Sample file ANDY COLLINS, JESSE DECKER, DAVID NOONAN, RICH REDMAN

ADDITIONAL DESIGN ART DIRECTOR ANDREW FINCH, STEVE KENSON, CHARLES DAWN MURIN RYAN, BILL SLAVICSEK, ED STARK, JONATHAN COVER ARTIST TWEET, JD WIKER, JAMES WYATT MATT CAVOTTA EDITORS INTERIOR ARTISTS MICHELE CARTER, GWENDOLYN F.M. STEVEN BELLEDIN, ED COX, WAYNE ENGLAND, KESTREL, CHARLES RYAN EMILY FIEGENSCHUH, DAVID HUDNUT, JEREMY JARVIS, DOUG KOVACS, JOHN AND MANAGING EDITOR LAURA LAKEY, DAVID MARTIN, DENNIS KIM MOHAN CRABAPPLE MCCLAIN, MARK NELSON, JAMES DESIGN MANAGER PAVELEC, STEVE PRESCOTT, DAVID ROACH, ED STARK RICHARD SARDINHA, RON SPENCER, STEPHEN TAPPIN, JOEL THOMAS, BEN THOMPSON DIRECTOR OF RPG R&D GRAPHIC DESIGNER BILL SLAVICSEK DAWN MURIN IMAGE TECHNICIAN GRAPHIC PRODUCTION SPECIALIST JAY SAKAMOTO ERIN DORRIES PRODUCTION MANAGER CARTOGRAPHER JOSH FISCHER TODD GAMBLE

This d20™ System game utilizes mechanics developed for the new DUNGEONS & DRAGONS® game by , Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. Resources for this product include Psionics Handbook by , Swords of Our Fathers by JD Wiker (Game Mechanics), Mutants & Masterminds by Steve Kenson (), Call of Cthulhu by Monte Cook and John Tynes, d20 Mod- ern Roleplaying Game by Bill Slavicsek, , Rich Redman, and Charles Ryan, by James Wyatt, Star Wars Roleplaying Game by Bill Slavicsek, Andy Collins, and JD Wiker, Player’s Option: Combat & Tactics by L. Richard Baker III and Skip Williams, Alternity Player’s Handbook by Bill Slavicsek and Richard Baker, and the University of Notre Dame’s Latin parser at http://www.nd.edu/~archives/latgramm.htm. Valuable advice provided by Bruce Cordell and James Wyatt Playtesters: Richard Baker, Greg Collins, Dale Donovan, Chris Galvin, Joe Hauck, Kevin Kukas, Viet Nguyen, Brent Pearson, Tim Rhoades, Marc Russell, Scott Smith, Dennis Worrell, Warren Wyman, James Wyatt

U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS & LATIN AMERICA , Belgium Wizards of the Coast, Inc. T Hofveld 6d P.O. Box 707 1702 Groot-Bijgaarden Renton WA 98057-0707 Belgium Questions? 1-800-324-6496 620-88156-001-EN +322-467-3360 9 8 7 6 5 4 3 2 1 FIRST PRINTING: February 2004

Product Identity: The following items are hereby identifi ed as Product Identity, as defi ned in the Open Gaming License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), artwork, trade dress, and the names and game statistics for the following monsters: beholder, displacer beast, gauth, githyanki, githzerai, mind fl ayer, , umber hulk, and yuan-ti. SampleOpen Content: Except for material designated as Product Identity (see above) and the githyanki/githzerai, slaad, and yuan-ti bloodlines in Chapterfile 1, the contents of this WIZARDS OF THE COAST® game product are Open Game Content, as defi ned in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Gaming License and the License, please visit www.wizards.com/d20.

