in burst Attack: Intelligence vs. Will Hit: 2d8 + Intelligence modifier psychic damage and the target is restrained (save ends). Miss: Half damage and the target is immobilized until the end of its next turn.
Enchanter Attack 15 Gray vapors charged with blue motes springs from your hands, filling the area you specify and numbing the minds of your enemies. Daily Arcane, Implement, Psychic, Zone Standard Action Area burst 3 in 10 squares Target: All enemies in cloud Attack: Intelligence vs. Will Hit: 2d8 + Intelligence modifier psychic damage and the target takes a –4 penalty to Will defense until the end of the encounter. Miss: Half damage and the target takes a –2 penalty to 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.

Greater Heroism

Enchanter Utility 16 With a gesture, you fill your allies with the courage and mettle of a true hero. Encounter Arcane Minor Action Close burst 10 Target: All allies in burst Effect: The target gains a +2 power bonus to AC, defenses, attack rolls and skill checks until the end of your next turn. Enchanter Utility 16 In your mind you build an unassailable tower of pure thought that protects you and your allies. Encounter Arcane, Zone Move Action Close burst 5 Target: All allies in burst Effect: You and the targets gain a +4 bonus to saving throws until the end of the encounter against attacks with the psychic keyword as long as they remain within 5 squares of you. Enchanter Utility 16 With mild concentration, you upset an opponent’s chances of shaking off your magic. Encounter Arcane Minor Action Ranged 10 squares Target: One creature Effect: The target takes a penalty to its next saving throw equal to you Charisma bonus.

Mental Fortitude

Usurp Will

Level 17 Encounter Spells Crushing Thoughts Enchanter Attack 17 With a thought, a powerful force grips your opponent and crushes them. Encounter Arcane, Implement, Psychic Standard Action Area burst 2 in 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 3d8 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn. Effect: Enter a square within the power’s area costs 4 extra squares of movement. This effect ends at the end of your next turn, and you can dismiss it as a minor action.

Fog of the Mind

Level 16 Utility Spells

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4E Races and Classes
Mental Outburst Enchanter Attack 17 You take the violent thoughts of an opponent and turn it against his fellows. Encounter Arcane, Implement, Psychic Standard Action Area burst 3 in 10 squares Primary Target: One creature in origin square Attack: Intelligence vs. Will Hit: 2d8 + Intelligence modifier psychic damage Secondary Targets: All other creatures in burst Secondary Attack: Intelligence vs. Will Hit: All targets take damage equal to the primary target’s basic attack value. Psychic Lockdown Enchanter Attack 17 You batter the opponent with his own mind, locking him in indecision. Encounter Arcane, Psychic, Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Reflex Hit: 3d10 + Intelligence modifier psychic damage, and the target is stunned until the end of your next turn. Level 19 Daily Spells Mass Suggestion Enchanter Attack 19 You softly speak words of advice, and you opponents agrees with your wisdom. Daily Arcane, Charm, Implement, LanguageDependant Standard Action Close burst 5 Target: All creatures in burst Attack: Intelligence vs. Will Hit: 5d6 + Intelligence modifier psychic damage and you can give an order to the target to spend a standard, move or minor action on its turn to perform an action of your choice. Miss: Half damage and the target is dazed until the end of its next turn. Pact of Vengeance Enchanter Attack 19 A mumbled curse, and your opponent dares not attack you. Daily Arcane, Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 5d6 + Intelligence modifier damage. Miss: Half damage. Effect: For the remainder of the encounter, if the target makes an attack that includes you, it suffers 5 points of damage. Level 22 Utility Spells Antipathy
Enchanter Utility 22 You scribe a symbol in the air, and your opponents dare not approach. Daily Arcane, Implement, Zone Standard Action Close burst 2 Effect: You create a zone of unpleasantness that moves with you. Any creature who starts it turn or enters the zone must make a saving throw or be pushed outside the burst. The zone lasts until the end of your next turn. Sustain Minor: The zone persists until the end of your next turn. Enchanter Utility 22 With effort, you strip away an opponent’s ability to resist your magic. Daily Arcane Standard Action Ranged 20 squares Target: One creature Effect: Choose an effect a creature is already affected by. If the affected creature fails its next save against an effect, it does not get to save against the effect until the end of the scene.

Suppress Resistance

Level 23 Encounter Spells Insanity
Enchanter Attack 23 You cackle into your hand, then cast the laughter at your opponent, driving them mad. Encounter Arcane, Charm, Implement, Psychic Standard Action Area burst 5 in 20 squares Target: All creatures in burst Attack: Intelligence vs. Will Hit: 3d6 + Intelligence modifier psychic damage and the target is stunned until the end of your next turn.

Mental Onslaught Enchanter Attack 23 You focus your thoughts and crush your opponent’s mind Encounter Arcane, Implement, Psychic Standard Action Ranged 20 squares Target: One creature Attack: Intelligence vs. Will Hit: 4d6 + Intelligence modifier psychic damage and the opponent is immobilized until the end of your next turn. Temptation’s Undoing Enchanter Attack 23 You feel the opponent’s desire to harm you, then violently scorn his wishes, pushing them away as you punish their thoughts. Encounter Arcane, Implement, Psychic Standard Action Close burst 5 Target: All creatures in burst Attack: Intelligence vs. Will Hit: 3d6 + Intelligence modifier psychic damage and you push the opponent a number of squares equal to your Charisma modifier.

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4E Races and Classes
Level 25 Daily Spells Blinding Word Enchanter Attack 25 You speak a single word, and your opponent’s world goes dark Daily Arcane, Implement, Psychic Standard Action Close burst 5 Target: All creatures in burst Attack: Intelligence vs. Will Hit: 6d6 + Intelligence modifier psychic damage and the opponent is blind (save ends). Miss: Half damage and the opponent is blind (save ends). Final Rebuke Enchanter Attack 25 You scorn your opponent, and he dies. Daily Arcane, Implement, Psychic Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: 9d6 + Intelligence modifier psychic damage and the target is stunned (save ends). Miss: Half damage and the target is stunned until the end of your next turn. Mass Charm Monster Enchanter Attack 25 You gaze into the eye of your enemies, and they behold a friend. Daily Arcane, Charm, Implement Standard Action Area burst 5 in 20 squares Target: All creatures in burst Attack: Intelligence vs. Will Hit: The target becomes an ally and friendly towards you for the duration of the encounter. If you request the target to perform an action contrary to its nature, it gains an immediate saving throw to end the charm. If you or another ally use a power to cause harm to the target, the power ends instantly. At the end of each encounter or after 5 minutes, the target is freed of the charm. You may end the charm at any time as a minor action. The target has full memory of its actions while charmed. Mental Maze Enchanter Attack 25 You trap an enemy within his own mind, leaving him to wander the corridors of his own thoughts. Daily Arcane, Implement, Psychic, Teleportation Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 3d12 + Intelligence modifier psychic damage. Effect: You trap the target within its own thoughts. While caught in its thoughts, the target cannot see, move or affect the world around him any way. Similarly, no one can see or attack the creature lost in its own thoughts. The creature remains visible as a ghostly outline in the square it occupied; it is harmless to all other beings and creatures can move through or attack through the square without penalty. One its turn each round, the target can attempt an Intelligence check against your Will defense to escape as a standard action. The target gains a cumulative +5 bonus to this check each time it fails. Upon escaping its thoughts, the creature returns to the space it occupied (or, if occupied, the nearest available unoccupied space of its choice), and the power ends. Level 27 Encounter Spells Domination Enchanter Attack 27 You magically compel an enemy to attack its nearest ally. Encounter Arcane, Charm, Implement, Psychic Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: 3d10 + Intelligence modifier psychic damage. On the target’s next turn, you control its actions: You can move it a number of squares equal to your Wisdom modifier, and it then makes a basic attack against its nearest ally. Level 29 Daily Spells Euthenizing Word Enchanter Attack 29 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).

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

Mindwarper
“You don’t want to cross me. You want to help me.” Prerequisite: Enchanter class People don’t need to think, unless you think for them. Minds are easily malleable to your suggestions, and you revel in controlling other’s thoughts and actions as if they were your own.

Warden of Charms
“My magic will surround and protect you. Now, defeat your enemy with confidence.” Prerequisite: Enchanter class

Mindwarper Path Features

Direct (11th level): You can give up your own standard action to grant an ally an immediate action (standard, move or minor). Mindwarper Action (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to attack rolls with powers that have the psychic keyword 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 Humanoid or Charm Monster spell, you regain the spell for the day.

Magic can provide protection and power to your allies, when correctly applied. A simple charm can turn a mediocre combatant into a fearsome dreadnought, or turn a fearsome dreadnought into an unstoppable force on the battlefield. You know the magic to accomplish this, and you are unafraid to use it on yourself and your allies. If your foes are smart, they’ll rightly fear you.

Mindwarper Spells Assisting Charm
Mindwarper Attack 11 Your pleading gaze meets the eyes of an enemy, who moves to defend you. Encounter Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will 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.

Charming Action (11th level): When you use an action point for an extra action, you can grant an ally a +1 power bonus to attacks and defenses until your next turn as well. Cursing Charm (11th level): When you successfully use a power on an enemy creature, you may also give it You look pleedingly a –1 penalty to all defenses if you don’t add your Intelligence modifier to the damage you deal. Dread Charm (16th level): When you successfully hit a creature with a power, you deal an extra 1d6 psychic damage.

Warden of Charms Class Features

Warden of Charms Spells

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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.

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4E Races and Classes Monk
“I don’t need weapons to defeat you; I AM a weapon” A master of mystical unarmed martial arts CLASS TRAITS Role: Striker and Defender. Your attacks are focused at taking out individual enemies and you have defensive abilities to contain opponents in melee. Power Source: Ki. By mastering the supernatural force within you, you exibit abilities that border on the impossible. Key Abilities: Wisdom, Dexterity, Strength, Constitution. Armor Proficiencies: Cloth Weapon Proficiencies: Simple melee Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
st Hit points at 1 Level: 12 + Constitution score Hit points per Level Gained: 5 Healing Surges per Day: 5 + Constitution modifier

Monk Class Features
Combat Stance
Monks tend to learn specific combat styles, often based on legendary figures or on the observed motions and perceived supernatural abilities of animals, such as Crane Style, Tiger Style or even Seven Drunken Monkey Style. Also, many of the individual powers listed here are renamed under certain styles with various evocative names. For example, under the Tiger Style, Springing Strike might be known as Tiger Takes A Leap. While the names of the styles are myriad in nature, they can be broken down into one of three styles and provides a special stance daily power to the monk, in addition to his normal list of powers. Balanced Style: This style relies on a mix of powerful attacks and moves designed to disable or avoid an opponent’s counterattack. A character with the balanced style gains the Balanced Stance class power.

Balanced Stance

Trained Skills: Tumble. From the class skills list below, choose three trained skills at 1st level. Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Stealth (Dex) Build Options: Offensive monk, defensive monk Class Features: Flurry of Blows, Ki Strike

Monk Class Feature You have learned to fight with powerful attacks, but also have learned to mix in defensive maneuvers. Encounter Ki, Stance Minor Action Personal Effect: You gain a +1 bonus to hit. Increase this bonus to +2 at 11th level and +3 at 21st level. Defensive Style: This style relies on drawing the attacker in and disabling them or otherwise rendering 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 Stance class power.

Creating A Monk
Offensive Monk
To master your body, you must push it to the limit, and there is no greater push than that obtained in the struggle of life and death. Your own body is more reliable and far more deadly than an ordinary weapon, and you do not hesitate to put it to work to prove your martial prowess is superior. You focus your chi to learn and perform maneuvers that directly assist your attacks, though an occasional chi stunt that puts you in a better position or wards an opponent’s attack is nothing to scoff at.

Defensive Stance

Monk Class Feature You let an enemy’s strength become his weakness in combat. Encounter Ki, Stance Minor Action Personal Effect: You gain a +1 bonus to AC. Increase this bonus to +2 at 11th level and +3 at 21st level. Offensive Style: This style relies on powerful strikes and aggressive tactics to take down enemies quickly. A character with the offensive style gains the Offensive Stance class power.

Defensive Monk
You’ve been trained to use the enemy’s strength against him. An aggressive enemy is careless, and easy to take advantage of. You tend to only fight when you must, and have learned to focus your chi to perform to endure great hardships and perform other miraculous feats of the mind and body. Those who dwell on the fight are doomed to die in it, while those are prepared for combat and approach it with caution will survive to fulfill their life-long pursuits. You intend to be one of the latter.

Offensive Stance

Monk Class Feature You take your mastery of combat to the enemy. A defeated foe does not fight back. Encounter Ki, Stance Minor Action Personal Effect: You gain a +1 bonus to damage. Increase this bonus to +2 at 11th level and +3 at 21st level.

