4e Design Template

by FoxLee

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4e Styling Templates

Do you love the robust templating that characterised D&D4e as an edition, particularly in the official book releases? I sure do. Want to make your homebrew content match that templating as closely as possible? Then this is the "book" for you. These templates (and the included CSS) will help you make your own 4e content look as shiny and official as possible.

Source Material

Since there is some variance across the official releases, I'll note that the colours here are derived from the 4e era of digital Dragon/Dungeon magazines. In my mind, this was the best way to get the "correct" colours, without being influenced by individual colour vision, print/scan quality, monitor calibration, et cetera.

The templates here are not exhaustive; I don't have time to comb every official book for every official style. But, they should be plenty to get you started! I've based my work on the original 4e books over the Essentials books, because the pre-Essentials material is more uniform in structure. However, I'll be using more modern stat blocks for things like monsters, since I believe they're more useful in play.

Obviously, if you disagree with those choices, you're free to adapt this template however you like for your own content! And if you'd like me to add CSS for something I left out, feel free to ask.

Fonts

As you may notice, the fonts used here are not an exact match. This is because the fonts used in the official books (Mentor Sans, and others) would cost a few hundred bucks, so not exactly a practical choice for homebrew. Instead, we're using these free fonts as reasonably close matches:

  • Source Sans Pro for body text
  • Asul for stat block (powers, monsters etc.) text
  • Vecna for top-level headings
  • Marcellus SC for subheadings. This is the least good lookalike; please contact me if you have a good (legal) suggestion!

Please note that most of these fonts are not free for commercial use. If you intend to make a profit from your homebrew, you must acquire your own font licenses!

Images

Aside from those provided by GMBinder itself, the images used here are my own work and for demonstration purposes only. You may not reuse them in your own content. If you're looking for affordable art, I encourage you to support some of the many talented artists now providing stock art on sites like DriveThruRPG.

Phrasing

While I've mostly tried to stay totally true to the official material, I have changed one or two terms from the official templates. In particular, I've been referring to "race" as "heritage" in my homebrew material for some time now, so that's what this template uses too.

If you have a problem with that, nothing is stopping you from changing it back—so please don't bother me complaining about it.

Also I'm not going to use American English, and you can't make me.

Credits

This template is provided by Fox Lee (fox@ munchlax.org) and is free for you to use in your own homebrew work, within the exceptions noted in this introduction. I originally put together the colour CSS for my 4e Homebrew sites, Skies of Escarnum and The Square Fireball, and have provided them here by request. If you find this template useful, I would appreciate a link in your project!

While complete for now, this document will probably see updates in the future. Please feel free to suggest as much if you like.

Enjoy, go forth and go fourth!


— Fox

General Text Styling

Here's a page to demonstrate general text styling under this template. The heading at the top of the page is a level one heading, while the rest are displayed below. (We'll use nonsense text for the rest of the page, since I have nothing more to say on this.)

Heading 2

Breath weapon caster level check character cover deal damage difficulty class dodge bonus elemental type full normal hit points heat dangers melee miniature figure outsider type range penalty sorcerer special ability spell domain tiny touch attack.

Aberration type calling subschool coup de grace domain spell entangled ethereal plane fear cone improved grab initiative count light weapon living luck domain melee mentalism domain monstrous humanoid type morale bonus orc.

Heading 3

Animal domain circumstance bonus cross-class skill deflection bonus eladrin subtype exhausted extraplanar fire subtype glamer subschool gnome domain lethal damage one-handed weapon silver piece special quality stable strength subject subtype swift action telepathic link war domain.

Alternate form disabled end of round fate domain figment subschool heat dangers powerful charge spell domain staggered water subtype. Attack of opportunity burrow calling subschool caster level check character class feature command word subschool temporary hit points trade domain trickery domain turn undead vermin type.

Heading 4

Aquatic subtype chaotic subtype character level command undead coup de grace critical roll fear effect free action initiative check kind line of effect necromancy negative level off hand scalykind domain size spider domain time domain trample.

Heading 5

5-foot step bolster undead character class confused copper piece difficult terrain direct a spell energy damage environment extraplanar fey type reach weapon regeneration round saving throw sorcerer storm domain vermin type.

Aberration type ability check abjuration blindsense cure spell darkness domain gaseous form melee miniature figure prerequisite spell-like ability tiny water dangers.

Asides

Sidebar Content

I can't believe they won't detect heading markdown inside a div! How annoying. You'll have to use actual HTML to markup headings inside these sections. Don't worry, it's not too hard; just wrap your headings in appropriate tags. (eg. <h2> Heading text </h2>)

At least normal paragraphs still work. But it looks like for anything else you'll have to use real HTML.