DUNGEONS & DRAGONS, D&D, , d20, d20 MODERN, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, , Unearthed Arcana, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc., and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fi ction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. ©2004 Wizards of the Coast, Inc. Visit our website at www.wizards.com/dnd Sidebars Numbered Tables Contents (BtC = Behind the Curtain; 1–1: Reducing Level Adjustments...... 18 Introduction ...... 4 HR = House Rule) 1–2: Bloodline Levels...... 20 Aquatic Race Level Adjustments ...... 7 1–3: Bloodline Strength ...... 30 Chapter 1: Races...... 5 Subraces and Paragon Classes...... 32 1–4: Minor Bloodlines ...... 31 Environmental Racial Variants ...... 5 HR: Skilled Half-Elves ...... 40 1–5: Intermediate Bloodlines ...... 31 Elemental Racial Variants ...... 15 Paragon Classes in Your Game ...... 46 1–6: Major Bloodlines ...... 31 Reducing Level Adjustments ...... 18 Multiclassing and Variant Classes...... 48 1–7: Bloodline Trait Distribution ...... 31 Bloodlines ...... 19 Urban Tracking [General] ...... 56 1–8: The Paragon...... 33 Racial Paragon Classes ...... 32 HR: Spontaneous Domain Casting...... 64 1–9: The Dwarf Paragon ...... 34 Chapter 2: Classes...... 47 BtC: Spontaneous Casting ...... 65 1–10: The Paragon ...... 35

Variant Character Classes ...... 47 HR: Druid Domains...... 68 1–11: The Gnome Paragon ...... 37 CONTENTS Specialist Wizard Variants ...... 59 Unique Spells...... 71 1–12: The Half-Dragon Paragon...... 39 OF TABLE Spontaneous Divine Casters ...... 64 HR: Fractional Base Bonuses ...... 73 1–13: The Half-Elf Paragon ...... 40 Class Feature Variants...... 65 Skill Knowledge [General] ...... 81 1–14: The Half- Paragon ...... 41 Prestigious Character Classes...... 69 Why Complex Checks?...... 83 1–15: The Halfl ing Paragon...... 42 Gestalt Characters ...... 72 BtC: How Many Successes?...... 85 1–16: The Human Paragon...... 43 Generic Classes ...... 76 BtC: Designing Traits ...... 89 1–17: The Orc Paragon...... 45 BtC: Creating Flaws ...... 91 1–18: The Tiefl ing Paragon ...... 46 Chapter 3: Building Characters ...... 79 BtC: Spelltouched Feats ...... 93 2–1: Variant Paladin Class Features ...... 54 Alternative Skill Systems...... 79 HR: Adding a Favored Class ...... 100 2–2: Spells Known ...... 65 Complex Skill Checks...... 81 Additional Favored Class [General] ...... 100 2–3: Ranger Favored Environments ...... 66 Character Traits...... 86 BtC: Class Defense ...... 110 2–4: The Prestige Bard...... 69 Character Flaws ...... 91 BtC: Armor as DR ...... 112 2–5: The Prestige Paladin ...... 71 Spelltouched Feats ...... 92 Combo: Defense Bonus and 2–6: The Prestige Ranger ...... 72 Weapon Group Feats ...... 94 Damage Reduction ...... 112 2–7: The Expert ...... 77 Craft Points...... 97 BtC: Damage Conversion ...... 113 2–8: The Spellcaster ...... 78 Character Background ...... 100 BtC: Injury ...... 114 2–9: Spellcaster Spells Known ...... 78 Chapter 4: Adventuring...... 109 HR: Slower Magical Healing ...... 115 2–10: The Warrior...... 78 Defense Bonus ...... 109 BtC: Vitality and Wounds ...... 117 3–1: Skills by Class ...... 80 Armor as Damage Reduction ...... 111 HR: Out-of-Turn Dodge ...... 118 3–2: Example Complex Skill Checks ...... 81 Damage Conversion...... 112 BtC: Reserve Points ...... 119 3–3: Character Traits ...... 86 Injury ...... 113 BtC: Massive Damage Rules ...... 120 3–4: Spelltouched Feats ...... 93 Vitality and Wound Points ...... 115 BtC: Death and Dying ...... 121 3–5: Sample Crafted Items...... 98 Reserve Points ...... 119 BtC: Action Points ...... 122 3–6: Craft Points Gained by Level...... 99 Massive Damage Thresholds HR: Luck Checks ...... 124 3–7: Item Creation Feats...... 99 and Results ...... 119 Combat Awareness [General] ...... 127 4–1: Defense Bonus ...... 110 Death and Dying...... 121 HR: Enhancement and Touch AC...... 128 4–2: Defense Bonus for Other Classes. . . . 110 Action Points ...... 122 BtC: Variable Modifi ers ...... 129 4–3: Creature Defense Bonuses ...... 110 Combat Facing...... 124 BtC: The Bell Curve ...... 132 4–4: Armor and Damage Reduction...... 111 Hex Grid ...... 128 BtC: Players Rolling Dice...... 134 4–5: Natural Armor and Damage Variable Modifi ers ...... 