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Je((erso n Du n la p
62021911720-001 N
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Fi'" P,lnllng: O<rob.r (009
ISBN, 978-07869 SOBl
~nd
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Game rules based on the original DUNGEONS & DRAGONS'
rules created by E. Gary Gygax and Dave Arneson. and the
later editions by David "Zeb" Cook (2nd Edition); Jonathan
Tweet, Monte Cook, Skip Williams, Richard Balcer. and Peter
Adkison (Jrd Edition); ~nd Rob Heinsoo. Andy Collins, and
James Wyatt (4th Edition).
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INTRODUCTION
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._ ._ _ ._ J.:Iiiii
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-.-.
CONTENTS
~ ----.-.--. - . -.-- . -
J: 'BAR'BAR1AN .................... 4
Playing a Barbarian ............... _ 6
New Builds ................ , ...... 8
New Powers ... , ................. 10
New Paragon Paths ..... _........ 2S
-.
I.,jjjj
CHAPTER I
10
help
CHAPTER
Barbarian
-.-._.
__ ._---.-_._.-_._-_._--_.--._--.-.--.-.-.-
PLAY1NG A BARBAR1AN
RUllning with t he beasts. a lone warrior haUI)lS the
fon:sllike a ghost. gUilrding against interlopers. Oil the
high mountain plateau. a somber leader gUides his rav
aged tribe in its struggle ilgainsl the cruel winter and
hungry predators. At the edge of town. a hermit trains
a young boy to hilrness the beast within and channel it
into his weapon. The barbarian has many manifesta
lions, ;md euch one has its place in the world.
TROPH1ES
Some barbarians wear trophies on their armor and
weapons both to demonstrate their prowess in battle
and to serve as a reminder of foes they have overcome.
Evil barbarians focus on grim, horrific trophies-severed
heads. preserved hands. and bits of bone-to strike fear in
their enemies. Most barbarians, though, prefer less grisly
displays of their skill.
Many barbarians are proudest of trophies taken from
foes that have knocked them unconscious or otherwise
pushed them to the brink of defeat. Barbarians also use
trophies to mark a victory over a long-standing enemy
or a powerful foe whose defeat trumpets their skill and
prowess.
The best trophies symbolize an opponent's strength
and ability. A dragon's fang. a shard from a powerful war
rior's armor, or the stub of a necromancer's staff signify the
enemy's power and ability. A barbarian typically attaches
these trophies to his or her armor and gear. allowing them
to hang as testaments to his fighting ability.
If you decide to collect trophies of your fallen enemies.
make a list of each item you take from a foe. These tro
phies are more than marks of victory; they are important
symbols of your history. Giving one of your trophies as a
gjft is a sign of trust and respect. When you are confronted
by a particularly worthy foe, you might allow the enemy
to live but make the surrender of some token a condition
of that offer.
C IlAPTER 1
I Barbarian
/
revelation of power of the primal spirits and learned to
ca 1/ Oil t hem and cha nnel them ina nd ou t of com bat.
Even in cil'ilized lands. some warrior orders train
their members to harness the power of the beast
within, channeling primal spirits in rages and other
evocations. Some of these orders venerilte the spirit....
while others view the spirits as tools to be manipu.
lated in order to tum a warrior into a savage killer.
Whatever the nature and origin of your relationshrp 10 the spi rits, that relationshIp deflnes your
capabilities as a barbarian. and to some extent, it
defines who you are.
TOTEM ANIMALS
Although your powers do not require it, you might
adopt a totem beast. an animal whose feroCity and
trails appeal to you as a model for your own deeds.
You mighl adorn you rsel f with tattoos, pelts. claws,
and teeth to increase your resemblance to your
chosen beast. Like the totem carved into a representa
tion of specific spirits that serves as an implement in
the hands of a d mid or a shaman, your adorned body
draws the spirits of your chosen beast so that they call
lend you their power.
Most barbarians who have totem beasts take an
appropriate name. Yoreth Hawksworn scales the
highest peaks and swoops upon his foes like a diving
falcon . Darva Thunderbear roars as she cha rges her
enemies and swings her maul with bonecrushing.
u rsi ne strength.
CIV1LIZED BARBARIANS
In battle, barbarians are howling, nearsuicidal warriors,
who overwhelm their enemies with brute strength and
savage magic. But not every barbarian practices that same
approach away from the battlefield. A barbarian might lay
down his or her greataxe and behave as a cunning diplomat. a shrewd negotiator. or a talented artisan.
Such barbarians understand the balance between the
civilized ways of humanoid cultures and the feral nature
of the beast. When these individuals are living or traveling
among civilization's trappings, they know that words are
far more potent than swordplay. A warrior might conquer
an enemy with savagery, but allies are better made and
influenced by charm and wisdom.
This sort of behavior from a barbarian surprises those
who are ignorant of the primal ways, a reaction that
many chieftains and lords have used to their advantage.
The perfumed, silk-clad merchant of a caravan might not
suspect that the chief sitting across from him studied at
four academies. All the merchant sees is the barbarian's
frayed leather armor and a cloak made from the pelt of
a girallon,
CHAPT E R t
Barbarilln
<:
c:::
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Z
WHO'S A BARBAR1AN?
Just like members of other classes, barbarians are not
common in the world. People of the barbarian class are
exceptional. and they're usually heroes-or villains. Raging
hordes of orc or human berserkers might sometimes
rampage through the remnants of civilization. but at most
only a handful of tme barbarians fight among them. probably in positions of leadership. A barbarian has a special
connection to the primal spirits. a relationship that few
other people in the world can claim.
CHAPTER I
I Barbarian
NEW BU1LDS
THUNDERBORN BARBARIAN
Some barbarians can be mistaken for savage warriors
bereft o( magic, at least until they rage. Whether you
are raging or not. no one makes that mistake about
you . Your feroctly and power have endeared you to
the primal spirits ofthllnder. They circle around YOll.
waiting for a time when yOli unleash them on your
enemies.
When you stride inlO bait Ie. low thunder rumbles
around you . Even underground or on a clear day.
the deepthroated murmu r of d ista nt storms accom
panies you . When you charge. the growl grows into
thunderclaps , sounding nearby. When you shriek
yom battle cry. a booming roar breaks over your
enemies.
The faint hearted cower before you . Those
who are brave or foolish enough to stand
before the rumble of your approach are laid
low by your weapons 2nd your rage.
SUGGESTED OPTlONS
Thunderborn barbar ians lean toward controller as
a secondary role . Powers improved byThunderborn
Wrath include blasts. which allow yOIl to aITect
sma 11 groups of enemies. so it pays to move as c1o!'e
to as many enemies as possible . Consider favoring
(eats and powers that allow you to move more easily
arou nd the battlefleld .
Like other barbarians. YOll should make Strength
your highest ability score . Constitution should be
your second highest score, since Thunderborn Wrath
pOW~1 s
orten rely on ic
War Cry
Barbarian Featu re
C H APTER t
1 Ba~baria"
WHIRLING BARBARIAN
SUGGESTED OPTIONS
Whirling Lunge
SIr ikillll tim""
Barbarian Feature
can see.
CHAPTEH. I
Ra.[,,,,.ian
NEW POWERS
J'1
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The new powers presented in this chapler supple ment Ihose already available to barbarians. Many
of the powers support the Thunderborrl Wrath
and Whirling Slayer class features, but the broad
range of powers here prO\'ides useful options for any
barbarian .
LEVEL
1 AT-WILL EVOCATIONS
Howl of Fury
YOII
B.lrbari'ln Attack 1
Whirling Rend
~tlt'lI1l~s.
1 ENCOUNTER
Desperate Fury
Barbarian Attack 1
You hllck 111 your ellflll): illirillJl il and its CO 111 I'll JI io tl.5 10 incur
your rC'llterjilry.
Resurgent Strike
Barb.ulan Attack 1
You slllsh. ) '1111 are rejuvenatell, (J1lt1 your em'lIIy's blood wells.
Encounter + Prlmal, Weapon
Standard Action
Melee weapon
Target; One creature
Attack: Strength \'s. AC
Hit: You either gain 3 + your Constitution modifier
temporary hit points or end one dazing or weakening
effect on yourself. The target then takes 2/WI + your
Strength modifier damage.
You strike 0111 ill two direclions, drawlllJ} blood fro m differenl
LEVEL
Escalating Violence
EVOCATIONS
Ibrbari.ln Attac k I
Shout of Terror
Bilfbarian Attack 1
The primerl StOrtll tllerl ral} l.'s within YOII mauifests (l 0 terrify
inl! balll. SeTI'IIJIl Ihlll ((l!'st!s your l'II('llIil'$ /0 he;;;IIJ/!!.
Encounter + Fear, Primal, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1 [W] + Strength modifier damage. You then howl in a
blast 3 that includes the target. Each enemy in the blast
is slowed until the end of your next turn.
Thunderoorn Wrath: Until the end of your next turn, you
gain a bonus to damage rolls against slowed creatures
equal to your Constitution modifier.
Whirling Frenzy
Barbarian Altack 1
Som..oll" will bleed afl!!r l?\'ery slrike oj rhis Jrcnz-,~ YOII preJer to
set: your cnemi, blollll bill or.' preptlretilD SI'f .v,lllr oIVn.
CHAPTER 1
BGI~ba~la"
o
c..
w
Z
Barbarian Auack 1
YOII slrik". Ihen w/l "n Ihe ~"j,il <if .he blood b,!ar. drawinn on
its IJ rl'lI I ~1rt'"IJ"1 tlllel C"ru:,hiIl8 lJdp 10 cle~.roy yOlJr foes.
Daily + Primal, Rage, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
HIt! 2(WI + Strength modifier damage, and you grab the
target.
Miss: Half damage.
Effect: You enter the rage of the blood bear. Until the rage
ends, you gain a +4 bonus to grab attacks. If an enemy
starts its tum grabbed by you, il takes 5 + your Strength
nlodifler damage.
Barbarian Attack 1
(1$
life'LJ1vin8 mis!.
Barbariiln Attack 1
mOre
Tyrant's Rage
LEVEL
2 UnLITY
Bounding Stride
Barbarian Attack 1
.he spiri.s of
C 1-) APT E R )
EVOCATIONS
Barbarian Utilily J
Feral Rejuvenation
Thunder Hooves Rage
Barbarian Attack I
"1(,
Savage Comeback
.>\ /1 t'IIt'my Iri(,a /0 hilla,'r you. bill you brenkfrre. illnorin8 Ihe
h!jury yllll ~I![ji'r in Iht' proass.
Daily + Primal
No Action
Personal
Trigger. YOll are conscious and fail a saving throw
Effect: You take 2d6 damage and succeed on the saving
throw.
Savage Growl
~f 'hI'
Shrug It Off
B.trhilrlan UHlily 2
LEVEL
ENCOUNTER EVOCATIONS
Brutal Slam
YOlirJorn:~rl blow pushes yourIof into
Barhariall AII<1ck 3
Reckless Rampage
Rippling Blades
Barhariim Auack 3
Thundering Howl
YOII slrikr (Illil/hell
your foes back.
11'10111 (I
Barbarian Attack 3
Whirling Step
Barbarian Attack 3
YIlU .,rik!' oul rllld ~e('p "WI/inll. As you ptiH. marry I'I1cmie.
/11('('(1.
Encounter'" Primal, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding two melee weapons.
Target.: One creature
Attack: Strength vs. AC (main weapon)
Hit: l/WI + Strength modifier damage.
Effect: You shift 2 squares. If the attack hit. you deal 1[W]
damage (off-hand weapon) to one or two enemies that are
adjacent to you at some point during [he shift.
Whirling Slayer: The number of square.s you shift equals
your Dexterity modifier.
B.lrbarian Attack 3
CHAPTH. 1
Baybariafl
LEVEL
DAllY EVOCATIONS
Barbarian AUilck S
of .he c/(Ill.
Daily + Primal, Rage, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 21WI + Strength modifier damage.
Mis$: Half damage.
Effect: You enter the rage of the ancient berserkers. At the
start of each of your tums until the rage ends. you gain
combat advantage against each enemy adjacent to you
and a power bonus to damage rolls against them equal
to your Charisma modifier. These benefits last until the
end of your tum.
Rage of the
Crimson Hurricane
Barbarian Attack 5
Razor Wind Ra e
Barbarian Attack 5
Barbarian Attack S
Y(JIIr' allde/{ aWtll/ens cite lil/I' r spirit wichin ),011. lIS Ta l/ins d"w,
punisll all)' enemies that ovoid YOllr blow,.
Dally + Primal, Rage, Weapon
Standard Action
Melee weapon
Target; One creature
Attack: Strength vs. AC
Hit; 21WI + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the tiger's claw. Until the rage
ends, when you miss any creature with an atwill melee
attack. that creature takes llWI damage.
LEVEL
UTILITY EVOCATIONS
Climber's Claws
Barbarian Utility 6
I I ,Barbarlon
Jaw elui(k/y.
Encounter + Primal
Minor Action
Personal
Effect: Until the end of your next turn, you gain a climb
speed equal to your speed.
Primal Charge
You Ihunder across 111, bOllll:fldtl ill 11 blur of steel alld speed.
Encounter + Primal
Minor Action
Personal
Effect: Until the end of your next tum, you gain a +4 pow
er bonus to speed when charging.
, Relentless Surge
Barb.xian Utility 6
Run Rampant
Barbarian Utility 6
Harbinger of Doom
Barbarian Attack 7
With bl')/ial min'll. yVII br('I,k fret! (1111/ step forward. I.'llBer for
bllllle 118aill.
You 'lack rhrollJlh 0/1(' jot!. (111./ your bdllle CI)' IWT(lltl. cloom for
Ihe ('"emies b~{tm~ you.
Encounter + Primal
Minor Action
Personal
Effect: You make either an escape attempt or a saving
throw against an effec;tthat immobilizes. restrains, or
slows you. You gain a bonus to the roll equal 10 your
Strength modifier.
Snarling Defiance
Barb<lria n Ut iHty 6
pre
Daily + PrImal
Immool .. te Intenrupt
Personal
Trigger: You are hit and damaged by an attack
Effect: You take half damage from the attack and gain a +1
power bonus to attack rolls against the attacker until the
end of your next turn.
LEVEL
ENCOUNTER EVOCATIONS
Blood Sacrifice
YOII
Barbarian Attack 7
10
Fearsome Smash
Looming Threat
B;l(barian Attack 7
All ally JIIi,9hrlrlll'e raisl'c/ afo("s ire, bur once YOII strike. thar
('Item), Illusr plly IIttellrjoll tIl YOII.
Encounter + Primal, Weapon
Standard Action
Melee weapon
Target.: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modirier damage. If the target is
marked by an ally, the attack deals l[WI extra damage.
You then mark the target until the end of your next turn.
Rageblood Vigor. Until the mark ends. you gain a power
bonus to damage rolls against the target equal 10 your
Constitution modifier.
Barharldl1 Atl<lck 7
CHAPTER 1
BarbnYian
Barbarian Attack 7
)'(lU ~tril<'l' hard /lJld thelll".\' illlo ('lIt'lI/i('s all around you.
Encounter .. Primal. Weapon
Standard Action
Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack; Strength vs. AC (main weapon)
Hit: 21WI + Strength modifier damage. Until the .~tan: of
your next turn. you can u.~e a free aaion to deal 1[W}
damage (off-hand weapon) to any enemy that stam its
turn adjacent to you.
Whirling Slayer: Add your Dexterity modifier to the offhand weapon damage.
LEVEL
<llIie>.
Daily" Fear, Primal, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[WI + Strength modifier damage, and you push the
target 3 squares.
Miss: Half damage. and you push the target 1 square.
Effect: You enter the rage of the primal banshee. Until the
rage ends. enemies cannol charge any ally who Is within
a numher of squares of you equallO your Charisma
modifier.
DAILY EVOCATIONS
Barbarian Attack 9
Coil ill.'!. spillill,q. cllld darrilltj. yo II react 10 Ihe ene my's charB!'
Daily .. Primal, Rage, Weapon
Immediate Reaction
Melee weapon
Trigger. An enemy charges you or an ally
Effect: Before the attack. you shih 6 squares.
Target: The triggering enemy
Attack: Strength vs. AC
Hit; 3lWj + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the flying serpent. Until the
rage ends. you can shift 2 squares as a move action. In
addition. after making a charge attack on your turn, you
can take further actions during that turn.
LEVEL
Barbarian Attack 9
Your stril~ .. uwaJ..ells a ranc wit hi ll YOII tllllt ur;lj e~ your allies to
th e bllllle(ldd with impunity whenevcr you hit.
Barbar;a"
10 UTILITY EVOCATIONS
Barbaric Instinct
IIWl'e <tbow
Barbarian Attack 9
B,lTbarian Attack 9
Barbarian Utility 10
Barbaric Offering
Barbari<l11 Utility 10
Encounter .. Primal
Personal
Free Action
Trigger: You bloody an enemy or reduce it to 0 hit points
Effect: You make a saving throw again_~t one effect that a
save can end. wilh a bonus equal to your Charisma modifler (minimum + 1 ).
Enraged Surge
Barbarian U!ilily 10
Your crrrml blow f lle/$ .vour IlIlBeT. f ll1powerill8 yOllr Strikes for
(l
fell'
!MOlllenl>.
Encounter. Primal
Free Action
Personal
Trigger. You miss with an attack while raging
Effed: You gain a +2 power bonus to melee attack rolls
and melee damage rolls until the end of your next turn.
Barb,uian Utility 10
Totemic Scarification
Barbarian Utili ty 10
LEVEL
13
ENCOUNTER EVOCATIONS
Barbarian Attack 13
n + I bOil liS /0
power ify"u miss.
Ihe
rio
Fortune's Favor
You strike (1/ 11 11 o(M IlIlB'!!. namblinn 111111 your enemy will rl'llel
by 1I1Il1lt'IIVl'rinO inlo Ihe f orce ofyour "'ow.
Encounter. Primal, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4lWI -+- Strength modifier damage. YO\) can reroll
the attack. If the reroll hits. the attack deals IIWJ extra
damage. If the reroll misses. the attack deals IIWIless
damage.
BJrb.uian AllJck 13
Rolling Boulder
Barbarian Attack 13
LEVEL
Blood-Frenzy Strike
Barharian Allack 1 3
15
DAILY EVOCATIONS
Barhariilll Atlack 13
Barbarian Attack IS
ou hew III your "III?III.Y. /JIILI tilt' , plrils of 11J1(l'~rT<11w(lfr io l'S ri~e
up Iv /lid )'ou.
Daily. Primal, Rage, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength V5. AC
Hit: 4[W] + Strength modifier damage.
MIs.s: Half damage.
Effect: You enter the rage of the ancestral war band. Until
the rage ends, you gain combat advantage against any
enemy when making primal melee attacks against It. In
addition. whenever you roll a 1 on a damage die for a pri
mal attack, the roll changes to the die's maximum value.
CHAPTER I
I Barbarian
3
o
a.
Barbarian Attack 1 5
\'our wetlplm be)lIIl's ic}' 115 ),ou strillf. Ajienl'nrd. '''~ ic...
sprellds Olcory"u. ,hid.liIl8Yl'ufr,'n1 Iwrm .
Daily + Cold, Primal, Rage, Weapon
Standard Action
Melee weapon
Target: One creature
Attack.: Strength V5. AC
HIt: 31WI + Strength modifier cold damage. and the target
is slowed (save ends).
Miss; Half damage.
Effect; You enter the rage of the frost hide. Until the rage
ends. you gain resistance to all damage equal to your
Constitution modifier.
LEVEL
16 UTILITY EVOCATIONS
Battle Lust
Barbarian Ut ility 16
Bounding Advance
Bill barian
Utility 16
Barbarian Attack 1 5
Your slrike rillH$ oUI. 11/111 YOllr \l'rctlh bllils over. You lllspirt'
your allil's 10 strike Irue.
Daily" Primal, Weapon
St<lndard Action
Melee weapon
Target: One creature
At t<lck; Strength v~. AC
Hit: 41WI + Strength modifier damage.
Miss; Half damage.
Effect: You enter the rage of the war bringer. Untillhe rage
ends. any ally who has line of sight to you gains a bonus
to melee damage rolls equal to your Cha risma modifier.
heclaw Rage
Rampant Malice
Barbarian Utility 16
Encounter + Primal
Minor Act/on
Personal
Eff'ect: Until the end of your turn, you gain combat ad
vantage against any enemy that is marked by an ally of
yours.
Barbarian Attack 15
\'011 bill/a 11Joe hi rhe WOUIIII. .11111 XOII (hllJlIld Ihe .spirit oj Ihe
$cy/hcclIlIV tlrah. E\'/'11 as rlJU swinJl YI'ur \\,<'III'OII.)'OU kick alld
J,uneh Itl keep ),,011 rIoI'> bllel-.
Daily + Primal. Rage, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength V5 . AC
Hit: 31WI + Strength modlner damage.
Miss: Half damage.
Effect: You knock (he target prone. You enler the rage of
the scytheclaw drake. Until the rage end.~ , you can push
an enemy adjacent to you 2 squares as a minor action
once per round.
Tidal Ra e
Encounter + Primal
Move Action
Personal
Effect: You shirt 5 squares and can move through enemies'
spaces during the shift.
Barbarian Attack 15
Scent of Blood
Barharian Utility 16
IlIefl't"
B.1rh.Hian Utility 16
Encounter + Primal
Free Acllon
Personal
Trigger: You take ongoing dan\ilge
Effect: Until the end of your turn, you gain a bonus to
damage rolls equal to the ongoing damage (if you are
taking multiple types of ongOing dan\age. the bonus
equals the highest of them).
LEVEL
17
ENCOUNTER EVOCATIONS
Blood-Spattered Frenzy
Barharlan Att<lck 1/
Frightening Strike
Barbariall Attack 17
LEVEL
19
DAILY EVOCATIONS
Your 5al'(l}l1' Slrike (lrIIl IImd,lelled 811ze wilher ilw resolve of rite
til
c::
Desert Wind Ra e
/\ t/""crl willll rises ill Ihe Wilke '!(ytlur strike.". blillllill9your f oe. 0
TIlL' siroao Ih"11 cxpanlls elllel set des ill. scourillfl film distanl
0.,
Unes of Rage
Barbarian Auack 17
"'(>11'.
Stone-Splitting Roar
Barbarian Attack 17
Your srrih c!rmy, ,m the 511\'1I[Jlh (~r Iht? earlh (1/111 is followed by
(I rllllll.ier(lUs b(llll,' 0)' Iltd! rafll,,~ YOllr t?1It?tlI it's.
Whirling Skirmish
Barbarian Attack 19
c,u'mi(';.
Barbarian Attac/< 19
A GREAT ANCESTOR
l3<1rb,uian Auack 17
U~jlll:!
CHAPTER 1
I Barbadan
L.LJ
Barbarian Attack 19
Barbarian Attack 19
Ba rbari a n Altack 19
LEVEL
22
Barbari,m Ulillty
You arc draWl. wlocs do,(~r ItJ clent/I. llllll 'heir WOWltlS fortify
y<1'u.
Encounter" Primal
Move Action
Personal
Requirement: No enemies are adjacent to you.
Effect: You shift your speed. You gain 1 d8 + your
Constitution modifier temporary hit points. plus 1dB
temporary hit points for each bloodied enemy adjacent
to you at the end or the shift.
Brutal Payback
Barbilrian Utility n
AbsorbillB II ruifJlu), bioII'. you turn y/lur pLlill illlo power Jor 11
slrort ti II/{'.
Encounter + Primal
Immediate Reaction
Personal
Trigger: An enemy scores a critical hit against you
Effect: You gain a +4 power bonus to attack rolls until {he
end of your next turn.
("
,.
:.-
CHAPTEH I
Barbaria"
./:
c::
UJ
3
o
a..
3
u.:
Z
Emboldening Courage
B.lrbari;]n Utility 22
LEVEL
23
ENCOUNTER EVOCATIONS
Encounter + Primal
Free Action
Close burst)
Trigger: You hie or miss an enemy with a charge attack
Target Each ally in burst
Effect: As a free action, each target can shift 3 squares to a
square closer to the enemy.
Raging Resurgence
Barbarian Utility 12
Th,> 5ririr~ rejoice ill your ("WIlIy'> emml blow. CTnel rheir exulra
lioll irll'i,'IllrlllL'; rllll.
Daily + Healing, Primal
Immediate Reaction
Personal
Trigger: An enemy mis.ses you with an attack
Effect: You spcnd a healing surge and regain additional hit
points equal to your Constitution modifier.
Unexpected Clarity
AI1IISIOlli,."illll
Barbilrian Utility 22
Daily + Primal
Free Action
Personal
Trigger. You score a critical hit with a barbarian attack
power and haven 't used Rampage during this round
Effect: In place of making a melee basic attack as a result
of Rampage, YOIl can take an additional standard action
on your next turn.
Berserker's Flurry
Barbarian Attack") 3
YOIl slrike det'ply. titell extetlll your ",e(lpOIIS ill d whirl of raoe.
slrikh'8focs Ih/ll venlurt' roo dos/'.
Encounter + Primal, Weapon
Standard Action
Melee wcapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack; Strength vs. AC (main weapon)
Hit: 31WI + Strength modifier damage. Until the end of
your next turn, you deal 1 IWI damage (offhand weapon)
to any enemy thaI 5tarts its turn adjacent to you.
Whirling Slayer: Add your Dexterity modifier to the off
hand weapon damage.
Barb.lri.1f1 Allilck 2 J
Y/>ulmod: IIII'll)' IICClrby cncmi"s. IllIm d/l~h orros, I/II! bllrtlefil,jllh) arrack a silln'rIor.
Encounter + Primal, Weapon
Standard Action
Close burst 1
Primary Target: Each enemy in burst
Primary Attack; Strength vs. Fortitude
Hit: You push (he primary target 2 squares and knock it
prone.
Effect: You move your speed. Theil make a seccnd .. ry attack.
Se<ondary Target: One creature other than the primary
targets
Secondary Attack: Strength vs. AC
Hit: 41WI + Strength modifier damage.
CHAPrER I
Barbori<ln
BilrUilri;m Attad 13
Rabid Beast
You
Bdrhilri,m Auack B
rt'cklt'~sly Sldlll II
Bilrbarian Atlack 23
"lakillH IlIh'"IlWI.IC '!f 1111 cnclllyJo(Uscd all onl' o.fyour Il lIies, you
deliver II mi9lu)' '/rike. which lums rhll l enemy's JOCIIS 10 you.
Encounter + Primal, Weapon
Standard Action
Melee weapon
Effect: Until the end of your next turn. you gain a + 2 pow
er bonus to attack rolls against any enemy marked by
any of your allies. Then make the following attack.
Target: One creature
Attack: Strength \IS. AC
Hit: 51WI + Strength modjfier damage. and you mark the
enemy until the end of your next turn.
Rageblood Vigor: Until the mark ends. you gain a bonus to
damage rolls against the target equal to your Constitution
modifier.
LEVEL
25
DAILY EVOCATIONS
Barbarian AHaci< 15
You spin, hllckill8 III YOllr enemies. The i1ll1l8L' of lilt' circle of
blood used in YOllr iui/ialion Tile5 8'il" your mind. I'lIIpawerinn
your laler IIl1lt(~$.
Daily + Primal, Rage. Weapon
Standard Action
Close burst 1
Target: Each creature in burst
Att.Jck: Strength vs. AC
HIt.: 4[WI + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the circle of blood . Until the
rage ends. you gain a power bonus to attack rolls with
barbarian at-will attack powers and rage strike equal 10
the number of neatures you targeted with this power.
CHAPTER I
Barbarian
Barh<lrian Attack 25
YOII $Irllre a minlll)' blow. ,hen tim\\' Ihe I'llemy dos~. TIle shad
owy pre$Cllct' of lite Grelll Hear BTlIW, wilhin .1'0 11. TOil rinn into
fullfnmzy (IS Y(lll c/endlll foe.
Daily + Primal, lUge. Weapon
Standard Action
Melee 1
TaTget: One creature
Attack: Strength vs. AC
Hit: 4(WI + Strength modifier damage. and you grab the
target.
Miss: Half damage.
Effect: You enter the rage of the clawed ancestor. Until
the rage ends, you can make a grab attempt as a minor
action once pcr round. You add your weapon's enhance
ment bonus to this grab attempt. In addition. If an en
emy begins its turn grabbed by you. it takes 10 + your
Strength modifier damage.
Barbariall Attack 25
Your $Irikc 5(lI'aflC5 your file 's defenses lI11d 1005{'~ ),our imll~
"~a'l, qllicilcllillH )~Jur Il'fl('xl'; 1/1111 ((Il/sillH I'aill /1.1 <In)' Joe 111111
draws lIear.
Daily + Primal, Rage. Weapon
Standard Action
Melee weapon
Target; One creature
Attack: Strength vs. AC
Hit: 4!WI + Strength modifier damage. and the target
takes a penalty to AC equal to your Constitution modifier
(save ends).
Miss: Half damage. and the target takes a penalty to AC
equal to your Constitution modifier until the end of your
next tum.
Effect: You enter the rage ofthe unbridled beast. Until the
rage ends, when any enemy enters a square adjacent
to you, you can make a melee basic attack against that
enemy as an opponunity action.
Wi,h ,hl' \'isi(JJI ~r II bi,,1 oJ JJIl'Y. you Slriilr wilh delldly accuroC)'.
Daily + Primal, Rage, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC. You make two .m.ack rolls and use
either result.
HIt: 51WI + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the raptor 's eye. Until the rage
ends. you can rcroll a single damage die each time you
roll damage.
LEVEL
27
ENCOUNTER EVOCATIONS
Crippling Assault
Barbarian Attack 27
"'olVs.
Frenzied Scramble
B<1rharlan Atlilck 27
You slalll your ell(,lII), lI'ilh ),ollr II'l'al'011 Ilmlthl'll whirl toward
olht'r foe~ to Ili ... /! Ihelll a laslc of tilt' I'llill.
Encounter .. Primal, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding two melee weapons.
Target; One creature
Attack: Strength vs. AC (main weapon)
Hit: 4[W[ + Strength modifier dama.ge. You shift 3 squares
and then deal 2[WI damage (offhand weapon) to each
enemy adjacent to you.
Whirling Slayer. Add your Dexterity modifier to the off
hilnd weapon damage.
Menacing Blow
Barbarian Attack 27
Barharian Allack ] 7
Terrifying Howl
B.lrbarian Allilck U
You 1.'1I8"l1C lire t'IICtll): lind ),our rhund"rolls baUle ely CTllshe.<
YIII!linFJ !Ill' III so lIIu,h rlwt the)' can't move.
LEVEL
29
DAlLY EVOCAT10NS
Barbariim Attack 29
problem.
CHAPTER 1
Barbarian
1.1\
a::
w
5
o
a.
Rage of Retribution
Barbarian Attack 29
\V,IWS C!fforre i5511eJrolllyour "!ow. i'YllrilltJ 511rrOlllulin8 en
ruJle:;. YOllr TU.'JI' erul'ts. itlllll/.'Ilillte!Y pUllishhlB enemies rhor
"'OUIIl! you.
Daily" Force. Primal, R<lge, Weapon
Standard Action
Melee weapon
Target One creature
Attack: Strength vs. AC
Hit: 4lWl + Strpngth mnnifipr damage. <lnd each enemy.
other than the target. Within 5 squares of you takes 21WJ
force damage.
Miss: Half damage.
Effect: You enter the rage of retribution. Until the rage
ends. whenever ill Single attack deals 20 damage or more
to you. you can deal 10 damage to each enemy within 5
squares of you as a free action.
Rage of the
Barbarian AWlCk 29
Thundering Rhino
You challud .l~lIIr Illtack 10 11WIlI':'-1i Ilu~ nlllc oj rhc thundeTin8
rhino. \VIIl' II you hil tlJoe. ),ou send il.fly;"!J.
Dally .. Primal, Rage, Thunder, Weapon
Standard Action
Melee weapon
Effect; Before the atlack. you move your speed to a square
adjacent to an enemy.
Target: One creature
Attack: Strength vs. Forthude
Hit: 5[W) + Strength modifier thunder damage. and you
push the target a number of squares equal to your
Constitution modifier. The target and each creature
adjacent to it are then knocked prone.
