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P L AY E R’S H ANDBOOK ® 2
ROLEPLAYING GAME CORE RULES
Jeremy Crawford • Mike Mearls • James Wyatt
98.234.242.73
Primal, Arcane, and Divine Heroes
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Player’s Handbook ® 2
ROLEPLAYING GAME SUPPLEMENT
Jeremy Crawford • Mike Mearls • James Wyatt
98.234.242.73
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CREDITS
Design
Logan Bonner, Jesse Decker,
Mike Mearls, Robert J. Schwalb,
Stephen Schubert, Stephen Radney-MacFarland,
Peter Schaefer
Development
Richard Baker, Andy Collins,
Jeremy Crawford, Mike Donais,
Andrew Finch, David Noonan, Matthew Sernett
Graphic Designer
Soe Murayama
Cover Illustration
Daniel Scott
Interior Illustrations
Steve Argyle, Eric Belisle, Michael Bierek,
Devon Caddy-Lee, Mitch Cotie, Thomas Denmark,
Eric Deschamps, Brian Despain, Vincent Dutrait,
Steve Ellis, Wayne England, Howard Lyon, Mike
May, Raven Mimura, William O’Connor, Hector
Ortiz, Wayne Reynolds, Chris Seaman, John Stanko,
Matias Tapia, Franz Vohwinkel, Eva Widermann,
James Zhang
Writing
James Wyatt
Mechanical Concepts
Rob Heinsoo
D&D Brand Team
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Martin Durham
Editing
Jeremy Crawford (lead),
Michele Carter, Greg Bilsland
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Director of D&D R&D and Book Publishing
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Carmen Cheung
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Christopher Perkins
Production Manager
Cynda Callaway
D&D Design Manager
James Wyatt
Game rules based on the original DUNGEONS & DRAGONS ® rules
created by E. Gary Gygax and Dave Arneson , and the later
editions by David “Zeb” Cook (2nd Edition); Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, and
Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins,
and James Wyatt (4th Edition).
D&D Development and Editing Manager
Andy Collins
Art Director
Jon Schindehette
620-21898720-001 EN
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First Printing:
March 2009
ISBN: 978-0-7869-5016-4
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DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, FORGOTTEN REALMS, Player’s Handbook , Dungeon Master’s Guide , Monster Manual, D&D Insider , Dungeon
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98.234.242.73
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contents
. . . . . . . . . . . . . . 4
The Primal Power Source . . . . . . . . . 5
1: CHARACTER
Invoker . . . . . . . . . . . . . . . . . . . . . . . . 100
Invokers and Deities. . . . . . . . . . 101
Invoker Powers . . . . . . . . . . . . . . 102
Paragon Paths . . . . . . . . . . . . . . . 114
Angelic Aspect . . . . . . . . . . . . . 114
Blightspeaker . . . . . . . . . . . . . . 115
Flame of Hope . . . . . . . . . . . . . 116
Hammer of Vengeance. . . . . . 117
Shaman . . . . . . . . . . . . . . . . . . . . . . . . 118
Custom Spirit Companions. . . . 119
Shaman Powers . . . . . . . . . . . . . . 120
Paragon Paths . . . . . . . . . . . . . . . 132
Disciple of the
World Serpent . . . . . . . . . . . . 132
Ghost Panther . . . . . . . . . . . . . 133
Great Bear Shaman. . . . . . . . . 134
Spirit Tempest . . . . . . . . . . . . . 135
Sorcerer . . . . . . . . . . . . . . . . . . . . . . . 136
Sorcerer Powers. . . . . . . . . . . . . . 138
Paragon Paths . . . . . . . . . . . . . . . 148
Arcane Wellspring. . . . . . . . . . 148
Demonskin Adept . . . . . . . . . . 149
Dragonsoul Heir. . . . . . . . . . . . 150
