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Player’s Handbook                                 ®


                          Arcane, Divine, and Martial Heroes




                           R O L E P L AY I N G G A M E C O R E R U L E S
                               Rob Heinsoo • Andy Collins • James Wyatt




4E_PHB_Ch0FM_TOC.indd 1                                                         3/10/08 5:00:11 PM
CREDITS
                                                             ®
                                                   D&D 4th Edition Design Team                           Graphic Designers
                                          Rob Heinsoo, Andy Collins, James Wyatt                         Keven Smith, Leon Cortez, Emi Tanji

                                D&D 4th Edition Final Development Strike Team                            Additional Graphic Design
                                     Bill Slavicsek, Mike Mearls, James Wyatt                            Karin Powell, Mari Kolkowsky, Shauna Narciso,
                                                                                                         Ryan Sansaver
                                                         Player’s Handbook Design
                                          Rob Heinsoo, Andy Collins, James Wyatt                         Concept Artists
                                                                                                         Rob Alexander, Dave Allsop, Christopher Burdett, Adam
                                            Player’s Handbook Development                                Gillespie, Lars Grant-West, David Griffith, Lee Moyer,
                   Andy Collins, Mike Mearls, Stephen Radney-MacFarland,                                 William O’Connor
                                        Peter Schaefer, Stephen Schubert
                                                                                                         Interior Illustrations
                                                           Player’s Handbook Editing                     Zoltan Boros & Gabor Szikszai, Matt Cavotta,
                                                   Michele Carter, Jeremy Crawford                       Eric Deschamps, Wayne England, David Griffith,
                                                                                                         Ralph Horsley, Howard Lyon, Raven Mimura, Lee
                                                 Player’s Handbook Managing Editing                      Moyer, William O’Connor, Steve Prescott, Dan Scott,
                                                                       Kim Mohan                         Anne Stokes, Franz Vohwinkel, Eva Widermann

                                      Additional Design and Development                                  D&D Script Design
                Richard Baker, Greg Bilsland, Logan Bonner, Bart Carroll,                                Daniel Reeve
                 Michele Carter, Jennifer Clarke Wilkes, Bruce R. Cordell,
                  Jeremy Crawford, Jesse Decker, Michael Donais, Robert                                  D&D Brand Team
                      Gutschera, Gwendolyn F. M. Kestrel, Peter Lee, Julia                               Liz Schuh, Scott Rouse, Sara Girard, Kierin Chase,
                Martin, Kim Mohan, David Noonan, Christopher Perkins,                                    Martin Durham, Linae Foster
               Matthew Sernett, Chris Sims, Ed Stark, Rodney Thompson,
                               Rob Watkins, Steve Winter, Chris Youngs                                   Publishing Production Specialists
                                                                                                         Angelika Lokotz, Erin Dorries, Moriah Scholz,
                         Director of R&D, Roleplaying Games/Book Publishing                              Christopher Tardiff
                                                              Bill Slavicsek
                                                                                                         Prepress Manager
                                   D&D Story Design and Development Manager                              Jefferson Dunlap
                                                         Christopher Perkins
                                                                                                         Imaging Technicians
                                D&D System Design and Development Manager                                Travis Adams, Bob Jordan, Sven Bolen
                                                              Andy Collins
                                                                                                         Production Managers
                                                                 D&D Senior Art Director                 Cynda Callaway
                                                                       Stacy Longstreet
                                                                                                         Building on the Design of Previous Editions by
                                                              Cover Illustration                         E. Gary Gygax, Dave Arneson (1st Edition and earlier);
                                  Wayne Reynolds (front), Rob Alexander (back)                           David “Zeb” Cook (2nd Edition); Jonathan Tweet,
                                                                                                         Monte Cook, Skip Williams, Richard Baker, Peter Adkison
                    Special Thanks to Brandon Daggerhart, keeper of Shadowfell                           (3rd Edition)

                                                                            Dedicated to the memory of E. Gary Gygax



               620-21736720-001 EN                               U.S., CANADA, ASIA, PACIFIC,              EUROPEAN HEADQUARTERS                       WIZARDS OF THE COAST, BELGIUM
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                                                                 +1-800-324-6496                           Please keep this address for your records

            DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, D&D Insider, all other Wizards of
            the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters, character names, and the
            distinctive likenesses thereof are property of Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or
            unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. Any similarity to actual people,
            organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. ©2008 Wizards of the Coast, Inc.


                                                    VISIT OUR WEBSITE AT WWW.WIZARDS.COM/DND




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contents
            1: HOW TO PLAY . . . . . . . . . . . . . . . . . 4                       5: SKILLS . . . . . . . . . . . . . . . . . . . . . . . . 176              Bonuses and Penalties. . . . . . . . . 275
               A Roleplaying Game . . . . . . . . . . . . . . . 6                        Skill Training . . . . . . . . . . . . . . . . . . . . 178             Attack Results . . . . . . . . . . . . . . . . 276
                 A Fantastic World . . . . . . . . . . . . . . . 7                       Using Skills . . . . . . . . . . . . . . . . . . . . . 178             Durations . . . . . . . . . . . . . . . . . . . . 278
               What’s in a D&D Game? . . . . . . . . . . . 8                             Knowledge Skills . . . . . . . . . . . . . . . . 179                   Saving Throws . . . . . . . . . . . . . . . . 279
               How Do You Play?. . . . . . . . . . . . . . . . . 9                       Skill Descriptions . . . . . . . . . . . . . . . 180                 Attack Modifiers . . . . . . . . . . . . . . . . 279
               The Core Mechanic. . . . . . . . . . . . . . . 11                                                                                                Combat Advantage . . . . . . . . . . . 279
                 Three Basic Rules . . . . . . . . . . . . . . 11                    6: FEATS . . . . . . . . . . . . . . . . . . . . . . . . 190               Cover and Concealment . . . . . . . 280
                                                                                         Choosing Feats. . . . . . . . . . . . . . . . . . 192                  Targeting What You Can’t See . 281
            2: MAKING CHARACTERS . . . . . . 12                                          Feat Descriptions . . . . . . . . . . . . . . . 193                  Movement and Position . . . . . . . . . 282
               Character Creation . . . . . . . . . . . . . . . 14                         Heroic Tier Feats . . . . . . . . . . . . . . 193                    Creature Size and Space . . . . . . . 282
                 Race, Class, and Role . . . . . . . . . . . 14                            Paragon Tier Feats . . . . . . . . . . . . 202                       Speed . . . . . . . . . . . . . . . . . . . . . . . . 283
               Ability Scores . . . . . . . . . . . . . . . . . . . . 16                   Epic Tier Feats . . . . . . . . . . . . . . . . 206                  Tactical Movement . . . . . . . . . . . . 283
               Roleplaying . . . . . . . . . . . . . . . . . . . . . . 18                Multiclass Feats . . . . . . . . . . . . . . . . . 208                 Falling . . . . . . . . . . . . . . . . . . . . . . . . 284
                 Alignment vs. Personality . . . . . . . 19                                                                                                     Flanking . . . . . . . . . . . . . . . . . . . . . . 285
               Making Checks . . . . . . . . . . . . . . . . . . 25                  7: EQUIPMENT . . . . . . . . . . . . . . . . . . 210
                                                                                                                                                                Pull, Push, and Slide . . . . . . . . . . . 285
               Gaining Levels . . . . . . . . . . . . . . . . . . . 27                   Coins and Currency . . . . . . . . . . . . . 212
                                                                                                                                                                Teleportation . . . . . . . . . . . . . . . . . 286
                 Retraining . . . . . . . . . . . . . . . . . . . . . 28                 Armor and Shields . . . . . . . . . . . . . . 212
                                                                                                                                                                Phasing . . . . . . . . . . . . . . . . . . . . . . 286
               The Three Tiers . . . . . . . . . . . . . . . . . . 28                    Weapons . . . . . . . . . . . . . . . . . . . . . . . 215
                                                                                                                                                              Actions in Combat . . . . . . . . . . . . . . 286
               Character Sheet. . . . . . . . . . . . . . . . . . 30                     Adventuring Gear . . . . . . . . . . . . . . 221
                                                                                                                                                                Action Points . . . . . . . . . . . . . . . . . 286
                                                                                         Magic Items . . . . . . . . . . . . . . . . . . . . 223
                                                                                                                                                                Aid Another . . . . . . . . . . . . . . . . . . 287
            3: CHARACTER RACES . . . . . . . . . 32                                        Identifying Magic Items. . . . . . . . 223
                                                                                                                                                                Basic Attack . . . . . . . . . . . . . . . . . . 287
               Dragonborn . . . . . . . . . . . . . . . . . . . . . 34                     Armor . . . . . . . . . . . . . . . . . . . . . . . . 227
                                                                                                                                                                Bull Rush . . . . . . . . . . . . . . . . . . . . . 287
               Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . . 36              Weapons . . . . . . . . . . . . . . . . . . . . . 232
                                                                                                                                                                Charge . . . . . . . . . . . . . . . . . . . . . . . 287
               Eladrin . . . . . . . . . . . . . . . . . . . . . . . . . . 38              Holy Symbols . . . . . . . . . . . . . . . . . 236
                                                                                                                                                                Coup de Grace . . . . . . . . . . . . . . . . 288
               Elf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40         Orbs . . . . . . . . . . . . . . . . . . . . . . . . . 238
                                                                                                                                                                Crawl . . . . . . . . . . . . . . . . . . . . . . . . 288
               Half-Elf . . . . . . . . . . . . . . . . . . . . . . . . . . 42             Rods . . . . . . . . . . . . . . . . . . . . . . . . . 239
                                                                                                                                                                Delay . . . . . . . . . . . . . . . . . . . . . . . . 288
               Halfling . . . . . . . . . . . . . . . . . . . . . . . . . 44                Staff s. . . . . . . . . . . . . . . . . . . . . . . . . 241
                                                                                                                                                                Escape . . . . . . . . . . . . . . . . . . . . . . . 288
                  Being Small . . . . . . . . . . . . . . . . . . . . 44                   Wands . . . . . . . . . . . . . . . . . . . . . . . 242
                                                                                                                                                                Grab . . . . . . . . . . . . . . . . . . . . . . . . . 290
               Human . . . . . . . . . . . . . . . . . . . . . . . . . . 46                Arms Slot Items . . . . . . . . . . . . . . . 244
                                                                                                                                                                Opportunity Attack . . . . . . . . . . . 290
               Tiefling . . . . . . . . . . . . . . . . . . . . . . . . . . 48              Feet Slot Items . . . . . . . . . . . . . . . . 246
                                                                                                                                                                Ready an Action . . . . . . . . . . . . . . 291
                                                                                           Hands Slot Items . . . . . . . . . . . . . . 247
            4: CHARACTER CLASSES . . . . . . . 50                                                                                                               Run . . . . . . . . . . . . . . . . . . . . . . . . . . 291
                                                                                           Head Slot Items . . . . . . . . . . . . . . . 248
               Introducing the Classes . . . . . . . . . . . 52                                                                                                 Second Wind . . . . . . . . . . . . . . . . . 291
                                                                                           Neck Slot Items . . . . . . . . . . . . . . . 249
                 Paragon Paths . . . . . . . . . . . . . . . . . 53                                                                                             Shift . . . . . . . . . . . . . . . . . . . . . . . . . 292
                                                                                           Rings . . . . . . . . . . . . . . . . . . . . . . . . . 251
                 Epic Destinies . . . . . . . . . . . . . . . . . 53                                                                                            Squeeze . . . . . . . . . . . . . . . . . . . . . . 292
                                                                                           Waist Slot Items . . . . . . . . . . . . . . 252
                 Power Types and Usage . . . . . . . . 54                                                                                                       Stand Up . . . . . . . . . . . . . . . . . . . . . 292
                                                                                           Wondrous Items . . . . . . . . . . . . . . 253
                 Power Sources . . . . . . . . . . . . . . . . . 54                                                                                             Total Defense . . . . . . . . . . . . . . . . . 292
                                                                                           Potions . . . . . . . . . . . . . . . . . . . . . . . 255
               How to Read a Power . . . . . . . . . . . . 54                                                                                                   Use a Power . . . . . . . . . . . . . . . . . . 292
               Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . 60       8: ADVENTURING . . . . . . . . . . . . . . 256                             Walk . . . . . . . . . . . . . . . . . . . . . . . . . 292
                 Paragon Paths . . . . . . . . . . . . . . . . . 72                      Quests . . . . . . . . . . . . . . . . . . . . . . . . . 258         Healing . . . . . . . . . . . . . . . . . . . . . . . . . 293
               Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . 75            Encounters . . . . . . . . . . . . . . . . . . . . . 258               Healing in Combat . . . . . . . . . . . . 293
                 Paragon Paths . . . . . . . . . . . . . . . . . 86                      Rewards . . . . . . . . . . . . . . . . . . . . . . . . 259            Regeneration . . . . . . . . . . . . . . . . . 293
               Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . 89            Exploration . . . . . . . . . . . . . . . . . . . . . 260              Temporary Hit Points . . . . . . . . . 293
                 Paragon Paths . . . . . . . . . . . . . . . . 100                       Rest and Recovery . . . . . . . . . . . . . . 263                    Death and Dying . . . . . . . . . . . . . . . . 295
               Ranger . . . . . . . . . . . . . . . . . . . . . . . . . 103                                                                                     Knocking Creatures
                 Paragon Paths . . . . . . . . . . . . . . . . 113                   9: COMBAT . . . . . . . . . . . . . . . . . . . . . . 264                     Unconscious. . . . . . . . . . . . . . . . 295
               Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . 116             The Combat Sequence . . . . . . . . . . 266                            Healing the Dying . . . . . . . . . . . . . 295
                 Paragon Paths . . . . . . . . . . . . . . . . 126                         Visualizing the Action . . . . . . . . . 266
                                                                                           Initiative . . . . . . . . . . . . . . . . . . . . . 267       10: RITUALS . . . . . . . . . . . . . . . . . . . . . . 296
               Warlock . . . . . . . . . . . . . . . . . . . . . . . . 129
                                                                                           The Surprise Round . . . . . . . . . . . 267                       Acquiring and Mastering a Ritual . 298
                 Paragon Paths . . . . . . . . . . . . . . . . 140
                                                                                         Action Types . . . . . . . . . . . . . . . . . . . . 267             Performing a Ritual . . . . . . . . . . . . . 298
               Warlord . . . . . . . . . . . . . . . . . . . . . . . . 143
                                                                                         Taking Your Turn . . . . . . . . . . . . . . . . 268                 How to Read a Ritual . . . . . . . . . . . . 299
                 Paragon Paths . . . . . . . . . . . . . . . . 153
                                                                                         Attacks and Defenses . . . . . . . . . . . 269                       Ritual Descriptions . . . . . . . . . . . . . . 300
               Wizard . . . . . . . . . . . . . . . . . . . . . . . . . 156
                 Wizards and Rituals . . . . . . . . . . . 158                             Attack Types. . . . . . . . . . . . . . . . . . 270
                                                                                                                                                          PLAYTESTER CREDITS . . . . . . . 316
                 Paragon Paths . . . . . . . . . . . . . . . . 169                         Choosing Targets. . . . . . . . . . . . . . 272
               Epic Destinies . . . . . . . . . . . . . . . . . . 172                      Attack Roll . . . . . . . . . . . . . . . . . . . 273          INDEX . . . . . . . . . . . . . . . . . . . . . . . 317
                                                                                           Defenses . . . . . . . . . . . . . . . . . . . . . 274
                                                                                                                                                          CHARACTER SHEET . . . . . . . . . 318




