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Gods & HeroesCore Rules Playtest v2.2
John Lynch
3/14/2014
Designation of Product Identity: The Gods & Heroes name is product identity. All other text and
tables are declared Open Game Content as described in Section 1(d) of the Open Game License
Version 1.0a
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Introduction ....................... 1
Character Creation ......... 1
Levelling Up .................... 3
Races .................................. 4
Age ................................. 4
Height and Weight ......... 4
Dragonmen .................... 5
Dwarves ......................... 5
Elves ............................... 6
Gnomes .......................... 6
Half-Elves ....................... 7
Halflings .......................... 7
Half-Orcs ........................ 8
Humans .......................... 8
Ironforged ...................... 9
Reborn .......................... 10
Tieflings ........................ 10
Classes .............................. 11
Barbarians .................... 12
Bard .............................. 13
Cleric ............................ 15
Druid ............................ 17
Fighter .......................... 19
Monk ............................ 21
Paladin.......................... 23
Ranger .......................... 25Rogue ........................... 26
Sorcerer ........................ 27
Tactician ....................... 29
Warlock ........................ 30
Wizard .......................... 32
Powers ............................. 36
Learning Powers ........... 36
Racial Powers ............... 37
Base Class Powers ........ 39
Level 1 Powers.............. 40
Level 3 Powers.............. 43
Level 7 Powers.............. 45
Level 9 Powers.............. 46
Level 13 Powers............ 47
Level 15 Powers............ 48
Level 17 Powers............ 48
Level 19 Powers............ 49
Level 23 Powers............ 50
Level 25 Powers............ 50
Level 27 Powers............ 50
Level 29 Powers............ 51
Utility Powers ............... 52
Feats ................................. 53
General Feats ............... 53
Racial Feats ................... 57
Multiclass Feats ............ 58
Equipment ........................ 60
Armour ......................... 60
Weapons ...................... 61
Magic Items ...................... 62
Using Magic Items ........ 62
Magic Item Levels and
Locations ...................... 62
Magic Item Costs .......... 62
Creating Magic Items ... 62
Random Treasure ......... 63
Magic Armour and
Shields .......................... 64
Weapons ...................... 66
Magical Implements ..... 68
Magical Ring ................ 70
Wondrous Items .......... 70
Consumables ............... 75
Open Game License ......... 77
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beasts while others concentrate on
affecting the weather.
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Levelling UpBelow is the table used for leveling up your character.
Level XP Feats Features
1 0 1 Select race, class, featGain 2 Level 1 At-Will Powers
Gain 1 Level 1 Once per Battle Power
Gain 1 Level 1 Daily Power
2 1,000 2
3 2,250 2 Gain 1 Level 3 Power
4 3,750 3
5 5,500 4 Gain 1 Level 5 Power
6 7,500 5
7 10,000 5 Gain 1 Level 7 Power
8 13,000 6
9 16,500 6 Gain 1 Level 9 Power
10 20,500 7
11 26,000 7 Select champion class*
12 32,000 8
13 39,000 8 Upgrade or retrain a Level 1 power.^
14 47,000 9
15 57,000 10 Upgrade or retrain a Level 1 power.
16 69,000 11
17 83,000 11 Upgrade or retrain a Level 3 power.
18 99,000 12
19 119,000 12 Upgrade or retrain a Level 5 power.20 143,000 13
21 175,000 13 Select epic class.
Upgrade all Level 1 At-Will powers.
22 210,000 14
23 255,000 14 Upgrade or retrain a Level 7 power.
24 310,000 15
25 375,000 16 Upgrade or retrain a Level 9 power.
26 450,000 17
27 550,000 17 Upgrade or retrain a Level 13 power.
28 675,000 18
29 825,000 18 Upgrade or retrain a Level 15 power.30 1,000,000 19
*Your champion class may grant you additional powers beyond what's in this table.
^ Not all powers have a more powerful form. This is also in addition to the standard 1 retrain per
level restriction.
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Races
Gods & Heroes offers a diverse choice of races that you can use to create your cast of characters,
granting you opportunities in selecting different abilities as well as cultures and and mindsets. Racehelps determine not only your characters appearance or physical traits, but also their mindset,
culture and beliefs which will have a long lasting impact on your character.
Although a wide variety of races are available to choose from, not all races will be suitable for a
campaign or even a setting. When choosing your race it is best to speak with the group to see how it
will fit in with the group as well as the campaign.
AgeYou are able to choose your age, or determine it randomly.
Race* Adulthood Middle Age Old Age Venerable Maximum Random Age
Dragonmen 13 51 70 100 150 14+1d4
Dwarf 40 125 165 250 450 40+5d6
Elf 25 50 70 100 130 25+1d4
Gnome 60 100 135 200 500 60+3d12
Half-Elf 15 60 85 125 185 15+1d6
Halfling 20 50 65 100 200 20+3d4
Half-Orc 14 42 55 84 120 14+1d4
Human 15 45 60 90 100 15+1d4
Reborn 13 50 70 100 150 13+1d4
Tiefling 17 50 70 100 1,000 17+2d4
* Ironforged do not age as other races do. They are considered adults upon first being created.
Height and WeightYou are able to choose your height and weight. To determine it randomly add the modifier to the
minimum height.
Race* Minimum
Height
Maximum
Height
Minimum
Weight
Maximum
Weight
Height
Modifier
Weight
Modifier
Dragonmen 5'8" 7'2" 220 lbs 320 lbs +2d8" +5d20 lbsDwarf 3'5" 4'5" 105 lbs 170 lbs +1d10" +4d10 lbs
Elf 4'2" 5'5" 70 lbs 120 lbs +1d10" +3d10 lbs
Gnome 3' 3'7" 68 lbs 92 lbs +1d6" +5d4 lbs
Half-Elf 4'10" 6' 85 lbs 146 lbs +2d6" +3d12 lbs
Halfling 2'6" 4' 48 lbs 72 lbs +2d8" +5d4 lbs
Half-Orc 5' 7' 100 lbs 210 lbs +2d10" +6d10 lbs
Human 5' 6'8" 100 lbs 200 lbs +2d10" +6d10 lbs
Ironforged 6'5 7' 300 lbs 300 lbs +2d20" +2d100 lbs
Reborn 5' 6'8" 100 lbs 200 lbs +2d10" +6d10 lbs
Tiefling 5' 6'8" 100 lbs 200 lbs +2d10" +6d10 lbs
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DragonmenWhen humans first encountered dragonmen they assumed the entire race was composed entirely of
males due to the lack of obvious differentiation between genders. Although humanity (mostly)
learned otherwise, the name stuck and so this race suffers the name in silence when dealing with
other races.
Standing 6 ft in height, dragonmen are a cold blooded race and so primarily live in warmer climes
such as jungles and deserts. Unlike other races, dragonmen have a squat snout and scaly hide
covering their entire body, otherwise they are fairly similar to other races in that they have two
arms, two legs and one head. They are quite bulky when compared with other races and so their tail
helps them balance, but limits their maneuverability.
Dragonmen Traits
Ability Score Adjustments: +2 Charisma and either +2 Strength or +2 Constitution
Speed: 30 ft
Draconic Bloodline: Dragonmen have a bloodline that is either acid, cold, electricity or fire.
Dragon Resistance: Dragonmen have resist 2+level to the element from your draconic bloodline.
Fearlessness: Dragonmen have a +5 racial bonus to saving throws against fear.
Racial Powers: Dragonmen start with either the Dragon's Aura racial power or the Dragonbreath
racial power.
Languages: Dragonmen begin play speaking draconic and common.
Dwarves
Dwarves are a stout race and often given a surly demeanour. Their cities located underground wereonce barren places with no colour and very little beauty. However when the dwarves were given the
gift of light a whole new world opened up before them. Modern dwarven cities are now places of
colour and excitement as dwarves discover new arts and decorate their once dour homes.
Standard Dwarven Traits
Ability Score Adjustment:+2 Constitution and either +2 Wisdom or +2 Strength
Speed: 25 ft. A dwarf's movement is never modified by wearing heavy armour a high encumbrance.
Darkvision 60 ft:You can see in black and white up to 60 ft in complete darkness.
Hardy:Dwarves receive a +5 bonus to saving throws against poison.
Stand Your Ground: Dwarves move 5 ft less from forced movement and gain a saving throw to resistan effect that would knock them prone.
Racial Powers: Dwarves start with either the Adrenaline Surge racial power or the Sudden Defence
racial power.
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ElvesOriginating from the Faerie Plane, elves have spread throughout the planes, making their home
wherever they can. Regardless of where they live though, elves have a reputation for being aloof and
distrusting of others, instead forming their own communities. That said some do overcome this
innate distrustfulness and can form strong relationships and bonds with other races, such ashumans.
While elves share the same height as humans, theyre typically lithe and nimble rather than wide or
muscled.
Elf Traits
Ability Score Adjustment: +2 Dexterity and either +2 Intelligence or +2 Wisdom
Speed: 30 ft
Vision: Low-light vision
Keen Senses: Elves and all allies within 25 ft gain a +1 racial bonus to perception.
Skill Training: Elves are trained in history or perception.
Long Lived: Elves gain training in a second skill.
Otherworldly Mind: Elves gain a +5 bonus to saving throws against charm effects.
