D&D Unearthed Arcana

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Heroes need impregnable fortresses to assault, wondrous towers to explore, and majestic castles to protect. This book is stocked with everything needed to design any ...
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Heroes need impregnable fortresses to assault, wondrous towers to explore, and majestic castles to protect. This book is stocked with everything needed to design any fortified structure imaginable, including:

Over 150 new magic items.

More than two dozen magical augmentations for stronghold walls.

Rules for magic portals, mobile strongholds, and trap creation.

Five complete strongholds, including maps, ready for immediate use.

Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages.

To use this accessory, a player or Dungeon Master also needs the Player's Handbook.
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Product Details

  • ISBN-13: 9780786931316
  • Publisher: Wizards of the Coast
  • Publication date: 2/28/2004
  • Series: D&D Rules Expansion Series
  • Edition description: REV
  • Pages: 224
  • Product dimensions: 8.40 (w) x 11.00 (h) x 0.70 (d)

Table of Contents

Introduction 4
Chapter 1 Races 5
Environmental Racial Variants 5
Elemental Racial Variants 15
Reducing Level Adjustments 18
Bloodlines 19
Racial Paragon Classes 32
Chapter 2 Classes 47
Variant Character Classes 47
Specialist Wizard Variants 59
Spontaneous Divine Casters 64
Class Feature Variants 65
Prestigious Character Classes 69
Gestalt Characters 72
Generic Classes 76
Chapter 3 Building Characters 79
Alternative Skill Systems 79
Complex Skill Checks 81
Character Traits 86
Character Flaws 91
Spelltouched Feats 92
Weapon Group Feats 94
Craft Points 97
Character Background 100
Chapter 4 Adventuring 109
Defense Bonus 109
Armor as Damage Reduction 111
Damage Conversion 112
Injury 113
Vitality and Wound Points 115
Reserve Points 119
Massive Damage Thresholds and Results 119
Death and Dying 121
Action Points 122
Combat Facing 124
Hex Grid 128
Variable Modifiers 129
Bell Curve Rolls 132
Players Roll All the Dice 133
Chapter 5 Magic 135
Magic Rating 135
Summon Monster Variants 136
Metamagic Components 139
Spontaneous Metamagic 151
Spell Points 153
Recharge Magic 157
Legendary Weapons 162
Item Familiars 170
Incantations 174
Chapter 6 Campaigns 179
Contacts 179
Reputation 180
Honor 185
Taint 189
Tainted Prestige Classes 191
Sanity 194
Test-Based Prerequisites 210
Level-Independent XP Awards 213
Afterword: When Worlds Collide 216
Variant Checklist 219
Sidebars: (BtC = Behind the Curtain; HR = House Rule)
Aquatic Race Level Adjustments 7
Subraces and Paragon Classes 32
HR: Skilled Half-Elves 40
Paragon Classes in Your Game 46
Multiclassing and Variant Classes 48
Urban Tracking [General] 56
HR: Spontaneous Domain Casting 64
BtC: Spontaneous Casting 65
HR: Druid Domains 68
Unique Spells 71
HR: Fractional Base Bonuses 73
Skill Knowledge [General] 81
Why Complex Checks? 83
BtC: How Many Successes? 85
BtC: Designing Traits 89
BtC: Creating Flaws 91
BtC: Spelltouched Feats 93
HR: Adding a Favored Class 100
Additional Favored Class [General] 100
BtC: Class Defense 110
BtC: Armor as DR 112
Combo: Defense Bonus and Damage Reduction 112
BtC: Damage Conversion 113
BtC: Injury 114
HR: Slower Magical Healing 115
BtC: Vitality and Wounds 117
HR: Out-of-Turn Dodge 118
BtC: Reserve Points 119
BtC: Massive Damage Rules 120
BtC: Death and Dying 121
BtC: Action Points 122
HR: Luck Checks 124
Combat Awareness [General] 127
HR: Enhancement and Touch AC 128
BtC: Variable Modifiers 129
BtC: The Bell Curve 132
BtC: Players Rolling Dice 134
BtC: Summoning Lists 138
HR: Metamagic and Sorcerers I 140
