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D&D player's handbook. The Monster Manual, available separately, contains material that players and DMs alike will find useful. A step by step guide to create a 5th edition dungeon's and dragons character. How to Create a D&D Character* *may need players handbook, 5e Step 1: Choose a Race (pg) • Common Races: dwarves Download. The third handbook for Players - Game Dungeons and dragons. Player's Handbook, Dungeon Master's Guide, MonSler Manual, D&D Insider.

Slideshare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our User Agreement and Privacy Policy. See our Privacy Policy and User Agreement for details. Published on Jan 9, A step by step guide to create a 5th edition dungeon's and dragons character.

If you have multiple features that give you different ways to calculate your AC, you choose which one to use. W e a p o n s For each weapon your character wields, calculate the modifier you use when you attack with the w eapon and the damage you deal when you hit.

W hen you make an attack with a weapon, you roll a d20 and add your proficiency bonus but only if you are proficient with the weapon and the appropriate ability modifier. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead. A w eapon that has the thrown property, such as a handaxe, can use your Strength modifier instead. B u i l d i n g B r u e n o r , St e p 5 Bob writes down the starting equipment from the fighter class and the folk hero background.

His starting equipment includes chain mail and a shield, which com bine to give Bruenor an Arm or Class of His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and damage.

Each character plays a role within a party, a group of adventurers working together for a com m on purpose. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake. Be y o n d 1st L e v e l As your character goes on adventures and overcom es challenges, he or she gains experience, represented by experience points. A character w ho reaches a specified experience point total advances in capability.

This advancement is called gaining a level. W hen your character gains a level, his or her class often grants additional features, as detailed in the class description. Som e of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum.

Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll rounded up. W hen your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained.

His hit point maximum then increases by 8. The Character Advancement table sum m arizes the X P you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. T i e r s o f P l a y The shading in the Character Advancement table shows the four tiers of play. In the first tier levels , characters are effectively apprentice adventurers. The threats they face are relatively minor, usually posing a danger to local farmsteads or villages. In the second tier levels , characters com e into their own.

Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as fireball and lightning bolt. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have becom e important, facing dangers that threaten cities and kingdoms. In the third tier levels , characters have reached a level of power that sets them high above the ordinary populace and makes them special even am ong adventurers.

At 11th level, many spellcasters gain access to 6th-level spells, som e of which create effects previously im possible for player characters to achieve. Other characters gain features that allow them to make m ore attacks or do m ore impressive things with those attacks.

These mighty adventurers often confront threats to whole regions and continents. At the fourth tier levels , characters achieve the pinnacle of their class features, becom ing heroic or villainous archetypes in their own right.

The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures. Voices chatter in countless different languages. The smells of cooking in dozens o f different cuisines mingle with the odors of crow ded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants. And the people them selves—people of varying size, shape, and color, dressed in a dazzling spectrum of styles and hues—represent many different races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling am ong a variety of human ethnicities.

Handbook slideshare players 5e pdf

Scattered am ong the m em bers of these m ore com m on races are the true exotics: A group o f gnom es laughs as one of them activates a clever w ooden toy that m oves of its own accord. Half- elves and half-orcs live and work alongside humans, without fully belonging to the races of either of their parents. And there, well out of the sunlight, is a lone drow—a fugitive from the subterranean expanse of the Underdark, trying to make his way in a world that fears his kind.

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Your character belongs to one of these peoples. Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer.

Dwarves, elves, halflings, and humans are the m ost com m on races to produce the sort of adventurers w ho make up typical parties. Dragonborn, gnom es, half-elves, half- orcs, and tieflings are less com m on as adventurers. Drow, a subrace of elves, are also uncom m on. Your choice o f race affects many different aspects of your character. W hen making this decision, keep in mind the kind of character you want to play.

For example, a halfling could be a good choice for a sneaky rogue, a dwarf makes a tough warrior, and an elf can be a master of arcane magic. These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their race. R a c i a l T r a i t s The description of each race includes racial traits that are com m on to m em bers of that race. The following entries appear am ong the traits of most races. This information can help you decide how old your character is at the start of the game.