Racial Power: Elves start with either the faerie jump racial power or the second chance racial power.
Languages: Elven and Common
GnomesTheir inquisitive nature and innate curiousity make gnomes perfectly suited to exploring the
mysteries and secrets of the arcane arts. No other race are able to match their mastery over magicexcept for exceptionally gifted humans.
Gnome Traits
Ability Score Adjustment: +2 Intelligence and either +2 Dexterity or +2 Charisma
Speed: 25 ft.
Vision: Low-light vision
Skill Training: Gnomes are trained in either stealth or perception.
Master of Illusions: Gnomes gain a +5 racial bonus to saving throws against illusions.
Nimbleness: Gnomes have a +2 bonus to AC against attacks of opportunity.
Racial Power: Gnomes start with either the quick fade racial power or the alchemical concoctionracial power.
Languages: Gnomes begin play speaking gnome and common.
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Half-ElvesThe offspring of elves and humans, half-elves are often rejected from the societies of both their
parents, instead forced to live life as an outcast. This leads to bitterness and resentment within half-
elves and forces them to take jobs that rely on manual labour.
Physically half-elves can appear to either be obviously a half-breed or to be a full blooded member
of one of their parent races. Regardless the half-elf will still have physical aspects that under close
scrutiny would reveal their mixed blood.
Half-Elven Traits
Ability Score Adjustment: +2 Dexterity, +2 Intelligence or +2 Wisdom
Speed: 30 ft
Vision: Low-light.
Skill Training: Half-elves are trained in either diplomacy or insight.
Racial Power: As a racial power, half-elves gain a bonus level 1 power that can be used once per
battle. This power may come from any class and can be upgraded or replaced at level 13 and level
27.
Cosmopolitan: Half-elves know one bonus language.
Languages: Half-elves begin play speaking either elven or common.
Halflings
One of the smaller races, halflings have lived alongside humanity for all of recorded time.
Halfling Traits
Ability Score Adjustment: +2 Dexterity and either +2 Constitution or +2 Charisma
Size:Small
Speed: 30 ft
Skill Training: Halflings are trained in either acrobatics or stealth.
Strongheart: Halflings have a +5 racial bonus to saving throws against fear.
Extraordinary Nimbleness: Halflings have a +2 bonus against attacks of opportunity.
Cosmopolitan: Halflings know one bonus language.
Racial Power: Halflings start with either the lucky defense racial power or the smooth talker racial
power.
Languages: Halflings begin play speaking common.
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Half-OrcsHybrids between orcs and humans, theyre reknowned for their great strength and beastial
appearance. With large tusks and dark grey skin, they rarely fit in with human society, however they
lack the innate strength of full blooded orcs, making it difficult to truly be accepted anywhere.
Half-Orc Traits
Ability Score Adjustment: +2 Dexterity and either +2 Strength or +2 Constitution
Speed: 30 ft
Skill Training: Halflings are trained in either endurance or intimidate.
Hearty Fortitude: Half-Orcs gain 2+level temporary hit points when theyre bloodied for the first
time in a battle.
Powerful Charge: Half-Orcs move an extra 10 ft when they charge.
Racial Power: Halflings start with either the powerful assault racial power or the vicious bite racial
power.
Languages: Halflings begin play speaking common.
HumansThe most prolific of the major races, humans can be found anywhere in the world, constructing cities
and farming the surrounding land.
Human Traits
Ability Score Adjustment: +2 to any ability score.
Speed: 30 ft
Skill Training: Humans gain training in 1 bonus skill.Bonus Feat: Humans gain 1 bonus feat of their choice.
Human Defenses: Humans gain a +1 racial bonus to Fortitude, Reflex and Will.
Racial Power: As a racial power, humans gain a bonus level 1 power from their class that can be
used once per battle. This power can be upgraded or replaced at level 13 and level 27.
Cosmopolitan: Humans know one bonus language of their choice.
Languages: Humans begin play speaking common.
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IronforgedCreated by gnomes, the ironforged were created as traditional golems were unsuited to mass
combat. The ironforged were created so they could learn receive complex commands and learn in
the midst of battle how to better defeat their foe. Unwittingly the gnomes gave the ironforged
sentiency. Capable of emotions, the ironforged sought to gain their freedom to live their own livesoutside of the battlefield.
Mostly humanoid in shape, they have a head, two arms and two legs. The most unique aspect is
their facial structure which was intended to inspire fear in their enemies and they range from 4 ft to
6 ft in height. Not born as ordinary people are, ironforged are infused with arcane energies that
grant them not only intelligence, but also an innate familiarity with combat.
Ironforged Traits
Ability Score Adjustment:+2 Constitution and either +2 Strength or +2 Intelligence
Speed: 30 ft
Skill Training: Ironforged are trained in either endurance or intimidate.
Construct Physiology:Ironforged do not need to breathe, eat, drink or sleep. Instead they may
experience a 4 hour period of light activity (such as keeping watch or reading a book), after which
they gain the benefits other creatures do from a full nights rest.
Hardiness: Ironforged gain a +2 bonus to saving throws against ongoing damage.
Immortal: Ironforged can choose to take 10 on death saving throws.
Racial Power: Ironforged start with either the indefatigable racial power or the surge of accuracy
racial power.
Languages:Ironforged begin play speaking gnome and common.
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RebornThe Reborn are people whom have pleased the gods but who has unfinished business. The god
returns the soul into the body of a newborn baby where it lives. There aren't any outward signs of
the baby's specialness to begin with except for a couple of small aspects such as golden flecks in
their irises or a slight glow about their person. Even without such overt signs, their extrasensorysenses or knowledge of the celestial tongue will quickly reveal them to be more than human.
Rarely do the reborn remember their previous life, although they can find themselves receiving
dreams, visions and even sometimes clergy who've found themselves in town for unexplained
reasons. The baby will sooner or later discover their purpose in life, typically while a child but almost
always before they reach thirty. They'll have a sense of purpose in their life and feel like the fates
themselves are trying to push them into a particular direction. Although worshippers of a deity who
opposes a reborn's purpose for living may find themselves placed in the path of the reborn at cross
purposes.
Reborn Traits
Ability Score Adjustment:+2 Intelligence and either +2 Wisdom or +2 Charisma
Speed: 30 ft.
Skill Training: Reborn are trained in either religion or history.
Majestic Halo: Reborn have a +1 bonus to all defences against bloodied creatures.
Renewed Life: Reborn have resistance 2+level against necrotic damage.
Racial Power: Reborn start with either the past life racial power or the shared life racial power.
Languages: Reborn begin play speaking celestial and common.
TieflingsWith pact magic being as old as humanity, there have always been those who have had a much
closer relationship with their summoned creatures then others. Tieflings are often the result of such
unions.
Rarely thought well of, those tieflings who aren't immediately disowned by their human parent
often find themselves born into a rather well to do family. With enough coin behind them, tieflings
are able to buy their way into upper society. Although the slums are filled with those who weren't so
fortunate.
Tiefling Traits
Ability Score Adjustment:+2 Charisma and either +2 Constitution or +2 Intelligence
Speed: 30 ft.
Vision:Low-light vision
Skill Training: Tieflings are trained in either bluff or intimidate.
Bloodlust: Tieflings gain a +1 bonus to attack rolls against wounded creatures.
Planar Resistance:Tieflings have resistance 2+level against fire damage.
Racial Power: Tieflings start with either the dirty trick power or the brutal assault racial power.
Languages: Infernal tieflings begin play speaking common and either abyssal or infernal.
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Classes
Classes define your character in the following
ways:
HP Weapon Proficiencies Armour Proficiencies Class Features Powers
You can multiclass into other classes which
gives you an additional class feature as well as
access to that classs powers. However your
initial class will always have the most impact.
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BarbariansSavages, hired muscle, masters of vicious
martial techniques, they are not soldiers or
professional warriorsthey are the battle
possessed, creatures of slaughter and spiritsof war. Where some warriors have formal
training, barbarians rely purely on instinct and
physical might.
Standard Barbarian Class Features
Hit Points: A barbarian starts with 18 +
constitution score HP at first level and gains 8
HP every additional level.
Heroic surges: Barbarians have 10 +
constitution modifier heroic surges.Armour Proficiencies: Barbarians are
proficient in the use of leather and hide
armour.
Weapon Proficiencies: Barbarians are
proficient with all simple and martial melee
weapons.
Defences Bonus: Barbarians gain a +2 bonus
to Fortitude.
Trained Skills: Barbarians start with training in
3 skills from the following list: XXX.
Martial Training: Barbarians gain training in
maneuvres.
Rage: When initiative is rolled or when you
become wounded you can enter a rage as a
free action. While raging, you can only use
rage augment abilities.
Archetype:Barbarians choose 1 archetype.
Archetype
Barbarian archetypes represent different
primal abilities. These abilities rely on their
sheer strength and force of personality. These
do not represent a style of training, but
instead an instinctual manner of fighting.
Strongheart
Role: While Barbarians tend to be hearty,
you're the heartiest of them all. You're able to
soak up inordinate amounts of damage and
continue fighting through sheer force of will.
Class Talents:You gain Raging Vitality.
Strongarm
Role: When you enter a rage, there are very
few who can equal you in strength. You
concentrate on hitting your enemies and
hitting them hard.
