Player’s Handbook® 2

ROLEPLAYING GAME SUPPLEMENT Jeremy Crawford • • James Wyatt

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Design Graphic Designer Logan Bonner, Jesse Decker, Soe Murayama Mike Mearls, Robert J. Schwalb, Stephen Schubert, Stephen Radney-MacFarland, Cover Illustration Peter Schaefer Daniel Scott

Development Interior Illustrations Richard Baker, Andy Collins, Steve Argyle, Eric Belisle, Michael Bierek, Jeremy Crawford, Mike Donais, Devon Caddy-Lee, Mitch Cotie, Thomas Denmark, Andrew Finch, David Noonan, Matthew Sernett Eric Deschamps, Brian Despain, Vincent Dutrait, Steve Ellis, Wayne England, Howard Lyon, Mike Writing May, Raven Mimura, William O’Connor, Hector James Wyatt Ortiz, Wayne Reynolds, Chris Seaman, John Stanko, Matias Tapia, Franz Vohwinkel, Eva Widermann, Mechanical Concepts James Zhang Rob Heinsoo D&D Brand Team Editing Liz Schuh, Scott Rouse, Kierin Chase, Sara Girard, Jeremy Crawford (lead), Martin Durham Michele Carter, Greg Bilsland Publishing Production Specialist Managing Editing Angelika Lokotz Kim Mohan, Torah Cottrill Prepress Manager Director of D&D R&D and Book Publishing Jefferson Dunlap Bill Slavicsek Imaging Technician D&D Creative Manager Carmen Cheung Christopher Perkins Production Manager D&D Design Manager Cynda Callaway James Wyatt Game rules based on the original DUNGEONS & DRAGONS® rules D&D Development and Editing Manager created by E. and , and the later Andy Collins editions by David “Zeb” Cook (2nd Edition); Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Art Director Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, Jon Schindehette and James Wyatt (4th Edition).

620-21898720-001 EN U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS , BELGIUM 9 8 7 6 5 4 3 2 1 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1 First Printing: Wizards of the Coast LLC Caswell Way 1702 Groot-Bijgaarden March 2009 P.O. Box 707 Newport, Gwent NP9 0YH Belgium Renton WA 98057-0707 GREAT BRITAIN +32.070.233.277 ISBN: 978-0-7869-5016-4 +1-800-324-6496 Please keep this address for your records

