The Dungeons & Dragons game follows the heroic lives of individual characters, a "close-up" as it were. The Miniatures Handbook "zooms out" to follow the fortunes of elite warbands fighting one another in lethal skirmishes, then zooms out farther to cover the fates of entire armies as they clash on the fields of battle.
Whether you're playing miniatures battles for a change of pace from your D&D campaign or incorporating battles into that campaign, you'll find what every good warlord needs right here. This book provides new rules and material for D&D roleplaying and miniatures (both skirmishes and mass battles), including new base classes, prestige classes, feats, monster, spells and magic items. You'll also learn how to read miniature information cards (known as stat cards), use them to create random dungeons, and convert characters or creatures to the miniatures rules. The appendix is filled with visual aids, including terrain elements, illustrations of mass battle unit formations, and spell templates.
Our sneak peek previews:
Sudden Empower [Metamagic] (New feat)
You can cast one spell per day to greater effect without special preparation.
Prerequisite: Any metamagic feat.
Benefit: Once per day, you may apply the Empower Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Empower Spell feat normally.
Invisibility, Swift(New spell)
Level: Asn 2, Brd 2
Casting Time: 1 swift action
Duration: 1 round
This spell functions like invisibility (see page 245 of the Player's Handbook),except as noted above.
Swift action: Taking a "swift" action is like casting a quickened spell. This spell lets an assassin or bard become invisible for 1 round and still take their regular actions that round.