Miss: Half damilge. and you push the target 1 square.
Effect: You enter the rage ofthe thundering rh ino. Until
the rage ends. whenever you hit an enemy with a basic
attack. that attack deals 1 [WI extra thunder damage. i1nd
you push that enemy 1 square.
C H APTER I
Barbarian
Thunderstorm Rage
Barbarian Attack 29
You hil ),OllrJot.' wirh a , hoekilltl strike. spllrkil1fj tl ralJl' rhat
((lUSt S Ihuntlfr 10 boolll IWeT your "n~tUi I'S.
Dally" Primal. Lightning. Rage, Thunder, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[WI + Strength modifier damage. and ongoing 1 S
lightning damage (save ends).
Miss: Half damage, and ongoing S lightning damage (save
ends).
Effect: You enter the rage of the thunderstorm. Until the
rage ends. onc(! per round when you make an attack roll
against an enemy and hit. you can make the attack roll a
second time against that enemy. If the second attack roll
hits. the attack deals 21Wj extra thunder damage.
__._-.-.--.-
__._._-.-._-.-._.--
.- - . -.--._-.-._ .
ANCESTRAL WEAPON
Ancestor's Presence
CIII/hlt! 011 II", spiril of an honored (l11Cl'slor for aid. YOII focus
011 Ihe deSlruClion ofd dlosellfo/!.
victory."
Prerequisite: Barbarian. Rampage class feature
Elders lell stories 10 I he young about the days when
honored anceSlors roamed the land. According 10 Ihe
stories, these forebears were a breed apart : stronger,
wiser, and more attuned to the. virtues of the spirit
way than the people of today are. The ancestors' spirits do Iiltle to discourage such ta les . It"s good to be
remembered fondly and respectfully, so that young
people will heed ancient le~sons. Eventually, the
young grow up and learn that people throughout history have largely been the same.
You are exceptional, however-one orthose who
trul y is a breed apart. You are a mighty slayer, a
champion who can keep a communit)' alive thl"Oligh
the worst of times. You can inspire your people to
take on flghts they normally COllldn't win, and your
bravery might make you a hero lor the ages .
Ancestral spirits have marked you as their
chosen warrior, so they remain close to you.lCthey
can he Ip keep you a li"e, everyone beneOts . If ),ou
fa II, they'll be on hand to welcome you into t hei r
ancestral war band .
Daily + Primal
Minor Action
Close burst 5
Target: One enemy in burst
Effect: You mark the target until the end of the encounter.
Whenever the target makes an attack before this mark
ends. you gain a power bonus to damage rolls against it
equal to your Charisma modifier. The power bonus last!;
until the end of your next turn.
Ancestral
Weapon's Rage
You ~Irike hard. and Ihe II\\I('SOIlI(' power llf Ih,' a"(I'~lors flows
Ihrvu8h .\'1111. To prolcer you r aI/it's. you 1111.'11 draw your 1!/II!/IIles'
ire It> .I'"ur,elf
Daily + Primal, Rage, Weapon
Standard Action
Melee weapon
Target: One creature
Attack; Strength vS. AC
Hit: 41WI + Strength modiller damage.
Miss: Half damage.
Effect: You mark the larger until the end of your next turn.
You enter the rage of the ancestral weapon. Until the
rilge ends. you mark each enemy you attack until the end
of your next turn. In addition, you deal11WI extra dam
ilge against enemies marked by you.
ANCESTRAL WEAPON
PATH fEATURES
Strong Spirit (11th level): You add your Chao
risma mod i1kr to your healing surge. value.
Battle Spirit's Touch (11th level): When you
spend an action point 10 make an attack and hit at
least one target with thai attack , you can spend a
healing surge.
lethal Rampage (16th level): In place of making
a melee basic attack as a re.sult of Rampage, YOH can
use a melee atwill attack power
C HAP T E R I
Barb" ri,,"
o
\J
ct
c::
ct
tl.
3w
Z
BUILDING THUNDER
~Dra80n, thl' spiri/s
Finishing Thunder
YI)II
('t1emit's.
Storm Gathering
C llAPTfR 1 I
BCI~bCl~iCl"
1.i8hlllit1fll1rHfroJII your
IIcJj' tht' 510rlll.
W('tll'{ltl l l $
CALM FURY
~ThoulJh
Furious Calm
\Virh
III the past. you raged like any other barbarian. Then
you learned the secret power that comes from being
able to harness yom fury. You now attain the furious
clarity on the far side of rage . You walk a perfectly
controlled sword's edge oflethal potential.
It might have been a specific catastrophe-a
moment when you had spent yourselfin savagery and
could not respond to a new and greater threat-that
showed you the way to a higher plane of rage. Or you
might have felt a call to a deeper understanding of
rage, one t hat eludes other barba rians.
You have the spirit and the understanding of an
elder. You are able to look beyond the next few bloody
moments toward what might be best for the future.
The prima I spirits YOLi cal! on a re wise a nd strong.
They share with YOLi a broad perspective, the knowl
edge that controlled fury can be stronger than rage
wit hOLit restra in!.
II
!teary s/ri/:r. yvu sell I!' into YOllr IIHJ~ ,JllowilJiJ you
10
UJ
Deliberate Rampage
IIHelin. alllill
Encounter. Primal
Free Action
Personal
Trigger. You score a crilical hit with a barbarian arrack
power and haven't used Rampage this round
Effect: In place of making a melee basic attack as a result
of Rampage. you can use furious calm. even if you have
already used that power during this encounter.
DEATH'S THANE
Killing Ground
~Flee
1\ftt'T Jtlll SCIlII II foe 10 il5 ,~r/t'rlife. ,1-')11 i; SI/I' c1.wll iluH i,!{lIse~
(III /Ireel w;Ih Ih,> mill'" ~r prilllell dell/h.
You "rik, Imd leI oul <I l11<1cahre how/. SIIppill8 Ihe slrm,9/h of
,'nemil" "~fim' you.
Encounter + Necrotic, Primal, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
HIt; llWI + Strength modifier necrotic damage. You then
howl in a blast 3 that includes the target. Each enemy in
the blast is weakened until the end of your next tu rn.
CIIAPTER 1
8a~baria"
Reaper's Rage
1'011 SIrike wilh elell d~' illlell/lllltl ben ow. rtlotilliJ your enemies
in Je..~l'air. From "WII OI1.Jou I,er,em!!)' rdl'nl1i's~ (Ieall,.
V1
::!
fire's Wrath (16th level): While you are bloodied, you gain resist 10 lire and a +2 bonus to damage
rolls.
Pyroclastic Tide
Serenity of Stone
You skill beCtlllll'S 111mI as SWtll',
Ih, lIlost potenl llllllCks.
Daily. Primal
Minor Action
Personal
RequIrement: You must not be ragIng.
E.ffec(: You gain resist 10 to all damage until you use a rage
power or until the end of the encounter.
STONEFIRE RAGER
"The earlh's wae abides deep below. When roused. il bucks
and heaves. lenvina nowhere to run or hide."
Prerequisite: Barbarian
Many barbarians fight with the viciousness of a wild
animal. Orhers draw stre.ngrh from the viole.nce of
storms or the desrructiveness of fire . YOll prefer a
more steady source: t ne might of earth and stone.
Although the earth endures in stillness. entire cities
are destroyed when its anger is incited. You have
studied the power of the earth and learned to incor
porate it into your barbariall evocations. You combine
the raging fury of mngma with the patience of stone.
Stonefire ragers are common among dwarves and
gol iaths. They scale t he greatest pea ks of I he world
to commune with mountain spirits. Here and there ,
smaJi monasteries stand atop mountains where stonenre ragers gather. At {lrst glance, the warrior monks
of these places seem to be simple ascetics. Woe to the
villain that dares disturb their meditations.
Volcanic Rage
CHAPTER r
I a",bar;,,"
TWINCLAW SLAYER
Twinclaw Rend
ROlh 'your 'WII"()II~ bile dl.'c/" (/tlellhl.' 5(('111 ofji-esh blooo gUides
yllur subsclluenl blo\\'s.
Encounter + Primal, Weapon
Stilndard Action
Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attilclc Strength vs. AC (main weapon)
Hit: 1{w1 + llWI (offhand weapon) + Strength modifier
damage. You gain a + 1 power bonus to melee attack rolls
until the end of your next turn.
Special: You can use this power in place of a melee basic
attack.
Dangerous Blur
Twindaw
Berserker Rage
"011 $Iri/rc
C HAPTEH 1
I Barbarian
III
WINTER fURY
r
a..
Prerequisite: Barbarian
o
lJ
<
"c.
WINTER fURY
PATH fEATURES
Surging lee (11th level): When you
spend an Lletion point 10 make an atrack, the
(lrsl target hi. hy the Z1ltack and each enemy
adjacent to it are immobilized until the end of
your nexl turn.
lee Heart Reaper (11th level): You gain a +1
bonus 10 attack rolb and a +2 bonus to damage rolls
against immobililcd t<lrgets .
Frost Reaver (16th level): You gain re..;iSI 10 cold.
Whenever YOll deLlI damage that has no type, you c<ln
make if cold d<1ll'ilgl',
Clutch
of Winter
illpillft!.
Armor of Glaciers
Your $Irlll(' fl1(dSfS your file ill ice. SilO\\' 1111'11 swirls (lrtlUlul you
IlllclJruu,; your "II('lIIiIJS us ),011 ran" acmss 11i(' hatl'e)",'" .
Daily + Cold, Primal, Rage, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
HII: 4fWl + Strength modifier cold damage, and the target
Is restrained (save ends:..
Miss: Half damage.
Effect: You enter the rage of the world's end. Untit the
rage ends, when you hit any enemy with an atwill attack
power. that enemy is immobilized until the end of your
next turn,
Dally + Primal
Minor Action
Personal
Effect: You gain resist 10 to all damage until the end of
the encounter. Whenever this resistance reduces dam
age. the resistance decreases by 5. and it ends when it
reaches O. If you take fire damage. the resistance ends
after reducing that damage.
CHAPTER J
I aarbari.,"
M[ aUl
THE PRIMAL
D~\.Iid
.-._._- ._-.-.
PLAY1NG A DRU1D
A solitary (Tilveler bedecked ill claws alld feath
ers walks a lonely road.just ahead of roiling storm
clouds. At a crossroads. a robed woman stallds hefore
a mangled tree. asking the plant for directions, Atop
a h igb mountain, a weathered ascetic stares Ollt at
the sky. reading portents. Druids livc in concert with
nature. t'llJuring both the blistering sun and tne
par.1IY7.ing cold with quiet persistence. Despite their
appa rent isohltion. they count all of the world's plants
and anlmiil~ among their friends. 50 few druids see
themselves as hermits or recluses. As a druid. you
view the wild as a living. breathing entity-one that is
with you wherever you go.
DRUIDS AND
THE PRIMAL SPIRITS
As with characters of other prima I classes. yOIlT
pOWcfS derive from your relationship with the primal
spirits. Howevcr. your most important relationship
is with the Primal Beast. the mysterious and savage
entity that enables your wild shape power.
C IIAPTER 11 D.uid
.)
When you're fighting in your hllmanoid form.
your evocations often d ircct and manipulate the
spirits. But you don't normally communicate with the
spirits in battle or summon them with conjurations,
You sumll10n beasts, not spirits. Your connection
with nature during battk is more visceral-like bones
crunching between your fangs or like lightning rippli ng out of your soul as you become the storm. The
Primal Beast inhabits your flesh and shapes you into
an echo of one of its many forms.
Outside combat. though. you might have much
broader conJact wit h a ra nge of primal spirits. pa rtlculllTly in your use of ritual magiC. Removed from the
fren7.Y of combat, you are the most adept ritua I caster
ill t he spirit way.
proper role in the natural order unclear. Its prevalence aillong abeIT311l creatures cau!>(:s !>ume uruiu!>
a
:J
ct:
<
l)
OTHER ORIGINS
z
>-
.-.-._-.--.-.----.-_.-.-_._-.-.-.--.-.--.-.--.-.-.-
NEW BU1LOS
SWARM DRUID
Druids call on forces associated wjth primal magiC.
such as beasts. plants, storms, and the earth . Swarm
druids prefer to calion a particular primal force:
insect swarms. Such druids see great strength in the
unity of purpose and combined might ora colony of
a nls or a nest of hornets.
Most druids aSSUme the forms of creatures such
as bears. panthers. and rams, but a swarm druid
splinters into hundreds ofinsects, all driven toward
a singk pllrpose by the druid's mind . The druid is
at once all the creatures in the swarm and none of
them. Enemies might stomp at the swarm, crushing
a beetle here and swatting a wasp there, but to the
druid the Joss oran individual in the swarm means
noching. It is the swarm as a whole-a dauntless tide
of ch it i n and stingers-that matlers.
Swarm druids are most often found in tropical
climates . They typically dwell in jungles, where they
have witnessed the power of a Il allt colony on the
march. Druids of the Underdark also tend toward
this diSCipline . 1n webshrouded caves, drow and
troglodyte swarm druids commune with spiders .
mushroom forests, and creatures that have never seen
the light of day.
SUGGESTED OPTIONS
As a swarm druid. you rocus on c1(lse attacks and
other multitarget attacks that can be used while you
are in beast form. Many of your powers (as well as the
Primal Swarm class feature) cause you to take less
damage or to avoid attacks entirely. allowing you to
hold your own when you stay in melee range. It's a
good idea to focus on feats . powers, and other options
that boost your ability in closequarters lighting.
Many of you r beast form powers a re close bursts or
blasts. Look for feats that improve such powers .
Make Wisdom your highest ability score to bolster
all your druid attacks, followed by Constitution to
enhance your Primal Swarm powers.
Suggested Class Feature: Primal Swarm'
Suggested Feat: Toughness
Suggested Skills; Arcana. Endurance. Nature.
Perception
Suggested AtWill Powers: ara spin8 claws,
5warm;118!ocus/$," ,hom whip
CI[APT"H 2
Druid
SUMMONER DRUID
Vou area champion of nature. a le<lderofspirits. and
n summoner orreml beasts. You place your (rust in
the magic of the hunting tiger. the stalking wolf, and
the shrieking hawk . The creatures you summon obey
your every command, yet if you fail to gUide them,
Ihey act according to their instincts.
Only the most powerrul of your evocations can
summon creatures to light at your sjde, so you must
be careful to pick the right moment to summon
them . They flght with courage and tenacity regardless orthe roe.
The creatures that heed your call are companions, not mere pawns. You are their caretaker
lind guide. If you allow them to run rampant.
the blame for any foolish decisions they make
rests on you alone. With the power (0 command
the spirits and give them physical form comes the
responsibility to use that power with wisdom and
foresight.
SUGGESTED OPTIONS
The summoner druid is not a full build, but a
druid ofany Primal Aspect who chooses mostly
summoning powers ror his or her daily attack
powers. As a summoner. you should choose
powers and feats that allow you to func
.....-;Q;E~~i(ijii
lion better when fighting alongside a
.
creature you summoned. However. keep in mind that
summoning powers are daily powers. so you can't rely
on them too heaVily at low levels.
FOR THE DM:
Primal Guardian: You are a druid who dabbles
in the leader role. ilnd you can lise summoned crea
SUMMONED CREATURES
lures to hold back enemies and provide relief to
When a druid summons a creature into the world. that
beleaguered allies .
creature is an independent entity. a shard of primal
Primal Predator: A summoning power allows
magic given form. In extremely rare cases-so rare that
you to build your own pack, granting you an instant
some druids never witness such an event-a summoned
ally for flanking and distracting your enemies.
creature carries a shard of a great spirit. After such a
Primal Swarm : You can use summoned erea
summoned creature has survived the battle into which
tures to hem in YOllr enemies, making it easier to
it was summoned, the creature speaks briefly with the
catch those enemies in your close attacks.
voice of the elder spirits. or it snarls and motions for the
Suggested Feat; StrongWilled Summoning"
druid to follow it.
Suggested Skills: Arcana, Diplomacy, Insight,
The good news is that such a summoned creature will
Natu(e
speak words of prophecy or lead the druid to a previSuggested At -Will Powers: call of the beast.jire
ously unseen path. The bad news is that such remarkable
C.IIAPTER 2
Druid
-.
NEW POWERS
.J
LEVEL
1 AT-WILL EVOCATIONS
Fire Ha""k
Druid AU<lck I
A IUlwk of}Iallle swoops (lJI yourIol? burrrillfl il. TIr, hllwk hoy
!'rsfor II 111(11111'111. /l'llay /0 ,wool' infor lillo/her allacl! should
tlwlIor"s ",,{cllse.<.fidltr.
AtWili + Fire, Implement, Primal
Standard Action
Ranged 10
Target: One creature
Attac:k: Wisdom vs. Renex
Hit: 1 d8 + Wisdom modifier fire damage. Until the start
of your next turn, you can make the following secondary
attack against the target.
tellel21 : 2d8 + Wisdom modifler fire damage.
Opportunity Action Ranged 10
Trigger: The target takes any aClion that Can provoke
oppDr\un ity attacks
Secondary Attack: Wisdom vs. Reflex
Hit: 1dB + Wisdom modifier fire damage.
Swarming Locusts
11I~('(ls /(JJ/Ilchfrolll you /0
Druid AII,lck 1
1 ENCOUNTER EVOCATIONS
Druid Attack 1
CHAPTER 2.
D~uid
Druid Attack 1
Scattered Form
Drllid Attack 1
erea/ur,'s.
Encounter. Beast Form, Implement, Prima!
Standard Action
Close bu rSI 1
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage. Vou take half damage from the next melee or ranged attac.k that damages
you before the end of your next turn.
Primal Swarm: You take half damage from all melee
attacks and ranged attacks until the end of your next (urn.
Stinging Cloud
Dmlel AU,lck 1
LEVEL
Thorn Spray
DnJid Allack 1
Druid Attack 1
R/)(* erupt III your command. lushi I.B ,. luI WtlSpil18 a l your
~JIi'JII;(,S.
Fog of Insects
Druid Attack 1
DrUid Attack 1
a~
0 f erocious boar
lightning Arc
Druid Atlilck 1
Ilvin bo"~ <ylinlullill8 strilu you r fors alld luwdl over (Tea tures
Ilt'/lr Ihelll.
Dally. Implement, Lightning, Primal
Standard Action
Ranged 10
Primary Target: One or two creature~
Primary Attack: Wisdom vs. Reflex
Hit: 1dl 0 -I- Wisdom modifier lightning damage, and the
primary target is dazed until the end of your next turn.
Miss: Half damage.
Effect: Make a secondary attack that is an area burst 1. one
burst centered on each primary target.
Secondary Target: Each creature in bursL~
Secondary Attack: Wisdom \/5. Fon itude
Hit: The secondary target is knocked prone.
Druid Attack 1
lNST1NCT1VE EFFECTS
Druid summoning powers use the sa me rules as other
powers that have the summoning keyword, as explained
in Players Handbook 2 (page 111). However, all the summoning powers in this chapter include an instinctive
effect, an action the summoned creature takes in lieu of
any other command. This feature reflects the (act that
your summoning powers give phy kal form to beast
spirits-spirits that are independe nt and not much different from the living beasts of the world.
CHAPTfll. 2
:z::
..u
1.11
Druid
u.
Druid Auack 1
\'vu retldl (luI illto tire ~f'irit world (1II<IJltld 0111111." un IIncien[
wv/j.<(>irit mlle/e ~oli'/ byyour m,IfJicIor thcse.f('w minutes vI
Ihe hlillt.
Daily + Implement, Primal, Summoning
Standard Action
Ranged 5
Effect: You summon a Medium wolf in an unoccupied
square within range. The wolf has speed 6. You can give
the wolf the following special command. On the turn you
summon the wol[ you give that command as part or using this power.
Standard Action: Melee 1; targets one creature:
Wisdom vs. ReOex: 1 d6 + Wisdom modifier damage, and
if the wolf has combat advantage against the targel, the
target Is knocked prone.
Instinctive Effect: If you haven't given the wolf any com
mands by the end of your turn, it attacks an adjacent
prone creature. If it can't do that, it attacks an adjacent
enemy if it can. Otherwise. it mo\'es its speed to a square
adjacent to an enemy.
Warding Wind
your ,1I1l1C/(l.'r '1I11"Y.
Encounter. Primal
Immediate Interrupt
Personal
Trigger: You are hit by a melee attack
Effect: You gain a +2 power bonus to all defenses until the
end of your next turn. If the triggering attack misses you,
you slide the attacker 2 squares.
LEVEL
ENCOUNTER EVOCATIONS
Feral Harrier
Druid Ulility"2
Encounter + Primal
Immediate Reaction
Personal
Trigger: An enemy hits you while you aren't in beast form
Effect: You use wild shape to change into beast form and
then shift 1 square, You gain combat advantage against
the triggering enemy until the end of your next turn.
Resist Energy
Druid Utility 2
M'lnkal enrrHY wtJsht'~ aWllllcl you, bill )'<>Irr prilnnl maBi( pro
te(ls you ilIul your lillies.
Encounter + Primal
Immediate Interrupt
Close burst 1
Trigger: You take cold, fire, lightning. or thunder damage
Target: You and each ally in burst
Effect: Each target gains resist S to the triggering damage
type until the end of your next turn.
Sudden Bite
Druid Utility 2
Wlwll your/oe drops ils llllrml, YOII chunn!! into 11 beast 10 strike.
Encounter + Primal
Opportunity Action
Personal
Trigger: An enemy provokes an opportunity attack from you
Effect: You use wild shape to change into beast form. You
then make the opportunity attack.
Verdant Bounty
Druid Utility 2
Minor Action
Area burst 2 within 10 squares
EffeL(: The burst creates a plantfllled zone that lasts until
the end of your next turn. The zone is heavily obscured,
and you and your allies gain a +5 bonus to Stealt h checks
while within the lone.
CHAPTEH"2
Druid
Druid Attack J
FlOWing Swarm
Ferocious Transformation
Druid Utility 2
Wil1Js howl (mill II.! you, shit'lditl8.YOu fro m hllrll1 and hurlitl8
Druid Auack 3
You Jispers,' illM II cloud ofi ll$CCl5, swurm (Iwr your enemies,
ClIIJ t!Jell (OIIlesc(' in II tIUTeri'''1 "IIIC<'.
Encounter + Beast Form, Implement, Primal
Standard Action
Close blast 3
Target: Each creature in blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 -I- Wisdom modifier damage.
Effect: If you h it at least one target, you shift 4 SC] uares to
squa re In the blast or adJaccn t to It.
Primal Swarm: During the shift, you can mOve through
enemies' spaces. If you mOve through the space of a
target hit by the attack. that target takes di"lmagc equal
to your Constitution modifier,
lronbreaker's Claws
Druid Attack 3
Thc >/,irif '!( II nreal wolverillc !,OIlIlCl'S OIl your fOl's. As it draws
b'oo.!. if lelld, ,v"u it:<Icrocity,
Encounter + Implement. Primal
Standard Action
Area burst 1 within 10 squares
Target: Each creature In burst
Attack: Wisdom VS. Reflex
Hit: 2d6 + Wisdom modifier damage, Until the end of your
ncxt tum, <Illy encmy thin hits or misses you while you
are in beast form takes S damage.
Drllid Attack J
Thorn Castle
You
WIISt'
VI
Druid Attack 3
CC
II
3
c0..
deJctl5iVl.' barrier.
LEVEL
DAILY EVOCATIONS
Clinging Drones
IJt1J11cn~e
I.IJ
Druid Attack 5
1(1111)'0111'
Druid Attilck 5
Standard Action
Ranged 5
Effect: YOli summon a Small fire be.e tle in an unoccupied
square within range. The beetle has speed 6 and resist
5 fire. You ciln give the beetle the following special com
mand. On the turn you summon thC' beetle. you give that
command as part of using this power.
Standard Action: Close blast 3; targets each creature
in bl(l,t; WI~d(lm ~ . Renp.x; 1 dR ... Wi~d()m modifier fire
damage.
Instinctive Effect: If you haven't given the beetle any
commands by fhe end of your turn. it makes il'i at12ck
against at least one enemy, targeting as many enemies as
possible. If it can't target any enemies, it moves its speed
to a square adjacent to an enemy.
DRU1D C1RCLES
As druids grow older. they are more and more likely to
seek out other druids from near or distant lands with
whom they create small informal groups that they refer
to as circles, groves, or rings. A druid circle typically has
between dlree. and seven members. The members do
not always share ideals, goals, or even alignments. Bal
,nee is the druid's life le sson, ;md as druids mature, they
are Increa ingly aware that listening only to viewpoints
similar to their own can push them out of balance.
Druid
Druid Attack 5
Druid Allack 5
(IS
you 5Ultllllon Q
YOII Ot your/riclul.
DRU1DS' GARDENS
Druids often spend time, gold, and effort cultivating
specialized magical gardens, but few people who are not
good friends with a druid ever see a druid's gardens.
Druids' gardens partake of the class's dual nature.
Transforming into animal form, a druid travels deep into
forest!., into caves, or perhaps high into the l)faIKhe~ uf
a great tree. In a distant glen, in a cavern with flowing
Water. or on the wide, sun-dappled branch of a great tree,
the druid tends a garden that nondruids might not even
recognize as such_ The art is in growing powerful herbs,
ancient species of creatures, and gloriOUS plants that fit
seamlessly into their environment.
The highest art of a druid's garden comes when after
centuries, the plants and creatures that the druid nurtured
within the garden have spread naturally and I1cminvilsively to form part of the natural heritage of an area. No
matter how powerful a druid is in combat or as an epic
hero, there is no guarantee that the drUid's garden will
flnd a place within tJ1e world. Nondruids don't usually
underst.and how and why such gardens are so limportant
to druids, but they sometimes see the consequences, such
as moments when two druids who should be enemies
pend time discussing tricks of gard e ning that seem
irrelevant to everyone else.
CIJAPTER 2
I Dy"jd
Druid Attack 5
)'(1U
point. (Iud i/
Vine Serpents
)'011
Druid Attack !j
strike lI/
LEVEL
UTILITY EVOCATlONS
Plague of Locusts
Druid Attack 7
Creeping Vines
Druid Utility 6
Rebuking Thorns
Druid Utility 6
You IIlIer cln "I'O((lliOIl oj "roter!ioll. which launches thorns 0/
your ell/aCker5.
Daily + Primal
Minor Action
Personal
Effect: Until the end of the encounter. when any enemy
hits you with a melee attack. that enemy takes damage
equal to your Constitution or Dexterity modifier.
Rodent's Agility
Druid Utility 6
Swarm Dispersal
Druid Utility 6
Your body burs/5 in/a a swann einll SCllllers. tIlllkillO all flllod,
in~ffecth'" a81lills! you.
Encounter. Prlmal
Immediate Interrupt
Personal
Trigger: You take damage from a melee or a ranged attack
Prerequisite: You must have the wild shape pOWN.
Effect: You gain resist 10 to all damage until the end of
your next turn.
LEVIL
ENCOUNTER EVOCATIONS
Blood-Spray Bite
Druid "!tack 7
As )'OlIlellr ill/o your Joe. Ihl' hilleolis 1I'0unds you ir!fliCl (OUSt
),ollr cllhrrfoe5 10 balk (I",ClY in It'rror.
Encounter + Beast Form, Fear, Implement, PTlmal
Standard Action
Melee touch
Target: One creature
Atuck: Wisdom vs. Fortitude
Hit: 2dl 0 + Wisdom modifier damage, and you push each
enemy adjacent to you, other than the target, 2 squares.
Primal Predator: The push Instead affects each enemy,
other than the target, within a number of squares of you
equal to your Dexterity modifier.
Poison Sting
Druid Attack 7
Wind of Blades
Druid AtI<lck 7
You call 011 a lVincl!hul hels blown ol'tr COlilltlt'SS bCIIl1ejidcls. "
ballrrs your Joes. inJeairllJ Ihflll with bailIe mar/ness.
Encounter + Charm, Implement, Primal
Standard Action
Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier damage_The next time the
target makes an attack roll b-efore the end of your next
turn. It deals 5 damage to each of your enemies adjacent
to It.
Primal Guardian: Add your Constitution modifier to the
damage the target dea ls.
THREE HALVES
MAKE A WHOLE
Although their ability scores don't necessarily make them
the best druids. half-elf and half-orc heroes are sometimes
drawn to the druid class. A half-elf who hasn't figured
out how to balance her human and elven obligations can
escape them both by shifting Into beast form. A half-ore
who has difficulty being accepted in civilized human or
savage ore society can become a shapeshifter and gain
acceptance with a primal tribe far from his original home.
In a sense, half-elves and half-orcs who make this choice
are taking a path set out for them by razorclaw shifters.,
who are descended from Iycanthropes and drawn to the
druid class for its ability to merge the separate pieces of
their body and psyche.
CHAPTER 2
Druid
"
L:.J
ca.
LEVEL
DAILY EVOCATIONS
Death's Bounty
Druid Attack 9
YOII Slrih til .I'".,r ('111'111)' ,,,jIlt Ihe fury of willtrr's hUllIer. and
III c pIM,' oI IlIalcII"my's ,','<1lh bt'Colllt'~ t1 ptllch of8reenery.
Daily + Cold, Implement, Necrotic, Primal. Zone
Standard Action
Ranged 10
Target: One creature
Attack Wisdom vs. Fortitude
Hit: 2d 10 + Wisdom modifier cold and necrotic damage.
Miss: Half damage.
Effect: When the target drops to 0 hit points. a zone of
greenery appears in a burst 1 centered on the target. The
zone lasts until the end of the encounter. The lone is dif
ficult terrain, and any creature that ends its turn there is
immobilized until it escapes (the zone uses your defenses
when the creature tries to escape~
Flurry of Stingers
Druid Attack 9
Vicious. slilltlirllJ i1l5('c15 .IilTl a rOIll 1.1 ),011. )ritlflitlfl (lIIyonc who
WIIl('S ",'(Jr.
Summon Crocodile
Druid Attack 9
Druid Attack 9
SUlllllltl1l your
Druid Attack 9
You cil/110 rhe sky. 111111 tI secolld Imer <Ill ('dO'l' 511'<)01'5 al your
/'O('s.
Daily + Implement, PrImal, Summoning
Standard Action
Ranged 5
Effect: You summon a Medium eagle in an unoccupied
square within range. The eagle has Oy 8 (hover), dnd it
has a +4 bonus to AC against opportunity attacks. You
can give the eagle the following special command. On
the turn you summon the eagle. you give that command
as part of using this power.
Standard Action: The eagle moves its speed and
attacks at one pain! during that movement: melee 1;
targets one creature: Wisdom vs. ReOex: ld6 + Wisdom
modifier damage, and the target grants combat advantilge
until the end of your next turn.
Instinctive Effecc If you haven't given the eagle any
commands by the end of your turn, it attacks an adjacent
enemy If it can. Otherwise. It moves its speed to a square
adjacent to an enemy, and that enemy grants combat
advantage until the end of your next turn.
LEVEL
10 UTlLlTY EVOCATIONS
Animal Clan
Druid Utility 10
Dally .. Prlm')l
Minor Action
Personal
Effect: Once per round until {he end of the encounter, you
can use a minor action to command one of your sum
moned creatures to use its instinctive effect.
I Druid
Animal Shapes
Druid Utility 10
LEVEL
13
ENCOUNTER EVOCATIONS
betilrs. or
Floating Death
Cleansing Rain
Druid Utility 10
J\ Wllrle raill.fillls ol't'r lire Mea MOUIHI you. ~oorhjlltl burni rln
wOIIIHk
Goodberry
Druid Utility 10
Y(>u i'!filse '<'I'ernl I,,'rries willll>riJlIllI pt)wer. TIIM(' who WII SlIlIIe tll<'III r{'("ivl' <I brief resurfjenle of t'ner/D'.
Daily" Healing. Primal
Minor Action
Per50nal
Effect: You create four good berries that last until the end
of your next extended rest if they aren't consumed. A
creature can use a minor action to consume a good berry
either to regain S hit points. to make a salling throw, or to
gain S tempordry hit points.
