Heroes of Nature and Lore

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Developing your character into someone who has a

rich story can be a fun and rewarding process. You


likely have an idea of what race and what class you
want to play, but you might have only a general idea
of what your character’s life was like before you start
playing the character at the gaming table. A theme
can help you flesh out your character and provide
some interesting options for developing his or her
background.
This article discusses how to use character themes
in both character creation and the makeup of a party,
and it goes on to detail four character themes: the
alchemist, the animal master, the order adept, and
the wizard’s apprentice.

Character T hemes
Your character’s theme is a career, calling, or iden-
tity that describes who he or she is in the world.
Just as race and class create basic definitions about
who your character is, theme adds a third character
component to help refine your story and identity. For
example, you might be a human wizard who chooses
the alchemist theme, but “human alchemist” might
mean many different things. You might live in a vil-
lage and sell useful items to the locals for use in their

Character Themes everyday needs. Perhaps you live in a town among


other wizards and want to travel to see more of the

 Heroes of Nature
world. Or perhaps you roam the forest or swamp, pro-
tecting its creatures from external threats with your
items because you consider the natural balance of the
area to be sacred. Each theme can encompass several

and Lore
unique stories within the same concept.
A theme can embrace characters of different
classes. For example, many alchemist characters
are wizards, but a rogue with a particular interest
in providing his or her own means of disappearing
By Richard Baker
quickly might pick up a few formulas and learn how
Illustrations by RC Torres and Craig J. Spearing

TM & © 2011 Wizards of the Coast LLC. All rights reserved. M a y 2 011 | D r ag o n 3 9 9
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Character Themes: Heroes of Nature and Lore

to make them. A wizard’s apprentice might work Using Themes you’re an alchemist. If you’re supporting the goals
with the arcane arts, but he or she doesn’t have to of a specific order, you might be an order adept. In
be a wizard—a druid with this theme might have
to Create Characters other words, your class is the set of talents you bring
started out learning from a wizard and instead Themes offer a wide array of character creation tools. to your theme, and your theme is the story behind
decided to follow a different path. A few themes are You might choose a class that is identified strongly your class.
narrow enough to be limited to certain classes or with the theme already so that you can reinforce your
races—for example, a theme intended for characters character’s role with the powers that are available.
For example, the wizard’s apprentice offers theme
Themes in the Party
who use the arcane power source, or a theme for Think about how your character’s theme might
dwarf characters—but most themes are open to any powers that work well for controller characters, so
interact with the themes that the other players chose.
character. if you’re playing a wizard, the wizard’s apprentice
Discuss this with them and the DM in the same way
theme lets you put a new spin on your role.
that you might talk about what class or role each
Choosing a Theme You can also use a theme to take your character
in a new direction, adopting a story role your class
person is playing in the party. The following ideas
A character can have only one theme, which you can might help to create a story of how your characters
otherwise wouldn’t provide. For example, a fighter
choose when you create your character. The theme come to know one another.
who chooses the animal master theme can gain some
you select grants the benefits described below. You Similar Circles: Some themes can make
useful striker powers. This sort of combination is a
don’t have to select a character theme if you don’t characters into natural allies—or at least
natural tool for building the story of your character:
want to. Also, you can hold off on selecting a theme, acquaintances—when the campaign starts. For
Why would an animal master be a fighter? Is he or
but most themes represent your unique background example, the wizard’s apprentice and order adept
she a follower of a deity that defends nature and so
or origin as an adventurer, and they work well for 1st- themes can both be used for members of an arcane
he or she chooses to have an animal help achieve
level adventurers. guild, and such characters might well have known
specific goals? A warrior who loves to distract his or
Starting Feature: Each theme includes a feature one another before they started adventuring.
her opponents in combat by using a creature? Taking
that you gain when you select the theme during Similar Causes: Many character themes can have
a theme that isn’t an obvious fit can offer all sorts
character creation. similar goals—at least at first. The alchemist might
of interesting story-building possibilities for your
Additional Features: Most themes offer addi- decide with the animal master that they need to seek
character.
tional features at levels 5 and 10. You gain an out a rare plant. Though characters with those themes
Perhaps the best way to think of your charac-
additional feature automatically when you reach the might not know each other before they started adven-
ter’s theme is this: What were you immediately
appropriate level—it doesn’t replace any of your class turing, they often have a similar outlook.
before you became an adventurer? How would
features. Different Desires: Characters who choose
you describe yourself to someone else in the game
Optional Powers: Most of these themes include themes with different goals can find common
world? Even a class name isn’t necessarily an obvi-
a number of powers that you add to the ones from purpose despite their divergent outlooks. These char-
ous part of a character’s identity; after all, if you see
which you can choose from your class when you acters can create a bond based on a bargain or an
a highly skilled sword-wielder in leather armor,
reach the appropriate level. For example, if you’re a oath to aid one another in their separate quests.
that person might be a fighter, a rogue, a ranger,
6th-level fighter, you can choose a 6th-level fighter All for One: If more than one player likes the
or a paladin. A theme, on the other hand, can be
utility power or a 6th-level utility power from your same theme, having multiple characters choose it can
something that is obvious to the character and to
theme. be a great deal of fun. Such characters might be old
everyone else, too. If you create alchemical items,
friends, beloved family members, or rivals who have

