Most Recent Released Information

Here a collection of all the most recent information that has been released by wizards about DnD 4th edition.

The Arch Mage



As the Archmage, you lay claim to being the world’s preeminent wizard.
Prerequisite: 21st-level wizard
Archmage Features
All Archmages have the following features.

Spell Recall (21st level): At the beginning of each day, choose one daily spell that you know (and have prepared today, if you prepare spells). You can use that spell two times that day, rather than only once.

Arcane Spirit (24th level): Once per day, when you die, you can detach your spirit from your body. In arcane spirit form, you heal to maximum hit points and gain the insubstantial and phasing qualities. You can cast encounter spells and at-will spells while in arcane spirit form, but you can’t cast daily spells, activate magic items, or perform rituals. If you die in arcane spirit form, you’re dead.

At the end of the encounter, after a short rest, your arcane spirit rejoins your body, if your body is still present. Your current hit point total is unchanged, but you no longer experience the other benefits and drawbacks of being in arcane spirit form.

If your body is missing, you will need other magic to return to life, but can continue adventuring in arcane spirit form if you like.

Archspell (30th level): Your comprehension of the ultimate arcane formula and of the spells that constitute it reaches a new threshold. Choose one daily spell that you know. You can now cast that spell as an encounter spell (rather than as a daily spell).

Archmage Power
Shape Magic Archmage Utility 26
You reach into the ebb and flow of arcane energy and pluck a spell you have already used out of the invisible tide, instantly recalling it to memory.
Standard Action Personal
Effect: You regain one arcane power you have already used.



Earth Titan Level 16 Elite Brute Huge elemental humanoid (earth, giant)
XP 2,800
+7 Senses Perception +9 HP 384; Bloodied 192
33, Reflex 27, Will 28
Saving Throws
6 Action Points 1
Slam (standard; at-will)
Reach 3; +20 vs. AC; 2d10 + 6 damage.
Double Attack (standard; at-will)
The earth titan makes two slam attacks.
Hurl Rock (standard; at-will)
Ranged 20; +18 vs. Reflex; 2d8 + 6 damage, and the target is dazed (save ends).
Earth Shock (standard; encounter)
Close burst 2; +18 vs. Fortitude; 2d10 + 6 damage, and the target is stunned until the end of the earth titan’s next turn. Miss: Half damage, and the target is not stunned.
Chaotic evil
Languages Giant, Primordial
Athletics +19
Str 23 (+14) Dex 8 (+7) Wis 12 (+9) Con 22 (+14) Int 11 (+8) Cha 13 (+9)

Hill Giant Level 13 Brute
Large natural humanoid (giant)
XP 800
Initiative +5 Senses Perception +7
HP 159; Bloodied 79
AC 25; Fortitude 27, Reflex 21, Will 23
Speed 8
Greatclub (standard; at-will) Weapon
Reach 2; +15 vs. AC; 1d10 + 5 damage.
Sweeping Club (standard; encounter) Weapon
The hill giant makes a greatclub attack against two Medium or smaller targets; on a hit, the target is pushed 2 squares and knocked prone.
Hurl Rock (standard; at-will)
Ranged 8/16; +15 vs. AC; 2d6 + 5 damage.
Alignment Chaotic evil
Languages Giant
Skills Athletics +16
Str 21 (+11), Dex 8 (+5), Wis 12 (+7), Con 19 (+10), Int 7 (+4), Cha 9 (+5)
Equipment hide armor, greatclub

Two Warlord At-Will Powers

Commander’s Strike Warlord Attack 1
With a shout, you command an ally to attack.
At-Will * Martial, Weapon
Standard Action Melee weapon

Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.

Wolf Pack Tactics Warlord Attack 1
Step by step, you and your friends surround the enemy.
At-Will * Martial,Weapon
Standard Action Melee weapon

Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.

Keep on the Shadowfell Preview

preview_h1_2th.jpgApproaching the Keep The road to Shadowfell Keep is arduous. Since the keep’s destruction, few travelers use the road and no one bothers to maintain the path. The road is overgrown with grass, ferns, and small trees. The keep isn’t in any better shape. Evidence of its destruction can be seen as you approach the derelict ruins.

Read or paraphrase the following when the adventurers come within sight of the ruined keep: Ahead, the narrow track widens into a clearing. Great piles of shattered stone blocks and scorched timbers dominate the clearing, sprawling out from its center to the edge of the woods. No plants grow among the ruins or within the clearing. The ground is bare dirt, and although the forest has begun to reclaim the path leading here, it has not intruded into the ruins of Shadowfell Keep. Yet clearly someone has tampered with the ruins. In the center of the debris, stone blocks and timbers have been gathered into a pile. Someone has cleared a path through the rubble and pulled aside the wreckage to reveal a stone staircase. The staircase descends into darkness.

