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4th Edition Dungeons & Dragons

This page is a placeholder to include any variants and/or clarifications about the 4th edition rules.

Included Rules

For now, any 4th edition book published by Wizards of the Coast will be considered acceptable, though I reserve the right to call “foul” at articles published in “Dragon” magazine.

More importantly, no custom races/classes/powers/etc. will be allowed.

Here are the books I currently own:

  • Player's Handbook
  • Dungeon Master's Guide
  • Monster Manual
  • Player's Handbook 2
  • Manual of the Planes

Unlike my 3rd edition guideline, I don't need to own a book for you to use one of its rules.

Deviations

  • Dragonborn are not allowed as player characters.1)
  • Teleportation Circles exist, but are not accessible via the “Linked Portal” or “Reverse Portal” rituals.
  • Eladrin are commonly known as “High Elves”. They are rare and will often turn heads.
  • The Tiefling, Deva, and Goliath races are rare and may draw unwanted attention.2)
  • …more to come…

Class Summary

Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses HP@1 HP/L Surges Trained Skills Class Skills
Avenger Wisdom Cloth Simple Melee Holy Symbols +1 Fortitude 14+ 6 7+ Religion + 3 Acrobatics
Striker Dexterity Military Melee +1 Reflex Athletics
Divine Intelligence Simple Ranged +1 Will Endurance
PHB2 Heal
Intimidate
Perception
Religion
Stealth
Streetwise
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Barbarian Strength Cloth Simple Melee +2 Fortitude 15+ 6 8+ 3 Acrobatics
Striker Constitution Leather Military Melee Athletics
Primal Charisma Hide Endurance
PHB2 Heal
Intimidate
Nature
Perception
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Bard Charisma Cloth Simple Melee Wands +1 Reflex 12+ 5 7+ Arcana + 4 Acrobatics
Leader Intelligence Leather Longsword +1 Will Arcana
Arcane Constitution Hide Scimitar Athletics
PHB2 Chainmail Short Sword Bluff
Light Shield Short Sword Bluff
Simple Ranged Diplomacy
Military Ranged Dungeoneering
Heal
History
Insight
Intimidate
Nature
Perception
Religion
Streetwise
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Cleric Wisdom Cloth Simple Melee Holy Symbol +2 Will 12+ 5 7+ Religion + 3 Arcana
Leader Strength Leather Simple Ranged Diplomacy
Divine Charisma Hide Heal
PHB Chainmail History
Insight
Religion
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Druid Wisdom Cloth Simple Melee Staffs +1 Reflex 12+ 5 7+ Nature + 3 Arcana
Controller Dexterity Leather Simple Ranged Totems +1 Will Athletics
Primal Constitution Hide Diplomacy
PHB2 Endurance
Heal
History
Insight
Nature
Perception
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Fighter Strength Cloth Simple Melee +2 Fortitude 15+ 6 9+ 3 Athletics
Defender Dexterity Leather Military Melee Endurance
Martial Wisdom Hide Simple Ranged Heal
PHB Constitution Chainmail Military Ranged Intimidate
Scale Streetwise
Light Shield
Heavy Shield
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Invoker Wisdom Cloth Simple Melee Rods +1 Fortitude 10+ 4 6+ Religion + 3 Arcana
Controller Constitution Leather Simple Ranged Staffs +1 Reflex Diplomacy
Divine Intelligence Hide +1 Will Endurance
PHB2 Chainmail History
Insight
Intimidate
Religion
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Paladin Strength Cloth Simple Melee Holy Symbol +1 Fortitude 15+ 6 10+ Religion + 3 Diplomacy
Defender Charisma Leather Military Melee +1 Reflex Endurance
Divine Wisdom Hide Simple Ranged +1 Will Heal
PHB Chainmail History
Scale Insight
Plate Intimidate
Light Shield Religion
Heavy Shield
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Ranger Strength Cloth Simple Melee +1 Fortitude 12+ 5 6+ Dungeoneering Acrobatics
Striker Dexterity Leather Military Melee +1 Reflex or Athletics
Martial Wisdom Hide Simple Ranged Nature Dungeoneering
PHB Military Ranged +4 Endurance
Heal
Nature
Perception
Stealth
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Rogue Dexterity Cloth Dagger +2 Reflex 12+ 5 6+ Stealth And Thievery + 4 Acrobatics
Striker Strength Leather Hand Crossbow Athletics
Martial Charisma Shuriken Bluff
PHB Sling Dungeoneering
Short Sword Insight
Intimidate
Perception
Stealth
Streetwise
Thievery
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Shaman Wisdom Cloth Simple Melee Totems +1 Fortitude 12+ 5 7+ Nature + 3 Arcana
Leader Constitution Leather Longspear +1 Will Athletics
Primal Intelligence Endurance
PHB2 Heal
History
Insight
Nature
Perception
Religion
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Sorcerer Charisma Cloth Simple Melee Daggers +2 Will 12+ 5 6+ Arcana + 3 Arcana
Striker Dexterity Simple Ranged Staffs Athletics
Arcane Strength Bluff
PHB2 Diplomacy
Dungeoneering
Endurance
History
Insight
Intimidate
Nature
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Warden Strength Cloth Simple Melee +1 Fortitude 17+ 7 9+ Nature + 3 Athletics
Defender Constitution Leather Military Melee +1 Will Dungeoneering
Primal Wisdom Hide Simple Ranged Endurance
PHB2 Light Shield Simple Ranged Heal
Heavy Shield Intimidate
Nature
Perception
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Warlock Charisma Cloth Simple Melee Rods +1 Reflex 12+ 5 6+ 4 Arcana
Striker Constitution Leather Simple Ranged Wands +1 Will Bluff
Arcane Intelligence History
PHB Insight
Intimidate
Religion
Streetwise
Thievery
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Warlord Strength Cloth Simple Melee +1 Fortitude 12+ 5 7+ 4 Athletics
Leader Intelligence Leather Military Melee +1 Will Diplomacy
Martial Charisma Hide Simple Ranged Endurance
PHB Chainmail Heal
Light Shield History
Intimidate
Class
Role
Source
Book
Abilities Armor Weapons Implements Defenses Hp@1 Hp/L Surges Trained Skills Class Skills
Wizard Intelligence Cloth Dagger Orbs +2 Will 10+ 4 6+ Arcana + 3 Arcana
Controller Wisdom Quarterstaff Staffs Diplomacy
Arcane Dexterity Wands Dungeoneering
PHB History
Insight
Nature
Religion

