Dragonborn NPCs [Level 20]
Dragonborn Battle Cleric [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +14
HP 181; Bloodied 90
Healing Surges (+46 hp) ○○
AC 33; Fortitude 33, Reflex 28, Will 33
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 13 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the dragonborn cleric’s next turn.
- ○ [M] Blinding Light (standard) ✦ Radiant, Weapon
- +25 vs. Fortitude; 2d10 + 13 radiant damage, and the target is blinded until the end of the dragonborn cleric’s next turn.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +25 vs. AC; 3d10 + 13 damage. Miss: Half damage. Hit or Miss: The dragonborn cleric and each ally within 5 squares
of the dragonborn cleric regains hit points as if the dragonborn cleric had each spent a healing surge.
- □ Divine Armor (standard) ✦ Healing
- The dragonborn cleric gains a +2 power bonus to AC. The dragonborn cleric and each ally within 3 squares gain resist 5 to
all damage until the end of the encounter.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d6 + 8 fire damage.
- ○○○ Healing Word (minor) ✦ Healing
- The dragonborn cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +19, Religion +15
Str 23 (+16); Dex 12 (+11); Wis 19 (+14);
Con 13 (+11); Int 11 (+10); Cha 16 (+13)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Dragonborn Devoted Cleric [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +15
HP 181; Bloodied 90
Healing Surges (+46 hp) ○○
AC 33; Fortitude 30, Reflex 28, Will 34
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 10 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +22 vs. Reflex; 1d8 + 12 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.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +22 vs. Reflex; 3d6 + 12 thunder damage, and the target is pushed 8 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +22 vs. Reflex; 5d10 + 12 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the dragonborn cleric’s next turn. Enemies that start their turn
in this zone take 1d10 + 12 fire damage. Sustain Minor: The zone persists.
- □ Hallowed Ground (standard) ✦ Zone
- Close burst 5. The burst creates a zone of hallowed ground. The dragonborn cleric and any allies gain the following benefits
while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack
rolls. The area remains hallowed until the end of the encounter.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +24 vs. Reflex; 2d6 + 8 fire damage.
- ○○○ Healing Word (minor) ✦ Healing
- The dragonborn cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +20, Religion +15
Str 16 (+13); Dex 12 (+11); Wis 21 (+15);
Con 13 (+11); Int 11 (+10); Cha 21 (+15)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Dragonborn Greatweapon Fighter [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +12; Senses Perception +11
HP 187; Bloodied 93
Healing Surges (+50 hp) ○○
AC 34; Fortitude 35, Reflex 29, Will 29
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12). Miss: 6 damage.
- ○ [M] Mountain Breaking Blow (standard) ✦ Weapon
- +25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the
dragonborn fighter can shift the same distance the dragonborn fighter pushed the target. The dragonborn fighter must end the
move adjacent to the target.
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12). Miss: Half damage. Hit or
Miss: Until the start of the dragonborn fighter’s next turn, the dragonborn fighter can make a secondary attack as a free
action against any enemy that starts its turn adjacent to the dragonborn fighter. Secondary Attack: +25 vs. AC; 1d12
+ 13 damage (crit 25 + 2d12).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d6 + 11 fire damage.
- □ Iron Warrior (minor) ✦ Healing
- The dragonborn fighter spends a healing surge, regaining an additional 2d6 + 4 hit points, and makes a saving throw against
one effect that a save can end.
- 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 +21, Intimidate +19
Str 23 (+16); Dex 14 (+12); Wis 13 (+11);
Con 19 (+14); Int 11 (+10); Cha 14 (+12)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Dragonborn Guardian Fighter [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +11
HP 182; Bloodied 91
Healing Surges (+47 hp) ○○
AC 36; Fortitude 35, Reflex 33, Will 29
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+26 vs. AC; 1d8 + 13 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] Warrior’s Challenge (standard) ✦ Weapon
- +26 vs. AC; 3d8 + 13 damage, and the target is pushed 2 squares. All of the dragonborn fighter’s enemies within 2 squares
of the target are marked until the end of the dragonborn fighter’s next turn.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +26 vs. AC; 4d8 + 13 damage. Hit or Miss: Until the end of the encounter, the dragonborn fighter can make a melee basic
attack against the target as a free action if the dragonborn fighter is adjacent to it and it either shifts or attacks one
of the dragonborn fighter’s allies.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d6 + 9 fire damage.
- ○ Interposing Shield (immediate interrupt)
- When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
- 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 +16, Intimidate +19
Str 23 (+16); Dex 19 (+14); Wis 13 (+11);
Con 14 (+12); Int 11 (+10); Cha 14 (+12)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Avenging Paladin [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +12
HP 181; Bloodied 90
Healing Surges (+46 hp) ○○
AC 35; Fortitude 34, Reflex 29, Will 33
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 1d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +26 vs. AC; 1d10 + 13 radiant damage. If the dragonborn paladin has marked the target, the dragonborn paladin gains a +2 bonus
to the damage roll.
- ○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
- +26 vs. AC; 3d10 + 13 damage, and the target is pushed 5 squares. The target can’t move nearer to the dragonborn paladin on
its next turn.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +26 vs. AC; 4d10 + 13 damage. Miss: Half damage. Hit or Miss: The dragonborn paladin and allies adjacent to
the dragonborn paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d6 + 8 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 11 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.
- □ Angelic Intercession (immediate interrupt) ✦ Teleportation
- When an ally within 5 squares of the dragonborn paladin is hit by an attack.
The dragonborn paladin teleports adjacent to the ally and is hit by the attack instead.
