A Hero's First Steps
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Unearthed Arcana: A Hero’s First Steps Rules for Level 0 Characters By Philippe-Antoine Menard Illustration by William O’Connor A clear divide exists among the denizens of the D&D worlds. On one side, you have innumerable hordes of monsters and scheming villains. On the other, you TheiR iniTiaL TesT have a few isolated pockets of ill-defended city-states, baronies, farmsteads, and other islands of civilization. “Temple of the Weeping Goddess” (Dungeon Then there are those that invariably get caught in 194) is designed to launch a new party of level between: adventurers and heroes. 0 characters on their careers. It can also serve The existence of such stalwarts of heroism raises as an example to the DM of how to construct some questions. How does one rise toward power, such an adventure, if he or she wants to take a fame and riches through adventuring? Are heroes different approach to how the would-be heroes handpicked by destiny, or forged through trials and came to be a group. resilience? What if adventurers are gifted individuals who scrambled to grab the right opportunity when it passed? What if becoming a hero was all about learn- ing the lessons of making those first steps into danger CharaCter Creation and the unknown? Here is a new set of options to explore some of A level 0 character starts as an above-average repre- those what-ifs by starting a campaign with a party sentative of his or her race. What sets each one apart of level 0 characters. Such characters are promising from the norm is an innate affinity for one of the individuals, usually tweens or teens (or the nonhu- game’s six power sources (arcane, divine, martial, man equivalent). They are the innkeepers’ children, primal, psionic, or shadow). This affinity is repre- blacksmiths’ apprentices, and farmers’ sons and sented by an at-will power and training in one skill daughters who have not had much formal training associated with that power source. in a craft yet, much less that of an adventuring class. To create a level 0 character, follow the steps Although they have managed to develop a few knacks described below and use the appropriate rulebooks that mark them as potential heroes, they still need for details. to test their mettle—and survive—before they can become full-fledged adventurers. TM & © 2011 Wizards of the Coast LLC. All rights reserved. September 2011 | DR AG ON 4 03 1 Unearthed Arcana: A Hero’s First Steps 1. The Birth of a hero Arcane Missile Attack Martial Before you start making game-based decisions, give A pulsating projectile of barely controlled magic flies from Of all the paths you could follow, martial power some thought to your character’s early life experi- your opened palm, leaving a trail of smoke and a strange seems to be the least mysterious and the most smell in its wake. ences. Ask yourself what made your character stand straightforward. F out from the crowd at a young age. The answer to that At-Will Arcane, Force, Varies When you choose the martial power source, you Standard Action Ranged 10 question might set you on a particular path as you gain the sparring thrust power. Target: One creature create your character’s statistics. Effect: 3 force damage. You can spend an experience Attack For instance, if you grew up as a street urchin who token to choose one of the following effects. Sparring Thrust learned how to survive in the back streets of a port F Leader: One ally of yours adjacent to the target You engage your foe, using basic techniques you learned city, your physical prowess is probably above average, gains a +2 power bonus to AC until the start of your while sparring with men-at-arms and knights. and you might be headed for a career as a martial next turn. At-Will F Martial, Weapon F character. Controller: You slide the target up to 2 squares. Standard Action Melee weapon F Striker: Choose cold, fire, or lightning. You deal 3 Target: One creature Or perhaps, as a youngster in a rural village, you extra damage of that type to the target. Attack: Strength + 2 or Dexterity + 2 vs. AC spent a lot of time in the surrounding forest. Now, F Defender: You teleport an ally of yours who is adja- Hit: 1[W] + Strength or Dexterity modifier damage. You after tapping into the wellspring of primal power in cent to the target up to 2 squares. can spend an experience token to choose one of the this way, you feel a kinship with the natural wilder- following effects. ness that you cannot ignore. Divine F Leader: An ally of yours who is adjacent to the target However you came to make it, your choice of the can shift 1 square as a free action. F Controller: The target falls prone. 2. Choose Power source divine power source represents your willingness to F Striker: You deal 1d6 extra damage to the target. Select one of the six power sources described below. be guided by a deity in exchange for a shred of that F Defender: You mark the target until the end of your Your character gains the at-will power associated entity’s strength. next turn. with that source. When you choose the divine power source, you A level 0 character does not have a class, but the gain the faith strike power. Primal power source you select now will dictate the classes The forces of nature are as undeniable as they are you can choose from when your character reaches Faith Strike Attack unassailable. You recognize this fact if you decide to level 1 (see “Leveling Up”). You focus your profound belief in the gods into your weapon, tap into the power of the primal spirits. Each of the powers in this section has a normal letting it guide your blow. When you choose the primal power source, you effect plus an additional effect that can be triggered At-Will F Divine, Varies, Weapon gain the quaking stomp power. by the expenditure of an experience token. See page Standard Action Melee weapon Target: One creature 4 for details about experience tokens. Attack: Strength + 2 or Wisdom + 2 vs. AC Hit: 1[W] + Strength or Wisdom modifier damage. You arcane can spend an experience token to choose one of the If your early life was marked by a curiosity about the following effects. arcane, that could lead you to a career as an arcane F Leader: An ally adjacent to you can spend a healing spellcaster. surge and regain 5 additional hit points. F Controller: You push the target up to 2 squares. When you choose the arcane power source, you F Striker: You deal 1 radiant damage to each enemy gain the arcane missile power. adjacent to the target. F Defender: If the target moves before the start of your next turn, it takes 3 radiant damage. September 2011 | DR AG ON 4 03 2 Unearthed Arcana: A Hero’s First Steps Quaking Stomp Attack shadow Promising You bring your weapon down on the ground in a resounding Darkness, like any tool, reflects the purpose and the 14 14 12 10 10 10 crash, calling the spirits’ wrath to rattle your foe. intent of its user. Whatever your goal in life, the abil- At-Will F Primal, Weapon ity to manipulate the power of shadow can bring you Prodigy Standard Action Melee weapon closer to it. 16 12 12 10 10 8 Target: One creature When you choose the shadow power source, you Attack: Wisdom vs. Fortitude gain the shadow’s sting power. Note: If these numbers seem low, that’s because Hit: 1[W] + Wisdom modifier damage. You can spend an experience token to choose one of the following your character isn’t at level 1 yet. See “Leveling Up,” effects. Shadow’s Sting Attack page 4, for more information. F Leader: One ally of yours who is adjacent to the tar- As you move in to attack, your growing inner darkness im- get gains 3 temporary hit points. bues your weapon with the terrible power of eternal night. 5. skills F Controller: The target is immobilized until the end At-Will F Shadow, Weapon of its next turn. Standard Action Melee weapon Your character gains training in one of the three F Striker: You deal 2 extra damage to the target, or 3 Target: One creature skills associated with your choice of power source. If if it is prone. Attack: Dexterity + 2 vs. AC you chose one of these three as a trained skill from F Defender: You push the target 1 square and then Hit: 1[W] + Dexterity modifier damage. You can spend your race, you gain one of the other two as a second shift 1 square into the space the target vacated. an experience token to choose one of the following trained skill. effects. Arcane: Arcana, Diplomacy, or History. Psionic F Leader: Each ally adjacent to you gains partial con- Divine: Heal, Insight, or Religion. The ability to generate energy directly from one’s cealment until the end of your next turn. F Martial: Athletics, Intimidate, or Streetwise. mind might be unusual, but if you are one of those Controller: You push the target up to 2 squares. F Striker: The target takes ongoing 2 damage (save Primal: Acrobatics, Nature, or Perception. favored few, you have already discovered one of the ends). Psionic: Diplomacy, Insight, or Perception. secrets of psionic power.