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Character Themes: Heroes of Nature and Lore

been thrown together against their will or knowledge. Making Fun Choices
The characters might have worked together as a team
As you roleplay your character’s theme, avoid making
before meeting up at the start of the campaign.
choices that you think might annoy other players or
If you choose this approach, feel free to adjust the
make them uncomfortable. For example, your char-
details of a theme’s backstory. For example, it likely
acter might be a wizard’s apprentice who, because
makes sense for two characters of the order adept
of a sheltered upbringing in a small village, believes
theme to come from different orders.
tieflings to be a wholly evil race. However, if you use
that mindset as an excuse to attack your friend’s tief-
Changing Themes ling character, it’s not likely to make for a good play
Your character might discover a different calling at session. If everyone else in the group seems okay with
some point in his or her career and wish to change a tiefling in their midst, your character is probably
themes. For example, your character might begin a perplexed by what it means. Even if your character
career as a wizard ’s apprentice, but after a few levels, encountered your friend’s tiefling character alone,
your group succeeds in overthrowing the evil leader choosing to watch and follow that tiefling seems a
of a group of wizards and warlocks. After your group wiser decision than attacking on sight. Then, after
has dealt with the threat, your character is invited to you and your friend’s character get to know one
join an arcane order. You could keep your wizard’s another, it will make sense that they become allies (if
apprentice theme, reflecting the start of your adven- not friends).
turing career, or you might choose to take order Regardless of what makes sense for roleplaying,
adept as your new theme as you start learning more sometimes it should take a back seat to what would
about your chosen subject. be fun for everyone. When you’re confronted with a
If you have no powers or feats that use your situation in which you think your character should
theme as a prerequisite, you can retrain your theme do something that you know the other characters will
choice when you gain a level. If you have a feat or a not like, think about how those characters’ players
power that requires your existing theme, you must might react. Sometimes the mischievous, improper,
first retrain those to choices that don’t have your or stupid thing you think your character should do
theme as a prerequisite. Then you can change your adds to the fun of everyone at the table. Sometimes
theme by retraining at the next opportunity. such an action only makes you the center of attention
at the expense of making the game less fun for every-
one else. Make sure you know the difference.

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Character Themes: Heroes of Nature and Lore

A lchemist experimentation, but they’re also not hampered by


meddling or inconvenient requests from the lord or
Masters of a rare and ancient discipline, alchemists lady holding the purse strings.
study the properties of mundane and magical ele-
ments. They are keen observers of the physical Creating an Alchemist
world, and many alchemists have extensive interests
Adventuring alchemists have little opportunity
in fields of knowledge ranging from astronomy to
to establish large laboratories or conduct lengthy,
zoology.
involved experiments. However, they have a great
Although many wizards find the study of alchemy
advantage over alchemists who are settled in work-
rewarding, not all alchemists are wizards. Alchemy
shops: They frequently encounter rare and unusual
does not require the casting of spells or the use of
materials that more sedentary alchemists have a
arcane power; the reagents provide all the magic
hard time coming by, so they can create potent mix-
that is necessary to create alchemical effects. Any-
tures and substances with much smaller samples
body who has a reliable formula, the necessary
and simpler processes than alchemists who rely on
ingredients, and the specialized knowledge to follow
more mundane materials. Armed with a “traveling
exacting instructions precisely can create alchemical
workshop”—a large case filled with small samples of
substances and devices. For example, fighters and
useful reagents, portable instruments, and working
paladins sometimes study alchemy for its usefulness
notes—an adventuring alchemist can prepare almost
in siegecraft and military engineering, and rogues
anything an ordinary alchemist might brew up in a
find many uses for smoke bombs, lock-eating acids,
full-sized workshop. Adventuring alchemists natu-
and sleeping powders.
rally keep their eyes open for interesting materials,
Experiment and experience are the alchemist’s
and they constantly restock their cases with quick
path to understanding, and the vast majority of
scrapings or samples from the things they see as they
alchemists maintain a large laboratory stocked with
go about their explorations.
a huge variety of tools and reagents. Alchemical
laboratories are expensive, so most alchemists seek
out a wealthy sponsor, such as a royal patron, or a
civic commission. In some lands, sponsorship of a Alchemy Case
famous alchemist is a point of great pride, and rival Price: 40 gp
cities or courts seek to entice alchemists of renown Weight: 20 lb.
to establish workshops in the realm. Alchemists This sturdy leather valise includes well-packed
who have no royal patrons support their studies and glassware, a burner, a mortar and pestle, and
experiments by producing mixtures that are useful dozens of jars of common alchemical reagents.
You need an alchemy case, or access to an
to other artisans, or substances that have military
alchemical workshop, to use alchemist powers.
(or criminal) applications. Unsponsored alchemists
have less time or fewer resources available for pure

