Dragon #421
Dragon #421
Dragon #421
Contents
3
Pitch Perfect
By Steve Winter
Another submissions window approaches!
Warm up your pitching arms, you hopeful
game writers.
Mephits
By David Flor and Jared Espley
Mephits are at home in the Elemental
Chaos, but they can be found as loyal
servants all across the planes of existence.
17 Legendary
of Kry nn
Items
By Daniel Helmick
The Heroes of the Lance wielded many
legendary weapons during their epic war
against the Dragon Highlords.
22 You
Say Dr agonbor n,
I Say Dr aconia n
By Daniel Helmick
Have you ever wanted to play a bozak or
kapak draconian? Now you can, with these
dragonborn racial variants.
26 Alter native
Multiclass Rules
By Robert J. Schwalb and Matt Sernett
We offer a f lexible, optional approach to
character building that doesnt require
feat expenditures to access the powers and
features from other classes.
On the Cover: Chris Seaman illustrates multiclass heroesa rogue/cleric, a fighter/wizard, and a barbarian/druidin a life-anddeath battle against a marilith and her carnage demon allies.
EDITOR I A L
TM
421
D r ag o n
Senior Producer
M a rc h 2 013
Christopher Perkins
Producers
Greg Bilsland, Steve Winter
Managing Editors
Developers
Robert J. Schwalb, Chris Sims
Jon Schindehette
Art Director
Contributing Authors
Contributing Editors
Contributing Artists
Kate Irwin
Angie Lokotz
Daniel Helmick
Pitch Perfect
By Steve Winter
The first Dragon and Dungeon submissions window
of 2013 opens on April 1 and runs through May 31.
Thats exciting news for us, and it should be for you,
too, especially if youve ever wanted to share your
great ideas with D&D fans around the world and get
paid for your writing talent.
You can find all the pertinent instructions about
where and how to send your pitches at the D&D
website (http://www.wizards.com/dnd/Article.
aspx?x=dnd/submissions).
The submission window is important, both to us
and to you.
Its important to us because a high percentage of
the articles published in Dragon and Dungeon come
in over the transom. We dutifully wade through
the rising slush pile in a hybrid state of wide-eyed
eagerness and jaded cynicism fueled by megadoses
of caffeine and vitamin B. Ill be honest here: The
majority of the thousands of pitches we receive will
be rejecteda fact of life that I expect holds true
whether you work on Dragon and Dungeon or on
Harvard Book Review. Some are badly written (were
looking for people who can write like pros, or at least
like A students), some are too far beyond the pale
(sailing ships as a playable race?), some are requests
that we take an idea and write it ourselves (wed love
to, but our hands are full with publishing the magazines), and some are topics were not interested in
(we dont need new 4E classes or races, fiction, board
games, monsters adapted from a popular anime
series, or rules design for D&D Next).
But mixed in with the No, thank yous will be
dozens of sparkling gems that grab our attention and
make us say, Wow, Id love to read that article. Why
hasnt anyone thought of this before?
Creature Incarnations:
Mephits
By David Flor and Jared Espley
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Mephits
A ir M ephit
Air mephits prefer to
live in places where
natural winds
constantly blow,
such as on mountaintops or along
windy shores.
They are small
creatures whose
upper halves
are humanoid
with wispy wings
growing from their
shoulder blades.
They have no lower
limbs, so their midsections seem to sprout from
the top of small whirlwinds.
Air mephits are more skittish than many of their
kin from the other elements. If pressed, they will
fight, but they would rather avoid conflict altogether.
D ust
M ephit
Air Mephit
Level 3 Skirmisher
XP 150
Initiative +6
Perception +0
Darkvision
Traits
Regeneration
The mephit regains 5 hit points whenever it starts its turn
and has at least 1 hit point. If the mephit starts its turn on
the ground, its regeneration does not function that turn.
When the mephit takes psychic damage, its regeneration
does not function on its next turn.
Blurred Breeze
While flying to move, the mephit gains a +4 power bonus
to all defenses.
Standard Actions
m Claws At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d6 + 4 damage.
C Air Blast F Recharge 5 6
Attack: Close blast 3 (creatures in the blast); +6 vs.
Fortitude
Hit: 2d8 + 3 damage, and the mephit pushes the target up
to 2 squares.
Skills Bluff +7
Str 8 (+0)
Dex 17 (+4)
Wis 8 (+0)
Con 14 (+3)
Int 8 (+0)
Cha 12 (+2)
Alignment unaligned Languages Common, Primordial
Dust Mephit
Level 3 Controller
XP 150
Initiative +4
Perception +1
Darkvision
Traits
Regeneration
The mephit regains 5 hit points whenever it starts its turn
and has at least 1 hit point. When the mephit takes cold or
psychic damage, its regeneration does not function on its
next turn.
Standard Actions
m Claws F At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d6 + 4 damage, and the mephit can slide the target
1 square.
C Blinding Cloud F Recharge 5 6
Attack: Close blast 3 (creatures in the blast); +6 vs. Reflex
Hit: 1d8 + 4 damage, the target is blinded until the end of
the mephits next turn.
Minor Actions
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Mephits
E arth M ephit
Earth mephits prefer
to live in caverns far
undergroundthe
deeper and darker,
the better. Their
bodies have dwarflike proportions
but are hairless and
have large misshapen
wings.
Earth mephits
tend to be less cruel
than many of the other
mephit types. They
are curious about
mortals, perhaps
because they rarely
see any in the remote
places they call home.