129 BtC: Summoning Lists ...... 138 Reduction...... 112 Bell Curve Rolls ...... 132 HR: Metamagic and Sorcerers I...... 140 5–1: Magic Rating by Class ...... 136 Players Roll All the Dice...... 133 BtC: Metamagic Components...... 150 5–2: Metamagic Components...... 141 HR: Metamagic and Sorcerers II...... 151 5–3: Spell Points per Day ...... 153 Chapter 5: Magic...... 135 BtC: Spontaneous Metamagic...... 152 5–4: Bonus Spell Points ...... 154 Magic Rating ...... 135 HR: Daily Spell List ...... 153 5–5: Spell Point Costs ...... 155 Summon Monster Variants...... 136 BtC: Spell Points ...... 154 5–6: General Recharge Times...... 158 Metamagic Components ...... 139 HR: Simplifi ed NPC Spellcasters ...... 156 5–7: Spell Recharge Times...... 160 Spontaneous Metamagic ...... 151 HR: Recharging Magic Items...... 158 5–8: The Battle Scion...... 164 Spell Points ...... 153 BtC: Recharge Magic ...... 159 5–9: The Faith Scion ...... 166 Recharge Magic...... 157 HR: No Spell Resistance against 5–10: The Spell Scion...... 168 Legendary Weapons...... 162 Energy Damage ...... 174 5–11: The Swift Scion ...... 169 Item Familiars ...... 170 BtC: Creating Incantations ...... 177 5–12: Item Familiar Abilities ...... 171 Incantations ...... 174 BtC: Who’s Affected by Reputation? . . . . . 182 6–1: Contacts ...... 180 Chapter 6: Campaigns...... 179 BtC: Honor and Alignment...... 187 6–2: Reputation Scores ...... 182 Contacts ...... 179 BtC: Taint...... 193 6–3: The Tainted Sorcerer ...... 193 Reputation...... 180 It Came from Cthulhu...... 195 6–4: The Tainted Warrior...... 193 Honor ...... 185 Sanity Resistance ...... 197 6–5: Sanity Loss from Creatures ...... 196 Taint ...... 189 Forbidden Knowledge...... 198 6–6: Sanity Loss from Spellcasting...... 196 Tainted Prestige Classes ...... 191 Variant Rule: Insane Insight...... 201 6–7: Example Forbidden Tomes ...... 198 Sanity ...... 194 The Heal Skill and Mental Treatment . . . . 202 6–8: Duration of Temporary Insanity . . . . 200 Test-Based Prerequisites ...... 210 HR: Puzzles and Hints ...... 207 6–9: Short-Term Temporary Insanity Level-Independent XP Awards...... 213 BtC: Sanity ...... 208 Effects ...... 200 BtC: Test-Based Prerequisites ...... 212 6–10: Long-Term Temporary Insanity Afterword: HR: XP Bonus Pool...... 214 Effects ...... 200 WhenSample Worlds Collide ...... 216 BtC: Level-Independent XP...... 215 6–11: Random Indefifile nite Insanity ...... 201 Variant Checklist...... 219 6–12: Drugs...... 203 6–13: Alternative Experience Point Progression ...... 214 6–14: Experience Award (Single Monster) ...... 214 3 it presents paragon classes that enable characters to develop into Introduction quintessential examples of their race. Warning: Get ready to drink from the fi re hose. Chapter 2: Classes is full of ways to tailor the standard D&D Unearthed Arcana exposes you to more variant rules and alterna- character classes. It provides a system allowing divine spellcast- tive methods of gaming than anyone can hope to use in a single ers to cast their spells spontaneously, as well as some variant campaign. On top of those, a bunch of House Rule sidebars written class features. You can replace the standard bard, paladin, and by various members of the Wizards of the Coast R&D department ranger classes with prestige versions of those classes, or you can describe personal variants they’ve used in their home campaigns. create gestalt characters who gain levels in two classes at the In fact, there’s probably more in here than you could reasonably use same time. For a simpler approach to class selection, try out the in a dozen campaigns, and some of it you probably won’t ever get generic classes at the end of this chapter. around to actually introducing to your game. Chapter 3: Building Characters offers options for detailing Take a deep breath—it’s okay. a character—a new way of determining which skills a character