4E_PHB_Ch0FM_TOC.indd 3                                                                                                                                                                                                       3/10/08 5:00:14 PM
CHAPTER 1



                     How to Play


        1   Imagine a


            to tread.
                                world of bold warriors, mighty
            wizards, and terrible monsters.
               Imagine a world of ancient ruins, vast caverns, and
            great wild wastes where only the bravest heroes dare

               Imagine a world of swords and magic, a world of
            elves and goblins, a world of giants and dragons.
               This is the world of the DUNGEONS & DRAGONS®
            Roleplaying Game (also referred to as D&D), the
            pinnacle of fantasy roleplaying games. You take
            on the role of a legendary hero—a skilled fighter, a
            courageous cleric, a deadly rogue, or a spell-hurling
            wizard. With some willing friends and a little
            imagination, you strike out on daring missions and
            epic quests, testing yourself against an array of
            daunting challenges and bloodthirsty monsters.
               Get ready—the Player’s Handbook contains
            everything you need to create a heroic character of
            your own! To start you on your first adventure, this
            chapter discusses the following topics.

            ✦ A Roleplaying Game: How the D&D game is
              different from any other game you’ve played.
            ✦ What’s in a D&D Game: The essential
              ingredients of the DUNGEONS & DRAGONS game.
            ✦ How Do You Play?: A look at what happens
              during the game, including a brief example of
              activity at the game table.
            ✦ The Core Mechanic: The single fundamental rule
              you need to know for most challenges you face in
              the game.
                                                                     R ALPH HOR SLE Y




                       CH A P T ER 1 | How to Play
 4


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4E_PHB_Ch01.indd 5   3/10/08 4:44:42 PM
A ROLEPLAYING GAME

            The DUNGEONS & DRAGONS game is a roleplaying            nitely f lexible—he or she can react to any situation,
            game. In fact, D&D invented the roleplaying game        any twist or turn suggested by the players, to make a
            and started an industry.                                D&D adventure vibrant, exciting, and unexpected.
               A roleplaying game is a storytelling game that has      The adventure is the heart of the D&D game. It’s
            elements of the games of make-believe that many of      like a fantasy movie or novel, except the characters
            us played as children. However, a roleplaying game      that you and your friends create are the stars of the
            such as D&D provides form and structure, with           story. The DM sets the scene, but no one knows what’s
            robust gameplay and endless possibilities.              going to happen until the characters do something—
               D&D is a fantasy-adventure game. You create          and then anything can happen! You might explore
            a character, team up with other characters (your        a dark dungeon, a ruined city, a lost temple deep in
            friends), explore a world, and battle monsters. While   a jungle, or a lava-filled cavern beneath a mysteri-
            the D&D game uses dice and miniatures, the action       ous mountain. You solve puzzles, talk with other
            takes place in your imagination. There, you have the    characters, battle all kinds of fantastic monsters, and
            freedom to create anything you can imagine, with an     discover fabulous magic items and treasure.
            unlimited special effects budget and the technology        D&D is a cooperative game in which you and your
            to make anything happen.                                friends work together to complete each adventure
               What makes the D&D game unique is the                and have fun. It’s a storytelling game where the only
            Dungeon Master. The DM is a person who takes on         limit is your imagination. It’s a fantasy-adventure
            the role of lead storyteller and game referee. The DM   game, building on the traditions of the greatest
            creates adventures for the characters and narrates      fantasy stories of all time. In an adventure, you can
            the action for the players. The DM makes D&D infi-      attempt anything you can think of. Want to talk to
                                                                    the dragon instead of fighting it? Want to disguise
                                                                    yourself as an orc and sneak into the foul lair? Go
                                                                    ahead and give it a try. Your actions might work or
                                                                    they might fail spectacularly, but either way you’ve
                                                                    contributed to the unfolding story of the adventure
                                                                    and probably had fun along the way.
                                                                       You “win” the DUNGEONS & DRAGONS game by
                                                                    participating in an exciting story of bold adventurers
                                                                    confronting deadly perils. The game has no real end;
                                                                    when you finish one story or quest, you can start
                                                                    another one. Many people who play the D&D game
                                                                    keep their games going for months or years, meeting
                                                                    with their friends every week to pick up the story
                                                                    where they left off.
                                                                       Your character grows as the game continues.
                                                                    Each monster defeated, each adventure completed,
                                                                    and each treasure recovered not only adds to your
                                                                    continuing story, but also earns your character
                                                                    new abilities. This increase in power is ref lected by
                                                                    your character’s level; as you continue to play, your
                                                                    character gains more experience, rising in level and
                                                                    mastering new and more powerful abilities.
                                                                       From time to time, your character might come to
                                                                    a grisly end, torn apart by ferocious monsters or done
                                                                    in by a nefarious villain. But even when your char-
                                                                    acter is defeated, you don’t “lose.” Your companions
                                                                    can employ powerful magic to revive your character,
                                                                    or you might choose to create a new character to
                                                                    carry on from where the previous character fell. You
                                                                    might fail to complete the adventure, but if you had
                                                                    a good time and you created a story that everyone
                                                                                                                              W I L L I A M O ’ CO N N O R




                                                                    remembers for a long time, the whole group wins.


                      CH A P T ER 1 | How to Play
 6


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A R O L E P L AY I N G G A M E
            A Fantastic World                                                 Monsters and supernatural creatures are a part of
                                                                           this world. They prowl in the dark places between the
             The world of the DUNGEONS & DRAGONS game is a
                                                                           points of light. Some are threats, others are willing
            place of magic and monsters, of brave warriors and
                                                                           to aid you, and many fall into both camps and might
            spectacular adventures. It begins with a basis of medi-
                                                                           react differently depending on how you approach
            eval fantasy and then adds the creatures, places, and
                                                                           them.
            powers that make the D&D world unique.
                                                                              Magic is everywhere. People believe in and accept
                The world of the D&D game is ancient, built
                                                                           the power that magic provides. However, true masters
            upon and beneath the ruins of past empires, leaving
                                                                           of magic are rare. Many people have access to a little
            the landscape dotted with places of adventure and
                                                                           magic, and such minor magic helps those living within
            mystery. Legends and artifacts of past empires still
                                                                           the points of light to maintain their communities. But
            survive—as do terrible menaces.
                                                                           those who have the power to shape spells the way a
                The current age has no all-encompassing empire.
                                                                           blacksmith shapes metal are as rare as adventurers and
            The world is shrouded in a dark age, between the col-
                                                                           appear as friends or foes to you and your companions.
            lapse of the last great empire and the rise of the next,
                                                                              At some point, all adventurers rely on magic in one
            which might be centuries away. Minor kingdoms
                                                                           form or another. Wizards and warlocks draw magic
            prosper, to be sure: baronies, holdings, city-states.
                                                                           from the fabric of the universe, shape it with their
            But each settlement appears as a point of light in the
                                                                           will, and hurl it at their foes in explosive blasts. Clerics
            widespread darkness, a haven, an island of civilization
                                                                           and paladins call down the wrath of their gods to sear
            in the wilderness that covers the world. Adventurers
                                                                           their foes with divine radiance, or they invoke their
            can rest and recuperate in settlements between adven-
                                                                           gods’ mercy to heal their allies’ wounds. Fighters, rang-
            tures. No settlement is entirely safe, however, and
                                                                           ers, rogues, and warlords don’t use obviously magical
            adventures break out within (and under) such places
                                                                           powers, but their expertise with their magic weapons
            as often as not.
                                                                           makes them masters of the battlefield. At the highest
                During your adventures, you might visit a number
                                                                           levels of play, even nonmagical adventurers perform
            of fantastic locations: wide cavern passages cut by
                                                                           deeds no mere mortal could dream of doing without
            rivers of lava; towers held aloft in the sky by ancient
                                                                           magic—swinging great axes in wide swaths that shake
            magic; forests of strange, twisted trees, with shim-
                                                                           the earth around them or cloaking themselves in
            mering fog in the air—anything you can imagine, your
                                                                           shadow to become invisible.
            character might experience as the game unfolds.


                                                     THE HISTORY OF D&D
            Before roleplaying games, before computer games,               of AD&D took the world by storm. The 1990s started out
            before trading card games, there were wargames. Using          strong, with the release of more campaign settings (includ-
            metal miniatures to re-create famous battles from his-         ing RAVENLOFT, DARK SUN, and PLANESCAPE), but as the decade
            tory, wargamers were the original hobby gamers. In             was drawing to a close, the D&D juggernaut was losing
            1971, Gary Gygax created Chainmail, a set of rules that        steam. In 1997, Wizards of the Coast purchased TSR, Inc.
            added fantastic creatures and magic into the traditional       and moved its creative staff to Seattle to begin work on the
            wargame. In 1972, Dave Arneson approached Gygax                third edition of the original roleplaying game.
            with a new take; instead of controlling a massive army,            In 2000, the third edition of D&D was released, and
            each player would play a single character, a hero. Instead     it was hailed as an innovation in game mechanics. In
            of fighting each other, the heroes would cooperate to          this period, D&D reached new heights of popularity,
            defeat villains and gain rewards. This combination of          celebrated its thirtieth anniversary, and published an
            rules, miniatures, and imagination created a totally new       amazing collection of rulesbooks, supplements, and
            entertainment experience, and in 1974 Gygax and Arne-          adventures. We’ve seen D&D grow and make its mark
            son published the first set of roleplaying game rules with     on popular culture. It has inspired multiple generations
            TSR, Inc.—the DUNGEONS & DRAGONS game.                         of gamers, writers, computer game designers, filmmakers,
                In 1977, the rules were rewritten and repackaged into      and more with its ability to expand the imagination and
            the DUNGEONS & DRAGONS Basic Set, and suddenly D&D was         inspire creativity.
            on its way to becoming a phenomenon. A year later, the first       Now we’ve reached a new milestone. This is the 4th
            edition of ADVANCED DUNGEONS & DRAGONS was published           Edition of the DUNGEONS & DRAGONS game. It’s new. It’s
            in a series of high-quality hardcover books.                   exciting. It’s bright and shiny. It builds on what has gone
                Throughout the 1980s, the game experienced remarkable      before, and firmly establishes D&D for the next decade of
            growth. Novels, a cartoon series, computer games, and the      play. Whether you were with the game from the beginning
            first campaign settings (FORGOTTEN REALMS and DRAGONLANCE)     or just discovered it today, this new edition is your key to a
            were released, and in 1989 the long-awaited second edition     world of fantasy and adventure.


                                                                                         CH A P T ER 1 | How to Play
                                                                                                                                                                             7


4E_PHB_Ch01.indd 7                                                                                                                     3/10/08 4:44:47 PM
WHAT’S IN A D&D GAME?