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4E Races and Classes
Flurry of Blows
Monks are known for lightning-quick series of blows in combat, and you can strike your opponent multiple times in a short span of time. When you make an attack against a single opponent in melee, you can choose to take a –2 penalty to hit to deal additional damage as shown below. Level 1st-10th 11th-20th 21st-30th Flurry Damage +1d6 +2d6 +3d6

Straight Punch

Monk Attack 1 You simply strike out at your foe with a well-timed fist to the opponent’s midsection. At-Will Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Wisdom +2 vs. AC Hit: 1[W] Increase damage to 2[W] at 21st level.

Level 1 Encounter Insights Circle Kick
Monk Attack 1 You bring your leg up as you twist in a circle, planting the blow squarely into your opponent. Encounter Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage and push the target 1 square. Offensive Stance: You gain a bonus to the damage roll equal to your Strength modifier. Monk Attack 1 You slam your fist into and through your opponent’s face. Encounter Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier Offensive Stance: You push the opponent a number of spaces equal to your Wisdom modifier. Monk Attack 1 You lurch at your opponent, strike, and then fall back before he can counterattack. Encounter Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexiterity modifier damage Special: You can move up to 3 squares before and after the attack. Defensive Stance: You gain a +4 power bonus to AC against opportunity attacks while moving.

Unarmed Strike
You are exceptionally skilled with unarmed strikes and do not treat them as improvised weapons. You can use your unarmed strike with any power that is a melee weapon or melee unarmed attack. Weapon Prof Unarmed Strike +3 Damage 1d6 Properties Off-hand

Level 1 At-Will Insights
Monk Attack 1 You lash out with a rapid series of blows, but only one needs to connect. At-Will Martial, Weapon Standard Action Melee weapon Attack: Dexterity vs. AC Target: 1[W] + Strength modifier damage. Increase to 2[W] + Strength modifier at 21st level. Miss: Half Strength modifier damage.

Shatterstrike

Furious Strike

Springing Strike

High Kick

Monk Attack 1 You extend your leg straight out and catch the opponent under the chin, knocking him back. At-Will Martial, Unarmed Standard Action Melee unarmed Target: Strength vs. AC Attack: Dexterity vs. AC Hit: 1[W] + Strength modifier and push the target back 1 square. Increase to 2[W] + Strength modifier at 21st level. 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.

Split Kick

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4E Races and Classes
Stunning Strike
Monk Attack 1 You strike an opponent’s chi point, causing him to wince in pain. Encounter Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage and the opponent is immobilized until the start of your next turn. Balanced Stance: You gain a bonus to damage equal to your Wisdom modifier. Monk Attack 1 You bend low, sweeping your leg outward and sending the opponent to the ground. Encounter Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. Reflex Hit: 1[W] + Wisdom modifier damage, and you knock the target prone. Balanced Stance: On a miss, the target is knocked prone (save avoids). Monk Attack 1 You strike at your opponent and tumble aside in one fluid motion. Encounter Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier Effect: After the attack, you can shift 1 square. Defensive Stance: You can shift a number of squares equal to your Wisdom modifier.

Hundred Force Throw Monk Attack1 You grab your opponent and bodily hurl them across the battlefield. Daily Ki, Unarmed Standard Action Melee unarmed Target: One creature of Large size or smaller Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and you shift the opponent 2 squares and is prone. Defensive Stance: You shift the opponent a number of squares equal to your Wisdom modifier, and the opponent is prone. Pressure Point Strike
Monk Attack 1 A simple blow in just the right area disrupts your opponent’s chi, rendering him helpless. Daily Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Wisdom vs. Fortitude Hit: 2[W] + Wisdom modifier and the opponent is dazed until the end of your next turn. Miss: Half damage and the opponent is not dazed. Balanced Stance: On a miss, you still daze the target until the end of your next turn.

Sweeping Strike

Tumbleback Strike

Level 2 Utility Insights Agile Climb Monk Utility 2 You use your momentum to quickly climb a surface. Encounter Ki Move Action Personal Prerequisite: You must be trained in Athletics. Effect: You do not grant combat advantage while you climb. Coiled Jump Monk Utility 2 You leap amazing distances without a running start. At-Will Ki Move Action Personal Prerequisite: You must be trained in Athletics Effect: Make a high jump or a long jump. Determine the DC of the Athletics check as though you had a running start. The distance you jump cannot exceed your speed. Deflect Projectiles Monk Utility 2 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.

Level 1 Daily Insights Brutal Strike
Monk Attack 1 You call upon your chi and drive it through your strike. Daily Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Offensive Stance: You gain a bonus to the attack roll equal to your Wisdom modifier Hit: 3[W] + Strength modifier damage Miss: Half damage.

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4E Races and Classes
Dodging Roll Monk Utility 2 You use your expertise to weave through a foe’s attacks unharmed. Encounter Ki Move Action Personal Prerequisite: You must be trained in Acrobatics. Effect: You can shift 3 squares. Balanced Stance: You can shift a number of squares equal to half your speed. Level 3 Encounter Insights Entangling Strike
Monk Attack 3 You grab onto your opponent and don’t let go. Encounter Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Strength modifier and you grab the target (until escape). Defensive Stance: You can shift one space after the attack. Monk Attack 3 You weave about your opponent, and with a well-placed strike you stand where he once was. Encounter Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage, and you switch squares with the target. You may shift one square afterward. Balance Stance: You can shift a number of squares equal to your Wisdom modifier. Monk Attack 3 You grab your opponent and forcibly send them to the ground. Encounter Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Strength vs. AC Offensive Stance: You gain a bonus to the attack roll equal to your Strength modifier. Hit: 1[W] + Strength modifier damage, and the target is knocked prone. Balanced Stance: You gain a bonus to damage equal to your Wisdom modifier.

Blocking Strike

Monk Attack 5 You block an opponent’s attack, and then hit them hard. Daily Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Effect: Until the end of the encounter, the target takes damage equal to your Dexterity modifier each time it attacks you, and you can shift as an immediate reaction after such an attack. Defensive Stance: You can shift a number of squares equal to your Wisdom modifier as an immediate reaction after the attack. Monk Attack 5 You topple your enemy with a devastating blow and force him to stumble about the battlefield Daily Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage, and the target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked prone. Monk Attack 5 Your chi wells up within you and is expended in a powerful blow. Daily Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Strength vs. AC Offensive Stance: You gain a bonus to hit equal to your Wisdom modifier with the attack. Hit: 2[W] + Strength modifier damage, and ongoing damage equal to 5 + your Wisdom modifier (save ends). Miss: Half damage, and no ongoing damage. Monk Attack 5 Your blow leaves your opponent sore and stiff. Daily Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Dexterity vs. Fortitude Hit: 2[W] + Dexterity modifier damage, and target is weakened (save ends). Miss: Half damage, and no weakness.

Crippling Strike

Sliding Strike

Deep Blow

Takedown

Weakening Strike

Level 5 Daily Insights

Level 6 Utility Insights

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4E Races and Classes
Featherlight Steps
You move with speed and grace. At-Will Ki Move Action Personal Effect: You move at +2 speed. Monk Utility 6

Mind over Body Monk Utility 6 You do not let the weakness of flesh impede your actions. Encounter Ki Immediate Interrupt Personal Trigger: You are hit by an attack against your Fortitude defense. Prerequisite: You must be trained in Endurance. Effect: Gain a +2 power bonus to your Fortitude defense against the triggering attack. Rising Steps Monk Utility 6 With a few short hops, you quickly climb a surface. At-Will Ki Move Action Personal Prerequisite: You must be trained in Athletics. Effect: Make an Athletics check to climb a surface. You can move at your full speed during this climb. Slow Fall Monk Utility 6 You hold your arms out and slowly exhale, allowing your chi to slow your rapid decent. Encounter Ki Free Action Personal Effect: You treat a fall as 5 feet shorter per level when determining damage you take from falling. Shorten the distance by use of this ability before applying the damage reducing effects of a successful tumble. Still Mind Monk Utility 6 You clear your mind and push away any attempts to subvert it. Encounter Ki Immediate Interrupt Personal Trigger: You are hit by an attack against your Will defense. Prerequisite: You must be trained in Endurance. Effect: Gain a +2 power bonus to your Will defense against the triggering attack.

Wisdom of the Masters Monk Utility 6 Your allies benefit from your unique insights. Daily Ki Minor Action Ranged 10 Target: One ally Effect: Any ally within 10 squares of you who attempts an untrained check with a skill in which you are trained gains a power bonus to checks with a single skill of your choice equal to your Wisdom modifier. The ally must be able to see or hear you to gain this bonus. The benefit lasts until the end of the encounter or for 5 minutes. Level 7 Encounter Insights Crushing Strike
Monk Attack 7 You deliver a blow that leaves your foe reeling. Encounter Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and the target takes a –1 penalty to AC and Reflex defense until the end of your next turn. Offensive Stance: The penalty to AC and Reflex defense is equal to your Strength modifier. Monk Attack 7 Drawing upon your inner chi, your hands erupt in flame. Encounter Ki, Fire, Unarmed Standard Action Melee unarmed Target: One creature Attack: Strength vs. Reflex Hit: 1[W] + Strength modifier fire damage. Monk Attack 7 One blow is quickly followed with another. Encounter Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage Miss: Make a secondary attack against the target. Secondary Attack: Wisdom vs. AC 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. 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.

Flaming Fists

One-two Strike

Whirlwind Strike

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4E Races and Classes
Level 9 Daily Insights Abundant Step
Monk Attack 9 You strike the ground with your fist, and the ground erupts as it sends a line of power to pummel your opponent. Daily Ki Standard Action Close burst 1 and Ranged 10 Target: One creature in range Hit: 2[W] + Strength modifier damage and Effect: All squares adjacent to you are considered difficult terrain, as is the line of squares from you to your target. The squares remain difficult terrain until the start of your next turn.

Burrowing Worm Fist

Monk Utility 10 You slip between the cracks of reality and appear elsewhere. Encounter Ki, Teleportation Move Action Personal Effect: You teleport up to 6 squares.

Burst of Speed Monk Utility 10 You draw upon your chi reserves and move with lightning speed across the battlefield. Daily Ki Minor Action Personal Effect: Until the end of your turn, you gain a bonus to your speed equal to your Wisdom modifier. Cheetah’s Steps
You move with speed and grace. At-Will Ki Move Action Personal Effect: You move at +4 speed. Monk Utility 10

Knockout Strike

Monk Attack 9 A well-placed blow takes your foe out of the fight. Daily Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage, and the target is knocked unconsious (save ends). If the unconsious target takes any damage, it is no longer unconscious. Monk Attack 9 With a mighty leap, you spin in the air, striking everyone around you Daily Ki, Weapon Standard Action Close burst 1 Target: All creatures in burst Attack: Dexterity vs. AC Hit: 2[W] + Strength modifier. Miss: Half damage. Monk Attack 9 With fluid motions, you outmaneuver your enemy, placing him right where you want him to be, then strike. Daily Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: You slide the target to any other square adjacent to you, then make a Dexterity vs. AC attack Hit: 3[W] + Dexterity modifier damage Effect: Until the end of the encounter, as long as you are adjacent to the target, you slide the target 1 square before making a melee attack against it.

Spinning Strike

Diamond Body Monk Utility 10 You quickly nullify poison coursing through your veins. Daily Ki 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. Evasive Leap
Monk Utility 10 You leap back, narrowly avoiding attack aimed against you. Daily Ki Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You take half damage from the attack that just hit you. You are also stunned and take a –2 penalty to all defenses until the end of your next turn.

Tidal Strike

Eyes in the Back of Your Head Monk Utility 10 Without even looking, you can see what’s going on behind you. At-Will Ki Minor Action Personal Effect: Until the end of your next turn, you do not grant Combat Advantage when flanked. Wholeness of Body Monk Utility 10 You draw upon your inner chi to heal your wounds. Daily Ki Minor Action Personal Effect: You gain hit points as if you had spent a healing surge. You do not actually spend a healing surge. Level 13 Encounter Insights

Level 10 Utility Insights Agile Tumble Monk Utility 10 A quick somersault puts you where you want to be. At-Will Ki Minor Action Personal Prerequisite: You must be trained in Acrobatics. Effect: When you shift, you treat difficult terrain as clear.

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4E Races and Classes
Fists of Ice
Monk Attack 13 You expel your chi, and your hands begin to smoke as they glaze over with crystals of frost. Encounter Ki, Cold, Unarmed Standard Action Melee unarmed Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier cold damage, and the victim is slowed and dazed until the end of your next turn. Monk Attack 13 With a well-placed blow, you sever an opponent from his chi. Encounter Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage, and the target is stunned until the end of your next turn. Balanced Stance: The target is stunned until the end of your next turn. Monk Attack 13 You evade your enemy’s blows and land a decisive blow that staggers your enemy and threatens to topple it. Encounter Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage, and the target cannot shift until the end of your next turn. Defensive Stance: If the target provokes an opportunity attack from you before the start of your next turn, you gain a bonus to the attack roll and damage roll with the opportunity attack equal to your Strength modifier, and you knock the target prone on a hit. Monk Attack 13 You blow rises from the bottom of the feet and terminates with your extended hand as it smashes into the enemy. Encounter Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Strength + 2 vs. AC Hit: 2[W] + Strength modifier damage and you can push the target up to 3 squares. If the target collides with an obstacle or another opponent, both take 1d6 damage, and the target ends it movement in the square it occupied before the collision. Offensive Stance: You add your Wisdom modifier to collision damage, and the target is knocked prone on a collision.