Fire
M ephit
Although fire
mephits rarely live
anywhere outside
the Elemental Chaos,
they can be found
where conflagrations
burn out of controlareas with forest
fires, volcanic activity,
or other sources of frequent natural flames.
They have dull red skin
streaked with black, and a halo
of fire surrounds their thin and
translucent wings.
Earth Mephit
Small elemental humanoid (earth)
HP 54; Bloodied 27
AC 15, Fortitude 16, Reflex 14, Will 15
Speed 6 (earth walk), fly 6
Traits
Level 3 Brute
XP 150
Initiative +1
Perception +0
Darkvision
Fire Mephit
Level 3 Skirmisher
XP 150
Initiative +6
Perception +0
Darkvision
Regeneration
The mephit regains 5 hit points whenever it starts its turn
and has at least 1 hit point. If the mephit starts its turn in
the air, its regeneration does not function that turn. When
the mephit takes psychic damage, its regeneration does
not function on its next turn.
Traits
m Slam At-Will
Attack: Melee 1 or Melee 2 while Large (one creature); +8
vs. AC
Hit: 2d8 + 4 damage, or 2d10 + 9 damage while Large.
C Earth Blast Recharge when first bloodied
Attack: Close blast 3 (creatures in the blast); +8 vs. AC
Hit: 2d10 + 3 damage, and the target falls prone.
Expand (polymorph) Recharge 5 6
Effect: Until the end of its next turn, the mephit becomes
Large, occupying 4 squares instead of 1. Any creatures in
the mephits new space are pushed into a space adjacent
to the mephit.
Skills Bluff +8
Str 17 (+4)
Dex 10 (+1)
Wis 8 (+0)
Int 8 (+0)
Cha 14 (+3)
Con 14 (+3)
Alignment unaligned Languages Common, Primordial
Standard Actions
Regeneration
The mephit regains 5 hit points whenever it starts its turn
and has at least 1 hit point. When the mephit takes cold or
psychic damage, its regeneration does not function on its
next turn.
Standard Actions
Move Actions
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Mephits
Ice M ephit
Ice mephits are as cruel as they are
cold, preferring to stay
at a distance and
jeer at other creatures as they
struggle in the
freezing places
the mephits call
home. They are
the meanest of
all the mephits,
taking great
pleasure in watching the suffering of
others.
The body of these
creatures can easily be
mistaken for ice, since they are blue-white and freezing cold to the touch. Their small wings are so thin
that they are almost transparent.
M agma M ephit
Magma or lava mephits
originated from the seas
of boiling lava and
molten rock found
throughout the
Elemental Chaos.
Legends claim
that the Sea of Fire
potentially contains
tens of thousands of
these creatures beneath its
surface, moving through
the magma as if it
were water.
Ice Mephit
Small elemental humanoid (water)
HP 44; Bloodied 22
AC 18, Fortitude 15, Reflex 17, Will 16
Speed 6 (ice walk), fly 6
Immune cold
Level 4 Artillery
XP 175
Initiative +6
Perception +2
Darkvision
Traits
Magma Mephit
Level 4 Lurker
XP 175
Initiative +7
Perception +3
Darkvision
Traits
Regeneration
The mephit regains 5 hit points whenever it starts its turn
and has at least 1 hit point. When the mephit takes fire or
psychic damage, its regeneration does not function on its
next turn.
Regeneration
The mephit regains 5 hit points whenever it starts its turn
and has at least 1 hit point. When the mephit takes cold or
psychic damage, its regeneration does not function on its
next turn.
Standard Actions
Standard Actions
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Mephits
M ist M ephit
Mist mephits are an
offshoot of steam
mephits that prefer
cooler climates in
the material world,
such as swamps
and marshes that
generate thick fog.
They have graywhite bodies that
constantly secrete
mist from their skin,
covering the mephits in a
thin layer from head to toe.
Their bodies sometimes look
translucent, and they have the ability
to become insubstantial and blend in
to the haze that surrounds them.
Mist mephits are quite shy, preferring to
stay at a distance and remain hidden in the darkness.
Steam
M ephit
Steam mephits
inhabit areas of
intense heat that also
generate a high level
of steam and geothermal activity,
such as a lava flow
pouring into the
ocean or among naturally occurring steam
geysers and hot springs.
They are gray in color and
Mist Mephit
Level 3 Skirmisher
XP 150
Initiative +6
Perception +2
Darkvision
Traits
Steam Mephit
Level 4 Lurker
XP 175
Initiative +10
Perception +2
Darkvision
Traits
Regeneration
The mephit regains 5 hit points whenever it starts its turn
and has at least 1 hit point. When the mephit takes fire or
psychic damage, its regeneration does not function on its
next turn.
Regeneration
The mephit regains 5 hit points whenever it starts its turn
and has at least 1 hit point. When the mephit takes cold or
psychic damage, its regeneration does not function on its
next turn.
m Claws F At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d6 + 4 damage.
C Choking Mist (poison, zone) F Recharge 5 6
Attack: Close blast 3 (creatures in the blast); +6 vs. Reflex
Hit: 2d6 + 4 poison damage.
Miss: Half damage.
Effect: The blast creates a zone of mist that lasts until
the end of the mephits next turn. The zone is lightly
obscured, and the mephit gains a +2 bonus to all
defenses while in the zone.
Mist Form (polymorph) F Encounter
Effect: The mephit becomes insubstantial until the end of
its next turn. If squeezing in this form, the mephit moves
at full speed rather than half speed, and it doesnt grant
combat advantage for squeezing.
Sustain Standard: The effect persists until the end of the
mephits next turn.
