Dragonborn NPCs [Level 5]
Dragonborn Battle Cleric [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +2; Senses Perception +4
HP 60; Bloodied 30
Healing Surges (+16 hp) ○
AC 19; Fortitude 17, Reflex 13, Will 17
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage, and one ally within 5 squares gains a +4 power bonus to melee attack rolls against the target
until the end of the dragonborn cleric’s next turn.
- ○ [M] Split the Sky (standard) ✦ Thunder, Weapon
- +9 vs. Fortitude; 1d10 + 5 thunder damage, and the target is pushed 2 squares and knock it prone.
- □ Bless (standard)
- The dragonborn cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d6 + 2 fire damage.
- ○○ Healing Word (minor) ✦ Healing
- The dragonborn cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the dragonborn cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal
an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon
wielder’s next turn.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The dragonborn cleric gains a +1 bonus to the dragonborn cleric’s next attack roll or saving throw before the end of the dragonborn
cleric’s next turn.
- Dragonborn Fury
- The dragonborn cleric gains a +1 racial bonus to attack rolls when bloodied.
Skills Heal +9, Religion +7
Str 19 (+6); Dex 11 (+2); Wis 15 (+4);
Con 12 (+3); Int 10 (+2); Cha 15 (+4)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Dragonborn Devoted Cleric [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +2; Senses Perception +5
HP 60; Bloodied 30
Healing Surges (+16 hp) ○
AC 19; Fortitude 15, Reflex 13, Will 18
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +6 vs. Reflex; 1d8 + 4 radiant damage, and one ally the dragonborn cleric can see gains a +2 power bonus to his
or her next attack roll against the target.
- ○ [R] Daunting Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 2d10 + 4 radiant damage. Hit or Miss: One ally the dragonborn cleric can see gains combat
advantage against the target until the end of the dragonborn cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +6 vs. AC; 1d10 + 4 damage. The dragonborn cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The dragonborn cleric’s allies gain combat advantage against the target. The dragonborn cleric can move
the weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the dragonborn cleric’s
next turn. Sustain Minor: Repeat the attack. The dragonborn cleric’s allies continue to gain combat advantage against
the weapon’s target.
- □ Cure Light Wounds (standard) ✦ Healing
- The dragonborn cleric or one creature touched by the dragonborn cleric regains hit points as if spending a healing surge.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d6 + 2 fire damage.
- ○○ Healing Word (minor) ✦ Healing
- The dragonborn cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The dragonborn cleric gains a +1 bonus to the dragonborn cleric’s next attack roll or saving throw before the end of the dragonborn
cleric’s next turn.
- Dragonborn Fury
- The dragonborn cleric gains a +1 racial bonus to attack rolls when bloodied.
Skills Heal +10, Religion +7
Str 15 (+4); Dex 11 (+2); Wis 17 (+5);
Con 12 (+3); Int 10 (+2); Cha 17 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Dragonborn Greatweapon Fighter [Level 5 Soldier]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +3
HP 63; Bloodied 31
Healing Surges (+17 hp) ○
AC 20; Fortitude 19, Reflex 14, Will 14
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 4 damage.
- ○ [M] Crushing Blow (standard) ✦ Weapon
- +9 vs. AC; 2d12 + 7 damage (crit 31 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +9 vs. AC; 3d12 + 5 damage (crit 41 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d6 + 3 fire damage.
- □ Unstoppable (minor) ✦ Healing
- The dragonborn fighter gains 2d6 + 2 temporary hit points.
- Dragonborn Fury
- The dragonborn fighter gains a +1 racial bonus to attack rolls when bloodied.
- Combat Challenge
- Every time the dragonborn fighter attacks an enemy, the dragonborn fighter can mark that target, whether the attack hits or
misses. The mark lasts until the end of the dragonborn fighter’s next turn. If the marked creature makes an attack that doesn’t
include the dragonborn fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature
is adjacent to the dragonborn fighter and shifts or makes an attack that does not include the dragonborn fighter, the dragonborn
fighter can make a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +11, Intimidate +10
Str 19 (+6); Dex 13 (+3); Wis 12 (+3);
Con 15 (+4); Int 10 (+2); Cha 13 (+3)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Dragonborn Guardian Fighter [Level 5 Soldier]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +3
HP 61; Bloodied 30
Healing Surges (+16 hp) ○
AC 22; Fortitude 19, Reflex 17, Will 14
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+10 vs. AC; 1d8 + 5 damage, and the target is pushed 1 square if it is the dragonborn fighter’s size, smaller than the dragonborn
fighter, or one size category larger. The dragonborn fighter can shift into the space that the target occupied.
- ○ [M] Dance of Steel (standard) ✦ Weapon
- +10 vs. AC; 2d8 + 5 damage, and the target is immobilized until the end of the dragonborn fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +10 vs. AC; 2d8 + 5 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ○ Get Over Here (move)
- The dragonborn fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the dragonborn fighter.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d6 + 2 fire damage.
- Dragonborn Fury
- The dragonborn fighter gains a +1 racial bonus to attack rolls when bloodied.
- Combat Challenge
- Every time the dragonborn fighter attacks an enemy, the dragonborn fighter can mark that target, whether the attack hits or
misses. The mark lasts until the end of the dragonborn fighter’s next turn. If the marked creature makes an attack that doesn’t
include the dragonborn fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature
is adjacent to the dragonborn fighter and shifts or makes an attack that does not include the dragonborn fighter, the dragonborn
fighter can make a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +8, Intimidate +10
Str 19 (+6); Dex 15 (+4); Wis 12 (+3);
Con 13 (+3); Int 10 (+2); Cha 13 (+3)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Avenging Paladin [Level 5 Soldier]
Medium natural humanoid [XP 200]
Initiative +2; Senses Perception +3
HP 60; Bloodied 30
Healing Surges (+16 hp) ○
AC 21; Fortitude 18, Reflex 14, Will 17
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +10 vs. AC; 1d10 + 5 radiant damage. If the dragonborn paladin has marked the target, the dragonborn paladin gains a +1 bonus
to the damage roll.
- ○ [M] Arcing Smite (standard) ✦ Weapon
- +10 vs. AC against one or two targets; 1d10 + 5 damage, and the target is marked until the end of the dragonborn paladin’s
next turn.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The dragonborn paladin must spend a healing surge without regaining any hit points.
+10 vs. AC; 4d10 + 5 radiant damage. Miss: Half damage.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the dragonborn paladin and allies within
it a +1 power bonus to AC.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d6 + 2 fire damage.
- ● Divine Challenge (minor) ✦ Radiant
- The dragonborn paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
dragonborn paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes
such an attack, it takes 6 radiant damage. The dragonborn paladin must engage the target by attacking it or ending the turn
adjacent to it, or the mark ends. The mark also ends if the dragonborn paladin challenges another target. Divine Challenge
can only be used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The dragonborn paladin spends a healing surge but regains no hit points. Instead, one creature touched by the dragonborn paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- Dragonborn Fury
- The dragonborn paladin gains a +1 racial bonus to attack rolls when bloodied.
