Apprentice Classes 4th ed Expansion

-Richard H. Schurz

 

This article is written supporting Dungeons and Dragons 4.0 edition. You will need the Player’s Handbook II to use most of the material presented here. The Eberron Player’s Guide for the Artificer apprentice class, and the Forgotten Realms Player’s Guide for the Swordmage apprentice class. You will also need the material presented in my Apprentice Classes in 4th Edition.

  

You already have the apprentice tier for all the core classes in 4th edition. But what if your players decide to play something from one of the many supplements? And why shouldn't they? Fighter/wizard has been one of the most popular combinations since 1st edition and Forgotten Realms' Swordmage is the natural blending of swordfighting and magic. The Player's Handbook II's Barbarian is the best the class has ever looked. And Eberron’s Artificer takes a whole new approach to a magic-item based class. Not to mention the Avenger, Bard, Druid, Invoker, Shaman, Sorceror, and Warden.

 

This expansion brings all these classes to the apprentice tier, and provides additional power choices for apprentices of divine and arcane classes.

 

New Variant Rules

 

You may allow the Paladin, Barbarian, and Spellsword to choose from apprentice martial encounter and daily power lists as well from the arcane power lists.

 

You may allow the Ranged to choose from apprentice primal encounter and daily lists as well as the martial lists.

 

New Apprentice Classes

 

Artificer (as featured in the Eberron Player’s Guide)

 

Primary stat: Intelligence

 

Lv 1/4: 6 hit points. Trained skill: Arcana. Choose one skill from the artificer skill list. Healing infusion.

 

Lv 1/2: 12 hit points. Gain a trained skill from the artificer skill list. Gain arcane empowerment.

 

Lv 3/4: 12 + 1/2 constitution score hit points. Gain a trained skill from the artificer skill list. Gain Ritual Casting.

 

Lv 1: 12 + constitution score hit points. Gain a trained skill from the artificer skill list. Arcane rejuvenation.

 

Avenger (as featured in the Player’s Handbook II)

 

Primary stat: Wisdom

 

Lv 1/4: 7 hit points. Trained skill: Religion. Armor of Faith, Oath of Enmity.

 

Lv 1/2: 14 hit points. Gain a trained skill from the avenger skill list. Gain Avenger's Censure

 

Lv 3/4: 14 + 1/2 constitution score hit points. Gain a trained skill from the avenger skill list. Gain Channel Divinity.

 

Lv 1: 14 + constitution score hit points. Gain a trained skill from the avenger skill list.

 

Barbarian (as featured in the Player’s Handbook II)

 

Primary stat: Strength

 

Lv 1/4: 8 hit points. Barbarian agility, rampage.

 

Lv 1/2: 15 hit points. Gain a trained skill from the barbarian skill list. Feral might.

 

Lv 3/4: 15 + 1/2 constitution score hit points. Gain a trained skill from the barbarian skill list.

 

Lv 1: 15 + constitution score hit points. Gain a trained skill from the barbarian skill list. Gain rage strike.

 

Bard (as featured in the Player’s Handbook II)

 

Primary stat: Charisma

 

Lv 1/4: 6 hit points. Trained skill: Arcana, choose one skill from the bard skill list. Bardic Virtue.

 

Lv 1/2: 12 hit points. Gain a trained skill from the bard skill list. Gain Song of Rest, Gain Majestic Word.

 

Lv 3/4: 12 + 1/2 constitution score hit points. Gain a trained skill from the bard skill list. Gain words of friendship, gain skill Versatility.

 

Lv 1: 12 + constitution score hit points. Gain a trained skill from the bard skill list. Gain multiclass versatility, gain Bardic Training.

 

Druid (as featured in the Player’s Handbook II)

 

Primary stat: Wisdom

 

Lv 1/4: 6 hit points. Trained Skill: Nature, choose one additional skill from the ranger skill list. Wild shape, balance of nature.

 

Lv 1/2: 12 hit points. Gain a trained skill from the druid skill list. Primal aspect.

 

Lv 3/4: 12 + 1/2 constitution score hit points. Gain a trained skill from the druid skill list.

 

Lv 1: 12 + constitution score hit points. Gain a trained skill from the druid skill list. Ritual casting

 

Invoker (as featured in the Player’s Handbook II)

 

Primary stat: Wisdom

 

Lv 1/4: 5 hit points. Trained Skill: Religion. Divine covenant

 

Lv 1/2: 10 hit points. Gain a trained skill from the invoker skill list. Channel divinity.