Locking Grasp

Paralyzing Strike

Monk Attack 15 You wrap yourself around the opponent and squeeze the life from him. Daily Ki, Reliable, Weapon Standard Action (Special) Melee Weapon Special: You can use this power as a minor action if you have already grabbed a creature. Doing so requires no attack roll. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and you grab the target. Until the target escapes, you have cover, and any melee attack or ranged attack that misses you hits the target instead. Sustain Minor: Sustain the grab for another round. The third time you sustain the grab after using this power, the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. Monk Attack 15 You attack the enemy’s chi, disrupting it and causing death. Daily Ki, Reliable, Unarmed Standard Action Melee 1 Target: One creature Attack: Wisdom vs. Will Hit: [2]W + Wisdom modifier damage and the opponent is stunned until the end of your next turn. Sustain Minor: The target is marked. If you stop sustaining the power, the target takes 2[W] + Wisdom modifier damage Monk Attack 15 You direct your chi into your strike. As you connect with the enemy, it resonates with concussive force. Daily Ki, Reliable, Thunder, Unarmed Standard Action Melee unarmed Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier thunder damage and generate a burst 1 area centered on target. If you miss with this attack you do not expend the power. Secondary Targets: All creatures in burst except you (including original target). Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier thunder damage each and target is stunned until the end of your next turn.

Quivering Palm

Unbalancing Strike

Thunderous Fists

Windborne Strike

Level 16 Utility Insights

Level 15 Daily Insights

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4E Races and Classes
Fatal Flaw of the Enemy Monk Utility 16 You see the weakness in the enemy’s defenses, and strike. Daily Ki, Weapon Minor Action Personal Prerequisite: You must be trained in Insight. Effect: Until the end of your next turn, any of your attacks can score a critical hit on a roll of 18-20. Frozen Soul Monk Utility 16 You exhale your chi, and the air turns chill about you. Daily Ki, Cold, Zone Standard Action Close burst 1 Effect: You create a zone of cold that moves with you. The squares in the burst are treated as difficult terrain, though you are unaffected. Anyone making a melee attack against you suffers 2d6 + Wisdom modifier cold damage. Anyone moving adjacent to you or ending your turn adjacent to you takes Wisdom modifier damage cold damage. Sustain Minor: The zone persists.
Monk Utility 16 You chi boils over, and your body is engulfed in raging red flames. Daily Ki, Fire, Zone Standard Action Close burst 1 Effect: You create a zone that moves with you. Anyone making a melee attack against you suffers 2d6 + Wisdom modifier fire damage. Anyone moving adjacent to you or ending your turn adjacent to you takes 1d6 + Wisdom modifier fire damage. Sustain Minor: The zone persists.

Rolling Dodge Monk Utility 16 You slide out of harm’s way with an elegant grace. Encounter Ki Immediate Interrupt Personal Trigger: An enemy targets you with an attack Prerequisite: You must be trained in Acrobatics. Effect: Make a Wisdom check with a +5 power bonus. You can shift a number of spaces equal to the result divided by 5. Master of Many Stances Monk Utility 16 You are a master of many forms of martial arts, weaving the various maneuvers together as a single style. Daily Ki, Stance Minor Action Personal Effect: You gain a +2 power bonus to AC, and to damage. You are treated as using Defensive Style and Offensive style when using this stance. Level 17 Encounter Insights Fists of Frozen Fury
Monk Attack 17 As you concentrate on your chi, your hands erupt into flickering blue flames. Encounter Ki, Fire, Ice, Unarmed Standard Action Melee unarmed Attack: Wisdom vs. AC Hit: 3[W] + Wisdom modifier fire and ice damage, and the victim is stunned until the end of your next turn. Monk Attack 17 You unleash blow after blow, leaving a wake of fallen opponents behind you. Encounter Ki, Weapon Standard Action Close burst 1 Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier Effect: shift up to 3 spaces and make a secondary attack. Secondary Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier Effect: shift up to 3 spaces and make a tertiary attack. Tertiary Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier.

Internal Flames

Roaming Whirlwind

Medatative Levitation Monk Utility 16 You focus your chi and it keeps you aloft. Daily Ki Move Action Personal Effect: You can fly at your speed with an altitude of 1 square. You can hover, if you so choose. Also, as a move action, you can fly straight upward one square with no altitude limit. If you take any forward movement, you immediately drop to an altitude of 1 square. Sustain Move: You continue flying. Quickling’s Pace
You could beat a quickling in a race. At-Will Ki Move Action Personal Effect: You move at +6 speed. Monk Utility 16

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4E Races and Classes
Vengeance Blow
Monk Attack 17 You strike a deadly blow, and if your enemy tries to return it, you take him out. Encounter Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: 3[W] + Strength modifier damage. If the target attacks you before the start of your next turn, you can attack it again as an immeditate interrupt and deal 2[W] + Dexterity modifier damage if you hit. Offensive Stance: The attack you make as an immediate interrupt gains a bonus to the attack roll equal to your Dexterity modifier.

Mighty Throw

Level 19 Daily Insights Ground Hammer
Monk Attack 19 You strike the ground, and your enemies are scattered. Daily Ki, Thunder, Unarmed Standard Action Close burst 3 Target: All creatures in burst Attack: Strength vs. Reflex Hit: 4[W] + Strength modifier thunder damage and push the target 3 squares. At the end of movement, the target is prone. Miss: Half damage and the target is prone. Monk Attack 19 Too many strikes to block one from getting through… Daily Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 5[W] + Wisdom modifier damage. Effect: Until the end of your next turn, all of the target’s defenses against your attacks take a penalty equal to your Wisdom modifier. Balanced Stance: Until the end of your next turn, the target takes a penalty to hit you equal to your Wisdom modifier. Sustain Minor: Sustain the penalty for another round.

Monk Attack 19 You use a foes own momentum to toss him about. Daily Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Dexterity vs. Fortitude Hit: 4[W] + Dexterity modifier damage, and you slide the target a number of squares equal to your Strength modifier. If an obstacle (including a creature) arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied before it collided with the obstacle. Defensive Stance: A collision with an obstacle deals extra damage equal to your Wisdom modifier, and the target is knocked prone. Miss: You slide the target a number of squares equal to your Strength modifier, and no damage from obstacles. Monk Attack 19 After striking boldly, you dog your opponent as he attempts to elude you. Daily Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 6[W] + Wisdom modifier damage. Effect: When the adjacent target attempts to move or shift away, you can shift 1 square as an immediate reaction. The target can make a saving throw to end this effect.

Snake’s Assault

Furious Flurry

Level 22 Utility Insights Expunge Chi Monk Utility 22 You gather up your negative chi and exhale, transferring your suffering to your opponent. Daily Ki Immediate Reaction Melee 1 Trigger: You are affected by an ongoing condition 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.

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4E Races and Classes
Leap of the Clouds Monk Utility 22 You leap upwards, and up, and up. Encounter Ki Move Action Personal Prerequisite: You must be trained in Athletics. Effect: Make two consecutive Athletics checks to jump, with a +5 power bonus to each. You don’t have to land between the jumps and can exceed your normal movement. Lightning Steps
You are a blur of motion. At-Will Ki Move Action Personal Effect: You move at +8 speed. Monk Utility 22

Monstrous Strike

Monk Attack 23 You use your chi to shift your muscles behind one massive attack. Encounter Ki, Weapon Standard Action Melee weapon Attack: Strength vs. AC Offensive Stance: You gain a power bonus to hit equal to your Wisdom modifier. Hit: 4[W] + Strength modifier damage, and you push the target a number of squares equal to 2 + your Wisdom modifier. Monk Attack 23 You allow your opponent to do your work for you, and add your own blow. Encounter Ki, Weapon Immediate Interrupt Melee 1 Trigger: You are attacked by an opponent Target: One creature adjacent to you Attack: Dexterity vs. AC Defensive Stance: You gain a bonus to the attack roll equal to your Wisdom modifier. Hit: The attack originally aimed at you deals damage to the target you choose, and you deal 1[W] + Dexterity modifier damage as well. Miss: You are hit instead and take normal damage from the opponent’s attack. Monk Attack 23 Like a falling flower petal on the wind, you weave through your enemies raining destruction upon them. Encounter Ki, Weapon Standard Action Melee 1 Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier. You can shift 1 square and make another attack against the same or a different target. You may continue to make attacks and shift until you miss or you have made a number of attacks equal to ½ your level.

Reed in the Storm

Master of Many Stances Monk Utility 22 You are a master of many forms of martial arts, weaving the various maneuvers together as a single style. Daily Ki, Stance Minor Action Personal Effect: You gain a +3 bonus to AC, to damage and to hit. You are treated as using Balanced Style, Defensive Style and Offensive style when using this stance. Masterful Dodge Monk Utility 22 You draw upon your chi to perform a feat of inhuman litheness. Encounter Ki Move Action Personal Prerequisite: You must be trained in Acrobatics. Effect: You can shift twice your speed. You can climb at full speed as part of this move. If an enemy attacks you while you shift, you gain a +4 bonus to AC against that attack. Perfect Self
Monk Utility 22 You have achieved perfection, and little can harm you. Daily Ki Minor Action Personal Effect: You gain damage resist 10 for the duration of the encounter.

Fluttering Petal Strike

Level 25 Daily Insights Exploding Heart Strike
Monk Attack 25 With a well-placed strike, you set up a concussive blast to detonate the foe upon its death. Daily Ki, Reliable, Unarmed Standard Action Melee unarmed Target: One creature Attack: Wisdom vs. AC Hit: 4[W] + Wisdom modifier damage. Balanced Stance: The target is stunned until the end of your next turn. Sustain Minor: The target takes ongoing 10 damage and is slowed (save ends both).

Level 23 Encounter Insights Channel Lightning
Monk Attack 23 You pull the chi from deep within you and unleash it as a bolt of lightning at your enemies. Encounter Ki, Electricity Standard Action Close burst 5 Target: All creatures in area Attack: Wisdom vs. AC Hit: 3[W] + Wisdom modifier electricity damage.

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4E Races and Classes
Predator’s Stance
Monk Attack 25 You counter your opponent’s attack with a ferocious strike of your own. Daily Ki, Stance Minor Action Personal Effect: You can make a basic attack against an enemy you choose as an immediate interrupt if it attacks you. Special: This stance counts as Offensive Stance for use with other monk abilities. Monk Attack 25 You boil your hatred into your chi and unleash it upon your enemy, who becomes a pillar of raging fire. Daily Ki, Fire, Unarmed Standard Action Melee 1 Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier fire damage and the target takes ongoing 10 fire damage and is immobilized (save ends both). Miss: Half damage, and the target takes ongoing 10 fire damage (save ends). Monk Attack 25 You call upon you chi to make a perfect duplicate of yourself, and then use it to attack from a flanking position. Daily Ki, Unarmed Standard Action Melee 1 Target: One creature Attack: Dexterity vs. AC; make two attacks Special: You gain combat advantage on the target Hit: 3[W] + Dexterity modifier each. If both attacks hit, you deal an extra 2[W] damage. Monk Attack 25 You melt into a soft wind, then strike out of nowhere. Daily Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 6[W] + Wisdom modifier damage, and you become invisible. You move to any square adjacent to the target and reappear at the start of your next turn. You have combat advantage against the target until the end of your next turn. Miss: Half damage, you can shift 1 square to another square adjacent to the target, and you have combat advantage against the target until the end of your next turn. Balanced Stance: You can shift a number of squares equal to your Wisdom modifier instead of moving or shifting one square.

Flying Assault

Monk Attack 27 You leap into the air and charge your opponent Encounter Ki, Weapon Standard Action Melee Weapon Special: You can charge as part of the attack Target: One creature Attack: Strength vs. AC Hit: 4[W] + Strength modifier. Effect: You gain a fly movement rate equal to your speed + 2 until the end of your next turn. Monk Attack 27 An utterly perfect strike lays your opponent low. Encounter Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC, Fortitude, Reflex Special: You make one attack roll, and you hit if the roll equals or exceeds any of the three defenses. Hit: 4[W] + Strength modifier damage. Add an extra 1[W] damage if the attack hits two defenses. The target is also stunned until the end of your next turn if the attack roll hits all three defenses. Offensive Stance: You deal an extra 2[W] damage if the attack hits all three defenses, in addition to stunning to the target until the end of your next turn.