Skills Intimidate +12, Religion +7
Str 19 (+6); Dex 11 (+2); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 17 (+5)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Dragonborn Protecting Paladin [Level 5 Soldier]
Medium natural humanoid [XP 200]
Initiative +2; Senses Perception +3
HP 60; Bloodied 30
Healing Surges (+16 hp) ○
AC 23; Fortitude 17, Reflex 16, Will 18
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage, and the dragonborn paladin gains 1 temporary hit points.
- ○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
- +10 vs. Will; 2d8 + 5 damage. If the dragonborn paladin is bloodied, the dragonborn paladin regains 6 hit points. Bloodied
allies within 5 squares of the dragonborn paladin also regain 6 hit points.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +7 vs. Reflex; 2d6 + 5 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The dragonborn paladin and the dragonborn paladin’s allies gain a +1 power bonus
to all defenses while within the zone.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d6 + 2 fire damage.
- ● Divine Challenge (minor) ✦ Radiant
- The dragonborn paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
dragonborn paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes
such an attack, it takes 7 radiant damage. The dragonborn paladin must engage the target by attacking it or ending the turn
adjacent to it, or the mark ends. The mark also ends if the dragonborn paladin challenges another target. Divine Challenge
can only be used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The dragonborn paladin spends a healing surge but regains no hit points. Instead, one creature touched by the dragonborn paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The dragonborn paladin is hit by the attack instead.
- Dragonborn Fury
- The dragonborn paladin gains a +1 racial bonus to attack rolls when bloodied.
Skills Intimidate +13, Religion +7
Str 17 (+5); Dex 11 (+2); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 19 (+6)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Archer Ranger [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +8
HP 60; Bloodied 30
Healing Surges (+16 hp) ○
AC 19; Fortitude 17, Reflex 17, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +9/+9 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 1 damage.
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +8 vs. AC; 3d10 + 4 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d6 + 2 fire damage.
- ● Hunter’s Quarry (minor)
- The dragonborn ranger can designate the nearest visible enemy as the dragonborn ranger’s quarry. Once per round when hitting
this quarry, the dragonborn ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter
or until the dragonborn ranger designates a different target as the quarry. The dragonborn ranger can only designate one enemy
as quarry at a time.
- ○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
- When the dragonborn ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +9 vs. AC; 1d8 + 4 damage.
Longbow: Ranged 20/40; +8
vs. AC; 1d10 + 4 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the dragonborn ranger with a melee attack.
The dragonborn ranger can shift 1 square. The dragonborn ranger gains a +2 power bonus to all defenses until the end of the
dragonborn ranger’s next turn.
- Dragonborn Fury
- The dragonborn ranger gains a +1 racial bonus to attack rolls when bloodied.
- Archer Fighting Style
- The dragonborn ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The dragonborn ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +8, Stealth +9
Str 17 (+5); Dex 17 (+5); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Dragonborn Two-Blade Ranger [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +8
HP 65; Bloodied 32
Healing Surges (+17 hp) ○
AC 18; Fortitude 18, Reflex 16, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +7 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +10/+10 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 1 damage.
- ○ [M/R] Cut and Run (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +10/+10 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 3 damage.
After the first or the second
attack, the dragonborn ranger can shift 2 squares.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The dragonborn ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+10 vs. AC; 2d8 + 5 damage.
Longsword (off hand): +10 vs. AC; 1d8 + 5 damage.
Hit or Miss: After
attacking the primary target, the dragonborn ranger can shift 2 squares and make a secondary attack against a different creature.
Secondary Attack: +10 vs. AC; 1d8 + 5 damage (off-hand).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d6 + 2 fire damage.
- ● Hunter’s Quarry (minor)
- The dragonborn ranger can designate the nearest visible enemy as the dragonborn ranger’s quarry. Once per round when hitting
this quarry, the dragonborn ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter
or until the dragonborn ranger designates a different target as the quarry. The dragonborn ranger can only designate one enemy
as quarry at a time.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the dragonborn ranger with a melee attack.
The dragonborn ranger slides the enemy into a square adjacent to the dragonborn ranger and gain combat advantage against it
until the end of the dragonborn ranger’s next turn.
- Dragonborn Fury
- The dragonborn ranger gains a +1 racial bonus to attack rolls when bloodied.
- Two-Blade Fighting Style
- The dragonborn ranger can wield a one-handed weapon in the dragonborn ranger’s off hand as if it were an off-hand weapon.
In addition, the dragonborn ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The dragonborn ranger gains an additional +5 hit points.
Skills Nature +8, Perception +8
Str 19 (+6); Dex 15 (+4); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Dragonborn Brawny Rogue [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +2
HP 60; Bloodied 30
Healing Surges (+16 hp) ○
AC 18; Fortitude 16, Reflex 18, Will 15
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 4 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +9 vs. Reflex; 1d6 + 4 damage.
- ○ [M] Setup Strike (standard) ✦ Weapon
- +9 vs. AC; 2d6 + 4 damage, and the target grants combat advantage to the dragonborn rogue until the end of the dragonborn
rogue’s next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +9 vs. Fortitude; 2d6 + 4 damage, and ongoing 8 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Tumble (move)
- The dragonborn rogue can shift a number of squares equal to one-half the dragonborn rogue’s speed.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d6 + 2 fire damage.
- Dragonborn Fury
- The dragonborn rogue gains a +1 racial bonus to attack rolls when bloodied.
- First Strike
- At the start of an encounter, the dragonborn rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the dragonborn rogue’s weapon damage die increases by one size. When wielding a dagger, the dragonborn
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the dragonborn rogue has combat advantage against an enemy and hits that enemy with an attack using a
rogue weapon, the dragonborn rogue deals an extra 2d6 damage.
Skills Acrobatics +10, Thievery +10
Str 17 (+5); Dex 17 (+5); Wis 11 (+2);
Con 12 (+3); Int 10 (+2); Cha 15 (+4)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Dragonborn Trickster Rogue [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +7
HP 60; Bloodied 30
Healing Surges (+16 hp) ○
AC 18; Fortitude 15, Reflex 18, Will 16
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +9 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
The dragonborn rogue can move 2 squares before the attack.
- ○ [M/R] Trickster’s Blade (standard) ✦ Weapon
- Short Sword: +9 vs. AC; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 2d6 + 4 damage.
Hit: Add +3 to the dragonborn rogue’s AC until the start of the dragonborn rogue’s next turn.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +9 vs. Fortitude; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. Fortitude; 2d6 + 4
damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ● Fleeting Ghost (move)
- The dragonborn rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d6 + 2 fire damage.
- Dragonborn Fury
- The dragonborn rogue gains a +1 racial bonus to attack rolls when bloodied.
- First Strike
- At the start of an encounter, the dragonborn rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the dragonborn rogue’s weapon damage die increases by one size. When wielding a dagger, the dragonborn
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the dragonborn rogue has combat advantage against an enemy and hits that enemy with an attack using a
rogue weapon, the dragonborn rogue deals an extra 2d6 damage.