Rules Block

Game Rule

Like asides, you will need to use real HTML markup inside these boxes.

Feature H2

Use real HTML for your <h2> heading and add the feature class to get this fancy styling used for important second-level headings. Adding full will make this style also span both text columns, as in heritage and class headings.

Tables

Although it's not exactly correct HTML usage, tables are definitely the easiest way to format 4e powers, items, monsters and traps within GMBinder. A few general caveats:

  • You will need to wrap different types of tables in <div> tags with the class fourthed (see document source for examples).
  • Add the flavourless class if your power has no flavour row.
  • Add has-target and/or has-attack class if your power includes those entries.
  • Because there appears to be no column-span in GMBinder, I've added a workaround for text which needs to floated to the upper right of a table header (e.g. the source/type/level text of a power). To use this, place floating text between <span class="right"> and </span> HTML tags (view source for example). This should work even within table markdown.

Powers

Pretty easy, since they have a predictable number of rows at the start. Just add the power class to the containing <div>. Add at-will, encounter or daily for appropriate colours.

Example Power Source Type Level
Flavour text goes here. Better make it a bit longer since it normally takes up more than one line.
Usage ✦ Keywords
Action ✦ Range details
Target: Power details go here
Hit: Power details go here
Effect: Power details go here
At-Will Power Source Type Level
Flavour text goes here. Better make it a bit longer since it normally takes up more than one line.
Usage ✦ Keywords
Action ✦ Range details
Effect: Power details go here
Daily Power Source Type Level
Flavour text goes here. Better make it a bit longer since it normally takes up more than one line.
Usage ✦ Keywords
Action ✦ Range details
Effect: Power details go here

Generic tables

Add the class alternating to use this table style.

Column 1 head Column 2 head
Row 1 Column 1 Row 1 Column 2
Row 2 Column 1 Row 2 Column 2

Items

Unfortunately, because items have a non-standard number of rows, we'll need to split one item up into multiple tables. We'll keep it looking like the same table with some CSS magic.

  • Wrap the whole item in a <div> with the item class. The first table inside this dive will automatically be treated as the top section, with name/level and flavour text.
  • Wrap the price-per-level table, gear slot and enhancement bonus (if applicable) in a div with the class basics. (Table headers in this section are invisible.)
  • Put each property and item power in its own table, all contained within one div that has the properties class.
Magic Item Level x+
Just by coming close to its magical aura, you can tell this item is extra strength broken.
Level 2 +1 520 gp Level 17 +4 65,000 gp
Level 7 +2 2,600 gp Level 22 +5 325,000 gp
Level 12 +3 13,000 gp Level 27 +6 1,625,000 gp
Neck slot
Enhancement Bonus: Fortitude, Reflex, and Will
Property
This item is dangerously cool. It makes the rest of the party jealous.
Item Power ✦ Usage (action)
Trigger: Somebody accuses you of powergaming.
Effect: The accusation automatically fails.

Monsters

Like items, monsters need to be handled with several different tables.

  • Wrap each individual monster in a <div> with the monster class. The first table inside the monster div will be treated as the top section (name and basic statistics that follow predictable templating).
  • If the monster has traits, wrap them together in a single <div> with the traits class. Make a table inside this div for each trait.
  • Wrap all actions together in a single <div> with the actions class. Make a table inside this div for each action.
  • Wrap the ability scores table in a <div> with the checks class. If the skills section is required, place this in a paragraph above the table. Tables and paragraphs look the same in this section, and table headers in this section are invisible.
  • Wrap the alignment, language, equipment and and extra stuff (like appearance and tactics, if needed) in a <div> with the tail class. Tables and paragraphs look the same in this section, and table headers in this section are invisible.

Icons

You can use these by wrapping the appropriate character(s) in HTML markup like so: <span class="icon"> character </span>.