Immolating Strike

Zen Strike

Two Places at Once

Level 29 Daily Insights Death Touch
Monk Attack 29 With a complex series of taps, you kill your opponent. Daily Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Dexterity vs. AC Hit: 7[W] + Wisdom modifier damage Balanced Stance: The opponent is also stunned (save ends). Miss: Half damage. Balanced Stance: The opponent is also immobilized (save ends). Monk Attack 29 Like a summer storm, you blow hammers your opponents with thunder and lightning. Daily Ki, Lightning, Thunder, Unarmed Standard Action Close Blast 5 Target: All creatures in burst Attack: Dexterity vs. AC Hit: 5[W] + Dexterity modifier lightning and thunder damage, and the opponent is knocked prone. Miss: Half damage

Zephyr’s Steps

Stormblow

Level 27 Encounter Insights

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4E Races and Classes
Sunward Strike
Monk Attack 29 Your blow carries you into the air like a rising sun, even as your opponent falls like the setting sun. Daily Ki, Fire, Unarmed Standard Action Melee unarmed Target: One creature Attack: Strength vs. AC Hit: 6[W] + Strength modifier fire damage and the opponent is pushed three spaces, and lands prone. Offensive Stance: The opponent also takes ongoing 10 fire damage (save ends). Miss: Half damage and the opponent is knocked prone.

Stumble and Fall Drunken Master Utility 12 You stumble and roll about the battlefield, mimicking a drunken stagger. Daily Ki, Stance Minor Action Personal Effect; You gain a +4 bonus to AC against Opportunity attacks, and can shift 1 square as a minor action. Treat this as a Defensive Stance for the use of monk powers. Breath of Flame
Drunken Master Attack 20 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. Miss: Half damage.

Drunken Master
“***Braphf***. Oh, excuse me, that was a good year.” Prerequisite: Monk class, Offensive Stance You are an unorthodox warrior who can turn any item into a weapon. You confound and confuse your opponent with surprising – and often unexpected attacks. When not in combat, you tends to celebrate to excess, but your friends know it’s just how you blow off steam, and that you’ll be ready for the next fight at a moment’s notice.

Master of Eternal Spring
“Let your mind blossom like the gentle flower as it greets the dawn.” Prerequisite: Monk class, Defensive Stance You are a philosopher-warrior who seeks enlightenment through the purification of your body. As a side effect, you tap into supernatural abilities that can astound and mystify both your allies and opponents. Purpose of Action (11th level): Whenever you spend an action point to take an extra action, you gain a bonus to hit equal to your Wisdom modifier on all of your standard actions for the turn. Eternal Action (16th level): Whenever you spend an action point to take an extra action, you can make a secondary basic attack with the action using the same attack vs. defense.

Drunken Master Path Features

Master of Eternal Spring Path Features

Everything’s A Weapon (11th level): Whenever you use an improvised weapon, it has a +2 proficiency, deals 1d8 damage, and if it can be thrown, has a range of 10/20. Punishing Strike Action (11th level): When you spend an action point to take an extra action, you also add onehalf your level to the damage dealt by any of your standard action attacks this turn. Unorthodox Fighting (16th level): You surprise your enemy with an unexpected move that turns out to be an attack. Increase the damage you deal when using an unarmed strike by a number equal to your Wisdom modifier (minimum +1).

Master of Eternal Spring Insights Flowering Petal Strike
Master of Eternal Spring Attack 11 You open your arms outward, striking all opponents around you. Encounter Ki, Unarmed, Force Standard Action Close burst 1 Target: All creatures in burst Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier force damage.

Drunken Master Insights Corkscrew Rush
Drunken Master Attack 11 You launch your body in a spinning spiral at your enemy. Encounter Ki, Unarmed Standard Action Melee unarmed Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage and the target is prone.

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4E Races and Classes
Master of Eternal Spring Utility 12 You draw upon your inner chi, removing maladies and healing yourself or your allies. Daily Ki, Healing Minor Action Melee touch Target: You or ally touched Effect: You spend a healing surge and the target can take a Second Wind and make a save for one condition that can be ended with a save. Special: The use of this ability does not count as the target’s Second Wind for the encounter.

Rise to the Sun

Zephyr’s Strike

Student of the Four Winds Attack 11 Like a fierce breeze, you dash in, strike, and move away. Encounter Ki, Weapon Standard Action Melee weapon Special: You may move up to half your speed before and after the attack. You must move at least 2 spaces before and after the attack. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. 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 You extend your hand outward, flattening your foes with concussive force. Daily Ki, Unarmed, Force Standard Action Close Blast 5 Primary Target: One creature in blast Attack: Wisdom vs. Reflex Hit: 3[W] + Strength modifier force damage and the target is knocked prone. Secondary Targets: All other creatures in blast Attack: Strength vs. AC Hit: 2[W] + Strength modifier force damage and the target is knocked prone. Miss: Half damage and the target is pushed 1 square.

Ride the Wind

Student of the Four Winds Utility 12 You draw upon the four winds to aid your movement. Daily Ki Minor Action Personal Effect: You gain a +5 power bonus to Acrobatics and Athletics check until the end of your next turn. Sustain Minor: The power lasts until the end of your next turn. You can sustain this power up to 5 minutes.

Four Winds Strike

Student of the Four Winds
“I am but a leaf on the wind, at the mercy of creation” Prerequisite: Monk Class, Balanced Stance You have dedicated yourself to wandering creation to learn its secrets. Movement and stealth are your friend on your journey to greater learning.

Student of the Four Winds Attack 20 You repeatedly pummel your opponents Daily Ki, Unarmed Standard Action Melee unarmed Target: One, two, three or four creatures Attack: Dexterity vs. AC; roll for each attack Hit: 1[W] + Dexterity modifier damage. If you hit an opponent with two attacks, it is immobilized until the end of your next turn. If you hit an opponent with three strikes, it is dazed until the end of your next turn. If you hit an opponent with all four strikes, it is stunned until the end of your next turn.

Student of the Four Winds Path Features

Perpetuity of Motion (11th level): When you spend an action point to take an extra action, you increase your speed by 2 for the turn. Precise Flurry (11th level): When making a flurry of blows attack, you do not suffer a –2 penalty to hit. Unending Traverse (16th level): When you spend an action point to take an extra action, you may also take a move action.

Temple Monk
“When you can pluck the stone from my hand, I have nothing more to teach you.” Prerequisite: Monk Class You have dedicated your life to mastering, and perhaps passing on, the mystical knowledge that you have accumulated. You are ready and eager to teach your accumulated knowledge to others, hoping that one day they too will find enlightenment in the path laid before them.

Student of the Four Winds Insights

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. Page 73 of 102

Temple Monk Path Features

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.

4E Races and Classes

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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4E Races and Classes Necromancer
“First, I kill you…” CLASS TRAITS Role: Controller Power Source: Arcane. You channel the power of foul arcane magic, infusing it with the dead to animate them and lashing out with it against the living to kill them. Key Abilities: Intelligence, Wisdom, Dexterity Armor Proficiencies: Cloth Weapon Proficiencies: Dagger, quarterstaff, scythe Implements: Staffs, wands, anatheme Bonus to Defense: +1 Fortitude, +1 Will Hit Points at 1 Level: 10 + Constitution score Hit Points per level Gained: 4 Healing Surges per Day: 6 + Constitution modifier Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Int), Religion (Int) Build Options: Army of the Dead necromancer, Cursed necromancer Necromancers are powerful spellcasters who deal with the magic of death and the dead. They know the dread secrets to raising the dead back to unlife to serve them or to call down ruin on their enemies.
st

type of implement (see “Class Features”). Without an implement, a necromancer can still use his or her powers. A necromancer wielding a staff, wand or anatheme can add its enhancement bonus to the attack rolls and damage rolls of necromancer powers, as well as necromancer paragon path powers, that have the implement keyword.

Necromancer Class Features
You have the following class features

Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.

Shadow Implement Mastery
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 mastery. Anatheme: Once per encounter as a free action, you can grant any summoned creature a bonus to a single attack roll equal to your Intelligence modifier. You must wield your anatheme to benefit from this feature. Staff of Defense: A staff of defense grants you a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare this bonus after the Dungeon Master has already told you the damage total. You must wield your staff to benefit from these features. Wand of Accuracy: Once per encounter as a free action, you gain a bonus to a single attack roll equal to your Dexterity modifier. You must wield your wand to benefit from this feature.

Creating A Necromancer
Necromancers have powerful abilities, but tend to specialize in one of two character builds: army of the dead necromancer or cursed necromancer. Every necromancer relies on Intelligence for attack powers, and secondarily on Wisdom, Dexterity and often Constitution.

Shadow Manipulation
Choose one of the following two abilities for manipulating shadow. Shadow Curse: You focus on cursing your enemy and gain the Shadow Curse power.

Army of the Dead Necromancer
Your favorite powers rely on the summoning and use of undead creatures to fight for you. You also favor powers that leave behind a mostly intact enemy corpse so you can animate it for your own use.

Shadow Curse

Cursed Necromancer
You rely on the powers of shadow to harm your opponents and tend to keep an enemy at range so you can blast them with your spells.

Necromancer Class Ability With a gesture, you cause the power of the shadowfell to suffuse your enemy. At-Will Arcane, Necrotic Minor Action Close burst 10 Target: One creature in burst Effect: The target takes an extra 1d6 damage from all attacks (save ends). Increase the damage to 2d6 at 21st level. Summon Undead: You focus on summoning and creating undead, and have an undead minion at your disposal. You must spend a minor action to command your undead, allowing it to move and attack as you direct (it uses its own actions to move and attack). If you do not give it a command, the undead stands idly.

Implements
Necromancers make use of staffs, wands and anatheme (pact dagger) to help channel and direct their arcane powers. Every necromancer has mastery of one

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4E Races and Classes
When you gain a level, the undead minion gains 8 hit points (and increases its healing surge amount), and you increase all its attack rolls and defenses (including AC) by +1. When you gain an ability point increase, so does your undead minion. You do not need to increase the same ability scores on your minion as you increase on your character. Your undead minion can use any of your powers that have the Minion keyword as if it were using an unarmed attack. If the minion uses this power it counts as your use for the encounter or the day. If your undead minion is slain or destroyed, you can create a new one after an extended rest.

Hand of the Grave Necromancer Attack 1 At your command, a filthy gray hand erupts from the ground, grabbing your opponent and impeding their movement. At-Will Arcane, Implement Standard Action Close burst 10 Target: One creature in burst Attack: Intelligence vs. AC Hit: 1d6 + Intelligence modifier damage and the opponent is slowed until the end of your next turn. st Increase to 2d6 + Intelligence modifier damage at 21 level. Necrotic Cyst Necromancer Attack 1 You plant a seed of Arcane energy in your victims, which erupts into painful, oozing boils. At-Will Arcane, Implement, Necrotic Standard Action Close blast 3 Target: All creatures in blast Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier necrotic damage and ongoing 2 necrotic damage (save ends). Increase to 2d6 + Intelligence modifier necrotic damage st at 21 level. Reaper’s Blow Necromancer Attack 1 Your weapon blazes with black energy as you strike your opponent. At-Will Arcane, Necrotic, Weapon Standard Action Melee weapon Special: You must be using a dagger or scythe Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier necrotic damage and you gain temporary hit points equal to your Wisdom modifier. Increase to 2[W] + Dexterity modifier necrotic damage at st 21 level. Rot Necromancer Attack 1 You point your finger at an opponent and a black ray lashes out, withering flesh where it strikes. At-Will Arcane, Implement, Necrotic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 2d4 + Intelligence modifier necrotic damage. Increase to 4d4 + Intelligence modifier necrotic damage at 21st level. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Undead Minion

Level 1 Minion

Medium natural animate (undead) XP Initiative: +0 Senses: perception –1, darkvision HP 18 ;Bloodied 9; Healing Surge 4; Surges 6 AC 16; Fortitude 13, Reflex 14, Will 11 Immune disease, poison Speed 5 Slam (standard; at-will) +4 vs. AC; 1d10 + Str mod (increase to 2d6 + Str mod at 11th level and to 3d6 + Str mod at 21st level) Alignment: Unaligned Str 13 (+1) Dex 16 (+3) Wis 8 (-1) Con 10 (+0) Int 1 (-5) Cha 3 (-4)

Spellbook
You possess a spellbook, a book full of mystic 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 again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower. Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice. If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell. 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 The flesh peels back from your hand, revealing knifesharp bones to rake an opponent’s flesh with. At-Will Arcane, Unarmed Standard Action Melee unarmed Target: One creature Attack: Dexterity vs. AC Hit: 1d8 + Dexterity modifier damage. Increase to 2d8 + Dexterity modifier damage at 21st level. Special: This attack counts as a basic melee attack. Level 1 Encounter Spells Level 1 Daily Spells
Necromancer Attack 1 With a word, your hand turns grey and numb, filled with necrotic power. Encounter Arcane, Melee, Minion, Necrotic Standard Action Melee weapon Requirement: You must be using a dagger, unarmed attack, quarterstaff or scythe. Target: One creature Attack: 1[W] + Dexterity modifier necrotic damage and the target is dazed until the end of your next turn.