            All DUNGEONS & DRAGONS games have four basic                          ✦ Adventure Builder: The DM creates adventures
            ingredients: at least one player (four or five players                  (or selects premade adventures) for you and the
            is best), a Dungeon Master, an adventure, and game                      other players to play through.
            books and dice.                                                       ✦ Narrator: The DM sets the pace of the story and
                                                                                    presents the various challenges and encounters the
            Player Characters                                                       players must overcome.
            As a player, you create a character—a heroic adven-                   ✦ Monster Controller: The Dungeon Master con-
            turer. This adventurer is part of a team that delves                    trols the monsters and villains the player characters
            into dungeons, battles monsters, and explores the                       battle against, choosing their actions and rolling
            world’s dark wilderness. A player-generated character                   dice for their attacks.
            is known as a player character (PC). Like the protago-                ✦ Referee: When it’s not clear what ought to happen
            nists of a novel or a movie, player characters are at the               next, the DM decides how to apply the rules and
            center of the game’s action.                                            adjudicate the story.
                When you play your D&D character, you put your-
                                                                                  The Dungeon Master controls the monsters and villains
            self into your character’s shoes and make decisions as
                                                                                  in the adventure, but he isn’t your adversary. The DM’s
            if you were that character. You decide which door your
                                                                                  job is to provide a framework for the whole group to
            character opens next. You decide whether to attack
                                                                                  enjoy an exciting adventure. That means challenging the
            a monster, to negotiate with a villain, or to attempt a
                                                                                  player characters with interesting encounters and tests,
            dangerous quest. You can make these decisions based
                                                                                  keeping the game moving, and applying the rules fairly.
            on your character’s personality, motivations, and goals,
                                                                                      Many D&D players find that being the Dungeon
            and you can even speak or act in character if you like.
                                                                                  Master is the best part of the game. Taking on the
            You have almost limitless control over what your char-
                                                                                  Dungeon Master role isn’t necessarily a permanent
            acter can do and say in the game.
                                                                                  post—you and your friends can take turns being the DM
                                                                                  from adventure to adventure. If you think you’d like to
            The Dungeon Master                                                    be the Dungeon Master in your group, you can find all
            One person has a special role in a D&D game: the                      the tools to help you in the Dungeon Master’s Guide.
            Dungeon Master (DM). The Dungeon Master presents
            the adventure and the challenges that the players                     The Adventure
            try to overcome. Every D&D game needs a Dungeon
                                                                                  Adventurers need adventures. A DUNGEONS &
            Master—you can’t play without one.
                                                                                  DRAGONS adventure consists of a series of events.
               The Dungeon Master has several functions in the
                                                                                  When the players decide which way to go next and
            game.




                                                                     GAME DICE
            The game uses polyhedral dice with different numbers of               dice to roll, what size they are, and what modifiers to add.
            sides, as shown below. You can find dice like these in the            For example, “3d8 + 5” means you roll three eight-sided
            store where you bought this book, in any game store, and              dice and add 5 to the total.
            in many bookstores.                                                       You can use d10s to roll percentages, if you ever need
               In these rules, the different dice are referred to by the letter   to. Roll 1d10 for the “tens” and 1d10 for the “ones” to gen-
            “d” followed by the number of sides: d4, d6 (the common six-          erate a number between 1 and 100. Two 10s is 100, but
            sided die many games use), d8, d10, d12, and d20.                     otherwise a 10 on the tens die counts as 0—so a 10 on the
               When you need to roll dice, the rules tell you how many            tens die and a 7 on the ones die is a result of 7 (not 107!).




                     d4               d6                    d8                             d10                 d12                       d20


                          CH A P T ER 1 | How to Play
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4E_PHB_Ch01.indd 8                                                                                                                           3/10/08 4:44:48 PM
H OW D O YO U P L AY ?
            how their characters meet the resulting encounters            ✦ Miniatures: Each player needs a miniature to rep-
            and challenges, they turn the adventure into an excit-          resent his or her character, and the DM needs minis
            ing story about their characters. D&D adventures                for monsters. Official D&D Miniatures are custom-
            feature action, combat, mystery, magic, challenges,             made to be used with the D&D game.
            and lots of monsters!                                         ✦ Battle Grid or Dungeon Tiles: Combat in D&D
               Adventures come in three forms:                              plays out on a grid of 1-inch squares. You can pick
            ✦ Ready to Play: The DM can buy or obtain profes-               up an erasable battle grid at many hobby game
              sionally written, ready-to-play adventures from a             stores, or try D&D Dungeon Tiles—heavy cardstock
              number of sources, including www.dndinsider.com.              tiles that can be set up to create a wide variety of
            ✦ Adventure Hooks and Components: Most D&D                      locations—or you can create your own grid.
              supplements offer pieces of adventures—story ideas,
              maps, interesting villains or monsters—that the DM
              can assemble into an adventure. DUNGEON M AGAZINE           HOW DO YOU PLAY?
              (www.dndinsider.com) is also a rich source of
              adventure material.                                         Your “piece” in the DUNGEONS & DRAGONS game is
            ✦ Homemade: Many DMs choose to create their own               your character. He or she is your representative in the
              dungeons and adventures, building challenging               game world. Through your character, you can interact
              encounters and stocking them with monsters from             with the game world in any way you want. The only
              the Monster Manual and treasure from the Player’s           limit is your imagination—and, sometimes, how high
              Handbook.                                                   you roll on the dice.
            An adventure can be a simple “dungeon crawl”—a                   Basically, the D&D game consists of a group of
            series of rooms filled with monsters and traps, with          player characters taking on an adventure presented
            little story to explain why the adventurers need to           by the Dungeon Master. Each adventure is made
            explore them—or as complex as a murder mystery or             up of encounters—challenges of some sort that your
            a tale of political intrigue. It can last for a single game   characters face.
            session or stretch out over many sessions of play. For           Encounters come in two types.
            example, exploring a haunted castle might take half           ✦ Combat encounters are battles against nefarious
            a dozen game sessions over the course of a couple of            foes. In a combat encounter, characters and mon-
            months of real time.                                            sters take turns attacking until one side or the other
                When the same group of player characters plays              is defeated.
            with the same Dungeon Master through multiple                 ✦ Noncombat encounters include deadly traps,
            adventures, you’ve got a campaign. The story of the             difficult puzzles, and other obstacles to overcome.
            heroes doesn’t end with a single adventure, but contin-         Sometimes you overcome noncombat encounters
            ues on for as long as you like!                                 by using your character’s skills, sometimes you can
                                                                            defeat them with clever uses of magic, and some-
            Game Books and Dice                                             times you have to puzzle them out with nothing but
            The action of the game takes place mostly in your               your wits. Noncombat encounters also include social
            imagination, but you still need a few “game pieces” to          interactions, such as attempts to persuade, bargain
            play D&D.                                                       with, or obtain information from a nonplayer char-
                                                                            acter (NPC) controlled by the DM. Whenever you
            ✦ Player’s Handbook: Every player needs a Player’s              decide that your character wants to talk to a person
              Handbook for reference.                                       or monster, it’s a noncombat encounter.
            ✦ Dungeon Master’s Guide and Monster Manual:
              The Dungeon Master needs a copy of each of these            Exploration
              books (and players might also enjoy perusing the
              contents).                                                  Between encounters, your characters explore the
                                                                          world. You make decisions about which way your
            ✦ Dice: The DUNGEONS & DRAGONS game requires a                character travels and what he or she tries to do next.
              special set of game dice (see the sidebar).                 Exploration is the give-and-take of you telling the DM
            ✦ Character Sheet: To keep track of all the impor-            what you want your character to do, and the DM tell-
              tant information about your character, use the              ing you what happens when your character does it.
              character sheet at the back of this book, or check             For example, let’s say the player characters have
              out www.dndinsider.com.                                     just climbed down into a dark chasm. The DM tells
                                                                          you that your characters see three tunnels leading
            You might find some of the following items and acces-         from the chasm floor into the gloom. You and the
            sories useful at your game table.                             other players decide which tunnel your characters
                                                                          venture into first, and you tell the DM which way
                                                                                      CH A P T ER 1 | How to Play
                                                                                                                                                               9


4E_PHB_Ch01.indd 9                                                                                                                 3/10/08 4:44:50 PM
your characters are heading. That’s exploration. You        Example of Play
            might try almost anything else: finding a place to hide     Here’s a typical D&D game session. The adventurers are
            and set an ambush in case monsters come by, shout-          exploring the ruins of an old dwarven stronghold, now
            ing “Hello, any monsters here?” as loud as you can,         infested by monsters. The players in this session are:
            or searching the chasm floor carefully in case there’s         Dave, the Dungeon Master;
            anything interesting lying amid the boulders and               Toby, whose character is the human fighter Ammar;
            moss. That’s all exploration, too.                             Cam, playing Isidro, a halfling rogue;
               Decisions you make as you explore eventually lead           Daneen, whose character is an eladrin wizard
            to encounters. For example, one tunnel might lead into      named Serissa.
            a nest of hungry gricks—if you decide to go that way,
                                                                            Dave (DM): “Old stone steps climb up about 30 feet
            your characters are heading into a combat encounter.
                                                                        or so into the mountainside, alongside a cold stream
            Another tunnel might lead to a door sealed by a magic
                                                                        splashing through the cave. The steps end at a landing
            lock that you have to break through—a noncombat
                                                                        in front of a big stone door carved with the image of a
            encounter.
                                                                        bearded dwarf face. The door stands open about a foot
               While exploring a dungeon or other adventure loca-
                                                                        or so. There’s a bronze gong hanging from a bracket in
            tion, you might try to do any of the following actions:
                                                                        the wall nearby. What do you do?”
            ✦ Move down a hallway, follow a passage, cross a room           Cam (Isidro): “I’ll creep up and peek through the
            ✦ Listen by a door to determine if you hear anything        opening.”
              on the other side                                             Daneen (Serissa): “I want to take a closer look at
            ✦ Try a door to see if it’s locked                          the gong.”
                                                                            Toby (Ammar): “I’m going to hang back and keep
            ✦ Break down a locked door
                                                                        watch, in case Isidro gets into trouble.”
            ✦ Search a room for treasure                                    Cam (Isidro): “Not a chance, I’m a pro.”
            ✦ Pull levers, push statues or furnishings around               Dave (DM): “Okay, first Serissa: It’s a battered old
            ✦ Pick the lock of a treasure chest                         bronze gong. There’s a small hammer hanging beside it.”
                                                                            Toby (Ammar): “Don’t touch it!”
            ✦ Jury-rig a trap
                                                                            Daneen (Serissa): “I wasn’t going to! It looks like
                                                                        the doorbell to me. No sense telling the monsters
            The Dungeon Master decides whether or not
                                                                        we’re here.”
            something you try actually works. Some actions
                                                                            Dave (DM): “Okay. Now for Isidro: Since you’re
            automatically succeed (you can move around with-
                                                                        trying to be sneaky, Cam, make a Stealth check.”
            out trouble, usually), some require one or more die
                                                                            Cam (rolls a Stealth check for Isidro): “I got a 22.”
            rolls, called checks (breaking down a locked door, for
                                                                            Dave (DM): “Isidro is pretty stealthy.” Dave com-
            example), and some simply can’t succeed. Your char-
                                                                        pares Isidro’s Stealth check result to the Perception check
            acter is capable of any deeds a strong, smart, agile, and
                                                                        result of the monsters he knows are in the next room. Cam’s
            well-armed human action hero can pull off. You can’t
                                                                        roll beats the Perception check, so the monsters don’t know
            punch your way through a door of 3-inch-thick iron
                                                                        the half ling is there.
            plate with your bare hands, for example—not unless
                                                                            Daneen (Serissa): “So what does he see?”
            you have powerful magic to help you out!
                                                                            Dave (DM): “You’re by the gong, remember? Isidro,
                                                                        you peek in the door’s opening, and you see a large stone
            Taking Your Turn                                            hall with several thick pillars. There’s a large fire pit in
            In exploration, you don’t usually need to take turns.       the center of the room filled with dimming embers. You
            The DM normally prompts you by asking “What do              see four beastlike humanoids with hyena faces crouching
            you do?”, you answer, and then the DM tells you what        around the fire pit, and a big animal—like a real hyena,
            happens. You can break in with questions, offer sug-        but much bigger—dozing on the floor nearby. The hyena-
            gestions to other players, or tell the DM a new action      men are armed with spears and axes.”
            any time you like. But try to be considerate of the other       Toby (Ammar): “Gnolls! I hate those guys.”
            players. They want their characters to take actions, too.       Daneen (Serissa): “Looks like we’ll have to fight our
               In combat encounters, it works differently: The          way in. Can we take them?”
            player characters and the monsters all take turns in a          Cam (Isidro): “No problem, we’ve got the drop on
            fixed rotation, called the initiative order.                ’em.”
                                                                            Dave (DM): “So are you going through the door?”
                                                                        The players all agree that they are. “Show me where your
                                                                        characters are standing right before you go in.”