Swarm Swap
Druid Utility 10
Druid Att<lck 1 3
11101'(' /(l
<lIlOlhcr nroup
of
Oak Skewer
Druid Atlack I 3
You iO I~lm~ II IIUlssiw ~ 1l ~1IY 0.1" ol,k (111<1 skewer yOUT foe wi til it
Encounter + Implement, Primal
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage. and you push
the target 3 squares. If the target ends this movement
adjacent to a solid obstacle (such as a wall). the target is
immobilized until the end of your next turn.
Primal Guardian: Add your Constitution modifier to the
number of squ ares you push the target.
Rending Claws
Druid Altac k 1 3
Twin-Horned Bolt
J\ spectra/ bull appl'ars I>fjort' YOIl
Druiu Allark 1]
dlltl l:110 (R,; your ji>(' )
lite
9 roll "d.
Encounte r . Implement, Primal
Standard Action
Ranged 1 0
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage. and the target is
knocked prone. If any enemies provide cover against this
attack. they are also knocked prone.
e llA P 'r E It 2
Dr u ,'''
c...
3w.:
z
LEVEL
15
DAILY EVOCATIONS
Devouring Flies
Druir..l Attack 15
IrIlIIs(er
Druid Attack 15
SKY SPEAKERS
Druids don't speak with the spirits as naturally as shamans do. Some druids choose a different mode of
understanding the will of the spirits, a form of observation
of nature that blends into a nomadic lifestyle that takes
them across the world .
By observing the movements of storms. douds. Winds.
birds and othel Oying tred(urt!!., druids who think of
the mselves as sky speakers believe that they can trace
the earliest motions of the primal spirits-movements that
lead to ancient places of primal power and hunting ranges
in the douds that have been preserved since before the
Dawn War.
Sky speakers erect shrines atop the highest peaks. One
sky speaker seldom has any difficulty recognizing another.
because no one else pays so much attention to the world
above, even while In the form of a creature that has four
paws upon (he earth.
C HAPTER 1
Druid
Druid Atlack 15
"'~Jlol1d~ /0 your summons
Druid Attack 15
Spr<lkilll1 a" all cit' II I <lellh .you SlIIIIII!Oll II w (!al tifler 10 il$ feast
Daily + Implement. Primal. Summoning
Standard Action
Ranged 5
Effect: You summon a Large tiger In an unoccupied space
within range. The tiger has speed 7. You can give the tiger
the follOWing special command. On the turn you sum
man the tiger, you give that c.ommand as part of u:!>lng
this power.
Standard Action: Melee 1; targets one creature:
Wisdom vs. Reflex: 2d8 + Wisdom modifier damage.
Instinctive Effect: If you haven't given the tiger any com
mands by the end of your turn. it charges the nearest
bloodied creature it can charge. using its attack as a me
lee basic attack. If it can't do that. it attacks an adjacent
enemy jf it can. Otherwise, it moves its speed to a square
adjacent 10 an enemy.
.
Druid AtI.lck 15
LEVEL
16
UTILITY EVOCATIONS
Darting Viper
Druid Utility 16
Encounter + Primal
Move Action
Personal
Prerequisite: You must have the wild shape power.
Effect: You shift your !".pee<l. During this movement, you
ignore difficult terrain and can shift through enemies'
spaces. You then gain a .. 4 power bonus to speed and
can move through enemies' spaces until the end of your
next turn.
Dryad's Trees
Druid Attack 16
Irel'S spril18 up. You emd your <lilies III HI(ll'r from
olle Iree It' Ill!' oIlier with (I ~illl1ll' ;11'1"
"lim IIntienl
LEVEL
17 ENCOUNTER EVOCATIONS
Cloud of Sparrows
Devouring Swarm
YOIr ciispIII(h pieces (~{Yllllr slVllrlllJ(>rl1l
f() fJive )'our>I'!f r(siliCIICI!.
Druid Utili ty 16
Druid Attack 1 7
f(l
"r<l in bloodfrom
your/oes
Drllid AII<1ck 1 7
.')/'lIrroIll5 swirl ay()HucI YOII . " storm ~(Ii t1y lal01l5 allil beaks
Ihol rends yourIoe> IIml Ihell whisk.; rOll clWIl)'.
Druid Attack 17
for Yilll.
Encounter. Primal
Minor Action
Personal
Effect: If you are marked, that condition ends on you. You
then fly 8 squares. This movement doesn 't provoke op'
ponunity atlacks. and if you don't land at the end of the
movement, you descend to the ground Without takIng
falling damage. In addition. until the end of your next
turn, you can shift 1 square as a frec action whenever
you are hit.
Feral Recovery
Druid Utility 16
rIle
Daily. Primal
Minor Action
Close bursl 2
Target: You and each ally in burst
Effect: Each -t arget can make a saving throw against an
effect thai a !>ave can end. with a -+ S power bonus to the
saving throw jf the effect has the charm. [he fear, or the
illusion keyword.
Phantom Beast
)'011 ((III bri~fI)' adopr rllt! f(lrlll of {l
1'115, Ihmu[/h barriers.
Druid Utility 16
be(l~1
Inexorable Smash
Druid Atlack 17
Druid Attack 1 7
LEVEL
19
DAILY EVOCATIONS
Pummeling Hail
Druid Attack 19
Druid Attack 19
1\ pri ulfl'ill ~WIIUI" spirit a5!'UIl1 (,~ 50/idfortll III your sumrnolls
Druid
Druid Attack 19
"lOIIWJZI.
Torrential Storm
Druid Attack 19
Tremors
Druid Attack 19
LEvEL
22
LEVEL
UTILlTY EVOCATIONS
Fey Circles
Druid Utilily 22
Protective Whirlwind
Druid Utility 12
/0
Encounter + Primal
Minor Action
Personal
Effect: Until the start of your next turn, you gain resist 1 5
to all damage. and when you arc pulled, pushed, or slid,
you can make a saving throw. If you save. you ignore the
forced movement.
Tortoise Shell
ENCOUNTER EVOCATIONS
Blinding Swarm
You
b<.'Wlltl'
Druid i\u.Jck 23
visioll.
Encounter'" Beast Form, Implement, Primal
Standard Action
Close blast 3
Target: Each creature in blast
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier damage. and the target is
blinded until the end of your next turn,
Primal Swarm: If the attack hits at least once, you shift ro a
square in the blast or adjacent to it.
Fearsome Fangs
Druid Attack B
'0
d':fIcCl
,11111(h.
Stonebones
23
Druid Utility 22
(Te ll'e
an
Druid Attack} 3
Tree of Life
Druid Utility 22
Razor Snare
Druid Auack 13
Razor vines e,"p' where you poill/ (Inri snllke aroutlrl your ell
!frill/! enernic.\ tlnre 1II0 V('.
You Jrlllll 011 primal (,1I('rny to ((11/ , (' l'illl'S 1111(1 plullls 10 SJ"Ollt
/IIOIlIt' III. (IWllill8 a u>~jllltoorjor ),011 (lwl your allies.
for {I
31.1.1
Z
LEVEL
25
DAILY EVOCATIONS
Avian Cloud
Druid Attack 25
You credle II duwl of all.'!')' hirds thai ,Cflllch 11/ th e ryes ofyour
ll)t's.
Daily + Implement, Primal, Zone
Stilndard Action
Area burst 2 within 20 squares
Target: Each enemy in bur~1
Attack: Wisdom v~. Fortitude
Hit: 2d6 + Wisdom modifier damage, and the target is
blinded (save ends).
Miss: Half damage, and the target is blinded unlilthe end of
your next turn.
Effect: The burst creates a zone of birds that lasts until Ihe
end of the encounter. Creatures outside the zone have
total concealment against creatures within the zone. Any
enemy that starts its turn within the zone takes 10+
your Wisdom modifier damage.
Creeping Doom
AI YOllr eoll1lnlll1l/.
SWill' your
"jjjll}l 11111/
Druid Altilck 25
Druid Attack 25
stillIJill9 ve rmin spill]ortll U> <071 -
elll'mit,~.
Primal Ape
Druid AHilck 25
C HAPTf-R 2
Druid
Druid Attack 1. 5
LEVEL
27
ENCOUNTER EVOCATlONS
Behemoth Stampede
Druid AUolrk 1. 7
Death Fangs
Druid Attack 27
Thunder Claw
Druid Attack 27
Your eyes nlow red will. JcralJlre liS y"u ore (lVeTf(lHIC with Ihe
,It'alh ~pirir, (I I'TiJlloljvrce 1/1(11 luy> low /iviJlB ,'.i1l8s.
Tlulllela TIl mbles <I TOil lid )'011 as ),OU rc((r buck (0 1II1l1fU. As
your dull'S rip into yOUT Ji't'. the rilUlIClcr crashes ewer it
Howling Doom
Druid Auack 27
Disorienting Drone
Druid Anack 27
yourjol's.
Encounter" Charm, Implement, Primal
Standard Action
Close burst 2
Target: Each enemy in burst
Attack; Wisdom vs. Will
Hit: 2dl 0 t Wisdom modifier damage. and the target is
dazed and deafened until the end of your next turn.
PrImal Swarm; The size of the burst increases by 1.
CHAPTER 2
Druid
LEVEL
29
DAlLY EVOCATIONS
Druid Auack 29
Earth Maw
YOII mll/orrh
II IIlIIW
Druid Attack 29
your.li)(.
Daily + Conjuration, Implement, Primal
Standard Action
Ranged 20
Effect: You conjure a Large maw of earth in an unoccupied
space within range. The maw occupies its space, and it
Iilsts until the end of your neltt turn. As a move action.
you can move the maw a number of squares equal to
your Wisdom modifier. When the maw appears, it makes
the following attack.
Target.; One enemy adjacent to the maw
Attack: Wisdom vs. Fortitude
Hit.; 3d8 + Wisdom modifier damage. and the target is
restrained (save ends). Until this effect ends. the maw
cannot attack another creature or move.
Sustain Minor: The maw persists. It repeats its attack
against the creature it is restraining. or it attacks an adJa
cent enemy.
Hunter's Heart
Druid Attack 19
Yom IIlIlHic IflSh(" (Jill err .I'()fjf fOI'. (rcel/ill8 <l bOlld berwcen rhe
ofyou. cll!fillillll you CIS rhl' hUlller mul ir (lS your prey.
IlI'll
Druid Attack 29
C. HAP 'I
r: R 2 I D
r u id
Whirling Firestorm
Druid Attack 19
/() (OIlSUIII(,
.--._-----._--._---.--.-.-.--.---- - . - - . - . - . -
Constricting Coils
Serpent's Dash
(IS you
Fazing Fangs
Druid
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LUMINESCENT SWARM
"Insects don', need 10 speak ro communicate. Walch rhe
way my swarm dances, and you'll see (he way."
LUMINESCENT SWARM
PATH FEATURES
Luminescent Lantern (11th level): While you
are in beast form, you have an aura 5. The aura is
filled with bright light. and allies within the aura gain
a +2 bonus to saving throws.
Radiant Swarm Action (lith level): When you
spend an action point to take an extra action,your
beast form attacks during this tllrn deal extra radiant
damage equal to one-half your level.
Blaze of Light (16th level): When you use wild
shape to change from beast form to your humanoid
form. choose an adjacent creature (before or after you
s.hjft as part of using wild shape). That creature takes a
-2 penalty to a!tack rolls against you until the end or
your next turn.
Ught of Clarity
Minor Action
Close burst 2
Effect: The burst creates a zone of bright light that lasts
until the end of your next tum. Any creature within the
zone can'l gain concealment or total concealment. and
allY creature that starts its turn within the zone can '\ gain
concealment or total concealment until the end of its
next turn.
Sustain Minor: The zone persists.
Special: You can use this power while you are in beast
form.
Mystifying lights
C HAPTER 2
I Druid
Brilliant Swarm
BliudhltJ lifJht flash es tI roll lid you a~ 0'oll'in8 ill,eelS ~warlll Ol'e r
),oIllJoes.
Daily. Beast Form, Implement, Primal, Radiant
Standard Action
Close burst 3
Target: Each enemy in burst
Attack: Wisdom vs. !=ortitude. ReAex. Will. You make One
attack roll per target. comparing the result against all three
defenses. A target suffers the effects associated with each
defense that the attack hits.
Hit (fortitude): The target takes ongoing 10 radiant dam.
age (save ends).
Hit (RefJe)(): You slide the target 5 squares.
Hit (Will~ The target is blinded (save ends).
Hit (Any); The target takes 1dB + your Wisdom modifier
radiant damage for each of its defenses that the allack hits.
PACK LORD
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Prerequisite: Druid
With each evocation you cast , you hear the distant
gro\.vls and cries of your pack , They wait for your
magic to call them forth into bailie, and they are
eager to flght . You strengthen them with your magic,
and yOIl ciraw power from them . You
are at your mightiest when
you stand at the head of your
summoned pack.
When you summon the
beasts of your pack, your eva
cations echo through them.
Their wound s knit shut, and
they leap to attack with a ferocity
augmented by your primal magiC. In turn, you
draw on their feral strength to endure your
enemy's allacks and to strengthen your own.
PACK LORD
PATH fEATURES
Natural Pack Member
(11th level): While you have
I'll least one su mmoned c rea
(II re presenl, )'ou ga ina + 1
bonus to attack rolls and all defenses.
Pack Intensity (11th level): When you spend
a n act ion poi nt to take all ext ra action. yOIl can give
a single minor action command to one of your sum
moned creatures as a free aClion. lfyou don't give any
other commands to that creature during this lurn,
the creature uses its instinctive effect at the end of
your tllrn .
Natural Vitality (16th level) : Creatures you
summon with your druid powers gain regenera
tion equal to your Wisdom modifi er while they are
bloodied .
Great Summoning (20th level): You gain a
19thlevel druid summoning power.
Full Pack
Y(lU
Daily .. Primal
Minor Action
Personal
Effect: Until the end of the encounter. you can use a
minor action once per round to command one of your
summoned creatures to make one of Its standard action
attacks.
ell A I'TER 2
Druid
PR1MAL SUMMONER
"This im't a battle. It's a hUll!. Andyou're nor the hUllter."
Prerequisite: Druid
Perhaps you were raised in the wilderness and
learned to summon beasts to serve as your hunt
ing companions. Perhaps your community needed
protection, and you learned (he ways of summoning
animal guardians at a moment's notice . Or it could
be that you grew up hearing Ihe whispers of animal
spirits and are a master at calling them 10 your side .
Whtltever your route (0 the path orthe primal sum
mOner, you seek a mastery over summoned beasts
that other druids do not possess. Some of your abili
ties nelp your beasts act on their instincts. whereas
other abilities help you command those beasts with
even greater skill.
The primal slayer thai you learn to control at the
peak ofyoUT power is an ancient spirit. It might not
be the most mighty creature you learn to summon,
but its ability (0 cna nge its shape echoes the versatil
ity of your power.
Redfang Prophecy
Tightened Control
+ Primal, Stance
Minor Action
Personal
Summon
Primal Slayer
Vl
PATH FEATURES
Healing Spiral (11th level): While you are not
in beast form, any bloodied ally within 5 squares of
YOll who spends a healing surge regains additional hit
points equal to your Wisdom modifier.
Spiral Wind Action (11th level): When you
spend an action point to take an extra action and
you are not in beasl rorm, a bloodied ally within 5
squares of you can spend a healing surge.
Allied Winds (16th le\el): When you spend a
healing su rge,
yOll
Spiral Gust
Releasing Breath
As your fril'lId (cu(hes his or her brealil. willtl nusrs past, ma/z
illllyoll ,mel your tIl/it'S hurder (0 sec.
Encounter" Primal
Immedia1e Re.ilction
R.ilnged 10
Trigger: An ally within 10 squares of you uses his or her
second wind
Target; The triggering ally
Effect: The target and each ally within 5 squares of hIm or
her gain concealment until the end of your neKt turn.
The S,'irnl Will" C11l1s Oil ils (old or Ihunderous (OIl~iIl51D help
YOIl or /(Jlles irs s,'iml pell/l olle (wistfllrther aile! l'x"lotie> ill/o
raeliallre.
Dally + Healing, Implement, Primal; Varies
St;Jndard Action
Close blast 5
Special: Choose cold, radiant. or thunder whenever you
use this power. Your choice determines bach the power's
damage rype and an effect.
Target: Each enemy in blast
Attack: Wisdom vs, Renex
Hit: 4dl 0 + Wisdom modifier damage of the type you
chose.
Miss: Half damage.
Effect (Cold): Each target is slowed (save ends).
Effect (Radiant): Each ally ill the blast regains hit p()ints
equal to your Wisdom modifier + one half your level.
Effect (Thunder): One target of your dJOice is dazed until
the end of your next turn.
CHAPTER 2
I Druid
Z
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~
I.JJ
STORM SPEAKER
"Once rhe srorm beains, no morralfoyce can hair it."
Prerequisite: Druid
The IT1 ight of primal storms-furious t hi ogs oflightning, thunder. and rain-courses through your magic.
Few druids walk the path of the storm speaker, fOT it
is fraught with indomitable forces that ca n be cha nneled only temporarily. rather than truly controlled _
The storm speaker dabbles with primal powers that
dance and surge across the sky. free of all fellers .
Storm speakers seek out broad plains, the better to
see and study storms that sweep across the sky. Their
lodges are marked by tall spikes of iron marked with
yellow and blue runes. During a storm. a speaker
meditates within one of these lodges. a !lowi ng his or
her mind to wander among Ihe winds and rain. If the
storms are open to sharing their secrets. bolts of light,
ning strike the irOn spikes . sending waves of primal
energy over the speaker, fortifying his or her power.
Storm Beast
Shield of Gales
,\ fillluel clou,/ J(lrnl~ IIrOlllld you. h,od. ill,q .. ,j.1,' your ('lIfmies
alld :;/1 i dclir 18 ),1)U /mlll harm.
Storm Child
or
CHAPTF.R 2
Ondd
WHIRL1NG SAMARA
Dark Wings
PiC!cl.'S oj)1111r beu>, forlll dilln hCIIVily /0 lin)' who c1nT!? slush
YOII.
(ll'Oulld YOII,
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WHIRLING SAMARA
PATH fEATURES
Shed Bulk for Speed (11th level): When you
spend an action point to take an exIra action. yOll can
rerol1 twO dirrerent attack rolls before the e/ld oryour
next turn. 'v\/hen you make one oflhese rerolls,
you ta ke Id 10 + oneha I f your level da mage and
use either result.
Parting Swarm (11th level): While you are
ill beast form,yoll are immune to being puJled,
pushed, and slid by melee attacks and ranged
attacks.
Spinning Wings (16th level): When you change
from humanoid form to your beast form on your turn,
yOll gain a n y speed equal to your speed until the end
of your tll rn.
Protective Spiral
II/
In
CHAP T ER 2 IOrui..!
"You think the world is only what you can see? TheM
you are truly blind."
r 'j' E K
ISh (J m a ..
_.-.--.--.-.
__
._.---_.
__ ._-.-.-._-----._---.-._ . -
PLAY1NG A SHAMAN
A wizencu dwarf follows a shaggy bear spirit along
a lonely mou nti]in road. unsure where the spirit wi II
lead. Moving with the gr<ln~ and stealth of a panther,
an elf nnd his spirit companion creep through the
forest toward their unsuspecting orc prey. A human
draped in leaves and furs stands with arms upraised
to the stormy sky, calling on the spirits of (hunder
and lightning. Shamans are primal mystics. existing
simultaneou~ly in (he world and in the realm of the
prima! spirits. Surrou nded by II great cloud of ances
tor and nature spirits. they bring the wisdom of the
ancients to the people of the world.
CHAPTER J
Shalnan
.)
Other shamans attract different spirit companions as their power increases; for example. a
lstlevel shaman might have a spirit companion that
is a minor panther spirit. but that same shaman at
27th lrl'e1 might have a great elder spirit as a spirit
companion_
Yuur spirit companion might match your personal
ity, embodying your ideals or your aspiralions.lfyoll
have a bear spirit companion, for example. it might
share your sleadfast, trustworthy naturc-or yOUT
companion might exhibit those gualities while you
aspire to them but continually fall short. Some shamans fct! that their spirit companions complement
their own personalities because of the differences
between the two; your panther spirit companion
might be as freewheeling and independent as you
are staid and reliable.
ACQU1RING
A SPIRIT COi'v1PANION
The process by which you acquired your spirit com
panion is virtually synonymous with the means by
which you became a shaman. True. you might have
gone through some formal rite ofinitiation or process
of study under another shaman's tutelage after your
spirit companion attached itself to you. But as soon
as that spirit made ibc1fknown to you-\vhether yOIl
accepted it or not-you were on the road to becoming
a shaman.
Some shamans first encounter their spirit companions during childhood. Perhaps you heard the
soft growl of an ,mima I in your d reams. or you caught
glimp~t'~ of a beast peering at you from around a
corner or behind a tr('C'. Such a spirit is sometimes
known as a spirit of destiny, for it appcilrs unbidden,
chOOSing you lor the shaman's path rather than leaving your destiny to fate or chance.
A spi rit of destiny is a gu ide. fricnu, a nd protector
from when YOIl take your Cirst steps to your final day
in the world. In the time between, you are marked
for some destiny. though none can say whether you
ca n live up to it. At some poi nt in your Ii fc. you'll
face a choice. and that decision will hilve grave
conseq uenc('s.
Other shilmans have tC'rrifying first encounters
with their spirit companions, a harrowing process
called a bilttle in il iatton. I n your youth, you might
have once wandered into the wilderness, far from
home and help. You might have heen hunting with
a group and were scparalco from your companions.
SHAMAN ECCENTRICITIES
Perhaps because of their close links to the primal
spirits, some shamans are prone to eccentric behavior. They are so accustomed to interacting with the
spirit world that their dealings with the mortal world
suffer. It's not uncommon for shamans to speak out
loud to spirits that no one else can sec or hear. Some
labor under prohibitions that they believe the spirits
impose on them, such as abstaining from certain
foods (see "Taboos," page 120). Others give the dis[Incr ImpressIon (hat theIr spirit companions are the
ones in control. bumbling their way through ad\'entures while their companions act as the real leaders.
Some shamans play up their eccentricities, striving
to appear harmless or perhaps taking advantage of
the fact that people lend to associate strange behav
ior with dangerous power. Others seem oblivious to
the possibility that there is anything odd about their
conduct.
The shaman class fulfills the leader role in the
game, but perhaps because of this tendency toward
eccentricity, shamans are less likely than other leader
types to actual!y serve in this role. Most shamans are
happy to leave the job of commanding and organizing
a band of adventurers to other characters in the party.
while still supporting, healing. and enhanCing their
friends.
CHAPT"EH. )
I Shaman
--.-.-------.---_.- _ .-.--.--.-._._-----_._._---.--~
NEW BU1LDS
This section presents two new builds. the eagle
shaman and the world speaker shaman. Eac.h build
has a new Companion Spirit option associated with it.
either of which you can choose when you make your
shaman .
EAGLE SHAMAN
Your spirit companion soars above you and your
allies. keeping a watchful eye for hidden enemies and
drawing attacks to distant foes. Your role is to gUide
the attacks of your allies, using your spirit companion
to concentrate your allies' ranged attacks on enemies
you want to slay or lock down.
You arc al your best alongSide allies who are
armed with bows, javelins. slings. or powerful ranged
magic. Rangers. warlocks. and other classes that have
features or powers {hat let them target the nearest
enemy thrive in your company. since your spirit companion Jets Ihem consider any enemy adjacent 10 it
their neareSI enemy.
Spirit's Prey
Sh.llnilll Feature
Opportunity Action
Melee spirit 1
Trigger: An enemy leaves il square adjacent to your spirit
companion without shifting
Target: The triggering enemy
C HAP T E R ]
S I, a
m a "
SUGGESTED OPTIONS
Make Wisdom your highest ability score. followed
by De)(terily to enhance Ihe errects of your vValcher
Spiril powers. A high Constitution will improve your
hit points and Fortilude. Choose powers YOIl can use
to heal the defenders and the melee strikers of your
group, while you and other ranged attackers remain
in the back ranks 10 concentrate fire on the foes that
your spirit companion designates as oplimaltargels.
Your secondary role is striker.
Suggested Class Feature: WLltcher Spirit"
Suggested Feat: Invigoraling Spirit"
Suggested Skll\s: Heal. fnsight , Nature.
Perceplion
Suggested At-Will Powers: cI(lWS oflhe ea8le:
watcher's strike
Suggested Encounter Power: Slormhawk'5 fur/
Suggested Daily Power: Great W(llch~r spirit
#New option presented in this book
Sh,lll1.111 rc,llur~
TItI' "(lin" ml,l W"",ls ,if prilllill spiri'$ .-asClult' on YOII"r Joe,
SUGGESTED OPTIONS
Wisdom should be your highest ability score, rollowed by Constitution to illlprove the battlefield
control you ncrt through your World Speaker Spirit
powers. Intelligence or Dexterity should be your
thirdbest score. to improve your AC and ReOex.
Choose rowers that let you reshape the terrain
around you III combat and conCrol enemy movement.
as well os healing and prolecting your allies. Your
secondary role is cont roller.
Suggested
Suggested
Suggested
Nature
Suggested
of battle"
Suggested Encounter Power: bramble ally'
Suggested Daily Power: slOne roo' ,pirit'
'New option presented in this book
CHAl>TER 3
I Shoman
.-.- ._-._-.-.-_._--_._.
NEW POWERS
LEVEL
1 AT -WlLL EVOCATIONS
Sham.1n AtlilCk 1
011 yourfoe.
((IItS'i U8li 10
Shiln1il1l Attack 1
Voice of Battle
Shalllo1n Allack I
LEVIl
1 ENCOUNTER
EVOCATIONS
Bramble Ally
Shaman AUi)ck I
I~
3 ISh a m a
11
Certain Threat
Shamiln AIIJck I
Ironbreaker Claws
Shamilrl Allack I
Your 'piril [()f11l'tlllioll sillks ils clall!' illlo 'yourloc. Iwis ling lhl'
,,"I'rtfy I?tJbalanCt' IlIIlI 1I'<1'1'illll il eJpl!lIlo "n tilly's (1//(1 (11,
Encounter + Implement. Primal, Spirit
Standard Action
Melee spirit I
Target: One creature
Attack: Wisdom vs. Reflex
Hit: I diO + Wisdom modifier damage. An aUy adjacent to
the target can make it melee basic attack against it as a
free action.
Stalker SpIrit: The ally gains a bonus to the attack roll
equal to your Intelligence modifier.
Shaman Att,lck 1
1 DAILY EVOCATIONS
Shaman Attack 1
The ~piril of th e Grellt \Vllleh,'r shows the 1',11/110 victory. point
Dally + Primal
Standard Action
Area burst 1 within 1 0 squares
Target: One or two allies in burst
Effect: Each target can make a basic attack as a free action.
Until the end of the encounter, any ally adjace nt to your
spirit companion doesn't grant combat advantage.
Spirit Cascade
Shaman Attack I
+ Implement, Primal
Standa~d
Shaman Attack 1
111li/ jilll I ilH' 0 11 YOII
rf oe,
Shaman AII,lCk 1
LEVEL
Action
Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2dlO + Wisdom modifier damage.
Effect: The first time any ally hits an enemy adjacent to
your spirit companion, the attack deals 1 d6 extra Jam
age to that enemy. The second time any ally hits an
enemy adjacent to your spirit companion, the attack
deals 2d6 e xtra damage to that enemy. The third time
any ally hits an enemy adjacent to your spirit companion,
the attack deals 3d6 extra damage to that enemy. This
effect ends after ,t he third attack hits or at the end of the
encounter.
Spray of Quills
Shaman Attack 1
Shaman Attack 1
LEVEL
UTILITY EVOCATIONS
Engaging Pursuit
Shillllilll Utility 2
CHAPTER 3
I Shama"
Protective Roots
Shaman Utility 1
Sham,lIl AIIJck 3
Thill r(l(lIs ('xt('llC/ Jrolll YOllr sl'iril companion (0 dOlll(' you and
.1't1lIrJrieml,; ill 1I1'rol"(lil'(' Illyer.
Spirit Hunt
Shaman Utility 2
Shalllilil AUilck 3
Dally + Primal
Minor Aclion
Pe.rsonal
Effect: Until the end of the encounter, allies within 3
squares of you can stand up as a minor action, and when
any ally within 3 squares of you shifts, that ally can shift
1 extra square.
Spirit Zephyr
Shaman Utility 1
Daily + Primal
Minor Act.ion
Personal
Effect: Until the end of the encounter, you and your allies
gain a +1 power bonus to ranged attack rolls against
enemies adjacent to your spirit companion. In addition,
as a free action you can end this power's effect to grant
one ally within 10 squares of you a + 2 bonus to ranged
attack rolls until the end of your next turn.
Stormhawk Vigilance
Shaman Utility 1
1\, )'.,ur Jt'lt.' '('III' 10 lilia,/.>, Ih., ~"iril "ISltlrllllwwk I('urls Ijuick.
lie!'!' 10 your "lIi.,s (IS they IJrepllre.l(Jr the a,sllI"'.
Daily + Primal
No Action
Close burst 5
Trigger: You roll initiative at the beginning of an encounter
Target: You and each ally in burst
Effect: You slide each target 3 squares. Each target can
draw a weapon or an implement as a free action.
LEVEL
ENCOUNTER EVOCATIONS
Capturing Jaws
Shaman Attack 3
fIl/CIr ..Sytlur fllflll)' ill its jaw:;, holdin8 il
CIIAPTER 3 I Shaman
Slhllllilll Attack 3
Your spirit companion SIIlVCTS ,II III(' SeCH! ~rblood. ClJld ilsJernl
jrcl\7:)' $l'r{,nll., I.) YOUY IIIIi!'s.
Encounter + Implement, Primal. Spirit
Standard Action
Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude. If the target is bloodied, you
gain a + 1 bonus to the attack roll.
Hit: 2d8 + Wisdom modifier damage. Until the end of
your next tum, any ally adjacent to your spirit companion
gains a + 2 power bonu .. to attack rolls and damage rolls
against bloodied creatures.
Watcher Spirit: The bonus to attack rolls and damage rolls
equals your De~(ericy modifier.
ShJmal1 AII.1Ck 3
LEVEL
DAilY EVOCATIONS
Shaman Attack 5
The eanh Ir~ mblc.~. and a distalll roar rumbles (j(ro~s Ihe bailIe
fielll M Iht' WorM St'rp""! mall!"" '>'
Daily. Implement, Primal, Zone
Standard Action
Area bur~t 1 within 1 0 ~quares
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
HIt; 2d6 T Wisdom modifier damage.
Miss; Half damage.
Effect; The bUr1t creates a zone of spectral coils that lasts
until the end of the encounter. When any enemy hilS an
ally who is within the zone, that enemy takes damage
equal to your Wisdom modifier.
LEVEL
Spirit of Battle's End
Shaman AUtlck 5
UTILITY EVOCATIONS
Shaman Attack 5
1.'11,1.
len.1 your lilly the aiel of afire Sl'iril. which bUrrls lItore
britJhl~Y liS dlld (Illy /14('(1 15 your enemies.
Shaman Attack 5
Shaman Utility 6
YOII
Shaman Attack 5
Hearth Spirit
Shaman Utility 6
f\ wnzforlillfJ hcurlh spiril sell/es over you. soolll il18 you lind
YOllr
,lilies.
Spirit of Vengeance
Sh<lman Utility 6
CI-IAPTER 3
Shaman
3:.:.J
Z
Shaman Utility 6
heel~
LEVEL
ENCOUNTER EVOCATIONS
Blood-Red Mist
Shaman Attack 7
Shaman Allack 7
A< yonr spirit ((ll1ll'allion slashes your f oe. lendril~ of misl pour
Irom Ihe "'Olltld. encirrlillill1l'lIrby I'IIt'mie~ mltl hllmperill8
,/1Ii,. 1111Mb.
Encounter + Implement, Primal, Spirit
Standard Action
Melee spirit 1
Target: One creature
Attack: Wisdom VS. ReHex
Hit: 2d8 + Wisdom modifier damage. Until the end of your
next turn. enemies take a -2 penalty to all defenses while
adjacent to your spirit companion.