Skills Stealth +10, Thievery +10
Str 15 (+4); Dex 17 (+5); Wis 11 (+2);
Con 12 (+3); Int 10 (+2); Cha 17 (+5)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Dragonborn Fey-Pact Warlock [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +2; Senses Perception +3
HP 61; Bloodied 30
Healing Surges (+16 hp) ○
AC 17; Fortitude 14, Reflex 16, Will 18
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +7 vs. Will; 1d6 + 5 psychic damage, and the dragonborn warlock is invisible to the target until the start of the
dragonborn warlock’s next turn.
- ○ [C] Otherwind Stride (standard) ✦ Teleportation
- Close burst 1; +7 vs. Fortitude; 1d8 + 5 damage, and the target is immobilized until the end of the dragonborn warlock’s next
turn. Hit or Miss: The dragonborn warlock teleports 7 squares.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +7 vs. Will; 2d6 + 5 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the dragonborn warlock’s choice (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The dragonborn warlock can teleport 3 squares, and the dragonborn warlock gains a +2 power bonus to all defenses until the
end of the dragonborn warlock’s next turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +6 vs. Reflex; 1d6 + 2 fire damage.
- ● Warlock’s Curse (minor)
- The dragonborn warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy,
the dragonborn warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter
or until the cursed enemy drops to 0 hit points or fewer. The dragonborn warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The dragonborn warlock can immediately teleport 3 squares.
- Dragonborn Fury
- The dragonborn warlock gains a +1 racial bonus to attack rolls when bloodied.
Skills Arcana +9, Bluff +11
Str 12 (+3); Dex 11 (+2); Wis 12 (+3);
Con 13 (+3); Int 15 (+4); Cha 19 (+6)
Equipment leather armor, spear
-1 Level / +1 Level
Dragonborn Infernal-Pact Warlock [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +2
HP 65; Bloodied 32
Healing Surges (+19 hp) ○
AC 17; Fortitude 16, Reflex 16, Will 16
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 1d6 + 4 fire damage. If the dragonborn warlock takes damage before the end of the dragonborn warlock’s
next turn, the target takes an extra 1d6 + 4 fire damage.
- ○ [R] Fiery Bolt (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 3d6 + 4 fire damage, and creatures adjacent to the target take 1d6 + 6 fire damage.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +6 vs. Reflex; 2d10 + 4 fire damage. Hit or Miss: The targets take ongoing 5 fire damage (save
ends).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d6 + 4 fire damage.
- ● Warlock’s Curse (minor)
- The dragonborn warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy,
the dragonborn warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter
or until the cursed enemy drops to 0 hit points or fewer. The dragonborn warlock can only curse one target per turn.
- □ Fiendish Resilience (minor)
- The dragonborn warlock gains 7 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The dragonborn warlock gains 5 temporary hit points.
- Dragonborn Fury
- The dragonborn warlock gains a +1 racial bonus to attack rolls when bloodied.
Skills Arcana +9, Intimidate +11
Str 12 (+3); Dex 12 (+3); Wis 11 (+2);
Con 17 (+5); Int 15 (+4); Cha 15 (+4)
Equipment leather armor, mace
-1 Level / +1 Level
Dragonborn Star-Pact Warlock [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +2
HP 65; Bloodied 32
Healing Surges (+19 hp) ○
AC 16; Fortitude 16, Reflex 15, Will 17
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +6 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the dragonborn warlock on its next turn,
it takes an extra 1d6 + 4 damage.
- ○ [R] Frigid Darkness (standard) ✦ Cold, Fear
- Ranged 10; +6 vs. Fortitude; 2d8 + 4 cold damage, and the target grants combat advantage to the dragonborn warlock and any
allies until the end of the dragonborn warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until
the end of the dragonborn warlock’s next turn.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the dragonborn warlock’s next turn, blocking
line of sight. Creatures that enter the zone or start their turns there take 2d10 + 1 necrotic damage. Sustain Minor:
Make a secondary attack against each creature within the zone. Secondary Attack: +6 vs. Fortitude; 1d6 + 4 necrotic
damage.
- ○ Ethereal Stride (move) ✦ Teleportation
- The dragonborn warlock can teleport 3 squares, and the dragonborn warlock gains a +2 power bonus to all defenses until the
end of the dragonborn warlock’s next turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d6 + 4 fire damage.
- ● Warlock’s Curse (minor)
- The dragonborn warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy,
the dragonborn warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter
or until the cursed enemy drops to 0 hit points or fewer. The dragonborn warlock can only curse one target per turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The dragonborn warlock gains a +1 bonus to a single d20 roll the dragonborn warlock makes during the dragonborn warlock’s
next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Dragonborn Fury
- The dragonborn warlock gains a +1 racial bonus to attack rolls when bloodied.
Skills Arcana +8, Insight +7
Str 12 (+3); Dex 12 (+3); Wis 11 (+2);
Con 17 (+5); Int 13 (+3); Cha 17 (+5)
Equipment leather armor, sickle
-1 Level / +1 Level
Dragonborn Inspiring Warlord [Level 5 Soldier (Leader)]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +2
HP 60; Bloodied 30
Healing Surges (+16 hp) ○
AC 19; Fortitude 18, Reflex 14, Will 17
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +9 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +9 vs. Fortitude; 4 damage, and choose one ally adjacent to either the dragonborn warlord or the target. On his or her next
attack against the target, this ally gains a +3 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Warlord’s Strike (standard) ✦ Weapon
- +9 vs. AC; 2d10 + 5 damage, and all of the dragonborn warlord’s allies gain a +4 bonus to damage rolls against the target
until the end of the dragonborn warlord’s next turn.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +9 vs. AC; 3d10 + 5 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
3 hit points.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d6 + 2 fire damage.
- ○○ Inspiring Word (minor) ✦ Healing
- The dragonborn warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- ○ Shake It Off (minor)
- The dragonborn warlord or one ally within 10 squares makes a saving throw with a +3 power bonus.
- Dragonborn Fury
- The dragonborn warlord gains a +1 racial bonus to attack rolls when bloodied.
- Inspiring Presence
- When an ally who can see the dragonborn warlord spends an action point to take an extra action, that ally also regains 5 lost
hit points.
- Combat Leader
- The dragonborn warlord and each ally within 10 squares who can see and hear the dragonborn warlord gains a +2 power bonus
to initiative.
Skills Heal +7, History +10
Str 19 (+6); Dex 11 (+2); Wis 10 (+2);
Con 12 (+3); Int 13 (+3); Cha 17 (+5)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Dragonborn Tactical Warlord [Level 5 Soldier (Leader)]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +2
HP 60; Bloodied 30
Healing Surges (+16 hp) ○
AC 19; Fortitude 18, Reflex 16, Will 16
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage. Before the dragonborn warlord attacks, one ally adjacent to either the dragonborn warlord or the
target may shift 1 square as a free action.