- Dragonborn Fury
- The dragonborn paladin gains a +1 racial bonus to attack rolls when bloodied.
Skills Intimidate +22, Religion +15
Str 23 (+16); Dex 12 (+11); Wis 14 (+12);
Con 13 (+11); Int 11 (+10); Cha 21 (+15)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Dragonborn Protecting Paladin [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +12
HP 181; Bloodied 90
Healing Surges (+46 hp) ○○
AC 37; Fortitude 33, Reflex 31, Will 34
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 damage, and the dragonborn paladin gains 2 temporary hit points.
- ○ [M] Enervating Smite (standard) ✦ Weapon
- +26 vs. Will; 2d8 + 13 damage, and the target is weakened until the end of the dragonborn paladin’s next turn.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +23 vs. Reflex; 3d10 + 13 fire damage, and the target grants combat advantage to
the dragonborn paladin and the dragonborn paladin’s allies until the end of the dragonborn paladin’s next turn. Miss:
Half damage, and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts
until the end of the dragonborn paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 7
fire damage and grant combat advantage to the dragonborn paladin and the dragonborn paladin’s allies. Sustain Minor:
The zone persists.
- □ Death Ward (standard) ✦ Healing
- The dragonborn paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the
target regains hit points as if it had spent two healing surges. Add +6 to the hit points regained.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +26 vs. Reflex; 2d6 + 8 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 12 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 +23, Religion +15
Str 21 (+15); Dex 12 (+11); Wis 14 (+12);
Con 13 (+11); Int 11 (+10); Cha 23 (+16)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Archer Ranger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +15; Senses Perception +17
HP 181; Bloodied 90
Healing Surges (+46 hp) ○○
AC 35; Fortitude 33, Reflex 33, Will 29
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +25 vs. AC; 1d6 + 12 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +24 vs. AC; 1d10 + 12 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +25/+25 vs. AC; 1d8 + 7 damage (main)/1d6 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +24 vs. AC (twice); 1d10 + 7 damage.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +24 vs. AC; 1d10 + 12 damage per attack.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +24 vs. AC; 2d10 + 12 damage per attack. If the first attack hits, the dragonborn
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ Momentary Respite (standard)
- The dragonborn ranger shifts 2 squares and makes a saving throw. The dragonborn ranger is no longer marked by any enemy.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +26 vs. Reflex; 2d6 + 8 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 2d6 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.
- 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 +17, Stealth +19
Str 21 (+15); Dex 21 (+15); Wis 14 (+12);
Con 13 (+11); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Dragonborn Two-Blade Ranger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +17
HP 191; Bloodied 95
Healing Surges (+48 hp) ○○
AC 34; Fortitude 34, Reflex 32, Will 29
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +23 vs. AC; 1d10 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +26/+26 vs. AC; 1d8 + 7 damage (main)/1d8 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +23 vs. AC (twice); 1d10 + 7 damage.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +26 vs. AC; 1d8 + 13 damage, and the target is immobilized and knocked prone until
the end of the dragonborn ranger’s next turn.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +28 vs. AC; 2d8 + 13 damage.
Longsword (second attack; off hand): +28 vs. AC; 2d8 + 13 damage.
Longsword (third attack; main):
+28 vs. AC; 1d8 + 13 damage.
A target hit once is dazed until the end of the dragonborn ranger’s next turn. A target
hit twice is stunned until the end of the dragonborn ranger’s next turn. A target hit three times is weakened and stunned
until the end of the dragonborn ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned,
or weakened. Hit or Miss: After the first attack and after the second attack, the dragonborn ranger can shift 1 square.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d6 + 8 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 2d6 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.
- □ Evade the Blow (immediate interrupt)
- When an enemy hits the dragonborn ranger with a melee attack.
Shift 1 square away from the enemy.
- 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 +10 hit points.
Skills Nature +17, Perception +17
Str 23 (+16); Dex 19 (+14); Wis 14 (+12);
Con 13 (+11); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Dragonborn Brawny Rogue [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +15; Senses Perception +11
HP 181; Bloodied 90
Healing Surges (+46 hp) ○○
AC 34; Fortitude 32, Reflex 34, Will 30
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +25 vs. AC; 1d6 + 12 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +25 vs. AC; 1d6 + 12 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +25 vs. Reflex; 1d6 + 12 damage.
- ○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +25 vs. Fortitude; 3d6 + 12 damage.
Shuriken: Ranged 6/12; +25 vs. Fortitude; 3d6 + 12 damage.
Hit: If the target attacks the dragonborn rogue before the start of the dragonborn rogue’s next turn, the dragonborn
rogue can attack it again as an immediate interrupt.
Short Sword: +25 vs. Fortitude; 2d6 + 12 damage.
Shuriken: Ranged 6/12; +25 vs. Fortitude; 2d6 + 12 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +25 vs. Fortitude; 4d6 + 12 damage, and the dragonborn rogue slides the target 5 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The dragonborn rogue slides the target 5 squares, and no damage from obstacles.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +26 vs. Reflex; 2d6 + 8 fire damage.
- ○ Leaping Dodge (immediate interrupt)
- When an enemy targets the dragonborn rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
- 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 3d6 damage.
Skills Acrobatics +20, Thievery +20
Str 21 (+15); Dex 21 (+15); Wis 12 (+11);
Con 13 (+11); Int 11 (+10); Cha 16 (+13)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Dragonborn Trickster Rogue [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +15; Senses Perception +16
HP 181; Bloodied 90
Healing Surges (+46 hp) ○○
AC 34; Fortitude 30, Reflex 34, Will 32
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +23 vs. AC; 1d6 + 10 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +25 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
The dragonborn rogue can move 2 squares before the attack.