Flashing Spirit
Shaman Attack 7
CHAPTEH. 3
Shaman
Hammer of the
Grasping Tides
Shaman AII,1(k. 7
1\1,1\'(, 10 YOllrfoe~
Spirit of Weakness
Simnan Allack 7
LEVEL
DAILY EVOCATlONS
Shaman Attack 9
Explosive Sacrifice
Shaman Attack 9
Spirit Control
Shaman Attack 9
Shaman Atlack 9
A $piril of soil Utld r(}(1/ CTlllJlsfmm lIlt' 9wUJI(I ulldrr j'()ur f oe.
Its I'n'~ellc(, rallies your "IIies. who lire illl'iJjomlt'd by Ihr spirlr
with Mch ~Irikt'.
Dilily + Conjuration, Healing, Implement, Primal
Standard Action
Ranged 10
Target.; One cre.1ture
Effect: You conjure a spirit of the land in an unoccupied
square adjacent to the target. The spirit lasts until (he
end of your next turn. The spirit occupies 1 square. Each
square within 2 squares of the spirit is dif!lcult terrain
for your enemies. When any ally in those squares hits an
enemy, that ally regains 5 hit points. An ally Ciln regain
hit points in this way once per round. As a move action,
you can mOlle the spirit 5 squares.
When the spirit appears, it makes the following attack
against the target.
Attack: Wisdom \IS. Fortitude
Hit: 3d6 + Wisdom modifier damage.
Miss: Half damage.
Sustain Minor: The spirit per~ists.
LEVEL
10 UnUTY
EVOCAT10NS
Quickening Breeze
Shaman Utility 10
Shaman Utility 10
allies./i'!llll iraI'm .
Daily + Primal
Minor Action
Personal
Effect: Until the end of (he encounter. you and your allies
gain a + 2 power bonus to all defenses while within 5
squares or your spirit companion. In addition, when an
enemy hits all ally within 10 squares of you, you can use
an immediate interrupt to end this erfect and grant that
ally a +6 bonus to all defenses against the attack.
Shaman Utility 10
bl(llV~
Daily + Primal
Minor Action
Ranged S
Target: One ally
Effect: Until the end of the encounter. the target gains
temporary hit points equal to your Wisdom modifier a(
the start of each of his or her turns.
Twilight's Veil
Shaman UtililY 10
You reelch hila Ihl' spiril wllr/.I, WC'lI'in8 loarl/wr ~tmn(/~ of pri
mill "i81t. 10 dOCI!.- yoursl.'!f aliI' your (lilies ill II veil of illvi.ihi/iry.
Encounter + Primal
Minor Action
Close burst 1
Target: You and each ally in burst
Effect: Each target becomes invisible until he or she attacks or until the end of your next turn.
31
Shaman
LEVEL
13
ENCOUNTER EVOCATIONS
Shaman AU.Jck 13
Stof"m of War
You 5Ullllrtlm II willclstorllt crelll('d Jr0m the \I'M cries of d tlwu san,1 lllteielll b!ll"{11d,'~ III bllllcr <1n'/ lli~tmcl ),ollrfo<.>.
Encounter + Implement, Primal, Spirit
Standard Action
Melee spirit 1
Target: One creillure
Attack: Wisdom vs. Reflex
Hit: 2dlO + Wisdom modifier damage. Each enemy adja
cent to your spirit companion grants combat advantage
until the end of your next turn.
World Speaker Spirit: Until the end of your next turn.
your allies gain a bonus to damage rolls against any
enemy adjacent (0 your spirit companion equal to your
Constitution modifier.
LEVEL
Hungry Spirit
Shaman Attdck 1 3
15 DAILY
EVOCATIONS
Shall1an AUdLk 13
S h ~ma l1 Attack l5
Reparative Spirit
Shilnlill1 i\lldCk 13
Shaman !'I!tack 13
Spif"it Ocean
Shaman Atlilck 15
Y"U wI! Ihe pOIVerji,/ spirit I~( rhe Primal Ocean, which crashC5
hlh'yollr "lIe",y "ej"orc./llIlI'in,q into your spiril companion 10
yield ils sIre.nllllt 10 your "lIies.
Daily + Implement. Primal
Standard Action
Ranged 5
Target; One creature
Attack: Wisdom vs. ReOex
Hit: 3dl 0 + Wisdom modifier damage.
Miss: Half damage.
Effect: The first time any ally hits an enemy adjacent to
your spirit companion. the attack deals 1dl 0 extra dam
age to thai enemy. The second time any ally hits an en
emy adjacent to your spirit companion. the auack deals
2dlO extra damage to that enemy. The third time any
ally hits an enemy adjacent to your spirit companion. the
attack deals 3d10 extra damage to that enemy. This effect ends after the third attack hits an enemy adjacent to
your spirit companion or at the end of the encounter.
DESCENDANT SP1R1TS
A few shamans seldom talk with ancestor spirits. Instead,
these shamans have a relationship with tribal or primal
spirits that are on the other end ofthe natural cycle. The
opposite of an ancestor spirit isn't the spirit of a stranger;
It's the spirit of a tribe member who hasn't been born yet
or, .l'i these unorthodox shamans say, uthe spirit of a future
CJ-iJ\ PTER ]
Sham a"
Spirit Pin
Shaman AIIOlck 15
ill pl,l(c.
Shaman Attack 15
Tret's erupt from the wound. butlcrin8 your clI('1I1ies CHId 111
lowitlR your alli('$ to skirt ."ountllhl' rnlllks 10 reMh SUIJerior
1'05ilio1l5.
Daily. Implement, Primal, Zone
Standard Action
Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Renex
Hit: 4d6 + Wisdom modifier damage.
Miss: Half damage.
Effect: The burst creates a zone of trees that lasts until
the end of the encounter. The zone is difficult terrain for
your enemies. You and your allies gain cover while within
the lone. When any ally starts his or her turn within
the zone, you can use a free action to slide that ally 3
squares.
LEVEL
16
UTILITY EVOCATIONS
Presence of the
Ancestor Spirit
Shaman Utility 16
Screening Branches
Shaman Utility 16
Guiding Snarl
Shaman Utility 16
Your spiril (olIIpllIlionfdlllS to (lut your foe ill II b{'lter positiml
for your allis slrilit'.
Daily + Primal, Spirit
Immediate Interrupt
Melee spirit 1
Trigger: An ally adjacent to your spirit companion misses an
enemy with an attack
Target: The triggering ally
Effect: The target can reroll the attack and gains a power
bonus to the attack roll equal to your Intelligence
modifier.
Healing Howl
Spirit's Regeneration
Sh;unan Utility 16
Sham"" Utility 16
SP1R1T OF AN
ANC1ENT ENEMY
In some extraordinary cases. a shaman might gain a
spirit companion that was once an ancient enemy of
the shaman's ancestors or tribe. but which has been
reformed, to a greater or lesser degree, through its death
and bonding with the flowing spirits of the primal world.
A shaman who has such a spirit companion is destined
either for great things or a terrible death. If you want to
adopt this option for your shaman and your OM agrees,
it might generate a substantial share of the plot complications in the game. Ideally, your OM will repay you by
pointing you toward occasional treasures and fantastic
destinies-unless a savage death finds you and your spirit
companion first.
CHAPTER 3
Shaman
UJ
LEVEL
17
ENCOllNTER EVOCATIONS
Boar's Toss
Shaman Attack 17
Your ~pjrir companion slal/ls your enelllY rhrouOh lire air, leavilln if Opt'" for your ,,/lies' TClII[Jetl alla&5.
Encounter + Implement, Primal, Spirit
Standard Action
Melee spirit 1
Target: One creature
Attack Wisdom \/'S. Fortitude
Hit: 1dl 0 + Wisdom modifler damage. and you slide the
target 2 squares. Then move your spirit companion to a
square adjacent to it. and each ally within 10 squares of
the target can make a ranged basic attack against it as a
free action.
Watcher Spirit: The allies gain a power bonus to the
damage rolls of the ranged basic attacks equal to your
Dexterity modifier.
Shaman AU;]ck 17
Shaman Attack 17
Thorn Ally
Spi.-it Lance
Shaman Attack 17
CHAPTEH 3
Shama ..
Shellnall Alt~ck 17
LEVEL
19 DAILY EVOCATIONS
Ancestors' Drum
Shaman Attack 19
LEVEL
22 UTILITY EVOCATIONS
Shaman Attack 19
Shamiln Attack 19
You wll Oil Tree I',uher 10 I'" II ish yOUY ~ nrnJies for al/rlck/TiB
IlIIa 10 y('wlIYLI your tdlies for fiohtinll bmvrtv.
Daily + Healing, Implement, Primill
Standard Action
Close blast S
Target: One or two enemies in blast
Attack: Wisdom vs. Fonitude
HIt: 3d8 + Wisdom modlfler damage. and the target takes
a -4 penalty to attack rolls (save ends).
Miss: Half damage.
Effect: Each bloodied ally in the blast regains hit points ilS
if he or she had spent iI healing surge.
Shaman Attack 19
Natural Rebirth
SI'/1,:iIl8 an tdly about to (ross Ihrou8h death', \'l.'iI. you (1111 011
earth spirits to keell th ~ ,:oul from "t'parthltl. Tire >pirits reSlOre
"it' ally /0 hel111la. imbued lI'itl. prillw/ power.
Encounter + Healing, Prima'
Minor Action
Close burst 20
Target: One dying ally in burst
Effect: The target regains hit points as if he or she had
spent a healing surge. Until the end of the encounter. the
target is immune to effects that immobilize. restrain. or
slow.
Shaman Utility
Spirit Realm
YOII
Shaman Utility 22
/'(I YOllr
~I'iril COlllplIlI/onfor a
Spirits of Recovery
Shaman Utility 22
CHAPTER 3
Shaman
LEVEL
23
ENCOUNTER EVOCATIONS
Blood-Red Bonds
Shaillan Attacl< 23
Eagle's Aerie
Shaman Allack ) 3
You, 'I,iril (Ompdllioll 1'lUnches illlo Ih ... s~~ tlil'itl8 011 your
el1{'lIIies 111111
Sham,m AWICk 23
Spirit of the
Vengeful Mountain
Sh~nl.ln Atlack 23
LEVEL
25 DAllY EVOCATIONS
Huntmaster's Horn
Shaman Attack 2 S
Tlte /olVeriJlll >~'irir of'I IJIIJ;/t'r of Ihe wild hUllt lipped" ,lbolit'
_WII tlll,1 blows II IWrtI, ~'"d.:in8 ),ourIol'; resolve ilIld rlllling
),,,"r allil's /0 ba/l"'Daily" Fear, Implement. Primal, Psychic
Standard Action
Close blast 5
Target: Each enemy in bl~st
Attack.: Wisdom vs. Will
Hit: 5d6 + Wisdom modifier psychic damage, and the lar
get is immobilized (save ends).
Miss: Half damage, and the target Is slowed (save ends).
Effect: Each ally in the blasl gains a power bonus to
damage mils equal to your Intelligence modifier, and
creatures that are slowed or immobilized granl combat
advantage to them. These effects last ulltil the end of (he
encounter.
'0
Shalll,1I1 Attack 13
sl'iril~,
C HAP T E R 3
I 5 I, a
man
SHAMAN PA1RS
A few tribes practice a deadly form of shamanic initiation.
Instead of initiating a single shaman, two paired tribes
each send a candidate through a series of dtfflcult trials,
with only one tribe member surviving to become a new
shaman. The other tribe member then becomes the
new shaman's spirit companion. This practice follows
the path of the elder spirits known as the Hunter Twins
(page 115).
In most paired tribes. the two would-be shamans start
as fri ends and end as allies, understanding that the tribes'
unique m agic demands that one sacrifice the rest of his or
her life to become a spirit companion. A few of the more
warmongering or evil-aligned tribes treat the paired initiation as an outright combat chal enge witnessed by both
tribes, binding the loser as a spirit companion through the
focused will of the enUre tribe and Its warlike ancestors.
Peacemaker's Lodge
Shaman Atlack 2S
Shaman Attack 25
LEVEL
27 ENCOUNTER EVOCATIONS
Shaman AUJck 17
1'011
Sunder Spirit
Shaman Attack 25
YOII ,lrrlllyollr for's 50111 fr'llll i.ts bOlly ~Iml s....."r .,he ,!,nne,,~o.n,
forcinlL''OlIr {' IIe",y ItI rL'l'shlbhsh IhL' "nk or pL'rlsh . \ o~Ir sprrrl
coml'mlitlJl Ihrll IL"'S lirejoe'$ '!f.. force 10 Ih'rll ymlr /llIles.
Daily + J-Ie;.llng, Implement, Necrotic, Prim,,1
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom V5. Will
Hit: 3dl 0 + Wisdom modifier necrotic damage, and the
target Is knocked unconscious (save ends).
Each Failed Saving Throw: Each ally adjacent to your spirit
companion regains 5 hit points.
Third Failed Saving Throw: The target drops to 0 hil
points.
Miss: Half damage. and the target is dazed (save ends).
Each Failed Saving Throw: Each ally adjacent to your
spirit companion regains 5 hit points.
Effect: Until the end of the encounter, any bloodied ally who
starts his or her turn adjacent to your spirit companion
regains S hit points.
Shaman Attack 27
1',)1/ (1111 on 111/' )l,iril oflhe orC(// sL,' IlIIn,,'r l(.l 5111Y ylmr foe . As
Ihr ,piril's shadow nI~VCS a{r{lSS rI,, "(IIIII:fll'ld. J'llUr foe's allen
lion is dr,lwn 10 "Ie da llBl'r lurkilllJ (lbllVI'.
Encounter. Implement, Primal, Spirit
Standard Action
Ranged spirit 5
Target: One creature
Attack: Wisdom liS. Renex
Hit?: 4d 10 + Wisdom modifier damage. Until the end
of your next turn, your allies gain a + 2 bonus to ranged
attack rolls against the target while they are adjacent to
your spirit companion.
Watcher Spirit; The bonus to ranged attack rolls equals 1
+ your Dexterity modifier.
Ravenous Spirit
Shaman Attack 27
C H A ('TEll 3
Shaman
3w
Z
Warthane Ally
Shalllan Attack 27
LEVEL
29
DAILY EVOCATIONS
Heart of Bedlam
erell/lillIS'
In
D3i1y + Primal
Standard Action
Personal
Effect: As the first action of each of your (Urns unti1the
end of the encounter, you can use a free action to cause
one creature within 1 squares of your spirit companion
to make a basic attack as a free action against another
creature of your choice.
Splritblood Vines
Shal11an Attack 29
Shaman Attack 29
Shaman Attack 19
Shalllan Attack 29
Spirit Torrent
Shaman
Spring's Laughter
Shaman Attack 29
.--._---.-_._.--._.--.---.-.--.-.--.-.--_.- .-
LI'\
~
DISCIPLE OF WINDS
PATH FEATURES
Wind Shroud (11th level): When you lise a
primnl healing power, YOll can slide the target 1
square.
DiSciple of the Winds Action (11th level):
When you spend an action pOint to take an extra
action, each ally within S squares of you ca n shift 3
squares as a free action.
Wind's Resilience (16th level): Ifan enemy
pulls, pushes, or slides an ally within 5 squares of
you. you can slide thai ally 1 square as a free action
after the forced movement.
Shielding Winds
Hurricane's Fury
3!UJ
Z
EVERFLAME GUARDIAN
"The firSlfire burned rile hOllesr."
Prerequisite: Shaman
When Everflame first sparked upon the world, it left
behind fires that burned without fuel, stoked only by
Everflame's essence. Guided by (he spirits. shamans
gathe.red these embers and tended (0 them . Even
though Evername originated ouiside the world. with
time and careful tending by these Everflame guard
ians, its fires beca me part of the natura I order.
As an Everflame guardian, yOll embrace two equal
tasks. On one hand, you sea rch for demons. devi Is,
primordials. Jnd olher creatures that have intruded
into the world. scouring them with the fiery might
of Ever flame. On the other hand. you seek to ensure
that new life rises in the aftermath of great calam
ity. Whether a volcanic eruption destroys a region.
a great fire burns a forest. or a legion of monsters
disrupts the natural order. you seek to nurture the
world back to health . believing that no force. not even
Everflame itself, can extinguish hope or life .
EVERFLAME GUARDIAN
PATH FEATURES
Guardian of the Flame (11th level) : You gain
resist 5 fire. If you already have fire resista nee. it
increases by 5.
Evnfiame Action (11th level): When you spend
an action point to take an extra action. each ally
within 5 squares of you regains 5 hit poims, and each
enemy within 5 squares of you gains vulnerable 5
fire untillhe end of your next turn . In addition. each
enemy within 5 squares of you rhar has fire resistance
or i m mun iry to fi re loses it u ntilt he end of your next
(urn.
Renewing Flames (16th level): When you heal
an ally with a primal healing power, one enemy adja
cent to I hat aJly fakes 5 fire damage.
Guardian's Shield
YOIl
EVC'I-flilIllC'
Guardl.1I1 Utility 12
floll rishl"S.
Encounler + Fire, Primal
Minor Action
Close burst 2
Target; You and each ally in burst
Effect: Each target gains resist 5 to all damage until the
end of your next turn. The first time any enemy deals
damage to the target before the end of your next. tum,
that enemy talces 5 fire damage.
Elder Flame
YOIl CClII forth Cllillill8 piece of ",'crjl'IIIf(' 111/(1 St' 1 il IIlItlinSI your
fIlCmie$.
Spark of Life
CIIAPTER 3 I Shaman
GREAT ELDER
-We never see rhe whole of the world. never undersrand ir
complerely. BUill spirilfrom rhe dawn rimes walks beside
me, and our power does nOI require perfecr UllderSlandins."
J~lIr elll~lIIies.
companion.
Shamans know thatlhe spirits are not truly the size
of a hu man, an el r. or a pant her. The spirits are vast,
small. or whatever they are called on to be by Ihe
world's needs. Shamans know this to be true, but not
all shamans can master their unconscious expectations olthe spirits. Each spirit companion appears as
a crealUre of the shaman's size because of its link to
the shaman. and as allies and friends, bOlh share an
image, a renection. with in the world 01 spirits.
You have seen partway through this veil. As a fol
lower of the world speaker tradition . you know Ihat
your spirit companion is vast. By seeing part of thiS
truth, you know that your spirit companion's size
approaches that of an elder spirit, haVing a touch of
the scope and power you will acquire jf you live to
fulftll an epic destiny.
As an elder spirit, your spirit com pan ion protects
your allies as it has always protected the people of the
world. Jts knowledge, allied with your understand
ing ornature. is sometimes the only shield your !lilies
require.
VI
An End to Tolerance
z
o
LJ
<::
a::
<t
UJ
KEEN EAGLE
The spiril ofo bird of prey dives all your ellemy. lcavltl8JOur foe
lIulllemblc /0 your a!li~ ' (l1I(jr~s.
Encounter. Implement, Primal
Standard Action
Ranged to
Target; One crealure
Attack: Wisdom vs. Reflex
Hit: Wisdom modifier damage. Until the end of your ne)"
turn, any ally can score a critical hit against the target on
a roll of 16-20.
Hunting Eagle
You $(,1111 your SI,;r;1 compllnion /0 your 1I1~".' li la. JI jli t'~( around
IIt'mblt' 101l1\MII.
Daily + Implement. Primal, Spirit
Standard Action
Close burst spiril 1
Effect: Unlillhe end of Ihe encounter or until your spirit
companion disappears, you and your anies can score
critical hits on a roll of 18- 20 against any creature I hal is
adjacent to your spirit companion. Then make the fonow
Ing altack.
Target: Each enemy in bUr<it
Attack: Wisdom vs. Reflex
Hit; Sd6 + Wisdom modifier damage. If you score a cri(ical
hit wilh the allack, the target is also daze d (save ends).
C HAPTER) I Shanton
SCARRED HEALER
((ITr)' /IVO lessons. The first is (ha( victory oJlen has a
price. The second is (hat no defeal is final:
"SC(1rS
Prerequisite: Shaman,
The powerful magic you and yOllr allies have mastered during your adventures c~n Cllre most nonfatal
wOllnds. and even falal wounds might be only lemporary selbacks . Death is a solvable problem, and you
are one oflhe most powerful healers thai most people
will encounler. Why.lhen. do you bear such terrible
scars. as if you were a warrior who hild su ffered a terrible defeat?
In the hislory of yOLl r people, vielories and defeats
hewe always gone hand in hand. Your scars are marks
of your sialus as one of I he heroes who ensu res that
no defeal will be total. By accepting the painfullessons of the past and bearing Iheir marks on your
nesh. you access healing magic that olher shamans
ea n't or aren' t willi ng to use.
The most powerful healing spirits of the world rec
ognize yOU( unique pattern of scars. When the world
hangs in the balance. the power oflhese spirils is on
your side.
Spirit's Touch
A!' )'Ollr scarsflllrl' wilh linlll. YOllr spiril companion pulse wilh
rl1t' r/lllhlllC' of rh,' sun. moon. (/Jul sltlrs. \0'1'111'11 tlral radia lia
"~f1"cls oif."ou, l>urnln010.. s. if h"<lls )'tlllr aWL',.
Daily + Fire, Healing, Implement. Primal, Radiant, Spirit
Standard Action
Clo~e burst spirit '2
Target: Each enemy in burs/
Attack: WIMlom vs . Fortitude
Hit: '2d8 + Wisdom modifier fire and radiant damage.
Effect; Edch LHget takes ongoing 10 fire and radiant damage
(save end~). When any target takes this ongoing damage.
one ally within S squares of you or your spidt companion
regains 10 h it poi nts.
Your Sl'iril (oJIlpclIIion I'ars inlO .1'011 rIoI'. shari"ll iI, dalion of
hUllIlI'ilh YOllr tlllies.
Ihl'
CHAPTER 3
I Shaman
<.
a.
o
~
SEASONS' HERALD
Balance of life
by IlIkill8from aj oe
Jot'
YOII 5Ctlll ,hI' (lrell, lIIill~(l11 <if allY olllerr ,hll' 111;8"1 prove us~1
in clltlrlillJJYOllr IlrXI IWiOIl.
Encounter" Primal
Free Action
Personal
Trigger: You make an attalk roll, a saving throw, ~ skill
check, or an ability check and don't roll a 20
Effect: The next time you would roll a d20 before the end
of your neXl turn, use the result af the triggering die roll
instead,
Inevitable Winter
You {(III sl'iri/s tij't!t'luh
Ie sur
CHAP'rEI{)
Shuman
WARRIOR OF SPRING
"With sprinV' /here is always hope."
Prerequisite: Shaman, call spirif companion power
The power ofsrring is in its ability to bring rebirth
<'lnd hope. A \varrior of spring wields this power to
great etTect, whether as a healer or a guurdian of the
prlmul world . As a shuman who follows thL, palh,
you are girted with power.~ of primul healing beyond
thost' ofmos! other shamalls. Your presence can
allow allies to recover from the most grit>volls injllry.
or even from denth itself.
Although you pride youtselfin watching over your
community, when adventure or the duty of a great
cause cails, you are rCildy to act. You can heill your
allies or instill hope in Iht' lll , allu the spirit~ you call
on can help you defeat I he greatest of I hreots.
As you go un adventllft's, your duty as a w(lfrior of
spring is clear. YOll carry iI bundle of seeds gathered
from across the lands. No matter what desolate realm
you find yourself in, you're ready (0 scatter those
seeds through it so that their verdant bounty can con
tinue the cycle ofsprin.g,
WARRIOR OF SPRING
PATH fEATURES
Revitalizing Presence (11th level): When you
use a primnl power to allow aJ1 ally tu spend a healing
surge. that ally regains ld6 additionnl hit points.
Warrior of Spring Action (11th level): When
you spend an act ion rai Ilt to tah' an extra action, one
bloodied ally within 5 squares of you can spend a
healing snrgc.
Spring's Vigor (16th level): When you usC' a
primn! power 10 allow an ally to spf'nd a healing
surge, that ally ('an also spend an actiun point to take
an extra uetioll .
<.
and
Daily + Primal
Immediate Interrupt
Ranged 10
Trigger: An ally within 10 squares of you fails a death saving
throw
Target: The triggering ally
Effect: The tafget is considered to have rolled a 20 for the
death saving throw.
Spring's Dawning
Spring's Resurgence
You (Ill/fo rth Ihe pOlller of sprin8 '~ rl.',u rf/etw? lenclin,'} 5tTetli/lh
10 )'uur alli ...s lIIilh Ihc d... mi"... of I'<lch I'/lem)".
Daily + Healing, Implement, Primal, Zone
Free Action
Area burst 1 withi n 10 squares
Trigger: An enemy within 10 squares of you drops to 0 hit
points
Target: Each enemy in bursl centered on the triggering
enemy
Attack: Wisdom vs, Will
Hit: Sd6 +- Wisdom modillef damage,
Miss: Half damage.
Effect: The burst creates a :lone of verdure that lasts until
the end of the encounter. Any bloodied ally who starts
his or her turn within the zone regains 10 hit points.
When any enemy within the zone drops to 0 hit pOints,
each ally within the zone regains 10 hit points.
,.<
CHAPTeR 3
I Shamat1
"Thr rivers are my blood; dIe mounroin wind, 1nJ' voice. MJ'
body is (ne eonl!, andfrom Ih e power oflhe primal spirits.
I draw SIre/W" 10 fi[Jhlthe foes of nol ure."
You
Ward~n
.-.- .-
-._--_.
__ . - . - _._. __ ._-.-.-.-- .- . - - . _ . _ - . - . _ . -
PLAY1NG A WARDEN
Still and silent as the towering oaks. a gnarled war
rior watches for signs of abeHant activity in the forest.
Filled with the righteous fury of the pri mal spi rits,
a weathered champion swings a wooden cudgel to
smite the foes of nature. Drawing on the strength of
the earth beneath her feet. a warden becomes like
stone-immovable, impassive, and steadfast.
A warden is the quintessential protector. a mani
festation ofnature's desire to protect itself from
corruption and harm . As a warrior whose powers
channel the primal spirits, you take 01) those
spirits' mission, protecting the natural world and
helping it thrive .
THE NEWCOMERS
A warden is defined by his or her commitment to
defending the natural world, but this commitment
is more than simple tradition. The truth of the
.)
wardens' origins is not secret. but neither is it well
known outside the narrow orders of those who wield
primal power.
The oldest ancestor spirits say that barbarians,
shamans, and druids have been a pa rt of t he Iwtu raj
order for all time. Throughout the hL~tori('.~ orall
races-and perhaps beforr the first peoples had even
taken shape-biHbarians have raged at the forefront
of combat, druids have hunted alongside the beasts
whose shape they take . and shamans have spoken for
the primal spirits that watch over the land. However.
wardens arc i.I more recent order, forged in response
to the progre\s of history-a nd the threats that recent
events have unleashed .
Over the coune of countless centuries, the rise
of civilized and monstrous empires spread violence
and war across the world. ln reaction to the threat
posed by the ambitions or emperors and kings-and
by the powerful magic their forces wielJedth e primal spirits worked subtly wi(hin
the sentient races to create a new type of
chilmpion.
You and your kind are that
champion-as potent in a lIght as any
barbarian, channeling powers of
transformation in the manner orthe
druids. and calling on the magic of the
primal spirits to produce mighty evocations
of com hat and healing. The warden's powers
of protection and defense give you the
same role and responsibiliti(:~ toward your
allies as the primaJ spirits have toward toe
natural world . Your warden powers flIl a
niche addressed by none of the other primal
classes. As a symbol of your dcfcmive
prowess. you rely on the strength of the
shield that other primal heroes cannot
naturally integrate wilh their own fighting
styles.
THE BURDEN
OF DEFENSE
Your li[e as a warden is likely to be defined
by how you balance the responsibilities
thrust upon you. You might feel toe constam
tug of obligat ion to t he people of your homeland. even when your life as an adventurer
takes you far from toe place of your birth.
As a member of an ad\'enturing party, you
often mean the difference between life and
death [or friends who cannot match your enduro
ance. How do you balance what might be connicting
drives to protect your homeland. your party. and the
natural world?
'HAPTER 4
Warden
WARDING C1RCLES
[n man)' of the wild and dark places of the world,
wardens stand at the center of small. loose -knit organhations known as warding circles. Some wa(ding
circles are ded icated to preserving certai n geographical regions, while others focus on defending the
world and its inhabitants against particular kinds
of threats, but all owe their inspiration to a group
of elder spi rits known as the Monster Slayers (page
125). Sidebar~ throughout this chapter give examples
of prominent wardin/-( ci rdes.
A typical warding circle has only one or perhaps
two wardens at its center. Six or seven other members
round out the circle . In exceptional circumstances.
these other member~ Inight also be heroic characters:
th is occurs most often when a player cha racter warden
establ ishes a warding cirde and ell lis on fellow adven
turers to join the circle's membership. Other ci rcles
are made up of more ordinary folk (whose statistics
might be drawn from the MOlister Manual or MonSl.er
Mallu{l12 entries for humans, elves, gnomes, shiners,
dwarves. goliaths, half.orcs. and other racl'<;).
A warding circle typically operatl''' in a limited
geographical area and has no contact with other circles unless its territory overlaps with that of another
one. No hierarchy or overarchi ng organizat ion lin ks
circles to each other. even those that share a common
tradition and name. For example. the Circle of Sum
mer's Shield that protects the settlements along the
Nentir River has no connection to the similar Circle
of Slim mer's Sh ield that patrols the d ista nt lcepi ne
Wood. far to the north. The two circles have similar
bel iefs, practices, and trad itions-probably dat i ng
from a time when the power ofNera!h racilitated easy
communication between such far-nung circles.
WARDENS' MEDITATIONS
it
Wa~dp"
.-.-.
NEW BUILDS
LIFE WARDEN
SUGGESTED OPTIONS
Strength is your most imporlanl ability. governing
your aHacks and the beneflcial power thaI your suc
cessful attacks unleash. A high Wisdom benefits your
Will while also increasing your AC. and Wisdom is
the cornerstone of many oflhe beneflts granted by
your powers. This build reinforces your leadership
role , and powers that channel benefits to your allies
are your best choice.
Suggested Class Feature: lifespiril"
Suggested Feat: lifespirit VigorSuggested Skills: Endurance, Heal. Nature,
Perception
CHAPTEH 4
I Warden
STORM WARDEN
The strength of the storm is t he epitome of primal
power, from the screaming winds and relentless
snows of the highe~t mountains to the lashing rains
and blistering lightning of a summer thunderstorm.
Although all wardens draw power from nature,
the storm wa rden has the strongest connection to
nature's wrath.
You are the sword of the rumbling storm, an
avenging warrior whose primal magic swirls around
your chosen enemies like the gathering winds of
a hurricane. Your draw your enemies close to you,
keeping them near with primal magic to prevent
them from escaping your wrath. Once a foe falls into
your magic's grasp, it cannot escape.
The storm simmers around you, ready to rumble
to life when your foe draws near. When the storm
surges to life, it cuts off your enemy's escape and
forces it into a fight it can not win. By your blade or by
the primal winds you command, your foe's aggression
comes to an end.
SUGGESTED OPTIONS
A~ with aJi warnpm, Strength isyour mO.~t imrortant
ability score, Constitution shou Id be your next best
score, since it improves your AC and the benefits of
many ofyouT warden powers, As a storm warden,
you Jean toward controller as a secondary role, and
your powers should draw on the savagery of the elements to punish your enemies, particularly those
marked by you.
Suggested Class Feature: Storm hear'"
Suggested Feat: Storm heart Push'
Suggested Skills: Athletics, Endurance, Intimi
date, Nature
Suggested AtWill Powers: 5tren8th of Slone, tern
pest assa u It
Suggested Encounter Power: 8ale stri~e
Suggested Daily Power:form of mountain's
thunder*
*New option presented in this book
GUARD1AN M1GHT
Whatever manifestation of Guardian Might you choose.
this class feature is more than simply a pair of game
beneflts-it's a representation of your connection to the
natural world.
Each form of Guardian Might allows you to use a different ahility score-either Wi~dom or Cl)n!ititution-in$tead
of Dexlerity or Intelligence to determine you r Armor
Class. In the rules of the game, that's an incentive to keep
you in light armor. But in the world of the game, it reflects
how the primal spirits shield and protect you from harm.