                        CH A P T ER 1 | How to Play
10


4E_PHB_Ch01.indd 10                                                                                                               3/10/08 4:44:51 PM
T H E CO R E M EC H A N I C
            The players arrange their characters’ miniatures on the        check to see if you managed to jump across a pit, your
            Dungeon Tiles that Dave has prepared for the encounter.        check result determines how far you jumped. If you
            They’re now on the landing just outside the room with          succeed on a check when you’re trying to hide, the
            the gnolls.                                                    monsters don’t see you.
                                                                              There’s a little more to it than that, but the core
               Toby (Ammar): “All right, on the count of three.            mechanic governs all game play. All the rest of the
            One . . . two . . . three!”                                    rules in the book are extensions and refinements of
               Dave (DM): “You’ve surprised the gnolls! Everybody          this simple mechanic.
            roll initiative, and we’ll see if you can take these guys
            or not.”                                                       Three Basic Rules
                                                                           In addition to the core mechanic, three principles are
            What happens next? Can Ammar, Isidro, and Serissa
                                                                           at the heart of the DUNGEONS & DRAGONS game. Many
            defeat the gnolls? That depends on how the players
                                                                           other rules are based on these assumptions.
            play their characters, and how lucky they are with
            their dice!
                                                                           Simple Rules, Many Exceptions
                                                                           Every class, race, feat, power, and monster in the D&D
            THE CORE MECHANIC                                              game lets you break the rules in some way. These can
                                                                           be very minor ways: Most characters don’t know how
                                                                           to use longbows, but every elf does. These exceptions
            How do you know if your sword-swing hurts the dragon,          can also appear in very significant ways: A swing with
            or just bounces off its iron-hard scales? How do you           a sword normally does a few points of damage, but a
            know if the ogre believes your outrageous bluff, or if you     high-level fighter can use a power that can fell multi-
            can swim the raging river and reach the other side?            ple monsters in a single blow. All these game elements
               All these actions depend on very basic, simple              are little ways of breaking the rules—and most of the
            rules: Decide what you want your character to do and           books published for the D&D game are full of these
            tell the Dungeon Master. The DM tells you to make a            game elements.
            check and figures out your chance of success (a target
            number for the check).
               You roll a twenty-sided die (d20), add some num-            Specific Beats General
            bers, and try to hit the target number determined by           If a specific rule contradicts a general rule, the specific
            the DM. That’s it!                                             rule wins. For example, a general rule states that you
                                                                           can’t use a daily power when you charge. But if you
                                                                           have a daily power that says you can use it when you
             THE CORE MECHANIC                                             charge, the power’s specific rule wins. It doesn’t mean
               1. Roll a d20. You want to roll high!                       that you can use any daily power when you charge,
               2. Add all relevant modifiers.                              just that one.
               3. Compare the total to a target number.
                                                                           Always Round Down
               If your check result is higher than or equal to the         Unless otherwise noted, if you wind up with a fraction
               target number, you succeed. If your check result is         as the result of a calculation, round down even if the
               lower than the target number, you fail.                     fraction is 1/2 or larger. For instance, this rule comes
                                                                           into play whenever you calculate one-half your level:
            If your check succeeds, you determine the outcome. If          If your level is an odd number, you always round down
            your check was an attack, you roll damage. If it was a         to the next lower whole number.


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            Think again! Check out www.dndinsider.com for all kinds        your characters, a suite of powerful tools to help Dungeon
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            in your favorite game. For a nominal subscription, D&D         remarkable D&D Game Table that turns the Internet into
            Insider unlocks the ongoing content of Dragon Magazine         your kitchen table so that you can play D&D with distant
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            ing multiple times each week. In addition to great articles,   updated with new material, new stories, new tools, and
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            vides an interactive database of all things D&D, a custom      D&D experience.


                                                                                        CH A P T ER 1 | How to Play
                                                                                                                                                                       11


4E_PHB_Ch01.indd 11                                                                                                                 3/10/08 4:44:52 PM
CHAPTER 2



                      Making Characters


        2   Your first            step in playing D&D is to
            imagine and then create a character of your own.
            Your character is a combination of the fantastic hero
            in your mind’s eye and the different game rules that
            describe what he or she can do. You choose a race
            such as elf or dragonborn, a class such as wizard
            or fighter, and distinct powers such as magic spells
            or divine prayers. Then you invent a personality,
            description, and story for your character.
               Your character is your representative in the game,
            your avatar in the D&D world. A character is a
            combination of game statistics and roleplaying hooks;
            the statistics define the physical aspects of what the
            character does in the world, while roleplaying choices
            define who he or she is.
               Throughout this book, we use the word “you”
            interchangeably with “your character.” As far as the
            rules of the game are concerned, your character is
            you. You decide what your character does as you
            move through the world, exploring dungeons, fighting
            monsters, and interacting with other characters in the
            game.
               This chapter includes the following sections.

            ✦ Character Creation: A guide to the character
              creation process.
            ✦ Ability Scores: How to generate your character’s
              ability scores.
            ✦ Roleplaying: Elements to help you shape your
              character, including alignment, deities, personality,
              appearance, background, and languages.
            ✦ Making Checks: Expanding on the core
              mechanic to explain the basic die rolls of the game.
            ✦ Gaining Levels: Rules for gaining experience
              levels and advancing your character.
            ✦ Character Sheet: Explanation of a character
              sheet and where you can find information for
              each entry on the sheet.
                                                                      H OWA R D LYO N




                       C H A P T ER 2 | Making C h aracters
12


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4E_PHB_Ch02.indd 13   3/10/08 4:43:07 PM
CHARACTER CREATION

            First, take a minute to imagine your character. Think      Race, Class, and Role
            about the kind of hero you want your character to
                                                                       The first two decisions you make in character creation
            be. Your character exists in your imagination—all the
                                                                       are picking your character’s race and choosing a class.
            game statistics do is help you determine what your
                                                                       Together, these describe your basic character concept;
            character can do in the game. Do you like fantasy
                                                                       for example, dwarf fighter, eladrin wizard, or tiefling
            fiction featuring dwarves or elves? Try building a char-
                                                                       warlord. Your choice of character class also deter-
            acter of one of those races. Do you want your character
                                                                       mines your character’s role—the job your character
            to be the toughest adventurer at the table? Try choos-
                                                                       does when the adventuring party is in a fight.
            ing fighter or paladin for your character class. If you
                                                                          You should pick the race and class combination that
            don’t know where else to begin, take a look at the art
                                                                       interests you the most. However, sometimes it’s a good
            that appears throughout this book and the brief char-
                                                                       idea to first consider the role you want your character
            acter descriptions in each race entry in Chapter 3, and
                                                                       to fill. For example, if you join an existing game and
            see what catches your interest.
                                                                       none of the other players are playing a character in the
               Follow these steps to create your D&D character.
                                                                       defender role, you would help them out by playing a
            You can take these out of order; for example, some
                                                                       fighter or a paladin.
            people prefer to pick their powers last.

            1. Choose Race. Decide the race of your character.
                                                                       Character Race
                                                                       A variety of fantastic races populate the world of the
               Your choice of race offers several racial advantages
                                                                       DUNGEONS & DRAGONS game—people such as dragon-
               to your character. Chapter 3.
                                                                       born, dwarves, and elves. In any good-sized town or
            2. Choose Class. Your class represents your training       city, you typically run across at least a few individuals
               or profession, and it is the most important part of     of each race, even if they are simply travelers or wan-
               your character’s capabilities. Chapter 4.               dering mercenaries looking for their next challenge.
            3. Determine Ability Scores. Generate your ability             Many different intelligent creatures populate the
               scores. Your ability scores describe the fundamental    world, creatures such as dragons, mind flayers, and
               strengths of your body and mind. Your race adjusts      demons. These aren’t characters you can play; they’re
               the scores you generate, and different classes rely     monsters you fight. Your character is an adventurer of
               on different ability scores. Chapter 2.                 one of the civilized races of the world.
            4. Choose Skills. Skills measure your ability to per-          Dragonborn are proud, honor-bound draconic
               form tasks such as jumping across chasms, hiding        humanoids. They wander the world as mercenaries
               from observers, and identifying monsters. Chapter 5.    and adventurers. They are strong and possess dragon-
                                                                       like abilities.
            5. Select Feats. Feats are natural advantages or spe-
                                                                           Legendary for their toughness and strong will,
               cial training you possess. Chapter 6.
                                                                       dwarves are indomitable warriors and master
            6. Choose Powers. Each character class offers a dif-       artisans. Dwarven kingdoms are mighty mountain
               ferent selection of powers to choose from. Chapter 4.   citadels, but clans of dwarf crafters can be found in
            7. Choose Equipment. Pick your character’s armor,          any town or city.
               weapons, implements, and basic adventuring gear.            Eladrin are a graceful, magical race born of
               At higher levels, you’ll be able to find and create     the Feywild, the realm of Faerie. They love arcane
               magic items. Chapter 7.                                 magic, swordplay, and exquisite work in metal and
            8. Fill in the Numbers. Calculate your hit points,         stone. They live in shining cities on the borders of the
               Armor Class and other defenses, initiative, attack      Feywild.
               bonuses, damage bonuses, and skill check bonuses.           Kin to the eladrin, elves dwell in the deep forests
               Chapter 2.                                              of the world and love the beauty of nature. Many elves
                                                                       (and some eladrin, too) live in wandering companies
            9. Roleplaying Character Details. Flesh out your
                                                                       that visit many lands, staying a season or two in each.
               character with details about your personality,
                                                                           Elves and humans sometimes have children
               appearance, and beliefs. Chapter 2.
                                                                       together, giving rise to half-elves. With many of the
                                                                       best features of both humans and elves, half-elves have
                                                                       capabilities distinct from both races. They are charis-
                                                                       matic and versatile.




                       C H A P T ER 2 | Making C h aracters
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4E_PHB_Ch02.indd 14                                                                                                           3/10/08 4:43:10 PM
C H A R AC T E R C R EAT I O N
                Halflings, the smallest of the civilized races, are a      Warlock: Wielders of forbidden lore, warlocks are
            plucky, quick, and likable people. Halflings gather in      dangerous practitioners of magic who turn their bale-
            small clans in the marshes and along the rivers of the      ful powers against their enemies. If you want to deal
            world, traveling and trading widely with the other races.   with mysterious powers, scour enemies with potent
                Brave and ambitious, humans are somewhat more           blasts of eldritch energy, and bedevil them with potent
            numerous than other races, and their city-states are        curses, warlock is the best choice for you.
            among the brightest spots in a dark world. However,            Warlord: Hardy and skilled in close combat,
            there still exist vast portions of the world where no       warlords are brilliant leaders who have the gift of
            human has set foot.                                         inspiration. If you want to lead the battle with the
                Tief lings are a race descended from ancient            point of your sword, coordinate brilliant tactics with
            humans who bargained with infernal powers. Tief-            your comrades, and bolster and heal them when they
            lings are loners who live in the shadows of human           falter, play a warlord.
            society, relying only on trusted allies.                       Wizard: Masters of potent arcane powers, wiz-
                You can learn more about these races in Chapter 3.      ards disdain physical conf lict in favor of awesome
                Each character race has innate strengths that make      magic. If you want to hurl balls of fire that incinerate
            it more suited to particular classes. However, you          your enemies, cast spells that change the battlefield,
            can create any combination you like. There’s nothing        or research arcane rituals that can alter time and
            wrong with playing against type; dwarves aren’t usually     space, you should be a wizard.
            rogues, but you can create a capable and effective dwarf
            rogue by choosing your feats and powers carefully.          Character Role
                                                                        Each character class specializes in one of four basic
            Character Class                                             functions in combat: control and area offense, defense,
            Many different types of heroes and villains inhabit the     healing and support, and focused offense. The
            world: sneaky rogues, clever wizards, burly fighters,       roles embodied by these functions are controller,
            and more. Character race defines your basic appear-         defender, leader, and striker. The classic adventur-
            ance and natural talents, but character class is your       ing party includes one character of each role: wizard,
            chosen vocation, the specific trade you follow. You can     fighter, cleric, and rogue.
            learn more about these classes in Chapter 4.                    Character roles identify which classes can stand
                Cleric: Courageous and devout, clerics are holy         in for each other. For example, if you don’t have a
            warriors and healers. If you want to blast foes with        cleric in your party, a warlord serves just as well in the
            divine powers, bolster your companions with healing         leader role.
            and magical power, and lead them to victory with your           Roles also serve as handy tools for building adven-
            wisdom and determination, play a cleric.                    turing parties. It’s a good idea to cover each role with
                Fighter: Fighters are experts in armed combat,          at least one character. If you have five or six players
            relying on muscle, training, and pure grit to see them      in your group, it’s best to double up on defender first,
            through. If you want to mix it up in close combat,          then striker. If you don’t have all the roles covered,
            protect your companions, and hack enemies into sub-         that’s okay too—it just means that the characters need
            mission while their attacks rain down fruitlessly on        to compensate for the missing function.
            your heavily armored body, be a fighter.                        Future volumes of the Player’s Handbook will intro-
                Paladin: Devout warriors and champions of their         duce additional classes for all these roles.
            deities, paladins are divinely inspired knights who
            fight at the front of a battle. If you want to challenge
            foes to single combat, fight for a cause, and smite
            your foes with divine might, then paladin is the class
                                                                                ATTACK POWERS AND
            for you.                                                              UTILITY POWERS
                Ranger: Expert trackers and scouts, rangers are         Every class gives you access to attack powers you can use
            wilderness warriors who excel at hit-and-run fighting.      to harm or hinder your enemies and utility powers that
            If you want to master both bow and blade, vanish            help you and your allies. Powers in each of these broad
            into the woods like a ghost, and bring down your foes       categories are further defined by how often you can use
            before they know you’re there, play a ranger.               them.
                Rogue: Thieves, scoundrels, dungeon-delvers, jacks-        You can use at-will powers as often as you choose. You
            of-all-trades—rogues have a reputation for larceny and      can use encounter powers many times during a day of
            trickery. If you want to slip into and out of the shadows   adventuring, but you have to rest a few minutes between
            on a whim, tumble across the field of battle with little    each use, so you can use them each once per encounter.
            fear of enemy reprisal, and appear from nowhere to          Daily powers are so dramatic and powerful that you can
            plant a blade in your foe’s back, be a rogue.               use each one only once a day.


