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4th Edition Dungeons & Dragons

This page details how I intend to use the 4th edition rules. Comments welcome.

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

All classes are allowed. Please see the Summary Table.

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.1240528638.txt.gz · Last modified: 2017/05/27 18:58 (external edit)