They toughen your skin to ward off blows. swi rl around
you in gusts of wind that deflect attacks. or in.fuse you
with life-giving power 10 heal your wounds before you
even feel their effects_
The other part of Guardian Might is an add itional
effect that takes place when you use your second wind.
All -c haracters can draw on reserves of strength and health
wi thin themselves by using their second wind. When you
do so, however, you're not just draWing on power wit hin
yourself. but on the life of the primal spirits that surround you in the earth and sky. When you draw o.n that
power, the spirits respo nd. They W;Jrd you aga inst further
attack (Earthstrength), make you a greater threat in your
enemies' eyes (Wildblood), aid your allies (Ufesplrlt), or
gust in furious winds to send your enemies staggering
(Stormheart),
CHAPTER 4
Warden
-. ~ . -.--
..
-.
. - . -.-_._.
__
._- .- . - . - - . - . - -._._-.-.-.-
NEW POWERS
LEVEL
1 AT-WILL
EVOCATIONS
Resilience of life
Warden "(lil(k 1
\-\lht'll 1'011
(l
Warden Atl.Jck I
10
l'nJlI1JJi' XOu.
C H APTER 4
I Worden
IleXI allrlck.
Rending Fury
Wolfden AlI.lCk I
ill/o Ihe /lIrHI'/ willi 1\110 fil> l strikcs. cril'"lill.'] it.s abiliry
to allY Jot' bUI )'UU.
fO r(~;;I'OJl.1
Warden AU;Jc:k I
Warden AU.1ck 1
510rm
\ '011 le("
Tempest Assault
Grasping W inds
You draw I)II/he 'I)itit C!f l/z"
Roots of Stone
Warden Allack 1
Warden's Sacrifice
Warden Allack I
/11 tile '!ficrlllcllh o.fyolfr (I /I'1ck,foes thar hir )'oll ymnr vl80r 10
your ,tll/('5.
LEVEL
1 DAILY
EVOCATIONS
Warden Attack 1
Dllrl- scale;: (!lar your ,kill. a/loll'infj you 10 move wi tl! the
subllel)' of" >lIake dllll to ('flVCllom Y/IUT 11//<1(11 <It the lime you
(Iioose.
Warden Attack 1
of n hyella. your lips cUTlill1l illloll ( llCHin9 SIWl' r (IS you harry
t1tljaalflfo<s.
Daily. Polymorph. Primal
Minor Action
Personal
Effect: You a!>sume the guardian form of the laughing killer
until the end of the encounter. While you are in this
rorm, you gain a +2 bonus to Will and to saving throws
against charm effects and fear effects. In addition, your
allies have combat advantage when making melee attacks against any enemy adjacent to you.
Once during this encounter. you can make the follow
ing weapon attack while you are in this form.
Standard Action
Melee weapon
Target: One bloodied creature
Attack: Strength vs. Reflex
Hit: 1 (Wj + Strength modifier damage. and ongoing S
damage (save ends).
Miss: Half damage .
Warden
u..:
Z
Warden Attack 1
'r'llUIr(JIl~ronll It) lah' (lll II prolix live $11tI/ (if rocl.: IIllti
carth.
Warden Attack 1
You MI.:I' 011 ,h.. rtluSIt skin of'l rro((Jdile. Brtl lll itllJ you il5 re/en/'
less llel/ure (111.1 lel/inll y ou I'IIS.< (,<lsily Ih rouJlh weller.
Dally + Polymorph, Primal
Minor Action
Personal
Effect; You assume the guardian form of the swamp hUnler
until the end of the encounter. While you are in this
foml. you gain swamp walk, a swim speed equal to your
speed, and a + 2 bonus to attack rolls against immobi
lized creatures. In additIon. when you reduce any ellemy
marked by you to 0 hit points with an aUack. you mark
one enemy within 5 squares of you until the end of your
next turn.
Once during this encounter. you can make the follow'
ing weapon attack while you are in this form.
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs . Renex
Hit: llWl + Strength modifier damage. and you grab rhe
target. If (he target is da zed, immobilized. slowed. or
stunned. (he a((ack tleals llWl extra damage.
Miss: Half damage.
LEVEL
UTILITY EVOCATIONS
Erupting Font
Warden Utility 2
Guardian Thoms
YIIII
Warden Utility 2
<'I\('my
Encounter" Pr;mdl
Minor Action
Close burst S
Target: One ally in burst
Effect: Until the end of your next lurn. when any enemy
marked by you hits or misses the target. that enemy
lakes S damage.
Warden's Tempest
CHAPTER 4
Worden
Warding Touch
YOII ill(r(',N' .Wllr \'ulll<! r"biliry in
Warden Utility 2
Violent Bolt
Ward"n A\lolCk 3
arn I""" Ill(' IMIICI
rl<'fl'l1s(.
Encounter + Primal
Minor Action
Melee 1
Target: One ally
Effect: Until the end of your next turn. YOll take a penalty
to AC cquallO your COnstitution Inodlfier, and lhc target
gains a power bonus to AC equal to your Constitut ion
modifier. If the target has any creatures m(lrked, those
marks end. and if the target marks a creature, this effect
ends.
LEVEL
ENCOUNTER EVOCATIONS
W.Jr(len AI\<Jck 3
As YOII hil willi II brillal alfllck, (I W,IV' of I'r ill1<1 I ('11('r8.1' ripples
Illroul/It IItI' llrolll." ,Irolllld Ihe tllreel.
Encounter + Primal, Weapon, Zone
Standard Action
Melee weapon
Target; One creature
Anack: Strength vs. AC
Hit: 1[WI ;- Strength modifler damage, and the squares
adjacent to the target become a zone of shifting ground
unti/the end of your ne xt turn. Any enemy marked by
you that enters the zone is knocked prone.
Pressing Attack
Warden Attack 3
allllck.
Encounler + Primal, Weapon
Standard Action
Melee weapon
Effect: Before the attack, you move 4 ~uare s.
Wi/dblood: Add your Wisdom modifi er to the nu mber of
squares you can move.
Target: One creature
Attack: Strength vs. AC
Hit: 21WI + Strongth modifier damage.
Rough Strike
W.1rJen Attdck 3
Your IlIIacl.: hinder, .I'our fO(, '$ rnoVl't11rn/ll~ III1I(h (IS ,h(' rOll8h
l'sllt'Trllin.
Strongskin Clash
LEVEL
IlIIudl
/0
DAILY EVOCATIONS
Clutchin Mire
Warden Attack 5
Earth-Shaking Rend
Warden Attilck 5
Lifebind Attack
Y"llr
Warden t\ttack 5
I1Ilack hlmls rll(, 111(11"1 III yoU,jIlTlllfr Ilintle rilllJ i/s at/licks
\ bursl C?f spirilual cnl'rw f uds a jlurry 4l111clcks uf/ni llsl your
fOt's ani/ Brunts your IIlIil'S Ih" /0110""11('(/ hille ,~f r1 prill'llll beast.
Encounter. Primal, Weapon
Standard Action
Close burst 1
Tinget: Each enemy you can sec in burst
Attack Strength vs. AC
Hit: l1W] + Strength modifier damage, and each ally in the
burst gains resist 3 to all damage until the end of your
next tum.
Ufespirit; The resistance equals 2 -I- your Wisdom modifier.
Rampant Forest
Warden AUack 5
Tlte sl'celral f!.~5rl/n' oj a prilllel"d(creSll?nI,)($ arlllJlla Ihe lartll?l. im"edill8 -''I>lIr'/0/,5' mOI'l'ml?n!.
Daily + Primal, Weapon, Zone
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. Fort.i tude
Hit: 21WI + Strength modifier damage. The target's space
and each square adjacent to it become a zone of difficult
terrain (or your enemies until the end of the encounter.
Miss: Half damage.
Effect: Until the end of the encounter, when you first hit
any enemy after using this power. that enemy's current
space and each square adjacent to it become a zone of
difficult terrain (or your enemies until the end of the
encounter.
Wellspring Strike
Wimlen Attack 5
Wa~d e "
LEVIL
UTILITY EVOCATIONS
Warden Utility 6
l(I
all):
Daily + Primal
ImmedIate Interrupl Personal
Trigger: An ally targe15 you with a power that does not
include that ally as a target
Effect: The ally also becomes a target of the power.
Soothing Wind
Your primal lIIi811/ lI110ws you
helll '?f COlli bat.
Warden Utility 6
II}
Treacherous Ice
l(eJorms olllhl? WOllnd (I roulid YOII
Warden Utility 6
a,; yo lI.flJ]hl, Ilmilill8)'Our
Wilding Strength
Warden Utility 6
Wrathful Mastery
Warden Utility 6
The 1)I1ill you t'lltiun' in((eUSt's Ih,' SIn'IIDlll oJ),our laler allllck.
Daily + Primal
Immediate Reaction
Personal
Trigger: An enemis ilttack hilS you and damages you
Effect: You take exIra damage from the triggering all~ck
equal to one-half your level. The next time you attack any
enemy marked by you before the end of the encounter,
you gain a bonus equalw your Constitution modifier to
the artack roll and the damage roll.
LEVEL
ENCOUNTER EVOCATIONS
Angry Spirits
Wimll'll AII,ICk 7
Guardian's Pounce
W<lrJcn Au.lck 7
I" /I blur .if 1lI01't'1J,,n/. YOII ,rllllck lin I'llI'm)' Ihlll doses wilh
yt)lIr ,dh~
DAILY EVOCATIONS
Mountain's Stature
W.lIJCIl Attack 7
The fury <ljY(lur IIlwek eXle",I) irs re(1(h. dr<ll<lillll ),our foes
elos!' or ImockinH rlU'1II 10 Ihl' wound.
Encounter + Primal, Weapon
Standard Action
Melee weapon + 1 reach
Target: One or two creatures
Attack: Slrength vs. AC
Hit: 1 [WI + Strength modifier damage. and you can either
pull the target 1 square or knock It prone.
Earthstrength: The number of squares you can pull the
target equals 2,
Sheltering Storm
W.If(Jel1 "!tack 7
'III"
Winter's Claws
LEVEL
W,lf(ll'll AIl3rk 7
our arr(lck "ile~ d"fl'lllith (.\ pillsI' of (Old, hilldl'rillO til(' lor
<IS il rilll)les oul to ~Irjkc ollter/oes.
Warden Attac k 9
A haz" '!f salll/ surrounds )'0/1, prolccl/1l8 yOIl from h"rm alld
It'lIillll j"'ll IIIOW likl' a blindill8 dl'$crt willd.
Daily" Polymorph, Primal
Minor Action
Per!(onal
Effect: You assume the guardian form of the sirocco until.
the end of the encounter. While you arc in this form, you
gain resist S to ali damage, and you can shift 2 squares as
a move action, In addition, whenever you shift, you can
move through enemies' spaces.
Once during this encounter, you can make the follow
ing weapon attack while you are in this form.
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1 [WI + Strength modifier damage, and Ihe target is
blillded (sav~ elld~).
Miss; Half damage, and {he target is blinded until the end
of your nexlturn.
Warden Attack 9
Warnen Atta ck 9
CI'lAPTR 4 I Warden
Warden Attack 9
i\ pr(lfl'Clh1.' laYIr t!f cllrrh am! I'incs wmps you liRIlI, la~lIirl8 oul
willi your IIUtl.-l.~ 10 lIinder ClIoI.'.
Elemental Warding
e1l'III""/irI I'ou't'r.
Encounter + Primal
Minor Action
Close burst 1
Target: You and each ally in burst
EHect: Choose cold, flre. lightning. Of thunder. Until the
end of your next turn. each target gains resistance to that
damage type equal to onehalf your level.
Guardian's Attack
Warden Attack 9
Dally + Primal
Personal
Minor Action
Requirement; You must be in a guard ian foml and must
have used that form 's attack during this encounter.
Effect: YOIl regain the use of the guardian form 's attack.
Prillial
Your hoely Iral1 ~fortlls 10 JJil'c you Ihe rhiek hilll! nt,,/ determined
knock creatures
th .. ball/ell,.",.
Encounter + Primal
No Anion
Close burst S
Trigger: You start your tum
Target; One ally in burst
Effect; The target can make a saving throw, and you can't
lise your Font of life class feature during this tum.
Spiritual Rejuvenation
Waruen Utility 10
The bOll,/ ),OU shim' wilh 'yOllr (ornr<!lIions IrIS XVU 11IIu tl'e in
jury "'''11111 for (III lilly:
Encounter + Primal
Immediate Interrupt
Close burst 2
Trigger: An ally within 2 squares of you takes damage from
an attack
Target: The triggering ally in burst
Effect: You tal<e the damage from the attack, instead of the
target. but the target takes any other effect ca used by the
attack.
Warden
Warden Utility 10
erves
of \'i/alil)'.
Daily + Primal
Minor Action
Personal
Requirement: You must have used your second wind dur ing
thiS e flcounter.
Effect: You regain the use of your second wind.
LEVEL
13 ENCOUNTER EVOCATIONS
Erupting Vines
LEVEL 10 UTILITY EVOCATIONS
CIIAPTEH 4
Wardell Utility I 0
bOlld~ cmmerr you alld 1111 Itlly. u1I0IVi "8 you 10 share
Warden Utility 10
W<lrclen Utility 10
YOII sunlllWII primal spirils /0 prVleC/ you an" your allie from
Warden AUJck I 3
Healing Harvest
Warden Attack 13
(V your aI/lICk iIlViIJoTl1U; your dllies whell Ihl?)'
TIll' SIIV,ljJl'l)'
Mark of Talons
liS yvu
olhC!rfoi!s.
Rumbling Doom
Wardcl1/\lIack 13
Sacrificial Strike
~lOrm
Warden Auack I 3
Warden Attack 13
tllllt fol/(,UI
Stormhowler's Strike
WimJcn Auack 13
LEVEL
15
DAlLY EVOCATIONS
Form of the
Avalanche Unleashed
Warden Attack 1 5
a~ your presence
011
CHAPTER 4
Warden
Vl
ex:
u.
3
oa.
Form of the
Crushing Mountain
Warden Attolck 1 5
Warden Attack 1 5
You /ISSII IIIC /Ile aspect of a IiIJl~ r. boos/11I8 YO UT sreed and .J8i1
it.': especially when YOIIY aliiI'; dre untler (I I/tick.
Warde n Attack 1 5
A vortex of buTtlill1J e1eserl SlIlIeI slIrrO IlJld$ you. boosti liS your
r,,~iI;l'nCt' mill th'l/ oJ),ollr aUie$ and al/olllin8 YOIl to swlllB YOHr
\ ....,,1'(>11 10 aCllle 0
offire .
"'ost
Wtlrdcn
Form of the
Windstorm's Wrath
Warden Attack 15
You IIr~ yiYtied uy willd <111,1 ralll. which 1'1'01('(/ you lint! ncarby
"IIil" IIlId Jril'/' YOllrIo('s IICTOSS Ihe hlllll",I""d.
Daily + Polymorph. Primal
Minor Action
Personal
"Effect: Vou assume the guardian form of the windstorm's
wrath until the end of the encounter. While you arc in
this foml. you gain a + 2 bonus to Fortitude and ReOex.
In addition. allies adjacent to you take half damage from
melee attacks and ranged attacks.
Once during this encounter. you can make the follow
ing weapon attack while you are in this form.
Standard Action
Close blast 3
Target: One creature
Attack: Strength vs. AC
Hit: 1 IW] + Slrength modifier damage. and you slide the
target 3 squares and knock it prone.
Effect: You slide each enemy marked by you 1 ~quare.
LEVEL
16 UTILITY EVOCATIONS
W,lrden Utility 16
f ",'mil':; that try to strike your ally rJrr bUm/ell by BoldL'n lia'lt.
Fortress of Stone
Ward('11 Ulillty 16
TIle <!arth rUIII/JIL'5 el/ yuur all/ .Ircl. a5l'TotC(live stone rises.
Encounter. Primal
Minor Action
Close burst 5
Target: One ally in burst
Effect: Until the end of your next turn or until the target
moves. the larget gains cover. and no enemy can enter a
square adjacent to him or her.
Invigorating Presence
Wa rd en Utility 16
You ,UIIIII10n r/lt' spirits of rlre IlIlId ro lJTllllt you Cltul yl>ur al/ie.
increa,,,d "inor.
Daily. Primal
Minor Action
Close burst 3
Target: You and each ally in burst
Effect: Each target gains 15 temporary hit points.
Masking Fog
Warden Utility 16
ANCESTORS OF WAR
these times. those who follow the spirit way are as
likely to live In towns or villages, settled and civilized. as
they are to wander in tribal groups and follow lraditlona \
ways. OccaSionally. ancestor spirits grow angry with their
descendants. believing that this sedentary life has made
them soft and weak. In their ange r. they withhold their
support and power. while urging those who COmmune
with them to demonstrate their worthiness to receive
the ancestor's support. They drive their descendants to
war in pursuit of glory.
Though it happe ns rarely. it's not unknown for a young
man or woman who demonstrates an affinity for the
primal spirits to become sudde nly Violent. haVing fall en
under the sway of a warlike ancestor. Some of these indio
viduals become criminals, seeking out the descendants
of anclent tribal enemies a nd ki lling them brutally in
mismatched combat. Others become adventurers- often
wardens or barbarians-who seek to please their warlike
ancestors and win glory by slaying monsters that threaten
their civilized homes.
Encounler .. Primal
Minor Action
Close burst S
Target.: One ally in burst
Effect: Until the end of your ne)(t turn. when any enemy
marked by you makes an attack roll against the target.
that enemy Is blinded until the erld of the tu fn during
which it makes the attack roll.
Warden's Refusal
W.lrdCIl Utility 16
The >pi ritunl cHcrny you wield kno(ks back aJoe a!/elllrtirl8 /0
Ilaill
"it! 11111'11111"1/"
011
y our ally.
Encounter" Primal
Immediate Reaction
Close burst 5
Trigger: An enemy marked by you ends its movement
within 5 squares of you and is nanking your ally
Target: The triggering enemy in burst
Effect: You slide the target 1 square.
LEVIL
17
ENCOUNTER EVOCATIONS
Flames of Life
W;mlel1 Attack 17
Witll J'''IIT weapoll II'l'I'eUhed in primal j1l11l1e. ),Ollr a//(lck c/ral1lids hl'aUIl8 cIler8Y to all eilly.
Encounter. Fire, Healing, Primal. Weapon
Standard Action
Melee weapon
Target: One or two creatures
Artack: Strength vs. AC
Hit: 2[W] + Strength modifier fire damage. and an ally
within 5 squares of you regains 5 hil points.
Lifespirit: Add your Wisdom modifier to the hit points the
ally regains.
In
Warden Attack 17
" Vhell a fol' move's I,)u (lOSe' lo yOIlT (lily. )'1111 aM> the ba ulejleld
ill the blink of trll eYL' to 1111111.. II )cmw: aIlCl(k.
Encounter. Primal, Weapon
Immediate Reaction
Melee 1
Trigger: An enemy marked by you enters a square adjacent
to your ally within 5 squares of you
Effect: You shift your speed to a square adjacent to the
triggering enemy. Then make the follOWing attack.
Target: The triggering enemy
Attack: Strength vS. AC
Wild blood: You gain a bonus to the attack roll equal to
your Wisdom modifier.
Hit: 2[W) + Strength modifier damage, and you slide Ihe
larget 1 square to another square adjacent to you.
Rough Advantage
Warden Allack 17
Your a/lclck (.lUSt'S rhe WOICllil tu riH' up. Iwldilla rIll' rarnetJasl
Encounter. Primal. Weapon
Standard Action
Melee weapol'l
Target: One crealure
Attack: Strength VS . AC
Hit: 31Wl + Strength modifier damage. and the target is
immobilized untillhe end of your next turn.
Earthstrength: The atGIck deals extra damage equal to
your Constitution modifier.
CHAPTER 4
Wardeh
Warden's lure
Warnen Allilck 17
Sparking Strike
Warden Attack I 9
Windy Assault
Warden Attack 17
Wi lid I(ll'/lle> YOllr file alld Ihell blows others toward you.
Encounter + Primal, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength liS. AC
HI(: 21WJ + Strength modifier damage, and you knock the
target prone. You then pull each enemy within 5 squares
of you that is marked by you 2 squares.
Stormheart: Each enemy within 5 squares of you that is
miJrked by you grants combat advantage until the start of
your next turn .
LEVEL
Warding Smash
Warden Allack 19
19 DAILY EVOCATIONS
LEVEL
22
UTILITY EVOCATJONS
Creeping Brambles
Warden Attack 19
Ilrarnbb liJrllslupIrollll/u.' fJrolllld./ilshitlf) ilt your enemies
II'hil., hinderin8 uI1(Z(/.>.' 1IlJain>t you (!III 1your allies.
Howl of Wrath
With )'/)ur tll'I(Z$laliI1115irik'. YOIl unleash (J
YOllr eJ!I',"il!~jr(',ze in lerror.
Warden Attack 19
IVUi/
Ihol mohs
CHAPTER 41 Warden
A Scattering of Ashes
You
1II0W your
lIShl!1I
Warden UtiliLY 22
haZt'.
Channeled Vitality
Wardell Utility 22
Daily + Primal
Minor Action
Personal
Effect: You gain temporary hit points equal to your healing
surge value. In addition. once per round when you hit
with a weapon attack, that attack deals 2[WI exira damage. This effect ends when you have no temporary hit
points remaining.
Debilitating Ward
Warden Utility 12
Warden Utility 12
!>OinlS.
LEVEL
23
ENCOUNTER EVOCATlONS
Darkforest Vines
Warden Attack 23
ShlltlClIvy "irll'S WYaJ' Ih,' laryel. holdill11 il filS I liS Ihry la5h
Snowy Grasp
Wardell Attack 23
,'rille. SIIOW 111111 if<' Irol" tl1t' larWI.lilSl IIlld h lolV ar(llIntl
yourIofs 10 lriJl(I~r Ilreir 1110\'<'111('111.
/\$ .1'011
Desert Winds
Ware/con Atto1ck B
Warden Attack 23
Primal Rebuke
Sky's Reach
Warden Attack 23
LEVEL
25
DAILY EVOCATIONS
Warden Attack 25
Your flesh "ec"IIIt'~ c1arker. Illkill9 Oil the rrsilil.'llU and f ertilil)' of
I!ilrlh "'Ul n nJlllill}J yuu >ollle co.llrol when ),011 aref orced 10 /J1OI'e.
Daily. Healing, Polymorph, Primal
Minor Action
Personal
Effect: You assume the guardian form of earth's benefi
cence until the end of the encounter. While you are In
this form, you gain regeneration 5. and you can shift 1
square as a minor action. In addition. whenever you are
pulled. pushed , or slid. you can reduce the distance of the
forced movement by 1 square.
Once during this encounter, you can make the follow
ing weapon attack while you a re in this form .
SUindard Action
Melee weapon
Target : One creature
Anack: Strength vs. AC
Hit: 31Wl + Strength modifier damage . and you slide the
target S squares and mark it until the end of your n e ~tturn .
Effect: You slide one ally within 5 square~ of you 5 squares.
That ally can spend a healing surge.
CHAPTEn 4
Ward<?n
.11
c:::
~
Form of the
Entangling Spider
Warden Attack ZS
bo<iy sh rouded in
Wardell At tack 2 5
Your 1')'1 8 ,"llIr81', r1111 blin8 ),011 to Si!r L'Wll in toldl dllrlmess.
1l1U1Y'll/ IJllill the I'owrr 11/1i9hl lind Ihe Jormitlable artack oj
lIlt'
hUlltilllJ (111'1.
Warden Attack 25
lind your
LEVEL
27 ENCOUNTER EVOCATIONS
W,mJcn Atl,Kk 17
A b/Ilod red IlliZI' j'ruprs Mall lid y our wClIl'0n 11'1"'11 you strike,
drowill8 Inc drrelllioll ofYOllr/oes CI~ ),,0 11 ,:lip pml rltem.
Encounter + Primal, Weilpon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[WI + Strength modifier damage. and you mark the
target ulllil the end of your next tum.
Effect: You shift 3 squares and then mark each enemy
adjacent to you until the end of your next turn.
Wild blood; The distance you shift equals your Wisdom
modifier.
Glacial Hammer
Warden I\tt.lck l7
Warden Attack Z5
$1rtII,qlh.
41 WlIyden
Lightning Explosion
YOllr 1I't'1II'01l d"'lInrl~ d
"'rHi'
/0 Olh('r f06.
Ravenous Earth
Wardell Alldrk 27
The OfOund IlrmUld y our III rn el benins 10 shukl'. ~JlHl shi ll8 en
('mies (h,1/ ",'prondt
ttlO
close.
Sacrificial Assault
W,lfdcn Attack 17
Strengthening Gift
Wardell AUalk 27
Warden Allack 29
You /tiki "" th ... shwuc/ed 8uise of rhl.' "'Ilper oII!ft,. SITClIs,hen
illn ylllir aI/licks CllJlTi"~1 blJ(/lr \I'()III"/,,d crl'lIIl1re~ am/l1'lIi/l8
),011 srrilll' w/r"/I.V(IUr I!ru.'mics filII.
Daily. Polymorph, Primal
Minor Action
Personal
Effect: You assume the guardian form of the grim harvester
until the end 01 the encounter. While you are in this
form, you gain a +2 power bonus to attack rolls against
bloodied creatures. In addition, when any nonminion
enemy within 5 squares of you drops to 0 hit points. you
can make a melee basic attack as a free action.
Once during this encounter. you can make the follow'
ing weapon attack while you are in this form.
Standard Action
Melee weapon
Target : One bloodied creature
Attack: Strength vs. Fortitude
Hit.: 4!W] + Strength modifier damage, and the target gains
vulnerable 10 to all damage (SdVC ends).
Miss: Half damage, and the tMget gains vulncr~ble 5 to all
damage (save ends~
CHAPTEI\ <I
I Warden
o,.J
c.
Form of the
Imperious Phoenix
Warden Attack 29
Warden Attilck 29
Warden AHack 29
chosmjo<'s.
Daily + Polymorph, Primal
Minor Action
Personal
Effect: You assume the guardian form of the unruly earth
until the end o( the encounter. \Vhile you are in this
form, you gain a ..2 bonus to Fortitude, and you ignore
difficult terrain. Each enemy marked by you is slowed
and ,akes a -4 penallY to AC until the mark ends.
Once during this encounler. you can make the follow
ing weapon attack while you are in this form.
Standard Action
Melee weapon
Targe/.: One creature
Attack: Strength vs. AC
Hit.: 4(W] + Strength modifier dilmage. You knock the
target prone, and it can't stand up (save ends).
Miss: Hal( damage.
Warden Attack 29
Wanlen
__ ._- .-.- . --
._ - .- - , - . _ -.- ._ - . _.
.- . - -.-
.- - .--.- . -
Vl
.)
::r:
<
'0
North Wind's
Embrace
Form of the
Child of the North Wind Attack 20
Northern Whirlwind
You are part of a trad ilion lhat considers the north
wind to be your spiritual parent. and you revere the
spirits that first breathed life into the world . Members
of your tradition can be found wherever the north
wind blows.
As a child of the north wind. you are a pillar of
strength in your party, yOllr courage as unceaSing
as a gale. When you are embattled, you call on the
ferocity of windstorms to aid your attacks. When
your ire is aroused, (he air might gust around
you,just as the strongest winds might fall silent in
response to your calm.
YOllr Imdy 'aires 011 rheJorll1 of rhe wit"/Ihal howls (irolllld ),011,
pro/Ulillil ),011 115 it "I !/Jet; YOllr foes.
Dally + Polymorph, PrImal, Teleportation
Minor ActIon
Personal
Effect: You assume the guardian form of the northern
whirlwind until the end of the encounter. While you are
In this form, you gain resist 10 to all damage. In addition.
when you pull. push, or slide an enemy. you can increase
the distance of the forced movement by 1 square. When
you use your Nature's Wrath class feature. you can mark
each enemy within 2 squares of you instead of each ad
jacent enemy.
Once during this encounter, you can make the follow
ing weapon attack while you are in this form.
Standard Action
Close bUTSt 5
Target; Each enemy marked by you In burst
Attack: Strength ~. Fortitude
Hit: 2{WI + Strength modifier damage.
Miss: Half damage.
Effect: You slide each target 1 square ilnd then teleport to
a square adjacent to one of them ,
C H A PTfR 4
Warden
sw
Z
EARTH SHAKER
"My slren81h is IhcslrerlBlh of tllecarlh . There is no shame
in your fallin8. bul you would befoo/ish (0 allempl 10 rise."
Prerequisite: Warden
Regardless of the combat tricks you have learned
du ring your adventuring career and t he tactics wit h
which YOll have su rprised your enemies. a part of you
yearns for direct .and uncomplicated applications of
might. The path of the earth shaker appeals to you
because it matches strength to strength-your mas
tery of weapons augmented by the power of the earth
beneath your feet. working together to oppose the raw
might of dragons and behemotbs. demons and deit ies.
The strength of earth that you draw on allows yOll
to move through the ground at speed. even as your
attacks bypass an opponent 'S armor 10 strike al the
body within. Your connection to the natural world
allows you to seek out targets behind obstncles or
even within the ground , and your attacks can knock
your foes down.
Leave the subtleties of strategy and complex tactics
to others. Instead, you keep faith with the oldesl spiro
Hs of rock and earth, letting their grim determination
guide YOll i!lyour mission 10 defend the world from
forces Ihat would despoil it.
Form of the
Primeval Bulette
YOII
I<lIi... ()II
bllrro\~ (/trOllBh
Ihe earrh.
Daily + Healing, Polymorph, Primal
Minor Action
Personal
Effect: You assume the guardian (orm of the primeval bu
lett' until the end of Ihe enCQullter. While you are in thts
form. you gain a burrow speed equal 10 your speed and a
+3 bonus to Fortitude. In addition, whenever you spend
a healing surge, you regain 20 additional hit points.
Once during this encoutlter, you can make the follow
ing attack while you are in this form.
Standard Action
(lose burs! 2
Effect: Before the att~ck . you burrow your ,peed. You musl
burrow at least 2 squares.
Target: Each creature in burst
Attack: Strength + 4 vs. Fortitude
Level 26: Strength + 6 vS. Fortitude
Hit: 3d8 + Strength modifi e r damage. and you knock the
largel prone. Ir the target is already prone. it lakes ongoing
S damage (save ends).
Mis,: Half damage, and you knock the larget prone.
C IJAPTER 4
Wardel1
EMERALD G UARDIAN
..,\ S /on8 (IS
Prerequisite: Warden
EMERALD GUARDIAN
PATH FEATURES
3
z
Preservat ion
<
of the Wild
TIll' spirits of lid 1111"(" .Ies/roy lirIJlerill9 1I1II}lie III YOlir ("Olllllllllld.
Dally + Primal
Standard Action
Close burst 3
Effect: A" conjurations and zones in the burst are de stroyed. In addition. ongOing necrotic damage ends on
each creature in the burst.
CIIAPTER 4
I Warden
FIRST HUNTER
"Run aU YOll like.jor YOIl cannot hiae."
Prerequisite: \Varden
The bond between hunter and prey is as old as life
itselI: This relationship is second nature to you-a way
of life that helps you work with other hunters, com
bining all your skill to bring down even the deadliest
quarry. By learning and applying the secrets of the
first hunter, you have honed your warden powers for
maximum effkiency with spears and other thrown
weapons . Whether you fight from the front or strike
from Ihe side. your allies can rely on you .
If you finally become the prey, let your hunter
beware. You walk wjth the spirits of ancestral hunters
at your side. and foes that corner you will feel the bite
of your weapon.
Marked Prey
\I1t'II all CIICIII),
dose
trics/o ~Ii"
Fin;l
II way.
HUllter Utility 12
kill.
Encounter + Primal
Immediate Reaction
Personal
Trigger: An enemy marked by you ends its turn farther from
you than where it started its turn
EHect: You and one ally can each shift half your speed as a
free action to squares closer to the triggering enemy.