 

Lv 3/4: 10 + 1/2 constitution score hit points. Gain a trained skill from the invoker skill list.

 

Lv 1: 10 + constitution score hit points. Gain a trained skill from the invoker skill list. Ritual casting

 

Shaman (as featured in the Player’s Handbook II)

 

Primary stat: Wisdom

 

Lv 1/4: 6 hit points. Trained skill: Nature. Companion spirit.

 

Lv 1/2: 12 hit points. Gain a trained skill from the shaman skill list. Healing spirit.

 

Lv 3/4: 12 + 1/2 constitution score hit points. Gain a trained skill from the shaman skill list. Speak with spirits.

 

Lv 1: 12 + constitution score hit points. Gain a trained skill from the shaman skill list.

 

Sorcerer (as featured in the Player’s Handbook II)

 

Primary stat: Charisma

 

Lv 1/4: 6 hit points. Trained skill: Arcana. Spell Source

 

Lv 1/2: 12 hit points. Gain a trained skill from the sorcerer skill list.

 

Lv 3/4: 12 + 1/2 constitution score hit points. Gain a trained skill from the sorcerer skill list.

 

Lv 1: 12 + constitution score hit points. Gain a trained skill from the sorcerer skill list.

 

Swordmage (as featured in the Forgotten Realm’s Player’s Guide)

 

Primary stat: Intelligence

 

Lv 1/4: 8 hit points. Trained skill: Arcana. Swordmage Warding, Swordbond.

 

Lv 1/2: 15 hit points. Gain a trained skill from the swordmage skill list. Swordmage Aegis.

 

Lv 3/4: 15 + 1/2 constitution score hit points. Gain a trained skill from the swordmage skill list.

 

Lv 1: 15 + constitution score hit points. Gain a trained skill from the swordmage skill list.

 

Warden (as featured in the Player’s Handbook II)

 

Primary stat: Strength

 

Lv 1/4: 9 hit points. Trained Skill: Nature. Guardian might. Nature's wrath.

 

Lv 1/2: 17 hit points. Gain a trained skill from the warden skill list.

 

Lv 3/4: 17 + 1/2 constitution score hit points. Gain a trained skill from the warden skill list. Font of life.

 

Lv 1: 17 + constitution score hit points. Gain a trained skill from the warden skill list.

 

New at-will Powers

 

Predator in the Shadows                       Druid attack 1

Few things are as terrifying as knowing there’s a beast ready to pounce upon you, but not knowing from where.

At-will * Beast Form, Fear, Implement, Primal, Psychic

Standard Action         Ranged 5

Target: One Creature

Attack: Wisdom vs. Will

Hit: 1d6 + Wisdom modifier psychic damage and you gain concealment until the end of your next turn.

 

Sink Your Fangs In                               Druid attack 1

Like the great serpent, you coil around your hapless foe and then deliver a poison bite.

At-will * Beast Form, Implement, Poison, Primal

Standard Action         Melee weapon

Target: One Creature

Attack: Wisdom vs. Fortitude

Hit: 1d8 + Wisdom modifier poison damage.

Special: If you have the target in a grab you gain a +2 bonus to your attack roll with this power.

 

Protection of Gaia                                 Warden attack 1

As the primal spirits protect your body, so do you protect your allies.

At-will * Primal, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Wisdom vs. AC

Hit: 1[W] + Strength modifier damage.

Effect: An adjacent ally gains a +1 power bonus to all their defenses until the end of your next turn.

 

Primal Apprentice encounter powers

 

Spirits of the North                               Primal attack 0

Your foe already feels the sting of the arctic, you incite the spirits of frost already present to bring even greater harm upon him.

Encounter * Cold, Implement, Primal

Standard Action         Ranged 5

Target: One Creature that has taken cold damage since the start of your last turn,

Attack: Primary -1 vs. Fortitude

Hit: 2d6 + Primary modifier damage and the target is slowed until the end of your next turn.

 

Spirits of the Night                                Primal attack 0

You laugh as the spirits reduce your foes to a drowsy stupor.

Encounter * Implement, Primal

Standard Action         Close Burst 20

Targets: Creatures within the burst.