You can choose any age for your character, which could provide an explanation for som e of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or W isdom.

A l i g n m e n t Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.

S iz e Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. M embers of a few races are Small between 2 and 4 feet tall , which means that certain rules of the game affect them differently. The m ost important o f these rules is that Sm all characters have trouble w ielding heavy weapons, as explained in chapter 6.

S p e e d Your speed determines how far you can move when traveling chapter 8 and fighting chapter 9. L a n g u a g e s By virtue of your race, your character can speak, read, and write certain languages. Su b r a c e s Som e races have subraces. M em bers of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships am ong subraces vary significantly from race to race and world to world.

In the Dragonlance cam paign setting, for example, mountain dwarves and hill dwarves live together as different clans of the sam e people, but in the Forgotten Realms, they live far apart in separate kingdom s and call themselves shield dwarves and gold dwarves, respectively. S h o r t a n d S t o u t Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal.

Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller.

Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most com m on shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully. L o n g M e m o r y , L o n g G r u d g e s Dwarves can live to be m ore than years old, so the oldest living dwarves often rem em ber a very different world.

For example, som e of the oldest dwarves living in Citadel Felbarr in the world of the Forgotten Realms can recall the day, m ore than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack. Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change.

They respect the traditions of their clans, tracing their ancestry back to the founding o f their m ost ancient strongholds in the youth of the world, and don't abandon those traditions lightly.

Part of those traditions is devotion to the gods of the dwarves, w ho uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.

Individual dwarves are determined and loyal, true to their w ord and decisive in action, som etim es to the point of stubbornness. Many dwarves have a strong sense Kingdom s rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hamm ers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orc s—these com m on threads unite all dwarves. Bruenor Battlehammer walked up the back of his deadfoe, disregarding thefact that the heavy monster lay on top of his elvenfriend.

Salvatore, The Crystal Shard D w a r f C l a n s a n d K i n g d o m s Dwarven kingdom s stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in som e dwarves this love festers into avarice. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes.

Trustworthy m em bers of other races are w elcom e in dwarf settlements, though som e areas are off limits even to them. The chief unit of dwarven society is the clan, and dwarves highly value social standing. To be clanless is the worst fate that can befall a dwarf. Dwarves in other lands are typically artisans, especially weaponsm iths, armorers, and jewelers.

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Som e becom e m ercenaries or bodyguards, highly sought after for their courage and loyalty. G o d s , G o l d , a n d C l a n Dwarves w ho take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others.

Handbook 5e slideshare players pdf

Other dwarves are driven by the com m and or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators.

Or a dwarf might search for the axe w ielded by a mighty ancestor, lost on the field of battle centuries ago. S l o w t o T r u s t Dwarves get along passably well with most other races.

Two things to be said for them, though: Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands.

How can you take them seriously? And watch them go! You have to admire that kind of dedication, even if it gets them in trouble more often than not. Every proper dwarven name has been used and reused down through the generations. A dwarf w ho m isuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place. Male Names: Ability Score Increase.

Your Constitution score increases by 2. On average, they live about years. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society.

They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Dwarves stand between 4 and 5 feet tall and average about pounds. Your size is Medium. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Accustom ed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage explained in chapter 9.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. W henever you make an Intelligence History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

You can speak, read, and write Com m on and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Choose one of these subraces. H i l l D w a r f As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

The gold dwarves of Faerun in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting. Your W isdom score increases by 1. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

M o u n t a i n D w a r f As a mountain dwarf, you're strong and hardy, accustom ed to a difficult life in rugged terrain.

The shield dwarves of northern Faerun, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves. Your Strength score increases by 2.

Dwarven Armor Training. You have proficiency with light and medium armor. D u e r g a r In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark.

They have innate magical abilities to become invisible and to temporarily grow to giant size. The companions stood on a high cliffover thefabled city of Qualinost. Graceful arches, swoopingfrom spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army,yet they appeared so delicate that a bird lighting on them might overthrow the balance.