- ○ [M/R] Hounding Strike (standard) ✦ Weapon
- Short Sword: +25 vs. Will; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 3d6 + 12 damage.
Hit: Until the end of the dragonborn rogue’s next turn, the dragonborn rogue gains combat advantage against
the target and a +1 power bonus to all defenses against its attacks.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +25 vs. Will; 5d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 5d6 + 12 damage.
Hit or Miss: Until the end of the dragonborn rogue’s next turn, all of the target’s defenses against the dragonborn
rogue’s attacks take a -5 penalty. Sustain Minor: Sustain the penalty for another round.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +26 vs. Reflex; 2d6 + 8 fire damage.
- ○ Hide in Plain Sight (minor)
- The dragonborn rogue must already be hidden to use this power. The dragonborn rogue is invisible until the dragonborn rogue
leaves the dragonborn rogue’s current square. No other action that the dragonborn rogue performs makes the dragonborn rogue
visible.
- 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 3d6 damage.
Skills Stealth +20, Thievery +20
Str 16 (+13); Dex 21 (+15); Wis 12 (+11);
Con 13 (+11); Int 11 (+10); Cha 21 (+15)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Dragonborn Fey-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +11
HP 182; Bloodied 91
Healing Surges (+47 hp) ○○
AC 33; Fortitude 29, Reflex 32, Will 34
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +23 vs. Reflex; 1d10 + 13 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +23 vs. Will; 1d6 + 13 psychic damage, and the dragonborn warlock is invisible to the target until the start of
the dragonborn warlock’s next turn.
- ○ [R] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +23 vs. Fortitude; 3d6 + 13 damage, and the dragonborn warlock can spend a healing surge, regaining an additional
+4 hit points.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +23 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the dragonborn warlock since the dragonborn warlock’s last turn. If no one attacked the dragonborn warlock since
the dragonborn warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain
Minor: When the dragonborn warlock sustains this power, the dragonborn warlock can repeat the attack against the target.
If the dragonborn warlock misses, the dragonborn warlock can no longer sustain the power.
- ○ Infuriating Elusiveness (move) ✦ Illusion, Teleportation
- The dragonborn warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the dragonborn
warlock’s next turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +23 vs. Reflex; 2d6 + 9 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 2d6 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 +19, Bluff +21
Str 13 (+11); Dex 12 (+11); Wis 13 (+11);
Con 14 (+12); Int 19 (+14); Cha 23 (+16)
Equipment leather armor, spear
-1 Level / +1 Level
Dragonborn Infernal-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +11
HP 189; Bloodied 94
Healing Surges (+52 hp) ○○
AC 33; Fortitude 32, Reflex 32, Will 31
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +22 vs. Reflex; 1d10 + 12 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +22 vs. Reflex; 1d6 + 12 fire damage. If the dragonborn warlock takes damage before the end of the dragonborn warlock’s
next turn, the target takes an extra 1d6 + 12 fire damage.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +22 vs. Fortitude; the dragonborn warlock takes 16 damage, and the target takes 3d10 + 22 damage.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The dragonborn warlock conjures flames in the shape of diabolic imps that appear at the dragonborn warlock’s feet. The dragonborn
warlock gains 25 temporary hit points. Any enemy that enters a square adjacent to the dragonborn warlock takes 2d10 fire damage
and is pushed 3 squares. This effect applies once per creature per round. It ends when the dragonborn warlock has no temporary
hit points remaining.
- ○ Cloak of Shadow (move)
- The dragonborn warlock can fly a number of squares equal to the dragonborn warlock’s speed + 2. If the dragonborn warlock
doesn’t land at the end of this move, the dragonborn warlock falls. Until the end of the dragonborn warlock’s next turn, the
dragonborn warlock is insubstantial, and the dragonborn warlock cannot affect, attack, or use powers on creatures or objects.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +26 vs. Reflex; 2d6 + 12 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 2d6 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.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The dragonborn warlock gains 20 temporary hit points.
- Dragonborn Fury
- The dragonborn warlock gains a +1 racial bonus to attack rolls when bloodied.
Skills Arcana +19, Intimidate +20
Str 13 (+11); Dex 13 (+11); Wis 12 (+11);
Con 21 (+15); Int 19 (+14); Cha 16 (+13)
Equipment leather armor, mace
-1 Level / +1 Level
Dragonborn Star-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +11
HP 189; Bloodied 94
Healing Surges (+52 hp) ○○
AC 31; Fortitude 32, Reflex 30, Will 33
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +20 vs. AC; 1d6 + 8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +22 vs. Reflex; 1d10 + 12 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +22 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the dragonborn warlock on its next turn,
it takes an extra 1d6 + 12 damage.
- ○ [R] Strand of Fate (standard)
- Ranged 10; +22 vs. Reflex; 1d8 + 12 damage, and the target gains vulnerability 12 to all attacks until the end of the dragonborn
warlock’s next turn.
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +22 vs. Reflex; 4d10 + 12 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 7 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +26 vs. Reflex; 2d6 + 12 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 2d6 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.
- □ Eye of the Warlock (minor)
- Ranged 10; the dragonborn warlock sees through the target’s eyes. The target is not aware that the dragonborn warlock is doing
so. The dragonborn warlock has line of sight and line of effect from the target for the dragonborn warlock’s attacks. The
dragonborn warlock’s warlock powers can originate in the target’s square. Each time the dragonborn warlock uses a power through
this link, a mystical third eye briefly appears upon the target’s brow (save ends).