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INTRODUCTION ...... 4 Invoker ...... 100 Adventuring Gear ...... 197 The Primal Power Source ...... 5 Invokers and Deities ...... 101 Magic Items ...... 197 1: CHARACTER RACES ...... 6 Invoker Powers ...... 102 Armor ...... 197 Deva ...... 8 Paragon Paths ...... 114 Weapons ...... 203 Gnome ...... 10 Angelic Aspect ...... 114 Rods ...... 205 Being Small ...... 11 Blightspeaker ...... 115 Staff s ...... 206 Goliath ...... 12 Flame of Hope ...... 116 Totems ...... 207 Half- ...... 14 Hammer of Vengeance ...... 117 Wondrous Items ...... 209 Shifter ...... 16 Shaman ...... 118 Rituals ...... 211 Racial Paragon Paths ...... 18 Custom Spirit Companions . . . . 119 Variant Ritual Books ...... 211 Adroit Explorer...... 18 Shaman Powers ...... 120 Ritual Descriptions ...... 212 Ancestral Incarnate ...... 19 Paragon Paths ...... 132 Aff ect Normal Fire ...... 212 Bloodfury Savage ...... 20 Disciple of the Animal Friendship ...... 212 Fey Beguiler ...... 21 World Serpent ...... 132 Aria of Revelation ...... 212 Firstborn of ...... 22 Ghost Panther ...... 133 Bloom ...... 213 Halfl ing Scoundrel ...... 23 Great Bear Shaman ...... 134 Call Wilderness Guide ...... 213 Moonstalker ...... 24 Spirit Tempest ...... 135 Chorus of Truth ...... 213 Scion of Arkhosia...... 25 Sorcerer ...... 136 Control Weather ...... 214 Shiere Knight ...... 26 Sorcerer Powers ...... 138 Create Campsite ...... 214 Stoneblessed ...... 27 Paragon Paths ...... 148 Fool’s Speech ...... 215 Turathi Highborn ...... 28 Arcane Wellspring ...... 148 Glib Limerick ...... 215 Twilight Guardian ...... 29 Demonskin Adept ...... 149 Ironwood ...... 215 Dragonsoul Heir ...... 150 Lullaby ...... 215 2: CHARACTER CLASSES . . . . . 30 Wild Mage ...... 151 Pyrotechnics ...... 215 Avenger ...... 32 Warden ...... 152 Reverse Portal ...... 216 Avengers and Deities ...... 33 Guardian Form Powers ...... 153 Snare ...... 216 Avenger Powers ...... 34 Warden Powers ...... 154 Song of Restfulness ...... 216 Paragon Paths ...... 44 Paragon Paths ...... 166 Song of Sustenance ...... 216 Hammer of Judgment ...... 44 Bloodwrath Guardian ...... 166 Speak with Nature ...... 216 Oathsworn ...... 45 Horned Champion ...... 167 Traveler’s Chant ...... 217 Unveiled Visage ...... 46 Storm Sentinel ...... 168 Tree Shape ...... 217 Zealous Assassin ...... 47 Verdant Lord ...... 169 Tree Stride ...... 217 Barbarian ...... 48 Epic Destinies ...... 170 Tune of Merriment ...... 217 Barbarian Powers ...... 50 Fatesinger ...... 170 Wyvern Watch ...... 217 Paragon Paths ...... 62 Glorious Spirit ...... 171 Bear Warrior ...... 62 APPENDIX: RULE UPDATES . . .218 Harbinger of Doom ...... 172 Fearbringer Thane ...... 63 Reading a Power ...... 218 Lorekeeper ...... 173 Frenzied Berserker ...... 64 The Power Format ...... 218 Primal Avatar ...... 174 Wildrunner ...... 65 The Power Description ...... 218 Revered One ...... 175 Bard ...... 66 The Marked Condition ...... 218 Bard Powers ...... 68 3: CHARACTER OPTIONS . . . . . 176 Movement Eff ects ...... 219 Paragon Paths ...... 78 Backgrounds ...... 178 Keywords ...... 219 Student of the Seven ...... 78 Geography ...... 178 Extra Damage ...... 221 Summer Rhymer ...... 79 Society ...... 178 New Stealth Rules ...... 222 Voice of Thunder ...... 80 Birth ...... 178 Bluff ...... 222 War Chanter ...... 81 Occupation ...... 179 Stealth ...... 222 Druid ...... 82 Racial Backgrounds...... 180 Perception ...... 223 Druid Powers ...... 84 Other Benefi ts in Play ...... 182 Targeting What You Paragon Paths ...... 96 Feats ...... 184 Can’t See ...... 223 Blood Moon Stalker ...... 96 Heroic Tier Feats ...... 184 GLOSSARY ...... 223 Paragon Tier Feats ...... 190 Guardian of the Living Gate . . 97 INDEX ...... 223 Keeper of the Hidden Flame . . 98 Epic Tier Feats ...... 194 Sky Hunter...... 99 Multiclass Feats ...... 196