Icon Character Icon
m m Attack (Melee)
r r Attack (Ranged)
c c Attack (Close)
a a Attack (Area)
M M Basic attack (Melee)
R R Basic attack (Ranged)
C C Basic attack (Close)
A A Basic attack (Area)
1 1 Recharge 1
2 2 Recharge 2
3 3 Recharge 3
4 4 Recharge 4
5 5 Recharge 5
6 6 Recharge 6
Monster Name Level + role
Size origin type (subtypes) XP value
HP xx; Bloodied xx; Inititiave: +x
AC xx, Fortitude xx, Reflex xx, Will xx Perception +9
Speed x, alt mode x Vision type

Traits

Trait 1 nameAura 1
Details of trait 1
Trait 2 name
Details of trait 2

Standard Actions

M AttackAt-will
Attack: Melee 1 (one creature); +x vs. AC
Hit: xdx + x damage, and ongoing x damage (save ends). If this entry is long, the second line is indented.
R Attack (keyword, keyword) ✦ At-will
Effect: Text goes here
m AttackEncounter
Effect: Text goes here
r AttackEncounter
Effect: Text goes here

Move Actions

Move ActionRecharge 6
Details of move action 1

Minor Actions

Minor Action (keyword) ✦ At-will
Details of minor action 1

Triggered Actions

M Immediate Action (keyword) ✦ Recharge 56
Trigger: Something happens
Effect (Immediate Reaction): Some things happen.

Skills Arcana +0

Str 10 (+0) Dex 10 (+0) Wis 10 (+0)
Con 10 (+0) Int 10 (+0) Cha 10 (+0)
Alignment Unaligned Languages Common

Equipment Not much

Traps/Hazards

Since traps and hazards are rather like cut-down monsters, making one of these is just like making a monster, but with fewer sections.

  • Wrap each individual hazard in a <div> with the hazard class. The first table inside the this will be treated as the top section.
  • Place each action in its own table, and wrap them all in a single shared <div> with the actions class. A <h2> element in this section will look like a table header.
  • Place a the countermeasures table in a <div> with the counters class.
Hazard Name Level + role
Type (subtypes) XP value
Detect Skill DC Inititiave: +x
Immune Stuff that doesn't effect traps

Triggered Actions

M Attack (keyword) ✦ At-will
Attack: Melee 1 (one creature); +x vs. AC
Hit: xdx + x damage, and ongoing x damage (save ends). If this entry is long, the second line is indented.
Countermeasures
Disable: Thievery DC x (action type). Success: Effect. Failure: Effect.

Complex Tables

  • Extra headers: GMBinder markdown only permits one header row in tables. To get around this, any heading elements inside the wrapper <div> are styled to look like part of the table. You can use this to (for example) have a header row for the table that spans your column headers.
  • Wide tables: Add the full class to your wrapper <div> for a table to make it extend across all columns.

Column Headers

Column 1 Column 2 Column 3 Column 4 Column 5
Ability drained Attack of opportunity Circumstance bonus Critical hit Ability check
Dragon type Ethereal Fear Ray Archon subtype
Inherent bonus Lethal damage Magic domain Miniature figure Blinded
Protection domain Starvation Water dangers Electrum Melee weapon
Orc domain Plant domain Scalykind domain Standard action Stunned
Antimagic Arcane spell failure Damage reduction Dwarf Domain

Page with Feature Image

Feature art

This style, with half the page occupied by a feature image, is generally used for heritage and class writeups in the core books.

To use this template:

  • Wrap your feature image in a <div> with the feature-image class.
  • Add the left class to put the feature image in the left-hand column, or right to place it on the right.
  • Place a \columnbreak between your image div and your text (either before or after your text, depending on which side you have the image on).
  • Add the feature and full classes to your top <h2> heading.

The official books also sometimes pair this opposite a full-page image that extends the illustration, to create a two-page spread. To make a feature image take up the whole page, just don't add the left or right class, and leave out the column break. (It's up to you to slice your image into two appropriate pieces!)

Heritage Template

Feature art

A summary of this creature, in a single sentence or so

Heritage Traits

  • Average Height: x'x" – x'x"
  • Average Weight: xxx–xxx lb.
  • Ability Scores: +2 Stat1, +2 Stat2 or Stat3
  • Size: Medium
  • Speed: x squares
  • Vision: Normal
  • Languages: Common
  • Skill Bonuses: +2 Skill1, +2 Skill2
  • Defence Bonuses: +2 Reflex or something
  • Unique Trait 1: A property or ability unique to this species. This means something something whatever.
  • Unique Trait 2: Something else that makes this creature special.
  • Unique Trait 3: If you're lucky you might even get a third trait.
  • Heritage Power: You have the thisthing's gimmick heritage power.
Thisthing's Gimmick Thisthing heritage power
Flavour text goes here. Better make it a bit longer since it normally takes up more than one line.
Usage ✦ Keywords
Action ✦ Range details
Effect: Power details go here. immediate action incorporeal subtype manufactured weapons medium natural

An introductory paragraph about this heritage. This is where we summarise its place in the campaign world and explain what's so exciting about it compared to other creatures.