- ● 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 +17, Insight +16
Str 13 (+11); Dex 13 (+11); Wis 12 (+11);
Con 21 (+15); Int 14 (+12); Cha 21 (+15)
Equipment leather armor, sickle
-1 Level / +1 Level
Dragonborn Inspiring Warlord [Level 20 Soldier (Leader)]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +10
HP 181; Bloodied 90
Healing Surges (+46 hp) ○○
AC 33; Fortitude 34, Reflex 29, Will 33
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +25 vs. AC; 1d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +25 vs. Fortitude; 6 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 +5 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] Battle On (standard) ✦ Weapon
- +25 vs. AC; 3d10 + 13 damage, and every ally within 5 squares of the dragonborn warlord makes a saving throw with a +5 bonus.
- □ [M] Victory Surge (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 13 damage. Until the start of the dragonborn warlord’s next turn, every ally within 10 squares of the dragonborn
warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the dragonborn
warlord’s next turn, one ally of the dragonborn warlord’s choice within 10 squares of the dragonborn warlord can follow up
a standard action with a basic attack made as a free action. Sustain Minor: Until the start of the dragonborn warlord’s
next turn, one ally of the dragonborn warlord’s choice within 10 squares of the dragonborn warlord can follow up a standard
action with a basic attack made as a free action.
- ○ Warlord’s Banner (standard) ✦ Healing
- Each ally within 5 squares can spend a healing surge. Until the end of the dragonborn warlord’s next turn, each target gains
a +2 power bonus to attack rolls.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d6 + 8 fire damage.
- ○○○ Inspiring Word (minor) ✦ Healing
- The dragonborn warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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.
- Inspiring Presence
- When an ally who can see the dragonborn warlord spends an action point to take an extra action, that ally also regains 15
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 +15, History +19
Str 23 (+16); Dex 12 (+11); Wis 11 (+10);
Con 13 (+11); Int 14 (+12); Cha 21 (+15)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Dragonborn Tactical Warlord [Level 20 Soldier (Leader)]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +10
HP 181; Bloodied 90
Healing Surges (+46 hp) ○○
AC 35; Fortitude 34, Reflex 32, Will 31
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 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] Thunderous Fury (standard) ✦ Weapon
- +26 vs. AC; 3d8 + 13 damage, and the target is dazed until the end of the dragonborn warlord’s next turn. Until the end of
the dragonborn warlord’s next turn, the dragonborn warlord’s allies gain a +4 power bonus to attack rolls against the target.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +26 vs. AC; 4d8 + 13 damage. Hit or Miss: If the target attacks before the end of the dragonborn warlord’s next turn,
the dragonborn warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target.
If the dragonborn warlord deals damage, the target takes a -4 penalty to its attack roll. Sustain Minor: The effect
continues until the end of the dragonborn warlord’s next turn.
- □ White Raven Formation (standard)
- Each ally within 5 squares can take a move action.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d6 + 8 fire damage.
- ○○○ Inspiring Word (minor) ✦ Healing
- The dragonborn warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +4 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 +15, History +21
Str 23 (+16); Dex 12 (+11); Wis 11 (+10);
Con 13 (+11); Int 19 (+14); Cha 16 (+13)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Control Wizard [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +12; Senses Perception +14
HP 139; Bloodied 69
Healing Surges (+35 hp) ○○
AC 32; Fortitude 28, Reflex 32, Will 33
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +22 vs. Fortitude; 1d6 + 12 cold damage, and the target is slowed until the end of the dragonborn wizard’s next
turn.
- ○ [A] Crushing Titan’s Fist (standard) ✦ Force
- Area burst 2 within 20; +22 vs. Reflex; 3d8 + 12 force damage, and the target is immobilized until the end of the dragonborn
wizard’s next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This
effect ends at the end of the dragonborn wizard’s next turn, and the dragonborn wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +22 vs. Reflex; 2d10 + 12 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the dragonborn wizard’s next turn. Sustain Minor:
When the dragonborn wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized,
and deal 1d10 + 7 necrotic damage to creatures that are immobilized.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +23 vs. Reflex; 2d6 + 8 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 -4 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.
- ○ Displacement (immediate interrupt) ✦ Illusion
- When a ranged or a melee attack hits the dragonborn wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
- Dragonborn Fury
- The dragonborn wizard gains a +1 racial bonus to attack rolls when bloodied.
Skills Arcana +20, Insight +19
Str 13 (+11); Dex 14 (+12); Wis 19 (+14);
Con 13 (+11); Int 21 (+15); Cha 14 (+12)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Dragonborn War Wizard [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +12
HP 139; Bloodied 69
Healing Surges (+35 hp) ○○
AC 32; Fortitude 28, Reflex 32, Will 31
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +22 vs. Reflex; 1d6 + 12 fire damage.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +22 vs. Reflex; 3d6 + 12 force damage, and the target
is dazed until the end of the dragonborn wizard’s next turn. If the dragonborn wizard targets only one creature with this
power, the dragonborn wizard gains a +4 power bonus to the attack roll.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +22 vs. Reflex; 5d6 + 12 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (save ends).
- □ Stoneskin (standard)
- The dragonborn wizard or one ally touched by the dragonborn wizard gains resist 10 to all damage until the end of the encounter
or for 5 minutes.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +25 vs. Reflex; 2d6 + 8 fire damage.
- ○ Wand of Accuracy (free)
- The dragonborn wizard gains a +4 bonus to a single attack roll.
- Dragonborn Fury
- The dragonborn wizard gains a +1 racial bonus to attack rolls when bloodied.