The elven city opened its arms lovingly to the wilderness. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world. S l e n d e r a n d G r a c e f u l With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and mem bers of many other races.

They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are m ore slender than humans, weighing only to pounds. Males and females are about the same height, and males are only marginally heavier than females.

Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry. A T i m e l e s s P e r s p e c t i v e Elves can live well over years, giving them a broad perspective on events that might trouble the shorter- lived races m ore deeply.

They are m ore often amused than excited, and m ore likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. W hen pursuing a goal, however, whether They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance. Like the branches of a young tree, elves are flexible in the face of danger.

They trust in diplomacy and com prom ise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their w oodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.

H i d d e n W o o d l a n d R e a l m s Most elves dwell in small forest villages hidden am ong the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land.

They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals which they have no interest in mining.

Elves encountered outside their own lands are com m only traveling minstrels, artists, or sages. Human nobles com pete for the services of elf instructors to teach swordplay or magic to their children.

Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace.

Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Som e might join with rebels fighting against oppression, and others might becom e champions of moral causes. E l f N a m e s Elves are considered children until they declare themselves adults, som e time after the hundredth birthday, and before this period they are called by child names.

On declaring adulthood, an elf selects an adult name, although those w ho knew him or her as a youngster might continue to use the child name.

Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a com bination of other Elvish words.

Som e elves traveling am ong humans translate their family names into Com m on, but others retain the Elvish version. Child Names: H a u g h t y b u t G r a c i o u s Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations— which is most non-elves.

Still, they can find good in just about anyone. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.

But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement. Your Dexterity score increases by 2. Although elves reach physical maturity at about the sam e age as humans, the elven understanding of adulthood goes beyond physical growth to encom pass worldly experience.

An elf typically claim s adulthood and an adult name around the age of and can live to be years old. Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. D row are m ore often evil than not.

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Elves range from under 5 to over 6 feet tall and have slender builds. Your base walking speed is 30 feet. Accustom ed to twilit forests and the night sky, you have superior vision in dark and dim conditions. Keen Senses. You have proficiency in the Perception skill. Instead, they meditate deeply, remaining sem iconscious, for 4 hours a day. After resting in this way, you gain the sam e benefit that a human does from 8 hours of sleep. You can speak, read, and write Com m on and Elvish.

Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poem s are famous am ong other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Ancient divides am ong the elven people resulted in three main subraces: In som e worlds, these subraces are divided still further such as the sun elves and m oon elves of the Forgotten Realms , so if you wish, you can choose a narrower subrace.

H i g h E l f As a high elf, you have a keen mind and a mastery of at least the basics of magic. One type which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms is haughty and reclusive, believing themselves to be superior to non-elves and even other elves.

The other type including the high elves of Greyhawk. The sun elves of Faerun also called gold elves or sunrise elves have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. M oon elves also called silver elves or gray elves are much paler, with alabaster skin som etim es tinged with blue.

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Or is there simply a curse on you that brings destruction to everyone and everything you love? BUilding on the racial paragon paths presented in Player's Handbook 2, the paragon paths in the rest of this chapter are intended for this book's races. Minotaur The warrior caste within minotaur society doesn't admitjust anyone to its ranks.

To be recognized as a champion, a blooded warrior, you must demonstrate both skill at arms and an unfailing discipline to master the beast that rages to be released. Time and again, you proved your mastery over your weapons and yourself until that day when you finally gained the recognition you rightly deserved. Continuous training has done more for you than simply gaining you greater standing among your people. Your devotion to your craft elevates your fighting style beyond that of most warriors.

Your weapons are extensions ofyour will, razor-sharp appendages that slice and hew as you direct them.

More important, you meld the spiritual forces guiding you on your life's journey with your own fighting spirit until you become a honed machine of war. The urge to kill lends strength to your attacks, but doesn't overtake your self-control.

You recognize the taint afflicting your people, and you know that to give in to these dark impulses is to step into the trap of bestial savagery that all your people must face. So each battle and each contest is a chance to demonstrate your resolve and your mind's focus on rising above the shadow that darkens your soul.

