Was wondering if you are going to be doing any classes from Warcraft.
I had a thought that the Priest might be an archetype that 4th Edition is missing, but I’m not sure if an entire class is something that would translate well. What do you think?
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@wow4e
Was wondering if you are going to be doing any classes from Warcraft.
I had a thought that the Priest might be an archetype that 4th Edition is missing, but I’m not sure if an entire class is something that would translate well. What do you think?
Paragon Tauren
Prerequisite: Tauren, war stomp racial power
PARAGON PATH FEATURES
Weight of the Earth (Level 11): Choose one of the following options:
Crushing Stomp: The range of your war stomp is increased by 1. On a hit, you also push the target 1 square.
Shattering Stomp: The range of your war stomp changes to ranged 7, and it now targets one creature in range and each enemy in a straight line to that creature. On a hit, you also slide the target 1 square.
Forceful Action (Level 11): When you spend an action point to make an attack and hit, you slide one target of the attack 3 squares. Then, you can shift up to 3 squares towards that target after the effects of the power have been resolved.
Avatar of the Earthmother (Level 16): You gain an additional use of your war stomp per encounter.
The first time you use your war stomp during an encounter, you can choose to become an Avatar of the Earthmother for 5 minutes or until the end of the encounter. While an Avatar of the Earthmother, your size increases to Large and you gain a +2 racial bonus to damage rolls. This bonus increases to +3 at 21st level.
PARAGON PATH POWERS
For The Ancestors, Paragon Tauren Encounter Power 11 There is no greater glory than to fight for your ancestors, and there is no greater ally than their descendant. Encounter (Healing) Minor Action, Personal Effect: The first attack you make that hits before the end of the encounter also allows an ally within 10 squares to spend a healing surge, and that ally gains an additional 3d6 hit points. The additional hit points increase to 4d6 at 16th level, and 5d6 at 21st level.
Message of Peace and War, Paragon Tauren Utility Power 12 Still waters run deep, and your voice can show placid calm or the depths of your anger. Encounter Minor Action, Personal Effect: Choose Diplomacy or Intimidate. You gain a +5 power bonus to the chosen skill, and allies that can see or hear you gain a +2 power bonus. These bonuses last until the end of your next turn.
Endurance Aura, Paragon Tauren Daily Power 20 As a tauren you possess boundless fortitude, and your strength inspires your allies to rise to the same heights. Daily (Aura) Minor Action, Personal Effect: You activate an aura 5 that lasts until the end of the encounter. You and allies in the aura gain resist 3 to all damage and a +2 power bonus to attack rolls and speed. As a minor action or immediate interrupt, you can end the aura prematurely to grant an ally resist 20 to all damage until the start of your next turn.
Winged Arakkoa
Prerequisite: Arakkoa, cursed resilience racial power
PARAGON PATH FEATURES
Resplendent Wings (Level 11): You grow a pair of bright, feathery wings, gaining a fly speed equal to your speed + 2 with an altitude limit of 1. While flying, you gain a +2 racial bonus to damage rolls against creatures that do not have a fly speed. The bonus to damage rolls increases to +4 at 21st level.
Recited Action (Level 11): When you spend an action point to take an extra action, the first time you miss with an attack roll before the end of your next turn, you can re-roll the attack. If the new roll hits, you can shift or fly 2 squares as a free action (after the effects of the attack have been resolved).
A Curse Bestowed (Level 12): When you use your cursed resilience to reduce the damage taken from an attack, you can choose to weaken the triggering attacker until the end of your next turn.
Pinnacle of Flight (Level 16): The fly speed granted by your resplendent wings loses its altitude limit. In addition, whenever you would be knocked prone while flying, you can make a saving throw. On a successful save, you are not knocked prone and can shift 1 square as a free action.