Skills Arcana +20, History +22
Str 13 (+11); Dex 19 (+14); Wis 14 (+12);
Con 13 (+11); Int 21 (+15); Cha 14 (+12)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Dragonborn Isolating Avenger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +15
HP 181; Bloodied 90
Healing Surges (+46 hp) ○○
AC 34; Fortitude 31, Reflex 32, Will 33
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 10 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 12 damage, and the dragonborn avenger shifts 1 square, sliding the target 1 square into the space the dragonborn
avenger occupied.
- ○ [M] Warding Blade (standard) ✦ Thunder, Weapon
- +25 vs. AC; 2d10 + 12 thunder damage, and the dragonborn avenger pushes any enemy within 2 squares of the dragonborn avenger,
other than the target, 2 squares. Until the end of the dragonborn avenger’s next turn, if any enemy other than the target
enters a square adjacent to the dragonborn avenger or hits or misses the dragonborn avenger from a square within the dragonborn
avenger’s reach, the dragonborn avenger can make a melee basic attack against that enemy as an opportunity action. The dragonborn
avenger gains a +4 power bonus to the attack roll of the melee basic attack.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +22 vs. Will; 4d8 + 12 psychic damage, and the target is pulled 3 squares. At
the start of each of the dragonborn avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage,
and the target is pulled 2 squares. At the start of the dragonborn avenger’s next turn, the target is pulled 3 squares.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +24 vs. Reflex; 2d6 + 8 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.
- ○ Bulwark of Defiance (no action)
- When the dragonborn avenger fails a saving throw other than a death saving throw.
Until the end of the dragonborn avenger’s next turn, the effect the dragonborn avenger failed the saving throw against doesn’t
affect the dragonborn avenger, but the dragonborn avenger makes saving throws against it as normal.
- 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 +4 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 +18, Religion +19
Str 16 (+13); Dex 12 (+11); Wis 21 (+15);
Con 13 (+11); Int 19 (+14); Cha 13 (+11)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Dragonborn Pursuing Avenger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +15
HP 181; Bloodied 90
Healing Surges (+46 hp) ○○
AC 34; Fortitude 31, Reflex 32, Will 33
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 10 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +23 vs. AC; 1d8 + 11 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 12 damage, and if the target doesn’t end its next turn adjacent to the dragonborn avenger, the dragonborn
avenger can shift 5 squares as a free action. The dragonborn avenger must end that shift closer to the target.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 12 damage, and the target is immobilized until the end of the dragonborn avenger’s next turn. The dragonborn
avenger gains a +6 bonus to the dragonborn avenger’s next attack roll against the target before the end of the dragonborn
avenger’s next turn.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +25 vs. AC; 5d10 + 12 damage. Miss: Half damage. The dragonborn avenger gains a +5 power bonus to the dragonborn avenger’s
next damage roll against the target before the end of the encounter, unless the dragonborn avenger attacks another creature
first.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +25 vs. Reflex; 2d6 + 8 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.
- ○ Astral Cloak (minor) ✦ Illusion
- The dragonborn avenger becomes invisible until the end of the dragonborn avenger’s turn.
- ○ [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 +8 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 +16, Stealth +19
Str 16 (+13); Dex 19 (+14); Wis 21 (+15);
Con 13 (+11); Int 12 (+11); Cha 13 (+11)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Dragonborn Rageblood Barbarian [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +16
HP 229; Bloodied 114
Healing Surges (+61 hp) ○○
AC 33; Fortitude 35, Reflex 30, Will 30
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+25 vs. AC; 1d12 + 2d8 + 13 damage (crit 41 + 2d12). 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] Vigorous Strike (standard) ✦ Weapon
- +25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12), and the dragonborn barbarian gains 14 temporary hit points.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +25 vs. AC; 4d12 + 13 damage (crit 61 + 2d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The dragonborn barbarian enters the rage of the hydra. Until the rage ends, once per round when the dragonborn barbarian makes
an attack that misses, the dragonborn barbarian can make a melee basic attack as a free action.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d6 + 11 fire damage.
- □ Primal Resistance (minor) ✦ Stance
- Until the stance ends, the dragonborn barbarian gains resist 10 against a damage type of the dragonborn barbarian’s choice:
acid, cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the dragonborn barbarian uses another stance power.
- ○ 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 9 temporary hit
points.
- Barbarian Agility
- While the dragonborn barbarian is not wearing heavy armor, the dragonborn barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +20, Perception +16
Str 23 (+16); Dex 13 (+11); Wis 12 (+11);
Con 19 (+14); Int 11 (+10); Cha 16 (+13)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dragonborn Thaneborn Barbarian [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +16
HP 224; Bloodied 112
Healing Surges (+58 hp) ○○
AC 33; Fortitude 35, Reflex 30, Will 32
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+25 vs. AC; 1d12 + 2d6 + 13 damage (crit 37 + 2d12). 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] Devastating Blow (standard) ✦ Weapon
- +25 vs. AC; 4d12 + 13 damage (crit 61 + 2d12), and the target takes a –5 penalty to AC until the end of the dragonborn barbarian’s
next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The dragonborn barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn
next to the dragonborn barbarian grants combat advantage to the dragonborn barbarian and the dragonborn barbarian’s allies
until the end of its next turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d6 + 9 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.
- □ Spur the Cycle (free)
- When the dragonborn barbarian reducees an enemy to 0 hit points during the dragonborn barbarian’s turn.
The dragonborn barbarian takes a standard action.
- 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 +5 bonus to the attack roll.