Skills Stealth +9
Str 10 (+1)
Dex 17 (+4)
Wis 12 (+2)
Con 13 (+2)
Int 9 (+0)
Cha 10 (+1)
Alignment unaligned Languages Common, Primordial
m Claw F At-Will
Attack: Melee 1 (one creature); +9 vs. AC
Hit: 2d6 + 4 damage plus 1d8 damage if the target cannot
see the mephit.
R Boiling Jet (fire) F At-Will
Attack: Ranged 5 (one creature); +7 vs. Reflex
Hit: 1d6 + 5 damage, and ongoing 5 fire damage (save
ends).
A Boiling Rain (fire) F Recharge 5 6
Attack: Area burst 1 within 10 (creatures in the burst); +7
vs. Reflex
Hit: 1d8 + 4 fire damage, and ongoing 5 fire damage (save
ends).
Miss: Half damage.
Standard Actions
Standard Actions
Minor Actions
other mephits, they rush in to battle at the first opportunity they have.
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Mephits
Water M ephit
Water mephits live
anywhere there is
abundant water
from a lake or
river to the ocean
depthsthough
they prefer to
inhabit waters
that are part of
thriving ecosystems. They
are covered with
scales and have large
bulbous eyes and finlike
wings.
Most creatures
find water mephits
to be annoyingly
cheerful. These mephits
enjoy playing with other living
creaturessplashing them, using water blast to create
unexpected currents, and generally making wellmeaning nuisances of themselves.
Water Mephit
Level 3 Controller
XP 150
Initiative +1
Perception +0
Traits
Regeneration
The mephit regains 5 hit points whenever it starts its turn
and has at least 1 hit point. When the mephit takes cold or
fire damage, its regeneration does not function on its next
turn.
G 12!
IN 20
M
O R
C TE
IN
W
OFFICIAL
MERCHANDISE
Standard Actions
m Claws At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d6 + 4 damage.
C Acid Breath (acid, zone) Recharge 5 6
Attack: Close blast 3 (creatures in the blast); +6 vs. Reflex
Hit: 1d6 + 3 acid damage.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of
the encounter or until the mephit uses this power again.
The zone is lightly obscured, and a creature that ends its
turn in the zone takes 5 acid damage.
Minor Actions
Ask your
local retailer
for details
TM
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Lords of
Chaos:
Cryonax
By Michael E. Shea
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10
Traits
Cryonax
Chained for countless millennia in the depths of the
Elemental Chaos, the elemental prince Cryonax nevertheless grows stronger as the eons pass. He feeds off
the raw energy of chaos that surrounds him, and he
Standard Actions
m Tentacle F At-Will
Attack: Melee 5 (one creature); +39 vs. AC
Hit: 4d10 + 28 damage.
r Spit Black Frost (cold, necrotic, zone) F At-Will
Attack: Ranged 10 (one creature, or two creatures when
Cryonax is bloodied); +39 vs. AC
Hit: 3d10 + 28 cold and necrotic damage.
Effect: Until the end of Cryonaxs next turn, the attack creates a zone in a close burst 1 around the targets square.
Squares within the zone are lightly obscured. Any creature that ends its turn in the zone takes 25 cold and
necrotic damage.
M Cryonaxs Fury F At-Will
Effect: Cryonax makes five basic attacks.
C Breath of Chill Death (cold, necrotic) F Recharge when
first bloodied
Attack: Close blast 5 (enemies in the blast); +37 vs.
Fortitude
Hit: 10d6 + 28 cold and necrotic damage, and the target is
slowed and weakened (save ends both).
First Failed Saving Throw: The target drops to 0 hit points.
Miss: Half damage.
Move Actions
Lore
Arcana DC 32: As the Elemental Prince of Ice,
Cryonax has no specific opposing force keeping him
in check. A being birthed of the evil of the Abyss and
the raw elements of chaos, Cryonax seeks the ultimate power of the Elder Elemental Eye. The rage of
Cryonax fuels a storm of splintered ice that surrounds
him, tearing at the prison the gods bound him to
during the Dawn War.
Cryonaxs servants, beings of cold and ice, work
to break their master free. They hammer away at the
chains that bind him, performing rituals and sacrifices to shatter his bonds. His intelligent servants seek
lost Dawn War lore to end his imprisonment.
Encounters
Cryonax fights his imprisonment in a fury of chaotic violence. A series of sundering rifts surround
the platform upon which he is imprisoned, making
movement around the glacier challenging. When
approaching Cryonax, combatants see only the swirling storm 150 feet out from the Prince of Elemental
Cold. The storms make it impossible to fly toward
Cryonax. Any creature that attempts to fly into
the storm is smashed to the ground, taking falling
damage and possibly damage from the princes aura.
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Cryonax in Combat
Cryonaxs Chains
T he T eeth of
L ormoch
At the end of the Dawn War, the gods shackled Cryonax to the glacier in the mountain range of the Teeth
of Lormoch. The mountains are steep crags of black
rock piercing out of the ice. Numerous chambers and
chasms lie below them, with deep fissures exposing
them to the outside.
In the heart of the glacier is the first temple to Cryonax. The temple, completely formed from black ice,
surrounds a pool of blood formed of drips from Cryonaxs wounds. In the depths of this pool is a portal
leading to the mortal world. There, mixed with the
ancient ice of Cryonaxs glacier, the blood provides
power to the princes mortal followers.
A half-fiend frost titan priest known as Agrendon
Rimehammer leads Cryonaxs most devout followers,
including a cadre of demon-blooded frost titans and
ice elementals. Though he seldom leaves the temple,
Agrendon serves Cryonaxs interests with those who
seek Cryonaxs power, bargaining in return for the
elemental princes release.