PARAGON PATH POWERS
Windtwister Weapon, Winged Arakkoa Encounter Power 11 With a flick of your claws, you turn a simple object into a deadly whirling projectile. Encounter (Implement or Weapon, Radiant) Standard Action, Ranged 10 Special: Choose one weapon or implement you are wielding to use with this power. Your choice determines this power’s effects and keywords. Primary Target: One creature Attack: Highest ability modifier vs. Reflex. If it’s an implement attack, you gain a +2 bonus to the attack roll. Hit: 1[W] + highest ability modifier if it’s a weapon attack, or 1d8 + highest ability modifier if it’s an implement attack. If you use a weapon with the heavy thrown or light thrown properties, you gain a +4 bonus to the damage roll. Effect: Repeat the attack against up to two additional enemies within 5 squares of the primary target. Then, the weapon or implement returns to your hand.
Solar Radiance, Winged Arakkoa Daily Power 20 A symbol of the sun flares as you attack, and the power of Rukhmar surges to destroy your enemies. Daily (Radiant) Free Action, Personal Trigger: You hit a target with an attack Effect: The target is stunned until the end of your next turn, and each target hit by the triggering attack takes an extra 3d6 radiant damage.
Race Changes
Overview:
Resistance Changes. For better variety, many flat energy resistances have been changed or replaced.
Weapon Expertise Feats. Feats granting proficiencies with weapon categories have been rolled into the race itself.
Skill Bonuses. A few of the default +2 skill bonuses have been diversified.
Skill Training. Races that were automatically trained in certain skills instead roll twice on that skill and take either result.
Furbolg
RACIAL TRAITS Ability Scores: +2 Wisdom, +2 Constitution or +2 Strength Size: Medium Speed: 5 squares. Vision: Normal
Languages: Common, choice of two others Skill Bonuses: +2 Endurance, +2 Perception Claw Swipe: You have the claw swipe power. Earthborn: When you make a Nature check, roll twice and use either result. In addition, you ignore the first square of difficult terrain when you move. Toughened: You gain a +2 racial bonus to saving throws against ongoing damage.
Claw Swipe, Furbolg Racial Power A slash with your bestial claws shows that you aren’t to be taken lightly. Encounter Minor Action, Close burst 1 Target: Each enemy in the burst Attack: Highest ability modifier vs. Reflex. You gain a +2 bonus to the attack roll. Level 11: The bonus increases to +4. Level 21: The bonus increases to +6. Hit: 1d6 + highest ability modifier damage. Level 11: 2d6 + highest ability modifier damage. Level 21: 3d6 + highest ability modifier damage.
FEATS
Crushing Paws Prerequisite: Furbolg, claw swipe racial power Benefit: You add your second-highest ability modifier to the damage of claw swipe. In addition, you gain a +4 feat bonus to the attack rolls of grab attacks. This bonus increases to +6 at 11th level and +8 at 21st level.
Natural Resilience Prerequisite: Furbolg Benefit: When you save against ongoing damage, you gain resist 5 to that damage type until the end of your next turn. (If the ongoing damage did not have a type, you only gain resistance to untyped damage.) The resistance increases to 10 at 11th Level and to 15 at 21st Level.
Trailblazer Prerequisite: Furbolg Benefit: You gain a +1 feat bonus to speed and ignore difficult terrain when you shift.
Mantid
RACIAL TRAITS Ability Scores: +2 Dexterity, +2 Charisma or +2 Intelligence Size: Medium Speed: 6 squares. Fly 5 squares (altitude limit 1). You cannot use this fly speed if you are carrying more than a normal load, and you must land at the end of your movement. Vision: Low-light
Languages: Common, Deep Speech Skill Bonuses: +2 Acrobatics, +2 Dungeoneering Enduring: You must fail an additional death saving throw before you die. Flight of the Mantid: You have the flight of the mantid power. Quick Claws: You gain Quick Draw as a bonus feat. Tireless Drone: You do not sleep, and instead enter a state of inactivity for 4 hours to gain the benefit of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Flight of the Mantid, Mantid Racial Power Your wings may not have fully matured, but with a push you can take off for a short time. Encounter Free Action, Personal Effect: Until the end of your next turn, your fly speed loses its altitude limit and carrying limit, gains hover, and you do not have to land at the end of your movement. In addition, you gain a +2 racial bonus to all defenses against opportunity attacks provoked by moving. At the end of your next turn, if you are still flying, you float safely to the ground.