- Barbarian Agility
- While the dragonborn barbarian is not wearing heavy armor, the dragonborn barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +20, Perception +16
Str 23 (+16); Dex 13 (+11); Wis 12 (+11);
Con 14 (+12); Int 11 (+10); Cha 21 (+15)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dragonborn Cunning Bard [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +15
HP 182; Bloodied 91
Healing Surges (+47 hp) ○○
AC 35; Fortitude 29, Reflex 33, Will 34
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 9 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +23 vs. Will; 1d6 + 13 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the dragonborn
bard’s next turn.
- ○ [R] Shout of Evasion (standard) ✦ Thunder
- Ranged 10; +23 vs. Reflex; 2d8 + 13 thunder damage, and the dragonborn bard and each ally within 10 squares of the dragonborn
bard can shift 5 squares as a free action.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +23 vs. Reflex; 3d8 + 13 radiant damage. Miss: Half damage. Hit or Miss:
The dragonborn bard and each ally within 10 squares of the dragonborn bard can shift 5 squares as a free action.
- □ Blink Zone (standard) ✦ Teleportation, Zone
- Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the dragonborn bard’s next
turn. While within the zone, the dragonborn bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares
as a move action. Sustain Minor: The zone persists.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +23 vs. Reflex; 2d6 + 9 fire damage.
- ○○○ Majestic Word (minor) ✦ Healing
- The dragonborn bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 6 hit points. This
power can only be used once per round. The dragonborn bard can also slide the target 1 square.
- 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 9 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 +19, Bluff +21
Str 15 (+12); Dex 12 (+11); Wis 11 (+10);
Con 14 (+12); Int 19 (+14); Cha 23 (+16)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Dragonborn Valorous Bard [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +15
HP 187; Bloodied 93
Healing Surges (+50 hp) ○○
AC 34; Fortitude 31, Reflex 31, Will 34
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 9 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 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] Song of Summons (standard) ✦ Teleportation, Weapon
- +26 vs. AC; 2d8 + 13 damage, and the dragonborn bard teleports an ally within 10 squares of the dragonborn bard to a space
adjacent to the dragonborn bard and gains a +4 power bonus to attack rolls against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free action.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +25 vs. Reflex; 2d6 + 11 fire damage.
- ○○○ Majestic Word (minor) ✦ Healing
- The dragonborn bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 6 hit points. This
power can only be used once per round. The dragonborn bard can also slide the target 1 square.
- □ Chorus of Recovery (minor)
- Close burst 3; the burst creates a zone of rejuvenation 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. Any ally who
starts his or her turn within the zone can make a saving throw. 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 7 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 +17, Athletics +16
Str 15 (+12); Dex 12 (+11); Wis 11 (+10);
Con 19 (+14); Int 14 (+12); Cha 23 (+16)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Dragonborn Guardian Druid [Level 20 Controller]
Medium natural humanoid [XP 2800]
Initiative +12; Senses Perception +15
HP 187; Bloodied 93
Healing Surges (+50 hp) ○○
AC 34; Fortitude 31, Reflex 30, Will 33
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +21 vs. AC; 2d4 + 9 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +22 vs. Reflex; 1d8 + 12 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; +22 vs. Fortitude; 1d6 + 7 cold damage, and the target slides 1 square.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +22 vs. Fortitude; 3d6 + 12 damage, and the target slides 5 squares.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +22 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 12 damage. Miss: 1d6 + 12 damage, and the target is immobilized until the end of the dragonborn druid’s next
turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +25 vs. Reflex; 2d6 + 11 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.
- □ Howl of the Wild (minor) ✦ Beast Form, Healing
- The dragonborn druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
- 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 +20, Nature +20
Str 15 (+12); Dex 14 (+12); Wis 21 (+15);
Con 19 (+14); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, scythe
-1 Level / +1 Level
Dragonborn Predator Druid [Level 20 Controller]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +20
HP 182; Bloodied 91
Healing Surges (+47 hp) ○○
AC 34; Fortitude 29, Reflex 32, Will 33
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +21 vs. AC; 2d4 + 9 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +22 vs. Reflex; 1d8 + 12 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; +22 vs. Reflex; 1d6 + 7 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 5 fire damage.
- ○ [M] Scavenger’s Prize (standard) ✦ Beast Form
- +22 vs. Fortitude; 3d10 + 12 damage, the dragonborn druid grabs the target and shifts 4 squares, pulling the target with the
dragonborn druid.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +22 vs. Fortitude; 3d10 + 12 damage, and the dragonborn druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the dragonborn druid’s turn. Miss: Half damage, and the dragonborn druid grabs the target. Hit or
Miss: Until the end of the encounter, while the dragonborn druid is in beast form, the dragonborn druid gains a +2 bonus
to AC and Fortitude.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +25 vs. Reflex; 2d6 + 9 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.
- □ Insect Plague (free)
- Until the end of the encounter, the dragonborn druid can use wild shape to assume the form of a cloud of insects. In this
form, the dragonborn druid gains a fly speed equal to the dragonborn druid’s speed, and the dragonborn druid can hover. The
dragonborn druid also becomes insubstantial. When the dragonborn druid squeezes, the dragonborn druid can move at full speed
instead of half speed and can fit through any opening large enough to accommodate even a single insect. The dragonborn druid
can’t attack, pick up anything, or manipulate objects. Until this power ends, the dragonborn druid can use wild shape to change
among this form, another beast form, and the dragonborn druid’s humanoid 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 +20, Perception +20
Str 15 (+12); Dex 19 (+14); Wis 21 (+15);
Con 14 (+12); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, scythe
-1 Level / +1 Level
Dragonborn Preserving Invoker [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +15
HP 140; Bloodied 70
Healing Surges (+37 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 33
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 8 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +22 vs. Reflex; 1d8 + 12 radiant damage, and the dragonborn invoker slides the target 1 square. The dragonborn
invoker can use this power as a ranged basic attack.