The Real Story The legends of the Keep on the Shadowfell are known to only a handful of sages and scholars in this age of darkness. The truth is more tragic . . .




Traps and Hazards

Whirling Blades Level 5 Obstacle Trap
XP 200
Blades rise out of hidden compartments and spin wildly across the chamber.
Trap: A whirling blades contraption emerges and spins like a top, moving its speed in a random direction and attacking each round.
DC 22: The character notices trigger plates around the chamber.
DC 27: The character notices the hidden control panel.
Initiative +7 Speed 4
When a character moves into a trigger square, the whirling blades contraption emerges and attacks.
Standard Action Close burst 1
Targets: All creatures in burst
Attack: +10 vs. AC
Hit: 3d8+3 damage
* A character can engage in a skill challenge to deactivate the control panel. DC 22 Thievery. Complexity 2 (6 successes before 3 failures). Success disables the trap. Failure causes the whirling blades to act twice in the round (roll a second initiative for the trap).
* A character can attack the whirling blades contraption (AC 16, other defenses 13; hp 55; resist 5 all) or the control panel (AC 14, other defenses 11; hp 35; resist 5 all). Destroying either disables the entire trap.

Flame Jet Level 8 Blaster Trap
XP 350
Two hidden nozzles let loose a blast of flame.
Trap: When the trap is triggered, two hidden nozzles in the walls attack each round on their initiative.
DC 24: The character notices the nozzles.
DC 28: The character notices the control panel on the far side of the room.
Initiative +5
When a character enters the blast area of one of the flame jets, it makes its first attack as an immediate reaction. It then rolls initiative, attacking each round.
Immediate Reaction or Standard Action Close blast 3
Targets: All creatures in blast
Attack: +11 vs. Reflex
Hit: 3d8+4 fire damage and ongoing 5 fire damage (save ends).
Miss: Half damage, no ongoing damage.
*An adjacent character can disable one flame jet with a DC 24 Thievery check.
*A character can engage in a skill challenge to deactivate the control panel. DC 28 Thievery. Complexity 1 (4 successes before 2 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 3d8 + 4 damage to all creatures in blast) and the trap remains active.
Upgrade to Elite (700 XP)
Increase the Perception and Thievery checks by 2.
Increase the number of nozzles to 6, or to 3 with a larger area of close blast 5.


Soul Gem Level 26 Solo Blaster Trap
XP 45,000
A strange, many-faceted gem in the center of the chamber suddenly emits blasts of blinding light.
Trap: This fist-sized cut crystal is often embedded in a statue or placed on a pedestal in the center of a room. When a creature steps within 5 squares of the soul gem, it starts emitting blasts of radiant power from its many facets.
DC 29: The character spots the strange gem.
Additional Skill: Arcana
DC 33: The character recognizes the soul gem.
Initiative +8
When a creature moves within 5 squares of the soul gem, it rolls initiative and attacks.
Standard Action Close blast 5
Targets: All creatures in blast
Attack: +29 vs. Fortitude
Hit: 4d10 + 5 radiant damage and ongoing 5 radiant damage and stunned (save ends). Aftereffect of stun: Dazed (save ends).
Special: Each round, roll 1d8 to determine the direction of the blast. The blast is centered on one square of the gem’s space, starting with the north square and moving clockwise around the gem’s space.
* A character can engage in a skill challenge to detach the soul gem from its socket and thereby disable it. DC 37 Thievery. Complexity 1 (4 successes before 2 failures). Success detaches the gem and disables the trap. Failure causes the gem to explode (close burst 8, 4d10 + 5 radiant damage and stunned (save ends) to all creatures in burst).
* A character can attack the gem (AC 33, other defenses 29; hp 100; resist 15 all). When reduced to 0 hit points, the gem explodes in a close burst 8, as above. Destroying the gem disables the trap.During the course of gaining that level, expect a group of five characters to acquire four magic items ranging in level from one to four levels above the party level. In addition, they should find gold and other monetary treasure equal to the market price of two magic items of their level. So a 6th-level party would find four magic items, one each of levels 7 through 10, and gold worth two 6th-level items, or 3,600 gp.