- ○ [M] Steel Monsoon (standard) ✦ Weapon
- +10 vs. AC; 2d8 + 5 damage, and 2 allies within 5 squares of the dragonborn warlord can shift 1 square.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +10 vs. Reflex; 3d8 + 5 damage. Hit or Miss: Until the end of the encounter, when the dragonborn warlord is adjacent
to the target and it walks or runs, the dragonborn warlord can cancel that movement as an immediate interrupt.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d6 + 2 fire damage.
- ○○ Inspiring Word (minor) ✦ Healing
- The dragonborn warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- Dragonborn Fury
- The dragonborn warlord gains a +1 racial bonus to attack rolls when bloodied.
- Tactical Presence
- When an ally the dragonborn warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the
attack roll.
- Combat Leader
- The dragonborn warlord and each ally within 10 squares who can see and hear the dragonborn warlord gains a +2 power bonus
to initiative.
Skills Heal +7, History +11
Str 19 (+6); Dex 11 (+2); Wis 10 (+2);
Con 12 (+3); Int 15 (+4); Cha 15 (+4)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Control Wizard [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +4
HP 48; Bloodied 24
Healing Surges (+13 hp) ○
AC 16; Fortitude 14, Reflex 16, Will 17
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +6 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the dragonborn wizard’s next turn.
- ○ [C] Color Spray (standard) ✦ Radiant
- Close blast 5; +6 vs. Will; 1d6 + 4 radiant damage, and the target is dazed until the end of the dragonborn wizard’s next
turn.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +6 vs. Fortitude; 1d10 + 4 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the dragonborn wizard’s next turn. Creatures that enter the zone or start
their turns there take 1d10 + 4 poison damage. As a move action, the dragonborn wizard can move the zone up to 6 squares.
Sustain Minor: The zone persists.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +6 vs. Reflex; 1d6 + 2 fire damage.
- ○ Orb of Imposition (free)
- The dragonborn wizard can choose one creature suffering from one of the dragonborn wizard’s wizard spells whose effect ends
on a saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the dragonborn
wizard can extend the duration a wizard at-will spell whose effect is ending at the end of the dragonborn wizard’s current
turn, so that it lasts instead until the end of the dragonborn wizard’s next turn.
- ○ Shield (immediate interrupt) ✦ Force
- When the dragonborn wizard is hit by an attack.
The dragonborn wizard gains a +4 power bonus to AC and Reflex defense until the end of the dragonborn wizard’s next turn.
- Dragonborn Fury
- The dragonborn wizard gains a +1 racial bonus to attack rolls when bloodied.
Skills Arcana +10, Insight +9
Str 12 (+3); Dex 13 (+3); Wis 15 (+4);
Con 12 (+3); Int 17 (+5); Cha 13 (+3)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Dragonborn War Wizard [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +3
HP 48; Bloodied 24
Healing Surges (+13 hp) ○
AC 16; Fortitude 14, Reflex 16, Will 16
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +6 vs. Reflex; 1d6 + 4 fire damage.
- ○ [A] Shock Sphere (standard) ✦ Lightning
- Area burst 2 within 10; +6 vs. Reflex; 2d6 + 4 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +6 vs. Reflex; 3d6 + 4 fire damage. Miss: Half damage.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d6 + 2 fire damage.
- ○ Wand of Accuracy (free)
- The dragonborn wizard gains a +2 bonus to a single attack roll.
- ○ Shield (immediate interrupt) ✦ Force
- When the dragonborn wizard is hit by an attack.
The dragonborn wizard gains a +4 power bonus to AC and Reflex defense until the end of the dragonborn wizard’s next turn.
- Dragonborn Fury
- The dragonborn wizard gains a +1 racial bonus to attack rolls when bloodied.
Skills Arcana +10, History +12
Str 12 (+3); Dex 15 (+4); Wis 13 (+3);
Con 12 (+3); Int 17 (+5); Cha 13 (+3)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Dragonborn Isolating Avenger [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +2; Senses Perception +5
HP 60; Bloodied 30
Healing Surges (+16 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 damage, and the dragonborn avenger shifts 1 square, sliding the target 1 square into the space the dragonborn
avenger occupied.
- ○ [M] Halo of Fire (standard) ✦ Fire, Weapon
- +9 vs. AC; 2d10 + 4 fire damage, and until the end of the dragonborn avenger’s next turn, any enemy that ends its turn adjacent
to the target takes 7 fire damage.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +9 vs. AC; 2d10 + 4 damage, and the dragonborn avenger is invisible to the target (save ends). Aftereffect: The dragonborn
avenger is invisible to the target until the end of the dragonborn avenger’s next turn. Miss: Half damage, and the
dragonborn avenger is invisible to the target until the end of the dragonborn avenger’s next turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d6 + 2 fire damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the dragonborn avenger can see in within 10 squares. When the dragonborn avenger makes a melee attack against
the target and the target is the only enemy adjacent to the dragonborn avenger, the dragonborn avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the dragonborn avenger regains the use of this power.
- ○ Refocus Enmity (minor)
- Choose one creature the dragonborn avenger can see within 10 squares. The target becomes the target of the dragonborn avenger’s
oath of enmity, replacing the current target.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the dragonborn avenger makes an attack roll against the dragonborn avenger’s oath of
enmity target.
The ally makes a second attack roll and uses either result.
- Dragonborn Fury
- The dragonborn avenger gains a +1 racial bonus to attack rolls when bloodied.
- Censure of Retribution
- When any enemy other than the dragonborn avenger’s oath of enmity target hits the dragonborn avenger, the dragonborn avenger
gains a +2 bonus to damage rolls against the dragonborn avenger’s oath of enmity target until the end of the dragonborn avenger’s
next turn. This bonus is cumulative.
- Armor of Faith
- The favor of the dragonborn avenger’s deity wards the dragonborn avenger from harm. While the dragonborn avenger is neither
wearing heavy armor nor using a shield, the dragonborn avenger gains a +3 bonus to AC.
Skills Athletics +9, Religion +9
Str 15 (+4); Dex 11 (+2); Wis 17 (+5);
Con 12 (+3); Int 15 (+4); Cha 12 (+3)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Dragonborn Pursuing Avenger [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +5
HP 60; Bloodied 30
Healing Surges (+16 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +7 vs. AC; 1d8 + 3 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 damage, and if the target doesn’t end its next turn adjacent to the dragonborn avenger, the dragonborn
avenger can shift 3 squares as a free action. The dragonborn avenger must end that shift closer to the target.
- ○ [M] Sequestering Strike (standard) ✦ Teleportation, Weapon
- +9 vs. AC; 2d10 + 4 damage, and the dragonborn avenger teleports the target 3 squares. The dragonborn avenger then teleports
to a space adjacent to the target.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the dragonborn avenger hits the target with a divine power,
the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the dragonborn avenger hits the target
with a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the dragonborn
avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ Distracting Flare (move)
- The dragonborn avenger becomes invisible and moves the dragonborn avenger’s speed. The dragonborn avenger is invisible until
the end of the movement.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d6 + 2 fire damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the dragonborn avenger can see in within 10 squares. When the dragonborn avenger makes a melee attack against
the target and the target is the only enemy adjacent to the dragonborn avenger, the dragonborn avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the dragonborn avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the dragonborn avenger makes an attack roll against the dragonborn avenger’s oath of
enmity target.