FEATS
Cruel Blade Expertise Prerequisite: Mantid Benefit: You gain a +1 feat bonus to attack rolls with weapons with the high crit property. In addition, when you critically hit an enemy, that attack deals 2 additional damage. These bonuses increase to +2 and 4 damage at 15th Level and to +3 and 6 damage at 25th Level.
Deathless Amber Prerequisite: Mantid Benefit: You gain resist 1 to all damage while bloodied, and you gain the petrified condition while dying. The resistance increases to resist 2 at 11th Level and resist 3 at 21st Level.
Reckless Flight Prerequisite: Mantid, flight of the mantid power Benefit: When you use your flight of the mantid, whenever the power’s effects would end, make a saving throw. If you save, the effects of flight of the mantid continue until the end of your next turn. If you fail your saving throw and are still flying, however, you are knocked prone and fall.
I honestly think that ogres and tauren should be classified as large. I seem to recall a Dev saying that in character the latter are some 12 feet tall and that their models have only been shrunk to keep them from getting stuck in doors.
I think you just answered your own question.
Large-sized creatures in Dungeons and Dragons (or any grid-based RPG for that matter) come with plenty of problems. Environments need to be accounted for them, because they take up an entire 10′ hallway. If they’re a melee combatant, they don’t play nice with other melee, often crowding their allies even in open locations. And like you said, even something as simple as squeezing through a 5′ doorway becomes a hassle.
Yes, there are abilities in D&D 4e that can turn you into a Large creature, but they are almost always higher-level Daily abilities that are temporary. The earliest is an obscure Wizard utility at Level 12, with everything else following being either capstone Paragon Path abilities or a feature of an Epic Destiny. Likewise, the earliest a Large-sized creature can be summoned are Level 9 Wizard and Druid dailies. Nothing of the sort can be done at Level 1.
Classifying Tauren and Ogres as Large-sized creatures would make sense given their in-lore and in-game sizes, but in my opinion, the problems outweigh the benefits. That being said, right now a racial Paragon Path for Arakkoa is being made to give them back their wings, so a racial Paragon Path for Tauren and Ogres to give them back their size wouldn’t be out of the question.
After I take another pass at the existing races and post the new ones, I’ll see what I can do!
Arakkoa
RACIAL TRAITS Ability Scores: +2 Intelligence, +2 Constitution or +2 Dexterity Size: Medium Speed: 5 squares Vision: Low-light
Languages: Common, choice of one other Skill Bonuses: +2 Religion, +2 Stealth Arakkoa Proficiency: You gain proficiency with the chakram (see below), as well as with orbs and tomes. Cursed Resilience: You have the cursed resilience power. Gathered Knowledge: Choose Arcana, Dungeoneering, History, Nature, or Religion. When you make a check using that skill, roll twice and use either result. Precious Trinkets: You have the minor fabrication power. In addition, you can enchant magical implements and create wondrous items as if you had mastered the Enchant Magic Item ritual and were two levels higher.
Cursed Resilience, Arakkoa Racial Power This pain is nothing compared to the fall you’d taken so long ago. Encounter No Action, Personal Trigger: You take damage Effect: The triggering damage is reduced by half.
Minor Fabrication, Arakkoa Racial Power Encounter * Conjuration Standard Action, Ranged 5 Effect: You conjure a nonliving, nonmagical object that appears within range, either in an unoccupied square, in your hand, or in an ally’s hand. The object lasts until the end of the encounter, for 5 minutes, or until you dismiss it as a free action. The object you conjure is a single weapon or an item listed under “Adventuring Gear”. At the Dungeon Master’s discretion, you can create some other nonmagical object no larger than one that a Medium creature can carry.