Attack: Primary -1 vs. Will

Hit: The target is dazed and suffers a –4 penalty to attack rolls until the end of your next turn.

Clear Sight                                             Primal attack 0

You ask the spirits to reveal your foe’s exact location, and surprise your hidden foe with a sudden, and precise, strike.

Encounter * Primal, Weapon

Standard Action         Melee weapon or Ranged weapon

Target: One Creature

Attack: Primary +2 vs. AC

Hit: 1[W] + Primary modifier damage.

Special This attack ignores any bonus to AC the target has from cover or concealment.

Spirit Wings                                           Primal attack 0

The spirits of wind and storm imbue your strike with power and then carry you to your next foe.

Encounter * Lightning, Primal, Weapon

Standard Action         Melee weapon

Target: One Creature

Attack: Primary -1 vs. AC

Hit: 1[W] + Primary modifier lightning damage.

Effect: Until the end of your next turn you’re flying. You effectively have a fly speed equal to your base land speed.

Twin Tigers                                            Primal attack 0

The spirits come to assist you and one comrade, allowing you to move and strike in unison against a common foe.

Encounter * Primal, Weapon

Standard Action         Close burst 5

Targets: You and one ally within burst

Effect: Shift 2 squares and make a basic melee attack.

Special: If both you and the ally you targeted attack the same creature, that creature grants combat advantage to both you and your ally.

 

Barkskin Arm                                        Primal attack 0

Just as your foe moves in for the kill against your ally you interpose yourself, and then drive it back with a forceful punch.

Encounter * Implement, Primal, Unarmed

Immediate Reaction         Personal

Trigger: An adjacent ally is about to be hit by a melee or ranged attack.

Effect: The attack targets you instead. You receive +2 to all defenses against the triggering attack and may make a basic unarmed attack against the creature that made the triggering attack if it’s within 2 squares of you. If you hit with this basic attack the target is pushed 1 square.

 

Cry out for Vengeance                          Primal attack 0

You call to the spirits around you demanding retribution, they painfully tear open his defenses exposing him to your coming blade.

Encounter * Implement, Primal, Psychic

Standard Action         Ranged 5

Target: One Creature

Attack: Primary -1 vs. Will

Hit: 2d4 + Primary modifier psychic damage and the target suffers a –2 penalty to AC until the end of your next turn.

Special: If you’re bloodied increase the damage to 2d8 + primary modifier.

 

Fury of the Wolverine                           Primal attack 0

With savage fury none of your foes could have foreseen you drive them all away and then leap upon your choice of the prey.

Encounter * Primal, Weapon

Standard Action         Close Burst 1

Targets: Creatures within the burst

Attack: Strength –1 vs. AC

Hit: Strength modifier damage and push the target 1 square.

Effect: Shift 1 and make a secondary attack.

Target: One creature hit by the primary attack.

Attack: Strength vs. Reflex

Hit: 1[W] damage.

 

Endurance of the Stag                           Primal attack 0

Where others would fall, you stand tall.

Encounter * Primal, Weapon

Standard Action         Melee Weapon

Target: One creature

Attack: Primary –1 vs. AC

Hit: 1[W] damage.

Effect: You can make a saving throw and gain temporary hit points equal to your constitution modifier.

 

Lesser Consuming Flame                      Primal attack 0

Flames slowly gather around your foe, growing and forming into a great pyre. The power of the leylines is a frightening thing to behold.

Encounter * Fire, Implement Primal

Standard Action         Ranged 3

Target: One Creature

Attack: Primary -1 vs. Reflex

Hit: At the end of your next turn the target takes 2d8 + Primary modifier fire damage.

Effect: If the target hits you before the end of your next turn the damage is negated and this power instead does nothing.

 

Inauspicious                                            Primal attack 0

Spirits of good fortune flee your foe, and leave in their place only those which bring bad luck

Encounter * Primal, Psychic, Weapon

Standard Action         Ranged 5

Target: One Creature

Attack: Primary -1 vs. Will

Hit: 1d6 + Primary modifier psychic damage.

Effect: The next time the target damage it must roll the damage twice and use the lower result.

 

Primal Apprentice Daily powers

 

Cycle of Life and Death                         Primal attack 0

It is an inescapable law of this world, one dies to feed another.