Taint the Blood Necromancer Attack 1 You point at the target and utter a foul curse, filling its blood with taint from the shadowfell. Encounter Arcane, Implement, Necrotic Standard Action Ranged 15 Target: One creature Attack: Intelligence vs. Will Hit: 1d10 + Intelligence modifier necrotic damage and the target takes a –2 penalty to Fortitude defense and attack rolls until the end of your next turn. Special: If you have the Arcane Curse ability, the target is affected by Arcane Curse.

Ghoul Strike

Hand of Glory Necromancer Attack 1 Your upheld hand shimmers with black fire, and the flaring darkness dazzles your foes. Encounter Arcane, Implement, Necrotic Standard Action Close burst 3 Target: All creatures in burst Attack: Intelligence vs. Fortitude Hit: 2d6 + Intelligence modifier necrotic damage. Life Leech Necromancer Attack 1 A blast of black fire rolls over the battlefield, drawing out the life of those unfortunate to be in the blast. Encounter Arcane, Implement, Necrotic Standard Action Close burst 3 Target: All enemies in burst Attack: Intelligence vs. Fortitude Hit: 1d10 + Intelligence modifier necrotic damage and you or one ally within the burst gains the same number of temporary hit points. Ray of Palsy Necromancer Attack 1 A sickly purple beam erupts from your gnarled finger, striking your opponent. Encounter Arcane, Implement, Necrotic Standard Action Close blast 5 Target: One creature in range Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence necrotic damage and the target is weakened until the end of your next turn.

Blood Weapon Necromancer Attack 1 A quick chant, and your weapon licks phantasmal lips as it hungers for blood. Daily Arcane, Weapon Standard Action Melee weapon Special: You must be using a dagger, unarmed attack, quarterstaff or scythe Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier. For the rest of the encounter, whenever you hit the target again with the same weapon, you deal an additional 1d6 damage. Hungry Spirit Necromancer Attack 1 You reach into the shadowfell and draw forth a hungry ghost that pursues your opponents. Daily Arcane, Conjuration, Implement, Necrotic Standard Action Ranged 5 Target: One creature adjacent to hungry spirit Attack: Intelligence vs. Fortitude Hit: 2d6 + Intelligence modifier necrotic damage. Effect: You conjure a Medium hungry spirit that is insubstansial, and the hungry spirit attacks an adjacent creature. Any creature that starts its turn next to the hungry spirit takes 1d4 + Intelligence modifier necrotic damage. As a move action you can move the hungry spirit up to 6 squares, even through solid obstacles. The hungry spirit is not affected by difficult terrain and cannot end its movement in a solid obstacle. If you do not have line of sight to the hungry spirit at the end of its movement, you can only spend a move action to recall the spirit, moving it back towards a square where you can gain line of sight to it. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the hungry spirit.

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4E Races and Classes
Pestilential Vapor Necromancer Attack 1 You cause the ground to split open, releasing foul purplish vapors. Daily Arcane, Implement, Poison Standard Action Area burst 2 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier poison damage Miss: Half damage Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action. Undead Blight
Necromancer Attack 1 Your voice carries across to the shadowfell, and the dead respond Daily Arcane, Conjuration, Implement, Necrotic Standard Action Area wall 5 within 10 squares Effect: You conjure a wall that consists of contiguous squares filled with undead corpses. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall is subject to an attack of Dexterity vs. AC and takes 1d6 + Intelligence modifier necrotic damage on a successful hit. A creature can make a bull rush to attempt to move through the wall, but must otherwise move around it. The wall does not block line of sight, but counts as an ally for providing cover. As a move action, you can move the wall up to 5 spaces. If the wall moves more than 10 squares away from you, it vanishes. Sustain Minor: The wall persists

Spook

Necromancer Utility 2 You take on a frightening appearance Encounter Arcane, Fear, Zone Standard Action Close burst 3 Effect: Any creature that attempts to enter the zone or is in the zone at the start of its turn is subject to an Intelligence vs. Will attack. If you hit, the target is pushed out of the zone and suffers a –2 penalty to attacks and damage until the end of your next turn. The zone moves with you. Sustain Minor: The zone persists Necromancer Utility 2 You summon a swarm of vermin to confound your foes. Daily Arcane, Conjuration, Zone Standard Action Area burst 1 in 10 squares Effect: You create a zone filled with red-eyed black rats. The zone is treated as difficult terrain. Any creature that starts or ends its turn in the zone is dazed and suffers a –2 penalty to AC until the end of its next turn. Sustain Minor: The zone persists. As a move action, you can move the zone up to 5 squares. Special: If the zone is struck by a burst or blast attack that encompasses the zone, you must make a saving throw or the zone is destroyed.

Summon Swarm

Level 3 Encounter Spells Ghastly Blast Necromancer Attack 3 You open your mouth and exhale green vapors that seek out your enemy and nauseate them. Encounter Arcane, Implement, Necrotic Standard Action Close blast 5 Target: Each creature in blast Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier necrotic damage and the target is dazed until the end of your next turn. Leech Drain Necromancer Attack 3 You hold your hand upward and draw out the life of your opponent for yourself. Encounter Arcane, Minion, Implement, Necrotic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d10 + Intelligence modifier necrotic damage and you heal a like amount of temporary hit points.

Level 2 Utility Spells Blood Pact Necromancer Utility 2
You slice open your hand, letting the blood flow freely and the spirits of the Shadowfell swarm to protect you. Daily Arcane Minor Action Personal Effect: You gain a +3 bonus to saving throws until the end of the encounter.

Bone Armor

Necromancer Utility 2 The bones of the dead bind around you, protecting you from harm. Daily Arcane, Conjuration Minor Action Personal 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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4E Races and Classes
Mummy’s Touch Necromancer Attack 3 Speaking words of ancient power, you empower your weapon with a deadly curse. Encounter Arcane, Minion, Necrotic, Weapon Standard Action Melee weapon Requirement: You must be using a dagger, unarmed attack, quarterstaff or scythe. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage and the target cannot spend a healing surge (save ends). Level 5 Daily Spells Cannibalize Necromancer Attack 5 You feed off the flesh of the undead. Daily Arcane, Healing, Reliable Standard Action Melee 1 Target: One undead creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage and you heal a like amount. Special: You automatically hit and critical your own undead or a willing undead ally. Clutch of the Grave Necromancer Attack 5 You call to the Shadowfell, and it answers with a ghostly hand that grasps at your foes. Daily Arcane, Conjuration, Implement, Necrotic Standard Action Ranged 20 Effect: You conjure a shadowy, human-sized hand in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares. Since it is a tiny object, it must enter the square of the opponent it is to attack. Target: Once creature in the same square as the hand Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier necrotic damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. Sustain Minor: A target grabbed by the hand takes 1d8+Intelligence modifier necrotic damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed. Feast of Blood Necromancer Attack 5 Your canines elongate and you hunger for blood. Daily Arcane, Minion, Weapon 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. Level 6 Utility Spells Face of the Dead
Necromancer Utility 6 You touch a fallen foe, and your features twist to match it in life. Daily Arcane, Illusion Minor Action Melee touch Effect: By touching a deceased creature, you copy their appearance, including build, size and apparent gear. You gain neither the abilities or mannerism of the chosen form, though you sound like the creature you take the appearance of – though you do not gain access to any languages the creature knew. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration. Anyone who attempts to see through your ruse makes an insight check opposed by your bluff check, and you gain a +5 power bonus to your check. Necromancer Utility 6 The undead treat you as one of their own Daily Arcane, Charm Standard Action Ranged 5 Target: You or one creature Effect: Undead minions will not willingly attack the target and all other undead must make a saving throw if they wish to include the target in an attack. If the target attacks, the protection is broken. Sustain Standard: If the target is within range, you can sustain the effect. Necromancer Utility 6 You step into a shadow, and emerge elsewhere. Daily Arcane, Teleportation Move Action Personal Effect: Teleport 10 squares. You can’t take other creatures with you. Necromancer Utility 6 You slit your wrist, and from the flowing blood, a minion forms. Daily Arcane, Conjuration Standard Action Ranged 10 Effect: You summon a blood golem that obeys your command. The blood golem appears to be a burly humanoid composed of rippling blood. The blood golem remains until dropped to 0 hit points, the encounter ends, or for 5 minutes.

Friend of the Deceased

Shadow Door

Summon Blood Golem

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4E Races and Classes
Blood Golem
Level 6 Minion
Medium natural animate (undead) XP Initiative +7 Senses perception +6; low-light vision Blood Trail (aura 1); the squares surround a blood golem are considered difficult terrain HP 1; a missed attack never damages a minion. AC 22; Fortitude 18, Reflex 19, Will 18 Immune disease, poison Speed 6 Slam (standard;at-will) +13 vs. AC; 1d10+4 Slick as Blood (immediate interrupt; at-will) When blood golem is grabbed; make a saving throw to escape grab Alignment Unaligned Languages – Str 16 (+6) Dex 19 (+7) Wis 16 (+6) Con 13 (+4) Int 1 (-1) Cha 1 (-1)

Vampiric Strike Necromancer Attack 7 Your gaze settles on an opponent and you vow he will survive the battle. Encounter Arcane, Necrotic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier necrotic damage and you gain temporary hit points equal to the damage you deal. In addition, the target cannot use a healing surge (save ends). Level 9 Daily Spells Bite of the King Necromancer Attack 9 With extended canines, you draw out the life of your foe, healing your own wounds. Daily Arcane, Healing, Necrotic, Reliable, Weapon Standard Action Melee weapon Requirement: You must use a dagger, unarmed attack, quarterstaff or scythe. Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier necrotic damage, and you regain hit points as if you had spent a healing surge. Necrotic Lash Necromancer Attack 9 A whip of black fire springs from your upward palms and seeks out an enemy. Daily Arcane, Implement, Necrotic, Poison Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 2d12 + Intelligence modifier necrotic damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends). Plague Necromancer Attack 9 You plunge your hand into the soil and pull out the cancer of the earth and cast it at your opponents. Daily Arcane, Necrotic Standard Action Area burst 3 in 10 squares Target: All creatures in burst Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier necrotic damage, and the target is weakened (save ends). Miss: Half damage, and the target has a –2 to all defenses (including AC) (save ends).

Level 7 Encounter Spells Hand of Death Necromancer Attack 7 You hold up your hand which erupts in crackling black fire, dealing death to those who gaze at it. Encounter Arcane, Necrotic Standard Action Close burst 3 Target: All creatures in burst Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier necrotic damage and the target is dazed. Howling Bite Necromancer Attack 7 You unleash a hellish howl revealing a mouth filled with needle-like teeth. Encounter Arcane, Minion, Weapon Standard Action Melee weapon Requirement: You must use a dagger, unarmed attack, quarterstaff or scythe. Special: You can shift up to 3 squares before making an attack. Target: One creature Attack: Dexterity + 2 vs. AC Hit: 2[W] + Dexterity modifier damage. Waves of Fatigue Necromancer Attack 7 You send out waves of strength-draining energy, weakening your opponents. Encounter Arcane, Necrotic Standard Action Close blast 5 Target: All creatures in blast Attack: Intelligence vs. Fortitude 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 A wall of whirling white teeth shimmers into existence, snapping and biting at all who dare to approach it. Daily Arcane, Conjuration, Necrotic, Implement Standard Action Area wall 8 in 10 squares Effect: You conjure a wall that consists of contiguous squares filled with snapping teeth. It can be up to 8 squares long and 4 squares high. The wall lasts until the end of your next turn. Any creature that starts it turn adjacent to the wall takes 1d6 + Intelligence modifier necrotic damage. If a creature moves into the wall’s space or starts its turn there, the creature takes 3d6 + Intelligence modifier necrotic damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. Sustain Minor: The wall persists. Level 10 Utility Spells Death’s Command
Necromancer Utility 10 You whisper words of power, and the undead knits itself back together, awaiting your command. Encounter Arcane, Charm, Necrotic Minor Action Ranged 10 Effect: You restore a destroyed undead minion to unlife, under your command for the rest of the encounter. The minion cannot be higher level than you. You can command the undead minion as a minor action (it uses its own actions to carry out your orders). The minion remains under your control for the duration of the encounter, for 5 minutes or until destroyed, at which time it crumbles to dust and cannot be revived. Necromancer Utility 10 You intone the names of the dead, and their spirits rise from the ground and swirl about you in protection. Daily Arcane Minor Action Personal Effect: Until the end of the encounter, you are treated as having concealment, and enemies 5 or more squares away from you cannot see you.

Summon Bone Golem

Necromancer Utility 10 You snap a femur in half and toss it to the ground. As you murmur arcane words, the bone grows and assembles itself into a minion. Daily Arcane, Conjuration Standard Action Ranged 10 Effect: You summon a bone golem that obeys your command. The bone golem appears to be a skeletal, four-armed humanoid wielding swords made of bone. The bone golem remains until dropped to 0 hit points, the encounter ends, or for 5 minutes.