Aggressive Resurgence 11th level: Never Say Die 16th level: When you drop to ohit points or fewer, you don't fall unconscious as a result ofthe dying condition until you fail a death saving throw.

Weapon Standard Action Melee 1 Target: Strength vs. Bloodthirsty Shift Blooded Champion Utility 12 When an enemy ofyoursfalls,you sprin8fonvard 10 en8a8e the nextfoe. Encounter Free Action Personal Trigger: You reduce an enemy to 0 hit points Effect You shift your speed to a square adjacent to an enemy. Driving Gore Blooded Champion Attack 20 You swin8 your horns in a brulal are, knockin8 your enemy back and down. Daily Standard Action Melee 1 Effect: You charge and use the following attack in place of a melee basic attack.

Half damage, and you slide the target 2 squares. Wilden Every wilden manifests the changing face ofnature. Each day. For you, these aspects are not just transient states. They are reflections ofnature's versatility and power. As you fight for the preservation of the world, you draw deeply from each aspect. You gain an additional benefit from each aspect while you are bloodied. You have learned ways to funnel the power of nature's aspects into your attacks. Eventually, you master the ability to qUickly change your aspect to meet any challenge with the best tools at your command.

You gain a benefit related to the aspect ofnature you are manifesting. When you spend a healing surge while you are bloodied,you regain additional hit points equal to your Wisdom modifier. Adaptive Action 11th level: When you spend an action point,you can change your current aspect ofnature to a different one as a free action. Ifyou have already used the encounter power associated with your previous aspect, you can't use the power from your new aspect until you have taken a short rest.

Bloodied Vigor 16th level: Cold Free Action Personal Trigger: You hit a creature with an at-will attack power Target: The creature you hit Effect: The target takes 1d1 0 extra cold damage from the triggering attack, and the target is subject to an additional effect based on your current aspect of nature. Aspect of the Ancients: The target is dazed until the end of your next turn. Aspect of the Destroyer: The target instead takes 2dl 0 extra cold damage.

Aspect of the Hunter: The target is restrained until the end of your next turn. Nature's Rebirth Nature's Avatar Utility 12 Tappi'18 into the ever-chan8in8 nature ofthe Feywild, you alter your aspect to meet your adversary. Daily Minor Action Personal Effect: You can make a saving throw. In addition, you change your current aspect of nature to a different one. You can use the power associated with the new aspect, even if you have already used an aspect of nature power during this encounter.

You hit or miss a creature with an at-will attack power Target The creature you hit or missed Effect The target takes 10 fire damage, the target deals 5 fire damage to each enemy adjacent to it at the start of its turn save ends , and the target is subject to an additional effect based on your current aspect of nature.

The target is subjected to the ancients' grasp save ends. Until the grasp ends. The target instead takes 20 fire damage. The target is subjected to your hunter's wrath save ends. Until the wrath ends, whenever you hit the target, you can teleport it 5 squares to a square adjacent to an enemy.

dungeons & dragons - player's handbook 5e

Githzerai Untold years ofslavery shaped your people. Freedom molded them further during the split from those who became the githyanki. In the centuries since the githzerai gained independence, they have struggled to master themselves and prepared themselves against any threat to the liberty they earned so long ago.

They will not be enslaved again. Defense is not enough, however. Your people have always formed war bands to deal with menaces close and far. Highest among these groups is a rrakkma-a vengeance band. Mighty githzerai called rrathmals gather in these elite cadres to hunt those who still watch the free githzerai with covetous eyes. Sometimes the members ofa rrakkmas wander until they have faced a number offoes sufficient to call the mission a success.

To serve in a rrakkma is a great privilege, and githzerai preparing tojoin such a group receive special training. Even a githzerai who has proven worthy while traveling among nongithzerai might be so honored.

You are such a one. You have learned to make assaults deCiSively, pursue enemies relentlessly, and defeat foes utterly.