Wild Mage . . . . . . . . . . . . . . . . . 151
Warden . . . . . . . . . . . . . . . . . . . . . . . . 152
Guardian Form Powers . . . . . . 153
Warden Powers . . . . . . . . . . . . . . 154
Paragon Paths . . . . . . . . . . . . . . . 166
Bloodwrath Guardian. . . . . . . 166
Horned Champion. . . . . . . . . . 167
Storm Sentinel . . . . . . . . . . . . . 168
Verdant Lord . . . . . . . . . . . . . . . 169
Epic Destinies . . . . . . . . . . . . . . . . . . 170
Fatesinger . . . . . . . . . . . . . . . . . . . 170
Glorious Spirit . . . . . . . . . . . . . . . 171
Harbinger of Doom. . . . . . . . . . . 172
Lorekeeper . . . . . . . . . . . . . . . . . . 173
Primal Avatar . . . . . . . . . . . . . . . . 174
Revered One. . . . . . . . . . . . . . . . . 175
Adventuring Gear . . . . . . . . . . . . . . 197
Magic Items . . . . . . . . . . . . . . . . . . . . 197
Armor . . . . . . . . . . . . . . . . . . . . . . . 197
Weapons . . . . . . . . . . . . . . . . . . . . 203
Rods . . . . . . . . . . . . . . . . . . . . . . . . 205
Sta s . . . . . . . . . . . . . . . . . . . . . . . . 206
Totems . . . . . . . . . . . . . . . . . . . . . . 207
Wondrous Items . . . . . . . . . . . . . 209
Rituals . . . . . . . . . . . . . . . . . . . . . . . . . 211
Variant Ritual Books. . . . . . . . . . 211
Ritual Descriptions . . . . . . . . . . . . . 212
A ect Normal Fire. . . . . . . . . . . . 212
Animal Friendship . . . . . . . . . . . . 212
Aria of Revelation . . . . . . . . . . . . 212
Bloom . . . . . . . . . . . . . . . . . . . . . . . 213
Call Wilderness Guide . . . . . . . . 213
Chorus of Truth . . . . . . . . . . . . . . 213
Control Weather . . . . . . . . . . . . . 214
Create Campsite . . . . . . . . . . . . . 214
Fool’s Speech . . . . . . . . . . . . . . . . 215
Glib Limerick . . . . . . . . . . . . . . . . 215
Ironwood . . . . . . . . . . . . . . . . . . . . 215
Lullaby . . . . . . . . . . . . . . . . . . . . . . 215
Pyrotechnics . . . . . . . . . . . . . . . . . 215
Reverse Portal . . . . . . . . . . . . . . . 216
Snare. . . . . . . . . . . . . . . . . . . . . . . . 216
Song of Restfulness. . . . . . . . . . . 216
Song of Sustenance. . . . . . . . . . . 216
Speak with Nature . . . . . . . . . . . 216
Traveler’s Chant . . . . . . . . . . . . . . 217
Tree Shape . . . . . . . . . . . . . . . . . . 217
Tree Stride. . . . . . . . . . . . . . . . . . . 217
Tune of Merriment . . . . . . . . . . . 217
Wyvern Watch. . . . . . . . . . . . . . . 217
APPENDIX: RULE UPDATES
. . . . . . . . 6
Deva . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Gnome . . . . . . . . . . . . . . . . . . . . . . . . . 10
Being Small . . . . . . . . . . . . . . . . . . . 11
Goliath . . . . . . . . . . . . . . . . . . . . . . . . . 12
Half-Orc . . . . . . . . . . . . . . . . . . . . . . . . 14
Shifter . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Racial Paragon Paths. . . . . . . . . . . . . 18
Adroit Explorer. . . . . . . . . . . . . . . . 18
Ancestral Incarnate . . . . . . . . . . . 19
Bloodfury Savage . . . . . . . . . . . . . 20
Fey Beguiler . . . . . . . . . . . . . . . . . . 21
Firstborn of Moradin . . . . . . . . . . 22
Halfl ing Scoundrel. . . . . . . . . . . . . 23
Moonstalker . . . . . . . . . . . . . . . . . . 24
Scion of Arkhosia. . . . . . . . . . . . . . 25
Shiere Knight . . . . . . . . . . . . . . . . . 26
Stoneblessed . . . . . . . . . . . . . . . . . 27
Turathi Highborn . . . . . . . . . . . . . . 28
Twilight Guardian . . . . . . . . . . . . . 29
2: CHARACTER
RACES . . . . . . . .