Class Talents:You gain Raging Strength.
Fearsome Might
Role: When you enter a rage you strike fear
into the hearts of the enemy.
Class Talents:You gain Raging Brutality.
Class Talents
Here are the class talents that the cleric can
gain access to.
Raging Vitality
Benefit: When an enemy hits you while you're
raging, you gain 4 temporary hit points. These
temporary hit points do not stack with each
other.Level 11: You gain 8 temporary hit points.
Level 21: You gain 12 temporary hit points.
Traits: Rage, Augment Ability
Raging Strength
Benefit: When you strike with a two-handed
weapon you gain a +5 bonus to damage.
Level 11: The damage bonus increases to +9.
Level 21: The damage bonus increases to +16.
Traits: Rage, Augment Ability
Raging Brutality
Benefit: When you strike an enemy while
raging, they take a -2 penalty to their
defenses for 1 round as you strike fear into
their hearts. Some creatures may be immune
to this.
Traits: Rage, Augment Ability
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BardKnowledgable of arcane matters, bards weave
spells and story or song in a unique manner.
Some use this for the entertainment, others
use it to inspire or guide their allies in battleor attack their enemies.
Standard Bard Class Features
Hit Points: A bard starts with 12 + constitution
score HP at first level and gain 5 HP every
additional level.
Heroic surges: Bards have 9 + constitution
modifier heroic surges.
Armour Proficiencies: Bards are proficient in
the use of leather, hide, chainmail and lightshields.
Weapon Proficiencies: Bards are proficient
with all simple weapons, all ranged military
weapons, longswords, scimitar and short
sword.
Implement Proficiencies: Wand, Instrument
Defences Bonus: Bards gain a +1 bonus to
Reflex and Will.
Trained Skills: Bards start with training in
Arcana and 3 other skills from the following
list: XXX.
Forceful Arcana: The attack bonus for melee
and ranged spells is charisma.
Archetype:Bards choose 1 archetype.
Archetypes
Different academies teach different bardic
abilities, the archetypes represent the
different academies that bards can attend.
Courageous Bard
Role: While some bards use their musical
abilities for little more than entertainment,
courageous bards use their ability to bolster
their allies to use against the bard's own
enemies.
Class Talents:You gain Cure Wounds, Inspire
Courage, Peaceful Melody and Versatile
Knowledge.
Spiteful Bard
Role: There are few whom it is unwise to
anger as much as it is a bard. With the ear of
the nobility or common people, a bard is ableto use their station to spread word on the
failings of the one who angered the bard.
Class Talents:You gain Cure Wounds, Cutting
Remark, Peaceful Melody and Versatile
Knowledge.
Class Talents
Here are the class talents that a bard can gain
access to.
Cure Wounds
Benefit: Twice per battle you can use a swift
action to allow someone within 25 ft to spend
a heroic surge to regain half their wounded
value + 1d6 HP.
Level 6: Bonus increases to +2d6 HP.
Level 11: Bonus increases to +3d6 HP. You can
target someone within 50 ft.
Level 16:Bonus increases to +4d6 HP. You can
use this three times per battle.Level21:Bonus increases to +5d6 HP. You can
target someone within 75 ft.
Level 26: Bonus increases to +6d6 HP.
Cutting Remark
Benefit: As an immediate action you can grant
an enemy a -4 penalty to their attack roll that
they just made. If you use this ability you
cannot use an Augment Ability on your next
turn.
Inspire Courage
Benefit: Onceper round you can place an
arcane mark on an enemy after you
successfully hit them with an attack. A single
ally of yours gains a +4 bonus to their next
attack roll against that enemy.
Traits: Augment Ability
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Peaceful Melody
Benefit: During a short rest you entertain your
allies with a soothing tune or an entertaining
story. This helps them unwind from the battle,
almost to a supernatural degree, granting
your allies a bonus to the HP they regain when
they spend a healing surge.
Versatile Knowledge
Benefit: You are able to learn a single power
from a different class. At later levels you can
retrain this for a different power.
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ClericHearing a higher calling in their life, there are
people who seek out a temple or church
where they dedicate their lives to their
community. By spreading the teachings oftheir deity through both word and deed,
clerics are able to serve not only their god, but
also their community.
In a dangerous world, clerics are often looked
to in dire times and so they learn something
of how to defend themselves when the time
calls for it.
Standard Cleric Class Features
Hit Points: A cleric starts with 12 +
constitution score HP at first level and gains 5
HP every additional level.
Heroic surges: Clerics have 9 + constitution
modifier heroic surges.
Armour Proficiencies: Clerics are proficient in
the use of leather, hide and chainmail.
Weapon Proficiencies: Clerics are proficient
with all simple weapons.
Defences Bonus: Clerics gain a +2 bonus toWill.
Trained Skills: Clerics start with training in
Religion and 3 additional skills from the
following list: XXX.
Religious Training: Clerics can gain training in
prayers.
Archetype:Clerics choose 1 archetype.
Archetype
Cleric archetypes represent a style of clericrather than worship of a particular deity. By
the rules any archetype can be used with any
deity, however campaign settings may offer
further limitations with the specific deities.
Alternatively clerics do not have to worship a
particular deity. Instead they can worship an
ideal or cause that they dedicate themselves
to. The powers and class talents they gain is a
result of their dedication and receiving
spiritual inspiration.
Divine Leader
Role: You are seen as a leader of your church
as you tend to the needs of its members.
Class Talents: You receive Healers Lore, CureWounds and Divine Domain.
Divine Necromancer
Role: Your followers arent necessarily alive,
nor do they necessarily follow you of their
own volition. You command the hordes of
undeath as you wade into battle.
Class Talents: You receive Lore of the Dead,
Unnatural Vitality and Divine Domain.
Class Talents
Here are the class talents that the cleric can
gain access to.
Divine Domain
Benefit: You receive the divine guidance
divine invocation and 1 other divine
invocation from a domain granted to you by
your deity. The different domains and their
associated divine invocations are:
Air Domain: Animal Domain: Chaos Domain: Community Domain: Corruption Domain: Creation Domain: Darkness Domain: Death Domain: Turn Undead Destruction Domain: Earth Domain: Evil Domain: Fire Domain: Glory Domain: Good Domain: Healing Domain: Divine Grace Knowledge Domain: Law Domain: Liberation Domain: Luck Domain:
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Madness Domain: Magic Domain: Moon Domain: Plants Domain:
Protection Domain: Strength Domain: Sun Domain: Thunder Domain: Travel Domain: Trickery Domain: Undeath Domain: Control Undead War Domain: Water Domain: Winter Domain:
You may only use one divine invocation per
challenge.
Death Lore
Benefit: You are able to use curing spells on
undead to heal them HP. When a power calls
for a healing surge to be spent you can spend
one of your own in place of the undead.
Healers LoreBenefit: When you use a power to allow
someone to spend a healing surge to regain
HP, they regain bonus HP equal to your
wisdom modifier.
Cure Wounds
Benefit: Twice per battle you can use a swift
action to allow someone within 25 ft to spend
a heroic surge to regain half their wounded
value + 1d6 HP.
Level 6: Bonus increases to +2d6 HP.
Level 11: Bonus increases to +3d6 HP. You can
target someone within 50 ft.
Level 16:Bonus increases to +4d6 HP. You can
use this three times per battle.
Level21:Bonus increases to +5d6 HP. You can
target someone within 75 ft.
Level 26: Bonus increases to +6d6 HP.
Unnatural Vitality
Benefit: Twice per battle you can use a swift
action to allow a creature within 20 ft to gain
temporary hit points equal to half their
wounded value.
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DruidWardens of nature, druids are granted their
supernatural abilities from the spirits of the
land. In dedicating themselves to a nature
spirit they come to adopt the ethos of thatspirit. Many spirits are benevolent, although
there exist those who are malign in nature.
Standard Druid Class Features
Hit Points: A druid starts with 12 +
constitution score HP at first level and gain 5
HP every additional level.
Heroic surges: Druids have 9 + constitution
modifier heroic surges.
Armour Proficiencies: Druids are proficient inthe use of leather and hide armour.
Weapon Proficiencies: Druids are proficient
with all simple weapons.
Defences Bonus: Druids gain a +1 bonus to
Reflex and Will.
Trained Skills: Druids are trained in nature
along with 3 other skills from the following
list: XXX.
Primeval Blessing: Druids gain training in
blessings.
Archetype:Druids choose 1 archetype.
Archetypes
Druid archetype represent dedication to a
particular nature spirit, which determines the
blessings they receive.
Animal Walker
Role: You are at home in the wild with the
beasts and the trees. When you go into battleyou do so with an animal of the wild.
Class Talents: You gain Animal Companion.
Shapemaster
Role: A shapemaster is a druid who has
mastered the art of transforming themselves
into animals.
Class Talents: You gain Wildshape.
Weather Druid
Role: Druids manipulate the elements of
nature and weather. They can have gained
their abilities from either a benevolent orbenign spirit of the land, using their abilities
for either good or evil.
Class Talents:You gain Control Weather.
Class Talents
Here are the class talents that the fighter can
gain access to.
Animal Companion
Benefit: You gain an animal companion. Your
close connection grants you an additional 2
heroic recoveries and can use yours to restore
your animal companion's HP. As a move
action you and your animal companion can
move at the same time. When you use a
standard action to attack an enemy, your
animal companion can also make a melee
basic attack.