Daily * Implement, Necrotic, Primal

Minor Action         Ranged 5

Target: One Creature

Attack: Wisdom -1 vs. Will

Hit: 2d6 + wisdom modifier necrotic damage.

Miss: Half damage. This power will destroy a minion even on a missed attack.

Special: If the target is reduced to 0 or less hit points by this attack one ally within 5 squares can spend a healing surge.

 

Lesser Wandering Explosion                Primal attack 0

You take one of the lesser leylines, the very veins through which nature’s power flows, and cross it with another. Resulting in a destructive imbalance.

Daily * Fire, Implement, Primal

Standard Action         Area Burst 1 within 10

Targets: Creatures within the burst

Attack: Intelligence -1 vs. Reflex

Hit: 2d8 + intelligence modifier fire damage.

Effect: The burst creates a zone of perpetual explosions and fire until the end of your next turn. Any creature that starts it's turn inside the zone or moves through it takes fire damage equal to your intelligence modifier. You can move this zone up to 5 squares as a standard action.

Sustain Minor: The zone persists

 

Serpent’s Fangs                                     Primal attack 0

Your facial structure shifts to become more snakelike and two great fangs sprout from your upper jaw, dripping with poison.

Daily * Implement, Poison, Primal

Minor Action         Melee 1

Target: One Creature

Attack: Primary –1 vs. Fortitude

Hit: 1d8 poison damage.

Effect: Starting on your next turn, for the duration of the encounter you can repeat this attack as a minor action once per round.

 

Wolf Pack                                               Primal attack 0

You and your allies briefly channel the spirits of a pack of predators, easily singling out and tearing apart your foes.

Daily * Primal, Weapon

Standard Action         Melee Weapon

Target: One Creature

Attack: Primary -1 vs. AC

Hit: 1[W] + primary modifier damage and the target grants combat advantage to you and all your allies until the end of your next turn.

Miss: Half damage.

Effect: You and your allies gain a +4 bonus to damage rolls against enemies that grant them combat advantage until the end of your next turn.

 

Empty Rage                                           Primal attack 0

You open yourself to the spirits, as your fathers did, and their fathers, and their fathers. And yet, you are filled with nothing. There is only emptiness. Emptiness and fury

Daily * Primal, Rage

Standard Action         Personal

Effect: Make a basic melee attack. For the duration of the encounter you receive a +2 bonus to melee attack and melee damage rolls.

 

Call Ancestor                                         Primal attack 0

You call to your warrior ancestors to aid you in this battle, and one of them appears by your side.

Daily * Primal

Standard Action         Close Burst 1

Effect: You call an ancestral warrior to aid you and it acts immediately.

Note: Use the starts of the Angel from the 4th Edition Bard for your ancestral warrior.

 

Phoenix Blade                                        Primal attack 0

Just as you are struck down, you rise again.

Daily * Fire, Primal, Weapon

Standard Action         Melee Weapon

Target: One Creature

Attack: Primary vs. AC

Hit: 1[W] + primary modifier fire damage.

Effect: You spend a healing surge.

Special: If you an attack reduces you to 0 hit points you may make this attack as an immediate reaction, if you do so you become stunned until the end of your next turn.

 

A new spirit is born                               Primal attack 0

The spirits claim your foe as one of their own. Then impart to you some of the insights it held in life.

Daily * Implement, Primal, Psychic

Standard Action         Ranged 5

Target: One Creature

Attack: Primary -1 vs. Will

Hit: 2d8 + primary modifier psychic damage.

Miss: Half damage. This power will destroy a minion even on a missed attack.

Special: If the target is reduced to 0 or less hit points by this attack you gain a +2 bonus to your AC and reflex defenses for the duration of the encounter.

 

Bloody Path                                            Primal attack 0

You charge into the wall of foes and tear a path through them.

Daily * Primal, Weapon

Standard Action         Melee weapon

Targets: One, two, or three Creatures.

Attack: Primary -1 vs. AC

Hit: 1[W] + primary modifier damage and you slide the target 1 square.

Special: You can shift 1 square after each attack.

Special: When charging, you can use this power in place of a melee basic attack. If you charge you gain an additional +1 bonus to each attack you make with this power.

 

Heartbeat of Fire                                   Primal attack 0

The spirits syphon away the fire of life from your opponent and give the energy to your attacks.