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Character Themes: Heroes of Nature and Lore

To make use of the optional powers of this theme, Alchemist’s Fire Level 1+ Common Optional Powers
you must have an alchemy case. When shattered, this flask fills an area with alchemical flame.
As you adventure, your repertoire of recipes grows,
Lvl 1 20 gp Lvl 16 1,800 gp and you learn better ways to use your formulas. Your
Starting Feature Lvl 6 75 gp Lvl 21 9,000 gp
travels through the world and your interactions with
Lvl 11 350 gp Lvl 26 45,000 gp
The Alchemist feat allows you to create alchemical Alchemical Item alchemists and hedge wizards give you access to new
items such as alchemist’s fire, antivenom, smokes- Power (Consumable F Fire): Standard Action. Make an attack: reagents, which prove handy when trying to survive
ticks, and thunderstones (all detailed in Adventurer’s Area burst 1 within 10; +4 vs. Reflex; on a hit, deal 1d6 fire
encounters with deadly monsters.
damage; on a miss, deal half damage.
Vault) if you know the necessary formula for the item
Level 6: +9 vs. Reflex, 2d6 fire damage.
in question. Having the alchemist theme enables Level 11: +14 vs. Reflex, 3d6 fire damage. Level 2 Utility Power
you to create a single use of an alchemical item from Level 16: +19 vs. Reflex, 3d6 fire damage.
Aqua regia is the famous “royal water” of alchemy, a
materials you currently have on hand. Normally, Level 21: +24 vs. Reflex, 4d6 fire damage.
Level 26: +29 vs. Reflex, 4d6 fire damage. potent acid that can dissolve even gold and platinum.
creating an alchemical item requires costly material You can create a few ounces from your personal sup-
components, but you can produce a single item at a
time at no cost.
Additional Features plies to apply to a metal object such as a lock, a door
hinge, or an iron bar.
Benefit: You gain the Alchemist feat as a bonus
feat. You know the formula for a particular 1st-level
Level 5 Feature
Aqua Regia Alchemist Utility 2
alchemical item (such as alchemist’s fire). You can Puttering around the workshop and experimenting
You apply powerful acid to a metal object.
use this formula without needing training in any skill with interesting reagents has paid off with hard-won
Encounter
associated with it. knowledge of another alchemical formula. Minor Action Melee 1
At the end of a short rest, you can create one Benefit: You learn one alchemical formula of your Requirement: You must have an alchemy case on your person.
level or lower. Target: One metal object
alchemical item of your level or lower at no cost. You Effect: The next creature that attempts a Thievery or Strength
must know the formula for the item you create. You check to open, break, bend, or destroy the target before
can have only one such item prepared at a time. Level 10 Feature the end of your next turn gains a +5 power bonus to that
Through experience, you have perfected your check.

Alchemist alchemical formulas. You can create especially potent


Through study and experimentation, you have mixtures and items.
unlocked alchemical secrets and are now equipped to Benefit: You gain a +2 bonus to attack rolls with
delve into more. alchemical items you create. Also, you learn one new
Benefit: You can make alchemical items of your alchemical formula of your level or lower.
level or lower. You must have the correct formula and
training in an appropriate skill.
Special: If you receive the Ritual Caster feat as a
class feature, you can take the Alchemist feat instead.

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Character Themes: Heroes of Nature and Lore