Race Summary

Race Size Speed Vision Ability Bonuses Skill Bonuses Save Bonuses Weapons Languages Special
Dwarf M 5 Low Light +2 Consitution +2 Dungeoneering +5 vs Poison Throwing Hammer Common Use second wind as minor action
+2 Wisdom +2 Endurance War Hammer Dwarven Move normal speed when encumbered
Resist push/pull/slide by 1 square, save to fall prone
Eladrin M 6 Low Light +2 Dexterity +2 Arcana +1 Will Long Sword Common Gain additional skill
+2 Intelligence +2 History +5 vs Charm Elven Go into trance for 4 hours rather than sleep, but maintain alertness
Fey Step: Teleport 5 squares - 1/Enc
Elf M 7 Low Light +2 Dexterity +2 Nature Longbow Common Non-elf allies within 5 squares gain +1 to perception
+2 Wisdom +2 Perception Shortbow Elven Ignore difficult terrain when you shift
Elven Accuracy: You may re-roll an attack roll - 1/Enc
Gnome S 5 Low Light +2 Intelligence +2 Arcana +5 vs Illusions Common Wizard cantrip Ghost Sound as minor action - 1/Enc
+2 Charisma +2 Stealth Elven If you have cover at initiative check, you may make stealth roll
Fade Away: If you take damage, you may turn invisible - 1/Enc
Goliath M 6 Normal +2 Strength +2 Athletics +1 Will Common When you make Athletics roll to jump or climb, roll twice, pick best
+2 Consititution +2 Nature Dwarven or Stone's Endurance: Resist 5 to all damage until next turn - 1/Enc
Giant
Half-Elf M 6 Low Light +2 Constitution +2 Diplomacy Common Choose an At-Will power from different class use 1/Enc
+2 Charisma +2 Insight Elven You may take feats for either elf or humans
Choose 1 Allies within 10 squares gain +1 diplomacy
Halfling S 6 Normal +2 Dexterity +2 Acrobatics +5 vs Fear Common Gain +2 to AC vs opportunity attacks
+2 Charisma +2 Thievery Choose 1 Second Chance: If hit, force enemy to reroll - 1/Enc
Half-Orc M 6 Low Light +2 Strength +2 Endurance Common First time you are bloodied, gain 5 temporary hit points - 1/Enc
+2 Dexterity +2 Intimidate Giant Gain +2 to speed when charging
Furious Assault: When you hit, add 1[W] damage or 1d8 - 1/Enc
Human M 6 Normal +2 Ability of choice +1 Fortitude Common You know one extra At-Will power from your class
+1 Reflex Choose 1 You gain one extra feat at 1st level
+1 Will You gain one extra skill from class skill list
Shifter Longtooth M 6 Low Light +2 Strength +2 Athletics Common Longtooth Shifting: When bloodied, +2 dmg, regeneration 2
+2 Wisdom +2 Endurance Choose 1
Shifter Razorclaw M 6 Low Light +2 Dexterity +2 Acrobatics Common Razorclaw Shifting: When bloodied, Speed +2, AC +1, Reflex +1
+2 Wisdom +2 Stealth Choose 1
1)
I am not completely closing the door here – but I still think the race is silly
2)
I'm trying to avoid edicts here, but I'm still on the fence as to whether I'm even going to allow these races
4e/start.1240528492.txt.gz · Last modified: 2017/05/27 18:58 (external edit)