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                                                                                                                                                                      15


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Controller (Wizard)                                          Striker (Ranger, Rogue, Warlock)
            Controllers deal with large numbers of enemies at the        Strikers specialize in dealing high amounts of damage
            same time. They favor offense over defense, using powers     to a single target at a time. They have the most concen-
            that deal damage to multiple foes at once, as well as sub-   trated offense of any character in the game. Strikers rely
            tler powers that weaken, confuse, or delay their foes.       on superior mobility, trickery, or magic to move around
                                                                         tough foes and single out the enemy they want to attack.
            Defender (Fighter, Paladin)
            Defenders have the highest defenses in the game and
            good close-up offense. They are the party’s front-line
            combatants; wherever they’re standing, that’s where
                                                                         ABILITY SCORES
            the action is. Defenders have abilities and powers that
                                                                         After you choose your race and class, determine your
            make it difficult for enemies to move past them or to
                                                                         ability scores. Six abilities provide a quick description of
            ignore them in battle.
                                                                         your character’s physical and mental characteristics. Are
                                                                         you muscle-bound and insightful? Brilliant and charm-
            Leader (Cleric, Warlord)
                                                                         ing? Nimble and hardy? Your ability scores define these
            Leaders inspire, heal, and aid the other characters in
                                                                         qualities—your strengths as well as your weaknesses.
            an adventuring group. Leaders have good defenses,
            but their strength lies in powers that protect their
                                                                         Strength (Str) measures your character’s physical
            companions and target specific foes for the party to
                                                                         power. It’s important for most characters who fight
            concentrate on.
                                                                         hand-to-hand.
               Clerics and warlords (and other leaders) encourage
            and motivate their adventuring companions, but just          ✦ Melee basic attacks are based on Strength.
            because they fill the leader role doesn’t mean they’re       ✦ Clerics, fighters, paladins, rangers, and warlords
            necessarily a group’s spokesperson or commander.               have powers based on Strength.
            The party leader—if the group has one—might as easily        ✦ Your Strength might contribute to your Fortitude
            be a charismatic warlock or an authoritative paladin.          defense.
            Leaders (the role) fulfill their function through their
                                                                         ✦ Strength is the key ability for Athletics skill checks.
            mechanics; party leaders are born through roleplaying.
                                                                         Constitution (Con) represents your character’s
                                                                         health, stamina, and vital force. All characters benefit
                                                                         from a high Constitution score.
                                                                         ✦ Your Constitution score is added to your hit points
                                                                           at 1st level.
                                                                         ✦ The number of healing surges you can use each day
                                                                           is influenced by your Constitution.
                                                                         ✦ Many warlock powers are based on Constitution.
                                                                         ✦ Your Constitution might contribute to your Forti-
                                                                           tude defense.
                                                                         ✦ Constitution is the key ability for Endurance skill
                                                                           checks.

                                                                         Dexterity (Dex) measures hand-eye coordination,
                                                                         agility, reflexes, and balance.
                                                                         ✦ Ranged basic attacks are based on Dexterity.
                                                                         ✦ Many ranger and rogue powers are based on
                                                                           Dexterity.
                                                                         ✦ Your Dexterity might contribute to your Reflex
                                                                           defense.
                                                                         ✦ If you wear light armor, your Dexterity might con-
                                                                           tribute to your Armor Class.
                                                                         ✦ Dexterity is the key ability for Acrobatics, Stealth,
                                                                           and Thievery skill checks.
                                                                                                                                        H OWA R D LYO N




                       C H A P T ER 2 | Making C h aracters
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4E_PHB_Ch02.indd 16                                                                                                                3/10/08 4:43:12 PM
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Players Handbook