Awarding Treasure


At the start of an adventure, look at the adventure in chunks of eight to ten encounters. (Include major quest rewards as if they were encounters, and if the party completes five minor quests, include those five rewards as a single encounter as well.) For each of those chunks, look at the treasure parcels on the following pages. Find the level of the characters as they work through those encounters, and note the parcels of treasure you will give out over the course of the encounters.

Heroic Tier Treasure Parcels

Parcel Party Level 5, Total Monetary Treasure: 2,000 gp
1 Magic item, level 9
2 Magic item, level 8
3 Magic item, level 7
4 Magic item, level 6
5 550 gp, or two 250 gp art objects + 50 gp, or one 500 gp gem + 50 gp
6 500 gp, or one 250 gp art object + 250 gp, or five 100 gp gems
7 340 gp, or three 100 gp gems + 40 gp, or one 250 gp art object + one potion of healing + 40 gp
8 340 gp, or one 250 gp art object + 90 gp, or 300 gp + 400 sp
9 160 gp, or one 100 gp gem + 60 gp, or one potion of healing + 110 gp
10 110 gp, or one 100 gp gem + 10 gp, or one potion of healing + 60 gp

Paragon Tier Treasure Parcels

Parcel Party Level 15, Total Monetary Treasure: 50,000 gp
1 Magic item, level 19
2 Magic item, level 18
3 Magic item, level 17
4 Magic item, level 16
5 14,000 gp, or 140 pp, or one 7,500 gp art object + one 5,000 gp gem + one 1,500 gp art object
6 12,000 gp, or 120 pp, or one 7,500 gp art object + 4,500 gp
7 8,500 gp, or one 7,500 gp art object + 1,000 gp, or one 7,500 gp art object + one 1,000 gp gem
8 8,500 gp, or one 5,000 gp gem + one 2,500 gp art object + 1,000 gp, or eight 1,000 gp gems + 500 gp
9 5,000 gp, or one 5,000 gp gem, or one 2,500 gp art object + one 1,500 gp art object + one potion of vitality
10 2,000 gp, or two potions of vitality, or two 1,000 gp gems

Epic Tier Treasure Parcels

Parcel Party Level 25 Total Monetary Treasure: 12,500 pp
1 Magic item, level 29
2 Magic item, level 28
3 Magic item, level 27
4 Magic item, level 26
5 3,500 pp, or 20 ad + one potion of life + one 50,000 gp art object, or 30 ad + two potions of recovery
6 3,200 pp, or 20 ad + two potions of recovery + one 50,000 gp art object + 200 pp, or 30 ad + four 5,000 gp gems
7 2,000 pp, or 20 ad, or 10 ad + four 15,000 gp art objects + eight 5,000 gp gems
8 2,000 pp, or 1,000 pp + two 50,000 gp art objects, or four 50,000 gp art objects
9 1,000 pp, or one potion of life, or twenty 5,000 gp gems
10 800 pp, or five 15,000 gp art objects + one 5,000 gp gem, or one 50,000 gp art object + six 5,000 gp gems

Information and Links

Join the fray by commenting, tracking what others have to say, or linking to it from your blog.

Other Posts
4th Edition Deals:
4e Core Rulebook Set 37% off + Free Shipping
DnD 4th Edition PHB 34% off
Divine Power 34% off

Write a Comment

Take a moment to comment and tell us what you think. Some basic HTML is allowed for formatting.

I find it very interesting that Wizards has released such detailed information for epic (level 20+) characters already. It will take everyone quite a while to reach those levels because of we all have to become accustomed to the new rules.

Do they expect some people to just jump right into high-level campaigns without working their way up? I know that players start 3.5 games at all sorts of levels, but that’s because we’re all used to playing at various stages of progression.

It just seems strange to release 4th edition epic information before any of the 4th edition core rulebooks have even been released.

in reply to Joseph:

it’s not really ‘epic’ anymore as a separate thing. They are dividing the sections of gameplay into different tiers (1-10, 11-20, 21-30).
So I could imagine some games would rush quickly through the heroic (1-10) tier, right into more grandiose and far-reaching adventures. They have said that progression should be quicker (30 lvls instead of 20), and that gives more excitment and choices.

I’ve gone off-topic slighty (hugely)

lvl 20 isn’t epic least not like it used to be. they have planned levels from 1-10, 11-20, 21-30 for all basic careers. after 30 is when you start getting into what the current ‘epic levels’ are like.

That’s really not correct Wynforth, 21 + is still Epic, in fact they even call it that. They simply have full support for 21-30 right out of the box so to speak rather than having to buy an Epic Handbook or something of the like and then only half support it. It was my original impression as well that they were simply spreading out the 20 levels of content of 3.5 across 30 levels. but that is not the case. They simply are giving a lot more support for the epic level.