FEATS
Cursed Together Prerequisite: Arakkoa, cursed resilience racial power Benefit: When you use your cursed resilience, each ally within 3 squares of you gains resist 2 to all damage until the end of your next turn. The resistance increases to 5 at 11th Level and to 7 at 21st Level.
Fallen Survivor Prerequisite: Arakkoa Benefit: You gain a +1 feat bonus to speed. When you fall, you reduce the damage you take from falling by 5 + one-half your level and always land on your feet.
Fight In The Shade Prerequisite: Arakkoa Benefit: You gain a +2 feat bonus to Stealth. When you make an attack while hidden or invisible and miss every target, you remain hidden or invisible.
WEAPONS
Chakram Superior one-handed ranged weapon (light blade) Cost: 10 gp Damage: 1d6 Proficient: +2 Range: 10/20 Weight: 1lb Properties: Light Thrown, Off-Hand
Please note: all of the races will be getting an update at the end of next week, as well as the introduction of Arakkoa, Mantid, and Furbolg. Check back soon for a full list of changes.
I and some friends of mine have been thinking of running a game using your site for reference. But one of the players was wondering if you had any interest in writing up a racial stat block for arakkoa?
Of course! I’ll have one up for the cursed arakkoa (and perhaps a theme or paragon path for the winged variant) up in the next few days.
Now that each of the original 13 playable races have feats, I'm going to concentrate on new races and character options. Before that happens, however, do any of the existing races seem under- or over-powered compared to the others? Does your favorite race seem lacking? Let me know!
Leatherworker Theme
STARTING FEATURE As you adventure, you’re always on the lookout for opportunities to collect the hide of beasts. Whether trading for exotic pelts with merchants, trapping small animals during the group’s downtime, or skinning the monsters your adventuring party slays, you’re never without the materials you need to craft.
Benefit: You gain a +2 power bonus to Nature checks.
During an extended rest, you can create one nonmagical piece of leather or hide armor, costing the same as if you’d purchased it directly. You can also enchant leather and hide armor as if you had mastered the Enchant Magic Item ritual.
In addition, you gain the master of anatomy power.
Master of Anatomy, Leatherworker Utility Your time skinning beasts has broadened your anatomical knowledge, letting you know where to strike to disable and kill. Encounter No Action, Personal Trigger: You hit with an attack Effect: The target takes 2d6 additional damage and grants combat advantage to you until the end of your next turn. Special: The extra damage increases to 3d6 at 11th level, and 4d6 at 21st level.
ADDITIONAL FEATURES
LEVEL 5 FEATURE Just as important as pelts are trophies, grisly reminders of the fearsome creatures you’ve slain. Your preserved collection of pieces of deadly predators shows everyone that you and your allies are effective killers.
Benefit: You are trained in Intimidate.
LEVEL 10 FEATURE The skins you collect are not just for crafting armor, but for reinforcing it as well. With the right application of padded furs and trimming, you can bolster yourself and increase the defenses that your armor provides.
Benefit: While you are wearing armor, you gain a +1 power bonus to AC.
OPTIONAL POWERS
Level 2 Utility Power
You put a little something of yourself into every piece you create, and not just blood from a missed needle; your ability to craft armor is second nature to you, and you still have time to leave a personal stamp.
Deft Craftsmanship, Leatherworker Utility 2 Practiced hands make the work go quick, especially when it comes to creating something new. Daily Free Action, Personal Trigger: You begin to perform a ritual in the creation category Effect: You perform the ritual in half the normal time.
Level 6 Utility Power
Spending so much time in the wild, self-sufficiency is an important skill for many skinners and trappers to have. Thankfully, the steady hand you’ve developed sewing and repairing pelts has applications in first aid.
Stitch Wounds, Leatherworker Utility 6 The needle might be too big, and the thread too thick, but you can’t help but be grateful that your expertise in stitching pelts works on flesh wounds as well. Encounter * Healing Standard Action, Melee 1 Target: You or one ally Effect: The target can use its second wind without taking an action, and regains 2d6 additional hit points. In addition, the target can make a saving throw.