Bone Golem

Level 10 Minion

Medium natural animate (undead) XP Initiative +15 Senses perception +9; low-light vision HP 1; a missed attack never damages a minion. AC 26; Fortitude 22, Reflex 23, Will 22 Immune disease, poison Speed 6 Bone Sword (standard; at-will) The bone golem makes two attacks against the same or adjacent targets; +17 vs. AC; 1d6 + 3 damage. This also holds true for opportunity attacks. Slashing Flurry (standard; encounter) Close burst 1;+17 vs. AC; 4d6 + 5 damage to each target Alignment Unaligned Languages – Str 18 (+9) Dex 21 (+15) Wis 18 (+9) Con 15 (+7) Int 1 (+1) Cha 1 (+1)

Level 13 Encounter Spells Chill of the Grave Necromancer Attack 13 You whisper ancient curses and the ground where you point explodes in chilling black fire. Encounter Arcane, Cold, Implement, Necrotic Standard Action Area burst 2 in 20 squares Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 3d6 + Intelligence modifier cold and necrotic damage. Effect: This power’s area is difficult terrain until the end of your next turn. Any creature that starts it turn in the area takes 5 cold and necrotic damage. You can dismiss the effect as a minor action. Dust and Ashes Necromancer Attack 13 With a word, you destroy your foe. Encounter Arcane, Implement, Necrotic Standard Action Close blast 5 Target: One creature in blast Attack: Intelligence vs. Fortitude Hit: 3d6 + Intelligence modifier necrotic damage and the target is stunned until the end of your next turn.

Ghost Armor

Protection of the Grave Necromancer Utility 10
You dust yourself or another with a bit of grave dirt, making them resistant to necrotic attacks. Daily Arcane Minor Action Melee touch Effect: You or the target creature gains immunity to necrotic, poison or disease damage until the end of the encounter or for 5 minutes. Choose the damage type from the following list: necrotic, poison or disease.

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

Consume the Dying

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4E Races and Classes
Shade
Necromancer Utility 16 You take on a dark, translucent quality like a ghostly shadow. Encounter Arcane, Minion Immediate Interrupt Personal Trigger: A ranged or melee attack hits you. Effect: The attacker must reroll the attack roll. Necromancer Utility 16 You shed your mortal form, becoming shadow. Encounter Arcane, Minion Minor Action Personal Effect: You become insubstantial, allowing you to pass through obstacles and ignore difficult terrain. You cannot end your movement in an obstacle. In addition, you gain concealment, and if you are in dim or lesser light, you gain total concealment. This power lasts until the end of the encounter. It can be dismissed as a minor action.

Level 19 Daily Spells Decimate Necromancer Attack 19 You fire a purple ray of rotting energy and whatever it touches turns to fine gray dust. Daily Arcane, Implement Standard Action Ranged 10 Target: One creature or object Attack: Intelligence vs. Reflex Special: You don’t need to make an attack roll to hit an unattended object with this power. Hit: 5d10 + Intelligence modifier damage, and ongoing 10 damage (save ends). If the target saves, it takes ongoing 5 damage (save ends). Miss: 3d10 + Intelligence modifier damage, and ongoing 5 damage (save ends). Finger of Death Necromancer Attack 19 You point your finger at your enemy and speak his doom. Daily Arcane, Implement, Necrotic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 4d12 + Intelligence modifier necrotic damage and the target is knocked unconscious and takes ongoing 10 necrotic damage (save ends both). If the target takes damage from another source other than the ongoing damage, it is no longer unconscious. Miss: Half damage and the target is immobilized until the end of your next turn. Grasp of the Shadowfell Necromancer Attack 19 Clawed hands made of black fire erupt from the ground, grasping at those nearby. Daily Arcane, Implement, Necrotic, Zone Standard Action Area burst 4 within 10 squares. Target: All creatures in burst Attack: Intelligence vs. Reflex Hit: 2d10 + Intelligence modifier necrotic damage, and the target is immobilized (until escape). Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. Sustain Minor: You sustain the power. Repeat the attack against any creature within the zone that is not immobilized, and deal 1d10 necrotic damage to creatures that are immobilized.

Wraithform

Level 17 Encounter Spells Consume the Living Necromancer Attack 17 You open your mouth and draw the living essence out of your foes, consuming it to give you strength. Encounter Arcane, Implement, Necrotic Standard Action Close blast 5 Target: All creatures in blast Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier necrotic damage and you gain the same number of temporary hit points (once, regardless of the number of foes you affect).
Necromancer Attack 17 You whisper your foe’s doom, and he collapse into a fitful stupor. Encounter Arcane, Implement, Necrotic, Sleep Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier damage and the target is slowed and takes ongoing 5 necrotic damage (save ends both). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).

Death’s Embrace

Exacting Toll Necromancer Attack 17 You tear into your opponent, exacting a toll of blood. Encounter Arcane, Minion, Necrotic, Weapon 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 necrotic damage and ongoing 5 damage (save ends).

Send to Orcus Necromancer Attack 19 You rend your enemy, causing him to stumble back. Daily Arcane, Minion, Reliable, Weapon Standard Action Melee weapon Requirement: You must use a dagger, unarmed attack, quarterstaff or scythe. 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 Level 22 Utility Spells Mass Burrow
Necromancer Utility 22 Black motes of darkness surround you and your allies, and they sink into the ground with you. Daily Arcane Standard Action Close burst 5 Targets: You and each ally in burst Effects: All targets gain a speed of Burrow 8 until the end of your next turn. Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain this power, all targets rise to the surface unharmed. Necromancer Utility 22 You pour the dust of an ancient lich on the ground before you. As you murmur arcane words, the dust swirls into a shadow of the former lich. Daily Arcane, Conjuration Standard Action Ranged 10 Effect: You summon a lich vestige that obeys your command. The lich vestige appears to be a shadowy, skeletal humanoid dressed in the vestments of a wizard. The lich vestige is intelligent, and will fight to the best of its ability even when not commanded to act. The lich vestige remains until dropped to 0 hit points, the encounter ends, or for 5 minutes. Necromancer Utility 22 With a gesture, you turn a fallen foe against his former allies. Daily Arcane, Charm, Conjuration, Necrotic Minor Action Ranged 10 Target: One dead creature Effect: You raise one dead opponent under your control as a minion. The target has 1 hit point but otherwise uses the stats of the original creature. It does not gain any spent encounter or daily powers nor can it use action points or spend healing surges. As a standard action you can direct the target to attack another creature of your choice, which it will do so attacking with its most potent attack. If you give no command to the target, it stands idly. The minion remains until slain, until the end of the encounter or 5 minutes.

Summon Lich Vestige

Level 23 Encounter Spells Clutch of Orcus Necromancer Attack 23 You clench your fist tightly, and blood begins to seep from your opponent’s blank-staring eyes. Encounter Arcane, Implement, Necrotic Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Fortitude Hit: 3d6 + Intelligence modifier necrotic damage, and the target is stunned until the end or your next turn. Fangs of Doom Necromancer Attack 23 You lunge forward and plunge your weapon into a foe, drinking away his life force. Encounter Arcane, Minion, Weapon Standard Action Melee weapon Requirement: You must be using a dagger, unarmed attack, quarterstaff or scythe Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier and you regain a healing surge. Special: If a minion makes this attack, you may choose to regain one of your own healing surges. Screams of the Damned Necromancer Attack 23 The ground splits open at your command, and screaming ghosts tear toward your opponents. Encounter Arcane, Implement, Necrotic Standard Action Close blast 5 Target: Each creature in blast Attack: Intelligence vs. Fortitude Hit: 2d6 + Intelligence modifier necrotic damage. Level 25 Daily Spells

Lich Vestige

Level 22 Minion

Medium natural animate (undead) XP Initiative +15 Senses perception +9; low-light vision Death Chill (aura 1); those in aura suffer 10 cold damage each turn. HP 1; a missed attack never damages a minion. AC 34; Fortitude 31, Reflex 32, Will 33 Immune disease, poison Speed 6 Shadowfire bolt (standard; at-will) +29 vs. AC; 4d6 + 8 necrotic damage Consuming darkness (standard; encounter) area 2 within 15; +27 vs. Fortitude; 3d12 + 8 necrotic damage and target is blind (save ends) Alignment Evil Languages Common Str 22 (+17) Dex 24 (+18) Wis 27 (+19) Con 15 (+13) Int 10 (+11) Cha 10 (+11)

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4E Races and Classes
Annihilating Sphere Necromancer Attack 25 You draw out part of the dark heart of the Shadowfell, depositing it in front of your enemies Daily Arcane, Implement, Necrotic, Zone Standard Action Area burst 1 in 20 squares Target: All creatures in burst Attack: Intelligence vs. Fortitude Hit: 6d6 + Intelligence modifier necrotic damage and the target is pulled into the sphere’s origin square. Miss: Half damage, and no pull. Effect: The attack’s origin becomes a sphere of shadowfell darkness that remains until the end of your next turn. Any creature that is pulled into the sphere is drawn into the Shadowfell for 3 turns, in which they take ongoing 10 damage. While trapped in the shadowfell, the target cannot see, move or affect the world in any way. Similarly, no one can see or attack the creature. After 3 turns, the creature returns to the battlefield 10 squares in any direction from the sphere, prone and dazed until the start of your next turn. Sustain Standard: The zone persists and any creature in the zone is attacked as above. As a move action you can move the zone up to 5 squares. If you pass over a creature’s space as a part of the sphere’s movement, the creature can make a saving throw to avoid being pulled into the sphere. Terrifying Strike Necromancer Attack 25 You bury your weapon into your foe, and onlookers tremble in fear of your power. Daily Arcane, Fear, Reliable, Weapon Standard Action Melee weapon Requirement: You must use a dagger, unarmed attack, quarterstaff or scythe. Target: One creature Attack: Dexterity vs. AC Hit: 5[W] + Dexterity modifier damage, and all of your enemies within 5 squares suffer a –2 penalty to all attacks, defenses and AC until the end of your next turn. Trap the Soul Necromancer Attack 25 You hold forth a sapphire gem and speak the opponent’s secret name. It’s body becomes stone-like and falls lifeless to the ground as a terrified image of the opponent materializes in the gem’s facets. Daily Arcane, Implement, Psychic, Teleportation Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 2d12 + Intelligence modifier psychic damage. Effect: You trap the target’s life force in a gem. You gain temporary hit points equal to the target’s Constitution modifier. While trapped, the target’s body falls prone to the ground and the target cannot see, move or affect the world outside in any way. Likewise, no one can harm the creature’s prone body or life force within the gem. On its turn each round, the target takes ongoing 10 psychic damage and can attempt an Intelligence check against your Will defense to escape as a standard action. The target gains a cumulative +5 bonus to the check each time it fails. Upon escaping the gem, the creature returns to its body and the gem shatters. Webs of the Widow Necromancer Attack 25 Black hourglasses appear on you palms, from which cascade equally black, sticky webs of life-draining energy. Daily Arcane, Implement, Necrotic, Web Standard Action Area burst 3 in 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 4d6 + Intelligence modifier necrotic damage, and the target is immobilized (save ends). Effect: The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature in the web at the start of its turn takes 4d6 necrotic damage. Any creature 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 A blast of crackling black flame erupts from the ground, immolating your foes. Encounter Arcane, Cold, Implement, Necrotic Standard Action Close blast 5 Target: Each enemy in blast Attack: Intelligence vs. Fortitude Hit: 6d6 + Intelligence modifier cold and necrotic damage Tormenting Spirits Necromancer Attack 27 You bedevil an opponent with the souls of the unquiet dead. Encounter Arcane, Implement, Charm, Psychic Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: 3d10 + Intelligence modifier psychic damage. On the target’s next turn it is dazed and takes its only action to strike itself with a basic attack, automatically hitting itself. Level 29 Daily Spells Death’s Grip Necromancer Attack 29 You speak a word of power, and your opponents die. Daily Arcane, Implement, Necrotic Standard Action Close burst 10 Target: Each enemy in burst Attack: Intelligence vs. Fortitude Hit: 2d10 + Intelligence modifier and the target takes ongoing 15 necrotic damage (save ends). If the target saves, it takes ongoing 10 necrotic damage (save ends). If the target makes the secondary save, it takes ongoing 5 necrotic damage (save ends). Miss: Half damage and ongoing 10 necrotic damage (save ends). If the target saves, it takes ongoing 5 necrotic damage (save ends). Legion of Death Necromancer Attack 29 The damned of the shadowfell rise up to destroy your enemies. Daily Arcane, Conjuration, Wall, Necrotic Standard Action Area Wall 15 within 10 squares Effect: You conjure a wall of adjacent squares filled with undead creatures. The wall can be up to 15 squares long. You make a Dexterity vs. AC attack against any enemy that is adjacent to the wall on your turn. On a hit, you deal 3d10 + Intelligence modifier necrotic and cold damage. The wall can also make opportunity attacks. Creatures cannot enter a square containing the wall, but can bull rush, shift, push or pull a square to create an opening to move through, so long as it does make the section non-continuous with the rest of the squares. The wall is imperious to damage (undead rise to take the place of any that fall). The wall provides total cover as if it were an allied creature. Sustain Minor: The wall persists. As a move action, you can move the wall up to 5 squares, even reorientating the squares as long as they remain adjacent. Special: The wall counts as a minion making an unarmed attack for the purpose of being able to use powers with the Minion keyword. Magic Jar Necromancer Attack 29 You burn the soul out of an opponent, and use its body to attack your foes. Daily Arcane, Implement, Psychic, Teleportation Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: 4d10 + Intelligence modifier psychic damage. Effect: You teleport into the opponent’s body, taking control of it. The target’s hit points are replaced with 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.