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Get ready for the next level! book—in particular, rules about keywords such as Player’s Handbook 2 is the most significant expan- beast form, spirit, and summoning. The appendix sion yet to the 4th Edition DUNGEONS & DRAGONS® also contains the new version of the Stealth skill as game. The Player’s Handbook® presents eight races and well as updates to rules related to that skill in the Player’s Handbook eight classes. This book introduces five more races . Player’s and eight more classes, including a mix of all-new The D&D game is constantly evolving. Handbook 2 material and some old favorites, along with a wealth is the second book in a series that will of new options for any character. continue adding new options for your characters 0 Chapter 1 presents five additional races. The for years to come. But the game changes in smaller gnome and the shifter make the journey from the ways as well, and the best way to keep up with those Monster Manual® to this book. The goliath (introduced changes is to visit the Wizards of the Coast website. 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 YOUR PART IN THE STORY perfection of their souls. This chapter also includes One of the Dungeon Master’s jobs is to be a narrator— racial paragon paths for the races in this book as well to describe what’s going on in the world of the game as as ones in the Player’s Handbook. you explore it along with your fellow adventurers. When Chapter 2 is the heart of the book, with eight new your party enters a room, the DM tells you what it looks classes. Longtime D&D players will recognize some like and what’s in it. However, narration isn’t exclusively of these classes from past editions, but you’ve never the DM’s job: You describe your own character’s actions, seen them presented like this before. The arcane and even during an intense combat encounter, you have classes expand to include the bard and the sorcerer. a chance to take part in telling the story of the game. The invoker and the avenger join the roster of divine The flavor text included in every power description is classes. The primal power source makes its debut a starting point you can use when narrating your part in with classes of all four roles: the barbarian, the druid, the action. When your barbarian attacks, you can just say, the shaman, and the warden. The chapter ends with “Krusk uses howling strike. I get a 24.” Or using the flavor six new epic destinies. text as a cue, you can say, “With a blood-freezing scream, Chapter 3 introduces the concept of backgrounds, I throw myself into the fray! Does a 24 hit?” a new game element you can use to customize your A power’s flavor text is only a starting point. You can character and help expand his or her personality modify that flavor however you like, as long as you don’t and history. If you’re using the FORGOTTEN REALMS change the power’s game effects. Maybe you would rather Player’s Guide, you’re familiar with the idea of choos- think of the barbarian power macetail’s rage as channel- ing a home region for your character and gaining ing the World Serpent, a primal spirit that appears in a benefit from that origin. The backgrounds in this some shaman powers. You might say, “The earth shakes chapter offer you dozens of ideas for expanding your beneath my feet as the World Serpent stirs, knocking my character’s story, and a choice of related benefits. foe to the ground!” This chapter also includes new feats, equipment, and Choosing a background for your character can also be magic items, including armor, weapons, and imple- a great opportunity to take part in shaping the story of the ments designed for use with the new classes in this game. After you’ve looked at the “Backgrounds” section book. The chapter ends with a group of new rituals. of Chapter 3, talk with your DM about the background At the end of the book is an important appendix elements you want for your character. of rule updates. It contains an updated explana- The D&D game is all about telling an adventure story. tion of how to read a power description, including If you take a more active part in telling your character’s new rules that apply to many of the powers in this part of the story, everyone has more fun.