Just as no player actually casts all the new spells in the latest knows, a system for complex skill checks, and selections of traits rulebook, and no DM actually uses all the new creatures in the and fl aws that make characters more distinctive. Spelltouched feats latest manual of monstrosities, you shouldn’t feel any compul- and weapon group feats add even more variety to what characters sion to use all these variants, even in a lifetime of gaming. can do. Instead of using the standard rules for the Craft skill, you INTRODUCTION Instead, pick and choose the ones that feel right for your style of can give characters craft points that they spend to create alchemical gaming, your players, and your campaign. Some groups may latch substances and magic items. The largest section of this chapter deals on to a specifi c variant—whether the taint rules, Sanity checks, with character background, a way to create a character of higher spell points, or legendary weapons—in a heartbeat, making it a cen- than 1st level who has a unique personal history. tral feature of their game world. Others fi nd a few smaller changes Chapter 4: Adventuring is a treasure trove of ideas for chang- to incorporate, such as a variant class or class feature, reputation ing basic aspects of the way the game works. If you want to try checks, or alternative massive damage thresholds. Use the checklist out a new system for how Armor Class is determined, or the at the back of the book to track what you’re using, and what changes benefi t that armor provides, or how characters are affected by you make to the variants you use. damage, you’ll fi nd options here. You can give characters action The “trick” behind getting your money’s worth from this book points, which they use to improve their chances of succeeding is an attitude of curiosity and experimentation. Some groups may at a task. You can change the way combat works by keeping track have a conservative outlook: “We like the way our game works and of a creature’s facing, or by using a hexagonal grid rather than a don’t want to wreck it.” It’s okay to think that way—but nothing square grid. You can even modify the most fundamental concept in this book can wreck your game unless you let it. If you try out a in the d20 System rules by getting rid of the d20 altogether! variant and it doesn’t work for you after a session or three, go back Chapter 5: Magic is in many ways a counterpart to Chapter to the way you were playing, or just start over from where you were 4, except that the variants here are all related to the effects of before you tried out the new rules. No harm, no foul. magic on the game. You can give each character and creature a The adventurous groups, though—the ones willing to learn magic rating, which determines its caster level. You can gener- new ways to play their familiar game—stand to reap the biggest ate individualized lists of summon spells related to each caster’s rewards from Unearthed Arcana. In a way, this book perfectly rep- world view or goals. Metamagic components allow spellcasters resents the game itself: Adventurous characters get rewarded, to use spells with the effect of a metamagic feat already built in. though it takes work to reap those rewards. The spontaneous metamagic variant gives casters the opportu- When you turn to the next page, the inundation begins. Just nity to assign metamagic effects to a spell just as it is cast. The remember to take small sips at fi rst—try out a small number of spell point system gives casters more fl exibility in their daily variants for starters, gradually increasing the level of change until spell choices. Rather than limiting casters to a certain number you reach your comfort level. Don’t worry that you’re not using all of spells per day, you can use the recharge magic system to de- the new stuff at once. After all, there’s always another campaign termine how often a character can cast a particular spell or a waiting to be born, and maybe in that one you fi nally try out the spell of a certain level. You can change the role of magic in the new metamagic components, or the spelltouched feats, or . . . game without altering any other rules by using the material on —Andy Collins legendary weapons, item familiars, and incantations. Chapter 6: Campaigns takes a look at concepts that can fl esh out characters and affect (for good or ill) the way they interact WHAT’S INSIDE? with their world. Contacts are NPCs who can provide various It’s usually true that you don’t need to read a D&D rulebook forms of aid to player characters. Reputation and honor help from front to back to get the most out of it—and