News / Rumors
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Classes
Races
Products
D&D Insider
D&D Insider will reveal new classes and races in playtest mode before they are in any future Player’s Handbooks.
Player’s Handbook II
The Player’s Handbook II will cover Arcane, Divine, and Primal Heroes and power sources.
Avenger, Barbarian, Bard, Druid, Invoker, Shaman, Sorcerer, and Warden are all confirmed for the PHB2.
Gnomes, Half-Orcs, Goliaths, and Shifters will also all be in the PHB2.
Player’s Handbook III
Psionic is high on the list for PHB2 but they are not sure there is room for it. It will more then likely go in the PHB3 along with Psions.
Classes
Artificer
Will be featured in the Eberron Player’s Guide.
Role: Leader. You channel arcane power into items that empower your allies and hinder your enemies.
Power Source: Arcane. The cryptic formulas of arcane magic and the complex recipes of alchemy appeal to you. You are especially knowledgeable about magic items.
Key Abilities: Intelligence, Constitution
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Orbs, rods, staffs, wands
Bonus to Defenses: +1 Fort, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Perception (Wis), Thievery (Dex)
Build Option: Battlesmith
Class Features: Arcane Replenishment, Healing Infusion
Playtesting powers of the artificer can be found here: Artificer.pdf
Avenger
Will be featured in the PHB2. (You can preorder the PHB2 here)
The Avenger uses the Divine power source
Bard
Will be featured in the PHB2. (You can preorder the PHB2 here)
Role: Leader.
Power Source: Arcane.
Key Abilities: (Intelligence, Charisma?)
Barbarian
Will be featured in the PHB2. (You can preorder the PHB2 here)
Rage will be the centerpiece of this class.
Gets something called “Lightning Panther Strike” that allow increased movement and multiple attacks.
Will have a bite attack.
Druid
Will be featured in the PHB2. (You can preorder the PHB2 here)
Will use weather-related magic as opposed to fire/water/earth type magic.
Will not have a lot of animal summoning but will instead have plenty of wild shape.
Elementalist
Elementalists are mentioned in the Dwarf entry in Races & Classes alongside clerics, paladins, fighters, barbarians, rangers, and wizards, so they are likely a planned class.
Empath
Empaths will be Psionic Leaders.
Illusionist
Illusionists may use the shadow power source. They are also mentioned to have better invisibility options than a Wizard.
Invoker
Will be featured in the PHB2. (You can preorder the PHB2 here)
“This new controller class has mastered the original source of divine power, and will introduce summoning to D&D 4th Edition.”
Monk
The monk class has not yet seriously started being designed. Monks will NOT be a martial striker.
Necromancer
Necromancers will use the shadow power source.
Shaman
Will be featured in the PHB2. (You can preorder the PHB2 here)
Shamans will be Primal leaders. Will include neat mechanisms for dealing with nature spirits.
Sorcerer
Will be featured in the PHB2. (You can preorder the PHB2 here)
Sorcerers will be arcane controllers. May be arcane casters.
Sorcerers will get the power fly sooner then wizards to.
After they cast their spells, magic will be left behind. After they cast a fireball they will be cloaked in fire and sear nearby enemies.
Rich Baker mentioned “If it works out right the trick to playing the sorcerer will be going where the wild magic takes you–changing your plans from round to round to account for the unpredictable surges you’re getting”
Swordmage
Will be featured in the Forgotten Realms Player’s Guide. (Already released. You can get it here)
Role: Defender.
Power Source: Arcane.
Key Abilities: Intelligence, Strength, Constitution
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, military light blades, military heavy blades, simple ranged
Implements: Any light blade or heavy blade. Your blade adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack rolls when using your blade as an implement.
Bonus to Defenses: +2 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con) History (Int), Insight (Wis), Intimidate (Cha)
Build Option: Assault swordmage, shielding swordmage
Class Features: Swordbond, Swordmage Aegis, Swordmage Warding
At-Will Powers:Aegis of Shielding
Races
Drow
Will be featured in the Forgotten Realms Player’s Guide. (Already released. You can get it here)
Average Height: 5′4″-6′0″
Average Weight: 130-170 lb.
Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, Elven
Skill Bonuses: +2 Intimidate, +2 Stealth
Fey Origin: Your ancestors were native to the feywild, so you are considered a fey creatre for the purpose of effects that relate to creature origin.
Trance. Rather then sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Lolththouched: Once per encounter, you can use either cloud of darkness power or the darkfire power.
Genasi
Will be featured in the Forgotten Realms Player’s Guide. (Already released. You can get it here)
Average Height: 5′7″-6′2″
Average Weight: 130-225 lb.
Ability Scores: +2 Strength, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, Primorial
Skill Bonuses: +2 Endurance, +2 Nature
Elemental Origin: Your anscestors were native to the elemental Chaos, so you are considered an elemental creature for the purpose of effects that relate to creature origin.
Elemental Manifestation: Choose one elemental manifestation: earthsoul, firesoul, stormsoul, watersoul, or windsoul. That manifestation is part of your nature. Each elemental manifestation offers particular benefits and provides an associated encounter power. Your appearence changes based on the element you are manifesting.
Gnome
They will be in the Player’s Handbook II. (You can preorder the Player’s Handbook II here)
Goliath
They will be in the Player’s Handbook II. (You can preorder the Player’s Handbook II here)
“Goliaths are ideal rageblood barbarians.” They will probably get bonuses to Strength and Constitution.
Half-Giant
Similar to Goliaths. (Perhaps even too similar, and may be replaced by Goliaths)
Half-Orc
They will be in the Player’s Handbook II. (You can preorder the Player’s Handbook II here)
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