The ally makes a second attack roll and uses either result.
- Dragonborn Fury
- The dragonborn avenger gains a +1 racial bonus to attack rolls when bloodied.
- Censure of Pursuit
- If the dragonborn avenger’s oath of enmity target moves away from the dragonborn avenger willingly, the dragonborn avenger
gains a +4 bonus to damage rolls against the target until the end of the dragonborn avenger’s next turn.
- Armor of Faith
- The favor of the dragonborn avenger’s deity wards the dragonborn avenger from harm. While the dragonborn avenger is neither
wearing heavy armor nor using a shield, the dragonborn avenger gains a +3 bonus to AC.
Skills Religion +7, Stealth +9
Str 15 (+4); Dex 15 (+4); Wis 17 (+5);
Con 12 (+3); Int 11 (+2); Cha 12 (+3)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Dragonborn Rageblood Barbarian [Level 5 Brute]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +7
HP 75; Bloodied 37
Healing Surges (+20 hp) ○
AC 18; Fortitude 19, Reflex 15, Will 15
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+9 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 1d12). Hit or Miss: Until the start of the dragonborn barbarian’s next
turn, any attacker gains a +2 bonus to attack rolls against the dragonborn barbarian. If the dragonborn barbarian is raging,
attackers do not gain this bonus.
- ○ [M] Blade Sweep (standard) ✦ Weapon
- +9 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and each enemy adjacent to the dragonborn barbarian takes 2 damage.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +9 vs. AC; 2d12 + 5 fire damage (crit 29 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit
or Miss: The dragonborn barbarian enters the rage of the silver phoenix. Until the rage ends, the dragonborn barbarian
gains regeneration 3. In addition, the first time the dragonborn barbarian drops to 0 hit points or fewer, the dragonborn
barbarian can spend a healing surge as an immediate interrupt.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d6 + 3 fire damage.
- □ Primal Vitality (minor)
- The dragonborn barbarian gains 4 temporary hit points. If the dragonborn barbarian is raging, the dragonborn barbarian instead
gains 6 temporary hit points.
- ○ Swift Charge (free)
- When the dragonborn barbarian’s attack reduces an enemy to 0 hit points.
The dragonborn barbarian charges an enemy.
- Dragonborn Fury
- The dragonborn barbarian gains a +1 racial bonus to attack rolls when bloodied.
- Rageblood Vigor
- Whenever the dragonborn barbarian’s attack reduces an enemy to 0 hit points, the dragonborn barbarian gains 2 temporary hit
points.
- Barbarian Agility
- While the dragonborn barbarian is not wearing heavy armor, the dragonborn barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +10, Perception +7
Str 19 (+6); Dex 12 (+3); Wis 11 (+2);
Con 15 (+4); Int 10 (+2); Cha 15 (+4)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dragonborn Thaneborn Barbarian [Level 5 Brute]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +7
HP 73; Bloodied 36
Healing Surges (+19 hp) ○
AC 18; Fortitude 19, Reflex 15, Will 16
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+9 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 1d12). When charging, the dragonborn barbarian can use this power in place of
a melee basic attack. If the dragonborn barbarian is raging, the dragonborn barbarian can move 2 extra squares as part of
the charge.
- ○ [M] Daring Charge (standard) ✦ Weapon
- +9 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). When charging, the dragonborn barbarian can use this power in place of a melee
basic attack. If the dragonborn barbarian charges, the dragonborn barbarian gains a +2 bonus to the attack roll and the damage
roll for each opportunity attack made against the dragonborn barbarian while the dragonborn barbarian charges. The dragonborn
barbarian gains a +3 bonus to AC against any opportunity attack the dragonborn barbarian provokes during the dragonborn barbarian’s
charge.
- □ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the dragonborn barbarian as a free action. If it does
so, the dragonborn barbarian’s attack deals 1d12 damage extra cold damage.
+9 vs. AC; 3d12 + 5 cold damage (crit 41
+ 1d12). Miss: Half damage. Hit or Miss: The dragonborn barbarian enters the rage of the frost wolf. Until the
rage ends, any enemy that hits the dragonborn barbarian with a melee attack takes 6 cold damage.
- ○ Combat Sprint (move)
- The dragonborn barbarian moves the dragonborn barbarian’s speed + 4. The dragonborn barbarian gains a +4 bonus to all defenses
against any opportunity attack the dragonborn barbarian provoke with this movement.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d6 + 2 fire damage.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the dragonborn barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the dragonborn barbarian’s next turn.
- Dragonborn Fury
- The dragonborn barbarian gains a +1 racial bonus to attack rolls when bloodied.
- Thaneborn Triumph
- Whenever the dragonborn barbarian bloodies an enemy, the next attack by the dragonborn barbarian or an ally against that enemy
gains a +3 bonus to the attack roll.
- Barbarian Agility
- While the dragonborn barbarian is not wearing heavy armor, the dragonborn barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +10, Perception +7
Str 19 (+6); Dex 12 (+3); Wis 11 (+2);
Con 13 (+3); Int 10 (+2); Cha 17 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dragonborn Cunning Bard [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +2; Senses Perception +7
HP 61; Bloodied 30
Healing Surges (+16 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 18
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +7 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the dragonborn
bard’s next turn.
- ○ [M] Cunning Ferocity (standard) ✦ Weapon
- +10 vs. Reflex; 1d8 + 5 damage, and each ally within 5 squares of the dragonborn bard gains a +3 bonus to damage rolls against
the target until the end of the dragonborn bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +7 vs. Will; the target is dominated until the end of the dragonborn bard’s next turn. Hit or Miss: The
target makes a basic attack against an enemy of the dragonborn bard’s choice as a free action.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d6 + 2 fire damage.
- ○○ Majestic Word (minor) ✦ Healing
- The dragonborn bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power
can only be used once per round. The dragonborn bard can also slide the target 1 square.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the dragonborn bard’s next turn. When
the dragonborn bard moves, the zone moves with the dragonborn bard, remaining centered on the dragonborn bard. While within
the zone, any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
- Dragonborn Fury
- The dragonborn bard gains a +1 racial bonus to attack rolls when bloodied.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the dragonborn bard, the dragonborn bard can slide
that ally 1 square as a free action.
- Skill Versatility
- The dragonborn bard gains a +1 bonus to untrained skill checks.
Skills Arcana +9, Bluff +11
Str 14 (+4); Dex 11 (+2); Wis 10 (+2);
Con 13 (+3); Int 15 (+4); Cha 19 (+6)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Dragonborn Valorous Bard [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +2; Senses Perception +7
HP 63; Bloodied 31
Healing Surges (+17 hp) ○
AC 20; Fortitude 15, Reflex 16, Will 18
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage, and the target takes a –2 penalty to the defense of the dragonborn bard’s choice until the end
of the dragonborn bard’s next turn.