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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 AC: 24; Fortitude 26, Reflex 21, Will 22 Speed 6; can’t shift Slam (standard; at will) Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5 damage, and the target is dazed (save ends). Double Slam (standard; at will) the lesser flesh golem makes two slam attacks. Alignment Unaligned Languages – Str 20 (+11) Dex 7 (+4) Wis 8 (+5) Con 22 (+12) Int 3 (+2) Cha 3 (+2)

Grave Robber
“It is Alive!” Prerequisites: Necromancer, Summon Undead class feature You prowl the cemeteries and graveyards, seeking corpses and cadavers with which to raise under your command. You experiment with stitching together bodies into horrid creations as well as taking apart decaying bodies to understand the intimate workings of the body. Minion’s Action (11th level): When you spend an action point for an extra action, you can grant that action to your minion or summoned undead. Dire Intelligence (11th level): Your undead minion and any summonded undead have an Intelligence of 6, allowing it to continue acting against the last opponent it was commanded to attack without you having to spend an action commanding the undead. Act as One (16th level): When you spend an action point, your undead minion or one of your summoned undead within 5 squares gains a standard action as well.

Meat for the Beast

Grave Robber Path Features

Grave Robber Attack 20 You flense flesh from your opponent, feeding it to your minions and strengthening them. Daily Arcane, Weapon, Necrotic Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity necrotic damage. Miss: Half damage. Effect: One summoned creature or your undead minion gains temporary hit points equal to half the damage.

Lich Ascendant
“Let the gods be jealous with the gift of immortality. I will wrench the secret to eternal life from other sources” Prerequisites: Necromancer class You fear death, and it drives you to seek immortality, no matter what the cost. There is a greater purpose for you that death would deny you from completing the task. You are so close; you need gather only a few more components and your immortality will be secured forever. Recovering Action (11th level): When you spend an action point, you can choose to spend a healing surge instead of taking an extra action. Eyes of Hate (11th level): You gain low-light vision. Haleful Action (16th level): When you spend an action point, you regain hit points as if you had spent a healing surge without actually using one. Eyes of Night (16th level): You gain darkvision.

Explosive Cadaver

Grave Robber Attack 11 Your knowledge of corpses allows you to turn a cadaver into a bomb. Encounter Arcane, Necrotic Standard Action Ranged burst 1 in 10 squares Target: One dead creature Attack: Automatic hit Hit: The corpse explodes and cannot be animated Secondary Targets: All creatures in burst Secondary Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier necrotic damage

Lich Ascendant Path Features

Summon Flesh Golem Grave Robber Attack 12
You pull a hunk of flesh from your satchel and whisper secret words of power. Tossing the lump of flesh to the ground, it wriggles and grows, screaming, into a fleshy abomination. Daily Arcane, Conjuration Standard Action Ranged 10 Effect: You summon a lesser flesh golem. The lesser flesh golem remains until destroyed or until the end of the encounter.

Lich Ascendant Spells

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4E Races and Classes
Eyes of the Damned
Lich Ascendant Attack 11 You focus your red-eyed gaze on an opponent, cursing him. Encounter Arcane, Necrotic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 2d6 + Intelligence modifier and the target is immobilized until the end of its next turn.

Sacrifice of Blood

Scion of Orcus Attack 11 Exalting Orcus, you smite an opponent Encounter Arcane, Minion, Necrotic, Weapon Standard Action Melee weapon Requirement: You must be using a dagger, unarmed attack, quarterstaff or scythe. Target: One creature Attack: Dexterity + 2 vs. AC Hit: 1[W] + Dexterity modifier necrotic damage and you gain an equal amount of temporary hit points.

Lich Ascendant Utility 12 The chill of the grave surrounds and suffuses you. At-will Arcane, Aura, Cold Minor Action Close burst 1 Effect: Creatures that start or end their turn adjacent to you take half your level cold damage. Lich Ascendant Attack 20 You level your eyeless gaze at your foe and the pinpricks of reddish light flare with unholy power. Daily Arcane, Necrotic Standard Action Ranged 15 Target: One creature Attack: Intelligence vs. Fortitude Hit: 4d8 + Intelligence modifier necrotic damage and the target is stunned until the end of your next turn.

Chilling Aura

Gaze of Acerek

Bolster Undead Scion of Orcus Utility 12 Beseeching Orcus, you strengthen your undead allies. Encounter Arcane Minor Action Close burst 5 Effect: All undead in the burst lose any vulnerability radiant and gain resistance radiant 5 instead. Increase this to resistance radiant 10 at 21st level. Ruby Ray of Orcus
Scion of Orcus Attack 20 A ruby ray lances out from your hand, striking your opponent dead. Daily Arcane, Necrotic, Reliable Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Fortitude Hit: 4d12 + Intelligence modifier necrotic damage.

Scion of Orcus
“Die fool, and serve your true master, Lord Orcus!” Prerequisite: Necromancer class Being alive is a curse; the dead do not hunger, sleep nor do they die of old age. Orcus has given you power to command the dead; one day he will grant you unlife for your meritous service in bringing the gift of undeath to those around you.

Undead Hunter
“Back to the pit with you! You have no place among the living!” Prerequisite: Necromancer class, Shadow Curse class ability, Undead Hunter feat You use the foul powers of necromancy against the very creatures empowered by it, blasting them back to the nether from which they sprang. Radiant Death (11th level): When targeting undead, you can change the Necrotic keyword of any power you use to Radiant. Hunter’s Action (11th level): When you use a action point, you deal extra damage equal to your Constitution modifier to any undead you attack that turn.

Scion of Orcus Path Features

Necrotic Action (11th level): When you spend an action point to take a standard action, you gain deal extra damage equal to your Constitution modifier necrotic damage for any attacks you make during your turn. Dying Blow (11th level): When you are reduced to 0 or less hit points, you can make an immediate basic attack 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 spend a healing surge to regain hit points.

Undead Hunter Path Features

Undead Hunter Spells

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4E Races and Classes
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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4E Races and Classes
Background (Cha)

Expertise
The expertise system is a skill subsystem that allows players to add flavor to their character without sacrificing combat ability. This system can be used to simulate hobbies, professions, background skills or anything in between.

Backgrounds are a group of circumstances that give an indication of what sort of childhood a character might have endures; the experiences of a street rat might very much differ from that young noble. Barbarian: Born and raised in the wilderness in a primitive culture. 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, with skill around animals and growing crops Feral: Raised by wild animals; the character has a strange kinship with animals and unusual habits and senses. Noble: Born in to wealth and privilege, the character has a fairly extensive grasp of etiquette and the benefits and curses of political manueverings Ruralborn: An average childhood Servant: Born to second-class citizens in a wealthy household, Slave: A child of slavery, either born into it or inducted into slavery at a later time, and now freed. Street Rat: Likely an orphan, the character has knows the darker side of city life and how to survive in the shadows of it.

Expertise and Expertise Ranks
An expertise is an area or subject in which your character has some form of unusual competency. Each rank a character has in this expertise (novice, apprentice, journeyman, master, grand master) grants a cumulative +1 bonus to checks involving that expertise.

Rank Novice Apprentice Skilled Master Grand Master

Bonus +1 +2 +3 +4 +5

Cost 1 2 3 4 5

Beginning Ranks
At 1 level, a character starts with 5 expertise points to spend as they wish. Each rank costs one point, and you cannot start with more than 3 points in a single expertise.
st

Craft: Arts (Cha)
Art expertise involves the creation of an aesthetic or provocative piece, be it a written work, an art piece, or a written piece of music. There is some overlap between art expertise and performance expertise. - Composition - Choreography - Literature (or a genre) - Painting (or a given medium) - Sculpture - Storytelling (or a genre)

Additional Ranks
Every four levels, you gain an additional point of expertise, to spend as you wish.

Expertise Checks
When a character wishes to use their expertise, they make the following roll: 1d20 + ½ level + bonus from ranks + appropriate ability modifier. The DC for this check is based on the complexity of the action being attempted, or the item being created.

Craft: Practical (Wis)
Pragmatic craft expertise deals with the creation of items needed for day-to-day life, such as cooking, blacksmithing, or carpentry. - Architecture - Blacksmithing - Carpentry - Cooking - Rope Braiding - Tailor - Tanning - Weaving

Expertise Descriptions
Below are the major categories of expertises and sample choices a character can make. The relevant ability modifier for a given category or expertise is indicated in parethesis ( ):

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Craft: Precision (Int)
Precision craft expertise deals with creating objects that make life easier and/or require precise measurement to get right such as working with chemicals, making tools, or creating mechanical devices. - Alchemy - Armorer - Cheesemaking - Jewelry-making - Lye production - Mechanation - Metalsmithing (Gold, Silver, etc.) - Mirror craft - Poisonmaking - Trapmaking - Toolsmithing - Weaponsmithing - Barkeep - Bureaucrat - Butler/Maid - Bosun/Boatswain - Inkeeper - Librarian - Soldier - Town crier - etc.

Profession: Skilled (Int)
Skill profession expertise deals with skills that require advanced knowledge to perform correctly. Individuals of this level of profession usually have specialty within their field of work. They usually involve planning and/or leadership skills. People in these positions are rarely easily replaced. - Architect (Style of building) - Courtier (Specific country) - Diplomat (Specific country) - General (Specific country) - Magistrate (Specific region) - Mayor (Specific town/city) - Sage (Area of study) - Scholar (Area of study) - Ship’s Captain (Type of boat) - etc.

Performance (Cha)
Performance expertise deals with active types of expression such as dance, song or recital. There may be some overlap between perform and craft: art expertise, typically with creation and recital of a poem, or composition and choreography of a dance. - Acting - Ceremony (tea service, presentation) - Dance - 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. Page 91 of 102

4E Races and Classes
Bardic Music: Empire’s Overture Feat Power

Feats
Heroic Tier Feats
Avian Shape [Druid]
Prerequisites: Dex 13, Shapechange class feature Benefit: While shapechanged into animal form, you can fly at half your movement rate with an altitude of 3. You cannot hover. Special: You can only apply one shape feat at a time while shapechanged

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 Effect: Target gains a +2 power bonus to attack rolls and Fortitude defense until the end of your next turn. In addition, the target gains temporary hit points equal to 5 + your Charisma modifier. The temporary hit points increase to 10 + th Charisma modifier at 11 level and 15 + Charisma st modifier at 21 level.

Goblin Fighter [Gnome]
Prerequisites: Gnome Benefit: You gain a +1 bonus to attacks and damage against goblin creatures (see Goblin in the Monster Manual)

Death Commander [Necromancer]
Prerequisites: Int 13, Summon Undead class feature Benefit: Your summoned creatures gain a +1 feat bonus to attacks, AC and defenses.

Gnomish Senses [Gnome] Death Rage [Half-Orc]
Prerequisite: Half-orc Benefit: When dropped to 0 or less hit points, you do not fall unconscious until the end of your next turn Prerequisites: Gnome Benefit: You gain a +2 bonus to Perception checks.

Grizzly Shape [Druid]
Prerequisites: Str 13, Shapechange class feature Benefit: While shapechanged into animal form, you increase your basic animal attack by one die. Special: You can only apply one shape feat at a time while shapechanged

Defensive Shape [Druid]
Prerequisites: Con 13, Shapechange class feature Benefit: When shapechanged into animal form, you gain a +1 feat bonus to AC and mark creatures who you successfully hit with your attacks.

Half-Orc Brute [Half-Orc] Disruptive Strike [Monk]
Prerequisites: Wis 15, monk Benefit: If you score a critical hit on an opponent when you use flurry of blows, the opponent is immobilized until the end of your next turn. Prerequisites: Half-orc Benefit: You gain proficiency with all axes and a +2 feat bonus to damage rolls with greataxes and all clubs.

Half-Orc Fury [Half-Orc]
Prerequisites: Half-orc Benefit: When you use your Primal Fury ability, you gain a +2 feat bonus to the new attack roll.