Level 6 Utility Power


You keep a simple incendiary preparation handy in
A nimal M aster often loners, and they have a knack for befriending all
sorts of nondangerous animals.
Gifted with an uncanny ability to befriend and train
case you need to slip away from trouble. With a quick
flick of the wrist, you can create a thick cloud of
natural beasts, animal masters are often more at Starting Feature
home with animals than with people. Anyone who
smoke to cover your escape. The internal quality that makes you an animal
lacks for humanoid companionship might adopt an
master is your ability to develop and maintain a rap-
Alchemist’s Escape Alchemist Utility 6
animal as a friend and traveling companion, but
port with any animal you choose. It’s the external
You cover your retreat with a cloud of thick red smoke. animal masters aren’t just collectors of pets—they’re
manifestation of that ability that those around you
Encounter F Zone
expert trainers and handlers who establish practical
see. You are the owner of a highly trained animal
Move Action Close burst 1 partnerships with their animal companions. Animals
minion, a loyal companion and ally that uses its
Requirement: You must have an alchemy case on your person. possess crucial senses and abilities that humans (and
Effect: The burst creates a zone that is heavily obscured. It abilities to aid you.
other civilized people) lack, and by working closely
lasts until the end of your next turn. In addition, you can Your animal minion is not an effective combat-
move up to your speed, and this movement does not pro- with a well-trained partner, animal masters gain the
ant by itself. However, you can direct it to leap into
voke opportunity attacks from creatures in the zone. benefit of these senses and talents too.
the fray brief ly—the sudden stab of a beak toward a
Although some who work with animals train
foe’s face or sharp teeth nipping at an enemy’s heels
Level 10 Utility Power large, ferocious creatures as battle companions, most
can be a helpful distraction when you’re closely
So named because many alchemists believe that animal masters work with common animals that are
pressed, and as long as your animal friend doesn’t
only goblins could have devised something so dia- easily domesticated. Their companions are friendly
linger after its surprise attack, it can retreat to
bolical, goblin oil is a slick, colorless lubricant. A toward or tolerate humans, and they have much
safety without harm.
small f lask tossed onto hard ground creates a patch more ability to learn complicated tricks and behav-
Benefit: Choose one of the five animals described
of extremely slippery terrain, which is ideal for iors than truly wild animals do. Heroes interested in
below—cat, dog, hawk, monkey, or raven—to be your
delaying charging foes. keeping panthers, bears, wolves, or other large carni-
animal minion. This creature accompanies you for
vores to tear their foes to pieces belong in the druid
as long as it lives. The animal doesn't have a normal
Goblin Oil Alchemist Utility 10 or ranger classes, where they can learn the appropri-
complement of actions, but it can take a move action
A flask of alchemical oil makes a patch of floor almost ate powers and acquire dangerous wild beasts to aid
impassable—and it burns nicely, too. when you take one. If it has a power, it can use it
them in battle.
Daily F Zone only on your turn. (With your DM’s consent, you can
Standard Action Area burst 2 within 10 squares substitute any similar creature for these choices; for
Requirement: You must have an alchemy case on your person. Creating an Animal Master example, an otter would be much like a cat with a
Effect: The burst creates a zone of difficult terrain until the end Animal masters include members of most classes.
of the encounter. Any creature that enters the zone must
skill bonus for swimming instead of climbing and
succeed on an Acrobatics check against a DC equal to 10
Fighters, paladins, and other warriors find that jumping, and a badger is pretty close to a small dog in
+ one-half your level or fall prone. Each creature that falls the keen senses of loyal animals are very useful for size and abilities.)
prone in the zone gains vulnerable 5 fire until the end of its avoiding ambushes and keeping watch over camp at In addition, you gain the distracting attack power.
next turn.
night. Other adventurers keep animals for less noble
purposes; some rogues train small, clever animals as
effective burglars or thieves. However, rangers are the
most common animal masters. These individuals are

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Character Themes: Heroes of Nature and Lore

Distracting Attack Animal Master Attack Dog Level 1 Minion Skirmisher


Small natural beast XP 25
At your command, your animal friend darts forward to bite,
HP 1; a missed attack never damages a minion. Initiative +4
rake, or peck at your foe.
AC 14, Fortitude 11, Reflex 14, Will 12 Perception +7
Encounter F Martial
Speed 7
Minor Action Close burst 5
Requirement: Your animal minion must be within 5 squares Traits
of you. On the Track
Target: One enemy in the burst While within 10 squares of the dog, the dog’s master gains a
Effect: You gain combat advantage against the target until the +4 bonus to Perception checks made to find or follow tracks.
end of your turn. Skills Perception +7
Str 8 (–1) Dex 15 (+2) Wis 14 (+2)
Cat Con 13 (+1) Int 2 (–4) Cha 11 (+0)
Quiet and agile, cats are very good at getting into Alignment unaligned Languages —

places without being noticed. Yours might be a house-


cat or a small wildcat, bobcat, or lynx. Hawk
Fast, keen-eyed, and armed with sharp talons, a hawk
Cat Level 1 Minion Skirmisher makes an excellent scout.
Tiny natural beast XP 25
HP 1; a missed attack never damages a minion. Initiative +6
Hawk Level 1 Minion Skirmisher
AC 15, Fortitude 10, Reflex 14, Will 11 Perception +1 Tiny natural beast XP 25
Speed 7 Low-light vision HP 1; a missed attack never damages a minion. Initiative +5
Traits AC 15, Fortitude 10, Reflex 13, Will 11 Perception +6
Cat’s Stealth Speed 4, fly 7 Darkvision
While within 10 squares of the cat, the cat’s master can move Traits
up to half his or her speed without incurring the –5 penalty to Hawk’s Eye
Stealth checks for moving more than 2 squares. While within 10 squares of the hawk, the hawk’s master gains
Skills Athletics +2, Stealth +9 a +4 bonus to Perception checks made to spot creatures.
Str 4 (–3) Dex 19 (+4) Wis 12 (+1) Skills Perception +6
Con 11 (+0) Int 2 (–4) Cha 11 (+0) Str 4 (–3) Dex 17 (+3) Wis 12 (+1)
Alignment unaligned Languages — Con 11 (+0) Int 2 (–4) Cha 9 (–1)
Alignment unaligned Languages —
Dog
Dogs come in a variety of breeds; yours is a mutt Monkey
of about 25 to 50 pounds, or it might be a jackal, a This monkey is a small one of 10 pounds or less, such
fox, a coyote, or a wild dog. You can use your dog to as a capuchin, a marmoset, or a grivet. Monkeys are
follow tracks. excellent climbers and can manipulate objects easily.