VOll Irallsform 10 rtscmbll' till 1111 cil'lIf "reIJa/or. YOIl tlr ell hinder
),ollrIo('s Ilml mah a lar8el vulrllmlblc /() your /lilies' attacks.
CHAPTER 4
I Warden
ICE\tVROllGHT SENTINEL
V1
<
c..
o
u
<
<
c..
t:.J
ICEWROUGHT SENTINEL
PATH fEATURES
Cold Snap Action (11th level): When you spend
an action point to ma!.:e an attack, e ach enemy that is
adjact:nt to you or marked by yOIl takes cold damage
equal to one-half your level.ln addition, you gain a +1
bonus to atlack rolls with cold powers IIntil the end of
your nt'xt Lu ro.
Frigid Embrace (11th level): You gain cold resistance eqll<l I to 5 + oneha I f your level.
Winter's Winds (16th level): When you hit
an enemy with a prilllal eolri power, YOll sllde that
enemy 1 squares a(tcr {he attack is re-solved.
V//.'
,0'
Form of the
1cewrought Se nti nel Attack 20
Icewrought Sentinel
A IIT()t(,Clivf ,h('LUIt afiee (Ovl'r~ ,You ,mel ,,,reml, 10 hi"d,'r YOllr
"UJI'~I11~"'. (o(UiIlEJ your weapolllO bH,," aIDe when you
fod
5Irik....
Rime Shackles
Ytlur weell'on ~/r i ke> wirh biller colt! rlw/jYe'L'Us Ihe tllTtlel ill it5
rY<lcb.
lcewl"Ought Armor
Encounter + Primal
Minor ActJon
Close burst 3
Target; You or one ally in burst
Effect: The target gains a +1 bonus to all defenses until
the end of your next turn. If the target is hit by a melee
attack before the bonus ends, the attacker is immobilized
until the end of its next turn. and the bonus ends.
CHAPTER 4
Wnrden
RADIANT SERPENT
"The spiril of che couall burns briBhtesl.~
Prerequisite: Warden
You raise your eyes and heart to the stars and to the
spirit of the shining, winged serpents that helped
tame the primordiills. YOll have chosen the couatl as
a spiritual ally, embracing that legendary creature's
power so thoroughly that you assume its very form.
You emulate your shining ally by rising above the
ballie with a flourish of power or by passing through
your enemies like a radiant spirit.
like couatls, you understand the necessity of
sacrifice. The coils of your power can trap enemies
that would otherwise harm your allies. but you must
be willing to take those allies' hurts on yourself. If
your own sUI'viva] is jeopardized as you protect your
friends, so be it.
Radiant Coils
if il mOV(,5.
Shining Pass
Elich ally YllU pCl~S ~r is dOllI:t'li hI <I radiallf 810\11. which allows
"nil
f(l
Form of the
Radiant (ouatl
TRIBAL CHAMPION
"You "'Qllt them? You 80 throuLJh me fir sr."
Prerequisite: Warden
All your life you have known you were destined for
greatness, as did the ance.stor spirits of your tribe's
gn:OlI warriors. You owe your pronTss in combat 10
Ihe h('rol'~ whose blood flows in your veins. When
you recover your strength in combat , these guardian
spirits flash inlO sighl for a moment, dclcnd i ng you
from your e ne mies so t h;H yotl (;III tight 011 .
The ancestral spirits that watch over you might
represent any of I he heroic classes of you r people. The
barbarian's slrenglh d rives the fury of your attacks.
just as I he shaman's wisdom inspire.s your tactics.
However, in your determitlation to defend your allies
and the world around you,you remain a warden
through and through.
Pure Power
You dmw on IIII~ poIVer oftll(~ heroes who IVlllcll O~'l'r )'1)11, in
w'llSilllllhe polellC)' o.{your 8ucmliall form 's ai/lick.
Daily. Primal
Personal
Free Action
Trigger. You hit with a weapon attack granted by your
guardian form
Effect: The attack deals 21WI exIra damage.
Form of the
Tribal Champion
fhr $/lIIdt'S of (OIllIlI(':Os anCl.'510rS flow IhnlIlIJ'1 you (IS ."011 fl8hl,
dtjendin8 you from harm and debililll/illH your JOI'5.
Daily + Primal, Polymorph
Minor Action
Personal
Effect: You assume the guardian form of the tribal cham
pion until the end of the encounter. While you are in
this form. you gain a +1 power bonus to all defenses. In
addition, each enemy marked by you takes a -4 penalty
to attack rolls (instead of - 2) for any attack that does not
include you as a target.
Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action
Melee weapon
Target: One creature
Attack: Strength \IS. AC
HIt: 5(W) + Strength modifier damage.
Miss; Half damage.
Effect : Until the end of your next turn, each enemy marked
by you takes a -8 penalty to ~ttack rolls (Instead of -1\) for
any attack that does not include you as a target.
CHAPTf'. R 4
I Warden
VI
::c
t-
oe{
Q..
o
V
<:
0::
<:
Q..
U..I
CHAPTER 5
WHETHER YOU'RE
a barbarian. a druid, a
+ Feats: This chapter presents feats by tier. including new options for every prima! class. Characters
of any class can take the new tribal feats to bet ter
coordinate (he efforts of their group.
C llAPTER
primal Option.
-_.-._-.--------.-_._._------.---------._-----.- --
IN
THE BEGINNING
c: It APT E R
)
hear tbe spirits in the same way they heard the orders
and threats of tile gods and the primordials .
The gods helped set the world right. creating order
and shaping liIC and living things according to their
own terlllS. Bilt then the gods stepped away from the
world to fight the Dawn War against the primordi
als. While the gods lind the primordials waged great
battles in their far-off realms, the primal spirits of the
world found their voice.
When the DilWIl War spilled over into the mortal
realm. spirits such as Stormhawk helped keep the
worlJ fmm being destroyed. Tret.: rather, Great Bear,
and the Hunter Twins Rave aid to the desperate peoples of the world, allowing them to su rvive in those
devastati ng times.
The war between the gods and t.he primordials
was nearly over whC'll Kha la, god of winter, attempted
to seize the world for herselr. The spirits realized that
even though the gods had fought to save the world
from the primordials, the gods' power would inevitably threaten the world in the end. While the gods
smashed Khala's armies in the Astral Sea. the primal
spirits rose up a nd destroyed her winter fortresses
in the mortal realm. When their war was d(llll'.the
gods looked to the world in victory-only to discover
that the primal spirits had managed (0 sei7.e whiH the
gods had fought for.
By the power they widckd in the mortal world, the
spirib dedared that both gods and primordials were
banished from direct contact with Ihe world. With
the gods ensconced in the Astral Sea above and the
surviving primordial~ bound or lost in the Elemental
Chaos below, the world would exist as a place of bal
ance-a realm oflife and death and the neverending
cycle of the seasons. Weakened by war an.d unwilli ng to d~s(roy the world to spite the spirits that had
claimed it. the gods relented.
In all the uncounted years since the end oftbe
Dawn War. the decree ofthc primal spirits has
held. The gods and the primordi<.lls can influence
the world. but not even the most powerful deities or
demon princes can project their fuJI power into the
mortal realm without attracting the unleashed wrath
of the primal spirits.
The primal spirits use much oftbeir power to
maintain the barriers they estahli~hed hetWl'C'll the
world and the olde.r realms. HoweveLtlley ~hare this
power with their allies-the people who follow the
spirit way. When mortals die. SOme joit) the deities
in t heir astral dom i nions. Others dwell within. the
world, becomil\g one with the primal ~pirit.,. which
protect the balance and order of nature and all living
things.
THE PEOPLE
The spirit WLly teaches that all people are intercon
lIeckd . You have learnccl (hat all people are your
kin. as if you were a member of a great tribe that
includes members of aJJ races across t he world.
That "tribe" or family also includes the primal
spirits. Even the terrill'ing World Serpent. ~h~se
power could potentially destruy the world. IS hke an
elder member Oflhis extended family. a force 10 be
respected and learned /iom.
Di Ilerent folluwers of the spi rit way u ndersta nd
(he nature and scope of their familial obligation dif
ftrently. Some have a narrow view. looking to a literal
tribe ofrelalcd dans as the limit of their community.
They feel no responsibility for the welfnre orthose
outside the Irihe, even for other followers of the spIrit
way. Others take the broader view that they believe
the elder spirits intend: All who follow Ihe spirit way.
a1\ who respect and nurture the world and live in
harmony with the spirits-even, perhaps. all living
lhi ngs-are part of a great tribe. part of their ohl iga
lion and responsibility. part of their fami Iy. For if all
followers ufthe spirit way are kin tu the primal spirits
and look up to them as wise elders. tbcn it lolJows
naturally that they arc all kin to each other. f.unung
and dim'rent as lhty might be.
FOLLOW ING
THE SPI RIT WAY
As a powerful primal hero, you understand the place
o( the pri rna I spi rits in t he world and their in nuence
over it. Your primal power demonstrates your interac
tion wi t h t he spirits on a dayto day basis. I r you are a
shaman, you talk with spirits at will, and sornetiTT)es
they ta Ik to you against your will. If you are a ba r
barian or a warden. the spi rils of ancestors, of great
beasts, and of (he element~ now through you even
when they are not revealing themselves through your
powers. If you are a druid. your direct connection
to the primal spirits might manirest itselrprimarily
du ri ng rHua Is a nd combat. but your magic is wholly
defined by t he now or power through the spi rit world.
For the masses or ordinary people. though, interac
tions with the primal spirits are both more subtle and
often more complex.
LOCAL SPIRITS
Those who follow the spirit way most comn1onJy
venerate one or more or the spirits thai inhabit prominent geographical features, plants. animals. an~
other natural phenomena in a particular area . fhe
most common primal shrines in the world are those
ereCled at the sites where great spirits are thought
to live: on t he slopes of a voitano. at the SOurce of
a might)' river, or in a grove dominated by a huge.
ancient oak tlee. The common folk ofTt>r tokens (\f
sacrifice and implore these spirits for blessi Ilgs in
hunting, exploration. and farming.
ANCESTORS
The veneration or ancestors is a common component
of the spirit way. particularly in a tribal context. where
family ties are important. People orrer small sacrifices
to the spirits of their ancestors as a sign of piety. out
of respect ror deeds the ancestors perrormed in life.
and to implore tbe spirits' guidance. Some sacrifices
are entirely symbolic. while others are a part or ritual
magic meant to unlock the secrets and power that (he
ancestor spirits are willing to share .
GREAT ELDERS
For mOSt rollowers of the spirit way. local spirits
and direct ancestors are the most important primal
spirits-the members oflheir immediate (amily, as it
were. The majority of prima I characters' evocations
call on these relatively minor spirits as well. However,
greater spirits (han these inhabit the world . They are
the great elders whose power and influence extends
across the world. Primal characters call on these <;plrils with some of their evoe-ations. and the followers of
the spirit way recogniL(, the great elders:.Js the oldest,
wisest . and most powerrul members of their extended
family. See "Primal Spirits" on page l21 for more
inrormation about the great elders.
CHAPTER 5
Primal
Option~
=.11
IJ.J
COMMUNITY
Many of the rites and ceremon ies observed as part of
the spirit way are all about community-recognizing.
celebrating, and solidifying the ties that bind people,
ancestors, other spirits. and the world itself together.
A I I a re part of a living whole, the spi ril way teaches,
imerconnected ilnd interdependent. The primal
spirits are members orthe same great family-not
overlords or rulers. but elders who are respected
for their wisdom and power. For that reason. their
presence is invoked for rites of passage- marriages
and births, funerals, and other observances of life's
transition-for they are part of the community that
recognizes and ritualizes those transitions .
The huge nu mber of spirits in t he world means
that different people and groups have different ways
of interacting with those spirits. The passage of sea,ons, the. ph:l$f's ofthl" moon , migration p<llterns,
marriage and childbirth-all of these events might
be marked by personal meditation, simple rituals
performed in the bome. or elaborate ceremonies
involving everyone in a commuility.
C HAPTER 5
Primal
Oplion~
PRIMAL SHRINES
As a rule, sites sacred to the spirit way do not resemble the temples to deities built by civilized people.
Shrines appear throughout the world, often we))
hidden or deSigned to blend in with their natural surround ings . Spi rit way shri nes are often impromptu
sites, carved out from the natural world and adorned
with tribal relics.
A shrine in the wilderness might take the form of a
naturill niche on a cliff face, flanked by carefully balanced columns of stone; a carved rock rising from the
rapids of a swiftly nowing stream; a string offeathers
flying from the tops of a ta II tree; or a n ancient log set
with tokens and offerings to encourage the renewed
cycle oni fe.
Primal shrines are seldom intended to last forever:
instead, they are designed to succumb to the effects
of weat her a nd time . Foresl shri nes quick ly vanish
beneath each new season's growth. Shrines of stone
are eroded over long yea rs or scattered by the blu nt
force of earthquakes and storms. For the people who
bu iIt it. the disappea ra nee of a shrine is a sign that
the spirits have moved 011, seeking other sites where
the next shrines will rise.
Those who visit or stumble upon a primal shrine
typically spend a short while oflCring a greeting to
the spiril~ of the a rea. Most people do not receive a
noticeable response, although some might be blessed
with a brief tingling sensation as the spirits of the
shrine flow through them. Heroes might receive an
audible greC'ting, However, extensive verbal com
munication with the spirits i<;n't normally possible
without the a id of a ritual. sllch as Commune with
Nature or Speak with Nature. The spirits know
much about the lands surrounding their shrines. and
the right ritual ,dlows (hLlracters to pierc(' the veil
betwt:l'll the IllUndi::lll(' wurld and the spirit world and
learn from their wi~d()m .
PLACES OF POWER
Places of power are longer-lasting than shrines
because they have been chosen by the spirits rather
than created by those who follow them. Places of
power are ty pica lly centered on sites whe.re. a strong
natural or magical phenomenon has attracted the
interest of the spirits. Most places of power feature
some form of natura I shelter or a location where a
ritual can be performed without interruption.
Permanent, manufactured shelters and other
structures are rarely added to a place of power. even
if the folk who follow its spirits live in permanent
dwellings elsewhere. OccaSionally, a place of power is
adorned with bOll Iders, great logs, or even a cli ff face
carved with representations of the spirits who com
monly return to the Site-something like a druid's or a
shaman's totem, but 01) a milch larger scale.
The following examples of places of power m igbt
spark ideas for sites thai are important to your
character,
WlTCHLlGHT TREE
Though this ancient tree is long dead, its dry
branches still stretch to the sky, towering above the
surrounding forest. The trunk of the tree is hollow,
and on the nights of the full moon , glowing wisps of
light noat down inside. A group of elves and shifters
gathers at the Witchlight Tree ever)' month, stand
ing ioside the enormous trunk as the witchlights
descend . The elves and shifters believe the lights are
manifestations offorest spirits who come to bring
their bleSSings 10 the gathered .
ECHO CAVERN
In a cave behind a roaring waterfall, the voices of
the ancestors are carried on the echOing wind . The
cave is too small for more than one or two people
to occupy it at a time. A communil), of humans and
halflings gathers outside the cave for rites of passage,
CHAPTER 5
Primal Oplions
SPEAKING MOUNDS
On an ancient battlefield . a series of burial mounds
are scribed with scenes from long forgotten battles.
No community gathers regularly at the Speaking
Mounds, but individuals of many different races visit
the site to seek the wisdom of the ancestors bu ried
there. The mounds are said to shift or speak in the
presence of druids Of shamans. though only those
nearby can witness this reaction .
EVERSPRING GROVE
A circle of ancient trees in the heart of a sprawling
forest, Evcrspring Grove is home to powerful spirits of
the wood . The trees keep their green leaves throughout the fall and winter, the temperature inside the
circle is always comfortably warm, and berries grow
yearround on bushes among the trees . A few tales
speak of heroes lost in the forest in winter, in danger
of[reo.ing. who find warm shelter and food in the
heart of Evers pring Grove. The grove is a meeting
place for a group of elves, and also a crossing point
where eladrin and gnomes enter the world to pay
respects to the primal spirits of the place.
TABOOS
Occasionally, a spirit places a taboo upon the people
who venerate I hat spirit-some kind of restriction or
prohibition that might seem nonsensical or overly
burdensome to outsiders. It's not a common occur
renee. but it happens, particularly when the spirit's
followers have been hit hard by war or social unrest.
In these cases. a taboo is seen as an imperfect solu
tion to a deeper problem , a spiritual shield against
deeper corruption that would further weaken the
spirit's followers ,
Taboos in such cases might include restrictions
on travel, on interacting with certain races, on eating
certain foods. or on marrying into certain family
lines . Those who violate the spirits' prohibitions
might be required to undergo a ritual of purification.
while major transgressions are sometimes punished
with temporary or permanent exile.
C HAI'TER 5
P~irn,,1
Options
More than one primal hero first became an adventurer after rejecting the taboos of his or her people.
In the larger context of the campaign , heroes are
sometimes expC'cted to be taboobreakers-powerful
enough to ignore even the worst effects ofbreaking
a taboo and able to perform the magicallasks and
quests necessary to eliminate a taboo for those who
can't break its power themselves.
Helpful heroes sometimes discover that what
appears at first to be a useless or even culturally
debilit.'l.ting taboo is in reality an unwritten response
to a long-forgotten danger. For example, people
forbidden to travel outside a particular river valley
might have originally done so to avoid the wrath ofa
jealous and powerful river spirit that has since been
displaced. Taboos and the quests to eliminate them
are unlikely to playa major part in most campaigns.
but they can provide a useful backdrop to the Jives of
the people who follow the spirit way.
PR1MAL SP1R1TS
The gods in their majesty are distinct individuals.
Tn contrast. even the greatest pri mal spi rits do not
poss('~ single discrete forms. The primal spirits per,meate the world, flOWing through its natural features
with an intensity that depends on a spirit's relationship to a pa rticular place or object. The power that a
pri rna I spi ri t III ani fests in the wo rld va ries accord i ng
to the season, the weather. the terrain, and the linger.
ing errects of events that have marked a location in
the past.
Many primal spirits are strictly connected to
a specilk location in the world. or are devoted to
protect ing a pa rt icular fami I)' or tribe. Above them
stand the great elders-powerful spirit entities {hat
arc known across the entire world. The great elders
discussed later in this section arc only a lew among
many. Scores 01 great spirits are thought to exist,
though their true numbers might never be known.
.)
V1
f-
a::
c..
1./1
Unlike a deity, a primal spirit does not go by only
....J
one na me or use a single un iversal symbol to repre<
sent itself. One tribe might depict the World Serpent
~
as a snake swallowing its own tail, and another
a::
might show the World Serpent twining around and
c..
through a tree symbolizing the mortal realm. Yet
another group might think olthe World Serpent as a
snake-skinned goliath whose serpentine lower body
disappears into the earth. The gods' powers are lied
to speci flc i mages and holy symbols, but the pri OIa I
spirits do not care how they are depicted, as long as
they and the world they protect are shown respect.
As a rule, the power of the primal spirits is greatest
in the world, but player characters who wield primal
power are at no disadvantage when their adventures
take them to the planes and beyond. Heroes carry
their power with them, so that they are never cut
olf Irom the source 01 thei r st rengt h. Prima I powers
wielded by player characters runction normally in the
Feywild and the Shadowfell, in the Aslral Sea and the
Elemental Chaos, and in the Underdark. However,
lesser mortals who lollow the spirit way might be
uncomlortable traveling inlo places where the voices
01 nature and the ancestors seem distant.
SP1RITS AND
THE SPIRIT WORLD
The primal spirits are not creatures that people can
interact with in a typical lash ion. Most of the time,
they're invisible and intangible, present in the world
but not part orits physical substance. The greatest
primal spi rits seem to be tru Iy immortal: Morta Is
can'l harm them, and even gods and primordials are
hard-pressed to destroy lhem-at least, by allY meanS
short or destroying the world. Lesser spirits fade in
and out of existence, though. Local spi rils die when
the natural reatures they're connected to are killed or
destroyed, and ancestor spirits lade, it is said, when
they are forgotten by their descendants.
Primal characters' evocations can cause the spirits to manifest, typically as conjurations, but only a
1001 would think olthese magical manilestations as
anything but the merest fragment of the spidts' true
power. Manilested in a conjuration, though, il spirit
can phySically alfect the world. The reverse isll't true:
Creatures in the world might be able to harm the
conjuration, but notthc spirit itself
Shamans and mystics sometimes speak ol"w,llki ng in the spi rit world" as il the prima I spi rits
inhabited some ot her plane 01 existence, such as
the Feywild or the Shadowlell. but that language is
misleading. The primal spirits live in the world, not
removed rrom it. The "spirit world" is one way 01
Ct-IAPTER 5
Pri,",,! O"lions
C HAP T t R 5
P r i '" tl J 0 P t ion.
ALWAYS FALLING
Always Falling is <l spirit of water in motion, strongest
around rivers and waterfalls . RiVl'1 ~pirits have a
way of mixing together. and an alliance with Always
falling allows 11 character to come to 11 quicker under
standing with local spirits and other characters'
ancestor spirits. It is said that ,'\Iways Falling ha~ met
everyone in the world worth meeting, although it
takes him time to recall speCific encounters.
BLOOD CoUSIN
The primal spirit known as Blood Cousin is dedicated
to maintaining harmony between disparate tribes,
and she is instrumental in Ihe crealion ofOrcies of
New Kin (see page lOS), Blood Cousin is regarded
as a force for innovation among the tribes, and new
traditions among those who follow the spirit way are
often attributed to her followers . In her na me. friends
of different families , tribes, or races sometimes adopt
each other as blood COllsins, pledging cooperation
and support for each other's people. It is said that
Blood Cousin once lived as a barbarian. and memo
bers of thaI class believe that she favors t hei r kind.
Blood Cousin is variolJsly said 10 have been born
a human , an elf. or a dragonborll. but she was sub sequently reborn many times into ancient tribes of
difTerent races. In each tribe . she taught the same
initiation ceremonies, showing her people that they
could welcome newcomers into the tribe without
weakening it or disturbing the ancestor spirits. Tribes
that follow her exa mple a re referred 10 as Blood
Cousin tribes: even the most insular of these tribes
sometimes adopt particu larly worthy outsiders.
whether from their own or another race.
CARVER
Carver lives jn the {lnal moments of each wave as
it breaks along the shore. However, his name and
presence are invoked even far from the ocean, for
this spirit represents the ceaseless rolling power of
nature that carves the world into its everchanging
shape. Of the primal classes, barbarians and wardens
are the likeliest (0 be drawn 10 Carver's combination
of power a nd grace , For coastal tribes, Ca rver is a
symbol ofbounty and change-the ocean constantly
wearing away the land even as il supplies sustenance
and casts its treasures on the shore.
EARTH WHEEL
Though many followers of the spirit way plant crops,
some strlY constantly on the move and subsist only on
what nature has to offer. The elder spirit named Earth
Wheel proVides for such tribes, offering bountiful
food to sustain them on their journeys. When these
tribes are In harmony wilh Earth Wheel's turning.
their travels become part of the area's natural pattern .
With the spirits of that area in harmony, whole fields
of herbs, berries, a nd fruits ripen jus t in time for the
arrival of the tribes that depend on them.
Their relationship with Earth Wheel inspires
some nibes to maintain consistent migration pat
terns; these tribes show little tolerance for outsiders
who impinge on the territories and routes they have
marked oul. Tribes that rely on Earth Wheel to sup'
plemellttheir hUnting activities are more accepting of
strangers. Tribes that depend solely on Earth Wheel
for their survival treat the ir bounty as a sacred trust
and can be dangerous if challenged .
EVERfLAME
VI
!-
;t
FATE WEAVER
The great elder called Fate Weaver is also known as
Grandmother Spider. and the choice of name corresponds with a peoples oplimism regarding their
future. Those who face greal challenges or peril speak
of Fate Weaver. invoking CI sense of impartial fate and
a belief that Iheir troubles arc beyond the cares of the
spirits. Those who are more content with their prospects-or who are intent on maintaining a positive
outlook regardless of circumstance-think of Grandmother Spider. patiently weaving webs thaI connect
all living thing~ in providence.
Aside from her role in spinning the webs orrate.
Fate \Vcaver is also a protective spirit. Shamans call
upon her to prolect allies or tangle enemies in her
spirit webbing (see t he Fate Weaver's shield and felldri/s
of rhe raIl' WC(lver powers in Player's Hllndbook 2).
hlle W(:<lwr is also said to have spun the webs that
bind tlw planes togdher, keeping the Feywild and the
Shadow!l:lllighlly linked to Ihe world. It is because of
Fa(c Weawrs web that events in the world often echo
acros.' the Feywild and the ShadowfelJ, and that bond
also (,Ilahl('"~ the primal spirits to extend their power
out from the world into those other planes. Travelers
who know Fate Weavers patterns, il is said. can use
the strands of her \\'\:bs to cross between the worlds.
THE GRANDMOTHERS
The Grandmothers are an extended group offemale
ancestor spirits. They are accorded collective elder
spirit status because many scaltered groups of people
know Ihem by the same name. and because Grand
mothers of Widely separated groups are capable of
C HAPTF.~
Primal Options
GREAT BEAR
Great Bear is a powerful warrior and protector splril
who defends the world in the way thaI a she-bear
ferOciously defends her cubs . The common folk
think fondly of Great Bear, and they show a certain
amount of reverence for the natural beaSls that share
her form. These include cave bears and dire b('ars
(as a creature oflhe Fcywild, the deadly owlbear is
not accorded the same respect, even a 11I0ng elves).
For Ihose who respect Great Bear, hunling a bear is
undertaken only with humilily and the proper ~acri
flces. However. no issue is made of those who defend
themselves from a wild bear's unprovoked aUDck.
During pregnancy and childbirth, some 1Iiothers
call on ancestor spirits such as the Grandmothers. or
gentler spirits ofwaler and earth sllch as Always fall
ing. However. sometimes the spirits tell an expectant
mother thaI the child she bears is destined LO become
a great hero. Those mothers are inclined to call on
Great Bear 10 ensure that their children follow in Ihe
protector's path 10 defend the world from harm.
Bear shamans call upon Great Bear wit h regularity (see especia Ily t he Great Bear 8uardilln power in
Players Handbook 2). and the Great Bear shaman paragon palh in Player's Handbook 2 renects the shaman
who emulates Great Bear 3S a stalwa rt protector.
Druids and barbarians also have powers that call on
Great Bear's might (roar of terror in Plllyrr'~ Handbook
2 and clawed ancestor ra8e in Ihis book).
GREAT CURRENT
Great Current is a single name shared by a multiplic
ity ofwaler spirits who move Ihe deep water., of the
sea . Many coast-dwellers and seafarers honor Great
Current. A few tribes oflhe spirit way live on giant,
rafllike islands that are spawned fromlhe living
islands of the great ocean, and for them, Great Cllrrent is the source of life and their livelihood .
GREAT WATCHER
Great Watcher is a mysterious. formless spirit said
to see and hear everything that takes place on Ihe
surface of the world. She carries the winds of change
across the world, paints Ihe leaves in autumn. and
bri ngs omens and signs of the future to those who
know how 10 walch. She is revered for her prescience
and insighl. and shamans call upon her when they try
to discern what the future holds.
HUNTER OF WINTER
In the form of a grl'L1! white tiger, the Hunter of
Winter is said to nunt in the midst of fierce blizzards
and ice storms . Some seek to emulate the ferocity of
this elder spirit, while olhers ask it to drive prey to
them. to provide food in the depths of winter.
The barbarian power while civer mae in Player's
Handbook 2 calls on the Hunter of Winter.
CHAPTER 5
Primal Options
OLD GRANDT-ATHER
Old Grandfather claims to be the first ancestor spirit-a baltered and embittered mortal who
el)dured a hard life and death and who has complained about both ever since . Old Grandfather is
much less helpful than other ancestor spirits, most of
whom are dedicated to maintaining dignity in and
respect for their family lines. As a result, no group,
tribe, or race claims a connection to him.
Tn truth. Old Grandfather's original race is long
gone, wll ic h inspires his role as a sort of a nccst fa I
gadOy for clans and tribes across the world . Fortu
nately, his spirit can't be everywhere at once, and
most folk have learned that the better Old Grandfather is treated, the sooner he tires of having nothing
to complain about and moves on.
Player characters who become involved with
Old Grandfather fare beller than common folk. The
grumpy old spirit resents his descendants for no! living
up to the standards he believes he sel. However. as
pes rise in power as primal heroes, Old Grandfather
becomes less annoying and conSiderably more help fu I. He 10 ight even offer assistance to epic-level primal
heroes in exchange for a favor-a secret task he has
been unable tocomplele through all his long years.
Primal Oplions
STONEROOT
The elder spirit Stoncrool embou ies t he ageless
forces that thrust mountains toward the sky. Every
proud mouotain spirit owes allegiance and fealty to
Stoneroo(, and the peoples of the mountains veller
ate his strength and endurance. Even in areas far
rEmoved from thc mountains, follower., of the "ririt
way acknowledge Stoneroot 's power as a source of
stability, invoking his name to summon the strength
of the earth .
STORMHAWK
Storm hawk fought the gods and the primordials
during the Dawn War, and he was the primary
force (hat demonstrated to both factions that the
world could stano against them. Adventurers and
other heroes f.wo~ StOrlnh(lwk for his foclis and
for his power when he is pushed to anger. The
com mOil fol k respect Storm hawk for his wisdom
and instinct, though they have few reasons to call
on him in daily life.
As a spirit of transformation thaI understands the
place of stealth a nd perseverance in combat, Storm
hawk is popular among druids, even as (he fury thaI
he summons for his battles echoes the barbarian's
rage, To shamans and wardens, Storm hawk is an all
encompassing force-a spirit whose great wings take
him past all points of the world in a heartbeat.
Three shaman powers in (his book call on Stormhawk : S(Drmhawk'sfury. StormhClwk vini/once, and
Stormhok'k's nambil. In addit ion, shama m who adopt
the diSCiple of winds pa(agon path in this book wield
Storm hawk's power.
TREE fATHER
Tree Father is an ancient and trusted spirit whose
days of might and power are largely behind him.
However. he is still called on and respected for his
gi fts of wisdom.. as well as for his associal ion wil h
hunting and with the great fore~ts. Other primal spiro
its and gods claim a part in the creation of the trees,
but Tree Father's accomplishment lies in the forging
of bonds between trees and other living things to
create t he forest.
Tree Father is popular among all races except
elves. whose own legends prOVide an alternative
h iSlory of t he great forests of the world. [n Iieu of con
verSing with Tree Father, elves who follow the spirit
way interact with a host afforest spirits. Elves think
of mas I forests as female and know the spirits in that
form.
Two shaman powers in this book. Tree Father's
bounty and Tree Fother's ward draw on the power of
this elder spirit.
from the great bird's beak, demanding peace, but the gods
and the primordial fought on.
Driven by rage. the great hawk !;wooped through the
battle, scattering those who brought war to the world.
The lightning spoke: ~I warned you once. Not again." In
a great blue-white flash, the gods and the primordial were
blInded.
The thunder spoke: "I asked for peace. You would not
listen." With a terrible roar, the storm drove all other sound
from the combatants' ears.
The rain spoke in tap-tap-tapping drops that the elemen
tal and the immortals could understand in their blinded
and deafene d state: "I asked before. Now I am telling you."
And the rain beat down on them in waves, pummeling all
memory and reason from their minds.
Stormhawk dipped its beak into each god and the primordial, ripping out the choice bits before throwing those
enemies back into the worlds from which they had come.
CHAP 'rfo R S
I Primal
O"tio"~
v:
WHISPER
The elder spirit Whisper goes by different names and
aspects across the world; Dark Sister, Fox 'Voman.
and Little Dragon are among the most common.
vVhatever her name, Whisper makes trouble. Her
voice is the rustling leaves and the wind through the
grass. She weaves many tales-some true, most not. 1n
stories, she plays tricks on deities. primordials. hap
less ancestors. and the other eJder spirits.
Some believe that Whisper had a hand in the
return of the primal monsters. the threat of which
brought the Monster Slayers into being. However,
many also believe that Whisper first warned the gods
that the primordials were set to destroy the world.
or that it was she who tricked the primordials into
taking their battle with the gods to other realms.
sparing the world from destruction.