  • 1. Player’s Handbook ® Arcane, Divine, and Martial Heroes R O L E P L AY I N G G A M E C O R E R U L E S Rob Heinsoo • Andy Collins • James Wyatt 4E_PHB_Ch0FM_TOC.indd 1 3/10/08 5:00:11 PM
  • 2. CREDITS ® D&D 4th Edition Design Team Graphic Designers Rob Heinsoo, Andy Collins, James Wyatt Keven Smith, Leon Cortez, Emi Tanji D&D 4th Edition Final Development Strike Team Additional Graphic Design Bill Slavicsek, Mike Mearls, James Wyatt Karin Powell, Mari Kolkowsky, Shauna Narciso, Ryan Sansaver Player’s Handbook Design Rob Heinsoo, Andy Collins, James Wyatt Concept Artists Rob Alexander, Dave Allsop, Christopher Burdett, Adam Player’s Handbook Development Gillespie, Lars Grant-West, David Griffith, Lee Moyer, Andy Collins, Mike Mearls, Stephen Radney-MacFarland, William O’Connor Peter Schaefer, Stephen Schubert Interior Illustrations Player’s Handbook Editing Zoltan Boros & Gabor Szikszai, Matt Cavotta, Michele Carter, Jeremy Crawford Eric Deschamps, Wayne England, David Griffith, Ralph Horsley, Howard Lyon, Raven Mimura, Lee Player’s Handbook Managing Editing Moyer, William O’Connor, Steve Prescott, Dan Scott, Kim Mohan Anne Stokes, Franz Vohwinkel, Eva Widermann Additional Design and Development D&D Script Design Richard Baker, Greg Bilsland, Logan Bonner, Bart Carroll, Daniel Reeve Michele Carter, Jennifer Clarke Wilkes, Bruce R. Cordell, Jeremy Crawford, Jesse Decker, Michael Donais, Robert D&D Brand Team Gutschera, Gwendolyn F. M. Kestrel, Peter Lee, Julia Liz Schuh, Scott Rouse, Sara Girard, Kierin Chase, Martin, Kim Mohan, David Noonan, Christopher Perkins, Martin Durham, Linae Foster Matthew Sernett, Chris Sims, Ed Stark, Rodney Thompson, Rob Watkins, Steve Winter, Chris Youngs Publishing Production Specialists Angelika Lokotz, Erin Dorries, Moriah Scholz, Director of R&D, Roleplaying Games/Book Publishing Christopher Tardiff Bill Slavicsek Prepress Manager D&D Story Design and Development Manager Jefferson Dunlap Christopher Perkins Imaging Technicians D&D System Design and Development Manager Travis Adams, Bob Jordan, Sven Bolen Andy Collins Production Managers D&D Senior Art Director Cynda Callaway Stacy Longstreet Building on the Design of Previous Editions by Cover Illustration E. Gary Gygax, Dave Arneson (1st Edition and earlier); Wayne Reynolds (front), Rob Alexander (back) David “Zeb” Cook (2nd Edition); Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison Special Thanks to Brandon Daggerhart, keeper of Shadowfell (3rd Edition) Dedicated to the memory of E. Gary Gygax 620-21736720-001 EN U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 987654321 & LATIN AMERICA Hasbro UK Ltd ’t Hofveld 6D First Printing: June 2008 Wizards of the Coast, Inc. Caswell Way 1702 Groot-Bijgaarden ISBN: 978-0-7869-4867-3 P.O. Box 707 Newport, Gwent NP9 0YH Belgium Renton WA 98057-0707 GREAT BRITAIN +32 2 467 3360 +1-800-324-6496 Please keep this address for your records DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, D&D Insider, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. ©2008 Wizards of the Coast, Inc. VISIT OUR WEBSITE AT WWW.WIZARDS.COM/DND 4E_PHB_Ch0FM_TOC.indd 2 3/18/08 1:14:43 PM
  • 3. contents 1: HOW TO PLAY . . . . . . . . . . . . . . . . . 4 5: SKILLS . . . . . . . . . . . . . . . . . . . . . . . . 176 Bonuses and Penalties. . . . . . . . . 275 A Roleplaying Game . . . . . . . . . . . . . . . 6 Skill Training . . . . . . . . . . . . . . . . . . . . 178 Attack Results . . . . . . . . . . . . . . . . 276 A Fantastic World . . . . . . . . . . . . . . . 7 Using Skills . . . . . . . . . . . . . . . . . . . . . 178 Durations . . . . . . . . . . . . . . . . . . . . 278 What’s in a D&D Game? . . . . . . . . . . . 8 Knowledge Skills . . . . . . . . . . . . . . . . 179 Saving Throws . . . . . . . . . . . . . . . . 279 How Do You Play?. . . . . . . . . . . . . . . . . 9 Skill Descriptions . . . . . . . . . . . . . . . 180 Attack Modifiers . . . . . . . . . . . . . . . . 279 The Core Mechanic. . . . . . . . . . . . . . . 11 Combat Advantage . . . . . . . . . . . 279 Three Basic Rules . . . . . . . . . . . . . . 11 6: FEATS . . . . . . . . . . . . . . . . . . . . . . . . 190 Cover and Concealment . . . . . . . 280 Choosing Feats. . . . . . . . . . . . . . . . . . 192 Targeting What You Can’t See . 281 2: MAKING CHARACTERS . . . . . . 12 Feat Descriptions . . . . . . . . . . . . . . . 193 Movement and Position . . . . . . . . . 282 Character Creation . . . . . . . . . . . . . . . 14 Heroic Tier Feats . . . . . . . . . . . . . . 193 Creature Size and Space . . . . . . . 282 Race, Class, and Role . . . . . . . . . . . 14 Paragon Tier Feats . . . . . . . . . . . . 202 Speed . . . . . . . . . . . . . . . . . . . . . . . . 283 Ability Scores . . . . . . . . . . . . . . . . . . . . 16 Epic Tier Feats . . . . . . . . . . . . . . . . 206 Tactical Movement . . . . . . . . . . . . 283 Roleplaying . . . . . . . . . . . . . . . . . . . . . . 18 Multiclass Feats . . . . . . . . . . . . . . . . . 208 Falling . . . . . . . . . . . . . . . . . . . . . . . . 284 Alignment vs. Personality . . . . . . . 19 Flanking . . . . . . . . . . . . . . . . . . . . . . 285 Making Checks . . . . . . . . . . . . . . . . . . 25 7: EQUIPMENT . . . . . . . . . . . . . . . . . . 210 Pull, Push, and Slide . . . . . . . . . . . 285 Gaining Levels . . . . . . . . . . . . . . . . . . . 27 Coins and Currency . . . . . . . . . . . . . 212 Teleportation . . . . . . . . . . . . . . . . . 286 Retraining . . . . . . . . . . . . . . . . . . . . . 28 Armor and Shields . . . . . . . . . . . . . . 212 Phasing . . . . . . . . . . . . . . . . . . . . . . 286 The Three Tiers . . . . . . . . . . . . . . . . . . 28 Weapons . . . . . . . . . . . . . . . . . . . . . . . 215 Actions in Combat . . . . . . . . . . . . . . 286 Character Sheet. . . . . . . . . . . . . . . . . . 30 Adventuring Gear . . . . . . . . . . . . . . 221 Action Points . . . . . . . . . . . . . . . . . 286 Magic Items . . . . . . . . . . . . . . . . . . . . 223 Aid Another . . . . . . . . . . . . . . . . . . 287 3: CHARACTER RACES . . . . . . . . . 32 Identifying Magic Items. . . . . . . . 223 Basic Attack . . . . . . . . . . . . . . . . . . 287 Dragonborn . . . . . . . . . . . . . . . . . . . . . 34 Armor . . . . . . . . . . . . . . . . . . . . . . . . 227 Bull Rush . . . . . . . . . . . . . . . . . . . . . 287 Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Weapons . . . . . . . . . . . . . . . . . . . . . 232 Charge . . . . . . . . . . . . . . . . . . . . . . . 287 Eladrin . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Holy Symbols . . . . . . . . . . . . . . . . . 236 Coup de Grace . . . . . . . . . . . . . . . . 288 Elf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Orbs . . . . . . . . . . . . . . . . . . . . . . . . . 238 Crawl . . . . . . . . . . . . . . . . . . . . . . . . 288 Half-Elf . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Rods . . . . . . . . . . . . . . . . . . . . . . . . . 239 Delay . . . . . . . . . . . . . . . . . . . . . . . . 288 Halfling . . . . . . . . . . . . . . . . . . . . . . . . . 44 Staff s. . . . . . . . . . . . . . . . . . . . . . . . . 241 Escape . . . . . . . . . . . . . . . . . . . . . . . 288 Being Small . . . . . . . . . . . . . . . . . . . . 44 Wands . . . . . . . . . . . . . . . . . . . . . . . 242 Grab . . . . . . . . . . . . . . . . . . . . . . . . . 290 Human . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Arms Slot Items . . . . . . . . . . . . . . . 244 Opportunity Attack . . . . . . . . . . . 290 Tiefling . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Feet Slot Items . . . . . . . . . . . . . . . . 246 Ready an Action . . . . . . . . . . . . . . 291 Hands Slot Items . . . . . . . . . . . . . . 247 4: CHARACTER CLASSES . . . . . . . 50 Run . . . . . . . . . . . . . . . . . . . . . . . . . . 291 Head Slot Items . . . . . . . . . . . . . . . 248 Introducing the Classes . . . . . . . . . . . 52 Second Wind . . . . . . . . . . . . . . . . . 291 Neck Slot Items . . . . . . . . . . . . . . . 249 Paragon Paths . . . . . . . . . . . . . . . . . 53 Shift . . . . . . . . . . . . . . . . . . . . . . . . . 292 Rings . . . . . . . . . . . . . . . . . . . . . . . . . 251 Epic Destinies . . . . . . . . . . . . . . . . . 53 Squeeze . . . . . . . . . . . . . . . . . . . . . . 292 Waist Slot Items . . . . . . . . . . . . . . 252 Power Types and Usage . . . . . . . . 54 Stand Up . . . . . . . . . . . . . . . . . . . . . 292 Wondrous Items . . . . . . . . . . . . . . 253 Power Sources . . . . . . . . . . . . . . . . . 54 Total Defense . . . . . . . . . . . . . . . . . 292 Potions . . . . . . . . . . . . . . . . . . . . . . . 255 How to Read a Power . . . . . . . . . . . . 54 Use a Power . . . . . . . . . . . . . . . . . . 292 Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 8: ADVENTURING . . . . . . . . . . . . . . 256 Walk . . . . . . . . . . . . . . . . . . . . . . . . . 292 Paragon Paths . . . . . . . . . . . . . . . . . 72 Quests . . . . . . . . . . . . . . . . . . . . . . . . . 258 Healing . . . . . . . . . . . . . . . . . . . . . . . . . 293 Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Encounters . . . . . . . . . . . . . . . . . . . . . 258 Healing in Combat . . . . . . . . . . . . 293 Paragon Paths . . . . . . . . . . . . . . . . . 86 Rewards . . . . . . . . . . . . . . . . . . . . . . . . 259 Regeneration . . . . . . . . . . . . . . . . . 293 Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Exploration . . . . . . . . . . . . . . . . . . . . . 260 Temporary Hit Points . . . . . . . . . 293 Paragon Paths . . . . . . . . . . . . . . . . 100 Rest and Recovery . . . . . . . . . . . . . . 263 Death and Dying . . . . . . . . . . . . . . . . 295 Ranger . . . . . . . . . . . . . . . . . . . . . . . . . 103 Knocking Creatures Paragon Paths . . . . . . . . . . . . . . . . 113 9: COMBAT . . . . . . . . . . . . . . . . . . . . . . 264 Unconscious. . . . . . . . . . . . . . . . 295 Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . 116 The Combat Sequence . . . . . . . . . . 266 Healing the Dying . . . . . . . . . . . . . 295 Paragon Paths . . . . . . . . . . . . . . . . 126 Visualizing the Action . . . . . . . . . 266 Initiative . . . . . . . . . . . . . . . . . . . . . 267 10: RITUALS . . . . . . . . . . . . . . . . . . . . . . 296 Warlock . . . . . . . . . . . . . . . . . . . . . . . . 129 The Surprise Round . . . . . . . . . . . 267 Acquiring and Mastering a Ritual . 298 Paragon Paths . . . . . . . . . . . . . . . . 140 Action Types . . . . . . . . . . . . . . . . . . . . 267 Performing a Ritual . . . . . . . . . . . . . 298 Warlord . . . . . . . . . . . . . . . . . . . . . . . . 143 Taking Your Turn . . . . . . . . . . . . . . . . 268 How to Read a Ritual . . . . . . . . . . . . 299 Paragon Paths . . . . . . . . . . . . . . . . 153 Attacks and Defenses . . . . . . . . . . . 269 Ritual Descriptions . . . . . . . . . . . . . . 300 Wizard . . . . . . . . . . . . . . . . . . . . . . . . . 156 Wizards and Rituals . . . . . . . . . . . 158 Attack Types. . . . . . . . . . . . . . . . . . 270 PLAYTESTER CREDITS . . . . . . . 316 Paragon Paths . . . . . . . . . . . . . . . . 169 Choosing Targets. . . . . . . . . . . . . . 272 Epic Destinies . . . . . . . . . . . . . . . . . . 172 Attack Roll . . . . . . . . . . . . . . . . . . . 273 INDEX . . . . . . . . . . . . . . . . . . . . . . . 317 Defenses . . . . . . . . . . . . . . . . . . . . . 274 CHARACTER SHEET . . . . . . . . . 318 4E_PHB_Ch0FM_TOC.indd 3 3/10/08 5:00:14 PM
  • 4. CHAPTER 1 How to Play 1 Imagine a to tread. world of bold warriors, mighty wizards, and terrible monsters. Imagine a world of ancient ruins, vast caverns, and great wild wastes where only the bravest heroes dare Imagine a world of swords and magic, a world of elves and goblins, a world of giants and dragons. This is the world of the DUNGEONS & DRAGONS® Roleplaying Game (also referred to as D&D), the pinnacle of fantasy roleplaying games. You take on the role of a legendary hero—a skilled fighter, a courageous cleric, a deadly rogue, or a spell-hurling wizard. With some willing friends and a little imagination, you strike out on daring missions and epic quests, testing yourself against an array of daunting challenges and bloodthirsty monsters. Get ready—the Player’s Handbook contains everything you need to create a heroic character of your own! To start you on your first adventure, this chapter discusses the following topics. ✦ A Roleplaying Game: How the D&D game is different from any other game you’ve played. ✦ What’s in a D&D Game: The essential ingredients of the DUNGEONS & DRAGONS game. ✦ How Do You Play?: A look at what happens during the game, including a brief example of activity at the game table. ✦ The Core Mechanic: The single fundamental rule you need to know for most challenges you face in the game. R ALPH HOR SLE Y CH A P T ER 1 | How to Play 4 4E_PHB_Ch01.indd 4 3/10/08 4:44:37 PM
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  • 6. A ROLEPLAYING GAME The DUNGEONS & DRAGONS game is a roleplaying nitely f lexible—he or she can react to any situation, game. In fact, D&D invented the roleplaying game any twist or turn suggested by the players, to make a and started an industry. D&D adventure vibrant, exciting, and unexpected. A roleplaying game is a storytelling game that has The adventure is the heart of the D&D game. It’s elements of the games of make-believe that many of like a fantasy movie or novel, except the characters us played as children. However, a roleplaying game that you and your friends create are the stars of the such as D&D provides form and structure, with story. The DM sets the scene, but no one knows what’s robust gameplay and endless possibilities. going to happen until the characters do something— D&D is a fantasy-adventure game. You create and then anything can happen! You might explore a character, team up with other characters (your a dark dungeon, a ruined city, a lost temple deep in friends), explore a world, and battle monsters. While a jungle, or a lava-filled cavern beneath a mysteri- the D&D game uses dice and miniatures, the action ous mountain. You solve puzzles, talk with other takes place in your imagination. There, you have the characters, battle all kinds of fantastic monsters, and freedom to create anything you can imagine, with an discover fabulous magic items and treasure. unlimited special effects budget and the technology D&D is a cooperative game in which you and your to make anything happen. friends work together to complete each adventure What makes the D&D game unique is the and have fun. It’s a storytelling game where the only Dungeon Master. The DM is a person who takes on limit is your imagination. It’s a fantasy-adventure the role of lead storyteller and game referee. The DM game, building on the traditions of the greatest creates adventures for the characters and narrates fantasy stories of all time. In an adventure, you can the action for the players. The DM makes D&D infi- attempt anything you can think of. Want to talk to the dragon instead of fighting it? Want to disguise yourself as an orc and sneak into the foul lair? Go ahead and give it a try. Your actions might work or they might fail spectacularly, but either way you’ve contributed to the unfolding story of the adventure and probably had fun along the way. You “win” the DUNGEONS & DRAGONS game by participating in an exciting story of bold adventurers confronting deadly perils. The game has no real end; when you finish one story or quest, you can start another one. Many people who play the D&D game keep their games going for months or years, meeting with their friends every week to pick up the story where they left off. Your character grows as the game continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to your continuing story, but also earns your character new abilities. This increase in power is ref lected by your character’s level; as you continue to play, your character gains more experience, rising in level and mastering new and more powerful abilities. From time to time, your character might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain. But even when your char- acter is defeated, you don’t “lose.” Your companions can employ powerful magic to revive your character, or you might choose to create a new character to carry on from where the previous character fell. You might fail to complete the adventure, but if you had a good time and you created a story that everyone W I L L I A M O ’ CO N N O R remembers for a long time, the whole group wins. CH A P T ER 1 | How to Play 6 4E_PHB_Ch01.indd 6 3/10/08 4:44:45 PM