. . . . . 30
Avenger. . . . . . . . . . . . . . . . . . . . . . . . . 32
Avengers and Deities . . . . . . . . . . 33
Avenger Powers. . . . . . . . . . . . . . . 34
Paragon Paths . . . . . . . . . . . . . . . . 44
Hammer of Judgment . . . . . . . . 44
Oathsworn . . . . . . . . . . . . . . . . . 45
Unveiled Visage . . . . . . . . . . . . . 46
Zealous Assassin . . . . . . . . . . . . 47
Barbarian . . . . . . . . . . . . . . . . . . . . . . . 48
Barbarian Powers . . . . . . . . . . . . . 50
Paragon Paths . . . . . . . . . . . . . . . . 62
Bear Warrior . . . . . . . . . . . . . . . . 62
Fearbringer Thane . . . . . . . . . . . 63
Frenzied Berserker . . . . . . . . . . 64
Wildrunner . . . . . . . . . . . . . . . . . 65
Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Bard Powers . . . . . . . . . . . . . . . . . . 68
Paragon Paths . . . . . . . . . . . . . . . . 78
Student of the Seven . . . . . . . . 78
Summer Rhymer . . . . . . . . . . . . 79
Voice of Thunder . . . . . . . . . . . . 80
War Chanter . . . . . . . . . . . . . . . . 81
Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Druid Powers . . . . . . . . . . . . . . . . . 84
Paragon Paths . . . . . . . . . . . . . . . . 96
Blood Moon Stalker . . . . . . . . . 96
Guardian of the Living Gate . . 97
Keeper of the Hidden Flame. . 98
Sky Hunter. . . . . . . . . . . . . . . . . . 99
CLASSES . . . . .
218
Reading a Power . . . . . . . . . . . . . . . 218
The Power Format . . . . . . . . . . . 218
The Power Description . . . . . . . 218
The Marked Condition . . . . . . . . 218
Movement E ects . . . . . . . . . . . . 219
Keywords. . . . . . . . . . . . . . . . . . . . 219
Extra Damage. . . . . . . . . . . . . . . . 221
New Stealth Rules . . . . . . . . . . . . . . 222
Blu . . . . . . . . . . . . . . . . . . . . . . . . . 222
Stealth . . . . . . . . . . . . . . . . . . . . . . 222
Perception . . . . . . . . . . . . . . . . . . . 223
Targeting What You
Can’t See . . . . . . . . . . . . . . . . . 223
GLOSSARY
. . .218
3: CHARACTER OPTIONS
. . . . . 1176
Backgrounds . . . . . . . . . . . . . . . . . . . 178
Geography. . . . . . . . . . . . . . . . . . . 178
Society . . . . . . . . . . . . . . . . . . . . . . 178
Birth . . . . . . . . . . . . . . . . . . . . . . . . 178
Occupation . . . . . . . . . . . . . . . . . . 179
Racial Backgrounds. . . . . . . . . . . 180
Other Benefi ts in Play . . . . . . . . 182
Feats . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Heroic Tier Feats . . . . . . . . . . . . . 184
Paragon Tier Feats . . . . . . . . . . . 190
Epic Tier Feats . . . . . . . . . . . . . . . 194
Multiclass Feats . . . . . . . . . . . . . . 196
GLOSSARY . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . 223
223
INDEX . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . 223
223
98.234.242.73
INTRODUCTION
INTRODUCTION . . . . . . . . . . . . . .