- ○ [M] Charger’s Call (standard) ✦ Weapon
- +10 vs. AC; 2d8 + 5 damage, and each ally within 5 squares of the dragonborn bard gains a +3 bonus to attack rolls while charging
until the end of the dragonborn bard’s next turn.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +7 vs. Will; 2d6 + 5 psychic damage, and the target is affected by the dragonborn bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the dragonborn bard
than where it started its turn, the target takes 1d6 + 5 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The dragonborn bard pushes the target 3 squares.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d6 + 3 fire damage.
- ○○ Majestic Word (minor) ✦ Healing
- The dragonborn bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power
can only be used once per round. The dragonborn bard can also slide the target 1 square.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the dragonborn bard’s next turn.
When the dragonborn bard moves, the zone moves with the dragonborn bard, remaining centered on the dragonborn bard. While
within the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- Dragonborn Fury
- The dragonborn bard gains a +1 racial bonus to attack rolls when bloodied.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the dragonborn bard reduces an enemy to 0 hit points or bloodies an enemy,
the dragonborn bard can grant 3 temporary hit points to that ally as a free action.
- Skill Versatility
- The dragonborn bard gains a +1 bonus to untrained skill checks.
Skills Arcana +8, Athletics +8
Str 14 (+4); Dex 11 (+2); Wis 10 (+2);
Con 15 (+4); Int 13 (+3); Cha 19 (+6)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Dragonborn Guardian Druid [Level 5 Controller]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +5
HP 63; Bloodied 31
Healing Surges (+17 hp) ○
AC 18; Fortitude 15, Reflex 15, Will 17
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +7 vs. AC; 2d4 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 4 damage, and the target is slowed until the end of the dragonborn druid’s next turn. This power can
be used as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +6 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
- ○ [C] Tundra Wind (standard) ✦ Cold
- Close blast 3; +6 vs. Fortitude; 2d6 + 4 cold damage, the target is pushed 2 squares and is knocked prone.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The dragonborn druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high
and must be on a solid surface, and it lasts until the end of the dragonborn druid’s next turn. The wall provides cover. A
creature’s line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall
square costs 3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes
1d10 + 4 damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d6 + 3 fire damage.
- ● Wild Shape (minor) ✦ Polymorph
- The dragonborn druid changes from the dragonborn druid’s humanoid form to beast form or vice versa. When the dragonborn druid
changes from beast form back to the dragonborn druid’s humanoid form, the dragonborn druid shifts 1 square. While the dragonborn
druid is in beast form, the dragonborn druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the dragonborn druid can sustain such powers. The dragonborn druid can use this power once per round.
- ○ Barkskin (minor)
- The dragonborn druid or one ally with 5 squares gains a +2 power bonus to AC until the end of the dragonborn druid’s next
turn.
- Dragonborn Fury
- The dragonborn druid gains a +1 racial bonus to attack rolls when bloodied.
- Primal Guardian
- While the dragonborn druid is not wearing heavy armor, the dragonborn druid can use the dragonborn druid’s Constitution modifier
in place of the dragonborn druid’s Dexterity or Intelligence modifier to determine the dragonborn druid’s AC.
Skills Heal +10, Nature +10
Str 14 (+4); Dex 13 (+3); Wis 17 (+5);
Con 15 (+4); Int 11 (+2); Cha 12 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Dragonborn Predator Druid [Level 5 Controller]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +10
HP 61; Bloodied 30
Healing Surges (+16 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 17
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +7 vs. AC; 2d4 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 4 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +6 vs. Reflex; 1d6 + 1 fire damage, and the squares adjacent to the target become a fiery zone that lasts until
the end of the dragonborn druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Predator’s Flurry (standard) ✦ Beast Form
- +6 vs. Reflex; 1d6 + 4 damage, and the primary target is dazed until the end of the dragonborn druid’s next turn. Hit or
Miss: The dragonborn druid shifts 2 squares and then make a secondary attack against one creature other than the primary
target. Secondary Attack: +6 vs. Reflex; 1d6 + 4 damage, and the secondary target is dazed until the end of the dragonborn
druid’s next turn.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed until the end of the dragonborn druid’s next turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d6 + 2 fire damage.
- ● Wild Shape (minor) ✦ Polymorph
- The dragonborn druid changes from the dragonborn druid’s humanoid form to beast form or vice versa. When the dragonborn druid
changes from beast form back to the dragonborn druid’s humanoid form, the dragonborn druid shifts 1 square. While the dragonborn
druid is in beast form, the dragonborn druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the dragonborn druid can sustain such powers. The dragonborn druid can use this power once per round.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the dragonborn druid gains a +2 power bonus to the dragonborn druid’s speed while the dragonborn
druid is in beast form.
- Dragonborn Fury
- The dragonborn druid gains a +1 racial bonus to attack rolls when bloodied.
- Primal Predator
- While the dragonborn druid is not wearing heavy armor, the dragonborn druid gains a +1 bonus to the dragonborn druid’s speed.
Skills Nature +10, Perception +10
Str 14 (+4); Dex 15 (+4); Wis 17 (+5);
Con 13 (+3); Int 11 (+2); Cha 12 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Dragonborn Preserving Invoker [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +5
HP 49; Bloodied 24
Healing Surges (+13 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 17
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 1d8 + 4 radiant damage, and the dragonborn invoker slides the target 1 square. The dragonborn invoker
can use this power as a ranged basic attack.
- ○ [R] Offering of Justice (standard) ✦ Radiant
- Ranged 10; if the target attacks the dragonborn invoker or the dragonborn invoker’s allies before the end of its next turn,
the target takes 2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack the dragonborn invoker or the
dragonborn invoker’s allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of
that turn.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +6 vs. Fortitude; 1d8 + 4 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the dragonborn invoker’s next turn. Miss: Half damage, and the target is blinded until the end
of the dragonborn invoker’s next turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +6 vs. Reflex; 1d6 + 2 fire damage.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the dragonborn invoker hits the dragonborn invoker’s ally.
The dragonborn invoker gains a +2 bonus to the dragonborn invoker’s next attack roll against the triggering enemy if that
attack occurs before the end of the dragonborn invoker’s next turn.
- Dragonborn Fury
- The dragonborn invoker gains a +1 racial bonus to attack rolls when bloodied.
- Covenant of Preservation
- When the dragonborn invoker uses a divine encounter or daily attack power on the dragonborn invoker’s turn, the dragonborn
invoker can slide an ally within 10 squares of the dragonborn invoker 1 square.