Cryonaxs Blood
Within his chest, the heart of Cryonax pushes blood
colder than the deepest reaches of the Far Realm. The
chains that bind Cryonaxs upper body create deep
wounds that continually drip the elemental princes
blood to the ground below. Each drop of this raw lifeblood is said to reach temperatures so cold it could
freeze the blood of the gods themselves. Mixed with
the icy runoff of the glacier at his feet, this blood can
empower mortals with a touch of his strength.
Sundering Rifts
Throughout the Teeth of Lormoch, rifts expose the
energy of the Abyss to the cold of the lowest reaches
of the Elemental Chaos. Creatures that stand on or
near these chaotic rifts might be twisted mentally or
physically. Sundering rifts usually fill 4 squares.
Effect: A sundering rift potentially affects a creature that ends its turn on or within 1 square of the
rift. Roll 1d8 to determine the results.
14: No effect.
he creature takes 5 cold and necrotic damage
5: T
per tier and is blinded until the end of its next
turn.
6: T he creature takes 10 cold damage per tier and
is slowed until the end of its next turn.
7: U
ntil the end of its next turn, the creature takes
a 2 penalty to defenses and has vulnerable 5 to
all damage per tier.
s a free action, the creature moves up to its
8: A
speed toward its nearest ally and attacks that
ally with an at-will attack.
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T he Frostblood
Cult
In the uncharted reaches of northern mountains,
a cult of blue-skinned humans known as the Frostbloods pay homage, with blood and sacrifice, to their
chained lord Cryonax. Few civilized people know of
this cult. Only the wild folk who live on the borders
of civilization and the wild north know of the existence of the Frostblood cult. Even among the wild
barbarians and uncivilized tribes of the north, the
Frostbloods are shunned and condemned as cannibals and monsters.
No one knows how many Frostblood cultists exist.
Their organization is broken up into separate tribes
that roam the frozen wastes. Their tribes are mostly
nomadic, traveling in groups of eighteen to thirty.
The Blood of Frost: Born human, Frostbloods
must undergo three rituals at different points in their
lives to become Frostbloods. Each of these rituals
proves fatal to half of those who undergo it, thus keeping the total number of adult Frostbloods low. During
the first ritual, a drop of Cryonaxs blood, diluted
through its transfer between the Elemental Chaos
and the mortal world, is fed to a child of four years. If
Frostblood Oracle
Some female members of the Frostbloods find their
spiritual vision extended beyond the visions of Cryonax. These females become oracles of the tribe. They
speak with the voice of Cryonax and oversee the
Level 13 Controller
XP 800
Initiative +9
Perception +10
Standard Actions
Triggered Actions
Prescience F At-Will
Trigger: An enemy makes a ranged attack against the
oracle.
Effect (Immediate Interrupt): The triggering enemy must
make the attack roll twice and use the lower result.
Skills Arcana +17, Religion +17
Str 10 (+6)
Dex 16 (+9)
Wis 18 (+10)
Con 12 (+7)
Int 23 (+12)
Cha 20 (+11)
Alignment evil
Languages Common, Primordial
Equipment hide armor, whip
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Frostblood Icelord
Commanders of the Frostblood clan reach their position by slaughtering enemies of the cult and personal
rivals. The line of succession of a Frostblood icelord
is forged in the death of previous lords, not lineage.
To become a Frostblood icelord, a warrior must have
devoured the hearts of the mightiest fallen members of the tribe. Frostblood icelords appear as large
muscled humans with blue skin and intricate tattoos
painted by the oracles of the tribes.
Frostblood Icelord
XP 1,200
Initiative +10
Perception +9
Standard Actions
m Greataxe F At-Will
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 2d12 + 15 damage.
C Roar of Cryonax (cold, fear, psychic) F Recharge when
first bloodied
Attack: Close blast 5 (enemies in the blast); +18 vs. Will
Hit: 3d6 + 13 cold and psychic damage, and the target falls
prone.
Miss: Half damage.
Triggered Actions
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14
Cryonax Campaign
A rcs
You can weave the story of the Frostbloods and their
lord Cryonax into your campaign either as a primary or
secondary story arc throughout all three tiers of play.
Heroic Tier:
Ice and Darkness
This arc begins when frontier farms and logging villages along the northern borders of civilization call
for adventurers to defend them from attacks by barbarians of the north. The adventurers respond to
these attacks either through direct confrontation with
the barbarians or investigation. The party might learn
that the most brutal attacks come from a distinct sect
of renegade cultists who worship Cryonax.
The party can either continue their confrontation
with the barbarians or seek a delicate alliance with
the barbarians against the renegades who threaten
both the larger barbarian tribe and the civilized
settlers of the north. They find that a blue-skinned
witch, a Frostblood oracle, leads the renegades.
During the conclusion of this arc, the characters
might ally with the barbarians or a small army of civilized northerners to root out the renegades and their
Frostblood leader.
With the renegades defeated, the characters
discover that the Frostblood people, a race of blueskinned warriors of the deepest north, are amassing
an army to invade the barbarian tribes and the civilizations of the north.
Paragon Tier:
The Frozen Wastes
The party soon learns the legends of the Frostblood
cultists, cold-blooded cannibals who enslave and
each item the characters recover, the agents of Blackheart recover another. When all items have been
recovered, the characters must face the guardians of
the Wizards of Blackheart in the Teeth of Lormoch.