- ○ [A] Glyph of Three Blades (standard)
- Area burst 1 within 10; +22 vs. Reflex; 2d8 + 12 damage. If the target moves more than 1 square before the end of the dragonborn
invoker’s next turn, the target takes 9 damage.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +22 vs. Will; 5d6 + 12 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +23 vs. Reflex; 2d6 + 9 fire damage.
- ○ 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 +4 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.
- ○ Shield of Justice (immediate interrupt)
- When an enemy within 10 squares of the dragonborn invoker makes an attack roll against the dragonborn invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the dragonborn invoker’s next turn,
any attacker gains a +2 power bonus to attack rolls against the triggering enemy.
- 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 +19, Religion +19
Str 13 (+11); Dex 13 (+11); Wis 21 (+15);
Con 14 (+12); Int 19 (+14); Cha 14 (+12)
Equipment hide armor, morningstar
-1 Level / +1 Level
Dragonborn Wrathful Invoker [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +15
HP 145; Bloodied 72
Healing Surges (+40 hp) ○○
AC 33; Fortitude 32, Reflex 30, Will 33
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 8 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +22 vs. Fortitude; 1d10 + 12 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +4 radiant damage. The dragonborn invoker can use this power as a ranged basic attack.
- ○ [R] Blood Debt (standard) ✦ Radiant
- Ranged 10; +22 vs. Will; 3d10 + 12 radiant damage, and until the end of the dragonborn invoker’s next turn, each creature
that the target attacks gains a +5 bonus to its next attack roll against the target.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +22 vs. Fortitude; 7d6 + 12 damage, and the dragonborn invoker slides the target 5 squares and knock
it prone. Miss: Half damage, and the dragonborn invoker slides the target 3 squares and knock it prone.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +25 vs. Reflex; 2d6 + 11 fire damage.
- □ Walk Between Worlds (minor)
- The dragonborn invoker or one ally within 10 squares gains phasing until the end of the dragonborn invoker’s next turn. Sustain
Minor: The effect persists.
- ○ [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 1d6+4 radiant damage and is pushed 2 squares.
- 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 +18, Religion +17
Str 13 (+11); Dex 13 (+11); Wis 21 (+15);
Con 19 (+14); Int 14 (+12); Cha 14 (+12)
Equipment chainmail, morningstar
-1 Level / +1 Level
Dragonborn Bear Shaman [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +20
HP 187; Bloodied 93
Healing Surges (+50 hp) ○○
AC 31; Fortitude 32, Reflex 29, Will 33
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +21 vs. AC; 1d10 + 9 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +22 vs. Will; 1d8 + 12 damage, and each ally adjacent to the dragonborn shaman’s spirit companion gains 4
temporary hit points.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +22 vs. Will; 3d6 + 12 damage, and each ally adjacent to the dragonborn shaman’s spirit companion can spend a healing
surge and regains an additional 8 hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +22 vs. Fortitude; 2d10 + 12 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The dragonborn shaman conjures a bear spirit in an unoccupied square
adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move
through its space, but allies can. As a move action, the dragonborn shaman can move the spirit 5 squares.
The spirit
can flank enemies with the dragonborn shaman and the dragonborn shaman’s allies, and it can make opportunity attacks against
the dragonborn shaman’s enemies: +22 vs. Reflex; 2d10 + 12 damage.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +25 vs. Reflex; 2d6 + 11 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 20 damage
to the spirit, the spirit disappears, and the dragonborn shaman takes 15 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 4d6 hit points. This power can only be used once
per round.
- ○ Fate Weaver’s Shield (minor)
- One ally within 5 squares gains a +5 bonus to all defenses until the end of the dragonborn shaman’s next turn or until it
attacks.
- ● [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; +22 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the dragonborn shaman’s
spirit companion regains 5 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 4 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 +20, Perception +20
Str 14 (+12); Dex 13 (+11); Wis 21 (+15);
Con 19 (+14); Int 14 (+12); Cha 13 (+11)
Equipment leather armor, longspear
-1 Level / +1 Level
Dragonborn Panther Shaman [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +20
HP 182; Bloodied 91
Healing Surges (+47 hp) ○○
AC 33; Fortitude 30, Reflex 31, Will 33
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +21 vs. AC; 1d10 + 9 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +22 vs. Fortitude; 1d10 + 12 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 +2 bonus to the attack roll.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +22 vs. Reflex; 2d10 + 12 damage. Until the end of the dragonborn shaman’s next turn,
any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the dragonborn shaman’s spirit companion.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +22 vs. Reflex; 4d8 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the dragonborn
shaman’s next turn, the dragonborn shaman and the dragonborn shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus
to damage rolls against the target. As a free action before the dragonborn shaman’s next turn, each ally within 20 squares
of the target can make a saving throw and shift 3 squares as the first action of his or her turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +23 vs. Reflex; 2d6 + 9 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 20 damage
to the spirit, the spirit disappears, and the dragonborn shaman takes 15 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 4d6 hit points. This power can only be used once
per round.
- □ Spirits of the Dancing Zephyr (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the dragonborn
shaman or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a
move action, the dragonborn shaman can move the zone 5 squares.