Skills Arcana +9, Religion +9
Str 12 (+3); Dex 12 (+3); Wis 17 (+5);
Con 13 (+3); Int 15 (+4); Cha 13 (+3)
Equipment hide armor, morningstar
-1 Level / +1 Level
Dragonborn Wrathful Invoker [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +5
HP 51; Bloodied 25
Healing Surges (+14 hp) ○
AC 19; Fortitude 16, Reflex 15, Will 17
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Fortitude; 1d10 + 4 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+2 radiant damage. The dragonborn invoker can use this power as a ranged basic attack.
- ○ [A] Chains of Carceri (standard)
- Area burst 1 within 10; +6 vs. Reflex; 2d8 + 4 damage, and the target is slowed until the end of the dragonborn invoker’s
next turn.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is pushed 2 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d6 + 3 fire damage.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the dragonborn invoker hits the dragonborn invoker.
The triggering enemy takes 2 radiant damage and is pushed 2 squares.
- □ Shroud of Warning (no action)
- When the dragonborn invoker and the dragonborn invoker’s allies roll initiative at the beginning of an encounter.
The dragonborn invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
- Dragonborn Fury
- The dragonborn invoker gains a +1 racial bonus to attack rolls when bloodied.
- Covenant of Wrath
- When the dragonborn invoker uses a divine encounter or daily attack power on the dragonborn invoker’s turn, the dragonborn
invoker gains a bonus to the damage roll equal to 1 for each enemy the dragonborn invoker attacks with the power.
Skills Endurance +8, Religion +8
Str 12 (+3); Dex 12 (+3); Wis 17 (+5);
Con 15 (+4); Int 13 (+3); Cha 13 (+3)
Equipment chainmail, morningstar
-1 Level / +1 Level
Dragonborn Bear Shaman [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +10
HP 63; Bloodied 31
Healing Surges (+17 hp) ○
AC 16; Fortitude 16, Reflex 14, Will 17
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +6 vs. AC; 1d10 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Will; 1d8 + 4 damage, and each ally adjacent to the dragonborn shaman’s spirit companion gains 2 temporary
hit points.
- ○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
- Spirit melee 1; +6 vs. Fortitude; 2d8 + 4 damage, and one ally adjacent to the dragonborn shaman’s spirit companion can spend
a healing surge and regains 2 additional hit points.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +6 vs. Will; 2d10 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
dragonborn shaman and the dragonborn shaman’s allies gain a +2 bonus to attack rolls against the target.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d6 + 3 fire damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The dragonborn shaman conjures the dragonborn shaman’s spirit companion in an unoccupied space within 20 squares. The spirit
lasts until the dragonborn shaman falls unconscious or until the dragonborn shaman dismisses it as a minor action. The spirit
occupies 1 square. Enemies cannot move through its space, but allies can. When the dragonborn shaman takes a move action,
the dragonborn shaman can also move the spirit a number of squares equal to the dragonborn shaman’s speed.
The spirit
can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 12 damage
to the spirit, the spirit disappears, and the dragonborn shaman takes 7 damage. Otherwise, the spirit is unaffected by the
attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The dragonborn shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to
the dragonborn shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once
per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the dragonborn shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the dragonborn shaman’s
spirit companion regains 3 hit points.
- Dragonborn Fury
- The dragonborn shaman gains a +1 racial bonus to attack rolls when bloodied.
- Protector Spirit
- Any ally adjacent to the dragonborn shaman’s spirit companion regains 2 additional hit points when he or she uses second wind
or when the dragonborn shaman uses a healing power on him or her.
Skills Nature +10, Perception +10
Str 13 (+3); Dex 12 (+3); Wis 17 (+5);
Con 15 (+4); Int 13 (+3); Cha 12 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Dragonborn Panther Shaman [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +10
HP 61; Bloodied 30
Healing Surges (+16 hp) ○
AC 17; Fortitude 15, Reflex 15, Will 17
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +6 vs. AC; 1d10 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Fortitude; 1d10 + 4 damage, and until the end of the dragonborn shaman’s next turn, the dragonborn
shaman’s spirit companion can flank with the dragonborn shaman and the dragonborn shaman’s allies. If the target is bloodied,
the dragonborn shaman gains a +1 bonus to the attack roll.
- ○ [R] Lightning Panther Spirit (standard) ✦ Lightning
- Ranged 5; +6 vs. Reflex; 1d10 + 4 lightning damage, until the end of the dragonborn shaman’s next turn, any ally adjacent
to the dragonborn shaman’s spirit companion can shift as a minor action. In addition, until the end of the dragonborn shaman’s
next turn, any ally ignores difficult terrain in the dragonborn shaman’s spirit companion’s space and in squares adjacent
to it.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +6 vs. Reflex; 2d6 + 4 damage, and the dragonborn shaman knocks the target prone. Miss:
Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +6 vs. Reflex; 1d6 + 2 fire damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The dragonborn shaman conjures the dragonborn shaman’s spirit companion in an unoccupied space within 20 squares. The spirit
lasts until the dragonborn shaman falls unconscious or until the dragonborn shaman dismisses it as a minor action. The spirit
occupies 1 square. Enemies cannot move through its space, but allies can. When the dragonborn shaman takes a move action,
the dragonborn shaman can also move the spirit a number of squares equal to the dragonborn shaman’s speed.
The spirit
can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 12 damage
to the spirit, the spirit disappears, and the dragonborn shaman takes 7 damage. Otherwise, the spirit is unaffected by the
attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The dragonborn shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to
the dragonborn shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once
per round.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the dragonborn shaman’s allies gain a +1 bonus to attack rolls.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the dragonborn shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 1d10 + 4 damage.
- Dragonborn Fury
- The dragonborn shaman gains a +1 racial bonus to attack rolls when bloodied.
- Stalker Spirit
- Any ally adjacent to the dragonborn shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +10, Perception +10
Str 13 (+3); Dex 12 (+3); Wis 17 (+5);
Con 13 (+3); Int 15 (+4); Cha 12 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Dragonborn Chaos Sorcerer [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +2
HP 48; Bloodied 24
Healing Surges (+13 hp) ○
AC 15; Fortitude 15, Reflex 15, Will 19
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +8 vs. AC; 1d4 + 3 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +7 vs. Will; 1d10 + 7 psychic damage and if the dragonborn sorcerer rolled an even number for the primary attack
roll, make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack:
+7 vs. Will; 1d6 + 3 psychic damage. If the dragonborn sorcerer rolled an even number for the secondary attack roll, repeat
the secondary attack. The dragonborn sorcerer can attack a creature only once with a single use of this power.
- ○ [R] Spectral Claw (standard) ✦ Force
- Ranged 10; +7 vs. Fortitude; 1d8 + 7 force damage, and the target is immobilized until the end of the dragonborn sorcerer’s
next turn. If the dragonborn sorcerer rolled an even number on the attack roll, the dragonborn sorcerer slides the target
2 squares.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +7 vs. Reflex; 3d10 + 7 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d6 + 2 fire damage.
- ○ Stretch Spell (minor)
- Until the end of the dragonborn sorcerer’s turn, add +2 to the range of the dragonborn sorcerer’s ranged arcane powers.