The animal companion you gain is from the
following list along with their statistics (add
level to defenses and attack roll):
Bear: HP 16 (+10 per level);AC 12 Fort14 Reflex 10 Will 12; Melee attack: +3;
1d6+2 damage (level 11: +6; 1d6+4;
Level 21: +7; 1d6+7). Grab: In place of
dealing damage you can instead grab
an enemy. Trained Skills: Athletics,
Endurance
Boar: HP 14 (+8 per level);AC 14 Fort12 Reflex 10 Will 12; Melee attack: +7;
1d4 damage (level 11: +7; 1d4+3;
Level 21: +7; 1d4+7). Gore: +2
damage on a charge. Trained Skills:
Endurance
Feline: HP 14 (+8 per level);AC 14Fort 11 Reflex 13 Will 12; Melee
attack: +7; 1d4 damage (level 11: +7;
1d4+3; Level 21: +7; 1d4+7). Gore: +2
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damage on a charge. Trained Skills:
Athletics, Stealth
Reptile: HP 14 (+8 per level);AC 15Fort 12 Reflex 12 Will 10; Melee
attack: +7; 1d4 damage (level 11: +7;
1d4+3; Level 21: +7; 1d4+7).
Opportunist: Can make attacks of
opportunity. Trained Skills: Athletics,
Endurance
Bird: HP 14 (+8 per level);AC 14 Fort10 Reflex 14 Will 12; Melee attack: +7;
1d4 damage (level 11: +7; 1d4+3;
Level 21: +7; 1d4+7). Fly: You are able
to fly your speed. Trained Skills:
Perception Serpent: HP 14 (+8 per level);AC 14
Fort 12 Reflex 13 Will 12; Melee
attack: +7; 1d4 damage (level 11: +7;
1d4+3; Level 21: +7; 1d4+7). Constrict:
In place of dealing damage you are
able to immobilise an enemy. Trained
Skills: Stealth
Wolf: HP 14 (+8 per level);AC 14 Fort12 Reflex 12 Will 13; Melee attack: +7;
1d4 damage (level 11: +7; 1d4+3;
Level 21: +7; 1d4+7). Trip: In place of
dealing damage you are able trip an
enemy. Trained Skills: Endurance,
Perception
All of the animals above have a move speed of
30 ft and have low-light vision. The labels for
the animals above are mere suggestions. The
physical shape of the animal can instead take
a different form.
When your animal companion makes an
attack, you are unable to use any augment
abilities.
Wild Shape
Benefit: As a swift action you transform into a
natural animal that is either medium or small.
Your equipment melds into your new form,
although you lose any benefits you had gained
from it. While in your animal form you have
+2 natural armour and are able to use powers
with the wildshape trait.
Control Weather
Benefit: You select one of the followingabilities that you can use once a round when
you successfully hit a target with a power:
Sleet: Within a 5 ft radius of thecreature the ground becomes difficult
terrain.
You can retrain this choice when you level up.
Traits: Augment Ability
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FighterSome take up arms for glory, wealth, or
revenge. Others do battle to prove
themselves, to protect others, or because
they know nothing else. Masters with theirweapon, a fighters power comes in the form
of the maneuvres it performs with its weapon.
Some will learn to master the use of a single
weapon while others will keep a versatile
array of weapons that they can use when the
situation calls for it.
Standard Fighter Class Features
Hit Points: A fighter starts with 15 +
constitution score HP at first level and gain 6HP every additional level.
Heroic surges: Fighters have 11 + constitution
modifier heroic surges.
Armour Proficiencies: Fighters are proficient
in the use of leather, hide, chainmail, scale,
light shields and heavy shields.
Weapon Proficiencies: Fighters are proficient
with all simple and martial weapons.
Defences Bonus: Fighters gain a +2 bonus to
Fortitude.
Trained Skills: Fighters start with 4 trained
skills from the following list: XXX.
Martial Training: Fighters can gain training in
maneuvre powers.
Archetype:Fighters choose 1 archetype.
Archetypes
Fighter archetype are different styles of
fighting that they can specialise in, granting
them special abilities.
Archer
Role: An archer is focused on offering
covering fire and attacking those whom their
companions cannot reach.
Class Talents: You gain the Deadeye and
Weapon Focus class talents.
Cavalier
Role: Riding atop your mighty stallion, you
lead the charge into battle, using your sword
and mount equally effectively as weapons
that you strike out with against your foes.
Class Talents: Yougain Bond Mount and
Weapon Focus.
Dual Weapon Fighter
Role: A dualwielder is able to gain a greater
degree of control over the battlefield. They
can focus their attacks against a single enemy
and concentrate on bringing that enemy
down, or attack multiple foes to keep them
occupied and away from the fighter's allies.
Class Talents:You gain: Warrior's Challenge,
Stand Still and Dual Weapon Specialist.
Myrmidon
Role: The Myrmidon is a career soldier.
Although they typically favour one weapon
over others, it isn't to such a single purpose
degree that they feel crippled when required
to use a different type of weapon. They are
also able to place themselves in front of their
allies and attack those who attempt to get
around them with debilitating strikes.Class Talents:You gain Warrior's Challenge,
Stand Still and Weapon Focus.
Warrior
Role: The Warrior is a simple fighter who
specialises in a single weapon and knows how
to hit and hit hard with this weapon.
Class Talents: You gain Improved Weapon
Focus.
Class Talents
Here are the class talents that the fighter can
gain access to.
Bond Mount
Benefit: You gain an animal companion. Your
close connection grants you an additional 2
heroic recoveries and can use yours to restore
your animal companion's HP. As a move
action you and your animal companion can
move at the same time. When you use a
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standard action to attack an enemy, your
animal companion can also make a melee
basic attack.
The animal companion you gain is from the
druid list under the Animal Companion class
talent, except you are limited to a horse or
other animal suitable to act as a mount.
Dual Weapon Specialist
Benefit: You gain an additional +4 bonus to
attack rolls with weapons that have the light
property.
Improved Weapon Focus
Benefit: You gain a +5 bonus to attack rolls.Traits: Augment Ability
Stand Still (Level 1)
Pre-requisite: Fighter
Cost: 2 points
Trigger:Attack of Opportunity.
To Hit: Attack Bonus + Wisdom Mod vs AC
Damage:1dW+attack mod and the target
doesn't move.
Warrior's Challenge
Benefit: Once per round you can challenge an
enemy, promising them retribution should
they not face you. Until the end of your next
turn if that enemy moves no more than 5 ft or
attacks someone that doesnt include you
they take a -2 penalty to the attack roll and
you get to make an attack against them first
as an immediate action.
Traits: Augment Ability
Weapon Focus
Benefit: You gain a +1 bonus to attack rolls
with one of the following categories:
Ranged weapons One-handed weapons Two-handed weapons
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MonkThrough years of meditation and seclusion,
monks gain enlightenment whether it's
through a perfection of their bodies and mind,
divine enlightenment or unlocking hiddentalents within themselves.
Standard Monk Class Features
Hit Points: A monk starts with 13 +
constitution score HP at first level and gain 5
HP every additional level.
Heroic surges: Monks have 9 + constitution
modifier heroic surges.
Armour Proficiencies: Monks are not
proficient in armour.Weapon Proficiencies: Monks are proficient
with club, dagger, quarterstaff, shuriken, sling
and spear.
Defences Bonus: Monks gain a +1 bonus to
Fortitude, Reflex and Will.
Trained Skills: Monks start with 4 trained
skills from the following list: XXX.
Archetype:Fighters choose 1 archetype.
ArchetypesMonk archetype are different styles of
meditation and study, granting them different
special abilities.
Friar
Role: Living in seclusion, friars study the word
of their deity and ponder how to better their
lives. Friars tend to a wide area, offering
guidance and asistance where possible.
Class Talents: You gain the Dodge, PerfectStrike and Religious Training.
Martial Artist
Role: Living in seclusion, martial artists
meditate and focus on self perfection. Living
off the alms of others, martial artists have few
posessions, normally just walking around in
plain monks clothes in return for guidance,
their simple services such as that of a scribe or
even just an ear to listen.Class Talents: You gain the Dodge, Flurry of
Blows, Improved Unarmed Strike and Martial
Training.
Wrestler
Role: They live the monastic life, not all
monks learn the same style of fighting. Some
learn the art of the wrestler.
Class Talents: You gain Dodge, Improved
Unarmed Strike, Repositioning Strike,
Powerful Fist and Martial Training.
Class Talents
Here are the class talents that the fighter can
gain access to.
Dodge
Benefit: You can move nimbly or quickly see
where an attack is coming from, granting
them a +3 bonus to AC.
Flurry of Blows
Benefit: When you use your unarmed strike
with a power that allows you to make an
attack as a a standard action, you gain 1 free
attack with your unarmed strike vs AC, dealing1d4+attack bonus damage.
Level 11: You get 2 extra attacks.
Level 21: You get 3 extra attacks.
Traits: Augment Ability
Improved Unarmed Strike
Benefit: Monks can gain a +1 bonus to attack
rolls with unarmed strikes.