Eagle-Eyed Shape [Druid]
Prerequisites: Wis 13, Shapechange class feature Benefit: While shapechanged into animal form, you treat Perception as a trained skill. Special: You can only apply one shape feat at a time while shapechanged

Improved Balanced Stance [Monk]
Prerequisites: Cha 13, Balanced Stance class feature. 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 Benefit: You add Empire’s Overture to your list of Bardic Music powers.

Improved Defensive Stance [Monk]
Prerequisites: Int 13, Defensive Stance class feature. 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. Page 92 of 102

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

Iron Fists [Monk]
Prerequisite: Unarmed Strike class feature Benefit: Your unarmed strike deals 1d8 damage instead of 1d6.

Skulking Shape [Druid]
Prerequisites: Dex 13, Shapechange class feature Benefit: While shapechanged into animal form, you 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 Benefit: You can use an additional bardic music power per encounter.

Stealthy Fade [Gnome]
Prerequisites: Trained in Stealth, Fade Away ability, Gnome Benefit: You can use fade away once an encounter as a minor action when you make a Stealth check, instead of using it as an immediate reaction when hit.

Musical Font [Bard]
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 keyword from your attacks.

Offensive Shape [Druid]
Prerequisites: Str 13, Shapechange class feature Benefit: While shapechanged into animal form, you gain a +1 feat bonus to melee attacks and add your Strength modifier to damage when you have combat advantage.

Paragon Tier Feats
Adamantine Fists [Monk]
Prerequisites: Unarmed Strike class feature Benefit: Your unarmed strike deals 1d10 damage instead of 1d6 damage.

Pummeling Blows [Monk]
Prerequisites: Monk, Flurry of Blows class ability 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 Benefit: When a summoned undead is reduced to 0 hit points, make a save. If you succeed, it remains at 1 hit point.

Resilient Minion [Necromancer]
Prerequisites: Con 13, Summon Undead class feature Benefit: Your undead minion uses your Constitution score to determine its base hit points.

Resonant Heroism [Bardic Music]
Prerequisites: Bardic Music class feature, Cha 15 Benefit: You add Resonant Heroism to your list of Bardic Music powers.

Combined Attributes [Druid]
Prerequisities: Shapechange class feature Benefit: You can combine two heroic tier shape feats when shapechanged.

Bardic Music: Resonant Heroism Feat Power
The song of epic heroes inspires your allies to unsurpassed bravery. Encounter Arcane Standard Action Close burst 10 Target: You or one ally Effect: Target gains a +2 power bonus to all defenses until the end of your next turn. The bonus increases to +3 at 11th level and +4 at 21st level.

Dire Shape [Druid]
Prerequisites: Shapechange class feature Benefit: While shapechanged into animal form, you are Large size and gain a +2 damage bonus to Strengthbased melee attacks. As a Large sized creature, you take up a 2x2 space and have Reach 2.

Everlasting Chant [Bardic Music]
Prerequisite: Bardic Music class feature, Cha 17 Benefit: You can add Everlasting Chant to your list of bardic music powers.

Rhino-Hided Shape [Druid]
Prerequisites: Con 13, Shapechange class feature Page 93 of 102

4E Races and Classes
Bardic Music: Everlasting Chant
Feat Power With a powerful song, you exhort your ally to fight on beyond his limits. Encounter Arcane Immediate Interrupt Close burst 10 Trigger: You or one of your allies falls to 0 or lower hit points Target: You or one ally Effect: The target can act normally while under 0 hit points until the end of the next turn. If the target takes any strenuous actions such as attacking then he or she automatically fails his or her death or dying save for the round.

Improved Defensive Shape [Druid]
Prerequisites: Defensive Shape, Shapechange class feature Benefit: While shapechanged into animal form, you gain a +2 feat bonus to AC.

Improved Offensive Shape [Druid]
Prerequisites: Offensive Shape, Shapechange class feature Benefit: While shapechanged into animal form, you gain a +2 feat bonus to melee attacks.

Improved Terrain Walk [Druid]
Prerequisites: Terrain Walk class feature Benefit: Based on the terrain walk ability you have, your ability to avoid the hazards of terrain increases as listed below. Earth Walk: You ignore damage from treacherous terrain if that terrain is the result of rubble, uneven ston, or earth. Forest Walk: You ignore damage from treacherous terrain if that terrain is the result of trees, underbrush, plants, or natural growth. Ice Walk: You ignore damage from treacherous terrain if that terrain is the result of ice or snow. Swamp Walk: You ignore damage from treacherous terrain if that terrain is the result of bog, mud or shallow water.

Gnomish Invisibility [Gnome]
Prerequisite: Gnome, Fade Away racial ability Benefit: You can use gnomish invisiblity once a day.

Gnomish Invisibility Gnome Racial Ability You fade out of sight, and remain that way. Daily Racial Standard Action Personal Effect: You become invisible until the end of your next turn. If you attack, the power ends. Sustain Standard: The invisibility persists. You can sustain the ability until the end of an encounter or for 5 minutes.

Grasping Strike
Prerequisites: Str 15, Dex 15 Benefit: When you miss with a melee unarmed attack and you wouldn’t otherwise still deal damage on the miss, you can make a grab attack against that enemy as a minor action.

Lord of the Undead [Necromancer]
Prerequisite: Int 15, Summon Undead class feature Benefit: You can command your undead minion or summoned undead as a move action instead of a standard action.

Furious Recovery
Prerequisites: Half-orc Benefit: When you first become bloodied, you regain your Primal Fury racial power.

Martial Arts Master [Monk]
Prerequisite: Int 15, monk, Defensive Stance, Offensive Stance or Balanced Stance Benefit: You can take a second stance from the list of Defensive Stance, Offensive Stance or Balanced Stance.

Hovering Flight
Prerequisite: Fly speed, Dex 15 Benefit: You can hover while flying. This allows you to shift and make opportunity attacks while flying. You do not need to take a move action to remain in the air.

Precise Flurry [Monk]
Prerequisites: Dex 15, monk, Flurry of Blows class feature Benefit: You do not take a penalty to hit when making a Flurry of Blows attack.

Improved Avian Shape [Druid]
Prerequisites: Avian Shape, Shapechange class feature Benefit: While shapechanged into animal form, you can fly at your full movement rate with an altitude of 6.

Practiced Balance
Prerequisite: Skill Training (Athletics) Benefit: You may replace an Acrobatics check with an Athletics check to Balance or to perform an Acrobatic Stunt.

Improved Charge [Half-Orc]
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 bardic music. Feat Power With a quick recitation of a dwarven chant, your ally’s skin becomes as hard as steel. Encounter Arcane Immediate Interrupt Close burst 10 (Close burst 15 at 21st level) Trigger: You or one of your allies is attacked Target: You or one ally Effect: Target gains resist 5 to all damage until the end of your next turn. Increase the bonus to resist 10 at 21st level.

General of the Undead [Necromancer]
Prerequisites: Int 21, Cha 13, Summon Undead class feature Benefit: You can command your undead minion or summoned undead as a minor action instead of a standard action.

Bardic Music: Riddle of Steel

Legendary Shape [Druid]
Prerequisites: Wild Shape class feature, Str 21, Wis 13, Shapechange class feature Benefit: While shapechanged into animal form, you are Huge size and gain a +3 damage bonus to Strengthbased 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 Climb or with an Acrobatics check.

Ki Mastery [Monk]
Prerequisite: Monk Benefit: Once per encounter, you can spend an action point to regain the use of a daily monk power you’ve already used today, instead of taking an extra action.

Twilight Sight [Gnome]
Prerequisite: Gnome Benefit: You gain darkvision.

Plant Shape [Druid]
Prerequisites: Shapechange class feature Benefit: You can shapechange into the form of a mobile plant. You gain the following benefits when shapechanged. • You gain the plant subtype • Resist acid, weapons and poison equal to ½ level. • Your attacks also deal poison damage and a successful hit deals ongoing 5 poison damage (save ends).

Epic Tier Feats
Elemental Shape [Druid]
Prerequisites: Shapechange class feature Benefit: You can shapechange into a form composed of elemental chaos. You retain your humanoid shape while in elemental shape, allowing you full use of your gear and Shapeshift powers. You gain the Earth, Acid, 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 when shapechanged. • Earth. Resist damage 5. You gain a +1 bonus to damage. • Acid. Resist acid equal to your level. Your melee attacks deal acid damage. • Air. Resist thunder equal to your level. Your ranged attacks deal thunder damage. • Fire. Resist fire equal to your level. Your melee attacks deal fire damage. • Ice. Resist cold equal to your level. Your melee attacks deal cold damage. • Lightning. Resist lightning equal to your level. Your ranged attacks deal lightning damage.

Martial Arts Genius [Monk]
Prerequisite: Int 19, monk, Martial Arts Master Benefit: You can use all three stances – Defensive Stance, Offensive Stance or Balanced Stance.

Perfect Terrain Walk [Druid]
Prerequisites: Improved Terrain Walk, Terrain Walk class feature Benefit: Based on the terrain walk ability you have, your ability to avoid the hazards of terrain increases as listed below. Earth Walk: You can pass through spaces of an obstacle if that terrain is the result of rubble, uneven stone, or earth as if it were clear. You must start adjacent to the obstacle, and you have a movement rate of 2 while passing through the obstacle. You cannot end your movement in the obstacle Forest Walk: You can pass through spaces of an obstacle if that terrain is the result of trees, underbrush, plants, or natural growth as if it were clear. You must start adjacent to the obstacle, and you have a movement rate of 2 while passing

Epic Inspiration [Bard]
Prerequisites: Bardic Music class feature, Cha 21, Int 17 Benefit: All of your bardic music can affect one extra target and increase any bonus to defense by +1.

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4E Races and Classes
through the obstacle. You cannot end your movement in the obstacle. Ice Walk: You can pass through spaces of an obstacle if that terrain is the result of ice or snow as if it were clear. You must start adjacent to the obstacle, and you have a movement rate of 2 while passing through the obstacle. You cannot end your 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 shallow water.

Student of the Wild
[Multiclass Druid] Prerequisites: Str 13 Benefit: You gain training in the Nature skill. You can use the shapechange class feature once per day as a minor action.

Totem Brother
[Multiclass Barbarian] Prerequisites: Str 13 Benefit: You gain training in the Endurance skill. You can use the Battle Frenzy class feature once a day when bloodied.

Razor Claws
Prerequisites: Str 19, Con 19 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. Page 96 of 102

4E Races and Classes

Equipment
Magic Items
Armor
Dragonborn Armor
Crafted from the shed scales of dragons, this armor imbues its wearers with draconic might. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Armor: Scale Enhancement: AC Property: Add +1 hit points equal to the armor’s enhancement bonus. Power (Daily Acid, Electricity, Cold or Fire): Standard Action. Make a close burst 5 attack (Con vs. Reflex) to deal 1d10 + Constitution energy damage to all foes in burst. Energy type is fixed during item creation. Lvl 13-18: 2d10 + Constitution energy damage. Lvl 23-28: 3d10 + Constitution energy damage.

Trumpet of the Raging Mountain Level 13+ 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) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily Arcane, Implement, Thunder): Standard action. As the bard’s deafening blast power.

Arm Slot Items Feet Slot Items
Sidestep Boots Level 9 These enchanted boots let you easily shift around an opponent. Item Slot: Feet 4,200 gp Power (Encounter): Immediate Interrupt. You can shift 1 space.

Hand Slot Items Head Slot Items
Level 6 This bone head covering empowers your spells with necrotic energy. Item Slot: Head 4,200 gp Property: Your spells gain the Necrotic keyword Power (Encounter Necrotic): Minor Action. Spells you cast with the necrotic keyword deals +1d6 necrotic damage until the end of your turn.

Weapons
Level 2+ Every swing made with this weapon fills the air with pleasing sounds. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Weapon: Light blade, heavy blade Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily): Free Action. You regain the use of another bardic music for this encounter.

Skull Cap

Blade of Songs

Neck Slot items Rings
Ring of Advice Level 23 This ring grants you supernatural insight. Item Slot: Ring 425,000 gp Property: Gain a +5 item bonus to Insight Power (Daily): Minor Action. Each time you make an Insight check during this encounter, roll twice and take the higher result. Ring of Feather Fall
Level 4 This silver rings slows your descent safely. Item Slot: Ring 840 gp Power (Daily): Free Action. You take no damage from a fall, regardless of the distance, and do not fall prone at the end of the fall.

Musical Instruments
Pipes of Pain Level 5+ This deafening trumpet unleashes a resonating echo in your foes ears Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Implement: Bardic instrument (pipes) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily): Free action. Use this power when you hit with an attack using this bardic instrument. Deal an extra 1d10 damage. Level 15 or 20: 2d10 extra damage. 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. Page 98 of 102

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 Category: Creation Time: 1 hour Duration: Permanent Component Cost: 250 gp Market Price: 680 gp Key Skill: Religion

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

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4E Races and Classes

Monsters

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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.

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