Level 10 Utility Power
Dodging and weaving can only do so much: sometimes, you just need better protection. While the emergency padding you’ve added can only withstand one solid hit, you’re sure it’ll save your life when the time comes.
Padded Armor, Leatherworker Utility 10 A cushioning lining of fur turns a deadly blow into a survivable one, and the momentum carries you as you roll with the hit. Daily Free Action, Personal Trigger: You take damage Effect: The triggering damage is halved, and you can shift 1 square.
Similar to the Engineering theme, what WoW profession would you like to see get a 4e treatment?
Engineer Theme
STARTING FEATURE You can create incredible devices and machines, starting with a clockwork companion that follows your commands.
Benefit: You gain a +2 power bonus to Thievery checks. Then, choose Gnomish Engineering or Goblin Engineering. If you choose Gnomish Engineering, you gain the de-weaponized mechanical companion power. If you choose Goblin Engineering, you gain the personal world destroyer power.
GNOMISH ENGINEERING
De-Weaponized Mechanical Companion, Engineer Utility Though it’s no longer fit for combat, this bouncing rabbit-like robot certainly tries its hardest to get in the way of your enemies. Encounter * Conjuration Free Action, Close burst 5 Effect: You conjure a de-weaponized mechanical companion in a square within the burst that lasts until the end of the encounter. The mechanical companion has 14 AC, 10 Fortitude, 12 Reflex, 10 Will, and 1 hit point. As a move action, you can move the mechanical companion 5 squares.
Once during the encounter as a minor action, you can cause each enemy adjacent to the mechanical companion to be marked by it until the end of your next turn.
GOBLIN ENGINEERING
Personal World Destroyer, Engineer Utility This tiny robot may not actually destroy any worlds, but its sparking and sputtering make an excellent distraction. Encounter * Conjuration Free Action, Close burst 5 Effect: You conjure a personal world destroyer in a square within the burst that lasts until the end of the encounter. The world destroyer has 14 AC, 12 Fortitude, 10 Reflex, 10 Will, and 1 hit point. As a move action, you can move the world destroyer 5 squares.
Once during the encounter as a minor action, you can cause one enemy adjacent to the world destroyer to grant combat advantage until the end of your next turn.
ADDITIONAL FEATURES
LEVEL 5 FEATURE Your time fixing machines has taught you the value of trial and error.
Benefit: Once per encounter, when you make an Arcana or Thievery check and dislike the result, you can re-roll the check. You must take the second result, even if it’s lower.
LEVEL 10 FEATURE If there’s anything you’ve learned as an Engineer, it’s how to get out of the way of explosions.
Benefit: You gain a +2 power bonus to AC and Reflex against close and area attacks.
OPTIONAL POWERS
Level 2 Utility Power
Sure, the fuel source is a little unstable, but what’s a few second-degree burns in the way of progress?
Volatile Rocket Boots, Engineer Utility 2 You feel the need, the need for speed, and these homemade rocket boots are just the thing. Encounter * Fire Move Action, Personal Effect: Make a saving throw. On a result of 2-19, you shift up to twice your speed. On a result of 20 or higher, you shift up to three times your speed, ignoring difficult terrain. On a result of 1 or lower, you take fire damage equal to your healing surge value, are pushed 6 squares vertically, and are knocked prone.
Level 6 Utility Power
A cloaking device sounds like an excellent idea. More importantly, as far as your scribbled notes tell you, it sounds like a possible idea.
Unstable Cloaking Device, Engineer Utility 6 According to your calculations, this device should make you completely invisible, and should definitely not remove all of your clothing and make you shine bright yellow. Encounter * Illusion Minor Action, Personal Effect: Make a saving throw. On a result of 2-19, you gain invisibility until you attack or until the start of your next turn. On a result of 20 or higher, you gain invisibility until the end of your next turn. On a result of 1 or lower, you gain a -5 penalty to all defenses and cannot benefit from cover, concealment, or total concealment until the end of your next turn.