Martial TrainingBenefit: Monks can gain training in maneuvre
powers. They start with 22 points at level 1,
and gain an additional +2 points at level 3,
level 5, level 7 and level 9. You use dexterity
for your attack bonus.
Perfect Strike
Benefit: When you roll an attack roll you roll
2d20 and take the best.
Traits: Augment Ability
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Powerful Fist
Benefit: When you attack someone with an
unarmed strike you get a +5 bonus to the
damage roll.
Repositioning StrikeBenefit: Once per round as an immediate
action you can make an attack roll vs AC
against a creature within reach when they
would attack an ally. On a successful hit you
move them to any 5 ft space adjacent to you
and you knock them prone. If they can still
reach your ally they can make their attack,
otherwise they can choose to attack you. If
you use this ability you are unable to use an
augment ability on your next turn.
Religious Training
Benefit: Monks gain training in prayers. They
start with 22 points at level 1, and gain an
additional +2 points at level 3, level 5, level 7
and level 9. They use wisdom for their attack
bonus.
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PaladinDedicated to a cause, Paladins become the
military wing of the churches, fighting for
their deity and church wherever they might
be needed. While clerics will often preach tothe public, Paladins make their deity known
only through their deeds and provide an
example for all.
Standard Paladin Class Features
Hit Points: A paladin starts with 15 +
constitution score HP at first level and gain 6
HP every additional level.
Heroic surges: Paladins have 10 + constitution
modifier heroic surges.Armour Proficiencies: Paladins are proficient
in the use of leather, hide, chainmail, full
plate, scale, light shields and heavy shields.
Weapon Proficiencies: Fighters are proficient
with all simple weapons and all martial melee
weapons.
Defences Bonus: Paladins gain a +1 bonus to
Fortitude, Reflex and Will.
Divine Invocation: All paladin start with the
divine invocation called smite foe. Their
archetype and feats may grant them
additional divine invocations, however they
may only use one per battle.
Lay on Hands: Three times per day you can
spend a healing surge as a minor action and
then touch someone, allowing them to regain
hit points equal to half their wounded value.
Trained Skills: Paladins start with training in
Religion and 3 other skills from the following
list: XXX.
Religious Training: Paladins gain training in
prayers.
Archetype:Paladins choose 1 archetype.
Archetypes
Paladin archetypes represent dedication to a
particular deity and the gifts they receive from
that deity for knowing the correct prayers to
utter. Although the archetypes presentedhere treat each archetype as belonging to a
different deity, a single deity may in fact be
represented by multiple archetypes. In this
scenario each archetype represents a
different facet of the deity and a differentorder within the church dedicated to that
deity.
Paladins do not have to worship a particular
deity. Instead they can worship an ideal or
cause that they dedicate themselves to. The
powers and class talents they gain is a result
of their dedication and receiving spiritual
inspiration.
Holy Warrior
Role: You take the lead into battle,
challenging your foes wherever they stand in
order to protect others in the fray of combat.
Class Talents: You receive Divine Challenge
and Divine Domain.
Holy Knight
Role: Riding atop a noble steed, you charge
into battle, using your sword and mount
equally effectively as weapons as you strike
out at your foes.
Class Talents: You receive Bond Mount and
Divine Domain.
Class Talents
Here are the class talents that the cleric can
gain access to.
Bond Mount
Benefit: You gain an animal companion. Yourclose connection grants you an additional 2
heroic recoveries and can use yours to restore
your animal companion's HP. As a move
action you and your animal companion can
move at the same time. When you use a
standard action to attack an enemy, your
animal companion can also make a melee
basic attack.
The animal companion you gain is from the
druid list under the Animal Companion class
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talent, except you are limited to a horse or
other animal suitable to act as a mount.
Divine Challenge
Benefit: As a swift action you challenge an
enemy within 25 ft of you. As long as you
attack the target or end your turn within 5 ft
of it, the challenge remains. Otherwise it goes
away at the end of your turn. It also goes
away if you challenge someone else.
If an enemy challenged by you doesnt attacks
someone without attacking you, they receive
3+attack bonus radiant damage.
Level 6 (0): The radiant damage they receive
increases to 4+attack bonus.
Level 11 (0): The radiant damage they receive
increases to 5+attack bonus.
Level 16 (0): The radiant damage they receive
increases to 6+attack bonus.
Level 21 (0): The radiant damage they receive
increases to 10+attack bonus.
Level 26 (0): The radiant damage they receive
increases to 11+attack bonus.
Traits: Augment Ability
Divine Domain
Benefit: You may choose 1 divine invocation
from one of your deitys domains. The
different domains and their associated divine
invocations are:
Air Domain: Animal Domain: Chaos Domain: Community Domain: Corruption Domain: Creation Domain: Darkness Domain: Death Domain: Saved from Death Destruction Domain: Earth Domain: Evil Domain:
Fire Domain: Glory Domain: Good Domain: Healing Domain: Selfless Sacrifice
Knowledge Domain: Law Domain: Liberation Domain: Luck Domain: Madness Domain: Magic Domain: Moon Domain: Plants Domain: Protection Domain: Strength Domain: Sun Domain: Thunder Domain: Travel Domain: Trickery Domain: Undeath Domain: War Domain: Smite Foe Water Domain: Winter Domain:
Each divine invocation power is detailed in theclass talent powers section.
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RangerWarriors in the wilderness, Rangers are well
known for their ability to survive in climates
that others would be hopelessly lost in.
Standard Ranger Class Features
Hit Points: A ranger starts with 12 +
constitution score HP at first level and gain 5
HP every additional level.
Heroic surges: Rangers have 6 + constitution
modifier heroic surges.
Armour Proficiencies: Rangers are proficient
in the use of leather and hide.
Weapon Proficiencies: Rangers are proficient
with all simple and martial weapons.Hardy:Rangers gain a +1 bonus to Fortitude
and Reflex.
Trained Skills: Rangers start with training in
either Dungeoneering or Nature along with 3
other skills from the following list: XXX.
Martial Training: Rangers gain training in
maneuvre powers.
Archetype:Rangers choose 1 archetype.
ArchetypesRanger archetypes represent training in a
particular fighting style. Rangers do not have
the precision of fighters, but are careful to
know where to land their strike to maximise
the damage.
Archer
Role: The archer concentrates on damaging
his enemies from afar. They can hit enemies
that others cant reach, hiding behind coverafter they shoot their enemy.
Class Talents:You gain Point Blank Shot and
Deadly Attack.
Beastmaster
Role: The beastmaster has gained a
connection with an animal. Together they
fight as a team, moving in unison.
Class Talents:You gain Animal Companion.
Two-Weapon Specialist
Role: The two-weapon specialist has a
versatility to damage his enemies with
multiple attacks. They are also able toClass Talents:You gain Two-Weapon
Specialisation and Deadly Attack.
Class Talents
Here are the class talents that the ranger can
gain access to.
Animal Companion
Benefit: You gain an animal companion from
the list available to druids with the animal
companion class talent. This class talent
functions identically to the druid one.
Deadly Attack
Benefit: Once per round you deal +1d6 bonus
damage. At level 11 this increases to +2d6
bonus damage. At level 21 this increases to
+3d6 bonus damage.
Traits: Augment Ability.
Point Blank ShotBenefit: Whenmaking a ranged attack you
gain +1 to the attack roll if none of your allies
are closer to the creature.
Two-Weapon Specialisation
Benefit: When dual wielding you are not
limited to only light weapons with your
offhand, but can wield any one-handed melee
weapon that you are proficient with.
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RogueThieves, scoundrels, pickpockets. These along
with other terms have all been used to
describe a rogue. More often than not they
rely on guile and quick reflexes over brutestrength in order to get themselves out ofor
intotrouble.
Standard Rogue Class Features
Hit Points: A Rogue starts with 12 +
constitution score HP at first level and gain 5
HP every additional level.
Heroic surges: Rogues have 6 + constitution
modifier heroic surges.
Armour Proficiencies: Rogues are proficient inthe use of leather armour.
Weapon Proficiencies: Rogues are proficient
with club, daggers, hand crossbows, mace,
shurikens, slings and short swords.
Defences Bonus:Rogues gain a +2 bonus to
Reflex.
Trained Skills: Rogues start with training in
Stealth and Thievery along with 4 other skills
from the following list: XXX.
Martial Training: Rogues gain training in
maneuvre powers.
Weapon Finesse: Rogues are able to use
dexterity for their attack bonus with melee
and ranged weapons.
Archetype:Rogues choose 1 archetype.
Archetypes
Rogue archetypes represent a preference in
how they fight, whether its relying on guile or
brute strength.
Artful Dodger
Role: A liar and deceiver, the artful dodger
has a silver tongue and can almost always talk
himself out of trouble. Even in the midst of
battle he is able to use his mastery of
deceiving through feints.
Class Talents:You gain Deceitful Disengage,
Quick Reflexes, Rogue Weapon Specialisation
and Sneak Attack.
Thug
Role: Clever plays with words isnt your style.
Whenever you need to fight you hit hard and
hit quickly, ensuring the fight ends as soon as
possible.
Class Talents:You gain Brutal Strike, Quick
Reflexes, Rogue Weapon Specialisation and
Sneak Attack.
Class Talents
Here are the class talents that the rogue can
gain access to.