- Dragonborn Fury
- The dragonborn sorcerer gains a +1 racial bonus to attack rolls when bloodied.
- Chaos Power
- The dragonborn sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the dragonborn sorcerer rolls a natural 20 on an attack roll for an arcane power, the dragonborn sorcerer slides the
target 1 square and knock it prone after applying the attack’s other effects. When the dragonborn sorcerer rolls a natural
1 on an attack roll for an arcane power, the dragonborn sorcerer must push each creature within 5 squares of the dragonborn
sorcerer 1 square.
Skills Arcana +7, Bluff +11
Str 15 (+4); Dex 15 (+4); Wis 10 (+2);
Con 12 (+3); Int 11 (+2); Cha 19 (+6)
Equipment cloth armor, dagger
-1 Level / +1 Level
Dragonborn Dragon Sorcerer [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +2
HP 60; Bloodied 30
Healing Surges (+16 hp) ○
AC 16; Fortitude 16, Reflex 14, Will 19
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d8 + 8 fire damage. The next enemy that hits the dragonborn sorcerer with a melee attack before
the end of the dragonborn sorcerer’s next turn takes 3 fire damage.
- ○ [C] Poisonous Exhalation (standard) ✦ Poison
- Close blast 3; +7 vs. Fortitude; 2d8 + 8 poison damage, and the target takes a –3 penalty to Fortitude until the end of the
dragonborn sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +7 vs. Fortitude; 2d6 + 8 thunder damage. Hit or Miss: The dragonborn sorcerer jumps a number of squares
equal to the dragonborn sorcerer’s speed + 4. This movement does not provoke opportunity attacks. Then make a secondary attack
against each creature in the burst. Secondary Attack: +7 vs. Fortitude; 2d6 + 4 thunder damage, and the dragonborn
sorcerer pushes the secondary target 1 square.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d6 + 2 fire damage.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the dragonborn sorcerer is hit by an attack.
Until the end of the dragonborn sorcerer’s next turn, the dragonborn sorcerer gains a +1 power bonus to all defenses, and
any creature that hits the dragonborn sorcerer with a melee attack takes 1d6 + 4 fire damage.
- Dragonborn Fury
- The dragonborn sorcerer gains a +1 racial bonus to attack rolls when bloodied.
- Draconic Power
- The dragonborn sorcerer gains a +3 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the dragonborn sorcerer is not wearing heavy armor, the dragonborn sorcerer can use the dragonborn sorcerer’s Strength
modifier in place of the dragonborn sorcerer’s Dexterity or Intelligence modifier to determine the dragonborn sorcerer’s AC.
Skills Arcana +7, Athletics +10
Str 17 (+5); Dex 13 (+3); Wis 10 (+2);
Con 12 (+3); Int 11 (+2); Cha 19 (+6)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Dragonborn Earth Warden [Level 5 Brute]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +8
HP 75; Bloodied 37
Healing Surges (+20 hp) ○
AC 20; Fortitude 18, Reflex 16, Will 15
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage, and the dragonborn warden gains a +1 power bonus to AC until the end of the dragonborn warden’s
next turn.
- ○ [M] Earthgrasp Strike (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage, and the dragonborn warden knocks the target prone. The target can’t stand up until the end of
the dragonborn warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 5 damage.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the dragonborn warden teleports 5 squares. +9 vs. Reflex; 2d10 + 5 thunder damage, and the target is dazed
(save ends). Miss: Half damage, and the target is dazed until the end of the dragonborn warden’s next turn.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The dragonborn warden and the
dragonborn warden’s allies have cover while within the zone.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d6 + 3 fire damage.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the dragonborn warden that is within 5 squares of the dragonborn warden makes an attack that does
not include the dragonborn warden as a target.
Targets the triggering enemy; The dragonborn warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- Dragonborn Fury
- The dragonborn warden gains a +1 racial bonus to attack rolls when bloodied.
- Earthstrength
- When the dragonborn warden uses the dragonborn warden’s second wind, the dragonborn warden gains an additional +2 bonus to
AC. The bonus lasts until the end of the dragonborn warden’s next turn.
- Font of Life
- At the start of the dragonborn warden’s turn, the dragonborn warden can make a saving throw against one effect that a save
can end. On a save, the effect immediately ends, preventing it from affecting the dragonborn warden on the dragonborn warden’s
current turn. If the dragonborn warden fails the saving throw, the dragonborn warden still makes a saving throw against the
effect at the end of the dragonborn warden’s turn.
- Nature’s Wrath
- Once during each of the dragonborn warden’s turns, the dragonborn warden can mark each adjacent enemy as a free action. This
mark lasts until the end of the dragonborn warden’s next turn.
Skills Athletics +8, Perception +8
Str 19 (+6); Dex 12 (+3); Wis 13 (+3);
Con 15 (+4); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Dragonborn Wild Warden [Level 5 Brute]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +9
HP 73; Bloodied 36
Healing Surges (+19 hp) ○
AC 18; Fortitude 18, Reflex 14, Will 16
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the dragonborn warden’s next turn.
- ○ [M] Predatory Guardian (standard) ✦ Weapon
- +9 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). If the target shifts before the start of the dragonborn warden’s next turn, the
dragonborn warden shifts 3 squares as an immediate reaction.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the dragonborn warden can see; +9 vs. Reflex; 1d12 + 5 poison damage (crit 17 + 1d12), and
the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed
(save ends).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +9 vs. Reflex; 1d6 + 2 fire damage.
- ○ Eyes of the Hawk (minor)
- The dragonborn warden makes a Perception check with a +10 power bonus.
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the dragonborn warden makes an attack that does not include the dragonborn warden as a target.
Targets the triggering enemy; +9 vs. Fortitude; 1d12 + 5 damage (crit 17 + 1d12), and the target grants combat advantage to
the dragonborn warden and the dragonborn warden’s allies until the end of the dragonborn warden’s next turn.
- Dragonborn Fury
- The dragonborn warden gains a +1 racial bonus to attack rolls when bloodied.
- Wildblood
- When the dragonborn warden uses the dragonborn warden’s second wind, each enemy marked by the dragonborn warden takes an additional
-2 penalty to attack rolls for attacks that don’t include the dragonborn warden as a target, until the end of the dragonborn
warden’s next turn.
- Font of Life
- At the start of the dragonborn warden’s turn, the dragonborn warden can make a saving throw against one effect that a save
can end. On a save, the effect immediately ends, preventing it from affecting the dragonborn warden on the dragonborn warden’s
current turn. If the dragonborn warden fails the saving throw, the dragonborn warden still makes a saving throw against the
effect at the end of the dragonborn warden’s turn.
- Nature’s Wrath
- Once during each of the dragonborn warden’s turns, the dragonborn warden can mark each adjacent enemy as a free action. This
mark lasts until the end of the dragonborn warden’s next turn.
Skills Athletics +10, Perception +9
Str 19 (+6); Dex 12 (+3); Wis 15 (+4);
Con 13 (+3); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.