  • 7. A R O L E P L AY I N G G A M E A Fantastic World Monsters and supernatural creatures are a part of this world. They prowl in the dark places between the The world of the DUNGEONS & DRAGONS game is a points of light. Some are threats, others are willing place of magic and monsters, of brave warriors and to aid you, and many fall into both camps and might spectacular adventures. It begins with a basis of medi- react differently depending on how you approach eval fantasy and then adds the creatures, places, and them. powers that make the D&D world unique. Magic is everywhere. People believe in and accept The world of the D&D game is ancient, built the power that magic provides. However, true masters upon and beneath the ruins of past empires, leaving of magic are rare. Many people have access to a little the landscape dotted with places of adventure and magic, and such minor magic helps those living within mystery. Legends and artifacts of past empires still the points of light to maintain their communities. But survive—as do terrible menaces. those who have the power to shape spells the way a The current age has no all-encompassing empire. blacksmith shapes metal are as rare as adventurers and The world is shrouded in a dark age, between the col- appear as friends or foes to you and your companions. lapse of the last great empire and the rise of the next, At some point, all adventurers rely on magic in one which might be centuries away. Minor kingdoms form or another. Wizards and warlocks draw magic prosper, to be sure: baronies, holdings, city-states. from the fabric of the universe, shape it with their But each settlement appears as a point of light in the will, and hurl it at their foes in explosive blasts. Clerics widespread darkness, a haven, an island of civilization and paladins call down the wrath of their gods to sear in the wilderness that covers the world. Adventurers their foes with divine radiance, or they invoke their can rest and recuperate in settlements between adven- gods’ mercy to heal their allies’ wounds. Fighters, rang- tures. No settlement is entirely safe, however, and ers, rogues, and warlords don’t use obviously magical adventures break out within (and under) such places powers, but their expertise with their magic weapons as often as not. makes them masters of the battlefield. At the highest During your adventures, you might visit a number levels of play, even nonmagical adventurers perform of fantastic locations: wide cavern passages cut by deeds no mere mortal could dream of doing without rivers of lava; towers held aloft in the sky by ancient magic—swinging great axes in wide swaths that shake magic; forests of strange, twisted trees, with shim- the earth around them or cloaking themselves in mering fog in the air—anything you can imagine, your shadow to become invisible. character might experience as the game unfolds. THE HISTORY OF D&D Before roleplaying games, before computer games, of AD&D took the world by storm. The 1990s started out before trading card games, there were wargames. Using strong, with the release of more campaign settings (includ- metal miniatures to re-create famous battles from his- ing RAVENLOFT, DARK SUN, and PLANESCAPE), but as the decade tory, wargamers were the original hobby gamers. In was drawing to a close, the D&D juggernaut was losing 1971, Gary Gygax created Chainmail, a set of rules that steam. In 1997, Wizards of the Coast purchased TSR, Inc. added fantastic creatures and magic into the traditional and moved its creative staff to Seattle to begin work on the wargame. In 1972, Dave Arneson approached Gygax third edition of the original roleplaying game. with a new take; instead of controlling a massive army, In 2000, the third edition of D&D was released, and each player would play a single character, a hero. Instead it was hailed as an innovation in game mechanics. In of fighting each other, the heroes would cooperate to this period, D&D reached new heights of popularity, defeat villains and gain rewards. This combination of celebrated its thirtieth anniversary, and published an rules, miniatures, and imagination created a totally new amazing collection of rulesbooks, supplements, and entertainment experience, and in 1974 Gygax and Arne- adventures. We’ve seen D&D grow and make its mark son published the first set of roleplaying game rules with on popular culture. It has inspired multiple generations TSR, Inc.—the DUNGEONS & DRAGONS game. of gamers, writers, computer game designers, filmmakers, In 1977, the rules were rewritten and repackaged into and more with its ability to expand the imagination and the DUNGEONS & DRAGONS Basic Set, and suddenly D&D was inspire creativity. on its way to becoming a phenomenon. A year later, the first Now we’ve reached a new milestone. This is the 4th edition of ADVANCED DUNGEONS & DRAGONS was published Edition of the DUNGEONS & DRAGONS game. It’s new. It’s in a series of high-quality hardcover books. exciting. It’s bright and shiny. It builds on what has gone Throughout the 1980s, the game experienced remarkable before, and firmly establishes D&D for the next decade of growth. Novels, a cartoon series, computer games, and the play. Whether you were with the game from the beginning first campaign settings (FORGOTTEN REALMS and DRAGONLANCE) or just discovered it today, this new edition is your key to a were released, and in 1989 the long-awaited second edition world of fantasy and adventure. CH A P T ER 1 | How to Play 7 4E_PHB_Ch01.indd 7 3/10/08 4:44:47 PM
  • 8. WHAT’S IN A D&D GAME? All DUNGEONS & DRAGONS games have four basic ✦ Adventure Builder: The DM creates adventures ingredients: at least one player (four or five players (or selects premade adventures) for you and the is best), a Dungeon Master, an adventure, and game other players to play through. books and dice. ✦ Narrator: The DM sets the pace of the story and presents the various challenges and encounters the Player Characters players must overcome. As a player, you create a character—a heroic adven- ✦ Monster Controller: The Dungeon Master con- turer. This adventurer is part of a team that delves trols the monsters and villains the player characters into dungeons, battles monsters, and explores the battle against, choosing their actions and rolling world’s dark wilderness. A player-generated character dice for their attacks. is known as a player character (PC). Like the protago- ✦ Referee: When it’s not clear what ought to happen nists of a novel or a movie, player characters are at the next, the DM decides how to apply the rules and center of the game’s action. adjudicate the story. When you play your D&D character, you put your- The Dungeon Master controls the monsters and villains self into your character’s shoes and make decisions as in the adventure, but he isn’t your adversary. The DM’s if you were that character. You decide which door your job is to provide a framework for the whole group to character opens next. You decide whether to attack enjoy an exciting adventure. That means challenging the a monster, to negotiate with a villain, or to attempt a player characters with interesting encounters and tests, dangerous quest. You can make these decisions based keeping the game moving, and applying the rules fairly. on your character’s personality, motivations, and goals, Many D&D players find that being the Dungeon and you can even speak or act in character if you like. Master is the best part of the game. Taking on the You have almost limitless control over what your char- Dungeon Master role isn’t necessarily a permanent acter can do and say in the game. post—you and your friends can take turns being the DM from adventure to adventure. If you think you’d like to The Dungeon Master be the Dungeon Master in your group, you can find all One person has a special role in a D&D game: the the tools to help you in the Dungeon Master’s Guide. Dungeon Master (DM). The Dungeon Master presents the adventure and the challenges that the players The Adventure try to overcome. Every D&D game needs a Dungeon Adventurers need adventures. A DUNGEONS & Master—you can’t play without one. DRAGONS adventure consists of a series of events. The Dungeon Master has several functions in the When the players decide which way to go next and game. GAME DICE The game uses polyhedral dice with different numbers of dice to roll, what size they are, and what modifiers to add. sides, as shown below. You can find dice like these in the For example, “3d8 + 5” means you roll three eight-sided store where you bought this book, in any game store, and dice and add 5 to the total. in many bookstores. You can use d10s to roll percentages, if you ever need In these rules, the different dice are referred to by the letter to. Roll 1d10 for the “tens” and 1d10 for the “ones” to gen- “d” followed by the number of sides: d4, d6 (the common six- erate a number between 1 and 100. Two 10s is 100, but sided die many games use), d8, d10, d12, and d20. otherwise a 10 on the tens die counts as 0—so a 10 on the When you need to roll dice, the rules tell you how many tens die and a 7 on the ones die is a result of 7 (not 107!). d4 d6 d8 d10 d12 d20 CH A P T ER 1 | How to Play 8 4E_PHB_Ch01.indd 8 3/10/08 4:44:48 PM
  • 9. H OW D O YO U P L AY ? how their characters meet the resulting encounters ✦ Miniatures: Each player needs a miniature to rep- and challenges, they turn the adventure into an excit- resent his or her character, and the DM needs minis ing story about their characters. D&D adventures for monsters. Official D&D Miniatures are custom- feature action, combat, mystery, magic, challenges, made to be used with the D&D game. and lots of monsters! ✦ Battle Grid or Dungeon Tiles: Combat in D&D Adventures come in three forms: plays out on a grid of 1-inch squares. You can pick ✦ Ready to Play: The DM can buy or obtain profes- up an erasable battle grid at many hobby game sionally written, ready-to-play adventures from a stores, or try D&D Dungeon Tiles—heavy cardstock number of sources, including www.dndinsider.com. tiles that can be set up to create a wide variety of ✦ Adventure Hooks and Components: Most D&D locations—or you can create your own grid. supplements offer pieces of adventures—story ideas, maps, interesting villains or monsters—that the DM can assemble into an adventure. DUNGEON M AGAZINE HOW DO YOU PLAY? (www.dndinsider.com) is also a rich source of adventure material. Your “piece” in the DUNGEONS & DRAGONS game is ✦ Homemade: Many DMs choose to create their own your character. He or she is your representative in the dungeons and adventures, building challenging game world. Through your character, you can interact encounters and stocking them with monsters from with the game world in any way you want. The only the Monster Manual and treasure from the Player’s limit is your imagination—and, sometimes, how high Handbook. you roll on the dice. An adventure can be a simple “dungeon crawl”—a Basically, the D&D game consists of a group of series of rooms filled with monsters and traps, with player characters taking on an adventure presented little story to explain why the adventurers need to by the Dungeon Master. Each adventure is made explore them—or as complex as a murder mystery or up of encounters—challenges of some sort that your a tale of political intrigue. It can last for a single game characters face. session or stretch out over many sessions of play. For Encounters come in two types. example, exploring a haunted castle might take half ✦ Combat encounters are battles against nefarious a dozen game sessions over the course of a couple of foes. In a combat encounter, characters and mon- months of real time. sters take turns attacking until one side or the other When the same group of player characters plays is defeated. with the same Dungeon Master through multiple ✦ Noncombat encounters include deadly traps, adventures, you’ve got a campaign. The story of the difficult puzzles, and other obstacles to overcome. heroes doesn’t end with a single adventure, but contin- Sometimes you overcome noncombat encounters ues on for as long as you like! by using your character’s skills, sometimes you can defeat them with clever uses of magic, and some- Game Books and Dice times you have to puzzle them out with nothing but The action of the game takes place mostly in your your wits. Noncombat encounters also include social imagination, but you still need a few “game pieces” to interactions, such as attempts to persuade, bargain play D&D. with, or obtain information from a nonplayer char- acter (NPC) controlled by the DM. Whenever you ✦ Player’s Handbook: Every player needs a Player’s decide that your character wants to talk to a person Handbook for reference. or monster, it’s a noncombat encounter. ✦ Dungeon Master’s Guide and Monster Manual: The Dungeon Master needs a copy of each of these Exploration books (and players might also enjoy perusing the contents). Between encounters, your characters explore the world. You make decisions about which way your ✦ Dice: The DUNGEONS & DRAGONS game requires a character travels and what he or she tries to do next. special set of game dice (see the sidebar). Exploration is the give-and-take of you telling the DM ✦ Character Sheet: To keep track of all the impor- what you want your character to do, and the DM tell- tant information about your character, use the ing you what happens when your character does it. character sheet at the back of this book, or check For example, let’s say the player characters have out www.dndinsider.com. just climbed down into a dark chasm. The DM tells you that your characters see three tunnels leading You might find some of the following items and acces- from the chasm floor into the gloom. You and the sories useful at your game table. other players decide which tunnel your characters venture into first, and you tell the DM which way CH A P T ER 1 | How to Play 9 4E_PHB_Ch01.indd 9 3/10/08 4:44:50 PM
  • 10. your characters are heading. That’s exploration. You Example of Play might try almost anything else: finding a place to hide Here’s a typical D&D game session. The adventurers are and set an ambush in case monsters come by, shout- exploring the ruins of an old dwarven stronghold, now ing “Hello, any monsters here?” as loud as you can, infested by monsters. The players in this session are: or searching the chasm floor carefully in case there’s Dave, the Dungeon Master; anything interesting lying amid the boulders and Toby, whose character is the human fighter Ammar; moss. That’s all exploration, too. Cam, playing Isidro, a halfling rogue; Decisions you make as you explore eventually lead Daneen, whose character is an eladrin wizard to encounters. For example, one tunnel might lead into named Serissa. a nest of hungry gricks—if you decide to go that way, Dave (DM): “Old stone steps climb up about 30 feet your characters are heading into a combat encounter. or so into the mountainside, alongside a cold stream Another tunnel might lead to a door sealed by a magic splashing through the cave. The steps end at a landing lock that you have to break through—a noncombat in front of a big stone door carved with the image of a encounter. bearded dwarf face. The door stands open about a foot While exploring a dungeon or other adventure loca- or so. There’s a bronze gong hanging from a bracket in tion, you might try to do any of the following actions: the wall nearby. What do you do?” ✦ Move down a hallway, follow a passage, cross a room Cam (Isidro): “I’ll creep up and peek through the ✦ Listen by a door to determine if you hear anything opening.” on the other side Daneen (Serissa): “I want to take a closer look at ✦ Try a door to see if it’s locked the gong.” Toby (Ammar): “I’m going to hang back and keep ✦ Break down a locked door watch, in case Isidro gets into trouble.” ✦ Search a room for treasure Cam (Isidro): “Not a chance, I’m a pro.” ✦ Pull levers, push statues or furnishings around Dave (DM): “Okay, first Serissa: It’s a battered old ✦ Pick the lock of a treasure chest bronze gong. There’s a small hammer hanging beside it.” Toby (Ammar): “Don’t touch it!” ✦ Jury-rig a trap Daneen (Serissa): “I wasn’t going to! It looks like the doorbell to me. No sense telling the monsters The Dungeon Master decides whether or not we’re here.” something you try actually works. Some actions Dave (DM): “Okay. Now for Isidro: Since you’re automatically succeed (you can move around with- trying to be sneaky, Cam, make a Stealth check.” out trouble, usually), some require one or more die Cam (rolls a Stealth check for Isidro): “I got a 22.” rolls, called checks (breaking down a locked door, for Dave (DM): “Isidro is pretty stealthy.” Dave com- example), and some simply can’t succeed. Your char- pares Isidro’s Stealth check result to the Perception check acter is capable of any deeds a strong, smart, agile, and result of the monsters he knows are in the next room. Cam’s well-armed human action hero can pull off. You can’t roll beats the Perception check, so the monsters don’t know punch your way through a door of 3-inch-thick iron the half ling is there. plate with your bare hands, for example—not unless Daneen (Serissa): “So what does he see?” you have powerful magic to help you out! Dave (DM): “You’re by the gong, remember? Isidro, you peek in the door’s opening, and you see a large stone Taking Your Turn hall with several thick pillars. There’s a large fire pit in In exploration, you don’t usually need to take turns. the center of the room filled with dimming embers. You The DM normally prompts you by asking “What do see four beastlike humanoids with hyena faces crouching you do?”, you answer, and then the DM tells you what around the fire pit, and a big animal—like a real hyena, happens. You can break in with questions, offer sug- but much bigger—dozing on the floor nearby. The hyena- gestions to other players, or tell the DM a new action men are armed with spears and axes.” any time you like. But try to be considerate of the other Toby (Ammar): “Gnolls! I hate those guys.” players. They want their characters to take actions, too. Daneen (Serissa): “Looks like we’ll have to fight our In combat encounters, it works differently: The way in. Can we take them?” player characters and the monsters all take turns in a Cam (Isidro): “No problem, we’ve got the drop on fixed rotation, called the initiative order. ’em.” Dave (DM): “So are you going through the door?” The players all agree that they are. “Show me where your characters are standing right before you go in.” CH A P T ER 1 | How to Play 10 4E_PHB_Ch01.indd 10 3/10/08 4:44:51 PM