Level 10 Utility Power
Precise application of electricity can revive an ally; a little spark, a little jolt, and they’ll be right as rain. Like Frankenstein’s lightning! ...Okay, bad analogy.
Jumper Cables, Engineer Utility 10 These jumper cables aren’t just for making machines work again, but creatures, too. Daily * Healing, Lightning Minor Action, Melee 1 Target: One dying ally Effect: The target makes a saving throw. On a result of 2-10, the target stabilizes. On a result of 11 or higher, the target can spend a healing surge and stand up as a free action. On a result of 1 or lower, the target takes lightning damage equal to its healing surge value and gains a death saving throw failure that lasts until it next takes an extended rest.
Murloc
RACIAL TRAITS Ability Scores: +2 Constitution, +2 Dexterity or +2 Wisdom Size: Medium Speed: 6 squares. Swim 6 squares. You cannot use this swim speed if you are carrying more than a normal load. Vision: Low-light
Languages: Common Skill Bonuses: +2 Dungeoneering, +2 Nature Call of the Murloc: You have the call of the murloc power. Energetic Scramble: When you charge or run, your speed is increased by 2 Naturally Aquatic: As an amphibian creature, you have the aquatic subtype. (Aquatic creatures can breathe underwater. In aquatic combat, an aquatic creature gains a +2 bonus to attack rolls against nonaquatic creatures.) Slimy Skin: You have resist 5 poison and gain a +2 racial bonus to checks made to escape a grab. The resistance increases to 10 at 11th level and to 15 at 21st level.
Call of the Murloc, Murloc Racial Power Your distinctive cry motivates your allies to join the fray. Encounter Move Action, Close burst 2 Target: You and each ally in the burst Effect: Each target can shift 1 square as a free action.
Ogre
RACIAL TRAITS Ability Scores: +2 Strength (see Ogre Heads, below) Size: Medium Speed: 5 squares Vision: Normal
Languages: Common, Giant Skill Bonus: +2 Athletics (see Ogre Heads, below) Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally. Simple But Effective: You gain proficiency with simple and military maces and hammers. Ogre Heads: When you select Ogre as your character’s race, choose One-Headed Ogre or Two-Headed Ogre. Overwhelming Power: You have the overwhelming power power.
ONE-HEADED OGRE
Ability Score: +2 Constitution
Skill Bonus: +2 Endurance
Single-Minded Focus: While you are slowed, your speed becomes 3 instead of 2. You can move while you are immobilized, but your speed becomes 1 and you cannot shift or benefit from bonuses to speed.
TWO-HEADED OGRE
Ability Score: +2 Intelligence
Skill Bonus: +2 Arcana
Of Two Minds: While you are dazed or stunned, you can use one minor or free action on your turn in addition to the actions you would normally have while dazed or stunned.
Overwhelming Power, Ogre Racial Power Whether through strength or magic, an ogre's power reigns supreme. Encounter No Action, Personal Trigger: You make a damage roll and dislike the result. Effect: Reroll the damage roll. If any of the rerolled dice show a 1 or 2, reroll that die until it shows a different number.
Ethereal
RACIAL TRAITS Ability Scores: +2 Charisma, +2 Dexterity or +2 Intelligence Size: Medium Speed: 6 squares Vision: Normal
Languages: Common, choice of one other Skill Bonuses: +2 Arcana, +2 Diplomacy Ethereal Resistances: You gain a +1 racial bonus to Will and have resist 5 force. The resistance increases to 10 at 11th level and 15 at 21st level. Blurred Stride: You have the blurred stride power. Mutually Beneficial: Whenever you grant an ally a power bonus to attack rolls, damage rolls, or a defense, you gain a +1 power bonus to the same type of roll or defense until the end of your next turn. The power bonus to damage rolls increases to +4 at 11th level and +6 at 21st level.
Blurred Stride, Ethereal Racial Power Your movement is so fast that it leaves after-images behind, confusing your enemies. Encounter Move Action, Personal Effect: You gain concealment until the end of your next turn. Then, you shift 3 squares, ignoring difficult terrain.