You gain resist 10 psychic. The resistance increases to 15 at 21st level. Unfettered Action 11th level: When you spend an action point to take an extra action, any effects on you that daze, restrain, slow, or immobilize end.

Preternatural Instinct 16th level: When you roll initiative, you can roll twice and use either result. Encounter Standard Action Ranged 5 Target: One creature Effect: If that attack hits, it is a critical hit.

An adjacent enemy shifts away from you Effect: You shift your speed to a square adjacent to the triggering enemy. Vengeance Shroud Rrathmal Attack 20 Exertin8yollr stcely will.

Each enemy in burst Attack: Will Hit: The first time the target hits or misses during each of its turns, it takes 10 psychic damage save ends. Half damage. The burst creates a zone that lasts until the end of your next turn. While within the zone, any ally can take lOon the first attack roll of his or her turn, rather than rolling a d Sustain Minor: The zone persists. Every shardmind has a limited ability to alter that form.

You can disperse your body to protect yourself from attacks, and your shard swarm racial power lets you form yourselfinto a lethal cloud ofcrystals. Your shard swarm racial power becomes a close burst 2, instead ofa close burst 1. In addition, you can use shard swarm to teleport your speed, instead ofhalfyour speed. Paragon Power Points 11th level: You gain 2 additional power points.

Swarm Action 11th level: When you spend an action point to take an extra action. Constant Swarm 16th level: YOll can use your shard swann racial power one additional time during each encounter. With the expenditure of psionic enerm'. Each creature in burst Attack: Intelligence vs. Reflex Hit: The zone is difficult terrain for your enemies. Augment 2 Teleportation Area burst 1 within 10 squares Effect: As above, and while the zone persists, you can teleport to a square within it as a move action.

Recrystallize Shard Disciple Utility 12 Your wounds have broken your mental hold on your physical form. You drop to 0 hit points or fewer Effect: You spend a healing surge and then teleport 10 squares.

Fortitude Hit: The burst creates a zone that lasts until the end of your next turn or until you leave it. The zone is difficult terrain for your enemies, and any enemy that ends its turn within the zone takes 10 damage.

While the zone persists, you take half damage from melee attacks and ranged attacks, and those attacks can't pull, push, or slide you. As a move action, you can teleport to a square within the zone.

From armor and weapon proficiencies to power selection,your class is an important determinant ofyour character's capabilities, and it has a tremendous impact on your experience of the game. The seeker expands the roster of primal classes first introduced in Player's Handbook 2. The psionic power source is represented here by one class for each role: Here you'll find descriptions ofthese six classes, along with four new paragon paths for each one.

Ardent page Battlemind page A psionic defender who exercises the power of the mind to control the body. Monk page A psionic striker who combines focused melee attacks, often made unarmed, with incredible feats ofmovement and agility. Psion page A psionic controller who uses mental powers to move objects or opponents, or to bend foes' minds to his or her will Runepriest page A divine leader who uses the mystical runes of the gods to form prayers of warding or destruction.

Seeker page A controller who calls on nature spirits to imbue arrows or other projectiles with primal power. Hybrid Characters page New rules for combining the features and powers oftwo classes in a manner far more flexible than multiclassing. Epic Destinies page You fill your allies with the will to fight and the clarity of purpose needed for victory.

Depending on your choice of class features, you lean toward either defender or striker as a secondary role. Power Source: Key Abilities: Charisma, Constitution, Wisdom Armor Proficiencies: Cloth, leather, hide, chainmail Weapon Proficiencies: Simple melee, military melee, simple ranged Bonus to Defense: From the class skills list below, choose four trained skills at 1st level.

Class Skills: Ardent Mantle, ardent sur8e, Psionic Augmentation Those who let their base emotions rule them invite madness and destruction. Prolonged feelings offear, greed, lust, or hatred can weaken the mind's defenses against manipulation. Ardents rarely Jearn their art through formal training. I n many ways, they are incidental leaders, having stumbled onto psionic power at some point earlier in their lives.