INTRODUCTION 4

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Four of the classes introduced in this book—the who seek to despoil the wilderness in the name of barbarian, the druid, the shaman, and the warden— progress and civilization. use the primal power source. Some primal powers That doesn’t mean that a primal character must are more overtly magical than others, but they all be a sworn enemy of the gods, or of a character such draw on the spirits of nature that pervade the world as a paladin of Erathis who seeks to settle and civi- and, to some extent, the echo plane known as the lize the world. There might be some conflict and Feywild. disagreement between such characters, but they also According to legend, when the gods made war have many common foes. A primal character’s great- against the primordials at the dawn of time, the bat- est concern is with creatures and forces that threaten tles raged across the cosmos for uncounted centuries. the stability of the world and the balanced cycles of The gods slowly gained the upper hand, successfully nature. In a broad view, the cities and civilizations imprisoning or banishing many of the primordials. of humans and other races are just as much a part of SOURCE THE PRIMAL POWER However, this war threatened the very existence of nature as are primeval forests and mountains, and the world, as the primordials who brought it forth just as worthy of protection. from the Elemental Chaos clashed with the gods who Many primal characters do hold the gods in great sought to fix the form of the world in permanence. respect. Without the gods’ intervention, the primor- In the last days of the war, a new force made itself dials would have left the world in an ever-changing known in the cosmos: the spiritual expression of the state not much different from the Elemental Chaos, world itself. These primal spirits declared an end to hostile to natural life. In general, even evil gods the conflict, asserting that the world would no longer would rather rule the world than destroy it. be a battleground for the two opposing forces. The For that reason, characters who wield primal gods and the primordials were banished to their power sometimes worship gods as well. As god of the home planes, and the primal spirits of the world wilderness, Melora is sometimes seen as an ally of the decreed a balance: The world would remain a place primal spirits. Kord is occasionally called the lord of where matter and spirit mingled freely, where life the storm spirits, and both Corellon and Sehanine and death proceeded in an orderly cycle, where the have ties to the Feywild that make them friendly with seasons changed in their unending wheel without nature spirits. interference. The gods and the primordials could still Primal powers are called evocations, because influence the world, but they could not rule it. primal characters evoke primal spirits to make These primal spirits are beyond number, ranging attacks and effects in the world. Some characters from spirits too weak to have proper names to the channel primal spirits through their bodies in order mightiest incarnations of nature’s power: the Primal to transform themselves and thereby make their Beast, the Fate Weaver, the Great Bear, the World physical attacks more formidable. Barbarians invite Serpent, and others. They are spirits of winds and primal spirits to take residence in their bodies, weather, of predators and prey, of plains and forests, entering a trancelike rage in which a spirit’s ferocity of mountains and swamps. As the people of the overwhelms the barbarian’s own reason. Wardens world have come to know these primal spirits and draw on the primal spirits of earth, trees, and beasts live in harmony with them, some mortal spirits have to transform their bodies, giving them strength joined their number after death, just as some mortal to stand against their enemies. Druids call on the souls pass to the dominions of their gods. These Primal Beast to transform their bodies into animal great ancestors are among the most potent of the forms, taking on different aspects of the Primal primal spirits. Beast’s nature. Characters who use the primal power source Other characters evoke primal spirits to create stand firmly rooted in the world, between the divine external effects. Shamans use spirit companions as power of the Astral Sea and the primordial churn- their primary link to the spirit world. A spirit com- ing of the Elemental Chaos. They have some affinity panion might attack an enemy, or a shaman might with the native inhabitants of the Feywild, who share conjure another spirit to create an effect—and after- their love and respect for the natural world. They are ward, the spirit’s power lingers in the shaman’s spirit staunch enemies of aberrant creatures whose very companion. Druids, too, can evoke primal spirits to existence is a blight on the natural world, as well as create terrain effects, buffet foes with thunder and of demons that seek to destroy it, undead that vio- wind, or create bursts of fire. late life’s natural cycle, and (to a lesser extent) those

INTRODUCTION 5

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The eight races described in the Player’s Handbook are the most common heroic races in the world of the DUNGEONS & DRAGONS game, but they are by no means the only ones. This chapter introduces five new races, from the humble gnome to the exalted deva. Two of these races—the gnome and the shifter— appear in the Monster Manual, but here they’re 1fleshed out and presented with an eye toward their use as player characters. (The information in this book supersedes what’s in the Monster Manual.) The other races—the deva, the goliath, and the half-orc— are new additions to the game and the world. This chapter also includes racial paragon paths for the races in this book as well as ones in the Player’s Handbook. The races in this chapter follow the same format as the ones in the Player’s Handbook. When you create a character, you can choose one of these races instead of one of those. Devas are noble, virtuous beings who strive to perfect themselves through an apparently endless sequence of reincarnations. Once immortal spirits who served the gods of good, devas are now bound in flesh, the better to wage war against the forces of evil in the world and beyond. Gnomes are small and stealthy fey who value a quick mind and the ability to escape notice. Gnomes are drawn to illusion and trickery. They explore the world with a sense of curiosity and wonder. Goliaths dwell high in mountainous regions, traveling with the migrations of elk and other game. They view life as a grand competition and call on primal power to enhance their considerable physical strength and endurance. Half- combine the best qualities of humans and orcs and are strong, fierce, decisive, and resourceful. They savor the simple pleasures of life, from feasting and revelry to the thrill of battle. Shifters carry a touch of lycanthropic blood in their veins. In the heat of battle, they tap into the power of the beast within, unleashing the savagery that lurks beneath their surface. They are predators by nature, defining the world in terms of hunter and prey. STEVE ARGYLE STEVE CHAPTER 1 | Character Races 6