Daily * Implement, Primal

Standard Action         Ranged 5

Target: One Creature

Attack: Primary -1 vs. Will

Hit: The target takes ongoing 3 cold damage and your melee attacks deal an additional 3 points of fire damage. (save ends both).

Miss: The target takes ongoing 3 cold damage (save ends).

 

New Arcane Apprentice Encounter powers

 

Dazzling Slash                                        Arcane attack 0

Your blade flashes as bright as the sun, and then cuts deep into your foe.

Encounter * Arcane, Weapon

Standard Action                 Melee weapon

Target: One creature

Attack: Primary -1 vs Will

Hit: 1[W] damage and the target suffers a –2 penalty to attack rolls and a –2 penalty to it’s AC and reflex defenses until the end of your next turn.

 

Imbue Armor With Fire                       Arcane attack 0

With a quick gesture your armor erupts with flames, forcing your foes to rethink their attacks on you.

Encounter * Arcane, Fire

Minor Action                 Personal

Effect: Until the end of your next turn you receive a +2 bonus to AC and any creature that hits or misses you with a melee attack takes 1d8 fire damage.

Special: When using your second wind or taking a total defense action you may use this power as a free action.

 

Crash of Thunder                                  Arcane attack 0

You loose a bolt of lightning that strikes with a deafening crash.

Encounter * Arcane, Implement, Lightning, Thunder

Standard Action                 Ranged 3

Target: One creature

Attack: Primary -1 vs Reflex

Hit: 1d8 + Primary modifier lightning damage and the target is deafened until the end of your next turn, make the following secondary attack.

Secondary Targets All creatures adjacent to the primary target.

Secondary Attack: Primary –1 vs. Fortitude

Hit: The target is deafened until the end of your next turn.

 

Dragon’s Claws                                      Arcane attack 0

It’s strange, but for some reason striking with claws just feels natural to you.

Encounter * Arcane, Force, Implement

Standard Action                 Melee 1

Target: One creature

Attack: Charisma -1 vs Reflex

Hit: 2d8 + charisma modifier force damage and the target is knocked prone.

Effect: Until the end of your next turn you can’t use powers. (you may still make basic melee and basic ranged attacks)

 

New Arcane Apprentice Daily powers

 

Lightning Dash                                       Arcane attack 0

You are as a lightning bolt charging through your foes to find a better vantage point to assault them from.

Daily * Arcane, Implement, Lightning, Thunder

Move Action                 Special

Effect: Shift 6 squares, you can move through other creature’s space with this movement, make the following attack against each creature who’s space you move through,

Attack: Primary -1 vs Reflex

Hit: 1d6 + Primary modifier lightning damage.

 

Imbue Weapon with lightning              Arcane attack 0

Though you are not yet able to make your enchantments permanent, your studies have been fruitful.

Daily * Arcane, Lightning

Minor Action                 Close Burst 5

Target: One creature within burst

Effect: All weapon attacks the target makes deal lightning damage and receives a +1 bonus to attack and damage rolls and deal an additional +1d6 damage on a critical hit, for the duration of the encounter. Once during the encounter it can make the following attack.

Free Action

Trigger: You hit with a weapon attack.

Target: The creature hit by the attack.

Hit: 1d6 lightning damage to target and all adjacent creatures.

 

Perplex                                                    Arcane attack 0

Your music has a way of getting deep inside those you want to hear it, saying that it’s distracting would be like saying that standing in a swarm of angry bees is mildly uncomfortable.

Daily * Arcane, Implement, Psychic, Resonating, Thunder

Standard Action                 Ranged 5

Target: One creature

Attack: Primary -1 vs Will

Hit: 1d6 + Primary modifier thunder and psychic damage and the target suffers a –2 penalty on all attack rolls until the end of your next turn.

Miss: Half damage and the target suffers a –1 penalty on all attack rolls until the end of your next turn.

Sustain minor: The penalty to attack rolls remains.

 

Mirror Breaker                                      Arcane attack 0

You hold up a mirror and show your foe his own reflection. Then you shatter it.

Daily * Arcane, Implement, Psychic

Standard Action                 Ranged 5

Target: One creature

Attack: Primary -1 vs Will

Hit: 1d8 + primary modifier psychic damage and the target is dazed (save ends).

Miss: Half damage and the target is dazed until the end of your next turn.

 

Volatile Explosion                                  Arcane attack 0

Your foe becomes filled with unstable energies, and rupture or strong jolt causing him to literally explode from within.