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Character Themes: Heroes of Nature and Lore

Monkey Level 1 Minion Skirmisher Animal Minions in Combat Level 10 Feature


Tiny natural beast XP 25
HP 1; a missed attack never damages a minion. Initiative +5
Your animal minion normally stays out of the way in You have a way with animals; you know when to
AC 14, Fortitude 11, Reflex 13, Will 11 Perception +0 combat, waiting by the outskirts of the fighting. You stand your ground, when to take a knee or reach for
Speed 6, climb 6 can direct it to help you by using distracting attack. If some food, and when to back away and give a danger-
Traits you’re not using your animal minion to harass a foe, ous creature plenty of space.
Nimble Fingers you can assume that your pet is safely out of harm’s Benefit: You gain a +2 bonus to Bluff checks,
While within 10 squares of the monkey, the monkey's master way and won’t attract any enemy attention. Distracting Diplomacy checks, Insight checks, and Intimidate
can take a standard action to command it to make a Thiev-
attack doesn’t normally provoke a response against checks made against natural beasts.
ery check to pick a pocket as a free action, using the master's
your animal, since it moves in and out of the thick of
Thievery modifier with a +2 bonus.
Skills Acrobatics +8
the fighting quickly. Optional Powers
Str 5 (–3) Dex 17 (+3) Wis 10 (+0) At the DM’s discretion, an animal minion can act Your bond of friendship with your loyal pet provides
Con 12 (+1) Int 4 (–3) Cha 13 (+1) independently; for example, if you are incapacitated, you with a supernatural ability to communicate your
Alignment unaligned Languages — your minion might run off to bring help back to you. wishes to it, and to understand what it tells you in
return.
Raven Replacing Animal Minions
Highly intelligent birds, ravens can speak in human- Until you reach 5th level, if your animal minion is Level 2 Utility Power
like voices (much as parrots do). They are also killed, you can replace it after the end of your current When your animal minion wouldn’t normally per-
notorious thieves and have a knack for carrying off adventure or one month, whichever comes first. (See form a specific action, you can cause it to do so. For
small, shiny objects. the level 5 feature below.) example, you can direct a cat to drag a potion bottle
over to a fallen ally and work the stopper out with its
Raven Level 1 Minion Skirmisher Additional Features teeth, or instruct a dog to leap up, catch a lever in its
Tiny natural beast XP 25
HP 1; a missed attack never damages a minion. Initiative +6
jaws, and pull the lever down.
AC 15, Fortitude 10, Reflex 14, Will 12 Perception +4 Level 5 Feature
Speed 4, fly 8 With a few scraps of food and an hour or two of care- Timely Trick Animal Master Utility 2
Traits ful effort, you can befriend a new animal in your You direct your animal minion to perform a special task.
Snatch and Scoot vicinity. Most people would require weeks or months At-Will F Primal
While within 10 squares of the raven, the raven's master can Standard Action Close burst 10
to teach the creature the tricks that you can get across Target: Your animal minion in the burst
take a standard action to command it to make a Thievery
in just a few hours. Effect: Your minion performs a move action and a standard
check to perform sleight of hand as a free action, using the
Benefit: You can find and train a new animal action as you direct. It can accomplish any action it is
master's Thievery modifier with a +2 bonus.
physically capable of performing (with the DM’s consent).
Skills Stealth +9 minion at the end of any extended rest. If no suitable
Str 3 (–4) Dex 19 (+4) Wis 15 (+2) creatures are in your vicinity, you have to wait until
Con 10 (+0) Int 3 (–4) Cha 10 (+0) you find a better spot. You can have only one animal
Alignment unaligned Languages — minion at a time.

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Character Themes: Heroes of Nature and Lore