BtC: Metamagic Components 150
HR: Metamagic and Sorcerers II 151
BtC: Spontaneous Metamagic 152
HR: Daily Spell List 153
BtC: Spell Points 154
HR: Simplified NPC Spellcasters 156
HR: Recharging Magic Items 158
BtC: Recharge Magic 159
HR: No Spell Resistance against Energy Damage 174
BtC: Creating Incantations 177
BtC: Who's Affected by Reputation? 182
BtC: Honor and Alignment 187
BtC: Taint 193
It Came from Cthulhu 195
Sanity Resistance 197
Forbidden Knowledge 198
Variant Rule: Insane Insight 201
The Heal Skill and Mental Treatment 202
HR: Puzzles and Hints 207
BtC: Sanity 208
BtC: Test-Based Prerequisites 212
HR: XP Bonus Pool 214
BtC: Level-Independent XP 215
Numbered Tables
1-1 Reducing Level Adjustments 18
1-2 Bloodline Levels 20
1-3 Bloodline Strength 30
1-4 Minor Bloodlines 31
1-5 Intermediate Bloodlines 31
1-6 Major Bloodlines 31
1-7 Bloodline Trait Distribution 31
1-8 The Drow Paragon 33
1-9 The Dwarf Paragon 34
1-10 The Elf Paragon 35
1-11 The Gnome Paragon 37
1-12 The Half-Dragon Paragon 39
1-13 The Half-Elf Paragon 40
1-14 The Half-Orc Paragon 41
1-15 The Halfling Paragon 42
1-16 The Human Paragon 43
1-17 The Orc Paragon 45
1-18 The Tiefling Paragon 46
2-1 Variant Paladin Class Features 54
2-2 Spells Known 65
2-3 Ranger Favored Environments 66
2-4 The Prestige Bard 69
2-5 The Prestige Paladin 71
2-6 The Prestige Ranger 72
2-7 The Expert 77
2-8 The Spellcaster 78
2-9 Spellcaster Spells Known 78
2-10 The Warrior 78
3-1 Skills by Class 80
3-2 Example Complex Skill Checks 81
3-3 Character Traits 86
3-4 Spelltouched Feats 93
3-5 Sample Crafted Items 98
3-6 Craft Points Gained by Level 99
3-7 Item Creation Feats 99
4-1 Defense Bonus 110
4-2 Defense Bonus for Other Classes 110
4-3 Creature Defense Bonuses 110
4-4 Armor and Damage Reduction 111
4-5 Natural Armor and Damage Reduction 112
5-1 Magic Rating by Class 136
5-2 Metamagic Components 141
5-3 Spell Points per Day 153
5-4 Bonus Spell Points 154
5-5 Spell Point Costs 155
5-6 General Recharge Times 158
5-7 Spell Recharge Times 160
5-8 The Battle Scion 164
5-9 The Faith Scion 166
5-10 The Spell Scion 168
5-11 The Swift Scion 169
5-12 Item Familiar Abilities 171
6-1 Contacts 180
6-2 Reputation Scores 182
6-3 The Tainted Sorcerer 193
6-4 The Tainted Warrior 193
6-5 Sanity loss from Creatures 196
6-6 Sanity Loss from Spellcasting 196
6-7 Example Forbidden Tomes 198
6-8 Duration of Temporary Insanity 200
6-9 Short-Term Temporary Insanity Effects 200
6-10 Long-Term Temporary Insanity Effects 200
6-11 Random Indefinite Insanity 201
6-12 Drugs 203
6-13 Alternative Experience Point Progression 214
6-14 Experience Award (Single Monster) 214
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Customer Reviews

Average Rating 4
( 2 )
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Sort by: Showing all of 2 Customer Reviews
  • Anonymous

    Posted May 6, 2005


    'Get ready to drink from the fire hose!' This is the first sentence of this book and, indeed, there is so much info in this book that you couldn't possibly use it in a single campaign. That's a good thing, of course. There is enough info in here for players to try a heap of different variants. To be honest, there are actually some variants in here that I really don't like at all. But the HUGE amount of good stuff outweighs the bad and makes the book still worth the price. The variant races for each climate (eg. jungle dwarves, desert elves, arctic gnomes, etc.) and the variant totems classes for barbarian are awesome. A highly recommended book.

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  • Anonymous

    Posted March 4, 2010

    No text was provided for this review.

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