No one fully trusts Whisper. and those who bear
her marks-typically tattoos of the moon and stars.
a fox's eyes. or a dragon's tail-often live as Joners,
away [rom the suspicious eyes others in the tribe.
Shamans admire Whisper because she hears things
she shouldnt. and because she is sometimes willjng to share that forbidden knowledge. Barbarians
revere her ability to drive folk to anger and rage with
or
CHAPTER 5
Primal Opfio>1s
VI
CHAPTER 5
Primal Op,ioros
.-.-._- .-_.-.-_.-.-_._._-.--.-._._-.-.--._.
__ . __ . ~
PR1MAL BACKGROUNDS
I
BLEAKMIRE
CreepiT1a vines. illseel douds, end.less brooding wellallds
where death is never far away
GEOGRAPHY
These backgrounds give examples of wild places
from which primal heroes might originate. The exact
location of the homeland in relation to the rest oflhe
world is up to you and your Dungeon Master. The
land of your birth or upbringing might be a previ
ollsly unexplored or forgotten stretch o(countryside.
It might be an isolated region in the FeywiJd. Or you
might have been born in a region of an existing realm
recently suffused witn primal energy.
These backgrounds include both associated skills
and associated languages. which are usually the Ian
guages of the races most commonly found in each
geographical area.
If you are using a published world. such as the
FORGOTTEN REALMS or the EBERRON campaign set
ting, you can easily adapt the primal homelands
described here to il sellingspecific location. For
example, the Wrathwood could represent the Reaching Woods in Elturg,ml or the Grove of the Guardian
Trees in the Eldeen Reaches. Similarly, the Sea of
Dust might be the Dust Desert ofRaurin or a region
in the Demon Wastes on Khorvaire. Although primal
homelands can exist anywhere in the world. be sure
to work with your DM to find a suitable location.
BLAZISTONE
Primal Options
BLOODTANGLE
Towerinn Irees, sava8e carnivores, lorren/illl mins mill8lin8
wilh debililatin8 sweller
BROKEN LANDS
Greal canyolls and towerina earlh spires. specracularly
Slriated rock. dry and Ihir~ry soil
The Broken Lands a re a ll arid rf'gion nlarked bj'dra
matic niltllral featl lre : ravines. rock pir s. and steep
slopes wilh color fully patterned striations. Vegetation is sparse. ane! rainfall is infrequent but intel1~e .
Drakes a nd lions hllnt a vil ri cly of pre)' Ihrough the
canyons. The c1ifE;. loose soil. and patches or sl irk clay
Hl:Jke traversing the Broken Lands tlimcuh . so travel
crs are rart ilnd roads are unknown . The pcople of
tile n roken Land s. m -Ily dW;Hvcs find orcs, war with
each ot her for what rew reSou rces the dry land has to
offer.
You were born in th e Broken Land and grew
up accustomed 10 hiJrdship.1 he wa)'s of (he world
bcyonu yOllr homebnd are ~!rlI1ge to YO Ll. a nd you're
\1wrkcd by a strong (om petilil'c slrea k. narbari<lns
are the 1I10S1 common primal Char:lcl e r from the
Broken Land~. hul druids and shamal!S ::Ire also good
options.
;\ssocillCed Skills: I:.lldu rance. I nt i111 idale
J\550ciMed Lan8"a8e5: l)warvt'n. Gia nt
fROSTFELl.
HdclJtless tulldra, ( o llidillt) i,ebertl~ . sudden wllireouts. alld
HOWLING PLAINS
MAELSTROM
Cra shin8 ",aves on Il stony shore. broodill[J Horm clowls,
ru shin8 river... ..;pillin8 infO an unruly sea
The Madst rom is a never-e.ndlng whirlpoul of I he
Sl:J . shrouded ill constant storms . spewing thunder
and mist as it inundates the surrounding lallt! VI'ith
rain . Ove rlooking the spinning vort<: '< is a gre at
rocky shore. a nesting pia e fo r bird ... <1nd tort ui ' c' .
The stony beaches are horne to sculliing crnbs and
scnvcnging gulls. To those li ving in it s Skldow.thc
Mael srrom is the birt hplace of all livi ng Ihill )s. To
olltsiders. it is an insatiable \'orlCX I h<1t swa llows all
things. The peopl e who dwe ll in the sh"dow oft h
Maf'lstroOl venturc Into tl1( stormy wfllen; on it. verge
to fish or to salvage wrecked v{'ssels.
YOII W('fC forged in the stom! a ne! qUl'nche d by
Ihe sea . J-Ialnings arc: the most con 11 lion race fro lll
this region . but gcnasi. speCifically the stormsolli.
wafcrsoul. <lnd \~! inJ soul manlfcsl::Itions . cbi ll1t his
homeland a .~ well.
i\ssociated Shlls: Athletics. (nti rnldate
Associated Lan8uo8e: Primordial
SEA OF DUST
Exposed barrens, shifrinB dUlles, ruins of on allcit'''' era
buried in a vasr wasleland
The Sea ofDlISf was once a vcrdanl la nd . de troyed
by unchecked magic in a storm o[,hat red ;md
destruction . The power released in Ih 'Sl' car acl)' mic rituals erased the ruling civiliz' liollS, redllclng
their cities to rubble and th eir fe rtile In lids to Mcas
of waste. Ye t evclI in (he- wake of I his devas( ation.
c!rAPTER S
PrinJl1/ Option s
o
<
TH UNDER PEAKS
Hoomin8 thunder. c1oudshrouded slopes, mountains 50 tal!
rhey scrape the sky
Spine of the world. the Thunderpeaks have long been
decmed i nsurmou ntahle by travelers. No pass threads
between the peaks. no road climbs their dizzying
heights. \Vorse, black storm clouds gather overhead.
herded by inexplicable wind currents, to lash the
peaks with lightning and constant rain. The Thunder
pt:aks orrer a glimpse into the raw and often violent
natu rc of primal power. Intrepid souls who scale their
heights soon taste its potency.
Goliaths make the best Thunderpeaks characters.
although dwarves and dragonborn can also emerge
from this homeland. Barbarians Me an obvious
choke for character class. but wardens serve as well.
Associated Skills: Ath letics, Du ngeoneeri ng
As~ociated Langua8es: Owarven. Giant
UNDERWILD
Twistil18 corridors, SU),/erranean aardens,jearsome hor.
rors rhat have never seen dayfiahr
The Underdark crawls with vile abominations that
shlln the rays of the sun. Populated by creatures such
uS drow and mind nayers. the place is known for its
violent and cruel denizens. Still. not all areas are
overrun by such si nister inhabitants. Certai n places,
far from the frequently traveled corridors. are filled
WRATHWOOD
Emerald shadows. talllrees. a profusion of sundappled
sylvan splertdor
Blanketing a secluded valley, steeped in ancient
magiC. is the Wrathwood. This brooding forest has
never felt the bite of a n axe or the name's hl! ngry
touch. for the woodland defends itself One does not
live in the Wrathwood without the permission of
the trees; even the animals and insects sheltering
beneath the boughs show deep reverence for t hei r
homeland. The Wrathwood does not welcome sen
tient beings. but those who show deference to and
respect for the trees are tolerated and might even be
allowed to make t hei r homes in the cool shadows cast
by towering redwoods.
You have a special connection to the Wrathwood
and carry the lessons of you r homeland with you as
you venture into the world. Elves. eladrin. gnomes.
and other races wjth strong connections to nature hail
from this homeland. Any primal class can originate in
the Wrathwood, though druids are the most COlllmon.
Associated Skills: Perception, Stealth
Associated Lan8uaw: Elven
COMB1N1NG BACKGROUNDS
Remember that you can choose multiple backgrounds for
your character. and you can mix and match backgrounds
from this book. Player'S Handbook 1, and other sources.
Consider this example: Quinn is a razorcla,w shifter druid.
He knows little about his birth, but his pllayel' knows that
QUinn was born among a remote tribe of savage shifterslittle different from Iyc.a nthropes In their savagery. Quinn's
father was human, though, and the tribe abandoned him
when he was born. The primal spirits watched over him
during his infancy, inspiring a pride of lions to protect and
CHAPTER S
Primal OptioJls
raise him. When he was three. one of the lions carried him
through miles of wilderness to the nearest human settlement and left him near the village. A local farmer found
and raised him, recognizing the touch of the primal spirits
upon him and caring fOf him out of respect for the spirits.
As he grew. Quinn demonstrated a special empathy fo r all
forms of life and a true healer's touch.
Quinn's player chose three background elements:
isolated (society), found in the wild (birth). and farmer
(occupation). Quinn gains a + 2 bonus to Heal checks.
III
SOCIETY
ISOLATED
DISGRACED
YOIl are the child of a tribal chieft:l in, raised with
the expectation that you wOlild one day lake on Ihat
position . After years of training, the time came for
yOli to complete the great hunt, in which you would
slay a mystic red stag and take your place at yOllr
father's side . Tracking the beast was easy, bllt when
you found the stag, you couklnot bring yourself to
slay it. It met your gale, and it seemed to speak to
you, though you've never been (lble to express what it
said in words. You returned to your tribe in disgrace,
your failure seen as a sign of weakness , The chieftain
and the other members of the cribe declared that you
were not fit to rule , and you were banished, told not
to return u nti I yOll had redeemeo your honor.
What did the stag communicate to you? How can
you regain your honor? Do you want to return and
claim your rightfultiC[e, or is the adventuring life
more appealing to you now?
Perhaps political rather than primal factors led to
your banishment. Were you falsely chalged with a
crime you didn 't commit? Were you expelled on the
whim of your jealous father or mother? Or did you
rellOu nce your people volu nta ri Iy?
A ssociated Skills: Arcana, Diplomacy
FAlLED THANE
Once you were a leader of your people - perhaps a
thaneborn barbarian usingyo\lf magnetism and
power to bend them to yOllr will , or possibly a wise
shiil11au or druid guidillg thelll with your illsight ~IIlJ
magic. However, your leadership brought them to
disaster. You might have urged them into a war they
couldn't win, coaxed them to migrate to land that
couldn't support them, or angered the primal spirits
by defying a taboo. The consequences were disas
trOllS, and the remnant of your people banished you
in hopes of appeasing the angry spirits, Now you live
with the weight of that failure on your conscience, Are
YOll repentant, or do you defiantly believe yOIi did the
right thing? Perhaps your decision was an unpleasant
alternative to a fanvorse fate. What will happen if
your destiny leads yOll into a similar deCision , when
the lives of your adventuring companions are at stake?
Associated Skills: Diplomacy, lnsight
BIRTH
These backgrollnd elements speak Co the harsh realities oflife in the wilder places orthe world.
PRIMAL OMEN
Great Watcher sent signs to herald your birth: patterns in the sky or in the flights of birds , whispers in
the leaves of the forest , rumblings in the earlh , or a
song in the thunder. The omens were said to point
to the primal spirits' favor. and no one was surprised
when you m(lstered the evocations of your class.
However,just belare her death . your mother tried to
tell you that there was more to the omen-something
more troubling, perhaps even sinister. Silt' couldn'[
get the words out , and no one else kllc'vv or was willing to tell you what the elders had said about yOllr
birth . You left your home partly to prove that you <lrc
the master of your own dest iny. and yOll still don't
know what destiny Great Watcher foresaw for you.
AS50ci(Hen Sblls: Arcana, Nature
CHAPTER 5
Pri",,,1
Oprion~
REFUGEE
YOLI were on ce a champion among your people. but
your life hanged when your community was attacked
by I rolls. You fought brav('ly. and it was only through
your pro.vc ~ s thaI you were able to survive. YOtl
e cap ' d to a nearby settlement and from there made
your Wil)' Ihrough the world for a lime. Yet you never
forgot wh at happened to your people, and you have
sworn I'ellgcance against the creatures responsible.
Arc there other survivors of your peojJle! Do you
know where [hey are? Do you hope (0 reunite them?
/\SSI[illled Sltilb: Intimidate. Thievery
OCCUPATION
Prima l (' hal'actcrs often hav(' occupational back
grou nd!" that in olve pending tirne in the wilderness.
RENEGADE
You have SpetH many years walking the roads. and
many I.: now you, few know your origin. You
are the lone survivor of a mystic enclave that pas
sessed a te rrible secret. The only way you have found
to iJl'oid tho~c who might try to seize the knowledge
you have is to keep moving, always just ahead of your
pursuers . You use your allies among the primal spiro
it!; 10 help yO!! stay one slep ahead of your enemies.
I row vcr. it's a hard life alwavs being on the move
and you wondtr how long yo~ can keep it up.
'
j\ s~o(il1led Skills: Arcana. Streetwise
1hough
YOli Me
SAGE
You ha ve derlicillt:d your life to a careful study of
nat ure, lea rning its cycles and Thyt hms. You see the
world in a very different way froJlJ others. and for
C IIAP'j I:H S
PdmaJ Opl;O.,>,
WILD HUNTER
Ordinary hUllters stalk deer and other game quietly.
and they prefer to strike from a distance with javelin,
sling. or bow. nul you are no ordinary hunter. You
seek the nastiest dire tiger or buletle in the area and
beat it to death with your club to tenderize the meat.
You might be protect ing your people by drivi ng off
dangerous predators. or you might kill these monster,
just to prove your strength. As a wild hunter. you arc
truly happy only in areas populated by dangaolls
prey sueh as mastodons and behemolhs.
ASsDciated Skills: Alhletics. Nature
RACIAL BACKGROlINDS
Racial traditions color the way that primal heroes
interact with the primal spirits and might shape the
way you build your character. These backgrounds
reOectthe specific primal slants of different races.
Some of them have less to do with the events ofyollr
past than with the beliefs or traditions of you r people.
A few races don't have background entries here.
For goliaths and shifters who have primal classes. Ihe
racial backgrounds in Player's Handhook 2 are appro
priate. If you want to play all elf who has strong lies to
the primal spirits, consider (he wild elrbackground
in Player', Handbook 2. Human characters should
consider geography. society. or other background ele
mentS from Ihal book or this one.
DEVA
Spirj( Soul: You believe that your race has a d\l()1
essence. that upon your deat\t one part of that essence
reincarnates ill a new body while another joIns (be
great cloud of pri mal spirits. The spirlts of your past
inca rnal ions are like your a nceSlOrs, and you sec k
to commune with them above all Olher primal . pi r
its. striving to assimilate allthe wisdom YOll have
acqUired in your pas! lives.
Associafed SkilJs: Arcana. }l iSlory
DRAGONBORN
Dragon Totem Warrior: In Ihe way {hat some
b.ubC:lrj(lns adopt tolem animals Ihill embody the
qualities they aspire to. you look to Ihe qualities of
drakes and dragons as a model for your own feroc ity. You might come from a tribe of dragonborn that
serves a living dragon ruler. or perhaps you venerate
a long-dead dragon spirit that once ruled your ancestors. Gray dragons and cobalt dragons are the mosl
common totem dragons for dragonborn characters.
because they are the most rapacious hunters among
dragonkind.
Associated Skills: Athletics. Endurance
DROW
Underdark Survivor: You never saw the light
less depths beneath t he earth as a place of death and
unmoving stone. To your eyes, it teemed with lifenot just the life of fungi and crawling things, bul Ihe
whispers of the Deep Winds and other prima I spirits.
Even the terrible spider symbol of Loll h you saw as
an echo of the Fate Weaver. a being offar greater
wisdom than the dread and demented Spider Queen.
Your beliefs and strange behavior earned you exile
from your home city. but you didn't mind much-you
always felt more at home in the wild caverns anyway.
Associated Skills: Dungeoneeri Ilg. Nature
DWARF
Earth Steward: It is your duty to safeguard the
natural stone and be a steward for the gifts the spirits
offer to your people. You call upon the dwarf ancestors and the spirits of rock and mountain. seeing
bot h grOl1r~ 0 ( sri ri t<; :l S t hl' Vl' nf'r~ blf' P kkr_s 0 f YOIl r
people. The riches of the earth are not to be used for
personal profit or glory. but for the good of the people.
Associated Skills: Endu rance, History
ELADRIN OR GNOME
Primal Fey: The primal spirits inhabit and pro
teet the natural world. The echo planes-the Feywild
a nd the Shadowfell-are not ent i rely cut off from the
spirits' power. but the spirits are much weaker there.
where other powers hold sway. YOll are native to the
Feywild, where arcane magiC courses through every
leaf and blade of grass. You always felt an amnity for
and a sensitivity 0 that magiC. a constant awareness
of its hum through the wild places o(your home.
Then you visited I he world. and your ear natu rally
listened for the same vibrant hum. You found it, but
it was different-it was the song of the primal spirits.
You found that you could naturally communicate
with those spi rits and ca II on t hei r power.
Associated Skills: Arcana. Nal u re
GENASI
Primal Soul: Many genasi gravilate toward the
places in the world that renect the elemental nature
of their own being; ea rthsou I genasi live in mOll ntainous regions. while watersoul genasi live by {he sea.
For you, however. this n<ltural attraction led to a far
deepe.r communion. Yom nature is closely tied to the
Elemental Chaos, but in the world you found powerful
spirits inhabiting the same fe.atures that called to your
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HALF-ELf OR HALf-ORC
HALFUNG
Free Spirit: The ultimate symbol of primal power.
to your eyes, is the ever-changing. relentless rush
of water. The spirits you evoke are nature spi rits of
lakes. rivers, and rain. or animal spirits offish. water
fowl. and songbirds. \Vater is everywhere. a sign of
freedom that encourages you to stay on the move.
You might come from a halning tribe that wanders a
marsh. a river. or a coastline. Or you could come from
a city, where a rtiflcia I pools and avia lies al e you r
on Iy connection to the spirits you revere.
Associated Skills: Ath lelies. Nature
TIEFLING
Feral Exile: After the fall ofBael Turath, thou
sands oftienings wandered through the wild. Your
ancestors discovered the primal magiC in the wildest places of the world. long ignored by the arcane
magicians of the empire. and adopted a new Ii festyle
suited to the savage wilderness. More than many
ot her primal cha racters. you might be drawn to t hf'.
ferocity and bloodthirsty nature of some beast spirits.
and you might be more at home in desolate, blasted
wastelands than in verdant swamps or forests. Is
primal magic a means by which you hope to atone for
t he evil of your ancestors? Or do you view it as a 1001
to acqui re power of yOll r oWIl-power that might one
day exceed Ihat ofBael Turath?
A5socia/ed Skilfs: Arcana. Intimidate
r:1-IJ\PTER 5
Primal Options
NEW FEATS
The fealS presented here are tailored for primal
charac(t'l's. although a few of them can be used by
ch a raeL rs w ho u "C any power source .
YOII rmlSl lnCe t a feat's. prerequisites . if any. to
tak~ Ihe fe ill. 'fyou ever lose a prerequisile for a feal.
)'011 call 't usc the feat until you meet Ihe prerequi.
site again. A feat I hat has a class as a prerequisite is
available ollly to members of that class. incillding
ch a ractcr~ who have joilled the class dH0ugh a classspec ific mllil iclass feat.
TR1BAL FEATS
Th(' corc of primal power reSIS in underslanding the
collneC lions Ihal billd all living Ihings . Grollps thaI
1\<I\'e s uch an u nderslalld i ng learn to strengl hen I heir
bonds of blood alld friendship. and Lhey arc capable
of cXlraordillary coordination based on a deep
f"lIliliarity. Irllst, and kinship, rather Ihan h .. LIrs of
trainil1g. rribal feals represenl such coordination.
A Irib a l fe at grants it bonlls 10 YOIl IhaL increase~
if yOllr .1 Ilies <llso have Ihe feaL ,\n adventuring
party thaL uses these reals mighl feature similar tat
1005. carry tOI(' ln ' or charm ', or adopt a symbol that
adorn ... their itield s, donks, and armor.
--,
BLOODY TRIUMPH
Prerequisite: [larbariaJ1, Thaneborn Triumph
class feature
Benefit: Whcn you bloody an enemy, you or an
ally gains a bonll~ Lo Ihe next damage roll against that
enemy before th(' cnd of the encounter equal to your
r:harisma modifier.
ELEMENTAL BARBARIAN
Prcreqlli 'He: Gen 3si. ba rhiHia n
Benefit: \"'hen YOII use your jirepulse or promise oj
$form rari;)1 power while ragi "g, yOIl g.1ln ;) +2 bonus
(0 attack rolls until Ihe end ofyollr I1('X( turo.
ENDURING MOllNTAlN [TRIBAL]
Benefit: vVhenever you spend il hea ling surge,
you reg;! in 2 ocldil iona I hit points . You rega in 1 more
adcliliollal hil point for each ally wilhin 10 squares of
you who has thi5 feal.LO a maximum ofS additional
hit pOints.
fEARSOME CHARGE
Prere~uisite: Barbarian. IbgebJood Vigor class
featufr
Benefit: When you hit with the charge altack
granted by swift charge, you can push the target)
square.
focus
HERBALIST
Prerequisite: Trained in Dungconec::ring or
Nature, traineci in Hea l
Benefit: You &<.Jin a + bonus to Heal checks (0
treat disea~c.: .
In add ilion. when you reach 5th levcl,you master
the ritual Rrc\\' Potion and can perform it without <l
ritual book.
HIDE ARMOR EXPERTISE
Prerequisite: Con 15. any primal class. profi
ciency wilh hide armor
Benefit: \Vh ile wearillg h ide armor, yOIi can L1"C
your Constitution modifier in pl;)ce ofyuur 0 xtcrity
or Intelligenc(, modifier 10 deterllline your AC.
C;~I'\PTER
Prerequisites
Courageous Heart
Enduring Mountain
Fearsome Host
Four Winds
Herbalist
Inner Compass
Midnight Stalker
Swift Jaguar
Watchful Owl
Wild Sage
Trained in Dungeoneerlng
or Nature, trained in Heal
Trained in Dungeoneering
or Nature
Trained in Nature
Other Prerequisites
Trained in Nature
Deep Sage
Trained in Dungeoneering
Elf
Eladrin
Deva
Half-elf
Goliath
HalOIng
Half-ore
Razordaw shifter
Reckless Charge
Rites of Spirits' Blood
Skins of the Slain
Tiefllng
Proficiency with hide armor
Spider's Swiftness
Spirits of Stealth
Spirits of Stone
Spirits of the Primal Dragons
Drow
Gnome
Dwarf
Dragonborn
Staggering Smash
Stone Step Spirits
Dwarf
C H A PTER 5
PFimlll Oplion,
Benefit
+2 to Thievery checks; Increase by 1 for each ally with feat
+1 to attack and damage with opportunity attacks; increaS4?
by 1 for each ally with feat
+2 to saving throws against charm or fear: increaS4? by 1
for each ally with feat
Regain 2 additional hp with healing surge; Increase by 1
for each ally with feat
+2 to Intimidate checks; Increase by 1 for each ally with feat
+2 to Athleti'cs checks: increase by 1 for each ally with feat
+5 to Heal checks for disease; gain Brew Potion ritual
Roll twice for Dungeoneering and Nalure checks in
natural environment
+2 to Stealth checks: increase by 1 for each all with feat
+2 to initialive; increase by 1 for each ally with feat
+2 to Perception checks; IncreaS4? by 1 for each ally with feat
+5 to Nature knowledge ilnd monster knowledge checks
to Identify natural creatures, and gain a ritual
Benefit
+l to Nature checks, and substitute Nature for Insight when
dealing with beasts
+5 to Dungeoneering knowledge and aberrant creature
monster knowledge checks_ and gain fluency in Deep Speech
Allies affected by Group Awareness ignore -2
concealment penalty
Use fey step again the first lime you're bloodied
Roll dl0 instead of d6 for memory ofa thousand lifetimes
on some rolls
+1 to all defenses for you and allies when you're flrst
bloodied; +1 til Insighlllllt.l Nature for lIlIies
Substitute Con modifier for Dex or Int to determine AC
Roll twice for Endurance or Nature checks
LonBtooth shIfting regeneration increases by 2
Gain 5 temporary hp when you usc a racial power
Give up resistance to all damage from stone's endurance
to gain resist 5 to chosen damage type
+1 to all defenses when you bloody a creature
+4 to damage against target of second chance
Increase temporary hp from Half-Ore Resilience
Shift 1 when damaged by attack against AC or Reflex
while using rozorclaw shifting
-2 to AC for +1 to attack while charging
+1 to attack roll with Bloodhunt and Infernal wrath
Gain bonus to Intimidate checks equal to hide armor's
enhancement bonus
+1 to speed, or +1 when affected by polymorph or rage power
+3 damage against bloodied creatures while you're hidden
+2 to next attack roll when you use second wind
Deal ld8 extra damage of same type as dra80n breath
after becoming bloodied
Push target 1 when you da2e or stun it with primal power
Ignore 1 square of difficult terrain when you move, or all
difficult terrain when you charge
Barbarian Feat
Bloody Triumph
Elemental Barbarian
Other Prerequisites
Thanebom Triumph
Genasi
Fearsome Charge
Hurl Weapon
Improvised Missile
Raging Bloodcut
Swift Slayer
Targeted Assault
Thunderborn Rage
Rageblood Vigor
Whirling Slayer
_ _~Thunderborn Wrath
Druid Feat
Agile Form
Druid of Darkness
Predator's Burst
QUick Stow
Stinging Swam i
Other Prerequisites
Wild sh"pe
Drow, wil" shope
Primal Predator, wild shape
Wild shape
Primal Swarm. wild shope
Strong-Willed Summoning
Watchful Guardian
Wild shope
Shaman Feat
Fading Spirit
Invigorating Spirit
Other Prerequisites
Gnome
Healing spirit
Precise Fangs
Protector's Shield
Rejuvenating Spirit
Resilient Spirit
Spirit Tribe
Spirit's Fey Step
Strengthening Spirit
Stalker Spirit
Protector Spirit
Healing spirit
Sudden Call
Vigorous Spirit
Watcher Spirit Adept
World Speaker Spirit Adept
Healing spirit
Watcher Spirit
World Speaker Spirit
Warden Feat
Crippling Crush
Other Prerequisites
Earthstrength Resilience
Impaling Thrust
Earthstrength
Lifespirit Vigor
Primal Breath
Storrnheart Push
Wild blood Fury
Lifespirit
Dragonborn
Stormheart
Wild blood
Benefit
Gain bonus to next damage roll a ainst enemy you bloody
+2 to attack roll when you use firepulse or promIse of storm
while raging
Target of swift chalge Is also pushed 1
Treat one-handed off-hand weapons as heavy thrown
+2 to attack and damage with thrown Improvised melee
Reduce rage power damage to deal ongOing damage
Shift your Dex modifier with Whirling Slayer
+2 to attacks against creatures marking you
+ 5 to thunder damage of Thunderborn Wrath
Benefit
Shift 1 when you use wi'd shape
+2 damage when you have combat advantage in beast form
While In beast form, +2 to speed, +1 to attack while charging
Items change with you In beast form
While you're in beast form. enemies that damage you
grant combat advantage to you
Creatures you summon gain +1 to attack with
instinctive actions
While you're in beast form, you and allies adjacent to you
gain +2 to opportunity attack rolls
While in beast form, +2 to bull rush attack.s and use bull
rush against any size target
Benefit
Spirit companion is hidden while you're hidden
Ally adjacent to spirit companion shifts 1 after you use
healing spirit
+2 to attack roll when you use spirit's Janas
Deal1d8 extra damage with spirit's shield
Target of healing spirit makes a saving throw
+2 to defenses for spirit companion
Allies gain +2 to checks with speak wIth spirits chosen skill
Teleport your spirit companion when you use fey step
Allies adjacent to spirit companion gain temporary hp
when you use healing spirit
Use {all spirit companion as a free action
Target of healing spirit regains additional hp
Allies adjacent to companion gain +2 to Insight, Perception
You and allies ignore difficult terrain while adjacent to
spirit companion
Benefit
Deal extra damage to targets you slow or immobilize
with hammer or mace attacks
Gain resist 2 to all damage when you use second wind
Treat critical as normal hit to Immobilize target when
using heavy blade or spear
Another ally makes saving throw when you use second wind
Mark each target of your d'''8on breath
Push target 2 with Stormheart instead of sliding II
Gain bonus to damage rolls against enemies you've
marked when you use second wind
CHAJ>Tr:I~ 5
PY;J/lal Opli o n s
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MANIFEST HEALJNG
HURL WEAPON
Prerequisite : Garbarian
Benefit: You can use any onehanded offhand
weapon as a heavy thrown weapon. Normal range
for weapons you wield this way is 5 squares, and long
ra ngc is 10 squares.
IMPALING THRUST
Prcrequ islte : Wa rden
Benefit: Whenever you score a critical hit with
a heavy blade or a spea r, you can choose to treal Ihe
critical hit as a normal hit. If you do so. the target is
immobilized until the Slart of yOUI' next turn.
MARKINGS
or
THE PREDATOR
IMPROVISED MISSILE
Prerequisite: Barba rian
Benefit: You can use improvised melee weapons
(not including unarmed attacks) as heavy thrown
weapons with a normal range or5 squares and a Jong
ra nge of 10 squares.
In addition. whenever you use an improvised
melee weapon this way, you gain a +2 feat bonus to
attack rolls and damage rolls.
INNER CoMPASS
Prerequisite: Trained in Dungeoneering or
Nature
Benefit: YOII always know which way is norlh.
When making a Dungeoneering check or a Nature
check to find your way in a natural environment. you
can roll twice al1d use either result.
INVJGORATING SPIRIT
Prerequisite: Shaman. healin8spirit power
Benefit: When you use heo/ill8 spirit. each ally
adjacent 10 yom spirit companion can shift 1 square
as a free aClion .
urESPIRIT VIGOR
Prereqllisite: Warden. lifespirit class fealllre
Benefit: You can grant a saving Ihrow to a second
ally within 5 squares of you when you use your
second wind .
ell A r n.R S I
P~imlll
Options
PRECISE FANGS
Prerequisite: Shaman, Stalker Spirit class feature
Benefit: When you use your spirit 's fangs power.
you gain a +2 bonus to t he attack roll.
PREDATOR'S BURST
Prerequisite: Druid, Primal Predalor class feature, wild shape power
Benefit: When you charge while you are in beast
form. you gain a +2 bonus to speed and a +] bonus 10
the damage rolls o(the charge attack.
PRIMAL BREATH
Prereq u isite: Dragonborn. warden
Benefit: When you use your dmBon ureatl! racial
power. you can choose to mark each target.
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PRIMAL RESILIENCE
Prerequisite: Halr-orc, any primal class
Benefit: YOIi gain additional temporary hit points
from your HaJfOrc Resilience raciallrait equal to
your Constitution modifier.
PROTECTOR'S SHIELD
Prerequisite: Shaman, Protector Spirit class
featurr
Benefit: When you hit with your spiril's shield
pow('r, the attack deals Id8 extra damage.
QUICK STOW
Prerequ isite: 0 ruid, wild shape power
Benefit: When you use wild 5hope to change
from your humanoid form to beast form, you don't
automatically drop handheld items that aren't imple
ments. Such items become part oryour beast form.
However, you gain no benefit from a handheld
item, such as a shield, that mUSI be wielded to be
functional. and YOli can use only the properties and
powers of the item that don't require you to make an
attack with il.
RAGING BLOODCUT
Prerequisite: Barbarian
Benefit: When you hit a target with any rage
power, you have the option of reducing the damage to
that target by I [WI before you roll damage , Jf you do
so, the target takes ongOing 5 damage (save ends).
At \.tlh level. you gain the option of reducing the
damage by 2[W] to il1creas~ the ongOing damage to
10. At 2] st level. YOli gain the option ofreducing the
damage by 3[W] to increase the ongoing damage to
15. You can't take away more damage dice than the
power has. For example, if a power normally deals
2[WJ damage, you can't reduce the damage by 3[W].
Primal Opliotls
SPIDER'S SWIFTNESS
STORMHEART PUSH
SPIRIT TRlBE
STRENGTHENING SPIRIT
P~irnlll
Optioll .
Prerequisite: Druid
Benefit : \Vhen a creature YOU Slimmon uses an
instinctive action to attack. it gains a + 1 bonus (Q the
attack roll.
SUDDEN CALL
Prerequisite: Shaman
Benefit: Vou ca n use yOIl r call spirit compal1ion
power as a free action on your (urn.