Play this creature if you want...

  • To have this core appeal
  • To use this cool gimmick
  • To have synergy with these classes

Physical Qualities

What this creatures looks like, and how those traits play into its mechanical attributes. Breath weapon caster level check character cover deal damage difficulty class dodge bonus elemental type full normal hit points heat dangers melee miniature figure outsider type range penalty sorcerer special ability spell domain tiny touch attack.

Action bonus charm cold domain cowering disabled fey type giant type illusion manufactured weapons negative energy plane nonplayer character plant type player character resistance bonus shaken target turning check unconscious. Charm climb critical hit dazed disabled earth domain energy drain fear effect grapple check grappling hit points immediate action incorporeal subtype manufactured weapons medium natural reach paralyzed planning domain prerequisite profane bonus psionics reflex save stack strength summoning subschool swim tanar'ri subtype teleportation subschool treasure unarmed strike.

5-foot step arcane spell failure automatic hit base save bonus command undead conjuration enhancement bonus evasion extraplanar subtype fatigued force damage gold piece incorporeal mundane nauseated plant domain ranged attack roll rogue size modifier special quality spell preparation tanar'ri subtype threat threatened square turning damage water subtype.

Ability drained air subtype breath weapon character dazed domain spell falling force damage half speed lawful monk ooze type outer plane reptilian subtype sacred bonus strength domain thirst threat range touch spell war domain.

Playing a Thisthing

Aberration type ability modifier acid effects attack cast a spell charisma cure spell elf domain fire domain frightful presence goblinoid subtype good subtype heat dangers inflict spell living luck bonus native subtype nonplayer character renewal domain spider domain subschool supernatural ability temporary hit points turning check water subtype.

Balance domain chaos domain dispel check effective character level insight bonus native subtype point of origin reach weapon scent teleportation subschool threat range. Adventuring party armor bonus attack of opportunity attack roll calling subschool darkvision energy drain failure gaze natural ability scent spell immunity.

Base save bonus change shape check class compulsion subschool diminutive earth domain energy drained energy plane exhausted fascinated frightened inflict spell metal domain miss chance paralysis paralyzed plant domain portal domain special ability spell immunity square trample transmutation turn undead.

Adventuring party armor bonus attack of opportunity attack roll calling subschool darkvision energy drain failure gaze natural ability scent spell immunity.


Thisthings are perceived as... trait, characteristic, tendency, adjective, strength, weakness


Example Thisthing Names: I suppose you could divide these into male and female if you're some sort of basic-ass gender cop.

Class Template

Feature art

"Quote from this class, to get us excited for it!"

Class Traits

  • Role: Class role. Brief justification of why this would be so.
  • Power Source: Class's power source. Brief justification of why this should be so.
  • Key Abilities: Stat1, Stat2, Stat3
  • Armor Proficiencies: Armour type 1, Armour type 2
  • Weapon Proficiencies: Group 1, group 2
  • Implement: Type 1, Type 2
  • Bonus to Defense: +2 Will or something
  • Hit Points at 1st Level: x + Constitution score
  • Hit Points per Level Gained: x
  • Healing Surges per Day: x + Constitution modifier
  • Trained Skills: Skill 1 and Skill 2. From the class skills list below, choose x more trained skills at 1st level. Class Skills: Skill1 (Stat1), Skill2 (Stat2), Skill3 (Stat3), Skill4 (Stat4)
  • Build Options: Build 1, Build 2
  • Class Features: Feature 1, Feature 2, Feature 3

An introductory section about this class. This is where we summarise its place in the campaign world and explain what's so exciting about it compared to other classes.

Action bonus charm cold domain cowering disabled fey type giant type illusion manufactured weapons negative energy plane nonplayer character plant type player character resistance bonus shaken target turning check unconscious. Charm climb critical hit dazed disabled earth domain energy drain fear effect grapple check grappling hit points immediate action incorporeal subtype manufactured weapons medium natural reach paralyzed planning domain prerequisite profane bonus psionics reflex save stack strength summoning subschool swim tanar'ri subtype teleportation subschool treasure unarmed strike.

Ability drained air subtype breath weapon character dazed domain spell falling force damage half speed lawful monk ooze type outer plane reptilian subtype sacred bonus strength domain thirst threat range touch spell war domain.


Since the class writeup doesn't use anything unique after modelling a heritage writeup, I wont bother to add all the rest here. Add your own subheadings and power lists as necessary!

 

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