- ● [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; +22 vs. Reflex; 1d10 + 12 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 +4 bonus to damage rolls against bloodied enemies.
Skills Nature +20, Perception +20
Str 14 (+12); Dex 13 (+11); Wis 21 (+15);
Con 14 (+12); Int 19 (+14); Cha 13 (+11)
Equipment leather armor, longspear
-1 Level / +1 Level
Dragonborn Chaos Sorcerer [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +10
HP 139; Bloodied 69
Healing Surges (+35 hp) ○○
AC 31; Fortitude 30, Reflex 31, Will 35
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +24 vs. AC; 1d4 + 11 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +23 vs. Will; 1d10 + 19 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:
+23 vs. Will; 1d6 + 13 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] Thunder Summons (standard) ✦ Teleportation, Thunder
- Ranged 10; targets one, two, or three creatures; +23 vs. Will; 3d8 + 19 thunder damage, and the dragonborn sorcerer teleports
the target to a space adjacent to the dragonborn sorcerer’s enemy that is nearest to it. If the dragonborn sorcerer rolled
an even number on the attack roll, the dragonborn sorcerer can teleport the target to a space adjacent to the dragonborn sorcerer’s
ally, not the dragonborn sorcerer’s enemy, who is nearest to it.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +23 vs. Reflex; 6d6 + 19 lightning damage. If the dragonborn sorcerer rolled an even
number on the attack roll, the target is immobilized (save ends). If the dragonborn sorcerer rolled an odd number on the attack
roll, the target is dazed (save ends). Miss: Half damage.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +25 vs. Reflex; 2d6 + 8 fire damage.
- □ Chaos Echoes (immediate reaction)
- When the dragonborn sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
- Dragonborn Fury
- The dragonborn sorcerer gains a +1 racial bonus to attack rolls when bloodied.
- Chaos Power
- The dragonborn sorcerer gains a +6 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 +16, Bluff +21
Str 16 (+13); Dex 19 (+14); Wis 11 (+10);
Con 13 (+11); Int 12 (+11); Cha 23 (+16)
Equipment cloth armor, dagger
-1 Level / +1 Level
Dragonborn Dragon Sorcerer [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +12; Senses Perception +10
HP 181; Bloodied 90
Healing Surges (+46 hp) ○○
AC 32; Fortitude 32, Reflex 29, Will 35
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +23 vs. Reflex; 1d8 + 20 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 5 fire damage.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +23 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the dragonborn sorcerer
slides the target 5 squares.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +26 vs. Reflex; 2d6 + 8 fire damage.
- ○ Draconic Majesty (minor) ✦ Fear, Zone
- Close burst 3; the burst creates a zone of fear that lasts until the end of the dragonborn sorcerer’s next turn. When the
dragonborn sorcerer moves, the zone moves with the dragonborn sorcerer, remaining centered on the dragonborn sorcerer. The
zone is difficult terrain for the dragonborn sorcerer’s enemies. While within the zone, any enemy takes a -5 penalty to attack
rolls.
- ○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
- When an enemy moves into a space where it flanks the dragonborn sorcerer.
Targets the triggering creature; +23 vs. Reflex; 2d10 + 20 lightning damage and the dragonborn sorcerer pushes the target
5 squares.
- Dragonborn Fury
- The dragonborn sorcerer gains a +1 racial bonus to attack rolls when bloodied.
- Draconic Power
- The dragonborn sorcerer gains a +7 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 +16, Athletics +20
Str 21 (+15); Dex 14 (+12); Wis 11 (+10);
Con 13 (+11); Int 12 (+11); Cha 23 (+16)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Dragonborn Earth Warden [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +17
HP 229; Bloodied 114
Healing Surges (+61 hp) ○○
AC 36; Fortitude 34, Reflex 30, Will 30
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 13 damage, and the dragonborn warden gains a +1 power bonus to AC until the end of the dragonborn warden’s
next turn.
- ○ [M] Eager Vine Strike (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 13 damage. The target is immobilized and takes a -4 penalty to AC and Reflex until the end of the dragonborn
warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +25 vs. AC; 4d10 + 13 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the dragonborn warden’s next turn. Hit or Miss: Each enemy within
3 squares of the dragonborn warden, other than the target, is slowed until the end of the dragonborn warden’s next turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d6 + 11 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.
- ○ Cleansing Earth (immediate reaction)
- When the dragonborn warden is subjected to an effect that a save can end.
The dragonborn warden makes a saving throw against the triggering effect, with a +6 power bonus.
- 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 +4 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 +18, Perception +17
Str 23 (+16); Dex 13 (+11); Wis 14 (+12);
Con 19 (+14); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Dragonborn Wild Warden [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +19
HP 224; Bloodied 112
Healing Surges (+58 hp) ○○
AC 34; Fortitude 34, Reflex 28, Will 32
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12), and the target is slowed until the end of the dragonborn warden’s next turn.
- ○ [M] Razorleaf Cut (standard) ✦ Weapon
- +25 vs. Fortitude; 2d12 + 17 damage (crit 41 + 2d12), and the target is weakened until the end of the dragonborn warden’s
next turn.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the dragonborn warden shifts 1 square. +25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d6 + 9 fire damage.
- □ Verdant Life (minor) ✦ Healing
- The dragonborn warden can spend two healing surges.
- ● [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; +25 vs. Fortitude; 1d12 + 13 damage (crit 25 + 2d12), 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
-4 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 +20, Perception +19
Str 23 (+16); Dex 13 (+11); Wis 19 (+14);
Con 14 (+12); Int 11 (+10); Cha 14 (+12)
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.