Brutal Strike
Benefit: Youadd your strength bonus your
sneak attack dice when determining how
much bonus damage you deal.
Deceitful Disengage
Benefit: When you move away from someone
you feint first, giving you your charismamodifier as a bonus to AC against attacks of
opportunity.
Quick Reflexes
Benefit: You have combat advantage against
anyone who hasnt acted in combat yet.
Rogue Weapon Specialisation
Benefit: When attacking with a shuriken or
dagger you gain a +1 bonus to damage.
Sneak Attack
Benefit: Once per round when you have
combat advantage against someone, you deal
+2d6 bonus damage. At level 11 this increases
to +3d6 bonus damage. At level 21 this
increases to +5d6 bonus damage.
Traits: Augment Ability
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SorcererBorn with an innate ability to manipulate
arcane magic, sorcerers learn to gain some
control over their abilities. Often feared or
revered, few sorcerers' lives are unaffected bythe realisation that they can cast spells. How
it came to be that you were born with this
ability is often unknown. Sometimes it is the
result of a wizard's experiments gone wrong.
Other times it is the result of a powerful
creature manipulating the bloodlines of your
family.
Standard Sorcerer Class Features
Hit Points: A Sorcerer starts with 12 +constitution score HP at first level and gain 5
HP every additional level.
Heroic surges: Sorcerers have 6 + constitution
modifier heroic surges.
Armour Proficiencies: Sorcerers are not
proficient in armour.
Weapon Proficiencies: Sorcerers are
proficient with all simple weapons.
Implement Proficiencies: Sorcerers are
proficient with dagger and staff implements.
Defences Bonus:Sorcerers gain a +2 bonus to
Will.
Trained Skills: Sorcerersstart with training in
Arcana along with 3 other skills from the
following list: XXX.
Arcane Knowledge: Sorcerers gain training in
powers that take the form of spells.
Forceful Arcana: The attack bonus for melee
and ranged spells is charisma. Warlocks can
make an arcane ranged basic attack with a
range of 50 ft dealing 1d10+attack bonus acid
damage on a hit (2d10+attack bonus acid
damage at level 21).
Archetype:Sorcerers choose 1 archetype.
Archetypes
Sorcerer archetypes represent the way in
which their innate magic manifests itself.
Bloodmage
Role: As a bloodmage you can channel your
own health and vitality through your spells to
empower them. There are few sorcerers whomeet the amount of damage that a
bloodmage can deal out.
Class Talents:You gain Blood Magic.
Wildmage
Role: Your magic is wild and uncontrolled.
Where some sorcerers learn how to channel
their natural talents in order to deal the most
damage, you learn how to inhibit the actions
and movement of your enemies.
Class Talents:You gain Wild Magic.
Class Talents
Here are the class talents that the rogue can
gain access to.
Blood Magic
Benefit: Youchannel the power coursing
through your body to fuel your magic. When
you successfully hit an enemy you can take
1d6 damage and then deal +2d6 bonus
damage against one creature. You can use this
ability once per round.
Level 11: You take 2d6 damage and you deal
+3d6 damage.
Level 21: You take 3d6 damage and you deal
+4d6 damage.
Traits: Augment Ability
Wild Magic
Benefit: When you hit an enemy with a spell,
you can apply a single effect to the enemy for
1 round. You can choose from the following
list which effect you use if you meet the level
pre-requisite:
Toppling Spell (Level 1): The creaturefalls prone.
Pushing Spell (Level 1): The creature ispushed 5 ft.
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Stumbling Spell (Level 1): The creatureis slowed.
Immobilising Spell (Level 1): Thecreature is immobilised.
Unbalancing Spell (Level 7): The targettakes a -2 penalty to AC.
Stunning Spell (Level 13): The target isstunned.
When you gain a new level you can replace
the effect you know with a new one.
Traits: Augment Ability
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TacticianNone have studied combat in as much detail
as the Tactician. A master of strategy, a
tactician leads their companions into battle,
wielding their weapon and shouting outstrategy.
Standard Tactician Class Features
Hit Points: A Tactician starts with 12 +
constitution score HP at first level and gain 5
HP every additional level.
Heroic surges: Tacticians have 7 + constitution
modifier heroic surges.
Armour Proficiencies: Warlords are proficient
in the use of leather, hide, chainmail and lightshields.
Weapon Proficiencies: Tacticians are
proficient with simple melee and ranged
weapons as well as martial melee weapons.
Melee attacks use strength as the attack
bonus while ranged attacks use dexterity.
Defences Bonus:Tacticians gain a +1 bonus to
Reflex and +2 to Will.
Trained Skills: Tacticians start with training 4
skills from the following list: XXX.
Martial Training: Rangers gain training in
maneuvre powers. They start with 22 points
at level 1, and gain an additional +2 points at
level 3, level 5, level 7 and level 9.
Archetype:Tacticians choose 1 archetype.
Archetypes
Tactician archetypes represent different
schools of combat strategy.
Inspiring Tactician
Role:You concentrate on bolstering the spirits
of your allies, reminding them of whats at
stake and the other times theyve faced
terrible odds and yet managed to overcome.
Class Talents:You gain Tacticians Alertness
and Inspiring Word.
Anatomy Expert
Role: None know how to weaken orunbalance an enemy as well as you do.
Although you dont deal the damage directly,
you set up an opponent so that an ally can
strike at them much more effectively.
Class Talents:You gain a Tacticians Alertnessand Weakening Wound.
Class Talents
Here are the class talents that the tactician
can gain access to.
Tacticians Alertness
Benefit: When initiative is rolled all allies
within 50 ft who can see or hear you gain a
+2 bonus to the roll.
Inspiring Strike
Benefit: Whenyou hit a creature an ally
within 25 ft gains 1d6 temporary hit points.
Level 11: They gain 2d6 temporary hit points.
Level 21: They gain 3d6 temporary hit points.
Traits: Augment Ability
Weakening Wound
Benefit: When you hit a creature an ally
within 25 ft gains +1d6 bonus damage to theirnext hit against the creature before the end of
your next turn.
Level 11: They gain +2d6 bonus damage.
Level 21: They gain +3d6 bonus damage.
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WarlockPact magic is one of the oldest forms of
manipulating arcane energies. Rather than
spend years of study, warlocks are people
whove taken a shortcut to greater power,
participating in a dark ritual to summon a
creature who bequeaths it with the required
knowledge to manipulate arcane spells.
Standard Rogue Class Features
Hit Points: A Warlock starts with 12 +
constitution score HP at first level and gain 5
HP every additional level.
Heroic surges: Warlocks have 6 + constitution
modifier heroic surges.
Armour Proficiencies: Warlocks are proficient
in the use of leather armour.
Weapon Proficiencies: Warlocks are
proficient with simple melee and ranged
weapons. Melee attacks use strength as the
attack bonus while ranged attacks use
dexterity.
Implements: Warlocks are proficient withwands and rods.
Defences Bonus:Warlocks gain a +1 bonus to
Reflex and Will.
Trained Skills: Warlocks start with training 4
skills from the following list: XXX.
Arcane Knowledge: Warlocks gain training in
powers that take the form of spells.
Forceful Arcana: The attack bonus for melee
and ranged spells is charisma. Warlocks can
make an arcane ranged basic attack with a
range of 50 ft dealing 1d10+attack bonus on a
hit (2d10+attack bonus at level 21).
Archetype:Warlocks choose 1 archetype.
Archetypes
Warlock archetypes represent the type of
pact theyve made. Sometimes theyll ask for
pure power, other times theyll ask for the
ability to protect their allies. Regardless of the
type of pact made or which entity its made
with, there is always a cost.
Dread Warlock
Role:Out for naught but blood, youve made
a pact with an otherworldly force to gain
mastery over the arcane so that you may
bring down your enemies.
Class Talents:You gain a Patron, Point Blank
Shot, Shadow Step and Dread Curse.
Hexmaster
Role: You make those who earn your iretremble in fear. You do not kill them outright.
No. You leave them with a much worse fate.
Cursed. As an example for all who would turn
on you. With this reputation, you are able to
control those who fight you.
Class Talents:You gain a Patron, Point Blank
Shot, Shadow Step and Hex.
Class Talents
Here are the class talents that the warlock cangain access to.
Cantrips
Benefit: Yougain one of the following
depending on who or what youve made a
pact with:
Infernal Patron: Youve made a dealwith a devil. When a cursed creature
dies you gain temporary hit pointsequal to your level. These temporary
hit points do not stack.
Faerie Patron: Youve made a pactwith one of those enigmatic fay
creatures. When a cursed enemy dies
you can teleport 3 squares as a free
action.
Aberrant Patron: Youve made a dealwith creatures that have no purpose
existing in any mortal world. When a
cursed creature dies you gain a +1
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bonus to a d20 roll on your next turn.
This bonus stacks with itself if
multiple cursed creatures die.
Point Blank Shot
Benefit: Whenmaking a ranged attack yougain +1 to the attack roll if none of your allies
are closer to the creature.
Shadow Step
Benefit: When you move at least 15 ft on your
turn, you gain a +2 bonus to AC as you
become concealed in otherworldly shadows.
Dread Curse
Benefit: Once per round when you attacksomeone you have cursed, you deal +1d6
bonus damage.
Level 11: Bonus damage increases to +2d6.