Level 6 Utility Power


Melee combat might not be the best place for your
Order A dept
Great wizards are forged, not born. Natural talent
animal minion, but sometimes your life could depend
and a quick mind are only the bare beginning of
on its ability to buy you some time. Darting in from
being able to wield the arcane arts. Achieving true
the outskirts of the battle, your brave little friend
mastery requires personal dedication and self-disci-
races to your side and stops an enemy from moving in
pline, rigorous training, and access to libraries full
to flank you.
of ancient grimoires and crumbling scrolls. In many
Guard My Back Animal Master Utility 6
places no special organizations or traditions exist to
Your animal leaps into battle to protect your back. guide wizards and other arcane spellcasters along
Encounter F Primal
their way; magic-users come to their full powers
Immediate Reaction Personal and wield their spells as they see fit. But in other
Trigger: An enemy enters a square adjacent to you where it lands, magic is regarded as too important—or too
flanks you, and your animal minion is adjacent to you.
dangerous—to be left in the hands of the self-taught
Effect: Until the end of your next turn, you gain a +2 power
bonus to all defenses, and enemies do not gain combat dabblers. In these lands, magic is taught and prac-
advantage for flanking you. ticed by members of special orders, guilds, societies,
brotherhoods, and cabals who jealously guard access
Level 10 Utility Power to their powers and seek to control their use.
Giving your full concentration to your animal minion, Arcane orders arise for many reasons. Some
you forge a temporary bond linking your spirits exist for the purpose of preserving arcane traditions
together. Where your pet roams, you roam as well, and instructing new spellcasters in arcane powers.
seeing through its eyes and subtly encouraging it to go Others organize the efforts of their members in the
where you want it to go. service of a worthy (or sometimes not so worthy)
cause. For example, the Order of the Golden Flame
Shared Sight Animal Master Utility 10 is sworn to serve the crown of Cernall, and its mem-
You see through your animal minion’s eyes. bers are granted extensive authority as royal officers.
Encounter F Primal The Ruathar Eldoni is an order of eladrin wizards
Standard Action Ranged 1 mile
dedicated to the destruction of demons, its members
Effect: Your animal minion can take a move action and a stan-
dard action as you direct, and you share its senses until the traveling throughout the world and beyond it to deal
end of your next turn. You do not need to have line of sight with demonic incursions wherever they appear. The
or line of effect to the animal to use or sustain this power. Emerald Orb is a meddlesome cabal whose members
Sustain Standard: You share your minion's senses until the
end of your next turn, and it can take a move action and a
believe that wizards should rule over lesser mortals,
standard action. and they work to gain influence over important
rulers or to establish open magocracies. Some orders
are large, formal hierarchies in which members are
expected to obey the orders of their superiors, while

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Character Themes: Heroes of Nature and Lore

others are small fellowships in which no one member Starting Feature Benefit: You gain a +2 bonus to Arcana checks.
is considered superior to his or her fellows. If you have a spellbook, add one 2nd-level wizard
Each arcane brotherhood or wizardly order has its
An arcane order might operate openly or exist as utility power to it. If you don’t have a spellbook,
own signature battle tactic. In the case of your order,
a hidden society. Members of openly active orders you can choose wizard utility powers of a particu-
it’s a spell that blisters an area with fiery pellets.
typically proclaim their allegiance with a highly rec- lar level or lower when you gain or retrain utility
Benefit: You gain the argent rain power.
ognizable garment or symbol; for example, wizards of powers of that level.
the Golden Flame wear a richly embroidered yellow Argent Rain Order Adept Attack
cloak, and members of the Ruathar Eldoni often wear You bring forth a shower of blue-white molten metal droplets, Level 10 Feature
a silver star-shaped brooch or clasp. Other orders searing your foes and threatening any creature that ventures You are elevated to your order’s trusted inner circle
favor such identifiers as tattoos, unique hairstyles into the area. of wise, experienced masters. As a master, you can
or grooming, or implements of a particular design. Encounter F Arcane, Fire, Implement, Zone speak for your order; your order backs you to the
Standard Action Area burst 1 within 10
Members of secret orders avoid any outwardly distin- greatest extent possible. You are expected to be care-
squares
guishing signs, of course, but often have secret signs Target: Each creature in the burst ful about taking stands or making promises that are
they can use to prove their identity to others of their Attack: Highest ability modifier vs. Reflex difficult for your order to support, but your order
group—for instance, a pendant worn under one’s shirt, Hit: 1d10 + highest ability modifier fire damage.
trusts you to know when difficult tasks are necessary.
Effect: The burst creates a zone that lasts until the start of your
a ring that isn’t very obvious to a casual viewer, or a next turn. Any creature that enters the zone or ends its turn Many arcane orders are arranged as hierarchies,
brand hidden beneath robes. there takes 5 fire damage. A creature can take this damage with adepts of greater seniority and status holding
only once per turn. important offices in the organization. High-ranking
Creating an Order Adept Level 11: 10 fire damage.
Level 21: 15 fire damage.
masters often have the authority to assign missions
Most order adepts are, of course, wizards or warlocks. to lesser members and review their activities. Hold-
Members of both classes rarely appear in the same Additional Features ing an office gives you significant power to influence
your order’s actions, but requires your time and
order, but both have traditions of gathering in secret
societies that share a common vision. In addition, commitment. Many masters choose to avoid these
Level 5 Feature
many orders include individuals who supplement responsibilities and prefer to busy themselves with
No longer a novice, you are fully initiated into your their own affairs. Whether you agree to take a posi-
their studies in arcane magic with other talents. Cler-
order’s membership. You learn the core arcane teach- tion in your order’s leadership or remain a free agent
ics devoted to gods of magic or battle mages who find
ings of your order. is up to you.
that the swords and armor of the fighter are the tools
Initiated members are entitled to wear the dis- In addition to improving your influence and
that suit them best can be members in good stand-
tinctive emblems, clothing, or marks of the order; responsibility within your organization, you develop
ing of an arcane order. Sometimes members of other
for example, robes of a particular color, a large and greater mastery of the arcane arts as well. Your
classes begin their careers as aspiring wizards before
visible tattoo, or a unique hairstyle or beard. Your knowledge of and experience with wielding magic in
abandoning their studies. For the rest of their lives
emblem or identifying mark, whatever it might be, is battle provides you with a formidable edge in duels
they carry the memories (and perhaps disappoint-
widely known in many lands. Allies and adversaries of magic; you can blunt enemy spells that attack your
ments) of their youthful studies, and still find uses
form first impressions of you based on their knowl- mind, avoiding or minimizing their effects.
for the little bit of arcane magic they did learn before
edge of the order you serve. Benefit: You gain a +2 bonus to Will. Your bonus
they left or were dismissed.
to Arcana checks from this theme increases to +4.