SWIFT JAGUAR
fTRJl3ALl
TARGETED ASSAULT
Prerequisite: Barbarian
Be nefit: You ga ina +2 bonus to aUilck rol Is
against any creature marked by you.
THUNDERBORN RAGE
Prerequisit e: Barbarian, Thunderborn Wrath
c la~s fea (ure.
Bencl1t : The thullder dll mage of your Thunderborn vVrath incn.:a ' e by S.
VIGOROUS SPIRIT
Prerequl!;lle: Shaman, healing spiri( power
Benefit: \i\lhen you use healin8 spiri(, the larget
regains additional hit points equallo your Wisdom
modifier.
WATCHER SPIRIT ADEPT
Prerequisite: Shamall, \-Vatcher Spirit class
feature
Benefit: 1\ II ics gain:l + 2 bonus to (nsight checks
!lIIJ Pcrcep(ioll ch('cks while nJjarcllt to your spirit
compallion.
WATCHfUL GUARDIAN
Prerequisite: Druid, Primal Guardian class feature, wild shape power
Benefit: While you are in beast form . you and
each ally adjacent to you gain a +2 feat bonus (0
attack rolls when ma ~ jng OppOrlll n ity attacks.
WATCHfUL OWL [TRIBAL]
Benefit: You gain a +2 feat bonus to Percep
tion checks. This bonus increases by 1 for each
ally within 10 sqllares of you who has this feat. to a
maximum of +5 .
WILD BULL RUSH
Prerequisite: Druid. wild shape power
Benefit: While you are in beast form, you gain a
+2 feat bonus 10 bull rush attack I"Ol1s, and you can
bu II rush targets of any size.
WILD SAGE
Prerequisite:Trained in Nature
Benefit : You gain a +5 feat bonus to Nature
knowledge checks and to monster knowledge checks
to identify a natural creatures.
1n add ition, choose one of the (oHowing ritua Is:
Dowsjng Rod, Portend Weather, or Traveler's Camou
nage . You master that ritual and can perform it once
per day without a ritual book and without expending
components.
WILDBLOOD FURY
Prerequisite: Warden, Wildblood cla~~ feature
Benefit: When yO\.1 use your second win.d, you
gain a bonus to damage rolls against each enemy
marked by YOll equal to your Wisdom modifier until
the end of your next turn ,
WORLD SPEAKER SPIRIT ADEPT
Prerequisite: Shaman, World Speaker Spirit class
(eatu re
Benefit : You and your allies ignore dimcuillerrain while adjacent to your spirit companion.
ARCING THROW
Prerequisite: 11th level, warden
Benefit : When you use a spear as a thrown
weapon, the target doesn't gain cover (rom its allies.
BOLSTERED SWARM
Prerequisite: 1\ th level. druid, Prima l Swarm
class feature . wild shape power
Benefit : When you use wild shape to change from
your humanoid form to beast (orm, you gain 5 + your
Constillllion modifier temporary hit points. The tern
porary hit points increase to 10 + your Constitution
modifier at 2) st level.
BOLSTER1NG GUARDIAN
Prerequisite: 11th level, druid, Primal Guardian
class feature
Benefit: When you reduce an enemy to 0 hit
points with a druid attack power, one ally adjacent to
you gains temporary hit points equal to your Constitution modifier.
COMMANDING fORM
Prerequisite: 11th level, druid, wild shape power
Benefit: Once per round while you are in beast
form, you ca n use a (ree act ion to give one of you r
summoned creatures a command that normally
requires a minor action.
CYCLONE SPIRIT
Prerequisite: J Ith level. sha(l1an. World Speaker
Spirit class feature
Benefit : Whenever you or a n ally pu lis, pushes. or
slides a target , the distance of the forced movement
can be Increased by 1 square if the target began the
forced movement adjacent to your spirit companion.
DOUBLE LUNGE
Prerequisite: 11th level. barbarian, whir/inn IUlIlJe
power
Benefit: \Vhen YOIl use whirlilllJ lunne. yOIi deal
exira damage to the target equal to yOllr Strength
modifier.
EARTHSTRENGTH DEFENSES
Prerequisite: lUll level, warden, Earthstrength
class feature
Benefit : When you use your second wind, you gain
a bonus to Fortitude . .ReDex, and Will equal to your
Constitution modifier until the end of your nextlurn .
EPHEMERAL SPJRIT
Prerequisite: 11th level, shaman
Benefit: Your spirit companion takes half damage
from ra nged attacks.
EXPLOSIVE RAGE STRIKE
Prerequisite: 11th level, barbarian. Til[Je srrike
power
Benefit : When yOll use ra[Je strike, YOll can reduce
the damage it deals by 2[W]. Jf }'ou do so, the power
becomes a close burst 1.
CHAPTER 5
PFima) Optlon~
3
1.1.1
Other Prerequisites
Benefit
Target 2 creatures with bull rush and choose space you shift into
Wield a versatile spear in two hands to gain high crit
Barbarian Feat
Double l un&e
Explosive Ra.g e Strike
Reckless Rage
TI,irsty Blade
Other Prerequisites
Whirling lunse
ROB/! strife"
Thunderous Cry
Vk>lent Reminder
Withering Roar
Warcry
Rageblood Vigor
Thanebom Triumph
Benefit
Deal extra damage to target of whirfi~ lunge
Reduce rage strike damage by 2[WJ to treat range as close burst 1
-2 to attack roll to deal 1 (WI extra damage with a rage power
Deal Strength modifier damage to adjacent enemies when you drop
target with charge using axe or heavy blade
Targets of your warcry grant combat advantage to you
+5 to next damage roll when you drop enemy
Target grants combat advantage or takes -2 to all defenses
when you hit with roor of triumph
Druid Feat
Bolstered Swarm
Bolstering Guardian
Commanding Form
Pouncing Form
Scattering Swarm
Vital Form
Warning Guardian
Other Prerequisites
Primal Swarm, wild shape
Primal Guardian
Wild shape
Primal Predator,
wi'dshape
Primal Swarm, wild shape
Wild shape
Primal Guardian
Shaman Feat
Cyclone Spirit
Other Prerequisites
World Speaker Spirit
Ephemeral Spirit
Retributive Spirit
Sentinel Spirit
Shielding Spirit
Spirit's Eyes
Vicious Spirit
Warden Feat
Other Prerequishes
Arcing Throw
Earthstrength Defenses Earthstrength
Forceful Smash
Con 15
lifespirlt Healing
Maneuvering Attack
StorRiheart Thunder
Wellspring of Life
Stormheart
Font of Life
Wlldblood
Benefit
Gain temporary hp when you use wild shape
Grant adjacent ally temporary h it points when you drop enemy
Command a creature you summoned with a free action
Shift your Dex modifier in squares when you use wild shape
Shift llf an area or close attack damages you in beast form
Regain second wind when you use wild shope
Adjacent allies don't grant combat advantage while flanked
Benefit
Increase by 1 the forced movement of enemies adjacent to your
spirit companion
Spirit companion takes half dama,g e from ranged attacks
-2 to defenses of creature that destroys spirit companion
+2 to opportunity attack rolls for allies adjacent to spirit companion
+2 to all defenses for allies adjac::ent to spirit (ompanion when you
use healing spirit
Roll twice for Perc::eption checks if spirit companion present
+2 to damage against bloodied enemies for allies adjacent to your
spirit companion when you use healing spirit
Benefit
Target of a thrown spear doesn't gain cover from allies
Gain bonus to Fortitude, Reflex, and Will when you use second wind
Critical hit using a hammer or mace also knocks target prone
Second ally can spend healing surge and make saving throw when
you use second wind
Enenlies you forcibly move using a polearm or a spear grant combat
advantage to you
Target gains vulnerable 5 thunder when slowed by your Stormheart
Adjacent allies gain +1 to saving throws when you succeed on
Font of life saving throw
Make melee basic attack a a free action against marked target
when you use your second wind
FORCEFUL SMASH
Prerequisite : .1llh level, warden
Benent: 'vVhcncver you ~core il cril ieal hil willI
hamnler or a lllilCC. the target i5 knocked prone .
lJFSPlRIT HEALING
Prerequisite: 11111. level. warden. Li fcs pi ril cia
il
feature
Benefit : When you use your second wind, a
second a lIy within 5 sqllares of you can . pc nn it
l'
MANFUVERING ATTACK
Prerequisite: ] lth level, warden
Benefit: When you pull. push, or slide a target
with an atlack using a polearm or a spear, thaI target
grants combat advantage (0 you until the end ofyolH
next turn.
STORMHIART THUNDER
Prerequisite: 111h level. warden. Storlllheart
class feature
Benefit : When )'OU use Storm heart (0 slow an
enemy, that enemy gains vulnerable 5 thunder until
the end of your next turn .
POUNCING FORM
Prerequisite: 11th level. druid, Primal Predator
class feature, wild shape power
Benefit: When you use wild shnpe to challge from
your humanoid rorm to beast form, you can shift a
number ofsquares equal to your Dexterity moJjfier.
TH lRSTV BLADE
Prerequisite: Ulh leve!, barbarian
Benefit: When YOll reduce an enemy 10 0 hit
points with a charge attack using an axe or a heavy
blade. each enemy adjac('nt (0 you at the enJ of the
charge takes damage e.qllal to yom Strength modifier.
RICKUSS RAGE
Prerequisit~:
RETRIBUTIVE SPIRIT
Prerequ isite: 11th level. shama n, caU spirii com
panion power
Benefit: When your spirit companion is
dest rayed, the cre.ature thaI destroyed it ta kes a -2
penally to all defenses until the end of your next turn .
SCATTIRING SWARM
Prerequisite: 11th level. druid, Primal Swarm
c1ilss feature, wild shape power
Benefit: While you ,He in beast form. if you tal-:e
damage from an area or a close attack, you can shift 2
sql13res as a free action.
THUNDEROllS CRV
Prerequisite: J J th level, b;\rbarian. war cry power
Benefit: When you u~e I<'ar cry, the targel~ grant
combat advantage to you until the end of your next
turn.
Two- HANDED GRASP
Prerequisite: 11th level, any p rilllal cl(lSs
Benefit: While YOll \.vidd a spea r with the verSJ '
tile property in two hands, the spear gnins the high
crit properly.
SENTINEL SPIRIT
Prerequisite: 11th level. shaman, Watcher Spirit
class feiltu re
Beneflt: Alliesgain a +2 bonus to attack rolls
when making opportunity attacks while adjacent to
your spirit companion.
VICIOUS SPIRIT
Prerequisite: J ltil level, shaman, healilllJ spiril
power, Stalker Spirit class feature
Benefit: When you lIse healina spirit. each ally
adjacent 10 your spirit companion gains a +2 bonu\ (0
damage rolls against bloodied enemi('s llntillhe end
of your next turn .
SHIELDING SPIRIT
Prerequisite: 11th Jevel , shaman, Protector Spirit
class fealU re, healina spiril power
Benefit: W hen you use heoli118 spirit. cach ally
adjacent to you r spirit compallioll gains a +2 bOlllls LO
all dcfenses until the end of your next turn.
VIOLENT REMINDER
Prerequis ite: 11th level. barbnrian. n.ageblood
Vigor <:lass feature
Benefit: vVhcn you reduce an enemy to 0 hit
points. ),011 gain a +S bonus 10 the next damage roll
you make before the end of your next turn.
SPIRIT'S EVES
VITAL FORM
CHAPTER 5
Primal Dpiioh S
WARNING GUARDIAN
Prerequisite : 11th Ie\'el. druid, Primal Guardian
class feature
Benefit: Any ally adjacent to you doesn't grant
combat advantage for being flanked,
WELLSPRING OF LIFE
Prerequisite: 11th level. warden . Font of Life class
feature
Benefit: When you Stlccccd 011 a saving throw
granted by your Font of Life, each ally adjacent to you
gains a + 1 bonus to saving throws until the end of
your next turn .
WITHERING ROAR
Prerequisite : 11th level. barbarian, Thaneborn
Triumph class feature
Benefit: \Vhen YOll use your roar of triumph power,
you choose for each target either to grant combat
advantage un(ilthe end of your next turn or to take
the -2 penalty to all defenses.
EARTHSTRENGTH MIGHT
Prerequisite: 21st level, warden, Earthstrength
class feature
Benefit: When you use your second wind. you can
make. a melee basic attack as a rree action.
to
GRAVE SPIRIT
Prerequisite: 21st level. shaman. Stalker Spirit
class feature
Benefit: When an enemy adjacenl (0 your spirit
companion drops to 0 hit points. each ally adjacent to
your spirit companion regains 10 hit pOints.
GUARDIAN RESURGENCE
Prereq uisite; 21 sl level. druid, Pri mal Guardian
class feature
Benefil: When an ally adjace.ntto you uses his
or her second wind, that ally regains additional hit
points equal to your Constitution modifier.
a....::......._ _ _
CltAPrEI!
Primal Options
.....
Other Prerequisites
Con 17, proficiency
wllh hide armor
Benefit
+2 to AC with hide armor, reduce check penalty by 1, and +1 to
attack with primal fear powers
Barbarian Feat
Overpowering Charge
Slayer's Shih
Sweeping Blade
Other Prerequisites
Benefit
Knock target prone when you hit wit h a cha~e attack
Shift 1 as a free action when you bloody or drop a creature
Damage adjacent enemies when you hit with an opportunity
attack using an axe or a heavy blade
Druid Feat
Guardian Resurgence
Primal Summoning
Expertise
Swift Predator
Other Prerequisites
Primal Guardian
Benefit
Adjacent ally regains additional hit points with second wind
Use a minor action to command a creature you
summoned with a primal summoning power
+1 to speed in beast form, and increase shift by ,
Wild Surge
Primal Predator,
wi'dshnpe
Wild shope
Shaman Feat
Grave Spirit
Ironheart Spirit
Purging Spirit
Other Prerequisites
Stalker Spirit
Protector Spirit
Jlea,jns spirit
Spirit of Health
Protector Spirit
World Speaker
Stalker Spirit
Vexing Spirit
Watcher Spirit
Warden Feat
Earfhsttength Might
Far-Reaching Grasp
Other Prerequisites
Earthstrength
Warden's grasp
Tangling Grasp
Warden's grasp
Use
~co"d
wind
ilS
Benefit
Allies regain 10 hp whe n ene my adjacent to spirit companIon drops
Ally adjacent to spirit companion shifts 1 when hit
Allies adjacent to spirit companion make a saving throw when you
use healins spirit adjacent to spirit companion
Allies adjacent to spirit companion spend a healing surge when
you use second wind
Spirit companion provides cover
Ally makes melee basic attack as a free action when hI! or she
drops an enemy
Allies don't grant combat advantage to enemies adjacent to
spirit companion
Benefit
Make a melee basic attack as (ree acUo n when you II e second wind
Wa.rden's8rasp has a range o( close burst 10 and triggers on an
enemy within 10 squares
Targets of warden's grasp are immobilized instead slowed
-..,...-
or
JRONHEART SPIRIT
Prerequi.~itc: 21st level. ~haman. Protector Spirit
c!ilS~ reature
Benefit: When <Ill enemy hits an ally adj<lcenl 10
your splrit compa1lion. that ally can ~hin 1 square as
a rree action.
PURGING SPIRIT
Prerequisite: 21st level. sham;)n. healillEJ spiri!
power
Benefit: When you use li ealinn spiri!, each ally
adjacent to your spirit companion can make a saving
throw.
SECOND SKIN
CH A PTER 5
Prlmol OptIon s
MULTICLASS FEATS
Name
Hunting Predator
Mending Spirit
Rampant Fury
Warden's Endurance
Prerequisites
Initiate of the Old Faith
Spirit Talker
Berserker's Fury
Defender of the Wild
Benefit
+1 to speed in beast form
Gain heolina spirit power, l/encounter
Gain Rampage class feature
Once per encounter, make a saving throw at start of your turn
SLAYER'S SHIfT
Prerequisite: 21st level, barbarian
Benefit: When you bloody a creature or reduce a
Crt'Lllu rc to 0 hit poi nts, you ca n shift 1 square as a
free action,
VEXING SPIRIT
Prerequisite: 21st level, shaman. Watcher Spirit
class feature
Benefit: Your allies don't grant combat advantage
to enemies adjacent to your spirit companion.
SPIRIT OF HEALTH
Prerequisite: 21st leveL shaman, Protector Spirit
class reature
Benefit: When you use your second wind. each
[lily adjacent to your spirit companion can spend a
hea I i Ilg su rge.
WILD SURGE
Prerequisite: 21st level. dru Id, wild shape power
Benefit: When you use wild shape to change from
beast form to your hu manoid form, you can use your
second wind as a free action.
MULTICLASS FEATS
STONE HEART SPIRIT
Prerequisite: 21st leveL shaman. \oVorld Speaker
Spi rit class feature
Benefit: Your spirit companioo call provide cover
10 you a 11(-1 your allies.
SVVEEPING BLADE
Prerequisite: 21st level. barbarian
Benefit: When yOIl hit an enemy with an oppor
tunity attack using an axe or a heavy blade. any other
ell em i c~ adjacent to you take 4 + yOllr Strength modifier damage.
SWIFT PREDATOR
Prerequisite: 21st level. druid. Primal Predator
clJs.~ featu re, wild shape power
Benefit: While you are in beast form, you gain a
+1 feDt bonus to speed. and whenever you shift, you
can increase the d ista nee by 1 square.
TANGLING GRASP
Prerequisite: 21 st level, wa rden. warden's Brasp
pO\.\'c r
Beoefit: You can immobiJi7.e the target of your
wartlcn's wasp untilt he end of its next tu rn, instead of
slOWing it.
TRIUMPHANT SPIRIT
Prerequisite: 21st level, shaman. Stalker Spiril
cl(Jss. fealll re
Benefit: \0\1 heo an ally reduces a n enemy adjacent
to your spirit companion Lo 0 hit points. that aJlr can
m<l lit' a melee basic attack as a free action.
Ct)AP"fEH 5
P~imllJ
Options
Handbook 2.
HUNTING PREDATOR
[MULTICLASS DRUID]
Prerequisite: Tnitiate of the Old Failh feat
Benefit: While you are in beast form, you gain a
+l bonus to speed.
MENDING SPIRIT
fMULTlCLASS SHAMAN]
Prerequ ;site: Spirit Talker feat
Benefit: You gain the shaman power hea/il18 ~pirit.
but you can use it only once per encounter.
RAMPANT FURY
[MULTICLASS BARBARIAN]
Prerequisite: Berserker's Fury feat
Benefit: YOli gain the ba rbarian class feature
Rampage.
WARDEN'S ENDURANCE
[MULTICLASS WARDEN]
Prerequisite: Defender of the Wild feat
Benefit: Once per encounter, you can make a
sa ving throw against one effect that a save ca n end at
the start of your turn. On a save. the errect immediately ends, preventing it from affecting you on your
current tu Tn. H you fail the savi ng throw. yOll sti II
make a saving throw against the effecl at the end of
your turn.
__ ._- ----_.-
.- -----.--_._._-._- _ ._ -- -.-._-'J.
EP1C DEST1N1ES
:..J
fANG OF
THE WORLD SERPENT
W hen the sillmberil18 vVorld Serpent aW(lkes, its fury
incarnates-in you .
IMMORTALITY
You were born for this one purpose: to carry the World
Serpent's wrath to the enemies of the world. When
that purpose is accomplished. what fate awaits you?
Striking Serpent: The power o(the World Serpent burns within you, and that power need not
return to him when your mortal life has ended .
When the greatest threM to the world's existence
is finally defeated and your Destiny Quest is complete. your spirit joins the world you fought so hard
to protect. You become a new elder spirit-Striking
Serpent-ready to invest a new champion with your
power when another chreatto the world adses.
tANG OF
THE WORLD SERPENT FEATURES
Serpent's Fury (21st level): When you hit
an enemy with a primal melee iltlack power. your
next melee allack against that enemy before the end
of your next turn deals e..xtra damage eqllalto your
Strength modifier.
tANG OF
THE WORLD SERPENT POWER
Serpent's
. Retaliation
Utility 26
Personal
Effect: Until the stance ends. whenever an enemy hits you,
you gain a + 2 power bonus to speed and a +2 bonus to
attack rolls until the end of your next turn.
Minor Action
'-'
[MMORTAUTY
Your eternal fate depends on the state of tile wodd
whell you die.
Fury Made Placid: Jfyour death stops the
destruction of nature. you can sleep in peace. By
defeating a great enemy of the natural world , or creal
ing a great expanse of untouched wilderness, you can
overcome Ihe rage that drives you, You becorllt' olle of
the great spirits, but one (hat is peaceful. The speakers of primal lore will tell tales or your change and
how your great sacrifice prevented nature's dec! inc,
thus quelling your anger. You now live as a more
benevolent spirit or peace or Iw,auty.
The Fury Eternal: Despite all your effort and all
your rage . nature is subjected to more transgressions
every day. You can no longer contain your outrage.
and you permanently become a spirit of fury. You
stalk the wilderness and rampage into cities illdiscriminately, wreaking agony and destrllction on all
in your path . Your story is a caulionary one, Trib,,1
leaders warn youths to avoid your path and say that
you are proof that no matter how hard one flghts. Ihe
enemies ofllature can corrupt and dest.roy,
(lit
Encounter. Primal
Immediate Reaction
Personal
Trigger. An enemy lJloodies you
Effect: You gain temporary hit points equal to your level.
Until the end of your next turn, yOll gain iI +2 power
bonus to attack rolls. all defenses, ilnd speed. In addItion,
you gain a bonus to damage rolls againsl unbloodied
creatures equal to your Strength or Wisdom modifier.
C HAP T I. R 5 I P r i
nr
Cl
lOp t i
0 "
HONORED ANCESTOR
;...
V1
W
Co
IMMORTALITY
As an ancient spirit returned to mortal nesh, you
strive to fulfllllhe mission thai returned you to the
world.
Great Ancestor: What is your great cause, your
mission? f( must be something huge, something
Iballhe nalural course of the world could nol have
accomplished . (fyou don't already know yOllr cause
as you move into the epic lier, work with your OM 10
arrange a great a mission that befits a returned Honored Ance~tor.
When you have completed your Destiny Quest,
you might stay within Ihe world ror one more seasoll
to fix each orlhe world's lextures in yOllr memory.
Then YOll must return 10 the world orthe ancesiors.
As a spirit, you will remember Ihis lire, and all the
oth('(.~ . It was a good life. Perhaps it was the last lime
you will walk the earlh. Perhaps not.
Spirit Warning
l-lonureLl Aillestor Utility 16
Th,' spirits ,hilI Rui,ll' ),011 wllrn you of illlf't'lIIliIl/J IIPI11II.
Encounter + Prlmal
Immediate Interrupt
Personal
Primal Options
MYTHIC SPIRIT
Your moreal deeds warrant your il\dusion in the le8ends
oj the elder spirits. As you sllape rite world, youJind your
place in eternity.
Prerequisite: 21st level. any primal class
The grcn(est primal spirits are immortalized in (he
stories recounted by yOUt people . Told and retold
arounJ campfires. these tale~ warn tht' young against
foolish mistakes and inspire greatncc;s from living
heroes. Each telling changes a tale: each spl'L1ker
alters mi nor deta ils or fabricates new adventu res.
These adaptations do nol make the lales any less true,
however. The primal spirits and their place in the
world ate nuid, changing with mortal expectation
and need.
Although you have learned to count the great
primal spirits as allies. you never expected to be
included in the stories of the ancestorS and elder spir o
its. Even more disconcerting is that t he storytellers
IMMORTALITY
Each victory and defeat cements your place in hi.~tory.
In the end. YOll fade from the present to live on in
legend.
Stuff of legend: Your adventures peTIl'lC<1te (he
'\'orld. ca rried on the wind . \V he re (he motes of you r
myth (all. primal tribes wean' them into their tales.
binding you to the past. sel!ing your deeds alongside
those o( the other great spi rits. Vou might deny the
details of these tales at first. but in lime. the stones
become familiar and you begin to remember the
events as Ihey are recounted . notllccessarily as they
happened. Your place in legend is secured whcn you
complete your Destiny Quest and join the cast of
hundreds who guide the priJll <l 1 people throllgh myth
into the uncertain f"ture. You fade away. yom hody
dissolving into the wind anu the earlh as your spirit
flows out into the world.
Fate Averted
You ahl'r filll!. rl!wrililllJ yllur peoplc's 1I1)' lh. III serve your
purptlsc.
Dally + Healing. Primal, Teleportiltion
Immediille Interrupt
Close burst 20
Trigger: An ally within 20 squarcs of you Is reduced to 0 hit
points or fewer by an attack
Target: The lriggering ally in burst
Effect: You teleport the target to a square adj ace nt to
you. TIle target regains hit points equal to 1 .... his or her
bloodied value and cail make a basic attack as a free
action.
C II APT E R 5
~im
a I 0 1" jon
PERFECT GUARDIAN
IMMORTALITY
The- primal spirits entrust Iheir guardian wilh fabulou~ pown in exchange for eternal Vigilance against
nature'~
many foes.
Eternal Defender:
The flood or fJower intensilies with each victory onlhe
road toward flllfll1ingyour
nes t i ny Quest. As you nca r
your quest's end, natu re's hold on
you manifests even when you are
not wielding your power. Your na(ural
appearance becomes more besti<.11 and preda
tory. something like an echo of the Primal Beast
even when you are not in a guardian form.
When YOll seize your destiny, your instincis
guide YOll to the fate you have earned . You travel the
world untit you come UPOII ilO andent stone circle.
Th{' menh i rs C0111(, to Ii fe . welcoming you as a brother
or <l sister nnd inviting you to stand vigil with them
over the world . You take yOllr plilce alongSide (hese
mighty wardens. You feel your skin hardening and
your heartbeat slowing as YOIl asslime the /lnal trans
formatioll. Rllt your spirit roars. leaping into the sky
to hunt dowllthe enemies of the primal way with the
aid of the rest of t he elder spirits . ruture generations
won't just know YOll r name-they will call on you as
their ally and guardian.
CH A PTE R 5
Primal 0,,'iOll5
REINCARNATE CHAMPION
You remember the exploits ofyour ear/ier incarnalionseach a champion of the spirit way. It's nolV time 10 teach Ihe
world a new heroic story.
IMMORTALITY
One of the great elder spirits, Blood COllsi n . had
dozens of Jives as a champion of t he spirit way. teach
ing people across the world initiation rites so Ihal
tribes could adopt members of any race who proved
worthy. YOll revere Blood Cousin for Ihis work in
strengthening primal tribes. You will do the same,
but in a different a manner.
A New Story: Generations from now, people
will tell stories about you. You harnessed dozens of
past lives as a primal champion as you accomplished
mighty heroic deeds. Tales of your exploits will
impire people on the spirit way as they battle evil
deities LInd demon princes . The best part of these
storie .. is Ihilt somewhere, someone hearing them
will be touched by your spirit and will create a
new piece of the primal story.
CHAPTEn 5
Primal Options
Swift
Reincarnation
1" .111 install/ .l'OIl mOI'c.lrolll dcath 10 nell' '!(c ill a different
form.
"<I~tellil1l1
SOVEREIGN BEAST
VI
I-
Z
V'l
w
Q
sIJapl' power
0..
I.i.:
IMMORTALlTY
For nolV, you are an inC<lfll(l(ion ofa new ideal. the
nrs( ufyollr kind . \Vhen your time in the world is
full1l1eu, though. you will become an elder spirit
in your own right. il pattern that f\lt ure cl rll ids wi II
attempt to follow.
A New Elder SpIrit: Your work in the world com
plete. yOlI transcend your physical form and become
a prinlill ~piriL No lunger simply in the world. YOll
are noworit. part of the circle of spirits that protects
and preserve' it. In your spirit form. you roam free,
sOllletimes wearing the- shape of a noble beast. some
tillles appearing as a humanoid, but always holding
the twin iI. pects of your nature in perfect and everlasting bala nee.
Resplendent Beast
!II(,III
CHAPTF.R 5
I Prima! 0plions
yOIl.
IMMORTALITY
The World Tree ha.~ existed .~jncc the beginning of
lime. lfyoll have your way. it wiJllive longer still.
The Tree's Counterpart: You become the World
Tree's counterpart among the races of the world-a
primal symbol orlife and a worldly representative
Boughs of the
World Tree
ir
CHAPTER 5
I Pri",,,1
O"tions
-- - ---._---_.--.-.--.--.-.-----_.
__
.-
.- -.-.- . -
NEW RITUALS
Key Skjll
Nature
Nature
Nature
Nature
Nature
Nature
Nature
Nature
DOWSING ROD
YOUJ'lleJ a IJrwrled branch, and it turns as you hold iI,
poinUII81he way 10 (I lIallJralje(l/ure.
level: 1
Category: Oivination
TIme: 1 minute
Duration: 12 hours or until
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Nature (no check)
discharged
You transform a stick or other natural objen into a dowsing ron. When you do so. name a natural feature of thf'
environment. slich as mountains. rivers. forests. or caves.
The dowsing rod points the way to the nearest place that
firs the descriptiun. You can't name a specific place. such
as Mount Bandlarne, and the rod can't find magically
concealed locations. When you reach the destination, the
ritual IS discharged.
Speed
Overland Flight
8
10
12
15
10
15
20
30
PORTEND WEATHER
You see what the wenrher will be in Ihe Ilear future.
level: 1
Category: DiVination
Time: 5 minutes
Duration: Instantaneous
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Nature (no check)
You determine what the weather will be I ike for the next
24 hours within a SOmlle radiUS of you. You and any
allies present for thf' ritual gain a -t 5 bonus to [ndurance
checks to endure extreme weather you have foreseen .
PRIMAL GROVE
create a hidden STove, col1cealed by primal spirits.
which arowslilsh al1d peacejul and awaits your relurl1.
YOII
level: 19
Category: Travel
Time: 10 minutes
Duration: Permanent
(special)
EAGLES' FLIGHT
Great eaBle spirits thunder throIJ8h the sky. carr)'in8 you
and your aUies to a far-offlow/ioll,
level: 10
Category: Exploration
Time: 10 minutes
Duration: 12 hours
a::
~
uJ
Size
5xS
Capacity
25 Mediunl creatures
SO Medium creatures
100 Medium creatures
200 Medium creatures
7><7
10)( 10
14>< 14
45 or higher
Entrance Duration
1 hour
14 hours
1 month
, year
PR1MAL PRISON
Your joe is swallowed up by Ihe land,
taunted by 5pirits.
be entrapped and
C II APT E I{ 5
STARSHIN
The blue BlolV from your fey lamps mi8hl
ir reveals (hose who slaik in shadows.
level: 5
Category: Wardmg
Time: 10 minutes
Du ration: 8 hours
nOI
be bri8hl, bue
Component Cost: 40 gp
Market Price: 250 gp
Key Skill: Nature
19 or lower
to
level: 14
Component Cost: 1,600 gp
Category: Bir)ding
Market Price: 4,200 gp
Time: 1 hour
Key Skill: Nature
Duration: Permanent (special)
14 or lower
Maximum level
Your level - 5
Your level
Your level + 2
20-29
30-39
40 or higher
Three
Six
Nine
TRAVELER'S CAMOUFLAGE
WATER'S GIFT
You tlml your {lilies ,ake 011 Ihe textures anll colors of IIil'
\Vorld aroulld )'ou.
Level: I
Category: Deception
Time: 10 minutes
Duration: 10 hours
Component Cost; 10 gp
Market Price: SO gp
Key Skill: Nawre
You cloak yourself and any allies present for the ritual in
a camouflaging shroud. The subjects of this ritual gain a
bonus to Stealth checks while traveling. and other crea
tures take a penalty when using Perception to find your
tra ks.
Your Nature check determines the bonus you and your
allies gain and the penalty others take.
Nature Check
Result
19 or lower
20-29
30 or higher
Bonus
to Stealth
+2
+5
+10
Penalty
10 Find Tracks
-2
Level: 10
Category: Exploration
Time: 10 minutes
Duration: SpeCial
Oil
Duration
3 hours
6 hours
12 hours
-s
-10
TAKE A WALK
ON THE
WILD SIDE
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