Level 21: Bonus damage increases to +3d6.
Traits: Augment Ability
Hex
Benefit: When you gain this ability you choose
one hex from the following options:
Evil Eye: The cursed enemy takes a -2penalty to a single defence for one
round.
Pugwampys Grace: The cursedenemy takes a -2 penalty to attack
rolls for one round.
Disfigurement: The cursed enemy isdisfigured permanently, granting
them a -5 on bluff, diplomacy and
intimidate checks. This can only becured with something that can fix
curses.
Crafters Misfortune: The cursedenemy takes a -5 penalty to all skill
checks for 1 week.
Once per round when you attack a cursed
enemy you grant them one of the above
hexes. Alternatively you can spend a standard
action and make an attack roll, using your
attack bonus vs will. On a successful hit they
take the curse, but receive no damage.
Traits: Augment Ability
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WizardWizards understand magic like no-one else.
After years of study they have mastered the
elements and now keep dominion over the
arcane arts.
Standard Rogue Class Features
Hit Points: A Wizard starts with 10 +
constitution score HP at first level and gain 4
HP every additional level.
Heroic surges: Wizards have 6 + constitution
modifier heroic surges.
Armour Proficiencies: Wizards are not
proficient in armour.Weapon Proficiencies: Wizards are proficient
with daggers and quarterstaffs. Melee attacks
use strength as the attack bonus while ranged
attacks use dexterity.
Implements: Wizards are proficient with orbs,
staffs and wands.
Defences Bonus:Wizards gain a +2 bonus to
Will.
Trained Skills: Wizards start with training
Arcana and 3 skills from the following list:
XXX.
Arcane Knowledge: Wizards gain training in
powers that take the form of spells.
Archetype:Wizards choose 1 archetype.
Archetypes
Wizard archetypes represent different
traditions of magic. These traditions
sometimes represent specialising in a
particular type of magic, such as protective
magics, other times they represent a style of
magic such as specialising in controlling the
battle field.
Battle Mage
Role: You have training in not just the arcane
arts, but also in the art of combat and using a
weapon. Youve learned how to use both to
devastating effect and are a force to be
reckoned with on the battlefield.
Class Talents: You gain Cantrips, Arcane
Weapon Training and Spellbook.
Diviner
Role: Able to pierce the veil of time youre
able to get glimpses of the future that helps
you lead your companions into battle and
help them when they most need it.
Class Talents: You gain Cantrips, Divination
and Spellbook.
Evoker
Role: You specialise in dealing as much
damage as possible. You take spells that
manipulate the elements themselves to strike
down at your enemies.
Class Talents:You gain Cantrips, Empower
Spell and Spellbook.
Mage
Role:Mages do not specialise in a particular
school of magic such as evocation spells or
adbjuration spells. Instead you specialise in
controlling the battlefield. Where others
concentrate on dealing the most damage, you
concentrate on debilitating effects that can
take enemies out of the fight until your allies
can deal with them.
Class Talents:You gain Cantrips, Implement
Specialisation and Familiar.
Transmuter
Role: Youre able to enhance the physical
traits of yourself and others enhancing their
strengths and abilities.
Traits: You gain Cantrips, Transmutation and
Spellbook.
Class Talents
Here are the class talents that the wizard can
gain access to.
Arcane Weapon Training
Benefit: Yougain proficiency in a meleeweapon with the offhand property. When
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using an arcane spell that only targets 1
creature you are able to make a melee
weapon attack roll at attack bonus vs AC. On a
hit you deal 1dW damage and they suffer the
damage or effect of the spell.
Traits: Augment Ability
Cantrips
Benefit: Youlearn 4 cantrips, which are minor
powers that you can use at-will. They are:
Drench:As a standard action youconjure a sudden downpour within 25
ft that has a radius of 5 foot. If
mundane fire is alight in this area it is
immediately extinguished.
Ghost Sound: As a standard actionyou cause a sound to emanate within
50 ft. It can be as quiet as a whisper
or as loud as a lion's roar. The sounds
can either be words or noises such as
swords clanging, boots stomping or a
door opening.
Light:As a standard action you touchan item and cause it to shed light. For
up to 20 ft of the object it sheds
bright light, with dim light 40 ft away
from that. The light lasts for 5 minutes
and you can only have one light active
at a time. If you recast this cantrip
before 5 minutes passes then the
original light spell ends.
Mage Hand: As a standard action youconjure a spectral hand within 25 ft of
you. The spectral hand is capable ofmanipulating objects including picking
them up if they weigh 20 pounds or
less. As a move action you can move
the hand 25 ft. The hand lasts for 1
round, although you can spend a swift
action to extend that for an additional
round. NOTE: You can only conjure 1
hand at a time.
Open/Close: As a standard action youcause a door up to 50 ft away to open
or close. The door cannot weigh more
than 50 pounds.
Prestidigitation:As a standard actionyou can cause a minor effect within
10 ft. These effects could be moving 1
pound of material, create a shower of
sparks, create a puff of wind, create a
strong odour, colour or soil up to 1
cubic foot of material, instantly light
or put out a candle or torch, chill or
warm up to 1 pound of non living
material, flavour up to 1 pound of non
living material, make a small handheld
item disappear for 1 round or place an
arcane mark on an object or creaturefor 1 hour.
Divination
Benefit: Once before the start of your next
turn youre able togrant yourself or an ally
within 30 ft a +2 to a defense or an attack roll
as an immediate action after the roll is already
made.
Traits: Augment Ability
Empower
Benefit: You multiply the damage you deal
from an arcane spell by 1.5.
Traits: Augment Ability
Familiar
Pre-requisite: Arcane training
Benefit: You select a familiar from the
following list and gain the familiar and training
in one of its associated skills. When you spend
a move action the familiar can move as well.
You are also able to target spells from your
familiar. When you use a power with the
augmentation trait, your familiar can make a
free attack against an enemy adjacent to it.
Otherwise you may direct it to attack as a
standard action. This attack doesnt provoke
attacks of opportunity. Should your familiar
be reduced to 0 HP it disappears. During a
short or extended rest you can spend ahealing surge to bring your familiar back and
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have it reappear beside you. For skills your
familiar uses your skill bonus and it can
understand any languages you speak,
although it cant speak itself unless it has a
specific benefit.
Bat
HP: 6 (+1 per level)
AC: 12; Fort: 12; Reflex: 14; Will: 12
Size: Tiny Senses: blindsense
Movement: 5 ft (fly 30 ft)
Bite Attacks:+12 vs AC (+1 per level)
Bite Damage: 1d6+2 piercing damage
Level 21: The bite damage increases to 2d6+2
piercing damage.
Associated Benefit: You gain training in either
Perception or Stealth
Cat
HP: 6 (+1 per level)
AC: 12; Fort: 12; Reflex: 14; Will: 12
Size: Tiny Senses: low-light vision
Movement: 30 ft (climb 15 ft)
2 Claw Attacks:+6 vs AC (+1 per level)
Claw Damage: 1d4+2 slashing damage per
attack.
Level 21: Theclaw damage increases to
1d4+4 slashing damage per attack.
Associated Benefit: You gain training in either
Climb or Stealth
Owl
HP: 6 (+1 per level)
AC: 12; Fort: 12; Reflex: 14; Will: 12
Size: Tiny Senses: darkvision 120 ft
Movement: 5 ft (fly 30 ft)
Talon Attack:+6 vs AC (+1 per level)
Talon Damage: 2d4+4 piercing damage;
Level 21: The Talon damage increases to
+2d8+4 piercing damage.
Associated Benefit: You gain training in either
Perception or Insight
Rat
HP: 6 (+1 per level)
AC: 12; Fort: 12; Reflex: 14; Will: 12
Size: Tiny Senses: darkvision 60 ft
Movement: 30 ft (climb 15 ft)
Bite Attack:+9 vs AC (+1 per level)
Bite Damage: 1d4+4 piercing damage
Level 21: The bite damage increases to 2d4+4
piercing damage.
Associated Benefit: You gain training in either
Stealth or Thievery
Raven
HP: 6 (+1 per level)
AC: 12; Fort: 12; Reflex: 14; Will: 12
Size: Tiny Senses: normal
Movement: 5 ft (fly 30 ft)
Talon Attack:+6 vs AC (+1 per level)
Talon Damage: 2d4+4 piercing damage;
Level 21: The Talon damage increases to
+2d8+4 piercing damage.
Associated Benefit: You learn a language and
your Raven is able to speak any language you
can.
Snake
HP: 6 (+1 per level)
AC: 12; Fort: 14; Reflex: 12; Will: 12
Size: Tiny Senses: darkvision
Movement: 30 ft (climb 30 ft)
Bite Attack:+4 vs Fort (+1 per level)
Bite Damage: 1d4 poison damage and the
target has a -2 penalty to attack rolls for 1
round.
Associated Benefit: You gain training in either
endurance or climb.
Spider
HP: 6 (+1 per level)
AC: 12; Fort: 12; Reflex: 14; Will: 12
Size: Tiny Senses: darkvision
Movement: 30 ft (climb 30 ft)
Web Attack:+10 vs Reflex (+1 per level)
Web Damage: The creature is slowed for 1
round.
Associated Benefit: You gain training in either
climb or acrobatics.