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Character Themes: Heroes of Nature and Lore

Optional Powers Level 6 Utility Power


Wizard’s
Arcane orders normally provide their young nov- You know a metamagic spell that greatly increases
ices with exhaustive training in magical theory and the range of certain spells. Any spellcaster knows that A pprentice
rituals. You are familiar with a number of so-called the best way to deal with a threat is from the greatest Apprentices exist in any trade, of course, but none
metamagic spells—spells that modify how other spells distance possible, and you are nothing if not practical are more famous—or infamous—than wizards’
work. With your metamagic spells, you can prolong in such matters. apprentices. Stories tell of foolish apprentices
the duration of a magical effect, strike a target at a stealing peeks at books that should not be opened,
great distances, or recall an expended spell to mind Far Reaching Order Adept Utility 6 fumbling love charms, or botching transmutations
You extend the range of a spell beyond its normal limit. by treating dangerous magic as a clever toy. Other
at a crucial moment.
Encounter F Arcane tales recall clever apprentices who come up with
Free Action Personal
Level 2 Utility Power Trigger: You use a ranged or area arcane attack power.
just the right spell to save a village while their mas-
You weave a spell that helps you sustain multiple Effect: You double the range of the triggering power. For ters are away, or boldly putting their lessons to good
example, a ranged 5 power becomes a ranged 10 power, use as they set out in search of adventure. Whether
powers at once. Staying invisible a little longer or
and a power with a range of “area burst 2 within 10” be-
remaining aloft with magical flight might make the they turn out to be rash or resourceful, wizards’
comes area burst 2 within 20. The area affected remains
difference between life and death. unchanged. apprentices begin their careers with a priceless
advantage: the personal instruction and tutelage of
Extension Order Adept Utility 2 Level 10 Utility Power an experienced master.
You extend the duration of a spell for just a few more seconds. This potent spell replenishes your ability to use a spell In exchange for the privilege of learning magic,
Daily F Arcane you have expended, giving you a second use of a spell wizards’ apprentices normally spend years engaged
Free Action Personal in whatever drudgery and chores their masters
you could otherwise cast only once per battle. With
Effect: You sustain a power that normally requires a minor
mnemonic enhancer, you need never fear finding your- deem fitting. A typical human wizard’s apprentice
action to sustain.
Special: You can use this power as a minor action to sustain a self in the position of having just used the one spell begins his or her studies around the age of eleven
power that normally requires a move action to sustain. that you now desperately need. or twelve and remains in the master’s household for
five or six years. Experienced spellcasters can take
Mnemonic Enhancer Order Adept Utility 10 on apprentices for a variety of reasons: to share their
You recall to mind a spell you’ ve already used in this battle. appreciation of the art, to repay the work of their
Daily F Arcane own masters by instructing a worthy student, or to
Minor Action Personal tutor a young noble. Surprisingly, many of the most
Requirement: You must have expended all your arcane
reclusive or suspicious—even evil—spellcasters take
encounter attack powers.
Effect: You regain your lowest-level expended arcane encoun- on apprentices; some regard it as their duty to pass
ter attack power. along their learning, some hope to shape talented
young mages into future allies (or minions), and
others desire an audience to witness the brilliance
of their schemes. Evil masters are often callous or
exacting, but only the stupidest are actively sadistic
toward their apprentices; after all, it’s not wise to

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Character Themes: Heroes of Nature and Lore

share secrets of power with someone you’ve caused often arrange tutors for their children, providing the
to hate you. basics of an arcane education even if the youngsters
Adventuring wizards’ apprentices are usu- turn to other pursuits when they become adults.
ally young adults whose training is more or less Almost anyone might have studied magic before he or
complete. They no longer live in their masters’ she became an adventurer.
households, and they aren’t obligated to wash f loors
or scrub pots between lessons. Assuming such an Starting Feature
individual parted from his or her master on good You have mastered a useful attack spell that many
terms, the apprentice has at least one knowledge- wizards’ apprentices learn early in their studies. In
able patron willing to offer advice and assistance some wizards’ towers, color orb is the preferred spell
in important matters. Many wizards’ apprentices for a very rough game of apprentice tag.
retain their loyalty to their masters throughout their
lifetimes, even if they surpass their masters’ achieve- Color Orb Wizard’s Apprentice Attack
ments. Apprentices who were taught by particularly You throw a brightly shining orb of swirling colors at your foe,
powerful or famous masters can serve as agents and momentarily dazing it.
allies of those mentors, and they see themselves Encounter F Arcane, Implement, Radiant
Standard Action Ranged 5
as the appointed guardians of a long and honored
Target: One creature
tradition. Just as noble families have ancestral lines Attack: Highest ability modifier vs. Will
going back centuries, many famous spell­casters Hit: 1d8 + highest ability modifier radiant damage, and the
likewise come from lines of apprentice–master target is dazed until the end of your next turn.
Level 11: 2d8 + highest ability modifier radiant damage.
relationships tracing back to famous wizards or sor- Level 21: 3d8 + highest ability modifier radiant damage.
cerers of old.