that’s never to determine how the other residents of the campaign world been more true than in the case of Unearthed Arcana. Using the perceive the PCs. For a darker and grittier campaign world, one table of contents as a guide, you can simply fl ip to a part of the in which characters are up against perils they can’t control, you book that looks interesting and start reading. That said, here’s a can incorporate the rules for taint or insanity (or both). Finally, summary of what each chapter contains. for a different way of determining how characters fullfi ll the Chapter 1: Races introduces the concept of racial variants, requirements for feats and prestige classes, check out the variant Samplekeyed either to a particular environment or a certain elemental on test-based prerequisites. file type. It offers a way to reduce a character’s level adjustment, which Afterword: When Worlds Collide offers some brief advice can pay off in more rapid advancement at higher levels. Much of for DMs on how to use a wide variety of variant rules during the chapter is devoted to bloodlines—a way to make characters play without necessarily creating different campaign worlds for 4 distinctive by giving them a hint of monstrous ancestry. Finally, different combinations of variants. Illus. Illus.by D. byKovacs 5 es ers, c foes, and racial weapon es the race to which it is es the it race which to cally indicates otherwise. indicates cally ciencies—are retained unless variant the specifi variants these coexist could with stan- the Alternatively, withdard even variants) other races (or in For world. your can you example, use them as world-building tools—the existence of racial offshoots constitute may living proof of an racial ancient migration in disaster. response some to modifi variant racial Each applied (hereafter called the standard in minor race) Allways. racial traits of the standard race—racial skill special feats, sensory bonus capabilitiesbonuses, (such as darkvision and low-light ability vision), modifi against bonuses specificombat profi otherwise. instance, For a human retains his extra skill a dwarfpoints retains and extra level, his 1st at feat stonecunning and an ability, elf retains ability her spotto doors, secret unless the variant description specifi of the variant Many races described in this sec- tion provide alternate ability score adjustments. In supersede here given these cases, the adjustments the standard the example, adjustments. For race’s aquatic goblin’s ability score adjustments are –2 Strength, Charisma. Constitution, and +2 –2 These adjustments take normal the place of the goblin’s –2 Strength, Dexterity, +2 Charisma. and –2 Because humans are, by nature, the most adaptable of races, environmental variants are generally not humans. is exception aquatic for The included theirhumans, to ability which, due and live to ing, ing, Monster . provide a variety of Monster Manual Player’s Handbook

and and ENVIRONMENTAL RACIAL VARIANTS RACIAL

ning his elf in place Whether the game world. or various or campaign settings, and variety the becomes Sample file Sample Player’s Handbook n many ways, a character’s ways, n many race provides a foundation for defi dwarf,or half-orc half-dragon, or a character’s race is the cornerstone upon which the character crafts an identity. races in The the re-touched elf a paragon of dwarvenkind. or variants These in the below could replace the normal versions of the races the normal described could replace below versions Racial variants diversity game add your are to a great way without drastically changing One the ecology world. of your environ- introduce to is races existing the altering of method mental variants, here. of which are a number presented of these variants more or that decide one may represent You in- race For of a given inthe “standard” world. your version stance, in a desert-based campaign races presented desert the afi can be used individually depending another, one alongside or the whimson of the DM. goblins the same look at way never may So dig in! You again. . . . impressive indeed. But what if indeed. what impressive But that variety enough? isn’t this in. where That’s comes chapter variant four The sys- throw open here the doorstems presented of