1: CHARACTER RACES
2: CHARACTER CLASSES
APPENDIX: RULE UPDATES . . .
3:
CHARACTER OPTIONS . . . . .
INDEX
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Introduction
Get ready for the next level!
Player’s Handbook 2 is the most significant expan-
sion yet to the 4th Edition DUNGEONS & DRAGONS ®
game. The Player’s Handbook ® presents eight races and
eight classes. This book introduces five more races
and eight more classes, including a mix of all-new
material and some old favorites, along with a wealth
of new options for any character.
Chapter 1 presents five additional races. The
gnome and the shifter make the journey from the
Monster Manual ® to this book. The goliath (introduced
in 2004’s Races of Stone ) and the half-orc return to
the D&D ® game in updated form. Devas are a new
race of reincarnated immortal spirits striving for the
perfection of their souls. This chapter also includes
racial paragon paths for the races in this book as well
as ones in the Player’s Handbook.
Chapter 2 is the heart of the book, with eight new
classes. Longtime D&D players will recognize some
of these classes from past editions, but you’ve never
seen them presented like this before. The arcane
classes expand to include the bard and the sorcerer.
The invoker and the avenger join the roster of divine
classes. The primal power source makes its debut
with classes of all four roles: the barbarian, the druid,
the shaman, and the warden. The chapter ends with
six new epic destinies.
Chapter 3 introduces the concept of backgrounds,
a new game element you can use to customize your
character and help expand his or her personality
and history. If you’re using the F ORGOTTEN R EALMS
Player’s Guide, you’re familiar with the idea of choos-
ing a home region for your character and gaining
a benefit from that origin. The backgrounds in this
chapter offer you dozens of ideas for expanding your
character’s story, and a choice of related benefits.
This chapter also includes new feats, equipment, and
magic items, including armor, weapons, and imple-
ments designed for use with the new classes in this
book. The chapter ends with a group of new rituals.
At the end of the book is an important appendix
of rule updates. It contains an updated explana-
tion of how to read a power description, including
new rules that apply to many of the powers in this
book—in particular, rules about keywords such as
beast form, spirit, and summoning. The appendix
also contains the new version of the Stealth skill as
well as updates to rules related to that skill in the
Player’s Handbook .
The D&D game is constantly evolving. Player’s
Handbook 2 is the second book in a series that will
continue adding new options for your characters
for years to come. But the game changes in smaller
ways as well, and the best way to keep up with those
changes is to visit the Wizards of the Coast website.
YOUR PART IN THE STORY
One of the Dungeon Master’s jobs is to be a narrator—
to describe what’s going on in the world of the game as
you explore it along with your fellow adventurers. When
your party enters a room, the DM tells you what it looks
like and what’s in it. However, narration isn’t exclusively
the DM’s job: You describe your own character’s actions,
and even during an intense combat encounter, you have
a chance to take part in telling the story of the game.
The flavor text included in every power description is
a starting point you can use when narrating your part in
the action. When your barbarian attacks, you can just say,
“Krusk uses howling strike . I get a 24.” Or using the flavor
text as a cue, you can say, “With a blood-freezing scream,
I throw myself into the fray! Does a 24 hit?”
A power’s flavor text is only a starting point. You can
modify that flavor however you like, as long as you don’t
change the power’s game effects. Maybe you would rather
think of the barbarian power macetail’s rage as channel-
ing the World Serpent, a primal spirit that appears in
some shaman powers. You might say, “The earth shakes
beneath my feet as the World Serpent stirs, knocking my
foe to the ground!”
Choosing a background for your character can also be
a great opportunity to take part in shaping the story of the
game. After you’ve looked at the “Backgrounds” section
of Chapter 3, talk with your DM about the background
elements you want for your character.
The D&D game is all about telling an adventure story.
If you take a more active part in telling your character’s
part of the story, everyone has more fun.
4
INTRODUCTION
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