How you discovered your psionic talent can shape how you wield this power now. You might have awakened to your talent in the heat ofbattle, experiencing a mental breakthrough that allowed you to augment your attacks by rending your enemies' minds. Or your friends might reflect your power when your mood bleeds into theirs, altering their emotional states to match your own. Regardless of the revelation, you learned to harness this power to support your fighting prowess and to gUide your allies to victory.

ARDENT MANTLE A person's state ofmind can be armor against the decay and madness born from base emotions, and thus ardents gird themselves by donning particular mindsets to ward offthe perils brought on by fear, despair, and hatred.

Various emotional states, called mantles, can safeguard the mind. Choose one ofthe following options. Your choice gives a power to you as well as a benefit to you and your allies. Mantle of Clarity: You and each ally within 5 squares ofyou gain a bonus to all defenses against opportunity attacks. The bonus equals your Wisdom modifier. You also gain the ardent alacrity power. Mantle ofElation: The bonus equals your Constitution modifier.

You also gain the ardent outra8e power. Because ofthis class feature, you acquire and use powers in a slightly different manner from how most other classes do. These powers have the augmentable keyword. Both powers mllst be augmentable and from this class. Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level.

Ifyou gain power points from another source such as your paragon path , add them to your power point total. You can use your power pOints to augment any augmentable power you have, regardless of how you gained the power. You regain all your power points when you take a short or an extended rest.

You can choose any powers you like, though many ardents favor one of the two builds described here. You lead your group from the front lines, mixing strong melee attacks with equally strong mental assaults. Your strikes can dismantle your enemies' defenses and make them more vulnerable to your allies' attacks. In addition, you can provoke allies to perform daring stunts and maneuvers, helping them gain better positions, leap across the battlefield to close with distant foes, or shrug off deadly afflictions.

Kord and Melora are the most popular, with more independent ardents following Avandra. Evil ardents find much to like in Bane and Gruumsh. Humans, half-elves, and kalashtar are the most common ardents, though dragonborn, halflings, gnomes, and tieflings also excel in this class, having the natural charisma needed to focus their inner strength.

Make Charisma your highest ability score. Your secondary role is defender, and your leadership helps protect allies from harm. Suggested Class Feature: Mantle ofClarity Suggested Feat: Bolstering Mantle Suggested Skills: Charisma should be your highest ability score, followed by a high Constitution score to improve those effects that raise your allies' spirits and diminish your enemies' capabilities.

Ifyou want to diverSify your powers, a high Wisdom can't hurt, but you should also look to Dexterity for initiative checks and Reflex.

Your secondary role is striker, and your powers can augment your allies' attacks. Mantle ofElation Suggested Feat: Heartening Surge Suggested Skills: These sensations bleed into nearby creatures, either filling them with despair and pain or hope and vigor.

When you augment your powers by spending power points, the corona intensifies. You are bloodied by an attack Target: Each ally in burst Effect: Each target can use a free action either to shift 1 square or to move half his or her speed. Ardent Outrage Arden!

Feature As you take a hit, your aneer unbalances yourfoes. Each target grants combat advantage until the start of your next turn.

Ardent Surge Ardent Feature' You send a suree ofpowerfol emotion that revives afalterine ally. Psionic Minor Action Close burst 5 10 at 16th level Target: You or one ally Effect: The target can spend a healing surge and regain 1d6 additional hit points.

Level 6: Sd6 additional hit points. Mantle of Elation: You can use this power twice per encounter, but only once per round. Charisma vs. Augment 1 Hit: Augment 2 Close burst 1 Target: Each creature in burst Hit: Energizing Strike Ardent Attack 1 The ener8 , and emotion 'ou put into your attackflows into your ally.

Augment 1 Healing Hit: Augment 2 Healing Hit: Focusing Strike Ardent Attack 1 You attackyourfoe with calm and clarity ofmind, extendin8 that clarity to 8ive a nearby ally a chance to clear a lin8crin8 e.. As above, and if the saving throw is against a charm or a fear effect, it gains a power bonus equal to your Wisdom modifier.

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