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Immortal spirits who embody virtue, born and reborn to mortal life in the world

RACIAL TRAITS Average Height: 6´ 1˝–6´ 6˝ Average Weight: 175–280 lb.

Ability Scores: +2 Intelligence, +2 Wisdom Size: Medium Speed: 6 squares Vision: Normal

Languages: Common, choice of two others Skill Bonuses: +2 Histor y, +2 Religion Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures. Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level. Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin. Memory of a Thousand Lifetimes: You have the memory of a thousand lifetimes power.

Memory of a Deva Racial Power Thousand Lifetimes The dreamlike memories of your previous lives lend insight to aid you. Encounter No Action Personal Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result Effect: You add 1d6 to the triggering roll.

Deep in the recesses of memory, devas recall what they once were: immortal servitors of the gods of good, spirits who chose to bind themselves to the world in mortal flesh. For millennia, their souls have been reborn to wage an endless war against the forces of darkness. Most devas are fiercely commit- ted to the cause of good, because they fear what they might become if they turn to evil: A deva whose soul becomes corrupted risks being reborn as a rakshasa.

Play a deva if you want . . . ✦ to have dimly remembered connections to a thou- sand heroic lifetimes. ✦ to embrace the cause of good and strive for perfec- tion in all you do. ✦ to be a member of a race that favors the avenger, cleric, invoker, and wizard classes. STEVE ARGYLE STEVE CHAPTER 1 | Character Races 8