With all of the artifacts in their possession, the
characters face a dangerous choice. The bonds of
Cryonax have already weakened greatly and might
soon shatter. The characters could use the artifacts
to rebind Cryonax, chaining him once again to his
mountains and granting him immortality. Or they
could use the artifacts to break Cryonaxs chains
and defeat the primordial monster forever. Whichever path they choose has everlasting effects on
the multiverse.
Monster T heme
Powers
Worship of Cryonax grants his followers powers
beyond those of ordinary creatures. The following theme powers are available to creatures loyal
to Cryonax.
Bitter Strike
Triggered Actions
Bitter Strike (cold) F Recharge when first bloodied
Trigger: This creature hits with a melee attack.
Effect (Free Action): The attack deals 5 extra cold damage
per tier. The target is also immobilized until the end of
this creatures next turn.
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Cryonaxs Cloak
This power surrounds the creature in a swirling
storm of wind and ice that does not harm the creature or its allies but can shred its enemies flesh from
bone. This power works best for controllers, leaders,
or artillery.
Traits
www.ddo.com
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16
Legendary Items
of Krynn
By Daniel Helmick
Brightblade
In the dark times following the Cataclysm, the onceadmired Knights of Solamnia fell into great disfavor
among their people. Monstersfell creatures awakened by the fury of the gods assaulthad overrun
Solamnia. The Knights of Solamnia fought against
these creatures of darkness, but without the blessings
of their patron gods, Paladine and Kiri-Jolith, they
could not help but falter. In time, the people of Solamnia lost faith in the Solamnic orders and even came to
blame the Cataclysm on the knights.
Born to a long and illustrious legacy of knighthood, the young cadet Sturm Brightbladeson of
Angriff Brightbladewas sent with his mother to the
distant town of Solace during a particularly dangerous time. Starved and destitute, the peasants of the
M a rc h 2 013 | D R AG O N 4 21
17
Brightblade
Level 15 Rare
Rabbitslayer
Rabbitslayer
Level 19 Uncommon
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18
Level 14 Uncommon
Wyrmslayer
The history of Tanis Half-Elven, born Tanthalas
Kanan, began in tragedy. During a raid on the elven
community of Qualinesti, a band of human brigands
captured and impregnated his mother, killed her
husband, and then left her for dead. Though she was
eventually recovered and nursed back to health in the
household of her deceased husbands brother Solostaran, the Speaker of the Sun, she gradually wasted
away, finally succumbing to death after the birth of
her half-human son.
The circumstances of Taniss conception and birth,
as well as his mothers untimely death, affected how
the other youths of Qualinesti viewed him. Despite
his gift for archery and his charismatic nature, he
was forever branded as an abomination in the eyes of
many. The Qualinesti regarded full-blooded humans
as backward savages, but Tanis by his very existence
represented a betrayal, and even elves raised alongside him grew to resent him.
After befriending the dwarf woodcarver Flint
Fireforge, Tanis left Qualinesti to pursue a life on the
road. His natural charm and quiet integrity drew
others to him, and he eventually became the unofficial leader of his group of companions. It was in this
role that he came to the forefront in the War of the
Lance.
During the war, Tanis and his friends volunteered to enter the fortress of Pax Tharkas and rescue
several prisoners held by the forces of the Dragon
Highlord Verminaard, a powerful cleric of Takhisis.
While he and his companions traversed the ancient
passage to Pax Tharkas (known to the elves as the
Sla-Mori), draconian soldiers in Verminaards employ
ambushed them. Legend holds that during the
ensuing melee, the spirit of the long-dead elf hero
Kith-Kanan granted Tanis his personal weaponthe
ancient sword called Wyrmslayer, crafted eons ago in
the Second Dragon War.
Wyrmslayer
Level 14 Rare
Staff of Magius
In the long history of Krynns wielders of magic, no
one has yet left behind a legacy to surpass that of
Raistlin Majere. Born to a poor family in the village
of Solace, Raistlin and his twin brother Caramon
proved to be opposites in both demeanor and form.
Caramon was a hearty youth, easygoing and athletic.
Raistlin, on the other hand, had poor health coupled with a fierce intelligence that drew him to the
study of the arcane artsan area in which he proved
extremely gifted, even at a young age.
The exact events of Raistlins great Test, which is
undertaken by anyone wishing to study higher magic,
have been the subject of much speculation. The
Test is one of survivala crucible intended to weed
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Staff of Magius
Level 10 Rare
Staff of Mishakal
out those unsuited for studying the higher mysteries. Raistlin emerged from his test with his already
fragile health shattered, and from that time forward
wracking coughs periodically shook his body. In addition, his skin had turned a golden hue, and his eyes
resembled twin hourglasses. But Raistlin had gleaned
more than just physical changes from the Testhe
had also acquired the famous relic known as the Staff
of Magius.
According to legend, this staff had once belonged
to Magiusfriend and trusted companion of the legendary knight Huma Dragonsbane, who had fought
Staff of Mishakal
Level 10 Rare
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The Dragonlance
Riding a silver dragon and wielding the mythical
dragonlance, the Solamnic Knight Huma defeated
the Queen of Darkness in ages long pastor so say
the legends. Many Knights of Solamnia learned of
Humas deeds in the years following the Cataclysm,
but few if any lent credence to the tale, dismissing it
as nothing more than a story for children.
During the War of the Lance, however, a group
of Heroes discovered the truth of this ancient tale.
Led by the Kagonesti elf Silvara, the Heroes located
Humas tomb, wherein lay the silver dragonmetal
needed to create the fabled dragonlances.