Daily * Arcane, Fire, Implement

Standard Action                 Ranged 5

Target: One creature

Attack: Primary -1 vs Fortitude

Hit: Until the end of the encounter, the next time the target is hit by an attack it takes 2d8 + primary modifier fire damage and you make a secondary attack against all adjacent creatures.

Miss: The target takes 1d8 + primary modifier fire damage. No secondary attack.

Secondary attack: Primary vs. Reflex

Hit: 1d8 + Primary modifier fire damge.

 

New Divine Apprentice Encounter Powers

 

Flash Dash                                              Divine attack 0

You rush past you foe so fast that he doesn’t even realize he’s been cut until he sees the blood running off your blade.

Encounter * Divine, Weapon

Minor Action                 Melee weapon

Special: Shift 2 squares before and after this attack.

Target: One creature

Attack: Primary -1 vs AC

Hit: 1[W] damage.

 

Punishment by Fire                               Divine attack 0

It’s not enough just to destroy evil. All those that befriend the wicked must feel the fires.

Encounter * Divine, Fire, Implement

Standard Action                 Melee weapon

Target: One creature

Attack: Primary -1 vs Reflex

Hit: Primary modifier fire damage and the target takes ongoing 5 fire damage (save ends).

Special: Whenever the target takes damage from the ongoing fire damage all adjacent enemies also take 5 fire damage.

 

Fury of the Sun                                      Divine attack 0

No light can ever match that which you carry in your soul.

Encounter * Divine, Implement, Radiant

Standard Action                 Area Burst 1 within 5

Targets: Creatures within burst

Attack: Primary -1 vs Reflex

Hit: Primary modifier radiant damage and the target is blinded until the end of your next turn.

 

Inescapable Justice                                Divine attack 0

There can be no escape for the wicked, your blade will always find their hearts.

Encounter * Divine, Weapon

Standard Action                 Melee weapon

Special: Pull the target 2 squares before making this attack.

Target: One creature

Attack: Primary -1 vs AC

Hit: 1[W] + Primary modifier damage and the target is slowed until the end of your next turn.

 

New Divine Apprentice Daily Powers

 

Oath of Destruction                               Divine attack 0

You have seen the evil in their hearts and actions, there can be no mercy, there can be no pity. Only annihilation.

Daily * Divine, Weapon

Standard Action                 Melee weapon

Target: One creature

Attack: Primary -1 vs AC

Hit: 2[W] + primary modifier damage.

Effect: Starting with this attack, until the end of the encounter, whenever you hit the target with a melee attack the target takes an extra 1d4 damage and you take an equal amount of damage.

 

Drive Out                                                Divine attack 0

No longer tolerating their presence, you drive the base creatures away.

Daily * Divine, Implement, Radiant

Standard Action                 Close Blast 5

Targets: Creatures within burst

Attack: Primary -1 vs Fortitude

Hit: 1d8 + primary modifier radiant damage and the target is pushed 3 squares.

Miss: Half damage and the target is pushed 1 square.

 

Divine Hammer                                      Divine attack 0

With your fist you make a striking motion like a hammer and your foe drops to the ground.

Daily * Divine, Implement

Standard Action                 Ranged 10

Target: One creature

Attack: Primary -1 vs Fortitude

Hit: The target is knocked prone and stunned until the end of your next turn.

Miss: The target is knocked prone and dazed until the end of your next turn.

 

Divine Vengeance                                   Divine attack 0

You and your allies have been tormented long enough, You call upon your deity and holy flames consume your foe’s body and bring down his defenses.

Daily * Divine, Fire, Implement

Standard Action                 Ranged 5

Target: One creature

Attack: Primary, +1 for each bloodied ally vs Reflex

Hit: 1d4 + primary modifier fire damage. This attack deals an extra 1d4 fire damage for each ally you have that is currently bloodied.

Effect: Each bloodied ally receives a +2 to attack rolls against the target until the end of your next turn.

 

New Feats

 

Serpent’s Coils

Requirements: Druid

Benefit: While in beast form you can use your wisdom modifier in place of strength to make grabs.

 

Stalking Prey

Requirements: Druid

Benefit: You become trained in the stealth skill. In addition, while in beast form, whenever you attack a creature that couldn’t see you, you gain a +1 bonus to your damage roll.