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PH2_Ch01.indd 8 12/17/08 1:55:11 PM Physical Qualities incarnation in flesh and the beginning of their cycle of rebirth, and they share some common cultural In appearance, devas are very similar to humans, but elements of dress, religion, and habits. Devas favor DEVA with an unearthly beauty and an uncanny stillness flowing clothes of fine silks, polished metal armor about them. They are almost as tall as dragonborn, with winglike shoulder ornaments, and headdresses but much more slender. or helmets that suggest crowns or halos. In other Devas’ coloration distinguishes them most strongly ways, they prefer to live simply, without extravagance. from humans. All devas have patterns of light and dark colors on their skin. The light portions are chalk Deva Characteristics: Dedicated, devout, elegant, white or pale gray, and the dark areas range from enlightened, introspective, mystical, refined, righ- blue or purple to dark gray or black. In any individual teous, spiritual, thoughtful deva, either light or dark can be dominant, with the opposite shade appearing in simple, elegant patterns Male Names: Adiah, Ansis, Ayab, Bavak, Beriah, on the face, chest, and shoulders. A deva’s hair is typi- Eben, Elyas, Galad, Gamal, Hiyal, Iannes, Kerem, cally the same color as these skin patterns. Mahar, Marach, Mathas, Natan, Nehem, Oris, When sitting or standing at rest, devas remain Raham, Ronen, Samel, Sered, Tavar, Vered, Zachar almost perfectly still, except for the occasional blink of the eyes. They don’t fidget or twitch, and their Female Names: Abea, Adara, Asha, Chana, Danel, eyes move only when they are actively examining Darah, Davi, Elka, Eranah, Hania, Hava, Idria, Isa, something. Jael, Kana, Kayah, Lihi, Mahel, Marek, Noma, Navah, Devas do not have children. When a deva dies, his Paziah, Ravah, Riya, Sada, Shara, Tirah or her spirit is reincarnated in a new, adult body that appears in some sacred place, such as a mountain peak, a riverbank, or a desert oasis. The new deva Deva Adventurers retains enough memory of past lives to speak and Three sample deva adventurers are described below. understand multiple languages and offer the proper Galad is a deva wizard who believes that the goal prayers and sacrifices to the gods of good. of his existence is to attain perfect knowledge of the universe. He believes that his arcane power is a Playing a Deva manifestation of all he has learned throughout all his past lives, and that in this life or perhaps the next he Devas are refined and polite. They follow the highest will achieve perfect mastery and become a demigod, moral standards, but they are not afraid of violence. freed from the cycle of reincarnation. They believe that the pursuit of good is an eternal Eranah is an invoker who wields the power of war with the forces of evil, embodied in rakshasas, Bahamut. Just as Bahamut warred with Tiamat when demons, devils, and the evil gods and their servant the world was young, Eranah believes that her calling angels. Devas wage that war in their hearts as well, in this incarnation is to fight against the evil dragons constantly vigilant lest evil take root and corrupt and dragonspawn that pollute the world. Words of their souls, transforming them into the creatures they power resound in her mind like an echo of the Plati- most despise. num Dragon’s voice when she invokes his wrath upon Because they remember, at least dimly, a life in her enemies. the Astral Sea spent in close company with the gods, Raham is a shaman who has embraced his life in most devas are devout worshipers of the gods of good, the world, abandoning all thought of his previous especially Bahamut but also Moradin and Pelor. astral existence. The primal spirits of the world are Devas seek to achieve a personal connection with his patrons and allies, not the gods he left behind. He the gods rather than approach them through temples sees his endless rebirth as a part of the cycle of nature and priests. They worship at meals in their homes, and has no desire to escape it. setting an empty place for the absent gods, and strive through meditation and prayer to become more like the gods they serve. Deva adventurers are commonly avengers, clerics, and invokers, who savor the experi- ence of divine power flowing through them without any intermediary. Devas do not have cities or societies of their own, and their numbers are so small that a deva can spend entire lifetimes without ever meeting another of his or her kind. They live among other races and, at least to some extent, adopt their ways. However, all devas remember elements of the life they had before their

CHAPTER 1 | Character Races 9

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Slight, sly tricksters of the Feywild who excel at avoiding notice

RACIAL TRAITS Average Height: 3´ 4˝–3´ 8˝ Average Weight: 50–75 lb.

Ability Scores: +2 Intelligence, +2 Charisma Size: Small (see the sidebar) Speed: 5 squares Vision: Low-light

Languages: Common, Elven Skill Bonuses: +2 Arcana, +2 Stealth Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Master Trickster: Once per encounter, you can use the wizard cantrip ghost sound (Player’s Handbook, page 158) as a minor action. Reactive Stealth: If you have any cover or conceal- ment when you make an initiative check, you can make a Stealth check. Trickster’s Cunning: You have a +5 racial bonus to saving throws against illusions. Fade Away: You have the fade away power.

Fade Away Gnome Racial Power You turn invisible in response to harm. Encounter ✦ Illusion Immediate Reaction Personal Trigger: You take damage Effect: You are invisible until you attack or until the end of your next turn.

In the Feywild, the best way for a small creature to survive is to be overlooked. While suffering in servi- tude to the fomorian tyrants of the Feydark, gnomes learned to hide, to mislead, and to deflect—and by these means, to survive. The same talents sustain them still, allowing them to prosper in a world filled with creatures much larger and far more dangerous than they are.

Play a gnome if you want . . . ✦ to be curious, funny, and tricky. ✦ to rely more on stealth and deception than on brute strength and intimidation. ✦ to be a member of a race that favors the bard, sor- cerer, warlock, and wizard classes. STEVE ARGYLE STEVE CHAPTER 1 | Character Races 10

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