Arguably the most visible symbols of the longfought War of the Lance, the dragonlances turned the
tide of the war in favor of the forces of good. This
weapon is anathema to dragonkind, causing such
creatures great harm in the hands of even a relatively
unskilled warrior.
Dragonlance
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You Say
Dragonborn,
I Say Draconian
By Daniel Helmick
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Roleplaying a
Draconian
When creating a draconian character, consider the
following points.
You are the boogeyman. Draconians have a
well-deserved reputation as killers, conquerors, slavers, and bringers of war. To say that most people
dont care for you is an understatement; you are likely
reviled by all who behold you. It might take some
impressive deeds to persuade members of other races
to accept you as the individual you are, rather than
just another typically brutal draconian.
You are proud. Draconians verge on arrogance,
certain of their superiority. In spite of their cruelty
and vice, most draconians are as fearless and bold as
their opponents. Even the staid and proper Knights of
Solamnia bear a grudging respect for the courage and
guile of their draconian foes.
You must change. During the war, it was easy
to follow the orders of your superiors and to give
in to your baser instincts. You were at the top of
the food chain, and the creatures you subjugated
had to submit to you and your comrades in arms or
risk being crushed and discarded. Now, the changing landscape has forced you to find a new path for
which you are ill-prepared. You have been forced to
acknowledge the shocking reality that your greatest
changes are yet to comeif you truly wish to adapt
and survive in this world.
R acial Variant:
B ozak Draconian
Bozak draconians are widely regarded as some of
the most dangerous soldiers that served under the
Dark Queen. Their magical power is exceeded by the
auraks and their physical strength is dwarfed by the
sivaks, but the bozaks exist in far greater numbers.
RACIAL VARIANTS
When you create a character belonging to a
subrace, you have the option to select from
several benefits unique to that subrace. Each
benefit replaces a standard racial trait, as noted
in the benefits description. Unless indicated
otherwise, you can select as many of a subraces
benefits as you want. See the Neverwinter
Campaign Setting for more information on racial
variants.
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Draconian
backgrounds
If you choose a racial background, you either
gain a +2 bonus to checks with one of its associated skills, or you add one associated skill to
your classs skills list before you choose your
trained skills.
Bozak Draconian: From the moment of your
birth, you were a match for virtually any human
soldier. Your natural aptitude for both magic and
combat and your gift for command make you a
force to be reckoned with.
Associated Skill: Arcana, Diplomacy, or
Intimidate
Kapak Draconian: You are as slippery as a
kender and as deadly as a minotaur. When you
set your sights on a foe, it is as good as dead.
Associated Skill: Intimidate, Stealth, or
Thievery
Concussive Vengeance
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R acial Variant:
K apak Draconian
Like their bozak cousins, kapak draconians also stand
just over 6 feet tall, though their scales are coppery
rather than bronze. Bozaks have the overall shape of
burly humans, whereas the sinewy kapaks have serpentine features with long limbs and torsos.
Kapaks have a reputation for being vicious in their
dealings with other races and are well known for bullying creatures smaller and weaker than themselves.
The wisest among them have learned the value of
avoiding attention, and those kapaks are more dangerous for their slyness.
The kapaks are widely regarded as the fastest and
most agile of the draconians. Their impressive speed
is far from their most dangerous attribute. Glands
underneath their tongues secrete a paralyzing toxin
with which they can poison their weapons.
Like all draconians, they are capable of killing even
as they meet their own fate. When kapak draconians
die, they immediately dissolve into a pool of highly caustic acid, inflicting horrible burns upon the unwary.
Kapaks make fine assassins, particularly executioners, as well as effective rogues and thieves. Some
kapaks learned to adapt to life in the wilderness as
rangers, and a few studied the bardic arts, supporting
troops while in the service of the dragonarmies.
When creating a kapak draconian character, you
can pick from the following benefits.
Instinctive Flight: Although your wings are not
large enough or strong enough to sustain flight for
long, your mobility is still quite extraordinary.
Benefit: You gain a fly speed of 6 squares (altitude
limit 1). You cannot use this speed if you are carrying
more than a normal load. You must land at the end of
your turn. This benefit replaces Draconic Heritage.
Murderous Eye: You instinctively exploit your
foes weakness.
Benefit: You have combat advantage against enemies that are slowed, immobilized, or weakened. This
benefit replaces Dragonborn Fury.
Sinuous Agility: Your movements are quick and
precise, your lean muscles a study in economy.
Benefit: You gain a +2 bonus to your Dexterity and
Charisma ability scores. This benefit replaces the
normal racial ability score bonuses for dragonborn.
Caustic Heritage: You have poison in your mouth
and acidic blood.
Benefit: You gain the toxic saliva and acidic revenge
powers. This benefit replaces Dragon Breath.
Toxic Saliva
Draconian Feats
The feats in this section enhance the capabilities of
draconian characters.
Bozak Evoker
Drawing upon your inner resources, you charge your
spells with explosive power.
Prerequisite: Bozak draconian, Arcane Blood
racial feature, Concussive Vengeance racial feature
Benefit: If you score a critical hit with an arcane
attack power, the target falls prone. In addition, while
you are bloodied, you double your racial bonus to
damage rolls with arcane attack powers.
Encounter F Poison
Minor Action
Personal
Target: An axe, heavy blade, light blade, pick, or spear, or
an arrow or crossbow bolt.
Effect: Your next successful weapon attack with the
target also deals 1d6 poison damage and the target is
slowed (save ends).
First Failed Saving Throw: The target is instead
immobilized (save ends).
Level 11: 2d6 poison damage.
Level 21: 3d6 poison damage.