Wizards is releasing the Epic information along with the rest of the information so everyone can see what they have to look forward too.
They as others have mentioned are trying to point out that this time around they have really worked on levels 21 thru 30 as well as the originial first 20 levels.
It also allows them to show more information about the game without giving away enough info in each area to give people a complete picture.

On top of that, they seem to be building in an mechanisized “end game” so to speak. After you hit level 30 and you complete your Epic Destiny, the game basically stops.

Where as before you could technically play till you had a power level of over 9000, the new rules are deliberately designed to get players to end their campaigns at level 30 and start anew.

Just a few things, as a DM who as ran games since 1st Edition.

1) I like to see some of the high level things it gives you an idea where things will go.

2) (Personally) I don’t like starting a new edition campaign at anything but first. Sure down the road once the system feels broken in lets kick off some higher level games. But at the start I like to begin at the ground level.

3) Any DM worth their salt won’t let a book’s level cap decide when their campaign is done and over. It’s not based on completing some “Epic Destiny” its when your story is played out. If you have to invent something past the cap you do, if your story winds down at level 18 so be it. I fear people are going to look at things like that and treat it as an MMO with “Oh no we hit the level cap what do we do now” syndrome.

Joseph — The Epic stuff is now in the base books. So it’s not that they are releasing stuff that is not in the base books.

Zifnab — What you said does really illustrate one of my worries. I hope DM’s don’t let the rules dictate their campaigns. Their campaigns should dictate the rules. That is why we play this kind of an RPG.

Man this new stuff is strange.
The Epic level’s are still gonna be easy to attain because of the reduced experience amounts you need to escalate levels.
But aside from that I don’t think it will be to complicated to start a campaign at a higher level BECAUSE we are all so used to 3.5. things havnt changed to much, i mean there will still be the ability to escalate past the level 30. but it will be like leveling past 20 in 3.5. you simply stop learning new class abilities.
I am a little worried about the changes to the core mechanics of the character creation and playing process. I have seen the new 4th Edition preview character sheet and saw some strange changes. the fort. will. and ref. saves are rated in numbers of strength instead of mods now? I thought that was strange. however i do enjoy the idea of healing surges. i thought that was creative. but will the cleric have the best of all healing surges? to me it seems like he should.

This makes me wonder. I know in 3.5 there was pretty much an exponential growth in the required XP to gain a level. Idealy you hit level 2 in just a couple of gaming sessions. However the jump from level 19 to 20 was more like 5 or six gaming sessions (provided the DM wasn’t handing out unreasonable XP)

Anyway, my point is. I wonder if it will still keep these mechanics. I wonder how long exactly it will take a party playing once a week, in 4 hour sessions to hit level 30 and retire their characters?

Some of the new things introduced here sound very innovative and maybe radical even (at least to an older P&P RPGer), but can’t speak for or against of it before it’s been tried out on the table.

My biggest concern will be the fact that there will be THE END for your character when you hit the max level. To my experience with my gaming group, people want to keep on playing with their unique characters which have sentimental value especially if it’s an old veteran. If it will be like: “Damn you just leveled to max, sorry mate rip it to shreds and roll a new one”, the characters lose their “value” and become like tin soldiers in a box; When one breaks, you just get another one to replace it.

Now this is the level-based RPGs problem no matter whether it’s MMORPG or P&P: There is certain start and at some point it just will end. MMORPGs have resolved this problem with endless gathering of materials to make money and ridiculous prices to buy stuff and expansions to introduce new dungeons etc.

All I’m saying is that I definately don’t want to spend my game session with my lvl 30 warrior by “farming” gold for a slightly-better-than-the-previous armor/weapon/item, but I wouldn’t like it to be a simple stop either.

I think 4.0 might work out nicely. Some rules in 3.5 are retarded. Like think of this. A ranger is ten feet from an opponent (pratically point blank). Your fighter is engaged in melee. what is the ranger going to just turn and shoot the fighter instead. that -4 on there is gay.

Frick: Actually, the DMG addresses exactly how long it should take. I don’t have it so I can’t quote the exact amount, but it expects something like a year and six months from 1 to 30 gaming 4 hours a week.

i think that if they would of allowed some bigger more experienced people to show us what the game was like.

i have played every version of dnd and i am only 15 years old. and have played for 10. my father has played for 28 years and thinks the 3.5 version was the best and thats the way it should be.