racial options. can a troll-blooded play You human a jungle-born or halfl Manual interesting in Add roles. in the options presented the 6 CHAPTER 1 RACES Illus. by M. Nelson RACES AQUATIC be very similar to those of their landborn cousins. Members of cousins. landborn of their to those similar very be plete with canyons, canyons, with plete alien world, com- lies an exotic and ocean face ofthe Beneath the sur- ronmental variant. to warrant an envi- humans other from sufficiently different are underwater, breathe made of coral and other undersea treasures. other undersea and made ofcoral Some favor bodies. to their jewelry tightly cling to tends wear do they what and ing, shadesdarker. onebe or two color butmay her matches skin usually blue. to dark Hergreen hair pale from pose.) ranges skin A water creature’s pur- thesame serve that limbs fi have even elves (Aquatic swimming. facilitate webbed are tofeet hands and member ofher Her race. and thinner than a standard taller is A water creature landborn cousins. their than serene more its members tend tobe but race, standard the of ment interests and tempera- the shares aquat ic race usually to aquat most ic races. common are attributes sea. the beneath neying jour- while races these encounter might acters Or, char- their variants. these use dwellers can characters to be ocean the sea. of depths black the as unknown and ous mysteri- as is of the air world sunny the realm, residents aquatic ofthe For monsters. titanic and deities, sleeping cities, sunken ceal depthsInky con- forests. and noes, volca- mountains, The following cultural cultural The following Physical Description: Physical Players wanting their Players their wanting Relations: cloth- little very Water wear dwellers SamplePersonality: file The attitudes of water creatures tend to ofwater creatures The attitudes ns along their ns along their An Desert gnome Aquatic gnome Arctic gnome aquatic races generally treat landborn creatures with guarded guarded with creatures landborn treat generally races aquatic Jungle gnome pleasantness on the rare occasions when occasions they meet. on rare the pleasantness Alignment: economic, and military turmoil of the surface world, surface ofthe turmoil military economic, and water creatures tend to take amuch more tend to take water creatures Having avoided most of the political, cousins do. Members of an aquatic race race do.Members aquatic of an cousins placid view of life than their landborn favor neutrality in at least one aspect of one atleast aspect in favor neutrality alignment, if notboth. if alignment, lowing racial traits. racial lowing loosely organized governments organized loosely All aquatic races have races fol- the aquatic All though water favor folk though more ter creatures generally have generally ter creatures Wa- societies. open more and Racial TraitsRacial those of their standard races, water dwellers often mirror mirror often water dwellers Lands: for building, so they rarely rarely they so building, for available space of plenty structure their habitats as as habitats their structure General Aquatic General densely cities. populated prefer to maintain loosely undersea racesInstead, the earth. related to oceans, storms, storms, related to oceans, tures speak any languages any languages speak tures to facilitate communica- Aquan learn Many also tamed only by walking bywalking only tamed tion with other under- age to at least one deity oneage deity toatleast out their own niches. out own their wanderlust that can be be wanderlust can that feel others a face people; ways sur- ofthe alien the similar to those of their oftheir to those similar defined territories in spoken by members of there are plenty ofad- plenty there are water creatures. water goal. Some luredby are goal. fulfi to land onto venture ally occasion- ter creatures waves, the beneath wa- ventures to be found their standard race. Obad- as such or nature, standard races. standard Hai. Otherwise, their their Otherwise, Hai. tures usually pay hom- usually tures individuals can carve which families and and families which worshiping habits are are habits worshiping Language: Religion: Adventurers: The civilizations of The civilizations ll some important Water crea- Water crea- While While