Draconian Wings
Acidic Revenge
Kapak Resistance
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Unearthed
Arcana:
Alternative
Multiclass
Rules
By Robert J. Schwalb and Matt Sernett
Illustrations by Chris Seaman, Goran Josic, and
Tyler Walpole
Having thwarted the schemes of a mad mage, a ranger discovers a magic tome in an arcane library. After examining
the book, she learns to cast her first spell.
A cleric ministers to the partys thief, hoping to change the
adventurers ways. After a near death experience, the thief
finds new piety and embraces the power of the gods.
After succumbing to a devils temptations, a cavalier abandons his virtue and turns onto the fighters path. Only by
atoning can the fallen paladin regain his place in the light.
Each class in the Dungeons & Dragons game
can accommodate numerous character concepts. A
fighter might be a two-weapon swashbuckler, a noble
knight, a berserker, or a bare-fisted unarmored warrior. Choosing specific features and powers within a
TM & 2013 Wizards of the Coast LLC. All rights reserved.
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Multiclassing
In this system, any character can become a multiclass
character by choosing a level-based benefit from a
class other than his or her initial class.
Primary Class
Every multiclass character begins with one class. The
class you choose during character creation is your
Gaining Levels
Use the Character Advancement Table in the Players
Handbook, page 29, or the advancement table for your
primary class in another source, such as Heroes of the
Fallen Lands. When you gain a level, you can choose
System Limits
The rules presented here are intentionally broad. The
degree to which you invest in any secondary classes
is up to you. Having a large number of choices can
make it harder to pick how to advance. Your decisions might create unforeseen imbalances.
This system makes it easier to optimize. Any
player who wishes to create a character more powerful than one with a single class can do so. Some
powers are simply better than others, or they offer
more opportunities for exploitation. For instance, the
barbarian and sorcerer have powers that deal more
damage than is standard for other classes. Such an
increase in character damage might not be a problem
until other striker class features are applied.
The DM should supervise the use of this system to
assure the outcome is desirable for his or her game.
To put more controls in place and prevent extreme
optimization of characters, the DM might allow this
multiclass system but impose some of the following
restrictions in the game.
One Secondary Class: A character can take
levels in only one other class using this system,
but can still take multiclass feats to expand into
other classes. This restriction helps reduce the
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E xceptions
Cleric (Warpriest)
F If you take secondary class levels when you would
gain a domain encounter attack power from
taking a level as a warpriest cleric, you can select
an encounter attack power of that level from the
secondary class. This exception does not apply to
devout warpriest powers.
F Similarly, if you take a secondary class level when
you would gain a domain utility power from taking
a level as a warpriest cleric, you can select a utility power of that level or lower from the secondary
class. This exception does not apply to devout
warpriest powers.
Druid (Sentinel)
If your primary build and class is sentinel druid, a
few levels in a secondary class offer exceptions.
F When you take 3rd level or 7th level in a secondary class, instead of gaining Improved Combined
Attack, you can gain one encounter attack power
of that level from the chosen secondary class.
F When you take 16th level in a secondary class,
instead of gaining the a thousand faces power, you
can gain one utility power of the appropriate level
or lower from the chosen secondary class.
F If you take 17th level in a secondary class, instead
of gaining an animal companion power of that
level, you can replace one of your encounter
attack powers. You need to do so only if you took
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Fighter
A few levels in fighter provide the opportunity to
choose among alternatives. A character who has the
primary class of fighter and the knight build or the
slayer build already gains similar benefits and can
ignore these options.
F When you take 3rd level in the fighter class,
whether primary or secondary, you can gain the
power strike power instead of a new fighter encounter attack power.
F When you take 13th level in the fighter class,
whether primary or secondary, you can replace
one of your fighter encounter attack powers gained
at 1st, 3rd, or 7th level with the power strike power.
If you already have power strike, you can replace
such an encounter attack power with the ability to
use power strike one more time per encounter, but
still only once per turn.
F When you take 17th level in the fighter class,
and you have a fighter encounter attack power
you could replace, you can gain one fighter atwill stance power from among the options on
pages 130 (the knight) and 153 (the slayer) of
Heroes of the Fallen Lands, replacing one of your
fighter encounter attack powers with the chosen
stance. You cannot replace power strike or a use
of that power with this option. After you select
a stance, you cannot replace it at later levels
unless you retrain into another stance among the
options allowed.
Paladin
A couple of levels of paladin provide an opportunity
to choose between alternatives. A character who
has the primary build and class of cavalier paladin already gains similar benefits and can ignore
these options.
F When you take 3rd level in the paladin class,
whether primary or secondary, you can gain the
holy smite power instead of gaining another paladin encounter attack power.
F When you take 13th level in the paladin class,
whether primary or secondary, you can replace
one of your paladin encounter attack powers
gained at 1st, 3rd, or 7th level with the holy smite
power. If you already have holy smite, you can
replace such an encounter attack power with the
ability to use holy smite one more time per encounter, but still only once per turn.
Psionic Classes
Psionic classes require a few exceptions.
F If your primary class grants the Psionic Augmentation class feature, you should take all levels at
which you gain power points and gain or replace
at-will attack powers in your primary class.
F If you take levels in a psionic class as a secondary class, you can gain power points and at-will
attack powers from the class only by taking other
character elements, such as feats, that grant such
benefits. It is recommended that a character
who takes a secondary psionic class also take the
Psionic D
abbler feat as soon as possible.
F If you have no power points because you have
gained none from your advancement choices, you
are considered to have 0 power points only if doing
so is harmful to you. For example, if you have no
power points from having gained none during
advancement, and you take the Invincible Mind
epic destiny, the Reinvigorating Attack feature provides you no benefit.