  • 11. T H E CO R E M EC H A N I C The players arrange their characters’ miniatures on the check to see if you managed to jump across a pit, your Dungeon Tiles that Dave has prepared for the encounter. check result determines how far you jumped. If you They’re now on the landing just outside the room with succeed on a check when you’re trying to hide, the the gnolls. monsters don’t see you. There’s a little more to it than that, but the core Toby (Ammar): “All right, on the count of three. mechanic governs all game play. All the rest of the One . . . two . . . three!” rules in the book are extensions and refinements of Dave (DM): “You’ve surprised the gnolls! Everybody this simple mechanic. roll initiative, and we’ll see if you can take these guys or not.” Three Basic Rules In addition to the core mechanic, three principles are What happens next? Can Ammar, Isidro, and Serissa at the heart of the DUNGEONS & DRAGONS game. Many defeat the gnolls? That depends on how the players other rules are based on these assumptions. play their characters, and how lucky they are with their dice! Simple Rules, Many Exceptions Every class, race, feat, power, and monster in the D&D THE CORE MECHANIC game lets you break the rules in some way. These can be very minor ways: Most characters don’t know how to use longbows, but every elf does. These exceptions How do you know if your sword-swing hurts the dragon, can also appear in very significant ways: A swing with or just bounces off its iron-hard scales? How do you a sword normally does a few points of damage, but a know if the ogre believes your outrageous bluff, or if you high-level fighter can use a power that can fell multi- can swim the raging river and reach the other side? ple monsters in a single blow. All these game elements All these actions depend on very basic, simple are little ways of breaking the rules—and most of the rules: Decide what you want your character to do and books published for the D&D game are full of these tell the Dungeon Master. The DM tells you to make a game elements. check and figures out your chance of success (a target number for the check). You roll a twenty-sided die (d20), add some num- Specific Beats General bers, and try to hit the target number determined by If a specific rule contradicts a general rule, the specific the DM. That’s it! rule wins. For example, a general rule states that you can’t use a daily power when you charge. But if you have a daily power that says you can use it when you THE CORE MECHANIC charge, the power’s specific rule wins. It doesn’t mean 1. Roll a d20. You want to roll high! that you can use any daily power when you charge, 2. Add all relevant modifiers. just that one. 3. Compare the total to a target number. Always Round Down If your check result is higher than or equal to the Unless otherwise noted, if you wind up with a fraction target number, you succeed. If your check result is as the result of a calculation, round down even if the lower than the target number, you fail. fraction is 1/2 or larger. For instance, this rule comes into play whenever you calculate one-half your level: If your check succeeds, you determine the outcome. If If your level is an odd number, you always round down your check was an attack, you roll damage. If it was a to the next lower whole number. D&D INSIDER Think the game ends with the words on these pages? D&D character builder that helps you create and manage Think again! Check out www.dndinsider.com for all kinds your characters, a suite of powerful tools to help Dungeon of information, game tools, and community participation Masters manage their adventures and campaigns, and the in your favorite game. For a nominal subscription, D&D remarkable D&D Game Table that turns the Internet into Insider unlocks the ongoing content of Dragon Magazine your kitchen table so that you can play D&D with distant and Dungeon Magazine online, with issue updates happen- friends—anytime, anywhere! D&D Insider is constantly ing multiple times each week. In addition to great articles, updated with new material, new stories, new tools, and adventure hooks, and inside information, D&D Insider pro- new features dedicated to the phenomenon that is the vides an interactive database of all things D&D, a custom D&D experience. CH A P T ER 1 | How to Play 11 4E_PHB_Ch01.indd 11 3/10/08 4:44:52 PM
  • 12. CHAPTER 2 Making Characters 2 Your first step in playing D&D is to imagine and then create a character of your own. Your character is a combination of the fantastic hero in your mind’s eye and the different game rules that describe what he or she can do. You choose a race such as elf or dragonborn, a class such as wizard or fighter, and distinct powers such as magic spells or divine prayers. Then you invent a personality, description, and story for your character. Your character is your representative in the game, your avatar in the D&D world. A character is a combination of game statistics and roleplaying hooks; the statistics define the physical aspects of what the character does in the world, while roleplaying choices define who he or she is. Throughout this book, we use the word “you” interchangeably with “your character.” As far as the rules of the game are concerned, your character is you. You decide what your character does as you move through the world, exploring dungeons, fighting monsters, and interacting with other characters in the game. This chapter includes the following sections. ✦ Character Creation: A guide to the character creation process. ✦ Ability Scores: How to generate your character’s ability scores. ✦ Roleplaying: Elements to help you shape your character, including alignment, deities, personality, appearance, background, and languages. ✦ Making Checks: Expanding on the core mechanic to explain the basic die rolls of the game. ✦ Gaining Levels: Rules for gaining experience levels and advancing your character. ✦ Character Sheet: Explanation of a character sheet and where you can find information for each entry on the sheet. H OWA R D LYO N C H A P T ER 2 | Making C h aracters 12 4E_PHB_Ch02.indd 12 3/10/08 4:43:01 PM
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  • 14. CHARACTER CREATION First, take a minute to imagine your character. Think Race, Class, and Role about the kind of hero you want your character to The first two decisions you make in character creation be. Your character exists in your imagination—all the are picking your character’s race and choosing a class. game statistics do is help you determine what your Together, these describe your basic character concept; character can do in the game. Do you like fantasy for example, dwarf fighter, eladrin wizard, or tiefling fiction featuring dwarves or elves? Try building a char- warlord. Your choice of character class also deter- acter of one of those races. Do you want your character mines your character’s role—the job your character to be the toughest adventurer at the table? Try choos- does when the adventuring party is in a fight. ing fighter or paladin for your character class. If you You should pick the race and class combination that don’t know where else to begin, take a look at the art interests you the most. However, sometimes it’s a good that appears throughout this book and the brief char- idea to first consider the role you want your character acter descriptions in each race entry in Chapter 3, and to fill. For example, if you join an existing game and see what catches your interest. none of the other players are playing a character in the Follow these steps to create your D&D character. defender role, you would help them out by playing a You can take these out of order; for example, some fighter or a paladin. people prefer to pick their powers last. 1. Choose Race. Decide the race of your character. Character Race A variety of fantastic races populate the world of the Your choice of race offers several racial advantages DUNGEONS & DRAGONS game—people such as dragon- to your character. Chapter 3. born, dwarves, and elves. In any good-sized town or 2. Choose Class. Your class represents your training city, you typically run across at least a few individuals or profession, and it is the most important part of of each race, even if they are simply travelers or wan- your character’s capabilities. Chapter 4. dering mercenaries looking for their next challenge. 3. Determine Ability Scores. Generate your ability Many different intelligent creatures populate the scores. Your ability scores describe the fundamental world, creatures such as dragons, mind flayers, and strengths of your body and mind. Your race adjusts demons. These aren’t characters you can play; they’re the scores you generate, and different classes rely monsters you fight. Your character is an adventurer of on different ability scores. Chapter 2. one of the civilized races of the world. 4. Choose Skills. Skills measure your ability to per- Dragonborn are proud, honor-bound draconic form tasks such as jumping across chasms, hiding humanoids. They wander the world as mercenaries from observers, and identifying monsters. Chapter 5. and adventurers. They are strong and possess dragon- like abilities. 5. Select Feats. Feats are natural advantages or spe- Legendary for their toughness and strong will, cial training you possess. Chapter 6. dwarves are indomitable warriors and master 6. Choose Powers. Each character class offers a dif- artisans. Dwarven kingdoms are mighty mountain ferent selection of powers to choose from. Chapter 4. citadels, but clans of dwarf crafters can be found in 7. Choose Equipment. Pick your character’s armor, any town or city. weapons, implements, and basic adventuring gear. Eladrin are a graceful, magical race born of At higher levels, you’ll be able to find and create the Feywild, the realm of Faerie. They love arcane magic items. Chapter 7. magic, swordplay, and exquisite work in metal and 8. Fill in the Numbers. Calculate your hit points, stone. They live in shining cities on the borders of the Armor Class and other defenses, initiative, attack Feywild. bonuses, damage bonuses, and skill check bonuses. Kin to the eladrin, elves dwell in the deep forests Chapter 2. of the world and love the beauty of nature. Many elves (and some eladrin, too) live in wandering companies 9. Roleplaying Character Details. Flesh out your that visit many lands, staying a season or two in each. character with details about your personality, Elves and humans sometimes have children appearance, and beliefs. Chapter 2. together, giving rise to half-elves. With many of the best features of both humans and elves, half-elves have capabilities distinct from both races. They are charis- matic and versatile. C H A P T ER 2 | Making C h aracters 14 4E_PHB_Ch02.indd 14 3/10/08 4:43:10 PM
  • 15. C H A R AC T E R C R EAT I O N Halflings, the smallest of the civilized races, are a Warlock: Wielders of forbidden lore, warlocks are plucky, quick, and likable people. Halflings gather in dangerous practitioners of magic who turn their bale- small clans in the marshes and along the rivers of the ful powers against their enemies. If you want to deal world, traveling and trading widely with the other races. with mysterious powers, scour enemies with potent Brave and ambitious, humans are somewhat more blasts of eldritch energy, and bedevil them with potent numerous than other races, and their city-states are curses, warlock is the best choice for you. among the brightest spots in a dark world. However, Warlord: Hardy and skilled in close combat, there still exist vast portions of the world where no warlords are brilliant leaders who have the gift of human has set foot. inspiration. If you want to lead the battle with the Tief lings are a race descended from ancient point of your sword, coordinate brilliant tactics with humans who bargained with infernal powers. Tief- your comrades, and bolster and heal them when they lings are loners who live in the shadows of human falter, play a warlord. society, relying only on trusted allies. Wizard: Masters of potent arcane powers, wiz- You can learn more about these races in Chapter 3. ards disdain physical conf lict in favor of awesome Each character race has innate strengths that make magic. If you want to hurl balls of fire that incinerate it more suited to particular classes. However, you your enemies, cast spells that change the battlefield, can create any combination you like. There’s nothing or research arcane rituals that can alter time and wrong with playing against type; dwarves aren’t usually space, you should be a wizard. rogues, but you can create a capable and effective dwarf rogue by choosing your feats and powers carefully. Character Role Each character class specializes in one of four basic Character Class functions in combat: control and area offense, defense, Many different types of heroes and villains inhabit the healing and support, and focused offense. The world: sneaky rogues, clever wizards, burly fighters, roles embodied by these functions are controller, and more. Character race defines your basic appear- defender, leader, and striker. The classic adventur- ance and natural talents, but character class is your ing party includes one character of each role: wizard, chosen vocation, the specific trade you follow. You can fighter, cleric, and rogue. learn more about these classes in Chapter 4. Character roles identify which classes can stand Cleric: Courageous and devout, clerics are holy in for each other. For example, if you don’t have a warriors and healers. If you want to blast foes with cleric in your party, a warlord serves just as well in the divine powers, bolster your companions with healing leader role. and magical power, and lead them to victory with your Roles also serve as handy tools for building adven- wisdom and determination, play a cleric. turing parties. It’s a good idea to cover each role with Fighter: Fighters are experts in armed combat, at least one character. If you have five or six players relying on muscle, training, and pure grit to see them in your group, it’s best to double up on defender first, through. If you want to mix it up in close combat, then striker. If you don’t have all the roles covered, protect your companions, and hack enemies into sub- that’s okay too—it just means that the characters need mission while their attacks rain down fruitlessly on to compensate for the missing function. your heavily armored body, be a fighter. Future volumes of the Player’s Handbook will intro- Paladin: Devout warriors and champions of their duce additional classes for all these roles. deities, paladins are divinely inspired knights who fight at the front of a battle. If you want to challenge foes to single combat, fight for a cause, and smite your foes with divine might, then paladin is the class ATTACK POWERS AND for you. UTILITY POWERS Ranger: Expert trackers and scouts, rangers are Every class gives you access to attack powers you can use wilderness warriors who excel at hit-and-run fighting. to harm or hinder your enemies and utility powers that If you want to master both bow and blade, vanish help you and your allies. Powers in each of these broad into the woods like a ghost, and bring down your foes categories are further defined by how often you can use before they know you’re there, play a ranger. them. Rogue: Thieves, scoundrels, dungeon-delvers, jacks- You can use at-will powers as often as you choose. You of-all-trades—rogues have a reputation for larceny and can use encounter powers many times during a day of trickery. If you want to slip into and out of the shadows adventuring, but you have to rest a few minutes between on a whim, tumble across the field of battle with little each use, so you can use them each once per encounter. fear of enemy reprisal, and appear from nowhere to Daily powers are so dramatic and powerful that you can plant a blade in your foe’s back, be a rogue. use each one only once a day. C H A P T ER 2 | Making C h arac te rs 15 4E_PHB_Ch02.indd 15 3/10/08 4:43:11 PM
  • 16. Controller (Wizard) Striker (Ranger, Rogue, Warlock) Controllers deal with large numbers of enemies at the Strikers specialize in dealing high amounts of damage same time. They favor offense over defense, using powers to a single target at a time. They have the most concen- that deal damage to multiple foes at once, as well as sub- trated offense of any character in the game. Strikers rely tler powers that weaken, confuse, or delay their foes. on superior mobility, trickery, or magic to move around tough foes and single out the enemy they want to attack. Defender (Fighter, Paladin) Defenders have the highest defenses in the game and good close-up offense. They are the party’s front-line combatants; wherever they’re standing, that’s where ABILITY SCORES the action is. Defenders have abilities and powers that After you choose your race and class, determine your make it difficult for enemies to move past them or to ability scores. Six abilities provide a quick description of ignore them in battle. your character’s physical and mental characteristics. Are you muscle-bound and insightful? Brilliant and charm- Leader (Cleric, Warlord) ing? Nimble and hardy? Your ability scores define these Leaders inspire, heal, and aid the other characters in qualities—your strengths as well as your weaknesses. an adventuring group. Leaders have good defenses, but their strength lies in powers that protect their Strength (Str) measures your character’s physical companions and target specific foes for the party to power. It’s important for most characters who fight concentrate on. hand-to-hand. Clerics and warlords (and other leaders) encourage and motivate their adventuring companions, but just ✦ Melee basic attacks are based on Strength. because they fill the leader role doesn’t mean they’re ✦ Clerics, fighters, paladins, rangers, and warlords necessarily a group’s spokesperson or commander. have powers based on Strength. The party leader—if the group has one—might as easily ✦ Your Strength might contribute to your Fortitude be a charismatic warlock or an authoritative paladin. defense. Leaders (the role) fulfill their function through their ✦ Strength is the key ability for Athletics skill checks. mechanics; party leaders are born through roleplaying. Constitution (Con) represents your character’s health, stamina, and vital force. All characters benefit from a high Constitution score. ✦ Your Constitution score is added to your hit points at 1st level. ✦ The number of healing surges you can use each day is influenced by your Constitution. ✦ Many warlock powers are based on Constitution. ✦ Your Constitution might contribute to your Forti- tude defense. ✦ Constitution is the key ability for Endurance skill checks. Dexterity (Dex) measures hand-eye coordination, agility, reflexes, and balance. ✦ Ranged basic attacks are based on Dexterity. ✦ Many ranger and rogue powers are based on Dexterity. ✦ Your Dexterity might contribute to your Reflex defense. ✦ If you wear light armor, your Dexterity might con- tribute to your Armor Class. ✦ Dexterity is the key ability for Acrobatics, Stealth, and Thievery skill checks. H OWA R D LYO N C H A P T ER 2 | Making C h aracters 16 4E_PHB_Ch02.indd 16 3/10/08 4:43:12 PM