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Toad
HP: 6 (+1 per level)
AC: 12; Fort: 12; Reflex: 14; Will: 12
Size: Tiny Senses: darkvision
Movement: 15 ft (swim 30 ft)
Tongue Attack:+12 vs Reflex (+1 per level)
Tongue Damage: The creature moves 5 ft.
Associated Benefit: You gain training in either
acrobatics or endurance.
Weasel
HP: 6 (+1 per level)
AC: 13; Fort: 12; Reflex: 13; Will: 12
Size: Tiny Senses: darkvision
Movement: 30 ft
Bite Attack:+9 vs AC (+1 per level)
Bite Damage: 1d4+4 piercing damage
Level 21: The bite damage increases to 2d4+4
piercing damage.
Associated Benefit: You gain training in either
acrobatics or perception.
Implement Specialisation
Benefit: At level 1 you select one of the
following specialisations:
Orb Specialisation: A target that issuffering an effect a save ends takes a
penalty to their saving throw equal to
your wisdom modifier.
Staff Specialisation: You gain a +1bonus to AC. Once per battle you may
gain a bonus equal to your
constitution modifier to a defense of
your choice as an immediate action
when you would be hit.
Wand Specialisation: Once per battleyou gain a bonus to an attack roll
equal to your dexterity modifier.
To gain the benefit of the specialisation you
must be wielding the implement in your hand.
Spellbook
Benefit: When you gain an arcane spell of
level 1 or higher, you can instead learn 2
spells of that level and frequency. During a 1
hour period at the start of each day you can
study your spellbook to determine which
spells you can use for the day.
Transmutation
Benefit: You grant yourself or an ally within
30 ft a +2 bonus to all checks and defences
related to a single ability score until the end of
your next turn.
Traits: Augment Ability
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PowersWhether they're called maneuvres, tricks,
prayers, spells or incantations, powers are
abilities that each character has and is able touse in combat.
Each power has the following format:
Power Name (Power level): This is thename and then the initial level that
the power can be taken at.
Pre-requisite: Certain powers requirecertain conditions be met before you
take this power. This is in addition to
the level pre-requisite.
Cost: This is how many points buyingthis manevure uses. Some powers can
be upgraded with more points.
Action Type: This determines whattype of action you need to use in
order to use this ability.
To Hit: This determines what defenseyou target and what your bonus is.
Damage: This determines how muchdamage is dealt and any effects that
occur.
Damage for weapons is shown as # weapon
die damage. Weapon die is the damage die
associated with the weapon your wielding. #
is the number of weapon die that you roll.
Weapon damage is the type of damage (e.g.
bludgeoning, piercing or slashing) damage
that your weapon deals.
Some levels gain powers but your class
doesn't grant any points. At these levels you
can swap out existing powers for higher level
powers.
The powers are split into chapters:
Beast Attacks: These are the powersgained by Druids who have the
wildshape ability.
Maneuvres: These are the powersgained by Fighters, Rangers, Rogues
and Tacticians as well as certainmonks.
Prayers: These are the powers gainedby Clerics and Paladins.
Spells: These are the powers gainedby Bards, Sorcerers and Wizards.
Utility Powers: These are powers thatare gained through the Utility Powers
feat. Unlike other powers they do not
make the character stronger, but
instead give them more options both
in and out of combat.
Learning PowersEach class gives you a set number of powers
you can learn at each level and of a particular
type. The different types are:
At-will Once per battle Daily
In place of learning a daily power you are able
to learn 2 once per battle powers of a lower
level in its place.
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Racial PowersDetailed here are the racial powers that each
race grants access to. Additional powers may
be granted by feats, although only one racial
power can be used each battle.
Alchemical Concoction
Race: Gnome
Action Type: Standard
To Hit: Attack Bonus vs Reflex, Area Burst 15
ft within 30 ft
Damage: 3d6 damage. The damage type is
either acid, fire, electrical or cold and is
determined when the power is used.
Level 11: You deal5d6 damage.Level 21: You deal7d6 damage.
Traits: Racial
Dirty Trick
Race: Tiefling
Action Type: Swift action
Effect: You make a bluff check against a
creature. On a success you have combat
advantage against them until the start of your
next turn.Traits: Racial
Dragon's Aura (Once per Battle)
Race: Dragonmen
Action Type: Standard
To Hit: Attack Bonus vs Will, Close Burst 15
Damage: The target takes a -2 penalty to
attack rolls for 1 round.
Traits: Augmentable, Racial
Dragonbreath (Once per Battle)
Race: Dragonmen
Action Type: Standard
To Hit: Attack Bonus vs Reflex, Close Blast 15
Damage: 2d6+attack bonus damage. The type
of damage is the same type as your draconic
bloodline.
Level 13: You deal 4d6+attack bonus damage.
Level 27: You deal 6d6+attack bonus damage.
Traits: Augmentable, Racial
Faerie Jump (Once Per Battle)
Race: Elf
Action Type: Move
Effect: You teleport up to 25 ft to a space you
can see.
Traits: Racial
Indefatigable
Race: Ironforged
Action Type: Swift
Effect: You gain 2+level temps as a swift
action. If you are wounded when using this
power you regain this number of hit points as
well.
Traits: Racial
Lucky Defense
Race: Halfling
Action Type: Immediate
Effect: Whenyou would be hit by an attack
roll you can force the roller to reroll the attack
roll.
Traits: Racial
Past LifeRace: Reborn
Action Type: Swift
Effect: Retry a failed skill roll. If this roll
succeeds then the previous one doesn't
count.
Traits: Racial
Powerful Assault
Race: Half-Orc
Action Type: Free action when you rolldamage on a weapon attack.
Effect: You reroll some or all of the damage
die.
Traits: Racial
Quick Fade
Race: Gnome
Action Type: Immediate when you would be
seen
Effect: When you would be seen (and youreaware of this) you can turn invisible until the
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end of your next turn.
Traits: Racial
Second Chance (Once Per Battle)
Race: Elf
Action Type: Free
Effect: You can reroll an attack roll that
missed.
Traits: Racial
Shared Life
Race: Reborn
Action Type: Immediate action when a
creature would fall unconscious
Effect: You spend a heroic surge and the ally
regains HP equal to half their wounded value.
Traits: Racial
Smooth Talker
Race: Halfling
Action Type: swift
Effect: When you would fail a bluff check or
diplomacy check you can make a new roll as a
swift action. This new roll is used in place of
the original check.
Traits: Racial
Sudden Defence
Race: Dwarf
Action Type: Immediate when your attacked
Effect: You add +2 to your AC or Reflex score.
If the attack roll doesnt beat this new value
then the attack misses.
Traits: Racial
Surge of Accuracy
Race: Ironforged
Action Type: Free
Effect: You gain a +2 racial bonus on a single
attack roll. If this new result would hit then
the attack hits.
Traits: Racial
Vicious Bite
Race: Half-OrcAction Type: After you hit someone with an
attack you can make a bite attack for free.
To Hit: Attack Bonus vs AC
Damage: 2d6+attack bonus damage.
Level 11: You deal3d6+attack bonus damage
Level 21: You deal5d6+attack bonus damage
Traits: Augmentable, Racial
Brutal Assault
Race: Tiefling
Action Type: Free
Effect: On a miss with a weapon attack you
deal 1d6 damage as it grazes the enemy.
Level 21: You deal 2d6 damage.
Traits: Racial
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Base Class Powers
Borrowed Life Force (Divine Invocation)
Pre-requisite: Paladin, Undeath domain
Action Type:Immediate
Effect: When a creature is reduced to 0 HP
you can spend one of its heroic surges and
gain temporary hit points equal to a quarter
of your wounded value.
Control Undead (Divine Invocation)
Pre-requisite: Cleric, Undeath domain
Action Type: Attack vs Will
Effect: You gain control of the undead for 1
round. On its turn you decide what actions it
takes.
Divine Grace (Divine Invocation)
Pre-requisite: Cleric, Healing domain
Action Type: Immediate
Effect: An ally you can see has fallen below 0
HP. You grant them healing equal to your
wisdom modifier.
Divine Guidance (Divine Invocation)
Pre-requisite: ClericAction Type: Immediate
Effect: An ally you can see rerolls a failed skill
check or attack roll and takes the second
result.
Selfless Sacrifice (Divine Invocation)
Pre-requisite: Paladin, Healing domain
Action Type:Immediate
Effect: When an ally would fail a saving throw,
you can instead allow them to pass it and gainthe negative effect yourself.
Smite Foe (Divine Invocation)
Pre-requisite: Paladin, War domain
Action Type:Swift
Effect: You gain a +4 bonus damage against an
enemy for 1 round.
Saved from Death (Divine Invocation)
Pre-requisite: Paladin, Death domain
Action Type:Immediate
Effect: When an ally would fail a death saving
throw, you can spend a healing surge and
allow them to regain HP equal to half their
wounded value.
Turn Undead (Divine Invocation)Pre-requisite: Cleric, Death domain
Action Type:Standard
To Hit: Attack Bonus vs Will for all undead
within 10 ft.
Damage:1d10+attack bonus and theyre
pushed 5 squares and immobilised until the
end of your next turn.
Level 5: Damage increases to 2d10+attack
bonus.
Level 11: Target all undead within 25 ft and
deal 3d10+attack bonus damage.
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