Creating a Wizard’s Apprentice


Additional Features
Most apprentices are arcane spellcasters—warlocks or
Level 5 Feature
wizards. Both classes boast long traditions of passing
Stories of your skill and successful adventures reach
on knowledge to a single chosen student at a time to
your master’s ears or, if your master is no longer
ensure that only those who prove themselves com-
among the living, the ears of one of your master’s
petent and responsible are taught the ways of magic.
friends or colleagues. In recognition of your accom-
However, many would-be students of the arcane
plishments, your master (or your master’s colleague)
choose not to follow in their masters’ footsteps. For
sends you a gift to help you along your way.
example, a young ne’er-do-well might toil over lessons
Benefit: You gain one level 6 or lower common
and chores in the home of the town’s sorcerer, only to
magic implement, armor, or neck slot item of your
abandon his or her master and take up a career as a
choice.
rogue who happens to know a fair bit of arcane magic
from years of indentured servitude. Wealthy nobles

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Character Themes: Heroes of Nature and Lore

Level 10 Feature Level 2 Utility Power Minor Polymorph Wizard’s Apprentice Utility 10
After lengthy adventures and much experience, you You know a very useful spell of minor invisibility. It You turn yourself into a small, harmless animal. This form is
not terribly useful in a fight, but it might help you avoid one.
discover that you now understand arcane theories doesn’t last long, but it can give you the opportunity
and cryptic notes you had copied down in the past. to duck around a corner or through a doorway before Daily F Arcane, Polymorph
Standard Action Personal
Concepts you couldn’t grasp before are now clear; the your foes realize where you’ve gone. It’s also a fine Effect: You assume the form of a Tiny natural beast until the
meaning of riddles and problems that used to seem way to steal up on an enemy and catch it off guard. end of your next turn. While in this form, you cannot
nonsensical are finally revealed. attack, but you have the senses of your chosen form and
Disappear Wizard’s Apprentice Utility 2 gain its movement modes. If your chosen form has the
Benefit: You gain a +2 bonus to Arcana checks,
aquatic keyword, you also gain it while in this form. You
and you learn one new language (other than You fade from sight for a moment.
can return to your normal form as a minor action. If you are
Supernal). Daily F Arcane, Illusion flying when you return to your normal form, you descend
Minor Action Personal to the ground without taking falling damage. Observers can
Effect: You become invisible until the end of this turn. tell that you’re a super­natural version of your animal form
Optional Powers by making a successful Insight check against a DC equal to
The workbooks and notes you accumulated as a Level 6 Utility Power 15 + one-half your level.
Sustain Minor: Your animal form persists until the end of your
young apprentice hold the sketchy outlines of several With a whispered word and a single graceful leap, next turn.
potentially useful spells. Perhaps your master was you can soar into the air. You can’t stay airborne for
experimenting with these spells during your time
under his or her tutelage, or these might be inspira-
long, but there’s nothing handier for ascending to a About the Author
rooftop or getting away from threatening enemies. Richard Baker is an award-winning game designer who has
tions of your own with which you began to tinker. written numerous adventures and supplements, including
Your master might not have thought much of spells Winged Step Wizard’s Apprentice Utility 6 Manual of the Planes TM , the Dark Sun® Campaign Guide, and
the Gamma World® Roleplaying Game. He’s a New York Times
that provided a wizard’s apprentice with opportuni- You create semisolid wings around your ankles, which bear
bestselling author of Forgotten Realms® novels such as
ties to shirk work or avoid punishment, but you set you up into the air for a single swift leap.
Condemnation, the Last Mythal trilogy, and the Blades of the
them aside for the day when you could choose your Encounter F Arcane Moonsea series. Rich is currently the Design Manager for the
own studies. Move Action Personal Dungeons & Dragons® game at Wizards of the Coast.
Effect: You fly up to 6 squares and land. This movement does-
not provoke opportunity attacks.

Level 10 Utility Power


You learn a spell of polymorphing (or shapechanging)
into a small, harmless animal. You can’t fight effec-
tively in this form, but you find it extremely handy
for getting into places your own two feet couldn’t
normally carry you, or spying on enemies who don’t
realize that you’re not what you seem to be. And, as
generations of wizards’ apprentices can attest, it’s fun
to turn yourself into something else for a time.

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