DUNGEONS AND DRAGONS 4TH EDITION PHB2 PDF

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Slideshare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our User Agreement and Privacy Policy. See our Privacy Policy and User Agreement for details. Published on Jun 9, The second handbook for Players - Game Dungeons and dragons.

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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 LLC.

Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U. 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. Devas are a new race of reincarnated immortal spirits striving for the perfection of their souls. Chapter 2 is the heart of the book, with eight new classes.

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.

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.

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. The flavor text included in every power description is a starting point you can use when narrating your part in the action. I get a Does a 24 hit? Some primal powers are more overtly magical than others, but they all draw on the spirits of nature that pervade the world and, to some extent, the echo plane known as the Feywild.

According to legend, when the gods made war against the primordials at the dawn of time, the bat- tles raged across the cosmos for uncounted centuries. The gods slowly gained the upper hand, successfully imprisoning or banishing many of the primordials. However, this war threatened the very existence of the world, as the primordials who brought it forth from the Elemental Chaos clashed with the gods who sought to fix the form of the world in permanence. In the last days of the war, a new force made itself known in the cosmos: the spiritual expression of the world itself.

These primal spirits declared an end to the conflict, asserting that the world would no longer be a battleground for the two opposing forces. The gods and the primordials were banished to their home planes, and the primal spirits of the world decreed a balance: The world would remain a place where matter and spirit mingled freely, where life and death proceeded in an orderly cycle, where the seasons changed in their unending wheel without interference.

The gods and the primordials could still influence the world, but they could not rule it. They are spirits of winds and weather, of predators and prey, of plains and forests, of mountains and swamps. As the people of the world have come to know these primal spirits and live in harmony with them, some mortal spirits have joined their number after death, just as some mortal souls pass to the dominions of their gods.

These great ancestors are among the most potent of the primal spirits. Characters who use the primal power source stand firmly rooted in the world, between the divine power of the Astral Sea and the primordial churn- ing of the Elemental Chaos. They have some affinity with the native inhabitants of the Feywild, who share their love and respect for the natural world. There might be some conflict and disagreement between such characters, but they also have many common foes.

In a broad view, the cities and civilizations of humans and other races are just as much a part of nature as are primeval forests and mountains, and just as worthy of protection. Many primal characters do hold the gods in great respect.

In general, even evil gods would rather rule the world than destroy it. For that reason, characters who wield primal power sometimes worship gods as well. As god of the wilderness, Melora is sometimes seen as an ally of the primal spirits. Kord is occasionally called the lord of the storm spirits, and both Corellon and Sehanine have ties to the Feywild that make them friendly with nature spirits.

Primal powers are called evocations, because primal characters evoke primal spirits to make attacks and effects in the world. Some characters channel primal spirits through their bodies in order to transform themselves and thereby make their physical attacks more formidable.

Wardens draw on the primal spirits of earth, trees, and beasts to transform their bodies, giving them strength to stand against their enemies. Other characters evoke primal spirits to create external effects.

Shamans use spirit companions as their primary link to the spirit world. Druids, too, can evoke primal spirits to create terrain effects, buffet foes with thunder and wind, or create bursts of fire.

This chapter introduces five new races, from the humble gnome to the exalted deva. The other races—the deva, the goliath, and the half-orc— are new additions to the game and the world. 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-orcs combine the best qualities of humans and orcs and are strong, fierce, decisive, and resourceful.

CALDO PRIMITIVO OPARIN PDF

Dungeons & Dragons 4th Edition

The setting of 4e is highly generic and designed to give the DM a relatively blank canvas to paint on. This default setting consists of a wild sort-of-medieval landscape in which isolated human and demihuman communities Points of Light struggle to survive after the fall of a greater empire. This provides an explanation for the large areas of wilderness and many ruins for monsters to hide in, and the need for adventurers as opposed to more regulated militias. The "ground" setting of 4e has become known as the Nentir Vale , after the particular region of the World used for most official non-planar adventure modules. The Great Wheel cosmology, present in 2e and 3e since popularized by Planescape , has been replaced by a new metaphysical cosmology, known as the World Axis. Advice is given on how to reset the cosmology back to the Great Wheel in the Manual of the Planes. The DMG contains an extensive section explaining the tropes of the setting and how they might be used, and also suggesting ways in which the DM can deviate from them to make the setting his own.

GOPALANAND SWAMI NI VATO PDF

Dungeons and Dragons 4th Edition D&d Player's Handbook 2

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