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Ranger
Several levels in ranger, whether primary or secondary, provide the opportunity to choose among
alternatives. A character who has the primary class
of ranger and the hunter build or scout build already
gains similar benefits and can ignore these options.
F When you take 3rd level in the ranger class, you
can gain the disruptive shot or the power strike power
instead of another ranger encounter attack power.
F When you take 5th level in the ranger class, you
can take the reactive shift power instead of selecting
a new daily power. If you do so, you cannot replace
the reactive shift power at later levels.
F When you take 9th level in the ranger class, instead
of choosing a daily attack power, you can gain either
the Close Combat Archery class feature or the
dual weapon attack power. If you do so, you cannot
replace the selected option at later levels.
F When you take 13th level in the ranger class, you
can replace one of your encounter attack powers
gained at 1st, 3rd, or 7th level with the disruptive
shot or power strike power. If you already have disruptive shot or power strike, you can replace such an
encounter attack power with the ability to use one
of those powers one more time per encounter, but
still only once per turn.
Rogue
A few levels in the rogue class, whether primary
or secondary, provide the opportunity to choose
between alternatives.
F When you take 3rd level in the rogue class, you
can gain the backstab power instead of gaining a
new rogue encounter attack power.
F When you take 5th level in the rogue class, you can
take the cunning escape power instead of selecting
a new daily attack power. If you do so, you cannot
replace the cunning escape power at later levels.
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Abyssal Traders
Elminster warns that there are a dark handful of
demons who shuttle back and forth between the
Abyss and the Realms, posing as merchants but really
pursuing slaving or ruler-influencing interests.
The Abyssal traders examined here, however,
are non-demon inhabitants of the Realms, each of
whom is human, part human, or readily able to pose
as human.
They share certain characteristics, beyond a
hunger for making coin and access to a demongate
or an Abyssal portal. Many humans would say that
madness is an essential trait for such individuals, but
those who look closer would see confidence, fearlessness, toughness, foresight, and a good memory,
all of which are used often to prepare for the worst
(with caches of weapons and coin, agreements made
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Others of Renown
Several other Abyssal traders have made wide reputations for themselves in the areas where they operate.
Laraethra Arankuil (Lar-ay-thra Arr-an-kwil) is
a small, raven-haired, terse (and seemingly human
female of wide education) merchant who trades
discreetly in upper rooms in Westgate, Saerloon,
and Urmlaspyr.6 She has been observed to take on
bat shape to escape by air from attackers. Arankuil
primarily deals in demon eyeballs, droth, and rustbanish, often paying in gems. She accepts all forms of
payment, including city property and ship cargoes.
Theregos Balakhwood (Thair-eh-goes Baallack-wud) is a long-gray-haired, heavyset man of
demonstrated strength who has large hands, a coldly
even temper, and a smile like a shark. Either he has
the natural ability to sprout tentacles that can wield
weapons, lift and move heavy items, and fight for
him, or else he wears (across his belly) some sort of
magic item or carried creature that can sprout such
tentacles, more than a score at a time and reaching
up to a dozen feet away. He wears a small arsenal
of sheathed and scabbarded piercing and edged
weapons (notably darts and poniards) that seem to
Abyssal Tradeways
The portals and demongates used by Abyssal traders (to travel between the Realms and various layers
of the Abyss) tend to be dark secrets, but a few of
themthanks to the activities of the traders described
hereare becoming known. All are guarded by guilds
or powerful wizards or noble families, and they are
located in buildings that those guards control, often
in cellars or hidden rooms.
Some of these tradeways remain largely mysterious, their locations implied rather than known. These
include one near Westgate and others within the
walls of Selgaunt, Saerloon, and Suzail.
More can be said at present of two Abyssal portals.
Orochs Stride bears the name of a human merchant whose dealings with the Abyss ended badly for
him. For years Oroch controlled this portal, in the
cellar of a nondescript building in northeastern Scornubel, that links the Realms with the Abyssal city of
Morglon-Daar. It is currently controlled by Tarnrose,
a renegade female drow wizard, and her gang, who
deal fairly with all users that pay proper passage fees
(66 gp per transit of any number of traders, wagons,
and goods using the gate while a sandglass runs8).
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Notes
1. The term food-slaves refers to live human
captives being delivered to Abyssal buyers to be
devoured; but in fact a wide range of creatures, from
oxen to beavers and even rats, are prized as delicacies
by various Abyssal inhabitants.
2. These are two layers of the three ruled by the
demon lord Grazzt, collectively known as Azzagrat.
Rauwend is an endless and largely wild wood, gray,
gloomy, subdued, and forgettable; Voorzzt is the
place where cold is hot and vice versa (flames glow
blue and deal cold damage, and frigid gales burn), a
dark skyscape lit by a dim cerulean sun. Elminster
says these are by no means the only layers of the
Abyss where certain rocks have rustbanish effects if
brought to the Realmsbut the others will have to be
found by exploration and experimentation, whereas
these two layers are known sources.
3. Sages are furiously debating the efficacy of
droth in combating this or that disease; Elminster
says it seems that droths effects vary widely from
individual to individual and affliction to affliction,
but a substantial dose tends to slow or halt the harm
a disease does for 1d12 days.
4. Moonhoney doesnt melt in sunlight, even
when its left to bake on a rock or shield in the desert.
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By Mark Monack
By Ed Greenwood
Tinker Gnomes
By Matt Sernett
By Daniel Helmick
A nd More!